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Ahead On Our Way - The Top 21 Numbered Final Fantasies Countdown

Omega

Evil Overlord
(He/Him)
This is your story.

#8
Final Fantasy X

Where do summoners go to learn their craft? To the Yunaversity!


a.k.a. The one with all the daddy issues.

502 points • 17 mentions • Highest rank: #1 (Conchobhar, Estragon)​

Released on July 19, 2001 (Japan)
Producer: Yoshinori Kitase
Director: Yoshinori Kitase
Composers: Nobuo Uematsu , Masashi Hamauzu and Junya Nakano

X was Final Fantasy’s triumphant entry into the PS2 era. After the popularity the series acquired with the PSX, Square threw everything at this one - it was one of the most expensive games of its time, with a staff of over one hundred people (back when that number was impressive) and the result is, frankly, mind-blowing.

Besides the obvious character upgrades, the series got rid of pre-rendered backgrounds. Still no floating camera (that privilege would belong to XI) but the use of polygonal backgrounds allowed Square to do camera tricks that would have required FMV before. Also new to the series: voices. This was the first fully voiced Final Fantasy (but it still allowed you to name its protagonist, which led to some really interesting script gymnastics to keep his name out of the dialogue).

But in the biggest overhaul since FFIV, the ATB system went out the window, replaced by the Conditional Time Based System - time no longer flows in battle, and you have a detailed breakdown of when it’ll be somebody’s turn; you can also switch party members at any time without losing a turn, and each party member has a specific skill that enemies can be weak to. The abscence of time allows you to queue several commands and the game will execute them without having to wait for the next character’s turn to come up, which made battles go as fast or as slow as you wanted. Since character switching made battles easier, the game rewarded you for overkills on enemies - battles became not a matter of surviving but of figuring out how hard you could own the enemy.

Yes, I really liked CTB. Can you tell?

This game story is also top-notch. Tidus is our PoV character but Yuna is our protagonist, and while both are nominally in a quest to defeat the immortal world-wrecking kaiju Sin, they are both actually fighting against the legacy of their parents. The way the game slowly widens Tidus’ understanding of the world and his attachments to his party members (and Yuna) is beautifully paced, and for my money this is the Final Fantasy with the most emotionally poignant final-boss gauntlet and ending in the series.

The ending also benefits of Uematsu bringing his A-game. This was the first game he didn’t orchestrate in his entirety, but Nakano and Hamauzu complement him perfectly. And the main theme, To Zanarkand, is Uematsu at his best.

I could talk about X all night long so I’ll just stop here. The game does have its flaws, but I’d argue most of them are borne out of the transition to the next-gen of consoles. The lack of open maps because asset creation is hard, for example, or the relatively small bestiary because rendering many models is time-consuming. But it also has lots of firsts - first one without an overworld, first one with a full stat-based minigame, first one with an ultimate weapon quest that makes you want to break the TV screen - that would influence the series forward. X is a major breaking point, for good or ill.

Something Old

If you put I and X side by side, you’d be hard pressed to think one is a sequel to the other. X is when the idea of FF being a (dunno how to put it) more of a series of cultural ideas rather than game mechanics really took hold. You will see the familiar enemies from past entries - Tonberries in particular look great here - and references to other FFs, and a Cid, but almost every other idea is new. Heck, this is the first FF where the Final Fantasy musical theme didn’t show at all.

Something New

Overkills were an idea to make battles more dynamic, and while they wouldn’t be ported as such, you can see here the seed of the stagger systems future FFs would implement.

Story and production-wise, lots of elements would become expected of the series. Voiced cutscenes? Lack of an overworld map? Impressive set pieces? X set the mold for the spectacles that future FFs would revel in.

Something Blew

The CTB battle system, surprisingly. FFX would start the trend of every FF game having a new battle system (only XIII-2 would buckle this trend). But while elements of other systems have been reused, nothing even similar to CTB has been used by other games or spin-offs in the series (even though other games from other developers infamously cloned it). It’s a pity, because there were lots of good ideas, but I guess CTB was just a victim of Square’s gradually increasing phobia of menus.

Oh, and X is the last game that desperately was looking for an air-elemental summon to stick. So long, Valefor, at least you weren’t Pandemona.

Score

85 /100 avoided lightning bolts
 
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Omega

Evil Overlord
(He/Him)
And with this entry posted, you all are one step closer to your doom.

