$11.99FINAL FANTASY Where the Crystals Began
Lead a party of four classes across a colorful fantasy world, restoring light to the Crystals in the quest that started it all.
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Four heroes, six classes, one choice at the start
You can double up on any class, and the game is balanced enough that almost any mix works, though four White Mages is its own kind of challenge. The choice sticks for the whole game, which makes it the biggest decision you make: a thief who grows into a fast hitter, or a red mage who does a bit of everything. Combat itself is turn-based and simple to read. Warriors swing, mages hold their limited spell points for the fights that matter, and an auto-battle option handles the routine rounds if you would rather watch.
A wide world, crossed by boat and airship
The quest is old and simple: the four Crystals of earth, fire, water and wind have gone dark, and the Warriors of Light must restore them. What carries the game is the world around that plot. Towns of humans, elves and dwarves hold the clues, since there is no quest log: you find out where to go by talking to people, reading monuments and paying attention. That old-school navigation is the main friction, and it is fair to say some players get lost without a guide. The upside is a world that feels like a place rather than a checklist, and once you earn the airship, the map tilts and your party walks across the sky.





















