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Mo­bius Fi­nal Fan­tasy taps out.

PC GAMER (UK) - - Review - By Phil Sav­age

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.

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