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#1 Here are the list of changes that was made to the remake of FF IV. Some that we know about, some that we didn't know Final Fantasy IV DS: SNES To DS Changes
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| | Doesn't that defeat the purpose of it being his one shot spell? >.> Doesn't that defeat the entire strategy for dealing with Bahamut? And the rest just forget the reason why you used Bows and Spear to begin with? These just make me cry inside. That just makes me go wtf. |
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| Administrator | His new "job" is actually to endow you with various gifts; such as the mapping function, bestiary, sound test, and cut scene viewer; as you talk to him in various locations throughout the game. Mappingway is just one of the many new names he adopts throughout this side-quest. For anyone planning to do this, know that it must begin well after "sufficient" level-ups, because it never happened while Tella was in my party. Understatement of the year. If by "increased," you mean "unlimited." You also get more as you level up, as with magic and ninjutsu. Speaking of ninjutsu, Edge also learns three new techniques: earthy Doton, windy Fuujin, and icy Hyouton. |
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| | I'm not really happy with a lot of these changes. I guess I'll comment on the ones that stand out for me That's going to be quite weird. They expect you to defeat a Zuu at the start of the game. I also doubt they'll give Cecil a free FireBomb... I wonder what the Pochika does... I actually like how you can't change names anymore. It'd only mess up the voice acting. I don't really like the sound of the new ability system. They should've just enabled party member switching like in the GBA Version. It'll also ruin the "locked jobs" theme that FFIV is famous for. They should've still allowed Cecil to equip bows and staves. That's what made him more unique than other fighters from other FFs. I know most people don't equip him with those but it is useful (using Artemis Bows on dragons doing insane damage, using the Sage's Staff to revive people). The arrows, I'm somewhat okay with since Rydia fans will no longer be able to bash on Rosa saying that her bows and arrows are too expensive to be replacing all the time (seriously, liking one thing doesn't mean you have to hate on the other). I'm not pleased with Tellah's MP being able to increase (they should've at least disabled Meteor from being cast). I'm wondering where these new bosses will be... They should've kept Kain and Palom left handed. It's not like it would be too hard for them to keep that. Sure, they power up every spell except for Bio which they weaken (bye bye BennennaanaaaNAAWOU). They also should've left Edge to be able to equip claws. That way you wouldn't have to throw them out after losing Yang. |
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| Administrator | You only need to defeat a couple Floateyeballs, which is still a cinch with Cecil's Darkness ability. And if that's not enough, yes, they still give you a free White Fang and Red Fang to bust out, as well. Decant Items are permanently married to the characters you use them on, so their jobs are still locked in that sense. They're also scarce enough that you're not at all likely to give one character so many that his custom abilities will start distracting from his original role in battle. On the contrary, if you use them intelligently, you'll be augmenting those roles, not rewriting them. For example, as a Paladin, Cecil has high HP, high defense, and the Cover ability, so you'll naturally want to give him Counter. Having used it, I can say this system definitely preserves the spirit of the original game more than the cavalier party-swapping in the GBA version. Worry not: Bio's sound effect is still totally radical. |
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| | The best additions to the game are the new abilities and the re-designed boss battles. I never liked the way the original offered so little in the way of customization after coming off the job-system in FFIII. The decant abilities make the game more like FFIX, where everyone has their own specific classes but still allow for some choice in how you construct your party. The boss battles are all excellent; they are by far the toughest in the series. Battles you could just breeze through in the original like Cagnazzo and Golbez actually require some thought this time around (unless you grind for hours or something). Leviathan is a nightmare. Funnily enough, Demon Wall is now one of the easier bosses in the game. I thought it was a pretty decent remake overall. The story seems to be almost identical to the original (I can’t read Japanese, but all the scenes seem to play out in exactly the same manner) besides some deviations around the Giant of Babel (namely a few flashbacks). So it’s not really a whole new experience like SE seemed to imply it would be around the time it was announced (not much of this supposed ‘cut content’ from the original seems to have been added, if the amount cut was indeed as extensive as they said it was) but it’s definitely better then the original or the GBA port, even though I was a little disappointed that they don’t let you chose your final party like you can in the latter. Of course, considering how tacked on that aspect was in the GBA version, maybe it's better without. Last edited by Karellen; 01-15-2008 at 04:04 AM. |
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| | I don't understand the point of making Kain and Palom right-handed, or why spears/bow are no longer a weakness for aerial monsters. That sucks. Edit: Last I checked, you could not use warp and exit in the Sealed Cave in the previous versions either, so that's not really a change. And if I'm not mistaken, Warp always brought you back in the previous room. |
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