Difficulty, Boost and quality-of-life options
Extreme is available from the start and Unknown unlocks after the credits — both are pure parameter changes on top of the original balance.
The remaster's whole pitch on the systems side is accessibility without changing the underlying game. Almost all of that is a set of toggles rather than redesigned content, and they are worth understanding before you pick a difficulty.

Presentation toggles
- Graphics Mode — switch between remastered visuals and the original presentation at any time.
- SFX Mode — the same choice for sound effects, so you can pair new art with old audio or any other combination.
Because they are live toggles rather than a start-of-game choice, there is no reason to decide in advance. Try both in the first hour.
Gameplay quality-of-life
| Option | What it does |
|---|---|
| Boost | Adjusts experience gained and encounter frequency together |
| Destination markers | Toggleable icons that show where to head next |
| Encounter control | Disable enemy encounters outright |
| Auto-battle high-speed | Runs the auto-battle faster during trivial fights |
| Battle Retry | Restart a fight you just lost |
| Quick Recovery | Get the party back up after a wipe |
Boost is the one worth understanding properly: it is a single scale that moves both experience and encounter rate, so setting it high gives you more fights worth more each, and setting it low lets you walk a dungeon in peace. Encounter disabling is the more extreme version of the same idea — a straight switch that turns random encounters off, useful when you are backtracking or hunting for one specific chest.
Destination markers remove the original game's habit of hiding the next objective in dialogue. If you are playing with them off, expect to talk to everyone twice.
Difficulty levels
| Difficulty | Availability | Effect |
|---|---|---|
| Standard and below | From the start | The original balance |
| Extreme | From the start | Higher enemy parameters, no unlock required |
| Unknown | After completing the game | The hardest setting |
Two things are worth knowing. First, Extreme is available on a fresh save — this is unusual for the series and it means a returning player can start where they want without a second playthrough. Second, Unknown is a post-completion unlock, so it is not an option for a first run no matter how confident you are.
Difficulty in this game is a pure parameter change. Enemy HP, attack and defence scale; elemental weaknesses, status resistances and drop tables do not. A strategy that works on Standard is the right strategy on Unknown — it just has less margin for error.
What the remaster does not change
The battle system is the same Aggressive Linear Motion Battle System, the Craymel Cage works the same way, and the story is untouched. Nothing in the option list makes a fight easier except by removing fights, which is a deliberate design choice: the toggles are about pacing, not about lowering the skill ceiling.