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Sprite

(He/Him/His)
lol at diagonal movement, I love it. I’m guessing there will be some baller speedruns of these games which exploit that.
 

Gaer

chat.exe a cessé de fonctionner
Staff member
Moderator
No controller support for the fucking mobile games.

And I can’t play Steam versions in bed.

Time to pray for a patch to mobile or a Switch release I guess.
 

Kazin

did i do all of that?
(he/him)
They better release these on other platforms. III is great, at least, only made it to the Town of the Ancients but I can tell it's already the best English version of III.

How are the mechanics in II? I assume it's basically Dawn of Souls? Or can your stats go down like in the Famicom version?
 

Mightyblue

aggro table, shmaggro table
(He/Him/His)
Looks like modding is going to be possible with these, but pretty much anything significant internally is encrypted and CRC/hash-checked at load so it'll probably be a bit.

But it sounds like stuff like sprite/tile replacements are going to be a thing as well as more granular font changes once they get it figured out, and since all three games so far are operating off the same framework that should be extensible to all six eventually.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
I made it to the Fire Crystal jobs and some change in FF3 tonight. Some are remixes of the original and DS versions. Examples: Ranger gets Barrage, but doesn't have white magic. Scholar has no magic charges, but gets Study and Alchemy (replaces Item, doubles item effectiveness). The real test for me will be what Dark Knight and Viking get, since both of them had no special commands on Famicom.

Also its rearranged soundtrack is pretty awesome.
 

Bongo

excused from moderation duty
(he/him)
Staff member
Data miners are reporting that all three games use a common format for their data, e.g. FF1 weapons can (but don't) have flags for being two-handed or long-range, etc. Although there are some outstanding questions about distribution, this speaks well of the possibility of really robust mods and randomizers.
 

Peklo

Oh! Create!
(they/them, she/her)
Enjoying the return of the weird lanky, buff adult sprites for the class promotions in FFI. The adherence to Famicom-era authenticity in the palettes and designs brings about some truly wild dissonance compared to where the series eventually went, like the unhooded Black Wizard (that I don't have in my party, but have seen). Including a couple of shots of the folks readying themselves and celebrating a victory, as the poses are fun and goofy and I think reflect the much more diverse range of sprite choreography Shibuya employed in her SaGa work.

hUqq0DN.png
KscRQ1l.png
 

Dan Moreton

(He/Him)
Is anyone else really disappointed in the field and world maps updating at 30FPS? On top of that, It has terrible framepacing microstuttering, I love everything else though, the minimap for dungeons is s handy.
 

Sprite

(He/Him/His)
Looks like modding is going to be possible with these, but pretty much anything significant internally is encrypted and CRC/hash-checked at load so it'll probably be a bit.

But it sounds like stuff like sprite/tile replacements are going to be a thing as well as more granular font changes once they get it figured out, and since all three games so far are operating off the same framework that should be extensible to all six eventually.
Data miners are reporting that all three games use a common format for their data, e.g. FF1 weapons can (but don't) have flags for being two-handed or long-range, etc. Although there are some outstanding questions about distribution, this speaks well of the possibility of really robust mods and randomizers.
It’s a shame Square Enix didn’t build in mod support because it sounds like some wild stuff will be possible. Imagine if all games are running on the same internal RPG Maker-esque engine and people start mashing elements of all the games together.
 
I'm curious to see how INT has been implemented. Some think that it was supposed to figure into the damage formula directly, but given the D&D lineage, I think it's more likely it was supposed to affect spell "accuracy" and increase the odds of doing full spell damage.
I beat it earlier with both a Black Mage and Red Mage, and INT seemed to be balanced in such a way that when you unlock a new spell tier, a Red Mage is going to be hitting for close to a min roll on the NES damage range, while a Black Mage hits for close to a max roll. So Red Mage does about half the damage.

It scales up a bit beyond that as you level more, but magic damage still drops off in the late game compared to physicals, so spells are mainly for random encounters and support by the end. Even moreso than on NES, since bosses have their DoS stats without your party really getting to DoS level strength. Hitting Chaos with Flare for 400 damage is basically a waste of a turn when he has 20k HP.

Red Mage is basically on par with a Fighter for physical damage most of the game, so they're still pretty good. They've got noticeably worse HP growth than anyone else though.
 

Kazin

did i do all of that?
(he/him)
Went ahead and bought the first two games since I'm enjoying III so much. The only thing that bothers me about the game in terms of how it runs is the screen tearing, which is fixable using my Radeon settings or whatever on my gaming PC, but I don't have that option on my laptop, which I like to use when my wife is using the TV... hopefully either a patch or a mod comes out that fixes it, because ugh.
 