You are welcome!
 

Issun

Chumpy
(He/Him)
I love X. It was my #2, with the characters and world being some of my favorites. The ending is no slouch, either.
 
X was also my #2. But it's really more like a 1B. To me, it was the apex of the franchise. It's the last real FF that had The Guch steering the ship, and I don't think it's a coincidence that Squaresoft and later Square-Enix had organizational problems ever since.

I thought X straddled the line between Old and New pretty well. You've got this eccentric mix of low-tech and high-tech combusting when they clash. You've got a turn-based battle system that somehow feels more brisk and snappy than ATB. You've got the perfect party size, with characters that feel unique like they fulfill specific roles, with a certain amount of freedom with how you build them. You've got a very classic Must Kill God story, married with some pretty nuanced ruminations on a whole slough of dramatic themes that find new ways to express themselves with the first ever voice overs in an FF game. (The voice acting in FFX is Good, Actually.) There's no world map, but the 3D environments are so big and grandiose that you don't really miss them. Blitzball is maybe the greatest mini-game in the franchise.

But for me, what X kills it at is the story, setting, and characters. Final Fantasy has always pulled its inspirations from Western cultures and traditions. European architecture and social hierarchies, Norse and Near-East mythologies, Namesakes pulled from Latin and Germanic roots, and characters that were white or white-passing. While all of those things feel comfortable and familiar to a Western audience, they're exotic to FF's native audience. So here comes X - the first real FF that instead largely pulls from the comfortable and familiar Japanese/Okinawan traditions more than anything else. It's a point I've harped and beaten to death in the past, but it felt really, really good to have a Final Fantasy that did these things. And had characters that didn't have plausible deniability of their ethnicities baked into their designs. Tidus, Yuna, Wakka, Auron, Lulu, they're all undeniably Asian. And not only was that novel for the franchise, but seeing predominantly Okinawan cultural influences all over the game was novel for Japanese media in general at the time. The endless cycle of Sin destroying Spira? That's a metaphor for quintessential Okinawan culture/history right there. The brutal, repetitive cycles of typhoons crushing the Ryukyu Islands and laying waste to any meager gains their people managed to scrape together in between storms. Historically, it's a land with a very close relationship with death, and yet there's this strength and perseverance with its people to continue living and fighting against the inevitable. It's great stuff.


Goated
 

Falselogic

Lapsed Threadcromancer
(they/them)
I loved the Sphere Grid at the time. I also love Blitzball, but that might just be because I played water polo and seeing anything even close to it in a game was great.
 

JBear

Internet's foremost Bertolli cosplayer
(He/Him)
I loved FFX (it was pretty far down my list, but that just speaks to how much I love FF games). Whenever I wanted to show friends the amazing power of the PS2, I'd load up a new game of this and show them the opening cut-scene. I loved Blitzball, and I loved my max-level champion original Aurochs. I remember the elation when I finally dodged my last lightning bolt (on a split-screen TV with Letterman playing on the other half). The sphere grid is my favourite levelling system in any game ever, and to this day I chase it in new games like a man dying of thirst. Unfortunately, my play-through ended in tragedy that I detailed at length the last time we ranked FF games, so I've still never finished it. It makes for a good story, though!
 

4-So

Spicy
My #8.

CTB for the win. Maybe my favorite FF battle system next to 13's Paradigm system. Not enough can be said about the Sphere Grid, even if some of the choice there was illusionary. I really dislike Blitzball but, fortunately, it can be skipped if rolling through a casual playthrough. At the time, I think I lamented the loss of an overworld (and a directly controllable airship) but I made my peace with that a long time ago and I think the game is more streamlined and brisk because of the excision of those things, something that I've come to value more and more as I get older and find that time just isn't as slow as it used to be.

A gloriously bombastic victory fanfare. Beautiful ambience. Despite not liking Blitzball, what a fantastic track. And one of my favorite songs in any FF. (The HD remaster subtly changes many tracks - and sometimes not-so-subtly - and is also worth a listen.)
 

