So, Phantasy Star 4.
This is actually a really weird game to talk about, especially in light of the game's development history. Not that the development of any Phantasy Star game has been all that straightforward- look at the original concepts for Phantasy Star 2, for example- but Phantasy Star 4, because the game that's called PS4 is not the game that was originally supposed to be PS4. It was the brother of a deceased heir forced to be the new successor to the throne.
The actual details remain murky, but the basic gist of things is this. After Phantasy Star III, there were actually two Phantasy Star games in development. One was for the Sega CD, and would be the actual Phantasy Star IV, and would follow the further adventures of the Alisia III as it encountered other threats across the galaxy in their continuing journey away from the Algo system. The second game was for the Sega Genesis, and would be End of the Millennium, the followup to what happened to the Algo system. Now, the CD game got cancelled for one reason or another, meaning that End of the Millennium ended up becoming the actual Phantasy Star IV. The game ended up being released in Japan in 1993 and in the US in 1995, which meant that in cheesburgerland it ended up having to be compared to late-generation Square SNES RPGs like Chrono Trigger and Super Mario rather than games that were actually around at the time of its release, such as Secret of Mana. Which is a shame, since the game is probably the best-playing game of then entire classic franchise.
This is because the gameplay, by this point, had taken some hard lessons on console JRPG design and ended up being a supercharged version of Phantasy Star II. The tedium of PS2 and the bugged techniques of PS3 were entirely disposed of, creating a fast-moving, turn-based experience accompanied by absolutely gorgeous battle animations, especially with the return of the Phantasy Star 2 third-person perspective view. What grind there is has been made for more bearable than it was in any previous iteration of the franchise. On top of that was the addition of a revised combat macro system and each character having combat skills outside of the general pool of techniques, and what you ended up with was a game that played at least as well as any of Squaresoft's games from the same period- and with far less bugs on the table, too. And any game with useful, reliable instant-kill skills is pretty neat.
The story ended up being saddled with resolving what was back then one of gaming's biggest cliffhangers- what happened after the end of Phantasy Star II? And beyond that, how reference-heavy are we going to be in a game made to cap off the classic Phantasy Star series? For the latter Sega decided to err on the side of ALL OF THE CALLBACKS.
So, as it turns out, after the end of Phantasy Star II, Rolf should've tempered his expectations. Destroying Mother Brain caused most of the systems that allowed his civilization to exist to completely break down, and it was impossible to find a way to repair them before panic broke out. The collapse of the entire advanced infrastructure led to famine, outbreaks of plague, general chaos, and the few systems that remained functional merely prevented Motavia from being completely unlivable for human beings. In the end, less than 10% of the entire Algo system's population survived the Great Collapse, and those that lived were forced to live in a world far different than their close forebears. People struggled on, however, and built new towns, some sharing the names of the old cities, and began to investigate the mysteries of the old civilization a thousand years after its end. And protecting them from the sudden outbreak of biomonsters are a group of armed professionals called hunters, but even then, things are getting out of hand. Still, that isn't going to stop Alys Brangwin and her newly-minted partner, Chaz Ashley from knocking down the problems as they step up.
(Alys was named Lyla in the Japanese version, meaning one of the callbacks is exclusively export. Also, Chaz was originally supposed to be an experienced hunter also, but they felt that "Experienced" and "Level 1" went together like Skittles and fish.)
So, the first job is to take care of a biomonster infestation in the basement of Motavia Academy, which, as you would know if you played through Hugh's PStar2 Text Adventure, is an old problem. They even drag along one of the Academy professors, Hahn, and Alys even makes him pay for the privilege of tagging along, which is reflected in your money count. After blowing up the boss monster, you come across some of those wonderful monster cloning tubes from PStar2, so Alys manages to browbeat the information out of the principal- apparently the machines came from Birth Valley, the site of a missing expedition, but a ex-charlatan named Zio managed to get his hands on some real magical firepower, and warned the principal to send no more people to Birth Valley.
