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I mean... yes, but it's not the same sort of "right hand general of the evil emperor turns out to be the one you really gotta worry about" thing 6 and 7 have going. And also like... damn every other game, from any genre, by anyone, for a pretty sizable number of years in there. Often with basically the exact same character design as Sephiroth.In 10, on the other hand, Yu Yevon is certainly the central antagonist hiding behind Sin.
I did, but only after beating the game. Dunno, I wanted to beat it, and wasn't motivated to do any more sidequests, but afterwards thought that I should get at least these character-heavy sidequests done, so I get more context for Strago and Sabin.But... didn't you do Strago's sidequest? You talked about getting Grand Trine and seeing the cinematics where he talked about beating Hidon with his staff instead of his magic.
This was never quite true for me. I inititally only played the SNES games, and from them VI was my clear favourite. But as soon as I played IX (I think I hadn't even played VII and VIII at that point) it immediately became my favourite FF, and it never left that place. Will be very interesting to take a new look at it, it's more than ten years, since I last played it.They say your favorite Final Fantasy is the one you played first. Which was six for me, too, but thinking about it I'm not sure which one I'd say is my favorite.
That's a very fitting interpretation. Nice one.It comes up once or twice in Final Fantasy 7. Somebody in a side conversation goes "Hey, have you noticed that literally all the magic and abilities we get from Materia are for fighting? How come that is, do you think? The life of the Ancients must have been incredibly violent."
In this gameworld magic is something granted to humans specifically for fighting and killing one another by the Warring Triad, so that's that.
Esper magic comes from killing espers, and gives the ability to kill others. That's perfect for Gestahl's agenda! Edgar's, maybe not so much.
Yeah, had a brain fart there. Oops.Not her mom, at least. You can learn exactly what happened to her dad.
Yeah, I watched them, and they fill out Shadows past very nicely. Pretty well done character, I have to say, definitely makes him one of the more interesting ones.Yep. Shadow, in a game where the theme is healing and redemption, gains neither. He simply comes to grips with his regrets and allows himself to die.
The most generous interpretation is that killing is all he's good at, as he says himself, and without the conflict from the Empire or Kefka's godhood, there's no reason for him to be around anymore. But it's not even that. He's just tired of running from his past and sees himself as beyond any sort of redemption. He never even <spoilers> to his <spoilers> <spoilers>.
seriously though the dreams fill in a couple of the questions you're still asking, but if you wanna watch them, turn your sound off first. There's no music, but the dreams have some seriously obnoxious buzzing/shrill sound effects going on.
Yeah, having a brutal final boss is a different flavor from multi-form ones, where the final phase isn't too challenging is definitely a big change in the way the final feels. I definitely prefer the newer method, but I see how there is a tradeoff.Chaos has his full heal and partywide elemental blasts, Palamecia is damn near impossible to even scratch while he drops stars on your head, and the Cloud of Darkness doesn't futz around with anything but blasting everyone with particle beams. I feel like Zeromus was the last Final Fantasy boss to be really hard, and not that Big Bang and Black Hole are anything to sneeze at, I think that's mostly due to his extensive counterattack scripts.
That's probably a general shift in design philosophy. People get invested in the story, closure is one fight away, and banging their head against a nigh-invincible endgame boss is just frustrating. If you want a combat challenge, the chest with Shinryuu in it is right over there --->
Shinra feels like a new interpretation of Gestahl, like FF VII feels like a new interpretation of FF VI. There are differences, but they occupy a similar space. That said, Sephiroth does feel very different from Kefka. But my memory on FF VIIs plot, at least the details, are hazy. I'm very interested in replaying it, and looking for similarities to VI.President Shinra also shares a bit of creative DNA with Gestahl, in that both are the overarching antagonist of their respective games but ultimately not the most important one. I think it's obvious Kefka and Sephiroth also share more than a bit of creative DNA, including the bit where they kill their old masters. No Shinra, no Sephiroth; no Gestahl, no Kefka.
I'm not as familiar with the games that proceed FF8 but isn't this theme repeated in FF9 and FF10, where the main villain ends up being a product of a more powerful but narratively minor villain?
