Final Fantasy 5 (Final Fantasy Playthrough)

Original Release Date: 1992

Playthrough Platform: PS One

My History with the Game: I have played through Final Fantasy V once before. It hasn’t been one of my favorites because, at the time, I thought the job system was tedious and the story was not engaging enough to make it fun. I became a fan of the series because of Final Fantasy IV and VI, and the story for V just wasn’t as compelling in comparison. And I confess that the story must not have left much of an impression on me because I barely remembered it. I remembered two worlds, a castle with special weapons, and the main villain was a tree. That’s about it, though.

Play Time for Main Story: 28:30 (or so)

Final Fantasy 5 logo. Bartz with Boko
Copyright Square-Enix


The winds have become strange and slow, and the king of Tycoon departs for the Wind Shrine to investigate the Wind Crystal. The Crystal shatters. A meteorite crashes into a forest near Tycoon, and a traveler named Bartz (or in my play through, Obi-Wan) investigates. He finds goblins attacking Lenna, the princess of Tycoon. Bartz rescues Lenna, and the two find an old man named Galuf near the meteorite. Galuf has amnesia. Lenna was on her way to the Wind Shrine to check on her father. Galuf remembers that he was heading there as well, so the two leave together. Bartz initially intends to travel on alone, but soon catches up to Lenna and Galuf again as they fight off monsters. He decides to join them. However, their path is blocked due because of the destruction from the meteorite. They find their way through a cave, get captured by pirates, but are soon joined in their quest by the pirate captain Faris. Adventure ensues.

It turns out that the elemental Crystals are weakening, due in part to humanity’s utilization of the Crystals’ power. Unfortunately, the Crystals hold together a seal that binds a creature called Exdeath, an evil sorcerer who once desired to destroy the world. Galuf, it turns out, is one of the four Warriors of Dawn, who sealed Exdeath away. And in typical Final Fantasy fashion, it gets more convoluted than this, with both Exdeath and Galuf being from another world, and the two worlds used to be one world, but were split a thousand years earlier when another evil sorcerer communed with a creature called the Void, and so on. Disaster ensued.

In some ways, this game can be seen as a remake/reimagining of Final Fantasy I and III. The characters are different, but the themes are similar. The effects of Crystals on the planet is the same. This time around, the story just didn’t engage me. I felt emotionally distant from it until the ending. Sorry for the spoiler, but the ending flashes forward by one year, and we learn that Krile, Galuf’s granddaughter and eventual teammate, has been alone, feeling forgotten by her former companions. This really got to me, and moved me to tears, despite being emotionally unengaged up to this point. I guess you could say that the ending is great, even if the main story of the game is a bit meh. When I look back on it, I think I would have preferred this game follow the adventures of the Warriors of Dawn: three old men and a werewolf. Now that would have been a blast. Fun would have ensued. (Okay, enough of that.)

The four Warriors of Dawn looking epic.
The Warriors of Dawn. Art by Yoshitaka Amano. Copyright Square-Enix.

I think I just wanted a deeper storytelling and world building. Much like how Final Fantasy II felt empty and devoid of people, Final Fantasy III felt like the world didn’t exist outside the main plot. IV had an underworld with creatures that had their own lives and cultures. VI has hints of ancient conflicts, forgotten deities, and lore that bubbles just beneath the surface. With V, there was nothing to discover beyond this story. There’s nothing more to uncover about this world, no mysteries left behind.

Maybe I was more in the mood for Skyrim.


You start the game with

  • Bartz – A young man travelling the world with his chocobo companion Boko.
  • Lenna – The princess of Tycoon who loves her dragon and fears for the safety of her father.
  • Galuf – A former Warrior of the Dawn. Galuf came to Bartz and Lenna’s world to prevent Exdeath from becoming free. Unfortunately, his mission was hindered by his amnesia.
  • Faris – A pirate captain who masquerades as male. She is actually Lenna’s long-lost sister.
The new light warriors stand on the airship.
The New Light Warriors. Copyright Square-Enix

Eventually you meet further characters:

  • Krile – Galuf’s granddaughter, who tries to protect her grandfather from his occasional rash actions.
  • Exdeath – A sorcerer who once threatened to destroy the world. He used to be a tree. Yes, you read that right. Exdeath is a tree that gained sentience and somehow became humanoid.

It is important to explore to find the character cut-scenes in this game. While other games in the series uncover character backgrounds through plot developments, it is possible to miss pieces in this game. So, your experience may vary if you are just focusing on the plot. Character development is just one way that Final Fantasy V rewards exploration and patience.