So, Alys does the adventurer thing and drags the party along to check things out for herself, and Hahn has his own interests there, as the head of the missing expedition was his mentor, Professor Holt. So, he's all ready to tag along... After paying Alys's protection fee, of course. After passing through a sandworm ranch, we find that Birth Valley and the town in front of it have gotten the Dalles Special. Everyone in the town and the entire expedition had been turned to stone, so the only thing to do is go out and find Alsulin, a medicine which can flesh to stone, just like in Phantasy Star 1. It's a treasure of the native Motavians, so it's off to pay those furry blue scavengers a visit.
(It's always amusing to me that in PStar1, Odin was smart enough to give the Alsuin bottle to a partner when he went to fight Medusa, but he wasn't smart enough to give it to someone who had opposable thumbs).
Now, I'd like to talk a moment about Motavia, because things are pretty dire by the time that Phantasy Star IV has rolled around. In PStar1, Motavia was a vast desert with a domed city which was the only place where humans could really live. In PStar2, it was completely green, with dense forests, wide plains, and deep rivers, as well as covered with large cities and irrigation and all that. Now, however, the desert has reclaimed most of the landscape, and it's only barely livable for humans, and, by the NPC dialogue, things are getting worse all the time. It doesn't hurt that the Motavia overworld music is the kind of thing that we would eventually hear out of the Wild Arms series, and not nearly as peppy as the overworld music of PStar 2, which didn't do much to sell the "immenent societal collapse" angle of that game's story.
So, Alsulin. Unfortunately, Zio took care of that, too, because the first Motavian village our heroes come across has also been burned to the ground, and sifting through the ashes is Rune, a dude who Alys has a past with and serves the role of "Overpowered guest character" for a little while. If you want to embarrass Hahn even more than just jacking further cash out of him, you can also take him to his hometown, meet his bride-to-be, and get in a shouting match with his blacksmith dad over the power of SCIENCE!, but beyond that it's on to the next village, but the cave is blocked by Rocks. Which is not a problem, because Rune can blow that up, on account of being an honest-to-God space wizard. Because the last time your party has had an actual wizard was all the way back in PStar1, and since then everyone has used techniques instead.
Wait... Since PStar 1...
Hold that thought.
Well, the native Motavians can actually live like they used to, and they have the Alsulin, with Alys able to bludgeon the information out of their elder after he is about to let her measurements go. Rune runs off with him, after giving Chaz one last warning- Don't mess with Zio right now or he will wreck you. In exchange we get Gryz, who is basically the Avenger of Revenge's Vengenace, and has a beef with Zio for killing his parents or something. But we dig through the basement, get the Alsulin, Birth Valley is saved, and Professor Holt is back to investigating. So, problem solved. Except not, because the very next morning, a giant monster rolls right out of the underground, which means a fight in the middle of town. And monsters never town, so this is vry srs.
Now, one of the things that Phantasy Star IV has over almost every other JRPG before or since, is this: In very many JRPGs, you're going to encounter suspiciously advanced ancient ruins. Final Fantasy does it, Wild Arms does it, even Ys does it once in a while. The difference here, however, is that you have already played two prior games that actually take place in the lost age, before the setting got knocked down a few Tech Levels, and some of the things you were used to doing are things you can't do any more- for example, this is the only Phantasy Star game in the entire classic series where you cannot buy guns- they're just gone from civilization, so you have to find them in these tech ruins and the only people who know how to use them are these old, even ancient androids.
What you find in these ruins, however, is that it was a genetic facility that's out of control- the AI can't do anything to control the place, and Professor Holt is saved by Rika, who is the result of 1,000 years of improvement on Nei from Pstar2 (This was originally meant to just be Nei, but the character director got overruled). Seed also feeds the party the real problem, and it's a big one. Basically, the computer that is controlling what's left of the climate control system is also going haywire, and the control android, Demi, has been taken prisoner by Zio. So, the quest goals are to take Rika in the party, and then save Demi. After taking her out into the world, the AI, Seed, decides that if he can't control the facility, he can at least help people by blowing the whole place up, along with himself- so Rika how has to rely on Alys, Chaz, and the party to instruct her in the ways of the world. Pity her. Pity her hard.
