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Final Fantasy: Then, Now, Tomorrow.

 
 
Digital Hermes
14:44 / 12.09.07
I've always had a love-hate relationship with these games. For the times in which they come out, I'm always in love with the graphics, and the gameplay. Final Fantasy 7, in it's heydey, seemed almost as huge as it's marketing claimed, and the pyrotechnics possible with the spells and Summon Materia were just cool enough, and just short enough, that you might not get bored seeing them dozens of times.

The gameplay itself is usually fun, with elements of customization possible for your character that mean you can try different things... not to mention the very simple mechanism of: fight monsters -> get experience -> raise levels. There's something cathartic about playing for an hour and getting new abilities just by fighting dozens of times. It's not elegant, but it works.

Final Fantasy Tactics upped the ante for me, allowing more customization, while still emphasizing level gain. It also doesn't seem to be AS mind-blowingly huge as the games in the regular FF canon seem to; it's attacks and spells seem more scaled-back than superhumanly-powerful.

Onto Hate the First: Length. I often have a problem with the amount of time it takes to play though. This problem is a direct result of basing a game on going up in levels, but it still means that I'm afraid to start a game, not knowing if I've got a half-year commitment ahead. (I don't usually have time to play games every day, so it can take awhile.) On top of that, due to my life, I might have to leave the game alone for a week or more, and when I get back, I feel like I've lost half the plot.

Second Hate: Story. Or writing. This is a bit harder, because I'm playing all of these games translated into English, but still. There are character choices I chortle at, characters themselves who are bundles of cliche... there are times where I wish I would just be given the choices of the original FF: White Mage, Fighter, Black Mage...

(A caveat to the above; I do often enjoy the plot, or the general story being told, it's how the scenes along the way are told that I usually have a problem with.)

So, jump in. Thoughts on the games themselves? The game mechanics therein?
 
 
Mysterious Transfer Student
18:34 / 12.09.07
I suspect I'm like quite a few casual gamers in that my sparse collection includes a lot of FF titles, some other JRPGS, and little else. FF7, for all its ridiculous structure, absurd portentousness and bizarre tonal shifts - just witnessed the traumatic death of a major character? Let's go snowboarding! - is the title that turned me on to gaming after years away, and undoubtedly laid the ground for my ever-since overpowering passion for anime, manga and everything Japanese-ish. For that reason it and its successors will always have a place in my heart.

It's fair to describe me as an uncommitted gamer on the basis that I tend to enjoy the games more when I find the storyline compelling. FF8, for instance, despite its horrendously unwieldy Junctioning system and the irritatingly overdone card game, was so brilliantly gauche, bishy and emo I could hardly be expected to resist; whereas the current FF12 with its superb Hunt sidequest, stellar party AI and ingenious shop system, bores me to tears thanks to the lacklustre cast of characters and sub-George Lucas plot. For these reasons I tend to think of the breakout FF10 as the pick of the main series: a well-made control and levelling system, fun sidegame (Blitzball, despite its longueurs, is a lot more enjoyable than another bloody round of Pokemon) and characters and story that halfway make sense, are emotionally involving and wrap up well without having to fish out crucial plot points from the inside of a piano in your old girlfriend's house.
 
 
My Mom Thinks I'm Cool
19:41 / 12.09.07
I've never played anything past FF6J (3 in the US.) For whatever reason, possibly because I'm an old man, I don't enjoy the more 3D-ish ones. I tried to start 7 about three times and never got into it. Similarly hated Chrono Cross even though CT is the best thing ever.

As for the older ones - maybe FF Tactics or Tactics Advance? I like the tactics board and I love the old Job system. The way powers were tied to the equipment in FFTA was kind of weird but collecting stuff was a blast.

Tactics might have had the worst story/dialog though, and made the tragic, common mistake of making it unskippable. please, please, if you want anyone to ever play this game more than once, give me a button that lets me not watch people talk for ten minutes. especially when the story is confusing as hell and not particularly motivating anyway.

One of the really old ones...FF2J I think (?) had a system for character improvement which was awesome in theory and terrible in execution - whatever you did in battle, you got better at, period. if you got hit, your HP went up. if you used magic, your magic power went up. as an idea, I love it. but leveling up was a painfully slow process. and no matter how tough you got with your spells, they still all kind of sucked. even when you spent the last third of the game trying to unlock the ancient forbidden Ultima spell, and then got to use it, it sucked. I would have liked to see the idea get developed in a way that worked better, but maybe that's what they were getting at with the jobs...

