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I'm playing through all of Final Fantasy, and everyone is invited (Playing Lightning Returns now)

Sarge

hardcore retro gamin'
Aw, man, that means you missed the insanely powerful Masamune. It's so powerful that you can actually throw it on one of your mages and it actually makes them effective in melee!
 

Destil

DestilG
(he/him)
Staff member
FYI there is no bug to magic damage, if you’re thinking of something like INT doing nothing. Unlike a number of actual bugs in the game, there’s nothing indicating INT should do anything.
 

Beowulf

Son of The Answer Man
(He/Him)
FYI there is no bug to magic damage, if you’re thinking of something like INT doing nothing. Unlike a number of actual bugs in the game, there’s nothing indicating INT should do anything.
Though to be fair, they made INT affect magic damage (including magic damage done by item effects!) in the remakes, so in theory that might have originally been intended.
 

Octopus Prime

Mysterious Contraption
(He/Him)
Of course, that’s off set by the fact that they also made Magic Defense functional as well, so by the end of the game your strongest magic attacks hit about as hard as a physical attack from a mage.
 
First time I played FFI I also went fi bb wm bm. I feel this party is good for learning the game but not playing it. For that, fi fi fi wm is my favorite.

Most of the Zelda series encourages the player to explore dungeons as soon as he reaches them by limiting the benefits of grinding to saving money to stock up on consumables. When a game enables the player to grind I can't shake the feeling that it expects or even requires the player to grind.
 

Sarge

hardcore retro gamin'
Yeah, I can totally see where Fighter x 3 and WM works great. Just enough healing, and lots of melee damage. Wonder what a Fighter x 2, Ninja, and WM would do? Ninja gets you FAST.
 

Destil

DestilG
(he/him)
Staff member
Of course, that’s off set by the fact that they also made Magic Defense functional as well, so by the end of the game your strongest magic attacks hit about as hard as a physical attack from a mage.
Magic defense works in the NES/Famicom version, though. It’s just not displayed on the screen.
 

Beowulf

Son of The Answer Man
(He/Him)
First time I played FFI I also went fi bb wm bm. I feel this party is good for learning the game but not playing it. For that, fi fi fi wm is my favorite.

Most of the Zelda series encourages the player to explore dungeons as soon as he reaches them by limiting the benefits of grinding to saving money to stock up on consumables. When a game enables the player to grind I can't shake the feeling that it expects or even requires the player to grind.
Do you get enough good equipment in the endgame to actually equip three fighters? I always thought part of the reason for a balanced party (though I prefer RM to BM) was equipment restrictions and balance.
 

Destil

DestilG
(he/him)
Staff member
Defense; Dragon Armor, Aegis Shield, Heal Helm, Proring.
Excalibur; Ice Armor, Flame Shield, Ribbon, Proring.
Masmune; Opal Armor, Ice Shield, Ribbon, Proring.

Yeah, easily
 

FelixSH

(He/Him)
Maybe that's interesting to you guys: A friend decided to also play through all the FFs. What's exciting about that is, that his only experience with the series is the first half hour of VI. He also was mainly a PC gamer for most of his life, and, I think, has generally never played a JRPG, except for Pokemon. He has RPG experience, as he has played a lot of WRPGs, so he isn't too lost, but I'm looking forward to hearing more from him, about his pretty unique experience. He just beat Kary yesterday, and hasn't used any guides. I told him where to use the Floater, because that one seems to obtuse, and I told him about the important equipment - ProRings, Ribbons, Zeus Gauntlet and Heal equipment, because they feel pretty essential to me. Elsewise, I let him just play.

I asked him to write a bit about his thoughts, so I can post it here, whenever he is done with the game. He already said he wanted to continue playing, so I'm looking forward to hearing more about his experience.

This is going to be a heck of a thread, I can already tell. I'm very excited to see later entries.

Thanks, I'm glad you're enjoying it. :) I'm already looking forward to some, specifically to VI, VII and IX.

I'm excited to talk about all the undocumented ways to make FFII bearable.

Looking forward to your tips. I should mention, that I played through it some time ago, and enjoyed it. I think it's a legit enjoyable game. But it has problematic elements to it, and I appreciate help to reduce the frustration.

Spoiler: I will not grind by hitting myself.

So I guess you decided to ignore Brickroad's advice about this part of the game.

Which one? I think the only thing that really stuck was to walk on lava tiles in the volcano.

Aw, man, that means you missed the insanely powerful Masamune. It's so powerful that you can actually throw it on one of your mages and it actually makes them effective in melee!

