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

Torzelbaum

????? LV 13 HP 292/ 292
(he, him, his)
Also, first Behemoth in the series, if I'm not mistaken. I think FF I had none.
Correct. There were no Behemoth enemies in FF 1 but apparently there is artwork for the monster from that time period. (It must have been cut at some point in the development.)

You can see that artwork here:
 

FelixSH

(He/Him)
Thanks, they looks great. My favourite piece is this here:

1000


I love how the Warrior of Light is pushed into a purely defensive stance against this giant monstrosity.

--------

I'm watching Brickroad getting his nearly-perfect saves for all the FFs, and it makes me really wanting to replay FF VIII and X. And I recently listened to an episode of the "Axe of the Blood God" podcast, where they talked about IX too, and I want to replay that one too, now, really bad. I'm really looking forward to revisiting these games.

Nothing against FF II, I enjoy that a lot, when I'm not just at a difficulty spike. But I'm really looking forward to play through VIII, and actually try some of the side stuff. The two times I played them, I just got Diabolos and Non-Enc as soon as possible, and have neither seen 90% of the bestiary, nor did much with the card game. I'm also curious to see how that one works out, if you just kill everything that you encounter (like in every other JRPG) and level up normally.

With IX, I just want to travel through that world, and meet up with my favourite FF cast again.

I love this series, all of it.
 

conchobhar

What's Shenmue?
I don't have much to add, but I've been following this thread and enjoying your updates. I'm really glad to see that you're enjoying Final Fantasy II overall; it's probably the least-liked mainline entry, but ever since I played it (granted, only three years ago) I've been taken with it. It's such an interesting and ambitious game, and one that really does a lot to establish the series identity.
 

FelixSH

(He/Him)
Thanks. :) I'm glad you enjoy my posts.

Yeah, I do like them all, but while I enjoy my time with this one a lot, I prefer a lot of the other games in the series. But that says more about the rest of the FFs.

It definitely is very influential, and basically lays the foundation for the basis of the series. I can't stop being surprised, sbout how much more this feels like an FF, than the first game. It's really fascinating.

At the moment, what I'm very curious about is IV. It's probably my least favourite in the series, but I expect this project to give me a new perspective on it.
 

4-So

Spicy
At the moment, what I'm very curious about is IV. It's probably my least favourite in the series, but I expect this project to give me a new perspective on it.

FF4 is my favorite of the series so I'll be interested to see what you wring out of it this time.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
I genuinely don't understand how you can play all of the mainline games and walk away with IV as your least favorite. I guess it comes across as mechanically stale in a modern context, which is ironic given that it was groundbreaking at the time.
 

FelixSH

(He/Him)
I genuinely don't understand how you can play all of the mainline games and walk away with IV as your least favorite. I guess it comes across as mechanically stale in a modern context, which is ironic given that it was groundbreaking at the time.

I will go into more details when I get to IV, but the short is, that I played VI and Chrono Trigger first. Going back to IV just makes it a harder sell. Playing it after III should give me a completely new perspective. Alone that I will finally have save points within dungeons will feel so good.

But appreciating all the stuff that IV did is pretty hard, if it is VI that introduces you to many of the things. QOL stuff in general, and the way story works specifically, for me. After playing VI, IV just didn't seem special in any way.

--------------------------------------------

Getting back to FF II, getting back to Mysidia for finding Ultima. There was a pretty uninteresting dungeon, on a small island in the middle of nowhere, which hid the second mask. With both masks, I could enter and search through a cave near Mysidia, to acquire a crystal rod. This dungeon was equally unexciting. They were just dungeon dives, nothing interesting happened in there, and the enemies weren't particularly interesting either.

It got more interesting after that, though. With the crystal rod, I could access the Tower of Mysidia, which contains the Tome of Ultima. But the Mysidians were actually pretty good at keeping people out. Seriously, not only demanding a key to access the place with Ultima, but even having a giant monster swallowing everyone who actually has the key. That seems like one of the more clever security setups that I have seen in a JRPG.

