FINAL FANTASY III

FINAL FANTASY III

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Sage and Ninja gainable like in the NES version. Good!
That is very good as it proves the game was really based on the NES version.

The whole game feels different compared to the two previous games, especially the second half of the game which is very enjoyable - nice battles, nice enemies, great bosses, better dungeons I guess. The game really seems and feels harder and everything is just balanced better than the previous two PR games which were super boring due to such a low difficulty.

No, I am not talking about any Dark Souls-level difficulty. These games werent diffiult as hell, I never said that, but there is a big difference between battles in FF1 PR and FF3 PR. The enemies are stronger, they have more HP and you do not have as much HP as for example in FF1 PR. Also, there is no ETHER!! :)

I think the only reason why FF3 PR feels very different in terms of enemies´ strength and so on is that there is no GBA version which FF1PR and FF2PR are based on. The GBA versions run in easy mode. So this is also why I think FF4,5 and 6 will also be super easy because they will be (once again) based on the GBA versions´ difficulty. On the other hand, a FF wiki page says GBA´s FF4 had increased difficulty so Idk.
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Showing 1-15 of 19 comments
SC_Nikki Aug 21, 2021 @ 6:08am 
I also appreciated the faithfulness to the original, as opposed to the DS remake (not that it wasn't good on its own, just not completely faithful). However it still feels like some enemy encounters were reduced in size... I'll get over it. :)

Salamander is one of the most epic bosses in RPG history!
Last edited by SC_Nikki; Aug 21, 2021 @ 6:09am
Blackened Halo Aug 21, 2021 @ 7:31am 
Originally posted by SC_Nikki:
I also appreciated the faithfulness to the original, as opposed to the DS remake (not that it wasn't good on its own, just not completely faithful). However it still feels like some enemy encounters were reduced in size... I'll get over it. :)

Salamander is one of the most epic bosses in RPG history!

it is a great boss, but for me...Ahriman ...what a jerk!! :D :D

what an ending i mean the whole Ancient Maze-Crystal Tower-Eureka-World of Darkness segment was superb!

It is just clearly shown in this game that once Final Fantasy does not deal with the easy GBA ports (FF3 never had any GBA port), then the game feels fresh, it is interesting, it has great boss fights and the game does insult not its players! Tho uncovered secret passages should not be in the game .. :/
Last edited by Blackened Halo; Aug 21, 2021 @ 9:50am
SC_Nikki Aug 21, 2021 @ 9:01am 
Originally posted by Blackened Halo:
what an ending i mean the whole Ancient Maze-Crystal Tower-World of Darkness segment was superb!
Yes, including Eureka, that always was the best part of the game. :)

Tho uncovered secret passages should not be in the game .. :/
They really should have made that a passive ability for the Thief. That would've offered incentive to backtrack through the earlier areas of the Floating Continent once you obtain it. I only used the Thief in dungeons that had locked doors, and solely for that reason. Giving the Thief this ability would've given the job utility it never had, all the way to the end of the game at that. It would be even more useful than it was in FF5, because FF3 contains so many complex secret passages.
Last edited by SC_Nikki; Aug 21, 2021 @ 9:03am
Dadalama Aug 21, 2021 @ 9:43am 
Yeah for secret passages I prefer the "visual cues" in the wall and maybe a small window of reveal (like a 1 square radius). Revealing them on the minimap when you found just one is dumb.
Blackened Halo Aug 21, 2021 @ 9:51am 
Originally posted by SC_Nikki:
Originally posted by Blackened Halo:
what an ending i mean the whole Ancient Maze-Crystal Tower-World of Darkness segment was superb!
Yes, including Eureka, that always was the best part of the game. :)

Tho uncovered secret passages should not be in the game .. :/
They really should have made that a passive ability for the Thief. That would've offered incentive to backtrack through the earlier areas of the Floating Continent once you obtain it. I only used the Thief in dungeons that had locked doors, and solely for that reason. Giving the Thief this ability would've given the job utility it never had, all the way to the end of the game at that. It would be even more useful than it was in FF5, because FF3 contains so many complex secret passages.

I have included Eureka to the list :D:D of course, it was fantastic!
Blackened Halo Aug 21, 2021 @ 9:55am 
Originally posted by Dadalama:
Yeah for secret passages I prefer the "visual cues" in the wall and maybe a small window of reveal (like a 1 square radius). Revealing them on the minimap when you found just one is dumb.

exactly, someone said on the forum that it is better this way since at least he does not need to walk around... -_- ...but that was the point!
Liam Aug 21, 2021 @ 1:25pm 
On that note--were the GBA versions of 4, 5 and 6 rebalanced much from the SNES versions? From what I understood they were largely the same save for bug fixes and small changes to things here and there. I don't believe there was anything as sweeping as the FF1/2 changes. Which makes me think they might end up remaining largely the same in the pixel remasters, too.

