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        <pubDate>2026-04-06 16:25:18</pubDate>
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                <title><![CDATA[Original VS Remake: Final Fantasy IV]]></title>
                <link>https://novogamer.com/articles/original-vs-remake-final-fantasy-iv-ZkQGwAmGAE</link>
                <description><![CDATA[<p>With the unexpected rise in the number of HD re-releases and remakes of certain games, it got me thinking about one of my favorite games for the SNES and how many re-releases and enhanced ports it had over the years. The game I'm referring to is <b>Final Fantasy IV</b>, one of the better games in the series.&nbsp;One particular remastering of it especially stood out due to how much effort was put into it, so I'll point out the differences from the original release on the SNES and its updated remake on the Nintendo DS and see which one is better worth your hard earned cash.</p><h2>Graphics</h2><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 479.840425531915px; height: 194px; float: right; margin: 0px 0px 10px 10px;" alt=""></p>When the game was first released on the SNES back in 1991, it was considered quite the step up from the previous Final Fantasy game(s) released on the NES a year (or so) prior. It had a great art style that really set the tone for how the game was going to play, how the story would play out, and the overall feel and color of the environments that you would traverse. It was quite impressive for a 16-bit game that could only display around 256 colors at a time.<p></p><p>Now the DS version released in late 2007 was much different as it has fully polygonal characters, enemies, and environments which made everything feel much more alive and vibrant. Plus it allowed for much more detailed character animation which was shown quite prominently from the game's many dancers scattered around the world's many towns and kingdoms (I'm quite partial to the City of Troia myself). Overall, the DS version a much better visual treat than the SNES version.</p><h2>Music</h2><h2>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<iframe width="320" height="240" src="https://www.youtube.com/embed/2c0ri2SLXSk" frameborder="0" allowfullscreen=""></iframe></h2><p>If Final Fantasy's spinoff series&nbsp;<b>Theatrhythm</b>&nbsp;has shown anything, then the music is just as iconic as everything else in the game. The music in the SNES version is especially good, ranging from atmospheric, to intense, to melancholy and even climactic. It certainly does its job considering the hardware limitations imposed by the console's specifications.</p><p>The DS version however is honestly not much different. Aside from having some slightly better audio files for the game's midi tracks, the music is virtually identical. There are a couple of songs in the game where the music is noticeably higher quality than its SNES counterpart (Most noticeably Fabul Castle) which is I guess a pretty nice bonus if you happen to remember what the orginal sounded like. All in all, I'd say the DS version wins this category, but not by much.</p><h2>Translation</h2><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 546.888888888889px; height: 214px; float: right; margin: 0px 0px 10px 10px;" alt=""></p>Because of the SNES's strict hardware limitations, some corners were cut when this Japanese RPG was translated into English. As such, many lines of dialog had to be simplified, changed or even censored before it was released for a western audience. One such censored line was, "You spoony bard!" which was spoken by the sage, Tellah when he was trying to kill the bard, Edward. This line had reached an unusually high amount of fan support and had survived even into the many remakes of the game.<p></p><p>Now because the DS had a much more memory, a more accurate and faithful translation of the original story could be used in the game allowing for a much better understanding of the plot which was also accompanied by cut-scenes with stellar voice acting. In addition to this, more of the story that had been left on the cutting room floor during the SNES version's development period was able to be re-added allowing for even more back story to be told on the game's antagonist, Golbez. Gonna have to give the scoring point to the DS version here.</p><h2>Gameplay</h2><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 590.773333333333px; height: 212px; float: right; margin: 0px 0px 10px 10px;" alt=""></p>As with most Final Fantasy games, gameplay is mostly just customization, strategizing your attacks and memorizing how certain enemies react to certain actions. However, when the game was released in other territories for the first time, the difficulty was dumbed down to make it more accessible for American and European audiences. Many items and pieces of equipment were boosted in strength and several enemies had their power cut so they would be easier to defeat. It worked, but it also made the strategy kind of dull and uninspired.<p></p><p>Now if you want a REAL challenge, the DS version is where it's at. The enemies are much more threatening and items and characters can actually be customized further to better suit your needs. The boss battles are also require much more thought involved as well as many of them either counter half of what you throw at them, or they they are immune to everything else. Also, exclusive to the DS version are special side missions with Namingway, and a special little Eidolon that you can also customize and have fight in place of your summoner, Rydia. This Eidolon can be trained to become stronger through minigames that are played with the touch screen and can also be used in a special one-on-one battle mode with another player a la Pokemon. The DS version is definitely the way to go here.</p><h2>Overall</h2><p>The DS version is hands down the winner of this contest. It just has so much more to offer than the original and it really shows. While the SNES version has a special place in my heart, it just can't hold a candle to this exceptionally well made remake. Plus, since it is a DS game, it can be played on 3DS systems without any problem. Don't have a 3DS either? Well there is also a PC version available that is basically the same version as the DS one, minus the special Eidolon and the associated minigames. Not really a big loss, but I like to have my games with as much content as possible. Maybe you do too, who knows? But until then, I'll see you next time.</p><p>SNES Score:</p><p><img src="https://novogamer.com/images/archive-broken-image.png" style=""></p><p></p><p></p><p>DS Score:</p><p><img src="https://novogamer.com/images/archive-broken-image.png"></p><p></p><p></p>\r
]]></description>
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                <author><![CDATA[Archive]]></author>