The Leviathan (it's first appearance in the series!) is probably one of my favourite dungeons, just because it is actually thematic and not just walls and floors with different colors. It isn't too hard, and they tried to make it feel like the inside of a creature. There is acid inside, and even rows of teeths, as you near the ending. You also find a bunch of people inside, all people who tried to find the Ultimate Spell. The boss at the end is not much to talk about, it feels like a random boss, because you need a boss. But on the whole, a pretty cool dungeon.

Oh, and we also met the last Dragoon, Ricard. Not a bad fourth character, with a decent sword, he could nearly keep up with the damage of Twain and Kafka.

One of the guys inside the Leviathan even mentions that they had a crystal rod too. So I guess it isn't a specific, magical item, and instead just a random rod, made out of crystal.

Before talking about the Tower, which was a nice dungeon in its own way, I need to mention that I changed Brontes role in the party. It pains me a bit that I finally gave her the role of mage. But her fists just didn't keep up with Kafkas swords and Twains axes. I used the long travels to train her in the use of Berserk (a pure strength buff, and super useful) and Toad, which started to be really useful in the Tower. She also has Osmose, which basically gives her infinite MP, and I also have Blink, though it is only on level 3 and I haven't needed it up to now.

It's the main thing, where I actually grinded. The ways to the island with the mask and back to Mysidia, and than to the tower were long, and I just selected the spells I wanted to train and cancelled five times every round. I think the ways took one hour altogether, instead of then minutes, but I just got the spells too late. I feel like you should have a normal way of acquiring them earlier, so you could have one person focusing on them from the start. That would have given me more than enough time to train them up.

The tower is pretty high and contained a bunch of nice equipment, like new swords and armor that defends against status effects. Which is just in time, as the monsters in this tower are the worst. There are the horrible, first incarnations of Marlboros in there (haven't taken a screenshot, but they look as gross and horrifying as they should). They, the imps (another enemy type that will reappear) and some vampire ladies all had spells to confuse my guys, which is the most dangerous that monsters had done to me in forever. At this point, I was extremely happy about the ribbon, which protects against nonsense like that. I gave it to Twain. Another item protected Bronte, I think the White Robe I found at the start of the dungeon.

The tower consists of different parts, with different elemental giants to defend the end of their part. There was one part with lava and red tiles, defended by a Flame Giant (or something like that), another one in light blue tones defended by an Ice Giant, and the last part with a Thunder Giant. They would have been a challenge, as their defence is pretty beefy and toading them didn't work, but Berserk increased the damage to them from around 200 to around 600.

To be precise, the Giants are actually Mysidians, who wait for visitors, and than transform into Giants. That they still are alive (as Minwu is waiting at the top) implies that they don't actually die, but just transform back and let you go.

At the top, Minwu was waiting for me. He is awesome, so I guess he made his own rod out of a crystal he found, and teleported straight to the Tower. Or asked Cid for a lift. He opened the seal at the last door (one more security measure, I can only repeat, it's impressive). Unfortunately, it demanded a ton of him, and Minwu died from the exhaustion. The game doesn't give you too much time to grieve, and it isn't mentioned by Queen Hilda later, but fittingly sad music started. It's obvious that they didn't know how to do stuff like this justice, but it's also clear that they tried hard.

Inside the tower, there are five orbs, four of which offer stat-ups by ten points. Nice! It's cool that beating the dungeon actually increases your capabilities. And there is, of course, Ultima. Getting that immediately transports you outside the Tower.

I guess most people know the story, that the guy who programmed the spell made it weak on purpose? The argument was, that he thought it was cool, that this ultimate spell was created a long time ago, and that technological (and I guess magical) advances would reach the level of that spell anyway. No idea how true it is, but I like the story, and I always liked the idea. And the fact, that you go through all this trouble for nothing. It just fits into the bleak setting.

Speaking of bleak, I mentioned that destroying the Dreadnought forever ago hit the Empire pretty hard. It didn't do much anymore, and we even freed Castle Fynn. While searching for Ultima, nothing much happened either.