Yeah, the multi-form bosses like Kefka are a bit more of a marathon, instead of the intense sprint that is the Cloud of Darkness. Kefkas final form is dead pretty soon (I guess he is a glass cannon? He hadn't the time to actually do much, so I don't know how dangerous he actually would be, if he would survive a bit longer). But the three forms before, especially the second one, weren't trivial to defeat. One really needs to look at all four fights as the final boss, instead of just the last form.I think the swerve towards multi-form bosses is why the true final boss tends to be on the easy side. When you've just fought through 1-3 difficult battles, and you're one fight away from finishing the game, it can be incredibly frustrating to die and have to go through all that all over again.
Sounds possible and interesting, but it also would be really obnoxious to lose two characters who had accompanied you for so long. You know, maybe instead of latecomer Edge, you could get Golbez as the final party member? Maybe? Just a random though.I just had a thought pertaining to a discussion several pages back regarding FF4, but it just occurred to me that Cecil's bout of chauvinistic chivalry towards the end might have been a holdover from a prior version of the script. This is mostly just speculation with no grounding in any interviews, but I suspect that they originally had planned for FuSoYa and Golbez to take the places of Rosa and Rydia in the final party (based on the fact the those two went to the moon ahead of you in the final game and that they made a player sprite for Golbez), but they backpedalled on that idea after realizing that it was stupid as heck. Thus, the scene with the women stowing away could be seen as much as the developers lamblasting the idea as it is the characters (not that this excuses Cecil as he is written).
releases starting with the WonderSwan Color version changed it into a more traditional castle in the clouds, albeit still made with technology significantly more advanced than anything on the surface.
General opinion has shifted over the years on where the series changed. For the longest time it landed on VII, because polygons and FMV and it was the game that made JRPGs a heavyweight. Over time, though, most people seem to have come around to VI being the true turning point, for the reasons you mentioned, and also because it was the first game where Sakaguchi was less hands-on.So, I need to add a bit to the final post, because I forgot something (of course I did). Specifically, I didn't talk about what I feel the place of FF VI is in the development of the whole series.
Honestly, after playing these games so close to each other, the game feels like a kind of low-key reboot of the series. Probably still the wrong word, it still sounds wrong. But there are just some wild changes.
First, we aren't in a fantasy setting, for the first time. With that, the Crystals are gone. And, granted, they weren't in II either, but that game was still from the phase where the series was mainly undefined as a series. But we had three games, where Crystals are important in some way. And setting-wise, changing to a steampunk setting feels huge.
The new NPC sprites add to that feeling. This is the first game, where old man don't wear a single bedsheet with a pointy hat, but wear something that looks like actual clothes, at least if you accept the fantastical setting. This one is the most striking, but on the whole, the NPCs seems to have gotten an upgrade. The main callbacks to earlier games are the scholar sprites. Which...I never realized that they were used for such a long time, after appearing in FF III.
Also, while there are monsters that are called goblins, they are very different from what the game has called them up to now. The classical goblins are gone, which feels fitting, considering we left the fantasy setting behind. But it's also the classical beginner encounter. Feels strange.
Dunno, reboot is clearly the wrong word here, but it really feels like VI is a big change in the series. Maybe that's really just me, and mainly due to how different the game looks. But then, considering how VII is always seen as the game were the series changed, and VI is really similar to VII in a lot of ways, I think I'm not alone with that.
In SNES he says "I'm going to stop running. I'm going to begin all over again." But in the GBA and Mobile translations Shadow says "Baram, come and find me" instead. I take that as a solid intention that he's going to go look for his buddy in whatever counts as the afterlife.
Of course, how could I forget the main theme of "Humanity, in its greed, is destroying the whole planet"? This game just hits a bit too close to home, in more than one way.
Loveless (a movie?)
mosey.Anyway, let'sget started.
I recognized this, but actually never encountered it in the game. I only have experience with the german version, I'm playing it in English for the first time. Which, funnily enough, seems to make the translation less bad for me, as I don't necessarily recognize stuff like "This guy are sick." It doesn't help everywhere, though, as you will see in this post.mosey.
Like Bongo said, Remake distinguishes them better from SOLDIER, but the original game does sometimes call them soldiers, in lowercase. I assume it was a localization issue, where the Japanese text uses a word that literally translates to "soldier" for those guys and the English word "soldier" for Shinra's elite military organization, which is clearly different from the Japanese word, but had to be distinguished somehow in English, so they put it in all caps. Incidentally, how was it handled in German?Uh, are these soldiers? I mean, what is the terminology here? They are, sort of, the police force here, only that they work just for Shinra, right? I just don't like to use the word "soldier" for these guys, because they aren't in SOLDIER. Work on your terminology, Shinra. I mean, come on.
