LYCOS RETRIEVER
Final Fantasy Tactics Advance: Battles
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Final Fantasy Tactics Advance does not follow this convention. If anything, the fantasy world is so fantastic as to be largely nonsensical. Whereas its real world is lawless, its fantasy world has random laws that change from day to day. These laws actually make up the natural order of the fantasy world, such that Judges teleport in to preside over every battle. If you encounter a group of roving monsters, a Judge will appear to make sure you dispatch them legally. If you encounter a group of wanted criminals, a Judge will appear to watch you catch them.
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If the 300 missions and all of the battles contained therein weren't enough, Final Fantasy Tactics Advance ... features random battles and clan fights. Random battles are essentially self-explanatory; players will encounter enemies while moving between the locations on the world map. Clan fights are battles between rival gangs in the world of Ivalice, usually over turf. Winning a clan fight will free the location in question from the tyranny of wicked menor monsters.
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Final Fantasy Tactics Advance is a remarkably non-linear game, and while there is a plot running in the background, it's told entirely in the form of in-game missions. The basic game mechanic is simple - you go to the Bar in any town to pick up rumours and purchase information on missions, and then walk around your DIY world map carrying out the missions you've been given. Some missions require you to dispatch a member of your party for a certain number of days (a day being the length of time it takes to move one square on the world map), others require you to go to a location and engage in a battle. You can take missions in a fairly random order, although some missions unlock a new world location and some unlock a variety of new missions, while others advance the plot for you.
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There are many albums of music for Final Fantasy Tactics Advance. Also, a radio drama based on the game was aired in Japan in January and February 2003. The series was released by DigiCube on CD in four parts. Within the game, the classical-themed soundtrack is compressed into MIDI file format. Simple sound effects are used during battles, and there are no voices and speech within the game.[3]
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Final Fantasy Tactics received positive reviews upon its release, and critical opinion of the game has improved further over time. IGN awarded the game the Editor's Choice Award on 1998, praising the in-game graphics as "amazing" and the battle environments with its extra details as being "extremely well designed". The spells and summoning visuals were compared with Final Fantasy VII 's detailed graphics.[58] Gamespot lauded the game's battle sequences as challenging and requiring more strategy making than ordinary RPGs; they found this a welcomed element that deviated from the countless enemy encounters featured in typical Japanese RPGs.[3]
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For a GBA game, FFTA’s music is good - a mix of feelings and emotions written by Nobuo Uematsu [Final Fantasy series] and Hitoshi Sakimoto [FFT, Vagrant Story]. Uplifting in parts, yet compelling you to battle, or setting a mood, the music never fails to set something up alongside the words and visuals, though the simplistic methods of the GBA’s output dim it down. If you’re a music enthusiast, the OST for FFTA contains two discs - the GBA Sound Version, exactly as in the game - and ... a Full Sound Version on Disc 2 that makes the music really shine. The sound effects for it are sometimes a bit bothersome, but tolerable enough. The bleating sheep for Sheep Count is amusing and decent.
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