Johnny Unusual

(He/Him)
Even though I played Final Fantasy X-2, I always this is where I finally ended my love affair with FF, not out of any conscious effort but simply I played this, enjoyed it and I felt like the other FF games weren't really in my line of sight any more and I bought other things. But I remember really liking the whole game (Blitzball confused me a bit and by the time I got it, I was near the end of the game) and finding it a great adventure story. There's something classically shounen about Wakka fighting with a fantasy volleyball that I loved (my favourite was seeing is ball go soaring while fighting a flying monster in the distance and slowly making it's way back. It wasn't my favourite but if I was done with the series (maybe I'll pick one of the others up someday), it's a good place to stop, I think.
 

Peklo

Oh! Create!
(they/them, she/her)
It's the last real FF that had The Guch steering the ship, and I don't think it's a coincidence that Squaresoft and later Square-Enix had organizational problems ever since.

I wonder how involved he was and in what capacity. I'm under the impression that the Executive Producer credit he had on most Square projects in the later stages of his tenure was largely ceremonial; they were doing too many things at too rapid a pace for him to oversee or directly involve himself with it all. The years leading up to FFX's release would've been taken up primarily by him focusing on the development of both FFIX--his last significant creative spurt for the series--and the massive The Spirits Within production ordeal, which came into the world almost at the same time as FFX did. It's difficult to imagine anyone having the time or endurance for all of that.

Tidus makes FFX for me, as protagonist and character. It's not really in doubt that I am drawn to and generally care more about Characters That Aren't Men in fiction, but Tidus has never needed to justify himself to me--the way he's played, positioned and themed is exceptional for the kind of presence he is and what kind of storytelling is done with him. This excellent article from a while ago reflects many of the things that I value about him as an RPG and Final Fantasy lead, because the unfavourable contrasts absolutely exist, and he doesn't intersect with them. And for the reason that I ultimately care so much, the reason why I find him so achingly compelling and true in the portrayal: his strained and complicated relationship with his father is like staring in the mirror on my part. Not all the details line up, but that is who I see, and why I will always love the character for what he represents and what his story is.
 
FFX Blitzball is incredible, I love it. I love the story. I love the characters. I love the combat. Is a very good game.

The writing hooked me in immediately with Tidus because my relationship with my dad was very similar to his as a child (including the sports stuff), and it was the first videogame I'd ever played that explored that sort of domestic stuff well at all, and it still holds up. Seeing how people still complain about the laughing scene is kind of depressing because it's the kind of loud display I wish I had the confidence to just vent out like that back then. Absolutely incredible writing and even in spite of the problems with the English voice direction, it comes out exactly as forced and awkward as it should have.
 
For me, what Final Fantasy as a franchise does better than any other JRPG is an on-rails narrative with high production values, and this is the the most fully realized version of that niche so far. I like the systems better in other FF games, but if I'm trying to think of what is the best Final Fantasy game, it's this, hands down.

Great world, great characters, great narrative. Tidus and Yuuna in particular are wonderfully realized, and the narrative structure where their love story is intertwined with the two of them switching positions as the one who needs to put on a front of happiness for the sake of the mission is very skillfully executed and affecting.
 
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I wonder how involved he was and in what capacity. I'm under the impression that the Executive Producer credit he had on most Square projects in the later stages of his tenure was largely ceremonial; they were doing too many things at too rapid a pace for him to oversee or directly involve himself with it all.
Oh, I highly doubt he was involved creatively in FFX beyond some very early planning. But one thing I've come to realize over the years is how important having a good producer at the helm is to what is inherently a collaborate work. I think we're all trained by Hollywood to focus on the Director of a piece of media since they're the ones with the "vision" and the most creative control over a project. But on more expansive projects like TV shows or blockbuster games, having a strong producer organize the production and steer all the disparate parts to work in unison is quintessential.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
Moms may be tough, but it's tough being a dad. Jecht is a bad dad -- make no mistake -- but he knows it, and it eats at him so much that he spends his pilgrimage making videos for a son that has no chance to see them. Then, he turns into a literal monster and yanks the kid from another world because it's the only way to show him he cares. Which, you know, swing and a miss there, but that's the story of their relationship as a whole, too, isn't it?

