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

FelixSH

(He/Him)
Yeah, that these three games weren't planned as a trilogy feels obvious, after playing them. It still works, on the whole, even if it's obvious that they don't know what to do with Sazh, for example.

I think part of it, that I just really like Lightning and Serah, and their relationship. And just, well, Lightning is just cool.

Reading through these posts reminds me of all those little details, that made the setting of a dying world in stasis work so well.
 
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nataeryn

Discovered Construction
(he/him)
Regarding the whole series, I wanted to start with a stat.
I logged my completion time for all the games. Total time to finish FF1 through 13-3 (excluding 11) was 462 hours and 50 minutes. I finished FF1 in a scant 7.5 hours. 2, 3 and 4 were low teens of hours. 5 was in at 23.25 hours. 6, 7 and 8 all clocked in a little over 30 hours. 9 was 42 hours on the dot. 10 and 12 were over 50 hours each and 13 was a little shy of 50. So generally, the trend was longer over time. I started on my birthday, February 2024, so about 16 months to finish 15 games (plus Crisis Core, but I didn't include that in this data). For me, that's a pretty good clip. My biggest success was going in with a plan to focus more on "speed" than "completion". That's not to say anything would be considered a speedrun, but to break me of any mindset of perfect being the enemy of good. I was picking at the first few hours of these games since I was around 10 years old.

If I HAD to pick a favorite, it would probably be 5. I like the more comedic tone and Exdeath's mustache twirling villain act. And the job system is really fun. FF2 was the standout surprise in the early titles. The pixel remaster is very playable without much silliness. The story feels like a big leap forward. FF13 is the other surprise. Staggering enemies and putting up huge numbers is fun. The cast comes together in a way that adds drama whereas most of the series pretty much amounts to "so and so has joined the party". 13 was almost never a slog, except a bit in the final dungeon. Though it was not much of a surprise, I really loved 6, 7, 9 and 10. I love the big cast in 6 and the epic final dungeon and boss fight where everyone gets to participate. I love the moody, dark and diesel-punk feel of the world of 7, its characters and its world full of shadows and secrets. And I love the bright colors and cartoonishness of 9 which just juxtoposes the darkness and makes it all the more stark. 10, like 9 has that amazing colorful setting and colorful cast that gets amped to 11 with really memorable voice acting. And you have to appreciate the foundation building of 1, 3 and 4. They are mostly usurped by future titles, but they are important for laying the groundwork. Even the ones that I would say weren't my favorites (8 and 12) were still solid and enjoyable jrpgs and both had good moments.

Series wide, I have always liked the comonalities without retreading ground. Even as the elemental crystals have fallen out of favor, crystal is still important imagery in 13 (and 14 brings back the crystals and elements). We've had mad would be gods like Kefka, Sephiroth and Kuja. a few times the bad guys have an actual god standing behind them, but i think its mostly evil men reaching for ultimate power (except for 8, which has an evil woman). We've had a good number of evil emperors or other heads of state (or company in Shinra's case), but usually the empire is not enough for our great evil men (and one woman) who need even more. And its not too rare for the evil empire's ambitions to result in a defection to our team, or the return of a former betrayer. But, even though all these games have some common threads, I really like that the effort is made to make them each unique.

And I really appreciate anyone who spent time reading my ramblings. Even if nobody responded, I still enjoyed writing something. I've only told a few people in my real life about this and usually normal people will only tolerate a sentance or two, so its nice to have an outlet. The fact that anybody at all read some of it and created some conversations was an happy accident.

And thank you specifically to Felix for being welcoming of my joining your thread and providing some inspiration and for responding. It has felt very welcoming and positive, so I greatly appreciate it.
 

nataeryn

Discovered Construction
(he/him)
I loaded up FF14 and played through the first dungeon.

While FF14 is an MMO, i would argue that it is very single player friendly. Mechanically, its much faster paced than FF11 and works similar to other MMOs of its era, like world of warcraft. It keeps the job system from FF11, though so you can level any number of jobs on one character and the game is pretty generous with inventory space, so there's not a need to have "alts" or "mules" at a casual level of play. You pick your starting race and job and that determines your starting city and the opening quest line. The game divides all jobs into 3 roles: Tank, Healer, and DPS. In a dungeon, you're expected to be in a party of one tank, one healer, and 2 dps. So unlike FF11, party size is smaller. Technically its more rigid in its construction, but for all intents and purposes, FF11 had the same structural requirement for forming parties. Because of the smaller party size, and the requirement to do everything else solo, all jobs have capable damage dealing abilities, so in a party setting, everyone is expected to do some damage. Outside of the dungeons, the game expects you to play solo. Quests give exp and cash and gear rewards and is the primary method of leveling your first job. Oh, and you can change your job by changing your main hand weapon, so you don't have to go to town to change jobs. Everyone gets a Warp and Teleport type ability, and the world is significantly less dangerous. Basically, the game world doesn't require you to level jobs for utility abilities or pay other players for those abilities like FF11 did.

