字幕表 動画を再生する
Spoiler: This isn’t the Final Fantasy. It was the First. There hasn’t been a final,
yet, despite the gnashing of teeth and widespread JRPG backlash. Hell, most people don’t even
know why Final Fantasy was, potentially, the Final Fantasy. So sit right back and you’ll
hear a tale, of a struggling developer and publisher of oddities like Aliens for the
MSX (and apparently Sigourney Weaver is the new George Orwell), the Space-Harrier-esque
3-D WorldRunner, and Nakayama Miho no Tokimeki High School, which means nothing to anyone
not concerned with late-80’s Japanese pop idols or the earliest prehistory of dating
sims. Things were bad, so producer Hironobu Sakaguchi threw it all on the line in one
last-ditch effort to combine a popular swords-and-sorcery setting (some would call it a direct aping
of 1st-edition D&D) with an epic adventure. (Further note: Though it’s sometimes cited
as a reason for the strife leading up to Final Fantasy, the moderately-racially-insensitive
Square’s Tom Sawyer actually came a year after Final Fantasy II.)
Suffice it to say, their plan worked. Final Fantasy became a breakout hit, Square was
in the black again, and it’s been their MO ever since to keep the cash cow fed. Case
in point: Final Fantasy II landed just 365 days after the original. That’s a turnaround
to make even Capcom’s head spin. But the first installment in the series has never
been forgotten... how could it be, seeing as how it’s been ported, remade, and otherwise
contorted onto... the MSX2, the Wonderswan Color, the PlayStation, four different Japanese
mobile phone networks, the PSP, Wii Virtual Console, iOS, and double-packed with Final
Fantasy II on the NES, PlayStation, and GameBoy Advance.
Fortunately, as far as classic RPG experiences go, it’s tough to find one that held up
better to the years of scrutiny. More importantly, it would set the rails for the games that
would follow it, introducing elements like the Airship, crystals, timey-wimey shenanigans
(huh, bit of deja vu there) and optional superbosses like WarMech. However, certain elements - like
choosing immutable classes at the beginning of the game, lack of interpersonal relation
between your team (vis “The Warriors of Light Who Just Happened To All Show Up At
The Same Time”), the pseudo-Vancian magic system, and class promotion - didn’t make
it out of this one alive (well, save for a brief revival of the magic system for the
Famicom version of Final Fantasy III.) Every game in the series is unique for what it does
and doesn’t borrow from its neighbors; it’s interesting to look back and try to understand
why the elements that caught on did so.
The plot’s familiar to several generations of gamers, if by rote alone: Garland’s stolen
the princess, and it’s your job as the magical dudes what just showed up to save her. You
do so, and learn that while that’s all well and good, fiends at every corner of the earth
have been wreaking havoc, and if you’re the kind of heroes that can save a princess
from a moderately inept knight, you can certainly bash in these supernatural entities. Goes
without saying, of course. On the way you’ll meet elves, dwarves, pirates, a weird witch
and her backward-talking brooms, and the last resting place of Link (or Erdrick, depending
on which version you’re playing).
This Final Fantasy Origins version boasts several improvements over the original, including
a remastered soundtrack, more elaborate sprites, redrawn backgrounds, clarifications of the
script (‘cuz the original was a bit dicey in places,) and a wealth of background information,
from a dynamically-updated bestiary to a collection of the original Yoshitaka Amano concept art.
I hesitate to call this the definitive edition, if only because there are so bleeding many
of ‘em, but it’s certainly a good jumping-off point. Especially seeing as how you can still
play it on your PS3! So convenient.