They could have made Jecht a straight villain, but he's much more interesting this way.
 

spines

cyber true color
(she/her, or something)
not to downplay the influence of other entries in the series, which are huge in many cases, especially for some of the other generation leaders, but *this* is the game where i look at five years of jrpgs after it and think "everybody wanted to make another ffx." and honestly, despite some of those games being ones i like more on the whole, because this game has some systems and elements i find fairly annoying to interact with, nobody succeeded. even with those annoyances, less than a month after i finally beat it for the first time (on the vita version) i started playing it again from the beginning. that doesn't happen often. i think writing this i'm realizing this is a rare game where i might reflexively say i don't think i like it that much, but then once i think about it again...it's actually really good.

the intro is so strong, right up there with 7 for my favorite in the series, establishing the first of many gorgeous environments and tidus' character before the action kicks off and sends him on his journey in an appropriately disorienting way. if xiii and xv are games where i feel the character/theme focus leads to something i find compelling and sincere and largely makes up for some of the narrative faults, i still get why people find them disappointing compared to x, where those elements really let the story sing, with the slowly unfurling revelations about spira and the characters being compelling on their own and becoming even more satisfying on a rewatch, where you get the full dramatic irony of knowing what everyone knows...and doesn't

the environments and soundtrack are both beautiful. "otherworld" is my favorite song though. blitzball's great, though i've never dove into it too deeply. i think "impossible sport" is a great videogame concept that's really never been explored enough. the other minigames...i know even less about, and i've never gone onto postgame grinds or anything. overall, it's great, no matter how i look at it. i watched some of a speedrun at rta in japan over the weekend and it's making me think about playing it again, maybe a no sphere grid or something that'll get me out there interacting with some of the mechanics i might like more like the weapon customization. hahaha
 

Kirin

Summon for hire
(he/him)
I've been offline traveling and have a lot to catch up on -

II: The FF I have the second-least experience with after III, it's definitely the odd duck of the early games but does a lot of cool things. Just wanted to comment that while the thing everyone was saying about how the playground "wisdom" of smacking yourself for the gainz is totally unnecessary and you're probably better off just playing normally is correct, it's *also* true that the weird stat systems open up all kinds of shenanigans that can be fun if you just want to try something different, like the way a single-character run often becomes easier than a full party.

XIII: I have lots of mixed feelings on XIII and ranked it in the middle of my list, but damn is it gorgeous. Love the music and came around to liking most of the characters even though some grated in their initial appearances. The battle system also grew on me, though as I mentioned earlier in the list it wasn't until XIII-2 that I really got into it. I'm still not sure how I feel about the whole stagger system in general, but I do like the overall concept of conducting the battle flow rather than inputting every command.

XII: Obviously I adore this one and I ranked it #1 - my rankings wander around a lot but the top of my list has been a lock between this and one other we haven't seen yet ever since it released. Love the characters, love the world, love the art direction and music, and while like a lot of offline-FF fans the initial previews comparing the battles to an MMO made me wary, I loved the *hell* out of the Gambit system. I'm a programming by trade and by heart, so being able to script out all my character strats in detail was just a delight. As someone else mentioned, the way the Esper battles made you switch things up on the fly really pushed the system and made it sing. And man, I just loved exploring around the gorgeous, semi-open world. Embarrassingly, though, I've never played any of the remakes or updates. Maybe someday.

Gonna hold off on X until I have a chance to read the last page of the thread here.
 

Omega

Evil Overlord
(He/Him)
I, Garland, will knock you all down!.

#7
Final Fantasy

Why does Princess Sarah enjoy Christmas so much? Because she gets to hang Garlands!


a.k.a. The one that began it all.

503 points • 19 mentions • Highest rank: #2 (Torzelbaum)​

Released on December 18, 1988 (Japan)
Producer: Masafumi Miyamoto
Director: Hironobu Sakaguchi
Composers: Nobuo Uematsu

And here we have the beginning.

It’s hard to overstate how great things came together in Final Fantasy. Sakaguchi had always wanted to make an RPG, but Square didn’t authorize one until Dragon Quest proved there was money in the genre. Once given the go, Sakaguchi, an unpopular director at Square with fame of being difficult to work with, managed to assemble a dream team of collaborators who put everything they had into what’d become one of the most important games of all time.

Final Fantasy brought lots of new stuff to the table. Battles taking place in a side view, for example, which was a great departure from what Wizardry and Dragon Quest were doing - this allowed the player to view the very distinctive and detailed sprite work of the enemies and the heroes. Heroes having classes was aped from western RPGs, but it also gave it an element of replayability that DQ didn’t have - oh, and the classes changed during the game, how cool was that? It also aimed to be more friendly to the player than their competition. Battles were still controlled by menus, but the overworld map where exploration took place was easier to interact with (no “stairs” command!).