SpoonyBard

Threat Rhyme
(He/Him)
I really hope SE goes ahead and announces the inevitable Switch ports soon because I am started to get tempted.
 

aturtledoesbite

earthquake ace
(any/all)
The most significant effect it could have down the line is the rematches with the Fiends toward the end--I'll be sad if Lich can't jumpscare folks anymore.
An elementally-colored orb, the same as the ones where you fight them the first time, occupy the staircase to the next floor.
They do not respawn.
 

Peklo

Oh! Create!
(they/them, she/her)
Yeah, I finished FFI earlier and saw that for myself.

II continues the strong standard on the audio front--the main theme is particularly extended compositionally.
 

Peklo

Oh! Create!
(they/them, she/her)
They really need to patch the bestiary to be situated under config or the like inside each game, instead of only under extras on the title screen--there's the point of consulting it where it's most useful, but also the new monster habitat visualizer is such a fun thing to look at, and genuinely interesting as far as omake material in these rereleases go.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
They really need to patch the bestiary to be situated under config or the like inside each game, instead of only under extras on the title screen--there's the point of consulting it where it's most useful, but also the new monster habitat visualizer is such a fun thing to look at, and genuinely interesting as far as omake material in these rereleases go.
Yes very much this.

I'm also annoyed that the game doesn't remember if I wanted the mini-map closed every time I change rooms/floors -- it always re-opens even when I had it closed.
 

Kazin

did i do all of that?
(he/him)
I could never really get into the Famicom version of III because it's just a bit too slow for me like many 8 bit RPGs, but this pixel remaster has really turned me around on the game (since the 3D version we've had all these years is arguably even slower playing than the Famicom version). It's a really fun game! I just got the third crystal jobs, which is way further than I usually get when I try to play through the DS/PSP versions (I have beaten that version once, but it was a slog).

We really should have gotten a version like this before now. I hope more people play it.
 

Peklo

Oh! Create!
(they/them, she/her)
Some pretty big mechanical adjustments with FFII: all versions of the game have had invisible magic power and accuracy penalties on armour--generally the lighter the piece (as inferred from the description, as no visible weight stat exists), the lesser the punishment--but only the Famicom game had those values attached to weapons and shields too. That's why it was sort of unfeasible to play a Red Mage-ish do-all in the original, but so long as you minded the armour characteristics from Origins onward, you were fine. In an unprecedented and also totally characteristic move toward early-days authenticity, those penalties are now back to their state from the original; I was puzzled why spells weren't hitting as hard as their level suggested, or hitting at all in case of the Teleports and Warps and other instant problem-solvers, until I dropped the weapons and shields and then things worked as expected. It's probably a questionable design decision from most perspectives, but I still kind of like the audacity involved in doing it this way.

Another thing that's been notably discernible is that rows work differently now. Previously all versions prohibited persons/monsters on their respective back rows from attacking close-range physically in any way--that's why those four-by-two enemy formations acted as a buffer to their own flat threat level, as half of them couldn't act before the ranks thinned if they were physical melee fighters. Your own people were also completely shielded from being attacked through melee if hanging back, which the game had as the default plan in mind for Maria, with her coming equipped with a bow (because women). It wasn't a great idea as you really wanted people to be attacked often to develop their HP, Stamina, Evasion and whatever other gain-from-pain benefits there were, and magical foes weren't too common. Now, rows work like they do in the rest of the series, with half-damage values applied to melee attacks and being attacked, but not restricting actions in any way. It's also kind of a big difference, and goes to show just how much there's going on under the hood in these releases.
 

Kazin

did i do all of that?
(he/him)
Can you still have stats get lowered on you like on Famicom in Final Fantasy II?
 

Peklo

Oh! Create!
(they/them, she/her)
That doesn't happen, no, and you'd notice immediately with the post-battle tally screen. I'm less familiar with the game balance from Dawn of Souls onward, but I'm under the impression that weapon and magic skills level a bit slower compared to there, to prohibit complete overtaking of the game's pace. At the same time, you often get stat gains at a pretty regular pace, and they don't always seem to correspond to actions taken in battle--in effect like the regular interval HP increases like Dawn of Souls had. It feels like a pretty good median overall.
 

Kazin

did i do all of that?
(he/him)
Excellent. I really like Final Fantasy II in its Dawn of Souls form, and admittedly haven't really played much of the Famicom version because it's too slow and I'm afraid of losing stats lol. Sounds like I need to play this version soon!
 

Beowulf

Son of The Answer Man
(He/Him)
It sounds like the pixel remasters are heavily tweaked (mechanically, visually, audibly) to bring the original game to modern standards, but have dropped the "bonus content" idea of a lot of the earlier remakes. No extra dungeons, no extra sidequests, no superbosses, etc. Is that accurate?
 
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