SEO Page Title: Theathythm Final Bar Line: Vi-de Juegos
On Monday morning we were able to go to the Nintendo offices in Madrid to attend the presentation act of Theathythm Final Bar Line, a rhythm game that promises to be even more complete and varied than its predecessor, Theathythm Final Fantasy: Curtain Call.
The event was attended by the director of the game, Casanova Suzuki, and the producer, Cairo Mazama (whom we also known for his work in the Kingdom Hearts saga), which was in charge of illustrating us above all the work they have done during these years.
It is ugly to keep the absences, but knowing that Betsy Nora has been a creative producer of the game is logical to miss his presence.
Curiosities of destiny, two days before this event, the 35th anniversary of the Square Enix saga was held in Barcelona through a very expected concert.
One more evidence of the capital importance that the soundtrack has for any Final Fantasy.
Many of us thought that this franchise had come to an end after lowering the curtain with Theathythm Final Fantasy: Curtain Call.
We should not get carried away by the literalness of the title released in 2014, nor for the seven years that have passed until their return.
Long wait for this new installment compared to the two years that separated Curtain Call from the first game of this saga: Theathythm Final Fantasy.
Both titles developed for Nintendo 3DS, although the former had a port for iOS and in Japan they could enjoy an arcade version.
If something is clear to the presentation, it is that in Indies zero they had enough ideas and material to return to the stage for a bus.
Let us flatter for a moment the novelties that differentiate this title from other rhythm games and start with the leitmotiv of presentation: music.
To the 385 themes that we can find in the base game, extracted from 46 different games and most in its original version, we can add the 57 offered by the Deluxe edition or the 60s that the DLC incorporates, raising the total figure to 502
songs.
The soundtrack of the games published after Curtain Call also has its hole in the repertoire of Theathythm Final Bar Line, a movement as logical as interesting to try to attract the public that has reached the saga through Final Fantasy VII Remake or Final Fantasy XV.
Now, it is the turn of the novelties that seek (and achieve) differentiate this proposal from the rest of the rhythm games.
One of the differential aspects of this final bar line is how an RPG component adds to the mixture.
We can form a team of four characters (throughout the game we can unlock up to 104) and they will level up after each phase overcome.
The characteristics of the avatars are very important in the face of the clashes they will have to face: this includes from the type of character (physical, defense, hunter, magic and healing for what we have seen in the demo) to the base statistics of
Each doll (vitality, strength, magic, spirit, speed and luck).
These figures are quite low at the beginning, but increase with each level rise.
The fighting that the team we have chosen before each phase has to be developed in automatic, but are directly affected by the previously indicated aspects.
Of course, our performance following the pace will also influence what these characters do.
The gameplay itself is what we can expect from a rhythm game, but while we try to succeed the button indicated at the precise moment, there is much more happening on the screen.
If for example we fail a button and our low life bar, we will be closer to the defeat and the necessary restart of the phase.
However, if in the team we have included a character that can cure ourselves, such as Aerial of Final Fantasy VII, we will recover life, and we will have more margin to finish the level, although we make some mistakes.
The appearance of healing is not trivial, the first demo tutorial recommends almost insistent that we opt for a character capable of recovering health so that the adventure is not complicated.
This test version is a very useful sample to discover firsthand the requirement of the controls, and we soon discover that although the first phases are assumed even if we are not accustomed to the genre later we can see authentic follies.
The amount of options linked to the RPG part seems unavailable, a more than striking potential to be able to dedicate tens of hours to the preparation of an ideal team.
We were able to try the first levels of Final Fantasy VII mission and the sensations were great.
It is a game with an obvious potential to become a well of hours, one with enough depth to lose the notion of time and end up ensuring that we have played little, almost nothing, just a handful of hours… until, until, until, until, until, until, until, until, until, until
out of curiosity, we consulted in the console the time of use of the application and a hundred hours hits us in the face.
The good thing is that it will be invested time, not won.
Remaining and perfecting the technique to become one with music allows us to be less pending of the tetra gram and the next button to press.
With the few hours of the demo we have not yet raised that harmony with the game, so we lost much of the action that was happening.
It is a matter of practice, once we manage to act instead of thinking we will have room to observe how the characters of our team walk through the field or how they pounce against their enemies adorable.
At the moment we have had to settle for seeing it in advances that includes demo (a material quite similar to the trailer).
In Theathythm Final Bar Line we will find three game modes.
Music Stages (musical scenarios in the version translated into Spanish, both the game and the demo have texts in our language), Quests (series missions) and multi versus Battle (Multi Battle) series.
Quests series is the ideal way to revive the experience Final Fantasy and appeals directly to nostalgia.
While it is true that it is not necessary to have an emotional bond with the Square Enix saga to enjoy Theathythm Final Bar Line, this romantic factor can enhance the experience.
In the demo we can access five different missions of the twenty-nine that induce the mode, each of them linked to a video game.
After overcoming each one we will obtain an object that allows you to unlock a new quest.
Multi versus Battle, is another differential elements of this game.
It is not usual in rhythm games, said Mazama after explaining how to overcome the level competing with three other players to get the best score while the rest is dedicated to hindering you to hinder your performance in the classic rhythm part.
Before finishing the presentation, Cairo Panama stressed that Theathythm Final Bar Line offers a unique experience and that from the team they expect the game to have those who try it.
They are convinced of their work, since it is a richer, more complete game and that even without the playable news remains a very solid rhythm game that raises interest in itself.
Besides, Mazama hoped that more people want to know other Final Fantasy who could not try yet.
Final Bar refers to the two vertical lines at the end of a pentagram, said Cairo Mazama.
And although these lines indicate that the piece is over and there is nothing more than play, with Final Fantasy XVI on the horizon we do not have to assume that this will be the last game of the saga.
On February 16 we can try the full version of this Theathythm Final Bar Line.
The game goes on sale both in physical and digital format in Nintendo Switch and on PS4.