Final Fantasy Tactics: The War of the Lions Review — The Lion War, Perfected in Your Pocket
Reviews 9.5

Final Fantasy Tactics: The War of the Lions Review — The Lion War, Perfected in Your Pocket

At a glance: Final Fantasy Tactics: The War of the Lions · PSP · Square Enix, 2007 · Strategy RPG · Score: 9.5/10

Final Fantasy Tactics was already a legend when the PSP remake arrived: Yasumi Matsuno’s 1997 PS1 epic of the Lion War, a story of two princes, a church with a knife behind its back, and a hero — Ramza Beoulve — whom history deliberately forgot. The War of the Lions is the rare remake that improves a masterpiece in nearly every particular: a complete, literary retranslation; animated cutscenes of genuine beauty; new characters, new jobs, new battles; and the whole war, at last, in a format you can carry. If Tactics Ogre is the PSP tactics king by design, this is the king by bloodline. The shelf is richer for the rivalry.

Ivalice’s war is a story about class before it is a story about crystals. Ramza, third son of a great house, watches the post-war order devour the common soldiers who won it — his best friend Delita, a commoner, chooses the knife’s road to power while Ramza chooses the harder one of simply refusing to be used. The new translation, by Joseph Reeder and Tom Slattery, restores the script’s politics and poetry alike: gone are the PS1 version’s garbled charms, replaced by prose with the cadence of a chronicle and the bite of a pamphlet. It remains, line for line, among the best-written games ever made.

The job system, genre’s gold standard

Twenty-two jobs in the PSP edition — the original twenty plus the Onion Knight and the Dark Knight, the latter a reward for a campaign’s worth of mastery — compose the deepest character-building system of its era. Jobs earn job points in battle; abilities, once bought, can be mixed across jobs, so a knight can carry a monk’s counters, a summoner a calculator’s mathematics, and every soldier on your roster is a small thesis about synergy. The system invites — demands — experimentation, and the game’s battle design, from the execution-ground rescue to the roof of Riovanes Castle, examines your theses without mercy.

Final Fantasy Tactics War of the Lions PSP gameplay, a job-system battle in Ivalice

The PSP edition’s additions are chosen with taste. Balthier, sky pirate of Final Fantasy XII, and Luso, of the DS sequel, join as full characters with their own scenes; the animated cutscenes, drawn in a watercolour style that matches Akihiko Yoshida’s art, stage the story’s great turns — the meeting at Orbonne, the tragedy at Fort Besselat — with a restraint the PS1’s in-engine scenes could only imply. New battles fill gaps in the Delita thread, letting you fight beside (and against) the war’s other protagonist. Even the sound, Hitoshi Sakimoto and Masaharu Iwanaga’s score, arrives remastered and unbothered.

Multiplayer Ivalice and the long war

Two wireless modes extend the campaign: Rendezvous missions, cooperative battles against boosted enemy companies that require two PSPs and two strategists, and Melee, a versus mode of ambushes and traps. They are period pieces now — ad-hoc gaming’s infrastructure has moved on — but as a document of ambition they matter: Square Enix treated the PSP edition not as a port to be shipped but a platform to be used. The core campaign, at fifty-plus hours before the deep dungeons and the poachers’ den, hardly needed the help.

The honest blemish is famous: the PSP version’s spell effects carry a sound-and-animation slowdown, a half-second hitch on the grandest summons and sword skills that the PS1 original did not suffer. It is real, it is faintly ridiculous that it shipped, and generations of players have voted with their patience that it does not matter. The rest of the technical ledger is clean: load times are manageable, the interface was reworked for the small screen, and the widescreen presentation flatters Yoshida’s art at every turn.

Final Fantasy Tactics War of the Lions PSP gameplay, Ramza's company on the grid

The deep dungeon and the poachers

Completionists inherit the series’ traditional endgame: the Deep Dungeon’s lightless floors, where treasure hides in darkness and the final summon waits, plus the poachers’ den economy that turns monster-hunting into the game’s strangest shopping list. Add the errand system — dispatching spare units on jobs that return with artefacts, gil and tiny chronicles of a wider Ivalice — and War of the Lions becomes a game whose margins are full. Ramza’s roster will hold thirty soldiers; the tragedy is choosing which stories to bench.

Riovanes and the difficulty legend

Every Tactics veteran has a Riovanes Castle story: the rooftop, the duel, the save file soft-locked by a kind-hearted player who saved mid-sequence. The PSP edition preserves the gauntlet intact — Wiegraf’s duel remains the genre’s most famous examination — and this review’s advice is the community’s eternal advice: keep a second save, rotate your files, and treat the castle as the game asking, formally, whether your builds are real. The slowdown cannot save you. Nothing can. That is the point of the place.

Yoshida’s Ivalice, Akihiko’s line

The art direction earns a final word. Akihiko Yoshida’s character designs — all noseless nobility and checked cloth — and the game’s storybook battlefields give Ivalice a visual identity no sequel hardware has improved, only enlarged. The new cutscenes meet that art on its own terms instead of replacing it with 3D bombast, a decision that looks wiser every year. War of the Lions does not look like a 2007 handheld game. It looks like an illuminated manuscript that learned to move.

Final Fantasy Tactics War of the Lions PSP gameplay, summon magic in battle

Which tactics king? An answer

The PSP hosts both Matsuno masterpieces, and the Tactics Ogre rivalry is the shelf’s happiest argument. Ogre is the deeper simulation; Tactics is the greater story. Ogre’s systems reward the engineer; Ramza’s war rewards the reader. This review scores them equally and refuses, on professional grounds, to choose — while noting that War of the Lions’ translation, cutscenes and job system make it the one to hand a newcomer first. The Lion War has two kings. The PSP is their joint throne room.

Errands, artefacts and a wider Ivalice

The errand system deserves more love than it gets: dispatching reserve soldiers to tavern-posted jobs — a merchant’s escort here, a ruin’s survey there — returns them with gil, job points and prose artefacts, miniature chronicles that sketch an Ivalice busily existing beyond Ramza’s war. It is world-building by side-effect, and it makes the roster’s bench feel like a company rather than a cupboard. Few systems have ever made a menu feel so much like a place.

Practical counsel, offered in the community’s ancient formula: rotate three save files, never save your only file inside a multi-battle sequence, and recruit generously — Ivalice’s war will test every soldier you love. Do those things and War of the Lions will give you the finest hundred hours the PSP can hold, in a translation worthy of its story and a format worthy of your commute. Ramza Beoulve was erased from history. On this evidence, history was wrong, and the little screen has set the record straight.

Verdict

The definitive edition of a top-ten-all-time RPG, on the machine that became tactics’ second home. If you own a PSP and one strategy game, the argument is between this and its Ogre sibling — and the correct answer, as ever, is both. Bring a second memory stick of patience for the Deep Dungeon, rotate those save files, and let Ivalice take the evenings it asks for — it repays every one of them with interest, in gil, in job points and in story.

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