The game was designed to be a throwback to previous simpler games in contrast to modern role-playing games, but noted to have maze-like towns.[8] Tomoya Asano has described the game as "a classic fantasy RPG using today's technology".[2] Yoshida Akihiko designed the game with a style resembling picture books.[9]

Another factor affecting the battle is enthusiasm. When the heroes are Psyched Up they become surrounded by a yellow aura and get a stat boost. When the heroes are feeling down they become surrounded by a blue aura and get a corresponding decrease in stats.


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A team of inspectors from Liberte are in the town looking for the cause of the curse. The head inspector offers to take the party to their city as refugees, but Brandt and Yunita say they need to try and save Horne, and Jusqua decides to just give up and go, so Yunita orders him to take Aire with him. Brandt and Yunita head out to Guera to seek a cure for the curse and meet Krinjh. The group goes to the Moonlight Tower where they get the world map. After this, the group make their way to the town of Guera, where they meet the king, who decides to help them figure out the curse if they help him get rid of a monster problem in the desert. The party goes to the Quicksand Castle, where they defeat the Sand Devil, who is later revealed to be Ariadne. Ariadne and Krinjh then disappear.

After defeating the monster, it drops a Hi-Elixir and the party takes it. The party returns to Urbeth and heal Thauzand's daughter and they learn that everyone in town has headed to the Tower to the Sky. The party goes to the Tower of the Sky and reveals to the civilians that Beelzebub has been fooling everyone in the town. After the party defeats Beelzebub and restore the city, the people of the town give the heroes the Cape of Light.

After the party defeats Mammon and restores Invidia, the Chief tells Rekoteh they are going to see Rolan in Spelvia. After these events, Rekoteh gives the heroes the Armor of Light. When the party returns to Spelvia, the Witch of the Sky opens the path into Rolan's Soul and allows the party to enter. When inside Rolan's Soul, the party fights Lucifer and they manage to stop him from corrupting Rolan. After defeating Lucifer, Rolan gives the party the Sword of Light.

Upon reaching the top, they discover King Guera secretly manipulating Ariadne's thoughts about Krinjh and used the powers of the seedling for evil. Krinjh arrives and shines moonlight on the King who takes on the form of the demon, Asmodeus. When successfully defeated, Krinjh gives the party the Shield of Light. He and Ariadne become rulers of Guera leading the nation to prosperity.

The party finally returns to Horne and arrive on the day Aire was born. They witness Queen Horne who is about to give birth to Aire. The party follows King Horne into the Magic Laboratory and witness King Horne making a deal with Louhi for the ultimate Black Magic, Desolator, in exchange for Aire's soul. The party is shocked and finally find the answers to the questions they have been asking since the beginning of the journey: their eventual defiance of this deal by killing Louhi is what sparked the curse. The party goes to Louhi's Mansion in an attempt to stop the deal from happening. Louhi transforms into Greaps but she is defeated. The witch attempts to fight the heroes again, but is stopped by Rolan.

Rolan and Louhi reveal to the party that King Horne was turned into a parrot by the demon Satan and the demon is assuming his form. The two instruct the heroes to find the Lamp of Truth to reveal Satan's true form so they can defeat him. The party returns to the Magic Laboratory and meets with Satan, Brandt and the others use the Lamp of Truth on him and reveal his true form. The party manages to defeat Satan and return King Horne into his true form. With the real King returned to Queen Horne's side once more, she is able to recover from giving birth and didn't die. Once the kingdom is returned normal, the King gives the party the Desolator Tome.

After returning all the equipment to their owners, the heroes return to Horne Castle. After speaking with King Horne, Brandt and the others hear the dragon's cry and know they still have work to do. The group leaves, knowing that they are the Warriors of Light and they are destined to help the world.