What, my WM could have actually done something in that battle? Quite a mindboggling thought. Oh well, it worked out fine.

FYI there is no bug to magic damage, if you’re thinking of something like INT doing nothing. Unlike a number of actual bugs in the game, there’s nothing indicating INT should do anything.

But INT doesn't do anything at all, as far as I'm aware, which sounds really weird. And just for the fact that FF I is essentially a D&D game seems to indicate strongly that, like in D&D, the Wizards spells get stronger with higher INT. Especially considering that there are spells that just don't work, I have no problem believing that there is a stat that they forgot to actually use.

Dunno, I'm not going to argue that's the truth, but it's the version I like, so I'll stick with it. :) Still, thanks for the input.

I guess I shouldn't doublepost, but I want to post my finale thoughts on the game, and I assume it will get somewhat big. Considering that this post is already not the smallest, I think making a new post is fair.
 

FelixSH

(He/Him)
Well, regarding my final and/or random thoughts:

A detail that I find interesting, is that the sprites, at least for the mages, are so iconic. But only the pre-changed ones. I have never seen anyone referencing the advanced versions of the jobs. I guess because many people didn't make it through the game, when they were kids, but played the first half of the game a ton?

I also like how they actually look like grown-up versions of the former characters. So, our heroes start out as teenagers, I guess? Even the manual calls them "Adult States", so I guess the class change indicates that they were on this adventure for so long, that they grew into adulthood over the duration.

The class change is a strange mechanism. I always assumed it was a straight-up upgrade, except for the BB. But I read a bit more about it, and was surprised to learn that stat growth for everyone decreases, after the change. I don't really like that, you work for the change and it seems like it should be an all-around upgrade. It might be more interesting, if it is offered as a choice, while making it clear that there is a trade-off. Without having to work for it, Bahamut should just offer you a change, with some vague mention of a trade-off. It's not a big problem, the upgraded versions still work fine, so it's not a big deal. Just a somwhat weird design choice.

My favourite aspect of the game is it's simplicity. There are some things that are probably helpful, like that some equpitment casts spells, a bit of knowledge about the bugs, etc... But if you know that (or maybe even if you don't), it is a simple experience, especially with physical characters. Just run around, kill everything in your way, throw around some potions and get stronger. It is somewhat addictive, I was always itching to play more and kill a few more enemies. Just the fact that battles are over relatively fast, and that you just don't have to think much, gives the game a bit of a meditative experience. Later games are more complex, but I feel like this simplicity, together with the fact that you can change up playthroughs with different party setups, is it's biggest strength, to me.

The simple story adds to this. It's less of a story, maybe aside from the Garland stuff, and more a world that you experience, and where you just solve local problems. Which isn't too different from later JRPGs, but there is no glue that holds everything together. Sure, you are looking for the orbs, but Astos doesn't have anything to do with this. There is a problem and you are the chosen heroes, so you solve it. You are really just this Force for Good. You could probably create an interesting narrative about the personal, tragic stories of these four characters, but it isn't necessary. The world is basically in ruins, so you can easily assume these are orphans who somehow got their hands on the orbs, and then heard a voice in the air, telling them about their duty, or something. I would actually be curious about a story like this, that is mainly about how these four teens grew up in a horrible world that is slowly dying, and then find out that they have to save it. And what that pressure does to them, over the course of the story.

But that's not necessary. You are just heroes, there is not much of an attachement to anything. You are just saving the world from falling apart completely, no matter who you are.

I found it fun to realize that this game is more a D&D game, and less an FF one. There is so much borrowed from D&D, including the monsters, the spells and the whole battle system. But all these FF things, like Moogles, Chocobos or Cids don't exist here. Even the races are just directly taken from standard Fantasy. It's really weird to encounter straight up Elves and Dwarves here, that alone feels very un-FF to me. But it does introduce important mainstays - it has the first incarnation of a job system (even if the choice is restricted to the beginning, you still decide on jobs for your characters). It introduces the elemental spells, which are used throughout the series. It has swords like the Excalibur and the Masamune, which will reappear. It already has goblins (of course it does). But there is a lot missing, and, without the magic user designs, it seems like it would be hard to actually recognise.

I didn't like the dungeon design. At some point, I heard them called "Rooms within Rooms", which is sort of true. Most of the time, there is at least some treasure at a dead end. But at the end of the volcano, there is this eight-way split, and seven ends have nothing at all to offer, except lost ressources. But it is just another thing you can learn about the dungeon, and you will be equipped with that knowledge next time.

