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FWIW, I recommend this. I found that, when I was willing to give each job a chance, there was only one job in the entire game that didn't impress me in some way or have some niche use.
Red Mages are best in the early game. You get an early Red Mage exclusive weapon (Wight Slayer, IIRC?) that makes having exactly one really useful at that point.
Yeah, as always, the internet is wrong. Scholars are great! During this point of the game, my Scholar was as beefy as my Knight. I think the issue is that folks don't explore enough? If you miss the Dwarf trove *and* the locked key door, then you don't have much gear for your Scholar, and the class is our course much worse without the free loot that the game hands you multiple copies of.
Before starting, I read a bunch of times that FF III is supposed to be hard. I have no idea why people say that. In some cases, monsters are a bit stronger than I would expect them (the Tower of Owen comes to mind), but in general, damage gets spread out, so with some luck, no one will die. The bosses can be dangerous (the guy who wanted the Fire Crystal was pretty intense), and I lose some of my guys, but I still beat every boss at the first try. Hein is a jerk, but with a party of Black Mages and Scholars, he shouldn't be too much of a problem.
Dunno, maybe I was just lucky, but the jobs are all useful and, if you fight every battle, you will likely be in the sweet spot where battles are not horribly hard, but also not totally trivial.
Wow, this is not my experience at all. I'm finding FF3 really tough, and worse, really punishing. My party members fold easily, and reviving them is such a hassle— having to hoof it back to the nearest town, while my party is down a member, and where fleeing battles is a big risk— that I often just reset. It's a big factor of why I'm playing so slowly. I'm glad you're having an easy time, but man, I wish I had your luck!Before starting, I read a bunch of times that FF III is supposed to be hard. I have no idea why people say that. In some cases, monsters are a bit stronger than I would expect them (the Tower of Owen comes to mind), but in general, damage gets spread out, so with some luck, no one will die. The bosses can be dangerous (the guy who wanted the Fire Crystal was pretty intense), and I lose some of my guys, but I still beat every boss at the first try. Hein is a jerk, but with a party of Black Mages and Scholars, he shouldn't be too much of a problem.
I'm on FF4 now, and I was going to say something, but all I have to say about it is that nothing in this world hits all my nostalgia buttons like FF4. Every time I play it it's like I'm 13 and on spring break without a care in the world.
FFIII can be hard in unfair, arbitrary, annoying ways. Namely Garuda.
There are some dungeons later that are supposed to be hard but "use magic" and "use your new jobs" makes them pretty manageable.
The dwarves who live here say lali-ho, starting a minor series tradition.
At the end we find Gutsco. He has wings in this version, and a loincloth that's held up by his snake. He double acts, usually uses physical attacks, and occasionally casts Mini.
So let's review Gutsco's evil plan. His goal was to get the power of the fire crystal, and to reach it, he needed the two horns of ice. He was able to get into the shrine where they were kept, somehow, and stole one but left the other behind. Then he escaped into a cave with no way out except to go back through Dwarven Hollow, and waited until some heroes who could turn into frogs came to kill him, so he could disguise himself as their shadow and get back into the shrine to steal the other horn once those heroes went there to return the first one. The shrine which, to reiterate, he had already gotten into once before, when there weren't a group of people right there who had already shown they were willing and able to kill him. His plan fails if nobody turns into frogs to go after him, it fails if the guard takes the horn and puts it back in the shrine himself, and it fails if we kill him again when he pops out. He doesn't look like a Gurgan, but he must be to have known that this would work.
Scholar is... well, it's not as bad as some of people make it out to be, but I didn't get nearly as positive an impression of it as Felix and JBear, either. Listed attack power with two books is high, but the damage isn't that impressive. It would probably be strong in the front row, but the armor available to scholars isn't really good enough for them to survive comfortably there. It would be better when hitting a weakness, but nothing in the next dungeon is weak to fire, ice or lightning except the boss. A scholar is pretty much required to beat that boss, but I'm probably not going to stick with this job for much longer after that. On the plus side, Scholar can use level 1 white and black magic, like Freelancer; in the remake, their Study command reveals an enemy's HP and weaknesses in one action; and most importantly, they use items more effectively. Arc went from Black Mage to Scholar.
