Final Fantasy Chaos Battle (Android Version Review)
Robert H (simataas) Robert H (simataas)
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 Published On Dec 29, 2020

I've owned the Android version of this classic game for several years now. I never really played it until the last couple of days. This Android version completely changes the unique magic scheme from the original version into something similar to most of the role playing games that followed. In the original version each level of magic could only be cast 8 times (maximum, based on Character level) before refreshing at an inn or cabin. In this version an MP system is put in place and magic points can be replenished at anytime, including during a battle with new items (Ether, Dry Ether, Elixir, Megalixir). Magic is more plentiful overall because a mid-level magic user will have 500+ MP and the most costly spell is only 50 MP.

In the original version spell power didn't change. A Heal spell, for example, would always heal about the same amount throughout the game. In this version, spell power is tied to the Intelligence stat of the Character. As the Unit increases in Intelligence, every spell is more powerful (Fire, Thunder, Ice, Heal, Cure, etc.). The Black Mage/Wizard Intelligence stat grows faster than the Fighter/Knight Strength stat - it really adds up!

The Level system was changed as well, from a maximum of level 50 to a new maximum of 99. This had little effect on melee characters as their final stats were similar between versions. However, for magic users (and especially the Black Mage/Wizard) the new level system has a huge effect. The MPs quickly cap out at 999 (that's a lot of magic uses and one will not likely need to use any of the new magic replenishing items during a battle). The Intelligence stat just keeps growing with observable improvements in spell power over the whole level range. Another way the new level system helps a magic unit is in HP. My Black Wizard was maxed at 999 HP at level 99 - the same as a Knight and Master! Black Wizards didn't usually get to 500 HP in the original version, which is a significant concern/consideration when battling higher power enemies. It took much longer to grind to level 50 in the original version than it does to get to 99 in this version. By end game, my level 99 Black Wizard was more durable than my level 99 Master as they both had 999 HP and a Wizard can equip the Diamond Armlet (Opal Bracelet), Protect Cloak (Cape), Protect Ring and Ribbon (while a Master can either go naked or equip the same gear sans Protect Cloak).

All the spell casting items from the original game (armor & weapons) appear in this version too, which allows non-magic Units or out of class Units cast spells otherwise unavailable to them. Notable are the two Heal helmets and Heal Staff. The Intelligence stat boost works on these spell items as well, so a Black Mage/Wizard actually heals better using these items than does the White Mage/Wizard (due to the Black Mage/Wizard's superior Intelligence stat growth rate). A new inventory system allows any Unit to use any of the spell casting items; no need to be equipped or held in a Unit's individual inventory. In fact, the inventory is no longer tied to specific Units and there is no practical limit to the amount of armor and weapons that can be carried. Enemies occasionally drop items now too, including weapons, and armor (some with special effects or spells). Additionally, many of the White Mage/Wizard's specialty skills can now be performed with new items available in shops (e.g. Phoenix Down, Hi-Potion, potions that improve stats, etc.). By mid game, a Black Mage/Wizard is overpowered and a White Mage/Wizard, while powerful (Intelligence stat growth is sufficient for effective offensive spells with specialty items), is rendered unnecessary.

In this version you can save anytime and anywhere, including in dungeons (the only time you can't save is during an actual battle). Thus, having an unbalanced team (say 4 Black Mages) would not be nearly as painful early game and would be laughably over powered by mid to end game.

With all the extra items, over powered magic, and the save anywhere feature, this is really for casual play only. That being said, I've played other remakes of this original Final Fantasy (Wonder Swan, GBA, etc.) and this is the best of them. It still provides a hit of nostalgia and is a striking visual improvement to the original while providing the same feel. The bottom line is that none of the remakes are as good as the original version. Give me the 8 bit graphics, clunky magic system, lack of player guidance, and the need for strategy (even if that need is based on archaic game mechanics).

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