When I was a young whelp, back when my writing career involved pictures of dragons and a black-and-white spiral notebook, I spent a lot of time playing the first Final Fantasy
It was one of the toughest games I owned, and I loved it not just because it was pretty, and engrossing, and creative, but because it forced me to think about how to use the resources that were at my disposal.
Looking back almost 26 years later, whatās interesting about the original Final Fantasy is that itās nothing like any of the others. Future Final Fantasys would emphasize storytelling over dungeon-diving, party narrative over party management. Even the second and third games, while challenging, were less about managing resources and more about figuring out which spell to spam against each boss.
But not to worry. If you miss that old-fashioned dungeon crawling, thereās a brand new option that might be as close to Final Fantasy as you can get today: Etrian Odyssey
Over the past week Iāve spent a great deal of time with the fourth Etrian Odyssey, which came out on Tuesday for 3DS, and while itās safer to compare it to first-person RPGs like Wizardry and Might & Magic, it keeps taking me back to Final Fantasy
Letās look at the two.
Final Fantasy starts off by asking you to make a party of four people, each of whom can pick one of six classes. Thereās a rudimentary storyāāgo save the princess!āāand your cash reserves start off very low. Although youāll get more money as you go on, equipment just keeps getting more and more expensive. Spells and items are always limited, and itās very tough to revive your characters once they die. You have to be smart and conservative in order to survive each dungeon.
Etrian Odyssey IV starts off by asking you to make a party of five people, each of whom can pick one of seven classes (at first). Thereās a rudimentary storyāāgo find the magic tree!āāand your cash reserves start off very low. Although youāll get more money as you go on, equipment just keeps getting more and more expensive. Spells and items are always limited, and itās very tough to revive your characters once they die. You have to be smart and conservative in order to survive each dungeon.
Atlus made this great comic to sell the first Etrian Odyssey. Click to expand.
When I first played Final Fantasy, Iād spend hours drawing maps in a large graphing notebook. When I play Etrian Odyssey IV, I spend hours drawing maps on the 3DSās bottom screen. Things havenāt changed.
But I donāt love Etrian Odyssey IV because of some sort of whimsical longing for my childhood days with Final Fantasy. What I enjoy about Etrian Odyssey IVāand other dungeon-crawlers of this natureāis that it gives me a set of tools and makes me use them to solve problems accordingly.
Two sets of tools, really. Mapmaking tools, which help you solve the problem of āwhere the hell am I?ā, and character-honing tools, which help you solve the problem of āhow the hell do I get through the dungeon without being killed?ā The first set of tools is represented by lines and icons on your bottom screen. The second set of tools is represented by the items and skills used by each of your characters.
See, to master Etrian Odyssey IV is to make a series of intelligent choices. You have to decide how to best balance your partyās offense and defense. You have to choose whether to spend money on powerful new weapons or essential restorative items. You have to figure out whether itās wiser to warp back to town and save once you beat the mini-boss on level two or keep plowing through so you donāt have to go through the whole dungeon all over again.
Itās also about mastering systems. Figuring out which of your skills do the most damage. Figuring out how much healing you really need to do in between each battle. Figuring out how to survive through very difficult circumstances.
In a fascinating essay last year, the very smart Michael Abbott wrote about what makes him enjoy Japanese role-playing games. And although he plays down the importance of narrative a bit too much for my tastes, he does make some really good points about how a great JRPG melds story and system in a way that gives weight to every choice you make:
I play JRPGs for essentially the same reasons my uncle tinkers with cars in his garage. Itās not about where you drive the car; itās about making that motor purr the way you want.
The more a game exposes its systems to me, the more possibilities I see to fully invest myself in that experience. Many of these systems could be simplified or automated, but I often donāt want that. I like to lift the hood and work on the motor myself. I want to drive my own way and feel the engine propelling me.
This is what the best JRPGs do. They let us feel the power and responsiveness of their systems, and they give us fun-to-use tools to access those systems.
Thatās the key to understanding the appeal of Etrian Odyssey. Thatās why it feels so much like the original Final Fantasy. The fun part of these games isnāt hitting A as you cycle through menus. Itās tinkering with systems, opening them up, seeing if your decisions are smart enough to get you through the obstacles in front of you. Itās giving names to your silent characters and dreaming up their backstories as they work together to adventure through dungeons and battlegrounds.
Itās about remembering that the boss is going to counter all of your attacks every fifth turn. Itās about saving your best spells to disrupt him before he can execute his most powerful attack. Itās about realizing that itās not such a good idea to progress to the next land before heading back to town and saving your progress. Itās about figuring out the systemsāand then beating them.
Random Encounters is a weekly column dedicated to all things JRPG. It runs every Friday at 3pm ET.