Also, the guard says something like, "I'm going to dwarf-moonwalk down the stairs to the treasure room", and then he does walk downstairs backward. It's a very strange but delightful moment.
Hein frequently uses Barrier Shift to become weak to one element and strong against all others. Hein's speed was all over the place, going first one round and last the next, so it was unpredictable what his weakness would be at any given time. Like other bosses, he acts twice, and Barrier Shift only uses one of those actions. His physical attacks were devastating, and he occasionally cast status spells that were mostly a waste of time. He takes low damage from weapons even when they hit his weakness, so a Black Mage would've been great to have here. Terrain again did most of the work, since it could deal damage regardless of his current weakness. When I fought him, Hein shifted his weakness to fire every single time, but Arc had to Study nearly every turn to confirm that. Finally, I had him use a Bomb Fragment, which did over 1500 damage and finished him off. I'll give Scholar credit for making attack items really strong, at least; if they were buyable, the job would be quite good, kind of like a more different Ranger.
We go back to castle Argus and talk to the king there. He gives us the Wheel of Time, which is somehow used to make an airship. Apparently, he and Cid are old friends. We take the wheel back to Canaan and show it to Cid, who drops a big plot twist: he, and our party members, are not from the floating continent! He was flying his airship, full of passengers, one day ten years ago when it was engulfed by darkness and crash landed on the continent; he and four children were the only survivors, and they ended up being our party members. There's a whole flashback scene showing this. Was this bit in the original? I don't remember it at all. Anyway, Cid also remodels our ship into an airship, so we can leave the floating continent, but there is a sidequest I'm going to take care of first.
So, the remake added a Mognet feature, where a moogle in each town will give you letters from people you've met. Apparently, in the DS version, this was linked to some online feature that's inaccessible now that the DS' online servers have shut down, but on PSP it doesn't have that issue. It seems to be based on plot progression and your party leader at the time you talk to the moogle. Luneth and Arc get letters from Topapa, the elder of Ur; Refia gets them from Takka, the blacksmith in Kazus; Ingus gets them from Princess Sara; and Cid also sends letters, but I don't think they're tied to a particular character. Most of them are just generic greetings along the lines of, "hey, how are you doing, come back and visit some time", and then I do visit and they say the same thing they said an hour ago. But this time, Topapa asks for help; some other kids from Ur, whom we last saw bullying Arc near the beginning of the game, have gone missing and might be in the wind crystal cave. So we go there and find those kids being attacked by a group of bombs. One easy fight later and they give us a crystal shard they found as thanks, which gives us the Onion Knight job! That was right when I had to stop playing, so I haven't seen what Onion Knights can do in this version yet, but I'll check them out next time.
Yeah, this was basically my experience with III - coming from the much rougher I and II, it felt like a very smooth experience. The notorious difficulty is kind of bunched up at the end, though. I won't spoil anything for you, but it'd do you well to mentally prepare for a considerable challenge before you see the credits.
Still slowly plugging away. I climbed a mountain, met Desch and fled from Bahamut, shrunk down and visited a gnome town, met some vikings, did a whole dungeon as mini and got a boat. Listing it out like that makes it sounds like quite the adventure, but this was maybe an hour of gameplay. Early RPGs move fast, and none of them move faster than Final Fantasy (in my limited experience, anyway).
The mini stuff has been the most interesting and exciting part of the game so far. Not only is it a cool idea (shrink and explore previously unseen and inaccessible areas), but it has its own mechanical twist that highlights the importance and true aim of the job system: rejigger your party as need be for the current challenge. It's a really effective bit of game design, tucking an effective tutorial into a high-concept sequence.
But what I like most is just that it's doing something with Mini in the first place, transforming it from a simple status/spell into something that has purpose and application outside of battle. That's cool! It makes me wonder why something like never really happened in later games… there's using Float to avoid damage tiles, I guess, but that's not quite the same.
