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Review: Theatrhythm Final Fantasy (3DS)

Monday, July 16th, 2012 by

Square Enix’s Final Fantasy series has long boasted some of gaming’s deepest and most engaging music, so it’s a little surprising that it’s taken so long for a game like Theatrhythm to come around. It’s a fresh idea that takes full advantage of Final Fantasy’s musical catalog to deliver an experience that’s easy on the ears and loaded with nostalgia.

While just about anybody could pick up Theatrhythm and have a good time, it’s immediately obvious this game was intended for those longtime Final Fantasy fans who found themselves humming battle themes and other Final Fantasy overtures throughout their yesteryear. For those people, the kind whose brows reflexively perk up at any mention of Nobuo Uematsu, this game is pure gold.

Theatrhythm features a select handful of songs from every game in the numbered series; you tap, hold, and swipe your stylus to the melodies of various Final Fantasy songs and, you know what, it just works. Really well. It’s intuitive and fun; the game’s rhythmic commands are cleverly architected and the music selection is top notch, lending Theatrhythm that “one more song” quality that’ll keep you coming back. Throw in a ton of unlockables, like extra songs and hidden characters for your party, and you’ve got yourself something you could play for a long, long while.

My complaints about Theatrhythm are largely the complaints of a spoiled gamer. There are a lot of RPG elements at play in the game, like party selection, skills, and equipment, but their effects are mostly negligible and forgettable, making management feel downright unimportant. Hell, the game doles out a massive score bonus if you opt out of equipping abilities. It’s clear the RPG half of Theatrhythm is a total afterthought, acting more like a handicap system than anything else.

As a rhythm game, Theatrhythm is solid in all the right places, but I was really hoping for more Final Fantasy representation; a story, a campaign, something to tie it all together, anything really. There’s nothing of the sort to be found. Theatrhythm doesn’t suffer from it’s lack of RPG finesse, though, it just feels like a missed opportunity for something exceedingly special. Also, the aesthetic, while cute, can feel a little soulless at times. The characters resemble button-eyed marionettes, and behave as such. I’m nitpicking here, of course. This is about the best I can do in the complaints department.

Theatrhythm is a vibrant addition to the 3DS lineup; no Final Fantasy fan should be without it. If you’ve ever caught yourself whistling Final Fantasy music out loud, then this game was crafted, lovingly, just for you. Pick it up, throw on some headphones, and let the sounds take you away on a journey to that place when you were just twelve years old, falling madly and deeply in love with Final Fantasy for the very first time.

Available for the Nintendo 3DS.

About the Author

Mark A. Brooks uses the A. initial in his name so as to seperate himself from the teeming legions of other Mark Brookses (there are at least 65,000 in the state of Michigan alone). Keep up with him on twitter, because why not. @unoriginalG

Mark A. Brooks has written 574 posts on Delta Attack
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  • Markham Asylum

    Great review. The only thing I disagree on is the RPG elements. Having played for 10 hours with no equipment or items (I know, more stoic than Cloud), I just finally started using them. They make a -huge- difference in the experience and items you get. The four characters I’ve been using the entire time (Cecil, Terra, Bartz, and Cloud) were each getting roughly 600 – 1000 XP after each battle when I was playing stoically, but now I’m getting ~2000 each time.

    Some character abilities are more useful than others, but they all have their place, and you can even work in some great synergy. Sure, you won’t get over 9 million points without that Stoic Bonus, so no “SS” ranking, but that’s really only useful for getting trophies anyway. Who needs those when you can get better items and a better chance of unlocking more characters and surviving the challenges of the Chaos Shrine?

    Yes, they could have done more with the RPG elements, but I absolutely love the game the way it is. I have a feeling I’ll be playing it a -lot- over the coming years.

    Score: 93

    • Mark A. Brooks

      But XP and LVL just don’t affect the core of the game to any meaningful degree. I recall reading somewhere that a party of LVL 99 characters can only sustain one extra missed note than a party of LVL 10s, and after playing the game extensively, I have no difficulty believing that.

      Granted, a recovery item can make a big difference now and then, but the stuff centric to the progression system – stats and abilities – just don’t seem to have any major effect on weathering a song. And that’s a bit of a shame, all things considered.

      Don’t get me wrong; it’s a great game, a real treat. But placing a little more importance in the RPG half of Theatrhythm could have gone a long way toward making it extra special.

      • Markham Asylum

        Maybe not with straight-up stats alone, which is pretty weak, but the abilities can make a -huge- difference. Start to throw in some cure, protect, evade, etc., and you can take a lot more punishment before failing one of those Ultimate scores. And the only way to get more abilities is to level up, or to use scrolls to teach your party leader a specific ability.

        I agree that the RPG elements could have been fleshed-out more, but maintain my position that the way they implemented the ones that do exist makes them useful and important.

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