Fantasian Neo Dimension

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Description

Fantasian Neo Dimension is an enhanced console and PC port of the acclaimed 2021 JRPG Fantasian, developed by Mistwalker and helmed by Hironobu Sakaguchi with music by Nobuo Uematsu. Set in a sci-fi futuristic world, it features turn-based combat, diagonal-down perspective, anime-style art, and stunning pre-rendered backgrounds based on handmade dioramas, delivering a classic Japanese RPG experience across platforms like PlayStation, Nintendo Switch, Xbox Series, and Windows.

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PC

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Fantasian Neo Dimension Reviews & Reception

polygon.com : remarkable but flawed

pcgamer.com : will make you work hard for every win, but the reward’s always worth the effort

nintendolife.com : flashes of brilliance – including a beautiful world and rewarding combat – held back by uneven pacing, brutally long encounters, and a lacklustre story

Fantasian Neo Dimension Cheats & Codes

Switch v1.0.0 Build ID 7F7F24FFAAC0693B

Code Effect
[combat hp mp full]
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combat hp mp full
[ damage x4]
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 damage x4
[gold 1m]
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gold 1m
[item no dec]
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item no dec
[no random encounter]
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no random encounter
[qty read]
04000000 01B07BDC B9401829
qty read
[hp read in menu]
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hp read in menu

Fantasian Neo Dimension: Review

Introduction

Imagine stepping into a diorama world where handcrafted miniatures spring to life under shifting camera angles, evoking the pixel-perfect wonder of Final Fantasy VI‘s opera house or the sprawling vistas of Chrono Trigger, but reimagined through the lens of modern craftsmanship. Fantasian Neo Dimension, the 2024 console and PC port of Mistwalker’s 2021 Apple Arcade gem, is that vision realized—a swan song from JRPG pioneers Hironobu Sakaguchi and Nobuo Uematsu that blends nostalgic reverence with subtle innovation. Born from Sakaguchi’s emotional replay of FFVI and Uematsu’s self-proclaimed final full game score, this enhanced edition polishes a mobile-exclusive title into a definitive JRPG experience. My thesis: Fantasian Neo Dimension isn’t just a port; it’s a masterclass in evolution, proving that classic turn-based design can thrive in 2024 by honoring its roots while addressing modern sensibilities, cementing its place as a modern classic akin to Sakaguchi’s Lost Odyssey.

Development History & Context

Mistwalker, founded by Sakaguchi post his 2001 departure from Square Enix after Final Fantasy: The Spirits Within‘s fallout, has long chased the soul of 16-bit JRPGs amid a landscape dominated by action-RPGs like Final Fantasy XV and sprawling epics like Persona 5. Fantasian emerged in 2018 after Sakaguchi’s FFVI livestream reignited his passion for emotional, narrative-driven RPGs—explicitly modeling its structure on FFVI‘s world-of-ruin pivot. With director Takuto Nakamura, producer Saho Nishikawa, and battle director Masahito Inoue, the team of ~30 used Unity for a three-year sprint, complicated by COVID-19 remote work.

The Apple Arcade exclusivity stemmed from enthusiastic Apple execs, fans of Sakaguchi’s oeuvre, greenlighting a mobile-first JRPG in a sea of casual titles. Technological constraints birthed genius: over 150 real-world dioramas, crafted by tokusatsu veterans (including a pseudonym’d Akira Toriyama), scanned via Nakamura’s photo-extraction tech for pre-rendered backgrounds—echoing PS1-era limitations but elevated by LED-lit miniatures. Uematsu, battling health issues, composed ~60 hopeful tracks solo, experimenting with synths, dissonance, and jazz, viewing it as his “final project.”

The 2024 Neo Dimension port, invited by FFXIV‘s Naoki Yoshida over dinner, reunited Sakaguchi with Square Enix after 21 years. Co-developed by Yoshida’s Creative Studio III, it adds HD visuals (uncompressing original data), English/Japanese VO, easier “Normal” mode (original as “Hard”), QoL tweaks, NG+, and swappable Final Fantasy battle themes. Released December 5 across PS4/5, Switch, Xbox Series, PC (Steam: $29.99), it transcended mobile barriers amid 2024’s JRPG boom (Metaphor: ReFantazio, Dragon Quest III HD-2D), positioning it as a “missing Final Fantasy.”

Narrative & Thematic Deep Dive

Fantasian‘s plot is a metaphysical odyssey of amnesia and cosmic balance, structured in two acts mirroring FFVI: linear world-exploration yielding to open-world quests. Protagonist Leo awakens amnesiac in the sterile Machine Realm, aided by robots Clicker and Prickle, warping via a device to the organic Human Realm’s Vibra. Retracing steps tied to a village woman, he recruits: magical Kina, princess Cheryl, airshipper Zinikr, inventor Ez, fugitive Jan, Chaos survivor Valrika, and spirit-linked Tan.

Central antagonist: Vam the Malevolent, Chaos god seeding “Mechteria”—a mechanical blight draining emotions/life, countering rival Jas’s suffocating Order. Leo’s father hunted Divine Artifacts (emotion-fueled counters to Order), birthing Leo’s immunity. Act 1 builds camaraderie against Vam (who binds Kina/Cheryl to artifacts); Act 2 reveals Jas’s manipulations for universal rebirth, unveiling Leo as reborn god Taros amid Yim’s death fracturing the pantheon (Vam/Chaos, Jas/Order, Taros/Yim balance).

