It’s Crystal clear.
From 2019 to 2025, Final Fantasy Exvius was downloaded and played by over 40 million gamers, making it the most-played single entry across the entire franchise. However, while fans looked to the title for more of an old school experience, the gatcha-based mechanics, power balancing, and aggressive monetization looked to push fans away, making it one of the most decisive entries yet.
Regardless, fans were extremely happy with the multi-year storyline centered around the game's first few seasons. Rain, and his quest to save his reality as he knew it, certainly resonated with fans. And, in a surprising turn of events, during a June Nintendo Direct, SquareEnix announced Final Fantasy Resonance, a remake of the first season of Exvius.
Now, Exvius being a mobile game, Resonance is a rebuilt HD-2D adaptation that is structured more like a traditional JRPG than its mobile origins. This means a better paced adventure, one devoid of the monetization trappings that come with a mobile experience. However, SquareEnix wasn't keen to just copy and paste the story, as some significant alterations were made to certain characters and how they were introduced in the mobile game, such as when Jake destroyed the Fire Crystal. Now, his involvement with the team is far more logical, and feels like a better fit for the character.
Resonance is a story woven around Rain, an Airship Squadron Commander of the Grandshelt Army. As outside threats look to disrupt peace, the game's opening moments introduce us to the Sworn Six, a group of mysterious individuals who attack Grandshelt, leaving the Kingdom in Ruin.
However, while Rain is certainly the focus, the story does an excellent job at making so many other characters have their moment in the spotlight, and this includes each of the villains as well. I've rarely seen the series dive this much into the entire cast, and give them the needed depth where any one of them could have been the lead. Sure, we've had moments of character growth and development for side characters in the past, but not to this level, or at least it's been rare with such a big cast such as this. People always get lost in the shuffle. But here? Not a soul is left behind.
Rain, and his childhood friend, and adoptive brother, Lasswell, are sent to the Earth Shrine by decree of the King, to investigate the weakened magical barrier around the Earth Crystal. However, as they are about to arrive, they begin to hear a voice calling out to them, warning them to hurry, as the Crystal is in danger.
However, despite failing to stop the Sworn Six from destroying the Crystal, this mission leads the pair of swordsmen to meet Fina, a young girl who has no recollection of who she is, other than many of the events surrounding the pair seem familiar to her in some unknown way. While unprepared for the adventure ahead, Fina asks to join Rain and Lasswell on their journey, to stop the Sworn Six, and the nefarious group's quest to destroy these sacred Crystals.
Now, that's an overly simple explanation and summary of the game's opening events, but it is the driving force for Rain’s involvement in the story. Rain is a man of conviction as he believes there is no choice between the one and the many when it comes to whose life is in danger; he doesn't believe there is a choice.
While the do-gooder personality isn't new to the series, Rain does have an optimism to him that is refreshing when compared to other protagonists across the more recent entries. They also bake in an element of hidden power to Rain that has plagued him since he was a child. Something he always thought was dangerous; something wrong. While we certainly get answers to all those questions and more, I was really pleased with the writing and performance of Rain, making him both predictable yet interesting at the same time.
Lasswell can also be just as interesting, as while he is an adoptive brother to Rain, he also feels inadequate to Rain's power and the love that Rain's father, Sir Raegen, a legendary Knight of Grandshelt, who disappeared some years ago. Lasswell may not initially feel important to the story, often living in Rain's shadow, but midway through the story, his backstory and arc start to come into full swing, making him question if being better than Rain is even that important to him anymore.
Fina takes on the trope of the protagonist with amnesia here, and the game does something a tad different here that I thought was really interesting and added another layer to her and her story that plays right through to the game's final moments. It allows Fina to shine alongside both Rain and Lasswell, making her just as important, given she is the only one of the initial trio that can summon legendary entities, such as Shiva, Ramuh, Odin, or Carbuncle.
Other members of your troupe join you as you visit each of the other Kingdoms or cities that are far outside Grandshelt’s borders. From the aspiring airship engineer in Lid, to Jake, a mercenary and leader of a group of rebels aiming to retake the Zoldaad empire, you'll also meet Nichol, a Olderion Warden who protects the water that nourishes his home. Later, you'll also recruit Sakura, a mage of Mysidaia, who has a history with the Sworn Six that sees her become an important figure in the story.
The final member of your team is the Archwitch, a mysterious woman who has a deep connection to not just the Sworn Six, but to Rain as well. Her involvement in the story is crucial to several parts of the narrative, but she will join and leave your party at key moments, making her a bit unreliable from time to time. She, like Fina, can use the summoning ability, making her a good alternative to Fina, should you want to shake up your party, or have two summoners in your group at once.
Like Rain, Lasswell, and Fina, each of these party members get substantial time to shine. Not a single moment is wasted and their arcs are deep and rewarding. From Nichol’s purpose as a Warden, to Lid wanting to fulfill her dream of being an airship engineer, like her idol, Cid, each member of this cast are thrust into the spotlight to where the whole game could be about them, for what it's worth. Each member has some connection or history with a member of the Sworn Six, as the group begins to find out their true identities.
The combat system present in Resonance differs from what was present in Exvius, as well as what we've seen of the main Final Fantasy series for years. This is a pure turn-based affair with a timeline order that illustrates who attacks next, giving you ample time to attack enemies who are next up to bat. While your party will grow throughout the game, you'll control up to four members at once, although, a case could be made for eight, but we'll get to that soon enough.
