Let's Play: Final Fantasy Tactics #24 | Heaven And Hell | Final Fantasy Friday

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Final Fantasy Tactics (ファイナルファンタジータクティクス Fainaru Fantajī Takutikusu?) is a tactical role-playing game developed and published by Square (now Square Enix) for the Sony PlayStation video game console. It is the first game of the Final Fantasy Tactics series and was released in Japan in June 1997 and in the United States in January 1998. The game combines thematic elements of the Final Fantasy video game series with a game engine and battle system unlike those previously seen in the franchise. In contrast to other 32-bit era Final Fantasy titles, Final Fantasy Tactics uses a 3D, isometric, rotatable playing field, with bitmap sprite characters.

Final Fantasy Tactics is set in a fictional medieval-inspired kingdom called Ivalice created by Yasumi Matsuno. The game's story follows Ramza Beoulve, a highborn cadet who finds himself thrust into the middle of an intricate military conflict known as The Lion War, where two opposing noble factions are coveting the throne of the kingdom. As the story progresses, Ramza and his allies discover a sinister plot behind the war.

The gameplay of Final Fantasy Tactics differs in several key areas from other titles in the Final Fantasy series. Instead of a generic battle screen, with the player's characters on one side and the enemies on the other, encounters take place on three-dimensional, isometric fields. Characters move on a battlefield composed of square tiles; movement and action ranges are determined by the character's statistics and job class. Battles are turn-based; a unit may act when its CT reaches 100. Charge time is increased once every CT unit by an amount equal to the unit's speed statistic. When CT reaches 100 or greater, the unit may act. During battle, whenever a unit performs an action successfully, it gains Experience Points and Job Points

An example of the isometric battlefields found in the game. The blue panels on the ground mark where the Wizard can move to.
Another difference is the manner in which random battles are encountered. Like other Final Fantasy games, random battles occur on the world map. However, in Final Fantasy Tactics, random battles only occur in pre-set locations, marked in green on the world map. Passing over one of these spots may result in a random encounter. Another major aspect of battles is magical attacks. Certain magical attacks cause area of effect damage, and many of the more powerful magical attacks require several turns of charging. Hit Points of enemy units are also visible to the player, allowing the player to know exactly how much damage they still have to inflict on a particular unit.

Movement on the world map is limited to predefined paths connecting the towns and battle points. When the character icon is over a town, a menu can be opened with several options: "Bar" for taking sidequest job offers, "Shop" for buying supplies and equipment, and "Soldier Office" for recruiting new characters. Later in the game, some towns contain "Fur Shops" for obtaining items by way of poaching monsters.

Like several installments in the series, Final Fantasy Tactics features a character class system, which allows players to customize characters into various roles. The game makes extensive use of most of the original character classes seen in earlier Final Fantasy games, including Summoners, Wizards, Priests, Monks, Lancers, and Thieves. New recruits start out as either a Squire or a Chemist, the base classes for warrior and magician jobs, respectively. The game features twenty jobs accessible by normal characters.

In battle, JP are rewarded for every successful action. JP are used to learn new abilities within each job class. Accumulating enough JP results in a job level up; new jobs are unlocked by attaining a certain level in the current job class which also allows the character to gain more JP in that class in battles. Once all the abilities of a job class have been learned, the class is "Mastered". A soldier in a specific Job always has its innate skill equipped but a second job-skill slot and several other ability slot can be filled with any skill the particular soldier has learned from any job class. This deep level of customization and flexibility grants nigh-infinite replayability, contributing to the game's unusually enduring popularity.






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