The game world feels to me like a bit of a mashup of FF11 and FF12. There's 3 starting cities, just like FF11. none are repeats, but they fill similar vibes. Like FF11, there are other continents, but those are just distant lands (aka expansion potential) with different cultures. The main exception is the Garlean Empire, which is on another continent, but tried to invade Eorzea (our game world) in FF14 1.0 and is also involved in the plot of 2.0. the Garlean Empire is pretty similar to the Archadian Empire from FF12 with maybe a nod to FF6 too. They use Magitech weapons and often are talking through helmets so they have the same muffled voices as the FF12 judges.

Similar to FF11, each city has a corresponding beastmen tribe that is fighting over the land around that city. Each beastmen tribe is connected to a particular Primal that they can summon and the early game plot mostly revolves around trying to stop that from happening and when it does, defeating those primals. as you go, these masked and black robed figures keep showing up (because they are pulling the strings obviously). Since you don't have a party to interact with, the game introduces you to the various members of the Scions of the Seventh Dawn and each city has notable NPCs that have reoccuring roles. The main story treats your character as the chosen one though and all the other players are just regular adventurers that might assist you.

The early quests for each starting city have you visiting the two starting zones, progressing deeper into each zone at various little outposts and solving local problems. Or at least it used to. Now the game uses the bare bones version, cutting as much lore as possible to get you from the opening cutscene to your first group dungeon with minimal fuss. So in Ul'dah, you will almost immediately rescue the Sultana, then jump to helping the sultana's personal guards recover her stolen crown. In a couple of hours, you are the hero of the city. From there, you get an airship pass, visit the other two starting cities, meet their leaders and then go straight to your first dungeon. Tonally, what i just described fits right in line with the FF storybook. In FF7, you don't spend 30 hours rising through the ranks of AVALANCHE, you jump right in to bombing a reactor and you're chatting with President Shinra a few hours later.

Dungeon number 1 is Sastasha. You go through a sea cave, fighting some wildlife, then open a secret door into a pirate hideout. You get keys and fight to the pirate boss, who runs away like a coward, deeper into the cave where it turns out the pirates have trespassed into Sahagin territory and you fight a Sahagin boss. The boss starts off solo, but there's trap doors in the floor that can summon more minions. A ranged role can stand on the trap doors and click them to keep the door shut and prevent the extra minions from spawning. With even moderately good damage, you can finish the encounter by just killing the boss before the added minions get out of control. But if damage is below expected, the minions will quickly overwhelm the party as more and more spawn. Its a nice introduction to group content. However, i think its too easy for a new player to get carried through this dungeon and miss the lessons you're supposed to learn. Only one player gets to engage with unlocking the secret door and the boss mechanic is irrelevant unless the whole party doesn't know what they are doing.
 

nataeryn

Discovered Construction
(he/him)
After doing Sashasta, you jump right to Tam Tara Deepcroft and then Copperbell Mines.
TTD is pretty simple. The boss summons minions that make it invulnerable, so you have to deal with them. Also its a mindflayer from FF1.
CM is also very straightforward path through some mine shafts. The boss teaches you about more complex AoE patterns.
At the end of the 3 dungeons, you've been through the tutorials and the game kicks right into the next phase.
You meet the Scions and the Seventh Dawn and learn about their mission to stop the Primals and then jump into the questline for the Amalja and Ifrit.

The lead up to Ifirit is supposed to be an investigation. You're supposed to be talking to people and uncovering a mystery. So, you spend most of this questline talking to people at various locations. There were a lot of quests like this in FF11 too, where the challenge was in getting to the location, often deep in monster infested areas. Or maybe the characters are interesting, like the cat burglar Nanaa Mihgo (a cat-person who uses rolled r's in her dialog) This quest line has neither. You can mostly walk past the aggressive monsters and the NPCs are completely forgettable. However the last quest has you set an ambush, but then there is an unexpected twist and i do think that part is fun. The bad guys ham it up.

There's a lot of references in FF14 too. They use the line "blame yourself or god" in this questline. The Scion's password is "Wild Rose" from FF2. Even though i find some of the MMO design a little grating, I can see the love and detail that was poured into this world and the effort to reward series fans with easter eggs.
 

Daikaiju

Rated Ages 6+
(He, Him)
Shame about the redone Maws of Totorak you're going to do. The original was mess admittedly, but they overcorrected for the revamp,
 

FelixSH

(He/Him)
Years ago, before I started this project, I played a bit of FF XIV. Made a catboy in that desert starting area. Never saw a dungeon, just did all the quests in the city. Because it was quite enjoyable, just existing in this world, with writing that felt somewhat better than I would expect. I felt like I learned something about the world and it's characters, by doing those quests.

But then, I decided to wait, until I played through all FFs before, so I would get all the references. Someday, I will start playing this, and likely loving it.

It's good to know, that quests aren't just monster killing or getting 10 bear butts (even though that exists too, of course). A shame, that this instance didn't work out that well, but I'm glad they were trying to mix it up.
 
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