I've wanted more than once to play FF online, which sounds pretty cool. but none of my friends are on it, so I went for WoW.
 
 
Lama glama
13:32 / 13.09.07
I still haven't finished twelve, simply because the plot is so insanely boring. The individual characters are undeniably charming (except for Ashe, but she's voiced by the same actress who does Saturn Girl in that Legion cartoon, so I'm torn), but the brief spurts of story are dreadfully boring. The locales are breathtaking. Floating cities and cavernous tombs are perfect Final Fantasy location fodder, but when you reach the end and the story you're greeted with is more talk about maybe having another uprising, will to play is enormously sapped.

I keep wondering if maybe it's because of the method of conveying the story, through lengthy over-acted cutscenes, but it can't be. FF10 did the same, but was easily forgiveable simply because of the story that was being told and the colourful characters involved. And the music! Without Nobuo Uematsu, a lot of the music is just flat and bland JRPG stuff.

Anyways, FF7 will always be my favourite, because of the world and the characters. What other game would get away with a two hour cutscene with almost zero player involvement (that Kalm/Sephiroth stuff)? FF7 does, because the writing is that good (even post translation).
 
 
Feverfew
17:51 / 13.09.07
I still haven't finished twelve, simply because the plot is so insanely boring.

I'm glad there's somebody else out there who thinks this. I loved it to start with; the mechanics are fine, the whole thing is very pretty - but my attention span waned, then died on the vine, right about the time I found the first 'summon' and realised how long it had taken to get it.

FFX I ended up playing for forty hours to completion, and it kept me hooked in, even with some of the hookey plot developments. FFX2 was just... Annoying. It tried hard, but it was just so, so, annoying to me. (I suspect I'm probably alone on that, though.)

I think I'll give it a short while and go back to FFXII, but for now, I'm not sold.
 
 
Spatula Clarke
20:33 / 13.09.07
Thinking about which FFs I've played. Fewer than I own, definitely. 1, 2, 4, 6, 7, 8, 11, 12, Tactics, Tactics Advance. Ten of them, at least.

How many have I completed? None.

None of them have narratives or gameplay systems that last the distance. 12 is especially bad for this, for the reasons provded in that game's dedicated thread. Tactics' storyline is a mess, I agree entirely. That's a shame, because the combat system is great - liberating and fun. Never used the Gambits/scripting system in 12, because I dislike and distrust things like that - I'm the type of person who played Baldur's Gate and KotOR (the combat systems in both of which are remarkably similar to that of FF12) with the options set to 'pause after every action'.

In no particular order:

FF Tactics suffers from terrible load times, thanks to the old PS1 hardware - I've yet to play it on the PS2 with the disc access speed increased, and having got the pre-order for the PSP conversion in, I doubt I ever will. I've also found it a difficult game to return to after the freeform strategy madness of Disgaea - playing FFT, in comparison, feels like playing basketball while wearing a straitjacket. I realise that the two games serve different purposes - FFT is all about the strategy on the battlefield, whereas Disgaea is more concerned with playing games with levelling systems and the enjoyment to be found in digging into insanely complex and obscure systems - but I still think FFT is the poorer game. Very po-faced, too.

Tactics Advance worked better, I found, but was hampered by the worst and least useful menu interfaces I've ever come across in an SRPG. Future published a beautiful, exhaustive guide to the game, which was essential for getting full enjoyment from it, if only because it allowed you to cross-reference equipment stats in exactly the way that the game itself should have, but didn't. I hdetested the game until I bought the guide, then fell in love with it afterwards. Ultimately, though, it went on for so long that I inevitably ended up with other, newer games to play before I reached the end.

FF7 was great. Really great. Atmosphere, nutso storyline that makes *no* sense at all, the weird disparity between the many different visual styles that somehow doesn't matter when you're playing the thing, the variety in the settings and the wow factor of the tech at the time. I never finished it, only because I became frustrated with the convoluted process that you needed to go through in order to gain access to the ultimate summons attack - became dragged to one side by that, then lost interest.

Got stuck on a boss in FF8, about two thirds of the way through, and decided that the hateful, selfish main character was somebody whose story probably wasn't worth the effort of telling.

The earlier games in the series, I've only played in recent years. Got the PSP remakes of the first two last month - they're lovely - and I'm now just waiting for a clear spot in my gaming calender before I can put the time in on them.