Well, the Emperor seemed to need some time for his next, horrible move. After leaving the tower, we see Altair, and many other cities, completely destroyed. The world map only showed ruins, you can't even enter them. Fynn is still fine, but a giant Cyclone, summoned by the Emperor, is on its way to the town, and already near.

This was the first time, where the game just didn't give me hint about what I was supposed to do. I looked up how to proceed, and found out that I needed to use the pendant (the one I found in the cave behind Deist, the Dragoon city) in front of the mirror in the castle. Using it summons the Wyvern, from the egg that I helped to hatch. Maybe it would have been a good idea to visit Deist, so the last Dragoon can meet his wife and child(?). I'm not sure on the details, but maybe they would have mentioned something about the mirror.

With the Wyvern, I could enter the Cyclone, which has geometry inside. It's, of course, another dungeon. Somewhat confusing, with stairs that lead to dead ends, but not too bad, on the whole. At the top, there are even castle-like floors, which is really impressive for a Cyclone. Up there, we finally meet the Emperor. In a nice piece of story florish, he first sends his guards against us, which are thankfully no challenge. And then, we finally fight that big jerk. He doesn't fight alone, though, but has the help of a few mooks.

And he died in the classical way: By being transformed into a toad. It's as fun as it is anticlimactic. But honestly, that this big bad is just a regular-sized sprite inside the battle makes the whole fight seem way less big than it should be. Which is, of course, because it isn't over just yet, but it feels too simple.

The game certainly acts like you won, though. With the limited ressources of the NES, they couldn't do it justice, but they still tried as hard as they could to show a big, fancy party. Everyone was dancing, and music played. It was a nice cutscene, which would probably had worked well, back in the day.

But it isn't over. After some time, the party stops, as a messenger tells us that Hesse, Brontes lost brother, has declared himself Emperor of Palamecia. It is here, that we learn that the Dark Knight is the fourth youth, who was lost when we fled from the Empire, at the very beginning of the game. Again, the game tries something, but it doesn't really work that well. It is the first time they tried, though, and they will do a way better job with Kain in IV.

In another dramatic scene, we find Cid in Pauls house. He lends us his airship, before dying, due to being deadly hurt through the Cyclone.

At this point, so many people have died. Many before the game even started, many more, when the Dreadnought attacked some of the free cities. And the Cyclone feels like it whiped out two thirds of the civilization of the planet. And the game makes us actually feel that, by giving us companions who died during our journey. It isn't as effective as it was supposed to be, but I can only look at FF I, and see how ambitious II is with it's story. The execution might not be great, but the ideas are.

With the airship, we land on the top of Palamecia castle. We than fall through a bad floor, and make our way up to the top. There is not too much to talk about the dungeon itself, except for the end. We meet Hesse, our lost friend, who doesn't seem like he is manipulated by evil power, and is just drunk by regular one? But it doesn't help him.

Because the Emperor returned from Hell, after he killed Satan, I guess, and took the place over. It is completely insane and great, even if you already know it. Just really bonkers and badass. Ricard, the last Dragoon, sacrifices himself, and we make it outside. The Castle of Palamecia is turned into hell, Pandemonium. And now, we are not trying to stop someone conquering the world in a regular way. We try to stop total destruction.

Surprisingly, this game actually made me feel like he whole world was at danger. It generally doesn't work that well for me, but maybe that multiple cities were attacked two times, helped here. I haven't even seen the Emperor much, but I want to stop him. So that the last, uh, 20 people can repopulate the planet.

And that's were we stand. We have our final party, with Hesse (who seems decently competent with weapons and will get a sword and shield, but has no magic), and we will finally bring this tragedy to an end.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
Do you find that your fourth character lags further behind the rest of your party as the game goes on? Minwu was awesome, Josef is pretty good, and then your party gets their feet on the ground, I felt.
 

FelixSH

(He/Him)
It strongly depended on the character. Minwu is, indeed, awesome, and Josef was always helpful.