How battles work is through a weakness and stagger system. Each enemy will have a stagger bar that is affected by attacks that weaken their defenses. For example, water enemies are more susceptible to lightning attacks, fire enemies being weakened by water, and so on. However, some enemies will need experimentation to find out their weakness. Hitting an enemy with such an attack will chip away at their stagger meter faster, and then cause them to stagger and leave them vulnerable for a turn.
When you break an enemy’s stagger gauge, that character will earn a bonus phase, which can see other members join should you have that perk applied to them. However, if every enemy on the field is staggered, then a sweeping stagger takes place, allowing every party member to attack, with a special attack to end the turn.
This special attack is via the use of your “Visions”. Throughout the journey, you'll find special side characters in crystal caves that will assist you, and these are called Visions, thus bringing the party from four characters to eight. These characters, which stand next to who has them equipped, each has their own stats and abilities, such as the various elements, healing, or numerous other passive and active abilities. You'll first have to answer a series of questions that pertain to their original stories, which will dictate your initial bond with them.
These Visions are a combination of original characters and those from the legacy of Final Fantasy, such as Cloud, Lightning, and Clive, to Terra, and the Warrior of Light. Each of these legacy characters have big flashy CG attack scenes, sporting their Japanese voices, as they unleash their attack. While you can skip these, especially after seeing them a dozen or so times in the first hour you unlock them, there is no way to disable them, which is a tiny nit pick.
If I had to knock the Vision system, it would be that some are general copies of others with slight changes to their kit. Others, however, have vastly better moves, and these are mostly the newer characters, such as Clive, who was an absolute beast. Lightning also has a Resonance that attacks all enemies, as many of the others only target one foe, which felt immensely pointless.
And, as you use these characters, you'll unlock the ability to carry over some of their abilities to other Visions, allowing you to mix and match the best traits across your arsenal. However, some of their best abilities will cost more, and each character has a set cost limit of what you can equip.
Apart from set skills that each character has, apart from what each Vision can bring to them, you'll also have their Limit Breaks, which are built up during encounters, and can unleash extremely powerful attacks. From Lasswell executing a devastating sword slice, to Lid unleashing a Robo-Chocobo army, these attacks are crucial during some of the game's later battles.
As you venture out from Grandshelt, you'll do so via the overworld. While you can travel on Chocobo, I didn't find it as appealing due to the absence of the game's music being swapped out for the single Chocobo theme. The overworld is pretty sizable, and becomes far easier to navigate once you unlock your airship. However, there is a trade off here that made me hoof it more than having a reliance on the skies.
Taking to the airship meant less battles, which meant less experience being earned. As the level recommendations would rise, I opted out of the airship in most circumstances. Sure, I'd use it to find more visions, in locations unreachable by foot, but exploring this world at a slower pace made me enjoy it that much more. That said, some moments of the game do require that you use the airship, so there is some balance to find for yourself.
Exploring the map will find you a host of new weapons and items, secret bosses, dungeons, and more. There isn't a secret around every corner, but there are plenty of out of sight treasures to be found, if you explore most dead ends. Most locations double back on each other, unlocking ladders to complete the shortcut.
Apart from the main story, there are tons of side quests to take on as well, with plenty newly added to the story. Plenty of these quests lean into the circumstances of the location, especially in regards to the Zoldaad Empire. Others have you exploring the world, taking part in special battles, or collecting items so Lid's Robo-Chocobo has more attacks. Each character also has a series of their own quests to tackle, allowing you to get to know them better.
Similar to Octopath Traveler and the Dragon Quest remakes, SquareEnix has had good success when it comes to their use of HD-2D games. However, while I've enjoyed them for the most part, I did get burned out of the visuals after playing through the Octopath Traveler series. They did little to change up the visuals and eventually started to blur together. That said, with larger sprites, better camera work, lighting, and better quality backgrounds, Resonance improves upon the style nearly ten-fold. It also has a better color palette and tone that breaks away from the Octopath Traveler aesthetic, making it closer to The Adventures of Elliot, which was the title released before this one.
The sprite work is solid, but some camera shots don't serve the angles. Out of context, Lasswell and Fina are talking at a later moment in the game aboard the airship. The angle is an isometric view from the side of the ship, showing the deck of the ship in the background. However, both characters are viewed from the side, as if viewed from the perspective of the side of the ship. It looked bonkers and pulled me out of the presentation. This doesn't happen that often, but when it does, you'll certainly see it.
Combined with music from Exvius and what has been made solely for Resonance, the soundtrack is impressive. This is even more true of the new tracks made specially for the game. From the battle music to the crystal caves that house the Visions, there is a wonderful assortment of tracks both new and old that really bring this adventure to light.
Final Fantasy Resonance is a title that could very well reshape the series going forward, if enough people get behind it. The turn-based combat is fantastic, and while the Vision system could use a bit of a refresh, it celebrates the legacy of this storied franchise in remarkable ways. Rain's adventure is one that is typical of the series, but the attention given to every single character here does elevate that typical story to new heights.
Developer - Lancarse, Square Enix. Publisher - Square Enix. Released - October 22nd, 2026. Available On - PlayStation 5, Xbox Series X/S, Nintendo Switch, Nintendo Switch 2, PC. Rated - (E 10) Alcohol Reference, Fantasy Violence, Language, Suggestive Themes. Platform Reviewed - Nintendo Switch 2. Review Access - A review code for Final Fantasy Resonance was provided by the publisher for the purpose of this review.


Jeff is the original founder of Analog Stick Gaming. His favorite games include The Witcher III, the Mass Effect Trilogy, Hi-Fi Rush, Stellar Blade, Hellbade: Senua’s Sacrifice, and the Legend of Heroes series, especially Trails of Cold Steel III & IV.