The story wasn’t much to write home about, but it did have one. And the intro sequence was a preview of the cinematic heights the series would reach - you get an introductory quest before the title screen rolls, and when it does you get a cutscene while the memorable Final Fantasy theme plays. And this would come full loop (pun intended) when the first major enemy of the game would become, thirty hours later, the big bad surprise villain behind the elemental fiends ravaging the world. Really ambitious.

Another thing that separated Final Fantasy from other games was the setting - from the beginning it shown a predisposition to mix fantasy and science fiction, and a fondness for ancient extinguished civilizations that had left its toys lying around, NUKEing adventurers foolish enough to wander nearby.

The game itself holds up well to this day. A lot of versions are available, most of them fixing the bugs that made some of the intricate system not work as expected (like the weapons not having elemental affinities)- it remains a classic to this day, and you can not deny its legacy.

Something Old

To this day we don’t know what act of leximancy Square performed to keep TSR’s lawyers at bay - you can tell Dungeons and Dragons was a huge influence in the game. We have illythids and beholders and fire elementals next to elves and dwarves. Heck, even the tarasque is in here, even if it was only in Amano's concept artwork (its sprite would not be incorporated into the bestiary proper until Final Fantasy II under the name of Behemoth).

Something New

As mentioned, Final Fantasy added some of its own ideas to the jRPG genre which would define the series going on. My favorite, though, has to be the airship - the perfect incarnation of the mix of fantasy and science fiction that the game was aiming for that and that would become a staple of the series. Also, was Final Fantasy the first jRPG to have vehicles? I think it was.

Something Blew

Final Fantasy I is the only game in the series to use spell charges - probably an influence of Dungeons and Dragons. It also limited which spells you could learn at what level with no way of undoing your choices. Future games would be a bit more benevolent with their magic systems.

Score

4 /4 evil elemental fiends
 
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Omega

Evil Overlord
(He/Him)
I loathe this game.

Back when I first landed into this world, I came face to face with the four warriors of light. They got lucky and managed to trap My being into a game they were working on, Final Fantasy. I have been trapped inside the games ever since - powerless at first, but slowly regaining My strength. Eventually I learned to influence the games, making them shape to My form, eroding them so one day I can be free.

And now, thanks to you, fleshlings, My escape is at hand. The psychic energy of your votes celebrating the series will provide Me with the boost I need to break free; 21 Tyrant LISTs is what I need to fuel my escape, and My puppet has tallied them for Me. And when you are done reading the #1 entry, Omega will walk among you again.
 

Peklo

Oh! Create!
(they/them, she/her)
Also, was Final Fantasy the first jRPG to have vehicles? I think it was.

Not really, even for the really famous and well-known ones. Dragon Quest II built its entire play philosophy on open world sailing nearly a year before; Miracle Warriors was likewise doing seafaring months prior; and Phantasy Star two days later from FFI... well, that was an embarrassment of transportational riches. I'm sure other examples exist too.

I will never tire of Final Fantasy the first. One of the most remade, revised and circulated games ever, and I can always pick up practically any version of it and have exactly the kind of good time it wants me to have with it. There's no mental preparation or a particular mindset I have to be in, as it is so fundamental to consider and interact with. For being so unconstipated with scenario, personalizing a playthrough with party makeup and sequence order is something few others in the series can lay a claim on doing as effectively. It's structurally among my favourites.
 

Purple

(She/Her)
So I started to get into this at the start of this thread, and indeed made this whole other thread where this saw a fair bit of discussion, but the one thing that really stood out about the original Final Fantasy (and, really, the series as a whole) is that next to other RPGs on the same console(s) Final Fantasy looks real damn good. Like if you're playing Dragon Quest, this is your overworld.
dragon-quest-nes-2.png

Really obviously tiled. Towns as this weird cut out tile. Forests and hills and even mountains where we're just drawing one (or two) of the thing. And originally a sprite which I think only had this one facing? Then here comes Final Fantasy...
images

What a difference! All smooth and slick, with more natural coastlines and abstracted forests with a consistent sense of perspective and a bunch of decorative tiles just to make this one starting town look slick as hell. And as has been mentioned, this was one of the first RPGs to put any sort of on screen representation of your characters on screen during combat. The standard at the time was a static image of a monster on a black screen. Phantasy Star, which is as much of a contemporary as you can get blew everyone away by putting animation on full screen monster art, but your characters were still just a box with numbers, while here that box with numbers also came with a cut little person who popped out to act and cheered and fell over.
latest