Wow, this is not my experience at all. I'm finding FF3 really tough, and worse, really punishing. My party members fold easily, and reviving them is such a hassle— having to hoof it back to the nearest town, while my party is down a member, and where fleeing battles is a big risk— that I often just reset. It's a big factor of why I'm playing so slowly. I'm glad you're having an easy time, but man, I wish I had your luck!
It's a good'un! I'm still mad that I avoided playing it for years because the internet lied to me that it was bad.I really like FF III, you guys.
Later games in the series tend to remix FFIII's ideas by breaking them down into parts. They have things like the dungeon in FFIV where you can't use anything made of metal, or the one in FFIX where weaker weapons do more damage, as the successors to Mini-ing yourself in the sense of requiring you to intentionally weaken your party, and Float as the successor in the sense of using magic to solve problems outside of battle. More broadly, FFIII gives you access to a bunch of jobs and then uses its dungeon and boss designs and equipment availability to push you towards particular jobs at each point in the game, while IV uses its story to make sure you're always using the party it wants you to use, and V just sort of has jobs, dungeons and bosses and leaves you to figure it out.But what I like most is just that it's doing something with Mini in the first place, transforming it from a simple status/spell into something that has purpose and application outside of battle. That's cool! It makes me wonder why something like never really happened in later games… there's using Float to avoid damage tiles, I guess, but that's not quite the same.
Most of them haven't been too bad, honestly. Salamander nearly wiped me out with his fire breath, and that was the closest I've come to a game over, but he was almost dead by the time he used it. Hein took a while and did a lot of damage to me, but I didn't fight him very efficiently; I should've either brought a black mage or used attack items more liberally. They are definitely stronger than normal enemies, but they don't have the chance of back attacking that those enemies do.The bosses sound actually really hard, compared to the Famicom version. I also vaguely remember that being the case, just because of them attacking twice. Do you find the bosses especially challenging, in general? Compared to the regular enemies?
I tried it briefly. Looks like they can use all equipment and spells, but have really low stats. It doesn't seem worth the tradeoff right now, but it's a neat idea, like a Freelancer but more so. Maybe they get better with higher job levels, or there are useful equipment combinations eventually that no other job can have, or just powerful equipment that's exclusive to them. It's an option to keep in mind, at least.I had the DS version, but no one to ever play anything with (I didn't even know anyone else with a DS). So I couldn't do anything but ignore the quest. Always felt very annoying to me, that I would just miss out on a whole job, without anything I could do about it. Please report back, if you use it and find out if it's good.
I think you could make the argument that the apparent stasis of the world is a product of Garland's time loop— that nothing changes because it just keeps happening again— but yeah, I get what you mean. It's very much a game where all the bad stuff has already happened, and the Warriors of Light are just cleaning up the mess.But you don't see any of it. Nothing seems to change. That's why I feel like the Warriors of Light don't belong to that world. They are there, they solve problems, but the world seems kind of frozen in it's state. Maybe I already misremember, and there is a bit more actually changing, but that is what stuck.
This is a good point, I completely forgot about those dungeons in IV and IX. One more reason to replay, I suppose!Later games in the series tend to remix FFIII's ideas by breaking them down into parts. They have things like the dungeon in FFIV where you can't use anything made of metal, or the one in FFIX where weaker weapons do more damage, as the successors to Mini-ing yourself in the sense of requiring you to intentionally weaken your party, and Float as the successor in the sense of using magic to solve problems outside of battle.
Later games in the series tend to remix FFIII's ideas by breaking them down into parts. They have things like the dungeon in FFIV where you can't use anything made of metal, or the one in FFIX where weaker weapons do more damage, as the successors to Mini-ing yourself in the sense of requiring you to intentionally weaken your party, and Float as the successor in the sense of using magic to solve problems outside of battle.
Onion Knight is weak until you get to job level 90+ -- this is true in both the original and the remake, even though the remake hides the job. It also has very strong job-exclusive equipment I have no idea how to obtain.