Graphically, this game has much in common with Final Fantasy IV. It is still a top-down view. The field sprites are less detailed than the battle sprites. However, the developers attempted to bring more personality to the sprites by using pop-up responses such as exclamation points or hearts above character heads, much like you would see in animation or comics. This helped bring a little more depth to the characters beyond text alone.

Tiny sprites have limited ability to convey emotion. Copyright Square-Enix.

The music for this game, however, may be my least favorite of the series so far. There are a few pieces I like:

Beyond these pieces, the music didn’t capture me. I don’t know if it is the pieces themselves or the versions used in the game. (I enjoy the Distant Worlds versions of all FFV music.) Or maybe it is that the overall tone of the game is lighter and sillier than other games in the series. Our main characters are heroes who do the right thing just because it is the right thing to do. There isn’t as much struggle with them, not as much inner conflict. And our main villain is a guy who used to be a tree. There’s only so much darkness you can put into a story with such a villain.


The gameplay is solid. While this game can be grind-heavy due to the difficulty level and the sheer number of jobs and skills, the way all these pieces work together is fun, especially if you like to experiment. While the jobs in Final Fantasy III gave characters special abilities and stat bonuses while the job was equipped, in Final Fantasy V, you can learn abilities that you can keep active while using other jobs. So, if you are a white mage, and you want to equip heavy armor, you can do it if you have learned that ability from the knight job. You can only have one extra ability active at a time, but some abilities pair in interesting ways with other jobs. It pays to experiment in this game. And much like the onion knight job in Final Fantasy III, the freelancer (or bare) job allows you to keep the stat bonuses of any job you have mastered. So, as with character stories, Final Fantasy 5 rewards patience, which I just didn’t have when I played it. You have to be in the right mood to play it, and that mood must enjoy grinding.

Personal Enjoyment

As mentioned before, I wasn’t too engaged in the playthrough. Again and again it comes down to being in the right mood to explore, experiment, and grind. This game rewards all of these. It asks you to take your time and spend a lot of hours in it. The reward is more in the gameplay than the story. It doesn’t help that V falls between two of my favorite Nintendo-era Final Fantasy games, so V feels like a lull. The story is lighter (both in tone and in focus), but the gameplay and mechanics are a bigger focus here. If you go to Final Fantasy for stories, this one isn’t one of the strongest. But if you enjoy an innovative character advancement system that rewards patience, experimentation, and creativity, there is a lot to enjoy here.

Final Rating: 6.5/10

Galuf fights Exdeath.
Don’t let the armor fool you. He’s a tree. And his name is Exdeath. The clown in the next game is scarier. Copyright Square-Enix


Telltale’s Game of Thrones Season 1

Total Gameplay Time: 11 hours

Platform: PC


I got hooked on George R. R. Martin’s A Song of Ice and Fire novels during the first season of the HBO adaptation. I decided that I couldn’t wait for the show, and I tore through the books as fast as I could. (Jokes on me, though, now that the show will finish before the books.) But now that I and many others continue our long wait for The Winds of Winter, I need an occasional Westeros fix. Hence, Telltale’s Game of Thrones Season 1.

Game of Thrones title card
Title card. Copyright HBO and Telltale Games.


The story follows House Forrester, a house that is mentioned in the books. They are banner men for House Stark and sided with the Starks during the War of Five Kings. Unfortunately, the game opens at the Red Wedding.

Following Telltale’s usual model, the story is divided into episodes, six in this case. Each episode follows House Forrester allies as they attempt to hold their House together after the power shifts in the North after the fall of the Starks. The Forresters control a resource known as ironwood, a hard wood that is useful for war craft, but is also difficult to harvest and shape. Ramsay Bolton puts the rival House Whitehill in charge of the Forresters. And the Whitehills are not kind lords. Why would we expect honor or nobility from allies of Ramsay Bolton? Scenes take place at Ironrath, the Forrester stronghold in the North; the Wall; King’s Landing; and Essos as you try to navigate between diplomacy and honor to keep your house intact and to discover the location of the mythical North Grove.

The choice whether or not to stab Ramsay.
This has got to be a trap. Copyright HBO and Telltale Games.


Throughout the game you play:

  • Ethan, the child lord of House Forrester. A third-born son, he was never groomed for leadership.
  • Mira Forrester, a handmaiden to Margaery Tyrell.
  • Asher Forrester, an exiled son who has become a sell sword in Essos.
  • Gerard Tuttle, a squire to Lord Forrester.