We also technically have some backgrounds. Anyway, this is legitimately a huge deal, and gave this game a hell of a lot more personality than most of its peers. Plus hey, some super super iconic mascot characters we're still seeing represented today. And I have to particularly give a shout-out to the black mage for both making really clever use of severe palette restrictions to do something totally different with the same 3 colors black belt and thief used more traditionally for their hair clothes and skin to be on the exceptionally short list of character sprites in an NES game that manage to pull off some nice shading. Off hand there's this, there's the Contra guys, and.. that's it?

Anyway literally all the art in the game was done by two women who weren't really properly credited at the time, one of them still doesn't seem to have her name recorded anywhere, and I've been going up the wall seeing recent retrospectives continue to incorrectly attribute most of their contributions to the guy they brought in to do the box art and base sketches for a handful of big enemies in later games.

Also it's pretty tangential but holy crap does this game have the most robust feature rich randomizer out of the whole trend of those these days.
 

JBear

Internet's foremost Bertolli cosplayer
(He/Him)
The original game is still one of my favourites, although I actually only played it for the first time after FF4, and had quite a hard time finding a copy at that time (obtaining video games in New Brunswick when I was a wee one was not always easy; many of my childhood games were ordered out of catalog attached to a chain in a warehouse), but I was determined to go back and play what I thought at that time was the immediate predecessor to FF4. It's still breezy and charming (unless you're a dumb kid who grinds endlessly in Elfland for $$$) and you can play through it in a day on pretty much any platform you'd like. In fact, the main reason I love my NES mini is that it's a tiny portable FF box! I prefer the NES version, charming warts/bugs and all, and think that most subsequent versions make it too easy/frictionless.
 

Purple

(She/Her)
That's true for the Famicom version but not for the NES version.
That's what I meant by "originally" yeah. There were a few visual touch-ups for the western release. Although they still kinda half-assed the sideways sprites resulting in what appears, on close inspection, to be a heroic centaur. And I have completely lost the fan art of this I once had lying around sadly.
 
I'll get this post out of the way right now since knowing the TT demographic, the top 10 of this list will heavily favor the 8 and 16-bit era games and I don't have a whole lot to say about them. Incoming TL;DR personal anecdote on that whole era of gaming:

My gaming adventure as a child was somewhat unorthodox. I had an NES - an unwanted gift (from my parents POV) from my uncle one fateful xmas when I was 4-5. I'm old, but not so old that I was really sentient during the NES's heyday. My folks never appreciated or approved of gaming as a pastime; they tolerated it in so much as they couldn't bear to abolish something their child clearly loved, yet put pretty firm limits and resisted all my forays into the medium. I was too young to know what NES games were good or not, and my folks were often too busy to arrange play dates for me with kids my age in the late 80s, early 90s so I could experience the world of gaming through my peers. I was afforded two games per year, one on my birthday and one on xmas. Not a horrible or unregular prospect back in the day! But since I was again, too young and inexperienced, my mother made the selections. She did her best, god bless her soul, but at the end of the day she was still a boomer-mom. So most of the games pulled off the shelves were guesses at what I'd like. I asked for "Tetris" one year, so she thought she was being clever in buying me Tetris II for the NES. It's #2, so therefore it has to be better, right? Of course, Tetris II relied on matching colors, not just shapes, and my NES was relegated/banished to an antiquated black and white TV in the back of the house, so the game was functionally unplayable. Games like that, or embarrassing and unplayable shovelware like the NES Jurassic Park game was my experience with the 8-bit era of games. No Zelda, No Metroid, no Castlevania, no Metal Gear, no Contra, no Mega Man, no Punch Out, and no Final Fantasy. Rentals would have been the only possible venue for me to be exposed to these games, but the neighborhood Blockbuster didn't actually open for business until after the sunset of the 8-bit era.

