Theatrhythm Final Fantasy Curtain Call (2014) Review

Posted: February 22, 2015 in Handhelds, Reviews
Tags: , , , , , ,
EU Release Date: September 2014
Total play time: Unlimited
Platform: 3DS

Curtain Call Cover Art
The cracking Final Fantasy rhythm game is back and this time, it means business.
I completely loved the first Theatrhythm game and, other than adding more songs, I didn’t see how it could be improved. However, they’ve managed it.

Although the basic gameplay remains the same as the first game (hit the triggers, score points), and the music stages are in the same format ( Battle Music Sequence (BMS); Field Music Sequence (FMS); and Event Music Sequence (EMS)), the scenarios in which you play have been completely overhauled. The Chaos Shrine and Series modes have been replaced with Quests, giving you far more varied playlists in differing lengths to work through. The nice thing about the Quests is that they allow for easier access to crystal shards used for unlocking new characters.

There is also a competitive multiplayer mode which lets you play against opponents locally and online and, if other people are not your cup of tea, against the computer. The twist in the multiplayer battles is the use of special moves. Hit a certain amount of perfect triggers and you get a random debuff to use against your opponent, such as spinning triggers, varying speeds and score attack. However, certain moves (HP swap) can sometimes do you as much harm as good.

Curtain Call has also more than doubled the number of tracks available to play from 86 to 200+ and they’re not limited to main series either. There are four playable characters for each main series game and at least one for each of the spin offs included. And you don’t have to stop when you’ve reached level 99 – with just a few button taps, you can reset your characters, keeping even the most addicted player going a while longer.


Battle Music Sequence [Image from JC Flectcher (]

There are some slight changes to the BMS and FMS mechanics. The feature zone in BMS is slightly different and the summon you call is determined by your lead character. But even failing to hit any triggers in the feature zone will not prevent you summoning – instead, you will call a chocobo to fight for you. With FMS, certain tracks will see you not running the stage, but flying in an airship from the track’s game.

In fact, my only complaint is that there is not Event Music for every game. While I can understand that being the case for the spin off games that may not have featured any kind of full motion video, it’s actually the main sequence games that have no EMS. Of course, if you have the first game, this isn’t such a big deal, but it would have been nice.

I think this is a great little game. With a demo available for both this and its predecessor, you have nothing to lose by trying it. I just hope you enjoy it as much as I do.

P.S. I have a small confession to make. I’ve had this review waiting to be posted for over a month now. Today, my DS notified me of new DLC available – including two tracks from my current favourite game Nier. For me, this makes up for the half-star lost due to the missing EMS.

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