Gordon, uh, is not, and he is the least useful fourth member. When I got him, he was useless. That would be true, even if I hadn't given him a bow, he wasn't good at anything. But he did get more capable with the bow, and did reasonable damage.

It was similar with Leyla, except for her thunder spell on sea. She was very helpful for killing big Sea Snakes, but elsewise, she always lagged behind.

Ricard was surprisingly useful. Every time I got a better sword, he got the second-newest, which kept his damage output pretty high. In general no quite as high as the output from Twain and Kafka, but he wasn't much weaker.

So, from Minwu to Gordon it's always downwards, but Leyla feels like a bit of an increase with usefulness, and Ricard was probably the most helpful (except for Minwu, but I'm sure he is just explicitely there to make you essentially unkillable). I think Ricard helped me even more than Josef.
 

Octopus Prime

Mysterious Contraption
(He/Him)
I have a respectful admiration of FF2, more so than I have enjoyment playing it, but I definitely have to take my hat off to how the remake handles all the characters dying; by making a postgame super dungeon, in Heaven, where your party is made up entirely of dead Guest Characters, still trying to destroy Palmecias immortal soul.

That’s still among the best premises for a post game Ive ever seen in the genre
 

Zef

Find Your Reason
(He/Him)
I have a respectful admiration of FF2, more so than I have enjoyment playing it, but I definitely have to take my hat off to how the remake handles all the characters dying; by making a postgame super dungeon, in Heaven, where your party is made up entirely of dead Guest Characters, still trying to destroy Palmecias immortal soul.

That’s still among the best premises for a post game Ive ever seen in the genre

Even better: they're fighting to destroy the good side of the Emperor's immortal soul, because the guy was so stupefyingly evil that even the spark of goodness in him took over Heaven and installed himself as an iron-fisted dictator, to match his bad side taking over Hell.

THIS close. Final Fantasy II Advance was THIS close to becoming an honorary Megami Tensei title.
 

FelixSH

(He/Him)
That all sounds like an absolutely amazing setup for a postgame. And it just fits so well into the story of the game. Well done, remake team.
 

Torzelbaum

????? LV 13 HP 292/ 292
(he, him, his)
I guess it comes across as mechanically stale in a modern context, which is ironic given that it was groundbreaking at the time.
Groundbreaking enough for its battle system to be the basis for the next 5 games in the series in a span of 9 years and across 2 console generations. (Not to mention all of the countless imitators since then.)

Do you find that your fourth character lags further behind the rest of your party as the game goes on? Minwu was awesome, Josef is pretty good, and then your party gets their feet on the ground, I felt.
Number 4 is helping! (Minwu definitely is a crutch character to help you survive the start.)

I definitely have to take my hat off to how the remake handles all the characters dying; by making a postgame super dungeon, in Heaven, where your party is made up entirely of dead Guest Characters, still trying to destroy Palmecias immortal soul.
Ah, good old Soul of Recolor Rebirth.
 
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Peklo

Oh! Create!
(they/them, she/her)
I don't think liking IV less than others on a relative scale is an unbelievable stretch. I think it's probably the hardest to believe if you were like 8 to 15 when it originally came out and if you played it then... in North America, which only applies to a select part of the audience. As someone who did play it around that age, through different means, in a different timeframe, and who has kept it in regular circulation as most of the rest of the series partly because I don't want my understanding of them falling prey primarily to half-remembered nostalgia, I would also count it as among my least favourites based on that recurring examination of it... in the same breath where I could spontaneously list off the litanies of impressive design and storytelling that it does and that I acknowledge. I don't think those takeaways are incompatible, and mostly just speak to the appeal of the series across the board than any individual game's faults.
 

FelixSH

(He/Him)
Groundbreaking enough for its battle system to be the basis for the next 5 games in the series in a span of 9 years and across 2 console generations. (Not to mention all of the countless imitators since then.)

Oh, it's totally groundbreaking. It just seems less so, if you already know about it from a later game. I'm really curious to learn, how it feels after having used the standard system for so long.

I'm also curious, if I can deal with ACTIVE. Up to now, I always used WAIT, in every single FF. Considering what I'm doing here, I want to give it a shot, at least.