I think you could make the argument that the apparent stasis of the world is a product of Garland's time loop— that nothing changes because it just keeps happening again— but yeah, I get what you mean. It's very much a game where all the bad stuff has already happened, and the Warriors of Light are just cleaning up the mess.
I didn't really think about it before, but I think there's a parallel to DQ1-3 here in how the storytelling evolves across the games: the first game is about the hero rolling in to an already-decimated land; the second has the party actively resist the antagonistic force while clearly being on the backfoot; and in the third, the heroes start to truly bring about change, solving and preventing problems the world over before anything can really get too bad.
I like this outlook, although FF3 starts with the entire world underwater, which is arguably pretty bad.I didn't really think about it before, but I think there's a parallel to DQ1-3 here in how the storytelling evolves across the games: the first game is about the hero rolling in to an already-decimated land; the second has the party actively resist the antagonistic force while clearly being on the backfoot; and in the third, the heroes start to truly bring about change, solving and preventing problems the world over before anything can really get too bad.
Well, DQ3 starts with the world under threat of a demon, and the last hero who set out to stop him apparently died in the attempt, so it's not exactly rosy there either . But I think the threat, in both, is more distant and abstract than in the previous title.I like this outlook, although FF3 starts with the entire world underwater, which is arguably pretty bad.
I’m a poor swimmer for one thing
Oh, as I said, I already played through the game. And even if not, I feel like the one thing that people know about this game (except for Garuda, I guess?) is that the last dungeon is horribly long and brutal. Considering that I didn't even make it through the final dungeons of FF I and II, I can't imagine having the discipline not to use savestates there. It's a bit of a shame, considering that it changes the mood and atmosphere of the whole dungeon, and makes it way less tense, but I just can't deal with the idea of having to redo a ton of stuff.
Not being able to fly over mountains didn't feel too restrictive on the floating continent, but in the larger overworld there are lots of places we can't reach because of it.
It didn't occur to me until now, but I guess when FFIII first came out, the appearance of Bahamut early on wouldn't have been taken as a clue to the location of a strong summon to get later, since this was the first game in the series with summons.
Garuda... is pretty frustrating. He uses a physical attack more often than not, for decent damage. On my first attempt, he eventually used Lightning for over 500 damage to whole party, wiping them all out. I remember this fight being luck-based BS in the original, and it still is.
Unei received the gift of the dream world. The third apprentice is Doga, the person Unei told us to find. He is somewhere on the continent of Dalg, which we can reach with the Nautilus; the gift he received wasn't specified, or if it was, I missed it.
It's taking an immense amount of self-restraint for me not to dive into a lore-heavy FFXIV wall of text, but I will just say that FFXIV takes these concepts and does some amazing things with them.I've never really understood the cosmology of FFIII. This is the first time that the series deals with The Void as the ultimate, world-ending force that the greater FF cosmogony studies, and it's pretty clear what its role is. But if the World of Darkness can have Dark Warriors who seek balance and fight evil and protect life just as well as the Light Warriors do in the World of Light, then what is the difference between them?
Later FFs muddle the issue even further, especially that one dude hoisting the light and the dark, but I'm interested in what III has to say about them. And if the World of Light can be flooded and frozen by Darkness, or burned and extinguished by excessive Light, presumably the same thing can happen to the World of Darkness, right?
(Heck, AFAIK, if both the WoD and the WoL were flooded by Darkness by the time the Ur-kids showed up, then maybe the WoD has been reduced to just a castle floating in the void because the Void HAS consumed everything else already, and was on the brink of finishing the job and getting started with the WoL.)
In III you can talk to the old Warriors of Darkness in the Dark World, who fought off a Flood of Light, yeah.
XIV is probably the one game in the series that goes into that divide in any depth, but that's also spread across several expansion packs worth of story. Generally speaking though, Light and Darkness aren't the same thing as 'good' and 'evil'; in order for life to flourish you need all of the elements to be in relative balance and both light and dark tend to just be more elements in the games where's that important.
It's taking an immense amount of self-restraint for me not to dive into a lore-heavy FFXIV wall of text, but I will just say that FFXIV takes these concepts and does some amazing things with them.