Breath of Fire IV

PC Reviews

Breath of Fire IV Review

Breath of Fire IV, released by Capcom in late 2000 for the PlayStation, holds a distinctive position in the crowded pantheon of amazing JRPGs for the 32-bit console. Arriving near the end of the console’s lifecycle, just as the PlayStation 2 was emerging with titles like Final Fantasy X, it flew under the radar in the West despite its polished quality. While it lacked the cultural phenomenon status of Final Fantasy VII or the ambitious narrative experiments of Xenogears and Chrono Cross, Breath of Fire IV stands as one of the finest traditional 2D sprite-based JRPGs of the era, representing the graceful final flourish of the genre’s classic style before full 3D became dominant. It’s still available on PSN for those who own a PlayStation 3 or portable PlayStation consoles, but it has now made its way to Steam. What can longtime fans expect from this new version? Does it still hold up for newcomers?

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Breath of Fire IV has a dual-narrative tale that stands out for its mature tone and philosophical depth among PlayStation JRPGs. The story begins in a vast desert on the eastern continent, where Princess Nina of Wyndia and Cray, chieftain of the feline Woren tribe, search for Nina’s older sister Elina, missing since a diplomatic mission. During their investigation, a massive dragon attacks their sandflier. Soon after, Nina meets a mysterious young man emerging from a crater, amnesiac except for knowing his name, Ryu.

Ryu, unaware of his true abilities, has the power to transform into mighty dragons. He teams up with Nina and Cray on their journey to find Elina, slowly piecing together his lost identity. Meanwhile, in the West, Fou-Lu, an ancient god-like emperor, awakens from a long sleep. As an incomplete incarnation of a summoned deity, he becomes disillusioned with humanity as every person he encounters greets him with hostility and violence. Determined to regain his full strength and reshape the world, he deems mortals undeserving of it. Ryu and Fou-Lu are two halves of the same ancient being, bound by destiny.

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As the group expands to include the enigmatic living armour named Ershin, the stuttering mercenary Scias, and the tsundere imperial soldier Ursula, who journeys across continents, they become entangled in the escalating conflict between the aggressive Fou Empire and the eastern alliance. The journey explores heavy themes of destiny versus free will, the nature of humanity, imperialism, and the cost of godhood.

Moving at an almost breakneck pace, the narrative frequently shifts between Ryu’s hopeful, friendship-driven perspective and Fou-Lu’s colder, more nihilistic viewpoint, creating a compelling contrast. Without major spoilers, the story builds toward a climactic confrontation that forces a choice about the world’s future, delivering one of the more sombre and thought-provoking endings in the series. At roughly 35-40 hours, it’s a tightly paced tale of dragons, empires, and divided souls that feels both classic and uniquely bleak for its time.

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Breath of Fire IV’s polished turn-based combat feels like the peak of the series’ gameplay. Battles use a lively front row of three active characters, with the rest of your team waiting in the back. You can swap characters freely during fights or between encounters, adding a fun layer of strategy. Inactive members slowly regain AP, encourage their teammates, or recover HP while resting. This system keeps combat fresh and avoids the frustration of permanently sidelined party members found in many other JRPGs. It’s a clever design that keeps players engaged and ready for anything.

The real highlight is the combo system, built to spark experimentation and add strategic layers. Characters can link physical attacks, spells, and skills all in one turn. Cast elemental magic in the right order, triggering powerful combo spells, like fire then wind for explosions, or wind with water for lightning strikes. As the chain builds, the party racks up bonus damage but also unleashes unique hybrid moves, making every fight a fun puzzle of timing, planning, and synergy.

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The Master/Apprentice system offers fantastic character customisation, letting party members train under various Masters around the world to learn new skills, boost specific stats, or gain passive bonuses for uniquely tailored builds, all while discouraging grinding. Some Masters can only be found by venturing off the beaten path and exploring the fully 3D world. While a few camera angles can cause awkward POVs, the smooth pacing, responsive combat, and satisfying progression make Breath of Fire IV’s gameplay one of its biggest strengths.

Yes, it’s true. Breath of Fire IV has it all and then some, but one thing it does best is fishing. The fishing minigame is easily one of the best in the JRPG genre. Ryu can cast his line at countless spots around the world, experimenting with different rods, lures, and bait. It’s simple to pick up but has plenty of depth: cast out, watch the bobber, nail the hook timing, then battle the fish in real time while keeping the line tension just right to wear it down without breaking it.

Its charm comes from the perfect mix of accessibility and challenge, with each location offering its own unique fish, behaviours, sizes, and rarities. Catching rare fish unlocks powerful items, equipment, and even new dragon forms. It’s genuinely relaxing and addictive, with beautiful animations and satisfying audio feedback. It’s so beautifully thought-out that an entire game could’ve been built around it.

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One thing most gamers will first notice about Breath of Fire IV is its graphics. The mix of 2D sprites and 3D models was nothing new for PlayStation JRPGs; even Breath of Fire III used a similar style. But IV’s presentation stands head and shoulders above anything else on the console or beyond. The character sprites are large and expressive, featuring fairly realistic anime proportions. Each design is beautiful and fluid, showcasing a wide range of expressions and drawn from multiple angles, which is a rare feat for 2D sprites.

The environments are simple 3D models, but make up for their limited geometry with lush texture art and clever use of baked lighting to give the illusion of depth. Unfortunately, the Steam version includes a smoothing filter that softens the edges of all textures and pixels, which undermines the intentional contrast that the artists aimed for. Some individuals may know how to disable this feature, but everyone else has no choice but to endure it, as Capcom has provided no accessible option to turn it off. As far as PC ports go, it’s as barebones as it gets.

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While the Resident Evil trilogy transitioned smoothly, Breath of Fire IV needed a little more finesse for it to be its best. The anime cutscenes are displayed in a very raw, low-resolution image quality with no remastering whatsoever. The original translation still has flaws, such as Scias’s alcoholism being censored.

Another old flaw was the camera system not always providing the best view of an area, as it’s locked to 45-degree increments, making it easy to lose track of the party behind walls at certain angles. Some minor fixes to the clipping and texture-tile seams would have been appreciated, since they’re noticeable.

Cubed3 Rating

If Breath of Fire IV had better timing for its release, it probably could have given Final Fantasy a run for its money. This was the last installment to truly capture the feel of a classic JRPG, as later games took more experimental and polarising directions. The original PlayStation era delivered some of the finest examples of the genre, and even now, it’s hard to top what was available then. The fact that Breath of Fire IV still holds up is unsurprising, but it also deserved a bit more care put into its Steam debut.

8/10

Great

Breath of Fire IV

Developer: Capcom

Publisher: Capcom

Formats: PC, PlayStation

Genre: RPG

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