Compare FINAL FANTASY IV: THE AFTER YEARS prices across 50+ stores and find the best deal. Developed by Square Enix. Published by Square Enix. Released on 5/11/2015. Available on PC. Genres: RPG.

A love letter to FFIV fans that overstays its welcome, ten episodic tales, a moon that messes with your combat math, and enough recycled dungeons to test even a paladin's patience.

I came into The After Years with full FFIV devotion and left with complicated feelings. The PC version of this 3D remake drops you into a story set seventeen years after Cecil, Rosa, Rydia, and the rest of Baron's finest saved the Blue Planet, and for the first hour or two, the nostalgia hit is real. Ceodore, the paladin prince who is very much his father's son, kicks off the adventure, and the game's episodic structure fans out from there. Once you finish Ceodore's Tale, six additional character episodes unlock, playable in any order, before the story reconverges through Kain's Tale, The Lunarian's Tale, and the sprawling final chapter, The Crystals. Ten tales in total, all included, no extra purchases required on PC. That at least fixes the original WiiWare model, which drip-fed content behind individual paywalls. The combat is ATB in its classic form, which is either a comfort or a warning depending on your tolerance for old-school pacing. Two mechanics layer on top of the FFIV baseline. The Lunar Phase system ties the waxing and waning of the second moon to battle performance: a full moon amplifies black magic while softening physical attacks, and certain rare monsters only appear during specific phases, so you genuinely have to pay attention to the cycle when planning tough fights. It is a neat systemic wrinkle, even if it occasionally turns a routine random encounter into an unexpected threat. Band abilities let two or more party members combine their actions into powerful joint attacks, similar in spirit to Chrono Trigger's dual and triple techs. Discovering which character pairings unlock which Bands is one of the game's genuine pleasures, though many combinations are easy to miss if you are not experimenting constantly. Here is where the honest accounting gets uncomfortable. The writing does not hold up to the original. New characters like Ceodore and Luca exist largely in the shadow of the returning cast, and the plot retreads FFIV's beats so faithfully that the game occasionally winks at you about it through meta-commentary, which is charming once and maddening twice. Fan-favorite characters like Rosa and Cid are sidelined throughout, and Rosa's one meaningful moment in the final episode is entirely missable. Each individual episode runs two to four hours, but the encounter rate is high and the dungeon recycling is aggressive: you will walk through familiar maps from the original game with a fresh coats of 3D polish and diminishing returns. The final dungeon, The Crystals, demands serious level grinding before it stops trying to kill you. That grind is not the satisfying kind that peels back build variety. It is the filler-XP-session kind I specifically dislike. The Steam release carries a mixed community verdict, sitting around 61 percent positive across several hundred reviews, which feels accurate. Hardcore FFIV devotees who want closure on Cecil's world and have patience for slow, deliberate old-school RPG pacing will find enough to appreciate. Ceodore's coming-of-age arc has genuine warmth. Rydia's episode is the standout for anyone who cares about character writing. But if your relationship with FFIV is casual, or if you finished it recently and are immediately diving into the sequel, the heavy narrative recycling and the relentless encounter rate may burn you out well before The Crystals. This is a game that rewards the deeply committed and gently repels everyone else. Monika, Scout Team

FINAL FANTASY IV: THE AFTER YEARS
RPG

FINAL FANTASY IV: THE AFTER YEARS

May 11, 2015Square Enix
GamerScout Says

A love letter to FFIV fans that overstays its welcome, ten episodic tales, a moon that messes with your combat math, and enough recycled dungeons to test even a paladin's patience.

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About FINAL FANTASY IV: THE AFTER YEARS

I came into The After Years with full FFIV devotion and left with complicated feelings. The PC version of this 3D remake drops you into a story set seventeen years after Cecil, Rosa, Rydia, and the rest of Baron's finest saved the Blue Planet, and for the first hour or two, the nostalgia hit is real. Ceodore, the paladin prince who is very much his father's son, kicks off the adventure, and the game's episodic structure fans out from there. Once you finish Ceodore's Tale, six additional character episodes unlock, playable in any order, before the story reconverges through Kain's Tale, The Lunarian's Tale, and the sprawling final chapter, The Crystals. Ten tales in total, all included, no extra purchases required on PC. That at least fixes the original WiiWare model, which drip-fed content behind individual paywalls. The combat is ATB in its classic form, which is either a comfort or a warning depending on your tolerance for old-school pacing. Two mechanics layer on top of the FFIV baseline. The Lunar Phase system ties the waxing and waning of the second moon to battle performance: a full moon amplifies black magic while softening physical attacks, and certain rare monsters only appear during specific phases, so you genuinely have to pay attention to the cycle when planning tough fights. It is a neat systemic wrinkle, even if it occasionally turns a routine random encounter into an unexpected threat. Band abilities let two or more party members combine their actions into powerful joint attacks, similar in spirit to Chrono Trigger's dual and triple techs. Discovering which character pairings unlock which Bands is one of the game's genuine pleasures, though many combinations are easy to miss if you are not experimenting constantly. Here is where the honest accounting gets uncomfortable. The writing does not hold up to the original. New characters like Ceodore and Luca exist largely in the shadow of the returning cast, and the plot retreads FFIV's beats so faithfully that the game occasionally winks at you about it through meta-commentary, which is charming once and maddening twice. Fan-favorite characters like Rosa and Cid are sidelined throughout, and Rosa's one meaningful moment in the final episode is entirely missable. Each individual episode runs two to four hours, but the encounter rate is high and the dungeon recycling is aggressive: you will walk through familiar maps from the original game with a fresh coats of 3D polish and diminishing returns. The final dungeon, The Crystals, demands serious level grinding before it stops trying to kill you. That grind is not the satisfying kind that peels back build variety. It is the filler-XP-session kind I specifically dislike. The Steam release carries a mixed community verdict, sitting around 61 percent positive across several hundred reviews, which feels accurate. Hardcore FFIV devotees who want closure on Cecil's world and have patience for slow, deliberate old-school RPG pacing will find enough to appreciate. Ceodore's coming-of-age arc has genuine warmth. Rydia's episode is the standout for anyone who cares about character writing. But if your relationship with FFIV is casual, or if you finished it recently and are immediately diving into the sequel, the heavy narrative recycling and the relentless encounter rate may burn you out well before The Crystals. This is a game that rewards the deeply committed and gently repels everyone else. Monika, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:indieEpisodic StructureATB CombatLunar Phase SystemBand AbilitiesSequelNostalgia-DrivenHigh Encounter RateOld-School JRPGCharacter Episodes

System Requirements

Minimum

OS
Windows Vista, 7, 8
Memory
2 GB RAM
DirectX
Version 10
Storage
950 MB available space
Processor
Pentium 4 2.4 GHz

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Game Info

Developer
Square Enix
Publisher
Square Enix
Release Date
May 11, 2015

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