Also, what Peklo said. Remember, I like them all, they are all graded on a curve.

-------------------------------

I'm done. The Emperor is dead, this time for good.

The last dungeon is, of course, grueling. The worst part comes, surprisingly, at the start. G. Malboros are horrible, though it's kind of funny to read around ten messages, one after the other, each telling you that character x has been inflicted with all the status ailments in the game. I think it's the first time, I have seen someone in MINI form. Hesse and Kafka weren't protected by the super-gear, and confused, they would, of course, inflict way too much damage. There were also horrible worms, who could deal way too much damage, and some gross monster with way too many eyes, that did other horrible things. And steal Brontes MP. Jerks. So, the Jade Passage, which you have to pass before Pandemonium is an awful place.

Not gonna lie, I started to abuse save states here. This place felt like too much of a difficulty spike, it is really long, and at this point in a game, I want to get to the final boss. Giant, final dungeons that take forever was always a pet pieve of mine, when it comes to RPGs. I prefer to have a final dungeon that isn't too clearly labeled as one, that is also not insanely long, and than just getting outside and be given the chance to fight the finale boss whenever you want, immediately.

Near the end of the Jade Passage, there is a shield on the wall, which tells you that you will reach Hell now. I guess a Dante quote should be there, and maybe it was, and the translator didn't realize it. In any case, it was a nice touch. And I actually do like, that we go into Hell itself. Really fitting for a game, where some jerk decided to summon the monsters from there.

Inside Pandemonium, it actually became easier (and than even easier, as I reached the last part. The only really dangerous monsters were the Coeurls, or however they are called. Another FF monster that we will see again, which can do instakill nonsense. But aside from that, and the length, Pandemonium isn't too bad. It's not as confusing as some of the later dungeons, but relatively straight forward, and at this point, most monsters aren't that dangerous. There were also a few treasure chests with special equipment, which also hid monsters from Hell, like Beelzebub and Asmodeus. Neat.

And then, I finally reached the Emperor. And he wasn't that bad. Berserk was a necessity, as my standard attacks dealt below 100 damage. But Berserked, my characters would do up to 600, which meant a few rounds of battle. The Emperor tried to use some status magic, which didn't do anything (I found a second Ribbon and the Aegis Shield, which probably took care of all my status worries). Meteor was more dangerous (and it, too was probably the first iteration of that spell), but everyone had around 2000 HP, so 300 on everyone in one round wasn't that bad. Flair (another first time, I think? I'm not sure at this point, I didn't get the level 8 spells in FF I) was worse, and dealt over 1000 points. Survivable, but I never had a really potent healer in my party. Still, only Hesse died, due to two castings of that spell, so no biggie.

That's basically it. The fight took around 8 rounds, and after Bronte had Berserked everyone, she just healed damage or stole the MP of the Emperor. I didn't even need the two Blood Swords, which would have been my plan B, if I had died.

The fight was actually a pretty nice and. Not completely unreasonable, but challenging, and more impressive than the short fight against Chaos in FF I. It felt fitting, and seeing the jerk finally crumble to nothing felt really good.

The ending scene was pretty nice, too. Queen Hilda congratulates us, as do the people who were in our party, and survived. Kafka sees the ghosts of the four people who actually died, while aiding us directly. It works pretty well, I found, in making us remember how much the war actually cost us.

There is also a short part, where Hesse, Brontes long lost brother, decides that he can't stay with the other three. I like that. Yes, they fought together to defeat the lord of Hell, but there is too much bad blood between them. Hesse feels ashamed, and should be, probably. If nothing else, he tried to take over the role as Emperor of Palamecia, which really throws a bad light at him.

And with that, we are done, and the credits role. Plus a bit of epilogue:

50871550766_4db1172ec0_w.jpg


Here are the sprites of the Emperors two forms:

50870840878_01001bfeb3_o.png


This is how he looks in human form. Not that he looks human in any way. The color palette alone shows him sick (yellow) and twisted (purple). You can't even see his face, it's completely hidden in shadow, with only his eyes shining. He obviously has become more demon than man, at this point.