There is another playable character, but I’ll keep that one secret for the sake of those concerned about spoilers. You can shape each playable character slightly through your choices and actions. You can also interact with characters from the show (as this game takes place in the HBO continuity rather than the Martin continuity). For the most part, the characters are interesting, though I feel like the Whitehills sometimes ride the line of “antagonism for the sake of antagonism” much too closely. I wanted to get more into why Ludd and Gryff were so cruel. Even Cersei Lannister gets a few sympathetic scenes in the show and book. I would have liked more for these characters. Thankfully, Gwyn Whitehill is a very interesting character, and I was never quite sure how much I could trust her. I may play through the game again at some point just to see if I can get alternative scenes with her.

Asher listens to Breska tell her story.
Asher listens to Breska’s past. Copyright HBO and Telltale Games.


The music by Jared Emerson-Johnson does a good job of feeling distinct while imitating a style that feels reminiscent of the show. I’ve enjoyed Ramin Djwadi’s music for the show, and I think Emerson-Johnson has added to and expanded on the musical landscape of Westeros.

Visually, the game follows the look and feel of the HBO adaptation. However, the graphics have an almost water-color or oil look to them, as if they were trying to create a look of a painting come to life. I applaud their choice to try something different. I often enjoy when games decide to go for stylized instead of realistic, even if it sometimes doesn’t work. I think it largely works here, but I admit that it was occasionally distracting and created strange graphical effects when animated, such as when wine was pouring from a jar in one episode or when a character’s arm moved through a chair. Sure, these types of glitches happen all the time, but they seemed more striking with the contrast between sharp and blurred images created by the visual style.

Garden walkway in King’s Landing. Copyright HBO and Telltale Games.


On the one hand, I celebrate Telltale’s story-driven update of the point-and-click genre. On the other hand, it isn’t always fun to play. There are many points during which I wondered why we had interactive elements at all. Sometimes looking at things added to dialogue options, which was great. And then sometimes it felt like I looked at things because it was a video game. I collected objects, but rarely used them. I walked down a hall because, well, it’s a video game, and interactive elements were needed. The quick-time combat was a bit more engaging. And there were a few major choices that I had to make that I know changed how things played out. Those choices alone made me wonder what the other choices would bring. So, if you are familiar with Telltale’s style and enjoy it, you will find more of the same here. If you prefer games that have more gameplay and autonomy, this definitely won’t be your thing.

Personal Enjoyment

If a game makes me wish I was playing another game, I think it fails to resonate. Sometimes this game made me want to play Skyrim because I wanted more interactive elements (of consequence) and more choice and options for combat and movement. And sometimes it made me want to play Dragon Age because I wanted more choices in how to interact with characters. The dialogue options rarely fit with what I wanted to do, ESPECIALLY in King’s Landing. For the majority of the game, the character I enjoyed playing the most was Asher because he had such a strong personality at his introduction. I didn’t feel like I was playing myself in a game. I knew how Asher would respond. With other characters, I was left to determine who they were, and I sometimes defaulted to my ideal version of a character, which wasn’t available in the choices. And sometimes I wanted one of my Skyrim stealth characters. I wanted to take out the entire Whitehall army with my stealth and Dragonborn skills and bring this conflict to an end.

The loss of autonomy in this game was frustrating, and the choices sometimes felt inconsequential. But then, this is Game of Thrones. The first few episodes of the game were difficult because I was trying to make the “right” choice. But in a world of Ramsay Bolton, there is no right choice. I was able to better engage with the game when I adopted a Bushido approach: I’m already dead, so I don’t need to worry about dying. I can’t win, so don’t worry about losing. This worked since it took away the stress. And when I played as Asher, it was easier. Going in to the final episode, I decided the best option was to assume it won’t go well, so take as many of the villains with me as I can. It may not have given me the “best” ending (should such a thing be available in Westeros), but I lived and died on my terms. And in this world, that is the best anyone can hope for. And I think, at the end of it all, that is the choice in Westeros: Do you cling to life or do you cling to honor?

Final Rating: 7/10

Surprisingly, I am more than willing to play season two, whenever Telltale gets around to making it. The Westeros lore was expanded in this game, and it sometimes did a great job of giving me a fix as I wait for The Winds of Winter.

Let’s go ahead and assume the comments will have spoilers and let me know what you thought of the game and what choices you made?