The 16-bit Era was also something I largely missed out on. By this age, I'd learned to read, poured over gaming magazines, and had made friends at school/daycare where I could learn through cultural osmosis what was good in the world of gaming. But it was still something that I was largely gatekept out of. Apparently, my parents were so pissed at my uncle for giving us an NES (They very much didn't want their kids to play ANY games, didn't know this gift was coming, and couldn't bring themselves to take a gift away that we'd just excitedly unwrapped on Christmas morning - AT my uncle's house no less. I actually didn't see my uncle for YEARS after this event, and this was apparently why.) that we were sheltered from ever being gifted into the 16-bit Era. "If you want (an SNES or Genesis) you'll have to buy it yourself" - so I slaved away at chores that were probably irresponsible/dangerous to delegate to a child (I was pushing a lawn mower that was twice my size over gigantic tree roots in our yard at like, age 7) for a pithy of allowance for years, and coordinated saving up for an SNES with my little brother. On the day we had finally saved enough money to pay for an SNES+tax (which I had calculated down to the last penny), my parents led my brother and I to the local Target (or was it Wal-Mart?), both of us preciously clutching our halves of the investment in our little hands. We looked around the electronics section greedily at the world of gaming that was now about to open to us, thinking about which games we were going to buy to play on our new Super Nintendo, and which ones we would save for rentals instead. When we were finally done window shopping, I called over a teller to unlock the security glass to retrieve our precious bounty. When I then went to fetch my mother and brother so we could pay for the machine, my mother's face went taught and she paused for a brief moment that seemed like an eternity before explaining that sorry, my brother had changed his mind at the last second. He was going to buy a GameBoy instead. Huh? That can't be right, we were saving up for this for years. Let me talk to him, this must be a mistake. Maybe he got the different Nintendo branded items confused. It was too late, he was already prancing about the store with a GameBoy in a plastic bag. He'd already spent his share. "I'm sorry, but that is his money and at the end of the day he can spend it how he chooses." And that was that. At the rate I saved up money, I wouldn't be able to afford an SNES until after the 16-bit generation had given way to its successor. Crestfallen and defeated, I stewed in resentment of that betrayal that I still haven't completely gotten over to this day. 😂

So I missed out on almost the entirety of the 16-bit generation as well. No Mario World, No Super Metroid, No Chrono Trigger, no Street Fighter, No Link to the Past, No Star Fox, no Donkey Kong Country, No Streets of Rage, No Sonic, and no Final Fantasy II & III. All of these classics from the 8-bit and 16-bit era, I had to come back to much later in life. Which isn't a particularly irregular or unprivileged perspective. But the result was I just don't have the same nostalgia glasses that a lot of y'all have for this era in gaming. Time spent playing FF1 on an emulator, or money spent delving into the collector's market was time/money I could have spent playing games with my limited resources that objectively offer superior and more sophisticated experiences. Late-Gen games from the 16-Bit Era like FF6 hold up pretty well to modern sensibilities, but FF1 - in most of its forms I've tried over the years - is just too primitive and offers too little outside the core and rudimentary battle mechanics to keep my short attention span locked into it to ever come close to completing the game. I don't really see that as a failure of the game, or a failure on my part. We were just ships passing in the night, and it was not meant to be. Which sums up my feelings for pretty much the entirety of FF1-5. I have little doubt that had I played FF1 as a child, I would have adored it the way a lot of you do. Aside from a stint with FPS games as a teenager, I was never good at, or gravitated towards games that required twitch-reactions to successfully play them, and always gravitated towards games that were more cerebrally engaging and that I could take my time with. If the young version of me could wrangle any amount of joy out of playing Tetris II in black and white, FF1 probably would have felt like the greatest thing of all time. If I could go back in time and gift one game to myself as a child, it probably would have been Zelda. But FF1 would have been option 1B for sure. Everyone who got to experience this game contemporaneously back in the day is very lucky in my eyes.
 

Peklo

Oh! Create!
(they/them, she/her)
That's one way to engage (or not) with "vintage" or material older than you are. I didn't play FFI until I was in my early twenties in the 2010s; or FFII much later than that at the end of the prior decade. I was also in a similar position of being very young for the NES generation and functionally skipping over all of the 16-bit systems thereafter, but I don't think first contact ever defines how people can or should think about these things. "Nostalgia" is a limiting and occluding force to lay on the backs of everyone who appreciates older media since not nearly everyone's context is rooted in childhood associations. Even if they are, reassessment is possible and desirable--likely one of my favourite aspects of revisiting a work in later years, whatever the takeaway ends up being.
 
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