The best way to describe the visual experience in the game is to liken it to a storybook. The game features a very colorful cel-shaded look that really makes the world spring to life. Everything you see looks almost like it was hand-painted directly onto the screen. Even the characters show a nice level of detail and animation, although gamers more accustomed to the 2D look of many DS RPGs might find them a tad blocky in their design. The developers have been able to include a ton of variety between the various areas you'll visit throughout the game and you'll rarely see the same visual stylings twice. It's clear the team wanted to create a very unique visual experience to go along with its innovative gameplay designs and it goes a long way in carrying the light-hearted theme the game employs.

The world you roam has a distinct storybook style, with colorful, whimsical villages filled with travelers, merchants, and townspeople. Details about your current objectives are built into these towns, so it's worth your while (and in many cases, necessary) to go around and talk to all the residents. They'll be able to tell you what direction your next dungeon may be found in, give you hints as to upcoming boss abilities and weaknesses, suggest helpful items, or taunt you with hidden treasures. If you're stubborn and want to just set off rather than chat up every urchin in town, the world and even the dungeons are fairly compact so they're not overly onerous if you need to make multiple trips or spend time running around. And although the land map is drawn in a cute style with features leaping off the screen, it doesn't give you a good idea of the available paths from place to place. It's good at saying, "Here there be dragons," and bad at communicating, "First, go north, then west around the huge lake, then squeeze past the mountain range, then trudge through the snow, and then go all the way through the cave to find the pesky dragons." But once your party comes together, you'll be master of the skies via dragon flight anyway, and all those obstacles become but a bitter memory.

It's somewhat of a shame that Final Fantasy: The 4 Heroes of Light takes a while to really find its stride because when it finally does, it has everything you want in a traditional RPG package. When the world opens up to you, your party comes together, the number of available crowns accumulates, and your group starts looking like a fantasy assortment of the Village People in spiffy outfits, there's a lot to like. Sometimes, it's worth chasing the carrot on the end of the stick.

That was an important moment in the game for me. As Square Enix opened the doors to Heavensward in 2015, the game's first expansion, something in me clicked. I wandered into the frigid town of Ishgard, witnessing the poverty, the people there desperate to end the Dragonsong War, and I cried over the trust that both Ishgard's people and the dragons had in my Warrior of Light. I cried again when Haurchefant saw something in me worth saving, sacrificing his life to make sure the Warrior of Light's journey would go on. Then again, when Ysayle used her final moments to thank me for refusing to give up on her and for bringing her back into the light.

The Warrior of Light isn't quite like other Final Fantasy heroes. They don't have much of a canon history or name, no real background information, no set path, but they're still more than an avatar. Prior to 14, my idea of a main character was Zidane or Cloud, not something I created, not Lenneth. But here we were, two games down, and I realized that the Warrior of Light was one of the best things about Final Fantasy 14's incredible narrative.

With the next expansion, Stormblood, Lenneth's role in the world became more clear as she was tasked with resolving conflict that, yet again, risked throwing the entire realm into chaos. My Warrior of Light was no longer a witness to the heroic actions of her party but the actual catalyst for the change in Eorzea. As the Heavensward credits ran, I felt so much sadness for my Lenneth and what she'd endured, but in Stormblood, there was this intense sense of hope for her. When the newly liberated people of Doma began to sing with Lyse at the front, my Warrior of Light was there in the final shot. It wasn't just Final Fantasy 14's main cast of non-playable heroes leading the charge, but Lenneth too.

A beloved Christmas tradition shines even brighter as the NEW Tree of Traditions, a 40-foot Pixel Pine Tree, joins 10 million twinkling lights to illuminate winter nights, only during Fantasy in Lights.

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The documentary highlights figures such as Union spy Mary Richards, who infiltrated the Confederate White House, and Robert Smalls, a slave who daringly stole a Confederate steamboat and escaped to freedom. It shows how more well-known figures like Harriet Tubman and Frederick Douglass played a significant role in the Civil War. Douglass, for example, would go on to convince then-President Abraham Lincoln that Black Americans should serve in the Union forces.

But according to Cox, if we look beyond the simple appeal of good v. evil and the amazing special effects that can make fantasy even more fantastic on the silver screen, we will discover that fantasy actually can help us better understand and deal with the complexities and challenges of reality. 2351a5e196

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