Mobius Final Fantasy taps out.
You can tell a lot about a mobile port from the terminology it uses. Mobius
Final Fantasy, for instance, opens with the advice that you can “tap” to disable the prologue demo in order to “save battery”. A swing and a miss, Square Enix. Terminology aside, Mobius’s mobile roots show in other ways, too. It’s structured as a series of battles in which dealing damage requires nothing more than clicking on the screen. As you attack, you gain orbs, which are used to power abilities in the form of cards. Cast one, and you can temporarily break the shield of tougher enemies, giving you a set number of moves in which to inflict yet more damage.
It’s a pleasant enough way to pass some time, but rarely feels engaging. That’s despite the ridiculous number of systems, including weapons, jobs, items, fusions, rentals, and more.
Mobius adds needless complexity into its menus and loadout options, seemingly as a way to distract from the lack of depth elsewhere.
There’s a story – involving amnesiac warriors being drawn to the world of Palamecia – but it’s not very good. It’s packed full of traditional Final Fantasy nonsense about crystals and Warriors of Light. There’s nothing compelling about the mystery of the world, and no quirky party of misfit characters to become attached to.
As a free-to-play game it’s reasonably generous. Yes, progression is a grind if you choose not to pay. But here’s the thing: the grind is the entirety of the game. It’s a series of combat rooms; an endless procession of monsters to be clicked on. If that doesn’t appeal, there’s no reason to play, let alone to pay.
Timed events add bonus levels FFVII themed. This set is
It’s good of the monsters to attack in organised groups.