Now, about Rika. First, she's probably the character with most excuse to start at level 1 of any JRPG character, because even though she looks fully-grown, and has full mental faculties and education, the age slot on her status screen is 1. The second is that she's your primary healer, but when the designers of this game saw 'healer' they didn't think "White Mage" but "D&D cleric". She can use heavy armor, she has a bunch of attack and instant kill skills, and with some easily obtained equipment there's a stretch of the game where she can very easily outdamage the rest of the fighting heavies in your party.
So, Zio controls his own rapture cult with plenty of statues of a somewhat familiar monster god, but the party storms his fort, kills Zio's second in command, and rescues Demi, and things are going just great until Zio shows up in person, and it turns out he's a full-on Cthulu cultist, and his own personal Cthlulu is Dark Force. Now, remember when Rune said not to fight Zio, or you'll get wrecked? Well, you try to fight Zio, and you get wrecked. Because Dark Force is his co-pilot, and the casualty of that shootout is Alys who ends up bedridden due to black magic. And the only cure for a wizard is another wizard.
Rune doesn't need much convincing, and he was already on the search for a doodad that was made exactly for this kind of emergency, and his own personal firepower is more than enough to help team Mota stomp the next beastie Zio sends their way. But Alys is dying.
Now, Alys's death in this game stands out for a couple of things.
1.) It is not the heroic death. It is not a death where the hero stands tall and gets to be inspiring in their last moments, it is a slow death, like a death by a disease. Dark Force's power is a literal pestilence.
2.) Rune, up until this point, has been the absolute know-it-all. He know the right tool, the right potion, or the right spell to fix any situation, and when confronted with this, he's like. "There's nothing I can do."
So Alys dies, and everyone but the android are out of sorts, with Rika being the worst hit, and there are a few touches here that work well, like the fact that Chaz isn't emotionally oblivious even though Rika won't directly say what's wrong, and there is one more subtle touch- both Rika and Chaz were in their civvies, which mean that they tried to sleep but couldn't, but Rune is still in his full adventuring gear, meaning he knew enough not to even try. This isn't the first time he has outlived his companions, it seems.
Zio turns out to be living on borrowed time, because the next fight with Zio is his last, and one of the fun things about the Zio encounter is that they had to give him a physical attack- if the game designers didn't, then Rune would be able to non-contest obliterate Zio solo, which I guess is the difference between a real wizard and a johnny-come-lately. Demi gets in there to stop the systems from blowing up everything, and Gryz leaves due to revenge complete, but now the game goes into space, because the abnormal commands are coming from the environmental satellite system in Algo. The team heads to the command satellite and meets 4Wren, the android who was one of Rika's teachers, and apparently control had been taken away from him by another satellite.
Getting there is another problem, because our heroes' ship gets boarded- which wouldn't be so bad if Rune hadn't let loose with his magic a little too hard. In the engine room. One crash-landing on Dezolis later, they pick up Raja, a Dezolisian priest who's a bad jokester, a bit of a dirty old man, thinks Rune is fabulous, and is also completely right about everything he says about the plot. Dezolis is more snowed under than usual, and Raja goes on about how it's the result of some evil tower, and that the system is living under an ancient curse. And he knows a guy who knows where you can get a ship that's not suffering from magic-related breakdowns, so he tags along with you. The thing that becomes apparent soon after is that Raja is Dezolis's very own hometown rockstar- everyone you talk to in the towns near his temple treats him like he's not only the main character of this story, but some previous, non-gameified adventures.
The spaceship in question is found lying around in a tomb, and it was Captain Tyler's ship from PSII- Just leaving a ship like that lying around sounds pretty... irresponsible (YEAHHHHH). And it turns out that the problem at the heart of the satellite is Dark Force itself. And he will probably kill you the first time if you're not used to Phantasy Star. Because Cyborg Dark Force is strong. Raja is also overpowered because he's the best healer and can restore TP, which nothing else in Phantasy Star can do outside of an inn rest, but it's still a nasty fight. Chaz asks Rune how he knew that was Dark Force, and Rune goes "...I've seen it before" (HOW!?). And killing Dark Force didn't solve the problem- Dezolis is still a Winter Losterland, so it's time to go down there and navigate.
