Final Fantasy: Tactics was not my first strategy RPG (Shining Force was), nor is it my favorite (that honor belongs to Vandal Hearts). Even so, I feel compelled to mention some of the merits found in this genre-defining game. It also stands as unsurpassed despite being well over two decades old. So, where to begin...
Probably the single most noteworthy feature in Final Fantasy: Tactics is its job system. In essence, player-controlled characters in the game can change classes, but retain skills and abilities acquired during their previous occupations. Additionally, it's possible to "learn" abilities and skills used by enemies in combat. While not unique to the Final Fantasy franchise, this does mark a significant departure from other strategy RPGs in that each unit has a player-determined career path that defines who they are. Typically, characters in these kinds of games have a very linear upgrade track with (at best) a binary choice somewhere along the way. In order to avoid the problem of every character feeling like a bland mishmash of options though, important story characters begin as exclusive classes. On top of this there are certain more powerful classes that are only available to characters who meet particular sets of experience prerequisites. It's an interesting compromise between flexibility and customization while still making characters distinct.
Gameplay comes in the form of tactical turn-based skirmishes of up to a dozen or so units that take place on diorama-like battlefields. The small size of these arenas actually work to the game's advantage in that they throw the player directly into the action. The single color backgrounds also do a surprisingly good job of conveying moods given their simplicity. For example a blue background might help create the image of a clear sunny day, while grey implies overcast weather and black feels like encroaching darkness. These same sort of dioramas are used in cutscenes and story segments which gives the game a stage theater quality to its presentation. Reinforcing this is plot and dialogue which have a pseudo-Shakespearian vibe.
I should also mention there are two versions of this game. The original PS1 release and a remaster for the PSP (eventually ported to mobile devices). The updated adaptation is referred to as the War of the Lions version and boasts a variety of improvements including a better (than the original) localization featuring bouts of Ye Olde English. Without spoiling anything, the plot also has a tragic feel to it. So, in other words, it reads like a Shakespeare play at times. Generally speaking, the game is a low fantasy setting that grows increasingly outlandish as events unfold.
One other thing I want to mention is the numerous subsystems found in Final Fantasy: Tactics that can be completely skipped over by the player. There is a whole game mechanic involving birthdates and zodiac signs that can be safely ignored. It's possible to capture and breed certain monsters to assist in battle. There are even several classes (such as the Astrologer, Mime, and Arithmetician) that I never used, nor fought against over the course of the game. The player can even send some of his units on text-driven errands involving treasure hunting or exploration. Overall, there's an incredible amount of depth to be found, but only at the player's discretion.
Of course, there are often criticized aspects to Final Fantasy: Tactics as well. Certain skills or class combinations can lead to some character builds feeling vastly overpowered compared to others. Much like the lack of noses on character portraits though, I tend to see this as more of a feature than a flaw. There are so many nice little details too, such as the choice of music in a particular scene, or the sound effect that happens when the player rotates their view of a battlefield diorama. Even the character sprite animations have cool flourishes or subtle cues at times.
Having showered this game with so much praise, it comes as a disappointment that Final Fantasy: Tactics never got a proper sequel. Although there have been quite a few spiritual successors made by fans and even the original creator, Yasumi Matsuno, the ultimate fate of Ramza (the story protagonist) has never been explored. Hey, Square-Enix! Since y'all are so hot on re-envisioning older Final Fantasy games how about showing Tactics some love to?...what's that?...Triangle Tactics Project...well...better than nothing, I suppose...
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