I suppose an argument can be made that there's always the risk of FF4 using the 'easy' US version, but from what we've seen so far it wouldn't hint to that based on Cecil's dark moves. And I don't think the US 'FF2' version of FF4 has been acknowledged much at all in recent days--something Square is probably wanting to forget lol.
Last edited by Liam; Aug 21, 2021 @ 1:29pm
I can't wait to try this out. FF III was kinda my holy grail of JRPGs in the 90s, I played the J@p rom on an emulator in the 90s, but obviously didn't get far because I couldn't read the text. When the DS version came out, it just wasn't the same game, and I didn't have much interest. Then I played a fan translation of the NES game, and got wrecked on the end boss and gave up because I didn't want to do the entire end dungeon again. Maybe I can beat it this time...
Last edited by Furry Wrecking Crew; Aug 23, 2021 @ 3:17pm
Originally posted by Liam:
On that note--were the GBA versions of 4, 5 and 6 rebalanced much from the SNES versions? From what I understood they were largely the same save for bug fixes and small changes to things here and there. I don't believe there was anything as sweeping as the FF1/2 changes. Which makes me think they might end up remaining largely the same in the pixel remasters, too.

I suppose an argument can be made that there's always the risk of FF4 using the 'easy' US version, but from what we've seen so far it wouldn't hint to that based on Cecil's dark moves. And I don't think the US 'FF2' version of FF4 has been acknowledged much at all in recent days--something Square is probably wanting to forget lol.

It's a big mess. With so many ports of ports, you can't tell until you play it, and I was assuming almost all new versions are the dumbed-down, GBA-whatever easy-type versions.

I never got why they released the Easy-Type IV in the US. When I finally played the real FF IV on the Playstation comp, it wasn't THAT much harder. It starts off a little harder maybe, but I was crushing that by end-game. I know they took Pray out for having religious undertones, maybe the Easy-Type already had the censorship.
Blackened Halo Aug 24, 2021 @ 12:36am 
Originally posted by Vigi React:
Originally posted by Liam:
On that note--were the GBA versions of 4, 5 and 6 rebalanced much from the SNES versions? From what I understood they were largely the same save for bug fixes and small changes to things here and there. I don't believe there was anything as sweeping as the FF1/2 changes. Which makes me think they might end up remaining largely the same in the pixel remasters, too.

I suppose an argument can be made that there's always the risk of FF4 using the 'easy' US version, but from what we've seen so far it wouldn't hint to that based on Cecil's dark moves. And I don't think the US 'FF2' version of FF4 has been acknowledged much at all in recent days--something Square is probably wanting to forget lol.

It's a big mess. With so many ports of ports, you can't tell until you play it, and I was assuming almost all new versions are the dumbed-down, GBA-whatever easy-type versions.

I never got why they released the Easy-Type IV in the US. When I finally played the real FF IV on the Playstation comp, it wasn't THAT much harder. It starts off a little harder maybe, but I was crushing that by end-game. I know they took Pray out for having religious undertones, maybe the Easy-Type already had the censorship.

because you never played the Easy-Type version, this version was released only in Japan, but there is this myth still circulating all around that the Easy-Type was FF4 released in the US, but that´s not true
Originally posted by Blackened Halo:
Originally posted by Vigi React:

It's a big mess. With so many ports of ports, you can't tell until you play it, and I was assuming almost all new versions are the dumbed-down, GBA-whatever easy-type versions.

I never got why they released the Easy-Type IV in the US. When I finally played the real FF IV on the Playstation comp, it wasn't THAT much harder. It starts off a little harder maybe, but I was crushing that by end-game. I know they took Pray out for having religious undertones, maybe the Easy-Type already had the censorship.

because you never played the Easy-Type version, this version was released only in Japan, but there is this myth still circulating all around that the Easy-Type was FF4 released in the US, but that´s not true

Well, what they did is made a special American "Easy-Type" version that I think may actually be easier than the Japanese Easy-Type. The SNES Final Fantasy 2 is DEFINITELY different and easier than the true Japanese FF IV.
Dadalama Aug 24, 2021 @ 7:06am 
There is some changes to FFIII though. The Magus and Devout don't get as many spell slots as they used to and the Ranger/Mystic Knight no longer get white magic. And there's a couple new abilities.

If they were going to change anything why don't they buff shields a bit? They're still completely useless compared to doubling your weapons.
Blackened Halo Aug 24, 2021 @ 11:15am 
Originally posted by Vigi React:
Originally posted by Blackened Halo:

because you never played the Easy-Type version, this version was released only in Japan, but there is this myth still circulating all around that the Easy-Type was FF4 released in the US, but that´s not true

Well, what they did is made a special American "Easy-Type" version that I think may actually be easier than the Japanese Easy-Type. The SNES Final Fantasy 2 is DEFINITELY different and easier than the true Japanese FF IV.

I never heard of the american EasyType :O
Furry Wrecking Crew Aug 24, 2021 @ 12:05pm 
Originally posted by Blackened Halo:
Originally posted by Vigi React:

Well, what they did is made a special American "Easy-Type" version that I think may actually be easier than the Japanese Easy-Type. The SNES Final Fantasy 2 is DEFINITELY different and easier than the true Japanese FF IV.