He also has a cool cape. I wonder if Nomura designed this guy, he kind of looks that way to me.

50870842143_66939f0ee2_o.png


This is his second form, and it is pretty great. The snakes are a nice detail, as is the collar thing. Not much to say, except that I really like this design.

And, because this is FF II, I feel like I need to post the final stats of my characters:

50871649592_1163c6cbc2_n.jpg
50870844438_bdeccc6cfa_n.jpg


Kafka was trained with to use swords and a shield. Like everyone, he also got a cure spell and one of the elementals, thunder in his case. He also was the one who get Esuna, which I grinded up to level 6, so I could heal all the status ailments outside of battle.

Due to a bug that makes physical hits mainly hit the second and third character, he wasn't hit too often, which made him gain less HP than his friends. Evasion could also be higher, I guess.

50871651567_1c95cb273d_n.jpg
50870846118_3a0d202746_n.jpg


Bronte with the Iron Fists still got up to a decent Fist level, and was my main damage dealer for quite some time. But, as I mentioned, at some point the swords and axes just became stronger, and I wanted someone to cast Berserk and Toad, anyway. Her evasion isn't bad, considering that she never held a single shield, during the whole game. She got hit often enough, but also dodged more than one would think.

I wanted to train Blink, but it was never relevant, as I either just killed the monsters fast, or Berserked the other guys and Osmosed the enemies HP. Due to this, she also took over healing duty after each battle, which is the reason for the high Cure level.

50870846933_fa78690f06_n.jpg
50871556056_ce5840f6a0_n.jpg


Twain was specialized in axes and used a shield for the whole time. Considering who often he was hit, I would have expected his Evasion to be higher, but he did dodge a ton of stuff. He also got Cure and the last elemental spell, Fire, which I didn't use much, as you can see.

50871654702_ca48518d91_n.jpg


Hesse was decently trained, and was a pretty effective member of the team. Like the other guests, not quite on the levels of Twain and Kafka, but that is probably also due to them getting all the ultimate weapons. He is trained with everything a bit, but the focus was on swords and axes. I let him dual wield a bit, but finally gave him a shield and the Sun Sword. He knew no spell, and at this point, it would have been a pure grind to teach him some on a decent level. Didn't matter anyway, Bronte could take care of that.

I will write one more final post about the game in the next few days, and than take a break from the project. For now, I just feel acomplished with my victory over the Emperor, that Big Jerk.
 

Peklo

Oh! Create!
(they/them, she/her)
Congrats on the finish. I love the whole final stretch of II, with infiltrating the Jade Passage and going into Castle Pandaemonium. Really makes you feel isolated by the end of it, and the theme for the Emperor's stronghold is just the right sense of pompous and self-absorbed.

He also has a cool cape. I wonder if Nomura designed this guy, he kind of looks that way to me.

Nomura's first credit on the series was debugging IV, so it's definitely not his work. His monster design chops start appearing by V and main character contributions begin turning up in VI.
 

conchobhar

What's Shenmue?
Congrats on the finish!

The Emperor is among my favourite villains in the franchise; he's so wonderfully aloof and grandiose. I love how, for much of the game, he's out of sight; you constantly hear about him, witness the destruction that he and his minions cause and resist his schemes, but the man himself is
a complete mystery. It's over halfway into the game when you get your first glimpse of him, in the Colossem— and since it's quickly revealed to be a trap, it's almost like he's deigning you with his presence. And then, when you finally confront him… he simply lounges on his throne and sics his guards on you, only entering the fray personally once you leave him no choice. It's very, very effective characterization, as selling him as this figure who sees everyone as so beneath him.

Also, for some reason I had it in my mind that the Emperor was a hulking knight in the Garland or Exdeath mold, so encountering Evil David Bowie was a surprise and a delight.
 

