Bloody hell, I hadn’t thought about Phantasy Star IV in months until I was digging through my collection last Saturday, looking for my spare Mega Drive controller. There it was, wedged between Sonic 2 and Streets of Rage – the original cartridge in all its glory, label slightly peeling at one corner but otherwise perfect. Before I knew it, I’d plugged it in and was sitting there at 2 AM, completely lost in the Algol system again like some sort of middle-aged gaming zombie.
You know what’s mental? This game came out in 1994, right when everyone was losing their minds over Donkey Kong Country and its fancy pre-rendered graphics. Meanwhile, Sega quietly released what I’m convinced is the absolute pinnacle of traditional JRPGs, and most people completely missed it. They were too busy drooling over shiny new visuals to notice that someone had just perfected a thirty-year-old formula.
Their loss, really.
I’d been following the Phantasy Star series since the beginning – spent three weeks of paper round money on the original back in ’88, much to my mum’s horror when she saw the receipt. But there was always something different about these games, something that set them apart from the endless parade of knights-and-dragons fantasy bollocks that dominated the genre. This was proper science fiction with actual ideas, treating players like they had functioning brains rather than goldfish attention spans.
By the time IV rolled around, I was already emotionally invested in this fictional solar system like it was somewhere I’d actually lived. The continuity wasn’t just fan service – it was genuine storytelling that respected the intelligence of anyone who’d stuck with the series. Characters aged. Locations had histories. The whole thing felt like a real place with real consequences rather than a theme park designed by committee.
And those manga cutscenes… Christ, those were something special. I still remember the first time one kicked in – Chaz getting his hunter’s license with all those dynamic angles and speed lines. My mate Simon was round at the time, and we both just sat there gawping like idiots. This wasn’t some static illustration with text boxes underneath. This was proper frame-by-frame animation that looked like something out of the Japanese comics we’d been secretly reading when we should have been studying for GCSEs.
The story itself deals with themes that most so-called “mature” games today wouldn’t dare touch. Religion as social control, the cyclical nature of civilization, whether immortality is actually a blessing – heavy stuff for what looked like colorful pixels bouncing around on screen. But here’s the thing: the writing never talked down to you. No exposition dumps where characters explain things they’d obviously already know just for your benefit. You piece together the mythology through environmental storytelling, conversation fragments, and those gorgeous cutscenes that reward you for actually paying attention.
It’s that respect for player intelligence that most games – even now – simply don’t have. They assume you’re thick.
The combat system was this brilliant balance between traditional turn-based mechanics and something genuinely tactical. The macro system let you choreograph combination attacks between party members, turning battles into these elaborate magical ballets where timing and positioning actually mattered. Chaz’s Thunder Slash flowing into Rika’s Double Slash wasn’t button mashing – it was strategic poetry that made every encounter feel meaningful.
Don’t get me started on the music. I’ve still got the soundtrack files on my phone, and “Motavia, Burning with Desire” gives me goosebumps every single time. That YM2612 sound chip had no business being capable of the emotional range Izuho Takeuchi managed to squeeze out of it. The dungeon themes were properly oppressive, the town music had this wistful quality that made you want to linger, and the battle tracks during boss fights had this urgent complexity that perfectly matched what was happening on screen.
Playing it again recently on the MiSTer (connected to my old Trinitron, obviously – some things are sacred), I was amazed at how well it’s held up. The sprite work is absolutely gorgeous, full of character and personality that most modern pixel art games can only dream of. The animations are smooth, the interface is clean and intuitive, and the whole experience just flows in a way that contemporary JRPGs, for all their technical wizardry, often struggle with.
There’s definitely something to be said for creative constraints. The Mega Drive couldn’t pull off the Mode 7 tricks that the SNES was famous for, but it could do character and atmosphere in spades. Every screen in Phantasy Star IV feels dense with content and meaning. Nothing’s there just to pad out the runtime. Every dungeon serves the story. Every party member has a proper character arc that matters to the overall narrative.
I introduced my son to it recently via the Mega Drive Mini (the original cart is worth more than I paid for my first car), and watching him experience it fresh reminded me exactly why it hit so hard back in the day. He’s asking the same questions I did thirty years ago: Who are the Profound Darkness? Why does this planet look dead? What happened to all these ruined cities? The game creates genuine mysteries that make you want to keep playing not just to see pretty graphics, but to actually understand the world you’re exploring.
That’s proper RPG design, isn’t it? When you’re not just grinding levels or ticking boxes on a quest log, but actually investigating and piecing together a story that rewards curiosity. Phantasy Star IV trusted players to engage with complex themes and emotional stakes, then delivered on that trust with one of the most satisfying conclusions in gaming history.
It deserved far better commercial success than it got, but maybe that’s part of what makes it special. It’s this perfect gem that never really hid – just got overlooked by a world already obsessed with the next shiny thing. Thirty years on, it remains absolutely essential gaming. A genuine masterpiece that still hasn’t been equalled, let alone surpassed.
Sometimes the best things come when nobody’s looking.
John grew up swapping floppy disks and reading Amiga Power cover to cover. Now an IT manager in Manchester, he writes about the glory days of British computer gaming—Sensible Soccer, Speedball 2, and why the Amiga deserved more love than it ever got.


















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