I never heard of the american EasyType :O

They didn't CALL it that, but that's FF2 for SNES. It's a dumbed down version of the Japanese version, just not the exact Japanese Easy-Type. You can see the long list of changes between versions online.
Blackened Halo Aug 24, 2021 @ 1:14pm 
Originally posted by Vigi React:
Originally posted by Blackened Halo:

I never heard of the american EasyType :O

They didn't CALL it that, but that's FF2 for SNES. It's a dumbed down version of the Japanese version, just not the exact Japanese Easy-Type. You can see the long list of changes between versions online.

"The following changes apply to the North American SNES release.

The game is renamed "Final Fantasy II" and given a new title screen.
A simplified script is used, due to space limitations. A number of subplots, most notably an ongoing story about Kain's background and relationship to his father, are removed. The script was also considered poorly translated, even by employees at Square.
Religious imagery is removed, such as "Holy" being renamed "White" (though the Elder of Mysidia uses the word "Holy" once in describing a sword). The Tower of Prayers in Mysidia is renamed the Tower of Wishes (though one instance of "pray" was still left in, uttered by the Black Mage in the tower).
Textual edits are made to remove profanity, references to death and violence, partially to adhere to Nintendo's family friendly content guidelines.
Item and ability names are changed to reflect their usage; Phoenix Down was renamed Life, Remedy was renamed Heal, and Potion was renamed Cure1.
The ring icon used for the ring items does not exist in the Japanese version of the game. It was added in the English version using one of the character codes freed up by not having to support the Japanese character set, and helps compensate for how short item names were forced to be. The glove icon is used for the rings in the Japanese version.
Each summon magic attack consisted of both a monster name and an attack name in the Japanese version (for example, the summon spell Leviathan performed the attack Tsunami); in the original English translation, short names (such as "Levia" for Leviathan) were used in the menu, and the full summon name was used in place of the attack name.
Options for setting battle mode to Wait or Active, changing the button assignments for Confirm/Cancel/Menu, changing which controller controls each party member, and changing cursor memory are hidden.
The magic spells Protect, Shell, and Dispel are removed, as well as Rydia's Cockatrice summon. Asura originally incorporated Protect into her attack script; it was replaced with a stronger healing spell. Zemus's Malice and Zemus's Breath, however, still make use of Protect and Shell. The white magic icon was removed from the spells' names, replaced with a blank space.
In the original game, almost every negative status effect (such as Stone and Poison) had a corresponding item used to cure it (Gold Needle and Antidote respectively). These individual items are removed while Remedies, which cure all status ailments, can be purchased in any shop and cost only 100 gil instead of 5000. Ethers, which were extremely rare in the original game, can be purchased in any shop as well.
The original game featured a wide assortment of magical items that could be used in battle to replicate the effects of a number of magic spells, such as a Red Fang to deal fire damage, or Spider Silk to cast Slow. All of these items are removed, with the exception of the Red Fang. Cecil can be seen using a Blue Fang automatically in the game's opening sequence, even though they can't be found during the game itself. Also removed are Alerts, stat-boosting items (Silver Apples, Golden Apples, and Soma Drops), and the Dark Matter key item, which Edge could steal from Zeromus in the final battle. This item served no purpose, however.
Various item costs are decreased.
The attributes of some equipment are modified.
Nearly all of the secret passages found in dungeons have been made visible. Those found in castles and towns are still invisible, as is the one leading to Cecil's Ragnarok.
Several abilities are removed: Cecil's Darkness, Tellah's Recall, Edward's Salve, Rosa's Pray, Yang's Focus and Brace, Palom's Bluff, Porom's Cry, and Fusoya's Regen.
The Dark Knight enemy's HP is increased to 65,000. Notably, although Cecil cannot use Darkness himself, his doppelganger still uses the attack in their battle.
In one cutscene in the original version, Rosa is rescued at the last moment from being executed by a giant scythe. The scythe is replaced with a giant metal ball.
In the original version, the Training Room consisted of a small room below the Devil's Road entrance in Baron. It is changed here to a two story building, which contains far more NPCs offering advice. There is one located in nearly every overworld town; Baron, Kaipo, Mysidia, and Troia are altered to include the building. In Kaipo's case, this was done by adding a door to an existing structure. Namingway is removed from his unique location in each of these maps, since he is always available in the Training Room.
The Lodestone Cavern is brightened up so it is not quite so dark as in the original.
The Developer's Office, a secret area in the Dwarven Castle where sprites representing the development team appear, was removed. This room was essentially an Easter Egg where the player could converse with (and, in some cases, battle) the representations of the game's programmers. The maps themselves were replaced by the expanded training room.
In the original Japanese SNES release, the dancing girl that appears in Baron removes her red dress to reveal a bikini underneath, before dancing and getting dressed again. The segment of her undressing was censored out of the original North American release, and her bikini was replaced with a yellow dress. Consequently, every instance in the game of the dancing girl sprite wears the longer dress.
The Doom bug is fixed."

yeah, it looks that they simplified the US version a lot, so I hope they will use the Japanese original version + they will enhance the script as according to this info, the script was butchered as well
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