Final Fantasy 4 After Years: What Most People Get Wrong

Final Fantasy 4 After Years: What Most People Get Wrong

Honestly, if you ask a room full of RPG nerds about Final Fantasy 4 After Years, you’re going to get a lot of mixed signals. Some people will tell you it’s a lazy cash-grab that recycles every single map from the 1991 classic. Others will swear it’s the most underrated ensemble piece in the whole franchise.

The truth? It’s kinda both. But mostly, it's a weird, experimental sequel that was years ahead of the "episodic gaming" trend we see everywhere now. Originally released in Japan as a mobile game back when flip phones were still cool, it eventually found its way to the Wii, PSP, and finally a full 3D remake on PC and mobile.

If you played the original Final Fantasy IV, you remember the ending. Cecil and Rosa get married, the moon leaves, and everyone lives happily ever after. Except they don't. Seventeen years later, a second moon shows up, and things get messy. Fast.

The Ceodore Problem and Why He Matters

Most players start the game and immediately roll their eyes at Ceodore Harvey. He’s Cecil and Rosa’s son, and yeah, he spends the first few hours being a bit of a nervous wreck. He’s stuck in the shadow of a literal living legend. Imagine your dad being the guy who saved the world by turning from a Dark Knight into a Paladin on top of a holy mountain. That's a lot of pressure for a teenager.

But Ceodore isn't just a Cecil clone. While Cecil was all about that raw physical power, Ceodore is a hybrid. He uses White Magic more effectively than his dad ever did, and his "Awaken" ability is a high-risk, high-reward mechanic that can absolutely wreck bosses if you time it right. It doubles his damage but leaves him with single-digit HP when it wears off. It’s a gutsy move for a character often called "boring."

What people get wrong is thinking Ceodore is the sole protagonist. He’s not. He's the lens through which we see the "Next Generation." The game is actually an ensemble piece. You’ve got Ursula, Yang’s daughter, who is arguably a better Monk than her father because of her speed. You’ve got the Eblan Four, Edge's ninja disciples who bring a weird Power Rangers energy to the Underworld.

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Stop Ignoring the Moon Phases

If you're playing Final Fantasy 4 After Years like a standard RPG, you're going to have a bad time. The Lunar Phase system isn't just flavor text. It’s the core of the strategy.

Every time you rest or a certain amount of time passes, the moon shifts. This changes everything. During a Full Moon, Black Magic is boosted, but physical attacks are nerfed. If you’re trying to grind through a cave with a party of melee fighters during a Full Moon, you’re basically hitting enemies with wet noodles.

  • New Moon: Physical attacks are boosted; White Magic is weakened.
  • Waxing Moon: White Magic is boosted; Black Magic is weakened.
  • Waning Moon: Abilities (like Jump or Kick) are boosted; physical attacks are weakened.

I've seen so many forum posts complaining that the game is "too hard" or "grindy." Nine times out of ten, they’re just fighting under the wrong moon. You’ve gotta plan your dungeon crawls around the lunar cycle. It adds a layer of prep work that the original game never had.

The Bands: Chrono Trigger Meets Baron

The best part of the combat—hands down—is the Band system. Taking a page out of Chrono Trigger’s book, characters can team up for massive combo attacks.

Some are obvious, like Cecil and Rosa’s "Holy Blade." Others are weirdly specific, requiring five different characters to be in the party and at specific levels. Finding these is half the fun. There’s something immensely satisfying about watching the original cast team up with their kids to pull off a screen-clearing ultimate move.

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The Grindy Reality of Tail Farming

We have to talk about the tails. If you thought the Pink Tail grind in the original FF4 was bad, welcome to your new nightmare. The After Years has a whole rainbow of them.

You want the best gear? You’re going to be hunting Green Dragons for Green Tails or Ebony Dragons for Ebony Tails. These only drop during specific moon phases and have notoriously low drop rates. In the 3D remake, they tweaked the odds a bit, but it’s still a test of patience. Pro tip: Don't even bother with serious tail farming until the final chapter ("The Crystals"). You’ll have access to the Rare Band v2 armlet by then, which makes the 0.4% drop rates slightly less soul-crushing.

Why the Episodic Structure is Actually Good

A common complaint is that the game feels disjointed. You play a few hours as Ceodore, then it cuts to Rydia, then to Edge, then to the Lunarians.

But this structure allows for some of the best character development in the series. Edward Chris von Muir (the "Spoony Bard") gets a redemption arc that actually makes him a viable, badass king. In the original game, he was the guy who hid in the back. In The After Years, he’s a calculating diplomat and a solid support unit.

Even Kain Highwind gets the spotlight he deserves. His chapter—which I won't spoil too much—is a direct parallel to Cecil's journey in the first game. It deals with his lingering darkness in a way that feels earned, not just a repeat of his "brainwashed" phase.

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Is it just a rehash?

Critics love to point out that the game reuses the same assets. You’re going through the Antlion Den again. You’re climbing Mt. Ordeals again.

Yeah, it’s nostalgic. But it’s also intentional. The game is about legacy. It’s about returning to these places 17 years later and seeing how they’ve changed—or how they haven’t. The real meat of the "new" content happens in the final dungeon, which is a massive, multi-floor gauntlet that features bosses from Final Fantasy I through VI. It’s a literal celebration of the 2D era.

How to actually play this in 2026

If you're looking to jump in, you have choices. The PSP version (part of FFIV Complete Collection) is the gold standard for 2D purists. It has beautiful high-res sprites and includes the Interlude chapter.

However, the 3D Remake (available on Steam and Mobile) adds voice acting and a more challenging difficulty curve. It feels more "modern," even if the "South Park" style chibi models aren't for everyone.

Quick Strategic Insights for Your Run:

  1. Don't ignore the kids. Ursula and Ceodore might seem weak early on, but their Band potential in the endgame is top-tier.
  2. Abuse the "Awaken" mechanic. Use it on the turn before a boss's big scripted move to soak up the damage, then heal Ceodore immediately after.
  3. Collect Bronze and Silver tails. You can trade these in the Underground Waterway for better equipment long before you start the "True Moon" grind.
  4. Watch the Moon. If your mages are running low on MP, wait for a Waxing Moon to boost your healing efficiency so you don't have to burn through Tents.

If you want the full experience, focus on completing all the "Challenge Dungeons" at the end of each character's tale. They contain the best gear for that specific character, which makes the final merge of all parties much smoother. Skip them, and you'll find yourself severely underleveled when the moon starts falling.


Next Steps for Players:
Check your current party's Band list in the menu and see which combinations you haven't unlocked yet. Specifically, try to trigger "Thunderstorm" with Rydia and Edge; it's a reliable mid-game carry. If you're on the Steam version, make sure to toggle the "Fast Forward" during the tail farming—your sanity will thank you.