In Remake, there are a few Shinra soldiers (not SOLDIERs) in the slums, but it's clear that they're only there to keep the people living there in line, not to protect them.Also, we are in the slums, no one cares for the protection of anyone here, except Shinras. No police required.
Tifa's limits are weird. Sabin has directional inputs like you would see in Street Fighter, Zell in FFVIII has button combos that are more similar to Tekken, and in between, Tifa has timed hits represented by slot machine reels, which is not like any fighting game I'm aware of. They all have some of the same moves, though. Tifa's first limit break is supposed to be Sabin's first Blitz, Pummel, but they don't have the same name in English, so the connection is lost, and I think Zell's version of it has yet another different name. Oh well.Also, Setzers special ability hasn't been forgotten. Tifas Limit Break is Slots, just one for now, though. I like it.
I've had an idea kicking around in my head since I first played FFVII that with eight sectors and top and bottom areas in each one, the whole game could have taken place in Midgar, and maybe been better off for it, since it's a really cool setting that goes mostly unexplored. The first few hours of the game are always my favorite, largely because of Midgar. Once you leave, FFVII's world turns into more of a standard JRPG world, with such classic locales as "desert town with a cave nearby", "snowy town with a cave nearby" and "Asian-themed town with a cave nearby". There is certainly something to be said for a standard JRPG world with a huge dystopian cyberpunk city in the middle of it, taking over everything, though.We learn a bit about Midgar, from Jessie. About the eight reactors, of which we destroyed one. Of the fact, that the wealthy people live on a plate, that makes it impossible for us to see the stars. It seems to be possible, to get up there, with enough money. So, I guess you can buy a house up there, and then just move? Probably not that easy. There clearly are jobs here (the people we scared away seem to have come from work), but they likely don't pay well. Maybe another sector is less awful, and has something like a middle class? I imagine not, below the plate, everything is likely bad.
We also learn, that the eight sectors have been single towns, at one point. But it is so long ago, that no one remembers their names. Only their numbers are used, now. Just one thing more, that Midgar and Shinra destroyed.
Good to know, thanks, you two. In German, they basically do it the same way, just translating SOLDIER to the German equivalent: SOLDAT.Like Bongo said, Remake distinguishes them better from SOLDIER, but the original game does sometimes call them soldiers, in lowercase. I assume it was a localization issue, where the Japanese text uses a word that literally translates to "soldier" for those guys and the English word "soldier" for Shinra's elite military organization, which is clearly different from the Japanese word, but had to be distinguished somehow in English, so they put it in all caps. Incidentally, how was it handled in German?
Yeah, many people seem to think so, and I understand why. Midgar is very interesting, and it's a shame how little of it you get to explore. The main thing I want to do is visit the upper part of the city, to find out how people live up there. Is it a police state? Is everyone so well off, that no one cares for the bad things Shinra does? Do people up there know, how bad the live for people in the lower parts is? Are they controlled by the constant fear of having to move down there, if they don't behave?I've had an idea kicking around in my head since I first played FFVII that with eight sectors and top and bottom areas in each one, the whole game could have taken place in Midgar, and maybe been better off for it, since it's a really cool setting that goes mostly unexplored. The first few hours of the game are always my favorite, largely because of Midgar. Once you leave, FFVII's world turns into more of a standard JRPG world, with such classic locales as "desert town with a cave nearby", "snowy town with a cave nearby" and "Asian-themed town with a cave nearby". There is certainly something to be said for a standard JRPG world with a huge dystopian cyberpunk city in the middle of it, taking over everything, though.
From what I heard about the remake, I thought it was often just padding things out with very long dungeons. I heard about the player visiting part of the upper plate, but it always sounded like Square still didn't use the full potential there. A shame. But at least you learn something about how people up there live.Remake delivers a full game set entirely in Midgar, but it still leaves most of the city unseen. It does show off a few areas that weren't in the original, though. In particular, one of the sectors on top of the plate is basically a suburb full of prefab houses, where Shinra's middle managers live. So yeah, there is a middle class, but not in the slums.
I thought they were in 3, 4 and 5 but I don't exactly remember either.Interestingly, we meet Sahagins again, for the first time since...FF I? I'm not sure, but I think we haven't seen them in a good while.