Speaking of callbacks, it's at this point you can discover the cave of the Musk Cats and get Rika's Silver Tusk, Myau's ultimate weapon from PStar1, and something that can allow her to outdamage Chaz all the way up until Chaz gets his ultimate weapon. Another of the sidequesting things you can do is investigate the climate stations and run into a monster who says "It's impossible to kill Dark Force!". Anyway, approaching the evil tower of evil is a problem, because the nearby towns are suffering from a plague that kills horribly and the dead rise as zombies. The Espers are doing their best to deal, but even Raja falls ill. And one of them went off to fight the evil tower of evil alone.
After saving Kyra from an impenetrable forest of carnivorous trees, she says that there is a guy who could figure it out, Lutz, the magnificent wizard of Dezo. His continued existence is doubtful, given that he'd have to be two thousand years old, but she swears she saw him- Wren posits it might be cryogenic suspension (Like it actually was in PSII), but they go anywhere, Rune gets them into Lutz's sanctum, and... No one. Kyra freaks, but Rune tells him that Lutz died long ago. Or, at least his body did, because Rune himself is the carrier of Lutz's memories and knowledge, and he kept it a secret because no one would believe him until they came here. He tells Chaz everything he actually knows- that every one thousand years, Algo is threatened by apocalyptic forces of darkness, and while the people of Algo have been (somewhat successful in defeating them each time, the source of these attacks has not yet been overcome- and he believes that Chaz is the guy to do it. Kyra is upset, but Lutz tells her that he was always a jerk.
Which is true, because in PStar1, he will not give you the time of day if you don't have a letter of introduction from the Planetary governor.
The thing about the main party in Phantasy Star IV is that all of the characters who join you for keeps- who never leave at any point- are representatives of the four mainline games of the classic Phantasy Star series. Chaz, the main character, is representative of Phantasy Star IV. 4Wren, from the same line of the loyal android that accompanied all three generations of heroes on the Alisia III, represents Phantasy Star III. Rika, the culmination of the hybrid organism research that once produced Nei, represents Phantasy Star II. And finally, Lutz, who vowed to build a school so that Algo would never be without protectors, represents Phantasy Star I.
They can destroy the carnivorous forest with another Phantasy Star I relic, the Eclipse Torch, but the Bishop of Gumbious won't turn it over, even to Lutz. So other people take it. It is taken by a trio of monstrous sorcerors who not only tell everyone that they're from the Air Castle, but also specifically tell Lutz that someone he killed long ago is waiting for a rematch. And anyone who played Phantasy Star I knows who is there- Lashiec, the main villain and second to last boss of that game. And when you finally manage to get your way to him though one meatgrinder of a dungeon, Lashiec is only a little bit easier than he was in his original game, and you don't even have the Crystal to protect you this time.
After getting the torch back and burning up the evil forest, the evil tower of evil is actually quite.. Meat on the inside. Very sinew. Much organs. Wow. And at the end of that is... Dark Force #2, now with too many legs. And that means there were two Dark Forces existing at once. Destroying it kills the tower and the snowstorm, but the victory is short-lived, ad Gumbious Temple gets blowed up from space. So you talk to what's basically the Dezolisian pope who tells you that there's an evil that exists beyond space, and they key to finding it lies at Rykros- and to get there, you need the Aeroprism, another thing from PStar I, where it was used to reveal the air castle. Kyra leaves you to tend to the recovering patients, and Rune knows where the macguffin is, having probably hid it himself, the crafty jerk.
You pick up an archaeologist named Seth who has some vicious dark magic, and he isn't quite all there, as he seems foreign to the concept of "training". And there's a reason why. When the Aeroprism is found and shines the way to Rykros, the light blinds Seth, and reveals his true form, as Dark Force #3. Who is also really hard, as you have no fifth party member this time.