                <guid>ZkQGwAmGAE</guid>
                <pubDate>Sat, 22 Apr 2017 22:09:00 +0000</pubDate>
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                <title><![CDATA[How to Deal with Fangames the RIGHT Way]]></title>
                <link>https://novogamer.com/articles/how-to-deal-with-fangames-the-right-way-Z1QDwjmvMA</link>
                <description><![CDATA[<p style="text-align: justify;">This subject has been bothering me for a while now. Ever since Nintendo recently put the kibosh on over 500 fangames, it has got me wondering whether or not the legality of fangames is really something that companies need to fuss over. I get that fangames are technically illegal because most of them contain unauthorized use of characters, music, or assets owned by another company, but 99% of the time the game in question doesn't pose any harm to the company or the image they represent. They're just little distractions that were made by a fan of that series as a symbol of how much they like those games. And it's not like a lot of these fans are trying to make any money off of those games, and most of the time they even give credit to the original developers. Now I can definitely understand why these companies would be so protective of their property, but they aren't exactly going about it the right way. They need to figure out better, more tactful ways to deal with this without damning the person or people that made them. It just creates poor PR and bad blood with the fans. Let me elaborate...</p><ol><li><img src="https://novogamer.com/images/archive-broken-image.png" alt="" width="376" height="274" style="float: right; width: 376px; height: 274px; margin: 0px 0px 10px 10px;">More often than not, when a fan-dev makes a fangame they are showing their appreciation to the company that made the original work. Most of the time they mean no harm in their intentions and just want to show how much they like the game or series that inspired them to make their own with their favorite characters. However sometimes when the fan project gets shut down, it breaks the heart of the fan sometimes even making them think that their favorite game company doesn't care about what the fans think at all.</li><li>They give potential future game developers a good jumping off point in which they can get into the field of game design, but if the project gets shut down relatively early in its development cycle, it becomes rather dejecting to the fan-dev thinking that game development just isn't for them.</li><li>Some fangames promote awareness of a franchise or series that might not be selling well or have been neglected by the owners of the original IP. Now this is where things get a little gray. Whether or not if the game gets canned, this still promotes awareness for the series in question. It just happens to work better if the game gets finished first.</li><li><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;">Fans gain more from the experience of fangames and official works <em>combined</em> than from the official works by themselves. It is actually quite common for a fan to run into a fangame that is of extremely poor quality and makes them appreciate the polish that went into the official series more as a result. But in the event that a fangame is really good, it makes them not only appreciate the original work, but applaud the effort that the fan-dev made to make it as close to the original series as possible and anticipates whether or not if they will make anything original later.</li><li>Much like video game piracy, fangames <strong>WILL</strong> happen with or without the IP holder's consent and trying to police this and prevent it from happening is a fruitless effort that not only wouldn't accomplish anything, but would alienate any future game devs from making their own original work down the line.</li><li>Fan-devs gain more from encouragement than from a cease and desist. It costs nothing to allow them to keep their finished work up for others to play, and more often than not will not affect their sales much if at all. Most fan-devs even encourage the fans that play their games to buy from the original IP holders so as to offset their involvement in making their little project.</li><li>If a fan-game is good enough, it benefits both parties more if the original IP holders buy the rights to the fan work and/or ask them to port it to a system they regularly develop games for. Non-canonical works by the original IP holders do exist in the video game industry and fangames always fall under this as they have no legal rights to any of the characters, music, assets, etc. that they borrowed from.</li></ol><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" width="460" height="349" style="float: right; width: 460px; height: 349px; margin: 0px 0px 10px 10px;"></p><p style="text-align: justify;">Now with the advent of more user friendly game development tools like <strong>Unity</strong>, <strong>Game Maker Pro</strong>, <strong>RPG Maker</strong>, and the upcoming <strong>Mystic Searches S.T.A.G.E</strong>, it has become much easier for fans to get into game design. So what should the big gaming companies do? First of all the way I see it, STOP BEING SO STRICT. A hundred or so fangames that happen to contain assets from your works is not the end of the world. Your paychecks aren't going to be affected any from a few practice projects. Secondly, if you see one that looks promising, ENCOURAGE THE DEV. A few kind words can go a <em>long</em> way, especially if you can get a profit from it in some way, shape, or form. And lastly (and this is most important), if a popular fangame is of a series that hasn't seen the light of day in over a decade or so, TAKE THE HINT. It's obvious that the fans want that series to come back, but since you're not doing anything with it, they often take matters into their own hands. The only time you should break out the legalese is when a fan-dev is trying to make money off of their game when it contains many assets your company created. This should be done <em>especially</em> if that fan in question happens to work for a rival game company.</p><p style="text-align: justify;">Only time will tell if gaming companies like Nintendo will loosen the leash they have on their property. Many gaming companies like Namco, Sega, and Capcom have already become more lenient on these matters, but while this is a step in the right direction, bigger gaming giants like Konami, Square Enix, and Nintendo still need to unclench and treat the fans as fans and not as parasites. But until then, I'll be seeing you.</p>]]></description>
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                <guid>Z1QDwjmvMA</guid>
                <pubDate>Thu, 29 Sep 2016 11:47:00 +0000</pubDate>
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