Torzelbaum

????? LV 13 HP 292/ 292
(he, him, his)
Flair (another first time, I think? I'm not sure at this point, I didn't get the level 8 spells in FF I)
Flare was available as a Level 8 Black Magic spell in FF 1 but it was called NUKE in the English version due to character limits.

Giant, final dungeons that take forever was always a pet pieve of mine, when it comes to RPGs.
So what is your breaking point with a final dungeon? I don't think you mentioned having this specific issue with FF 1's final dungeon.
 

Wolf

Ancient Nameless Hero
(He/him)
I'm replaying Final Fantasy VIII seriously for the first time since... I think since the game originally came out, honestly. I think I tried it once before, then hung it up at some point. I'm currently playing the remaster on the Switch this time.

It's interesting to take on its own merits. Back in 1999, it was The Next Big Final Fantasy Game, and I wonder how much that baggage hurt it. I have to imagine that being the next sequel after the phenomenon of Final Fantasy VII couldn't have done it any favors, given how different VIII it was. I remember thinking when I first played it that it wasn't what I was expecting. Good, but different. But VII was my first game in the series. I was later to learn that rethinking everything from the ground up was actually one of the common elements that united all the various titles.

I was thinking the other day about it, and for no reason I can really put my finger on, found myself mentally comparing it to Mass Effect Andromeda. Both follow-ups to critically and popularly beloved games/series, both striving to do something different, both met with a reaction more negative reaction than what had come before. The analogy isn't perfect, but I remember a sense of surprise and disappointment among Final Fantasy fans then that seems similar to what Andromeda experienced much more recently. I think VIII is mostly "rehabilitated" these days, or as much so as it's likely to get. Playing it is different now. The pressure of expectation is absent, of course, but what's also gone is the feeling of raw spectacle. I seem to remember back in the day (at least on the Working Designs message board, which was the one online community I was really a part of) that the phrase "graphics whores" got thrown around a lot regarding Square. Nobody had coined the phrase "filthy casuals" back then that I'm aware, but the same sentiment was there in force, directed at anyone who came onto the scene with Final Fantasy VII or later, and the accusation against Square was that they had given over making games that were mechanically intricate and interesting in favor of games that were technically impressive, to rake in more cash thereby.

My own thinking was that this was mostly bullshit. Anyone who played Final Fantasy VIII and didn't see a certain amount of mechanical intricacy was missing something. But it's hard to deny there wasn't a certain wow factor to the game, and to a lot of Square's big-budget RPGs of the time. I know my jaw hit the floor during the Dollet invasion cutscene from the playable demo, and the opening FMV from the full game, and countless other times. And the game proper was a pyrotechnic display like nothing else in my personal experience at that time. And knowing that all the promo material for Final Fantasy VII had been created solely from that game's FMVs, and sold an unprecedented amount for an RPG, it's hard to imagine Square didn't lean into that aspect of the game at least somewhat. They knew what side their bread was buttered on.

Today it's sort of quaint. The remaster actually goes to some effort to shore it up a little. Of all the loose trilogy of PlayStation entries, it's the only remaster that explicitly calls out its being a remaster in the title. And it doesn't limit itself to upping the resolution (as with VII) and re-drawing the textures for all the main characters (as with IX), but goes so far as to overhaul their models. This is in addition to the usual quality-of-life improvements such as increased speed (especially nice when you're stopping to draw magic from monsters) and what I think of as Endless Pummeling Mode, which sees your characters popping their limit breaks at every turn, and prevents the enemy from taking a turn at all. Aside from the aforementioned triple speed option (which I've only used thus far for the aforementioned reason), I'm determined to tackle this "fairly". Well, maybe not totally. I did use the endless pummeling mode on Diablos, but fuck it. I did that once the intended way, and it was miserable, and I'm not doing it again if I don't have to. I've got my bona fides in that regard.

In any case, it's easier to assess VIII today purely on its own merits, not as the follow-up to an undisputed classic, but purely as its own thing, doing its own thing, and that's nice to be able to do, even as I still feel nostalgic for it.