I like the basic gameplay the older games contain, it's got to be said - I like that there's little real brainwork required, that you can afford to relax yourself with them. They're like novels that you've read lots of times already - curl up into a comfy chair and simply splonk out with them. Again, though, I don't know if the gameplay can sustain them for the length of time required for completion.

It's interesting to see newer RPGs attempt to take the basic nature of the older FF games and marry it to snazzy new visuals. Dragon Quest VIII is the biggest name where this kind of thing is concerned, but it ultimately failed - imo - by sticking too closely to the lack of freedom that the contained, combined with the need to slog through endless battles in order to level up for certain bosses. the dreaded grind. In th end, that killed the game for me. Stone dead. I'd sailed through the previous sections of the game (we're talking many, many hours here - I'd made serious progress) without any major difficulty, whihc meant that when I reached this boss, I was massively underpowered. I'd broken pace with the game. It was more or less impossible to get past this boss without access to a certain skill, which - thanks to the pre-defined nature of the levelling system - I wasn't due to access for another three or four levels. Some hours of grinding, fighting random monsters. No ta.

I mention this, because DQVIII was clearly an attempt by Squenix to balance out the revolution they were intending FF12 to represent - a way of appeasing those put off by that game's new ideas.

The other early-FF-alike is microsoft's Blue Dragon on the 360. it looks wonderful - same concept artist as DQVIII (the Dragonball Z guy), but with the characters and world rendered with realistic, solid shading and texture effects, rather than DQVIII's toon/cell shading. The review in Edge didn't like it, didn't find it as appealing as the DQVIII look. i disagree entirely - I've not seen any game that looks as solidly real as Blue Dragon. It honestly looks like you could reach into the screen and manipulate the world with your hands, pick things up and plonk them down elsewhere.

So far, it's also a game that's passed by painlessly. No difficulty hikes, no moments of "where the fuck am I, again, and what th fuck am I supposed to be doing next?". But it covers three DVDs - I'm not going to finish it, am I? I'll become bored or distracted again. Still, FF devotees should pick it up.

Which leaves FF11, the real black sheep. I played the beta trial of the 360 version and became hooked. Since abandoning WoW, I've been thinking about getting the full version - the only thing putting me off is the stupid amount of space that the install eats up on the miserly 360 hard drive. I think that the fact that it's not as massively subscribed to as WoW helps - the people are friendlier, more helpful - but I also found the world more appealing (much uglier, but still) and the job system more rewarding than the WoW equivalent (you're constantly aware that you're following a strictly defined progress tree in WoW, and that deviation from it is impossible - FF11 is more successful at disguising that).
 
 
Digital Hermes
20:57 / 13.09.07
Thinking about which FFs I've played. Fewer than I own, definitely. 1, 2, 4, 6, 7, 8, 11, 12, Tactics, Tactics Advance. Ten of them, at least.

How many have I completed? None.



Right there with you. I've been stuck on most of these games for years... and for me it's not the grinding, as you call it. For me, it's the minigames, the side-bits that are intended to provide a break in the monotony. I'm the opposite; let me turn off my brain and cast Bolt2 at a bunch of robots a bunch of times, to get a bunch of experience and GP. Which is what I'm currently gritting my teeth through in FF7.

The other half of the problem with finishing is, based on my ability to play (about 2 hours a week, maybe) that if a major life event or holiday derails the playing, I'll lose the inertia or even the story while playing, and I'm loathe to re-play a section of game that I've already spent months going through.

Thinking as an editor, I can usually find two or three 'major scenes' that don't really contribute to the overall conflict in the game, and could be removed without harming the drama of the story as a whole. I wonder if it's length, and almost episodic nature (the plethora of mini-bosses) could be connected to manga and anime's own predelictions for extreme length and sprawling tales. Perhaps my overly-Aristotlian mind is demanding a more cohesive narrative...
 
 
Lama glama
23:27 / 13.09.07
Every Final Fantasy has had a tipping point for me, where I've given up, possibly deleted the save file in a blind rage and chucked the game into a drawer somewhere never wanting to see it again. This usually seems to come exactly at the moment where the story becomes incredibly interesting, but because of the need of the grind and Squenix's habit of joining story revelations with big-ass boss battles I rarely get past.

