The Lufia series was heavily overshadowed by Final Fantasy and Breath of Fire, so much so that I had never heard of it until the internet. I hoped I would find an overlooked gem, but sadly, Lufia’s relatively poor reception was deserved.
I’ll begin by saying Lufia is not a bad game. It’s user-friendly, somewhat engaging, and doesn’t require much level-building between tasks. The enemies are wonderfully drawn. But it lacks that special something to distinguish itself among its competition.
The plot is so derivative (good people send four heroes to thwart bad guy) that it’s hard to care about the characters. The music is uninspired and too repetitive. My feelings are also mixed on the battle system. I like the fact that when you run into random enemies, the screen doesn’t change; as you can see in the picture, their sprites simply appear before you. I also like the menu options during battle, aligned in the cross patterns. It requires less scrolling than your typical RPG. On the other hand, I’m not a huge fan of the character sprites being right next to their stats. And, unbelievably, the programmers kept a relic from the NES days where if you plan to attack a now dead enemy, your character gets confused and wastes a turn.
I played Lufia during a spell when I had no computer. I think I won it in the span of a week, playing it every night when I got home from work. I suppose that was the ideal scenario for me to play this game. Lufia is not terribly memorable or exciting, but it’s an effective time killer.