I'm currently heading toward Galbadia to assassinate the Sorceress. I remember pretty well how this goes, since the culmination of the mission and its fallout is one of the first big Wham Moments of the story, and is thus fairly memorable, but I'm actually pleased with how many of the other details I've forgotten over the last twenty years or so. I can go into things knowing I'll enjoy myself, because I did before, yet I can also be surprised by things. I had totally forgotten the party's reaction to Seifer's fate after the events at the Timber TV station -- in particular, Squall's reaction to their reaction.

Most Final Fantasy games that have pre-established characters and a strong central narrative -- which is to say, most of them from IV onward, if I'm not mistaken (my knowledge of the pre-VII days of the series is kind of dodgy, I'm afraid) -- have an emotional core of some kind, because most character-driven stories in any medium do. But I'm struggling to recall any of the games being so directly and self-consciously about their characters' emotions, and it's fascinating to see. I remember not really disliking Squall when I first played the game, but I do remember thinking his schtick was a little tired after not very long at all. When I was younger and less patient, it was all just sort of annoying. But I've grown old enough and experienced enough to know that a person's development is often messy and awkward, and frequently enough embarrassing in hindsight. Now, Squall might be the most fascinating character to me. As the one who most refuses to face his own emotions and deal with them, he's the one most at their mercy, and his very refusal to engage with his feelings prevents him from noticing any of this. God knows I didn't notice it when I first played it. I'm not sure I was capable noticing it at that time in my life.

It will be interesting to see where this goes. If nothing else, I feel like I have a reasonable chance of actually finishing the game this time. I stalled out on my first (and longest) attempt at the entrance to Lunatic Pandora, disastrously underleveled and having basically no understanding of how the Junction System really worked. If nothing else, I have a way around that in the remaster.
 

4-So

Spicy
For my money, FF8 is the best of the PSX games. The Junction system was a huge draw for me and I thought what they did with GFs was not only interesting from a story perspective but also mechanically engaging.

I loved FF7 but I soured on the game a fair bit in the weeks and months after I finished it. It's rehabilitated itself in my eyes since but I never really lost that lovin' feelin' with FF8.
 

Juno

The DRKest Roe
(He, Him)
To me, when removed from its legacy of how it shaped JRPGs for years to come, FFIV is just not that impressive of a game. It's too simple mechanically compared to later entries in the series, and the first half of the game always bores me. I will say that the second half of the game is quite great (basically everything after Rydia returns to the party), but that's just not enough.
 

Wolf

Ancient Nameless Hero
(He/him)
For Final Fantasy VII, it's impossible for me to be objective. It was my introduction to the Final Fantasy series, to more "traditional" Japanese RPGs in general, and to the 5th generation of consoles as a whole. There's a warm glow of Christmastime nostalgia to it that is probably inextricable from the experience, and I love it uncritically as a result. Or maybe it would be more accurate to say that I can be critical of it, but none of its flaws really diminish my fondness for it.

It did have one problem, which was that I came to it about a year or so after it had already been out. This is the most first-world of problems, of course. But when I get into a game, I find myself wanting to geek out about it with other people, and most of the geeking-out other people in my orbit were willing to do had already been done. Everything I found had already been found by someone else before, everything I saw had been seen by someone else before. It was a little like arriving at a party only to realize all the good conversation's been had. I still enjoyed it, but I enjoyed it more or less in isolation.

Final Fantasy VIII was the one where I was going to get in on the ground floor and be on the same page with everyone. That didn't really work out in actual practice, of course -- hence my experience now -- but that was the intent, at any rate, twenty years ago.
 
Nomura's first credit on the series was debugging IV, so it's definitely not his work. His monster design chops start appearing by V and main character contributions begin turning up in VI.

Also, Amano Yoshitaka is definitely no stranger to capes. (Although who knows if the character designs or spritework actually came first for this game... Totally possible that the artwork is based on the sprites.)

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Daikaiju

Rated Ages 6+
(He, Him)
I get the love for FF8, even if I don't share it. But I think it also led to an obsession over fetishization of systems in various RPGs that seemed to fight with the actual stories and settings for the spotlight.
 
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