After that's done with, the Aeroprism did shine the way to Rykros, the hidden fourth planet in the Algo system, whose orbit only takes it close to the other planets once every thousand years. When our heroes land, they are greeted by a voice calling itself Le Roof, and their presence shows that they are worthy to take the challenge of the protectors. And after defeating two ferociously hard bosses, Le Roof spills the beans. Millions of years ago, two vast cosmic entities struggled for supremacy- The victor, the Great Light, defeated the being known as the Profound Darkness, and set a seal on it so that it could not return and threaten the galaxy. That seal was the Algo System itself, along with its people. But like all seals, it was imperfect, and every thousand years, the being would be able to push a part of itself into the "real" world, which is the entity known as Dark Force. And during Dark Force's last try, the seal was crippled by the destruction of the planet Palma in Phantasy Star II. However, it is still possible to defeat the Profound Darkness, which they, the people of Algo must do, as they were literally made to do it. When Chaz asks where the Great Light is now, and Le Roof is like "He left eons ago, who knows." To which Chaz replies:
"SCREW YOU AND SCREW YOUR STUPID QUEST! I ain't taking orders from an absentee god who creates people to do the fighting for him!" And then he storms off.
Rune follows after to find out what's up, and Chaz says that he has actually been a miserable mess ever since Alys died and has been just pretending he's fine the whole time, but now everyone is expecting him to save the universe when it wasn't long ago that he was just some teen guy going to his first day on the job as a pest control professional and this is all COMPLETELY NUTS!
Rune knows what to do, however, and takes him to the inner sanctum of the Esper Mansion on Dezolis, where he reveals a secret chamber hidden from all others. And in there, Chaz finds Elsydeon, the sacred sword of Algo, being held by a statue of Alis Landale And Rune's plan becomes clear when Chaz takes the sword, because it containes the memories of all those who fought and died for the sake of Algo.
Alis, Lutz, Odin, Myau.
Rudo, Amy, Kain, Shir, Anna, Hugh.
The death of Nei, Rolf's anguish
and Alys.
Alis comes back to him and says that the hopes of everyone who fought against the darkness reside here, and she entrusts them to Chaz by giving him the sword.
He is now ready.
And it's none too soon, because the stirrings of the Profound Darkness punch a hole through the crust of Motavia from the inside.
The party skedaddles to the spaceport, where they are met by Kyra, whose work is finished, and Raja, who has completely recovered. And when they make it to Mota, they are met by Gryz, Hahn, and Demi, who are also all ready to fight. The big problem is this: There's a town near the hole that you visited early in the game, and if you go there now, everyone is dead. Not from the explosion, but by just being too close to the Profound Darkness. On Rykros, the party found five rings which prevent this from happening to them, but that means only five can go in to fight. Everyone is powered up to endgame spec, especially Hahn, who seems who have undergone some time in the Hyperbolic Time Chamber.
So, the team enters the hell dimension where there is no treasure, just the Darkness. And they beat him. The Elsydeon sacrifices itself to protect the team from the dimensional collapse, ejecting them safely back into the reality they know. Raja congratulates on a job well done, and that he hasn't had an adventure like that in a long time (seriously, what did you DO?). However, it's time for everyone to go home, but maybe they'll see each other again sometime? 4Wren puts the kibosh on that, because the Landale is the only functional spaceship in the system, and he and Demi will need it after they drop everyone off to fix up the broken climate systems. Gryz and Hahn depart, Rika decides at the last minute to stay with Chaz rather than leave with 4Wren, and everyone goes back to their part of space after bringing an end to the ancient doom that hung over the Algo system.
I guess the thing that people need to decide on the most when thinking about whether they like Phantasy Star IV has to do whether they think the callbacks are important acknowledgments of the history of the classic franchise, or whether or not they are gratuitous fanservice. You can see similar discussions taking place around the same thing when it comes to both Dark Souls 2 and 3, which revolves around how much those callbacks actually add to the story that the individual game is actually trying to tell. The only game that might be as self-cognizant of its own franchise's history is probably Final Fantasy IX. It can be grating for some, important for others, but the fact of the matter is that it's still unusual that Sega would, at least at the time, be willing to voluntarily conclude one of their classic franchises. Phantasy Star would return as a brand, but PSIV was the definitive end of the Classic Phantasy Star Series.
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