Themes probe free will vs. determinism: humans as pawns of god-wars, emotions as Chaos’s salve against Order’s erasure—echoing Sakaguchi’s sci-fi roots (Hayakawa Bunko) and Lost Odyssey‘s immortality grief. “Memories” visual novels (akin to Lost Odyssey‘s “Thousand Years of Dreams”) flesh backstories: Valrika born from Chaos’s last gasp, Tan’s spirit debt. Dialogue charms with PS1-era whimsy (Cinderella Tri-Stars comedy), but critiques note archetypal characters (amnesiac hero, plucky princess) and Act 2’s diluted intimacy amid sidequests. VO elevates: emotional highs (Leo’s revelations) land profoundly, though some humor misses. Steam players liken it to Lost Odyssey (superior in some views), not FFIX‘s profundity—solid, empathetic, but no revolutionary twist.

Gameplay Mechanics & Systems

Core loop: overhead exploration (world/mini-maps with auto-pathing) yields random encounters, stockpiled via Dimengeon (up to 30 foes in bonus-laden arena battles). Combat: turn-based with positioning/trajectory aiming—curve spells for AoE, vital vs. clustered bosses. Act 1: level-locked skills; Act 2: grid-based Skill Points unlock passives/actives, Tension gauge for ultras, mid-turn swaps, weapon fusion.

UI shines mobile-to-console: touchscreen/controller hybrid (L1 basic attack, R1 repeat skill), minimap markers. Progression rewards grinding (EXP/Skill Points), but spikes frustrate—Act 2 bosses demand buffs/debuffs, elemental exploits, growth-map cheese (resettable). Normal mode tempers this; Hard retains original brutality. Flaws: clunky vehicle controls, mobile-holdover menus, Switch frame drops/loading. Innovations like first-person Void Realm dungeons diversify, but sidequests feel grindy (keys from rares). ~60 hours main+extras, NG+ carries builds—tactical depth rivals FFVI, QoL outpaces Lost Odyssey.

Mechanic Strengths Weaknesses
Dimengeon Streamlines grinding, arena bonuses thrill Capacity limits force choices
Trajectory Aiming Strategic positioning/AoE mastery Touchscreen optimal; controllers fiddly
Growth Grid Extensive customization/resets Overlap dilutes uniqueness
Boss Design Unique mechanics per fight Frequent spikes overwhelm pacing

World-Building, Art & Sound

Vibra’s multiverse—Machine/Human/Chaos Realms—pulses with diorama majesty: 150+ handmade sets (Walnuts Clayworks, Marbling Fine Arts) yield surreal vistas (LED-lit Quail airship, petrified forests). Camera pans reveal layers, fostering immersion rivaling PS1 FMVs, though jarring shifts confuse navigation.

Art direction (Jun Ikeda, Takatoshi Goto) evokes doll-like tactility; Kusunoki’s Memories glow. Uematsu’s synth-orchestral score (~60 tracks) radiates hope—jazz improv, “four-part opera” finale—his best melodies per him. Neo‘s FF swaps (FFVI battle theme nostalgia) delight. Stellar dub (English/Japanese) amplifies pathos; sound design pops in Dimengeon chaos. Collectively, they forge atmosphere transcending budget, a “timeless JRPG” per critics.

Reception & Legacy

Apple original: Metacritic 80/100, D.I.C.E./TGA Mobile noms—praised dioramas/combat, dinged Part 2 difficulty. Neo Dimension: 81% MobyGames (96 critics; 100% RPG Site/Digitec), Metacritic 80-83. Raves: “Modern classic” (Siliconera), “RPGotY contender” (RPG Site), Uematsu score/Sakaguchi return. Critiques: Act 2 pacing/spikes (Nintendo Life 7/10, Push Square 7/10), Switch tech issues, “mobile remnants” (TheGamer). Commercial: Solid sales (18 Moby collectors early), physical PS5/Switch editions.

Legacy: Bridges mobile/console JRPGs, influences Neo Dimension‘s QoL (e.g., Octopath Traveler aiming echoes). Sakaguchi/Uematsu’s “closure” (Digitally Downloaded) inspires indies; diorama tech pioneers hybrid art. Evolves from Arcade obscurity to 2024 staple amid remakes (DQIII), affirming turn-based vitality.

Conclusion

Fantasian Neo Dimension masterfully synthesizes Sakaguchi’s FFVI homage with Mistwalker’s ingenuity: diorama wonders, Dimengeon brilliance, Uematsu’s swan-song score, and refined combat propel a charming tale of chaos/order. Pacing hiccups and spikes temper perfection, but Normal mode/VO/QoL elevate it beyond origins. In video game history, it claims elite status—a “missing PS1 Final Fantasy” (Niche Gamer), elder statesman’s triumph. Score: 9/10. Essential for JRPG faithful; newcomers, dive in on sale. Sakaguchi’s not done—may this “final” spark more dimensions.

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