Well, I nearly always eventually get past..but after a lot of grinding. Squenix aren't actually the worst at this. If you fight every battle you encounter, then you should be equipped for their epic boss battles. Or at least, in their SNES/PSOne days. Ever since they merged with Enix, there's been a massive increase in the necessity of the grind and unfathomably difficult boss battle. Dragon Quest and Star Ocean are particularly guilty of that and if I'm correct, they were both formerly Enix properties.

!SPOILER ALERT!







The most infuriatingly, grind inducing difficult Final Fantasy moments for me were in FF8, namely the fight on the Ragnarok space ship, with those spider aliens and the battle with Sorcerous Adelein Ester. A battle so obscenely impossible that it involved injuring one specific party member (possibly Quistis) in order to gain access to her limit break, a limit break she'd only perform once every fifty turns or something idiotic like that.










End of spoilers.
 
 
Bubblegum Death
12:26 / 14.09.07
I love the Final Fantasy games. I love the convoluted stories and I don't even mind the constant leveling up. I've played them all except for FFII and XI.

Got stuck on a boss in FF8, about two thirds of the way through, and decided that the hateful, selfish main character was somebody whose story probably wasn't worth the effort of telling.

8 is probably my favorite out of the series because I like the story and the characters. The gameplay suffers though due to the complicated Junction system and drawing magic. It took around two hours to beat the final boss because I wasn't prepared correctly.

As far as the main character is concerned, Squall does spend the early portion of the game being an aloof jerk. But the power of love melts his frozen demeanor and he starts being more likeable.
 
 
kowalski
16:17 / 15.09.07
Fantastic discussion. I haven't played any of the newer 3D games, so my ability to participate in this is limited. I have to say though that the way I remember FF6, the grind was actually pretty tame. I thought that they got the level curve nearly bang-on for that game, so that you were naturally leveling up in time with the difficulty and didn't have to go grind out a few more levels to prepare yourself for the admitted terror that was places like the Floating Continent. It might have been hard to keep all the tertiary player characters at the same pace, but in general I don't remember doing much grinding when I played through it eons ago.

But maybe I was very good at just barely scraping through.
 
 
My Mom Thinks I'm Cool
18:36 / 28.09.07
Naw, even in FF2 (4J ?) there was a huge reduction in grinding, you only had to in a couple of places - mostly once you got to the moon, I think. though there was quite a bit up there.

Also when I acquired the playstation remix I learned that the original version of the game had been wimpified for us stupid americans, which might have been why I rarely needed to level up.
 
 
My Mom Thinks I'm Cool
16:15 / 15.10.07
so this thread got me excited about Tactics Advance all over again, and I'm now probably 2/3 of the way through the game.

two things have struck me - one, that it's not very balanced - some classes have way more useful/powerful abilities than others - and two, that it's not very hard.

they try to smooth out the different classes a bit by matching powerful abilities with crappy stat growth and vice versa, but for me it doesn't work. it really feels unfair for me to bring my dragoon into a fight. he's got great stats, his abilities all hit hard and no messing around with status ailments or whatever, excellent range for a melee unit, and with Dragonheart he's basically invincible (you either kill him in one hit or you can't kill him.) the ninja, on the other hand...why is this an advanced class? good stat growth is the only possible reason you'd want one (and doubleswords, which takes way too long to learn.) seriously, ninja skills do like, what, ten damage? it's a joke.

at the beginning of the game they ease you into things with fights I just feel guilty about - like I've got six units against four (or even less), an advantage in XP levels, and the advantage of not being stupid, which the computer kind of is. by the end of the game they're reversing these rules so that it's my four against their six and the enemy has the XP advantage, but that's countered by me knowing how to use the abilities and equipment I've got, and by Marche and Mounteblank being totally unstoppable if they've been coming to every fight. more than once I've found it possible to just walk Marche around alone and mop up enemy units singlehandedly. and I'm not one of those annoying power gamers who spends the first three hours of the game reloading missions to get Steal:Ability or whatever. Even the boss fights against the Totema are too easy.

The first time I played through the game I never even used Totema or Combos, because I was saving my JP for a fight when I'd really need them, only there never was one.

The law cards add an extra bit of brain-challenge to a fight from time to time, but some (Damage 2 Animal comes to mind) are just fucking ridiculous and make the fights boring while you try to trick the animals into provoking Reaction abilities.

uhm, that's not to say that I don't love this game. but the first Tactics felt more balanced and also more challenging. I can't wait to get my PS out of storage and play it again (unfortunately I can't find it emulated.)
 
  
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