Maybe I should add, that I don't like most dungeon designs in JRPGs, so that might be part of it. They work for this game, and I do like to get an insane amount of money. It starts to lose it's worth near the end, but the game is short enough, and still offers you at least very expensive spells, that it isn't a problem.

I think that's all I have to say about Final Fantasy I. It is a nice start for the series, and I'm sure that I will replay it at some point in the future, whenever I need a simple JRPG. But for now, I'm looking forward to replaying FF II.
 

JBear

Internet's foremost Bertolli cosplayer
(He/Him)
Most of the time, there is at least some treasure at a dead end. But at the end of the volcano, there is this eight-way split, and seven ends have nothing at all to offer, except lost ressources.
Sounds like somebody missed the FLAME armour! (I mean, that or Kary, but I'm assuming you found her. :p)
 

Torzelbaum

????? LV 13 HP 292/ 292
(he, him, his)
Defense; Dragon Armor, Aegis Shield, Heal Helm, Proring.
Excalibur; Ice Armor, Flame Shield, Ribbon, Proring.
Masmune; Opal Armor, Ice Shield, Ribbon, Proring.
Why do you have the Flame Shield instead of the Opal Shield?

Which one? I think the only thing that really stuck was to walk on lava tiles in the volcano.
"Go treasure hunting. Save Kary for last."

But INT doesn't do anything at all, as far as I'm aware, which sounds really weird. And just for the fact that FF I is essentially a D&D game seems to indicate strongly that, like in D&D, the Wizards spells get stronger with higher INT.
I thought Intelligence only allowed D&D wizards to access higher level spells (but the last edition I played was Advanced 2nd so I could be wrong about that).
 

FelixSH

(He/Him)
I thought Intelligence only allowed D&D wizards to access higher level spells (but the last edition I played was Advanced 2nd so I could be wrong about that).

I even took a short look at the rules, but maybe I misread. And anyway, the rules I looked at were 5e, so that might be the problem, too. I think Wizards get a bonus to damage, which increases with their INT stat. But I shouldn't expect it to have been that way since the beginning.

But my other points still stand, especially "I like the version in my head better". :D
 

Destil

DestilG
(he/him)
Staff member
Why do you have the Flame Shield instead of the Opal Shield?
Because I forgot! Opal gear is so rarely relevant.

If you want to guess what Int should do based on old D&D make high int a penalty to MDef for saving throws.
 

Regulus

Sir Knightbot
I even took a short look at the rules, but maybe I misread. And anyway, the rules I looked at were 5e, so that might be the problem, too. I think Wizards get a bonus to damage, which increases with their INT stat. But I shouldn't expect it to have been that way since the beginning.

I can only really speak for 5e, but Intelligence doesn't usually affect damage directly there, either. It more commonly increases the hit rate of spells that use an attack roll and makes it more difficult for targets to avoid spells that require a save roll. Damage, on the other hand, is influenced by Wizard level (for most cantrips) or by the level of the spell slot being used to cast the spell.
 

Destil

DestilG
(he/him)
Staff member
In old D&D Intelligence improved the chances to learn a spell, affected how many spells you could learn, gave you an XP Bonus for as a magic user/wizard level and gave immunity to illusion magic at high scores.
 

FelixSH

(He/Him)
I took a second look at the D&D rules, and actually did misread the rules. Everyone else is right, oops, I guess I should take more than a glance, when I look something up.

I still think it's very bizarre, that there is a stat that isn't supposed to do anything, but ok.
 

Cadenza

Mellotron enthusiast
(She/they)
I'm glad this thread exists, because I'm playing Mystic Quest for the first time, and... it's actually pretty good! I'm not very far - currently I'm on my way to save the Water Crystal - but I like all the cool stuff this game is doing. Here's a list of said cool stuff that I've encountered so far:

-No random encounters, in a series that is otherwise happy to use them up until FFXII
-Weapons get stronger as you level up, and you can use those weapons to both progress in the environment and hit enemy weaknesses
-Enemies show battle damage on their sprites as you wear them down, which looks especially cool on bosses
-There are battlefields on the world map that give you useful rewards when you clear them out, like a bunch of money or exp, or unique items
-The music slaps

This is a pretty cool little game! That said, I might have to find a manual scan or something, because I've found a couple items that I don't know the functions of and there doesn't seem to be in-game item descriptions, which is weird. Specifically, I've picked up some Seeds and Refreshers; I'm guessing the latter is this game's version of ethers, but I have no idea what the first one does. Some clarification would be appreciated!
 
