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Dissidia always seemed like a guaranteed hit, but it hasn’t quite lived up to that potential. The original two games on the PSP were good fighting games with memorable characters, but the series has faced challenges since then. Attempts to evolve it into an arcade fighter and a mobile RPG both ultimately failed.
Let’s talk about Dissidia Duellum Final Fantasy. It’s a strange entry in the series, and I’m honestly puzzled by some of its choices. I’ve played for about six hours now, and while I can’t quite explain it, the game is surprisingly engaging. Seeing classic Final Fantasy characters together in a contemporary setting is cool, and the combat feels distinct and fun. However, I’m worried about whether Duellum will stay interesting in the long run, especially considering Square Enix’s track record with free-to-play mobile games.

Dissidia Duellum flips the typical fantasy trope by bringing Final Fantasy heroes to present-day Tokyo. They’re fighting a mysterious surge of monsters and magical crystals. The game centers around fast-paced “3vs3 Team Boss Battles” where two teams compete to defeat a powerful boss as quickly as possible.
The game still uses the classic Dissidia formula of courage and powerful attacks, but it quickly establishes its own unique feel. Combat is a fast-paced blend of action-RPG and brawler elements, heavily emphasizing speed and working together. A well-coordinated team can actually finish a match in as little as one or two minutes.
Right now, Duellum features a 3-versus-3 mode where you choose one character, customize them with abilities, and earn Bravery points to fight a boss. You gain Bravery by breaking crystals or battling other players, and reaching 9,999 Bravery lets you enter a powerful Burst mode to attack the boss. There’s also a strategic element: coordinating your Burst with teammates creates stronger attacks, and you’ll need to balance building your own Bravery with engaging the opposing team.
We previously discussed the game’s combat system, so I won’t go into too much detail about it here. Instead, I want to highlight how distinct each character feels and how well they can work together as a team. Honestly, the interactions between characters are what have really kept me engaged, as each one is fun and unique to play.

I really enjoyed playing Zidane as a fast, hit-and-run character, quickly moving around the battlefield to eliminate opponents. I could enter Trance, challenge another player, and then quickly retreat before their teammates arrived, which constantly frustrated the opposing team. Krile, on the other hand, is a dedicated support character, focusing on buffing and healing allies, but she’s easily defeated when isolated. Kain is also a lot of fun thanks to his jumping ability, allowing him to quickly reach crystals across the map and control large areas.
While Duellum is less complex than other Dissidia titles, its engaging characters are what really make the gameplay fun. However, after playing for about six hours, it’s clear the game could become repetitive. I hope Square Enix adds more characters, game modes, or unique features to keep things fresh and interesting in the future.
Another important aspect of Dissidia Duellum Final Fantasy is how the gacha system impacts the game. It involves acquiring both characters and abilities for those characters. I spent several hours learning the story and gacha mechanics, and how they connect. While my preview account had plenty of in-game currency, I purposely played and earned some myself first, before using it to test out different character abilities.

Duellum isn’t nearly as problematic as Final Fantasy 7 Ever Crisis, which is a positive. It will still require some effort, though. Getting abilities is affordable, and while unique character abilities are uncommon, there are plenty of abilities you can use across all characters, making it simple to create different character setups. You can use in-game tickets to try for specific characters or outfits, or spend more tickets to guarantee getting the character you want.
Beyond the battles, the game heavily features a Season Pass that unlocks the entire story. You earn points by playing matches, which fill a progress bar to unlock new tiers. These tiers contain rewards like in-game currency, icons, and ability upgrades. The story itself unfolds through both fully animated cutscenes and in-game text message exchanges.
Honestly, sometimes the story felt a bit all over the place. You’d get a quick snippet of text messages or a short cutscene, then have to play a few matches to move forward. It seemed like I usually needed to win around 3 or 4 matches to unlock the next part of the story. Luckily, there were also daily and weekly challenges that gave you extra points for the Season Pass, which was a nice bonus!

The story feels a little unclear at the moment, which is pretty typical for a Dissidia game. It seems there’s a group called the “Committee” assisting Final Fantasy heroes in battling monsters. The heroes are using technology to hide from humans, earning them the nickname “Ghosts,” but it’s hard to get a clear sense of the overall plot right now – it feels like we’re only seeing fragments of the story.
It’s really fun watching these characters adjust to life on Earth and how they interact with each other. I especially enjoyed little moments like Zidane revealing his face just to get attention from fans. Another funny scene was Firion texting Cloud for a darts game after Balthier’s flirting created an awkward situation.
I think this game could be really good if it focused more on everyday, relatable moments. Right now, I’m lost and don’t feel connected to the main story. Plus, tying the story to a Season Pass feels like it forces you to grind to get the full experience, which isn’t ideal.
I’m also worried Dissidia Duellum might not succeed, considering Square Enix often cancels its mobile games. It’s difficult to ignore the current problems and not fear for the game’s future if it doesn’t gain a large player base.

It’s disappointing, because the game has a lot of potential. The boss battles are enjoyable, the artwork is beautiful, and I like the concept of the characters interacting in the real world. However, the mobile game features and the way it encourages spending money and time ultimately drag the experience down.
It’s hard to get excited about Dissidia Duellum when similar games like Brave Exvius, Dissidia: Opera Omnia, and NieR: Reincarnation were cancelled, leaving a bad taste. I enjoy some aspects of Dissidia Duellum, but I’m hesitant to invest too much time or money until I see if it offers a compelling story, regular updates, and truly unique gameplay for each character.
I’m cautiously optimistic about trying this game, but Square Enix needs to quickly release a detailed plan for future updates and prove they’ll support it long-term. I really want Duellum to succeed – the Dissidia concept is fantastic and deserves to live on, especially considering how often Square Enix’s free-to-play games get abandoned. For now, Dissidia Duellum Final Fantasy is a strange but engaging experience, and I’m curious to see where it goes.
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2026-03-24 05:57