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A detail that I find interesting, is that the sprites, at least for the mages, are so iconic. But only the pre-changed ones. I have never seen anyone referencing the advanced versions of the jobs. I guess because many people didn't make it through the game, when they were kids, but played the first half of the game a ton?
Maybe VIII and onward are callbacks to FF1's adult characters by giving all of the characters adult proportions?

I feel like Trials of Mana's six characters and FFXIII's six paradigms are callbacks to FF1's six character classes.
 

Dracula

Plastic Vampire
(He/His)
This is all making me want to replay FFI, man! I just somehow never get tired of that game.

I quite enjoyed the growth system in FFII when I first played it a while back, but it does end up being more limiting than it was probably intended to be. Looking forward to hearing some fresh impressions of that game. It's really cool to see FF slowly grow from D&D with the serial numbers filed off toward the more original tech/fantasy blend. You start to see some of those characteristic elements fold in through II~III.
 
I'm playing FFX-2 now, and reading this thread is definitely making me want to revisit a few more games from this series. Maybe I'll jump in when you get to FFIII; I haven't played it in about 20 years, or whenever the fan translation came out, and I've been sitting on the PSP version for a while. Incidentally, are you going to play the NES/Famicom version of II or one of the remakes?

I feel like Trials of Mana's six characters and FFXIII's six paradigms are callbacks to FF1's six character classes.
FFV's wind crystal jobs, too.
 

FelixSH

(He/Him)
Maybe VIII and onward are callbacks to FF1's adult characters by giving all of the characters adult proportions?

I feel like Trials of Mana's six characters and FFXIII's six paradigms are callbacks to FF1's six character classes.

I don't think I agree with VIII. I'm not sure they even map to the FF I classes, VIII has at least a Blue Mage. But it's mainly a game without jobs, so I don't think it counts as a callback.

XIII seems very likely, just because jobs always go back, in some way, to the basics of the earlier games. ToM, though, could very well be a callback. The classes seem to map pretty nicely, except for the Amazon. I mean, I haven't played the game in decades, so I can only go by the names of the classes.

I'm playing FFX-2 now, and reading this thread is definitely making me want to revisit a few more games from this series. Maybe I'll jump in when you get to FFIII; I haven't played it in about 20 years, or whenever the fan translation came out, and I've been sitting on the PSP version for a while. Incidentally, are you going to play the NES/Famicom version of II or one of the remakes?

I'll play the original in all cases. I think it makes more sense, considering that I want to at least try to see how the series developed. Remakes are, to me, very often different enough from the orginial games that I consider them different games (even something like FF NES and FF GBA).

So, II and III will get a translation patch (there is a relatively new one from ChaosRush that's supposed to be good, for both games), but elsewise will be the Famicom version. Would be an interesting contrast, to have someone play a different version, though.
 
I don't think I agree with VIII. I'm not sure they even map to the FF I classes, VIII has at least a Blue Mage. But it's mainly a game without jobs, so I don't think it counts as a callback.
I don't mean the classes, just that VIII was the first game in the series in which the characters consistently had realistic adult proportions.
ToM, though, could very well be a callback. The classes seem to map pretty nicely, except for the Amazon. I mean, I haven't played the game in decades, so I can only go by the names of the classes.
Amazon has middling melee ability and its upgrades have time magic, so it could be seen as an approximate stand-in for a Red Mage.
 
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Octopus Prime

Mysterious Contraption
(He/Him)
She definitely maps better to Red Mage than any other FF class.

Which is weird since Dragoon is right there
 

Issun

Chumpy
(He/Him)
I'm Game Genie-ing and Save State-ing my way back through the Famicom trilogy before I do a thing and I have to say, as many missteps as II has, it is also incredibly important. It arguably contributed more to series staples than the superior III did.
 

Felicia

Power is fleeting, love is eternal
(She/Her)
I'm Game Genie-ing and Save State-ing my way back through the Famicom trilogy before I do a thing and I have to say, as many missteps as II has, it is also incredibly important. It arguably contributed more to series staples than the superior III did.
If nothing else, it established the series theme of no game being like the one directly before it.
 

FelixSH

(He/Him)
I'm Game Genie-ing and Save State-ing my way back through the Famicom trilogy before I do a thing and I have to say, as many missteps as II has, it is also incredibly important. It arguably contributed more to series staples than the superior III did.

I would argue that it is responsible for the more story-focused games in the series. Just IV wouldn't exist, in the way it does, it is clearly heavily inspired. I'm looking forward to take a closer look there.

And it, of course, gave us Chocobos.
 
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