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FelixSH

(He/Him)
Done with Lightning Returns. Couldn't beat the final form of the final boss, so I just watched the ending on Youtube. Found an LP first, where the dude would constantly make really lame jokes, than switched to a longplay, which was nice. I normally don't like to do this, because it will stick in my brain as "I didn't REALLY beat it", but I'm certain that I'll replay this at some point (great game). And after nearly 50 hours, I just want to play something else. And specifically with this game, I can't grind, and retrying means having to beat the first three forms, which is just exhausting.

Anyway, more thoughts later, but this game, and the whole trilogy, are great, great games. Playing dress-up with Lightning was very fun (basically infinite possibilities, and most of the garbs aren't gross fetish stuff), and aiding people to guide them was a great concept. Would have been nice, if the game didn't give you the option to stop time, and force you to choose only a small subset in a way more limited time. Feels like a bit of a wasted opportunity, that you can easily do everything in one cycle. Kinda misses the point, I feel. But still, great, great game.
 

Sarcasmorator

Same as I ever was
(He/him)
I gotta get back to my XIII replay but there's this big FF7 Rebirth in the way.

Honestly I might do the skippy thing with Xenoblade Chronicles 2. The weight of "ugh" required to hunt down the arbitrary skills I need to get through one specific door to the rest of the endgame is feeling insurmountable and I mainly want to finish XC2 so I can move on to Torna and XC3.

(Note to game designers: arbitrary gates depending on a selection of character skills the player may or may not have gathered over the course of 50+ hours playing your gacha-driven battle system suck! Don't do that!)
 
The more I think about it, the more I think the FFXIII trilogy might be the peak of the series for me. Lightning Returns works really well both as the final evolution of FFXIII's combat (at least until FFVII Remake) and to finally give the cast a happy ending after their situation just kept getting worse in every game. It's so good.

OOC, can you start a new game + if you get to the final boss and don't beat it? I think you can if you let time run out before finishing the main quest, but I forget whether there was an option to give up if you were already in the endgame area?
 

Issun

(He/Him)
I've been watching a deep-dive history on the series and one thing the guy narrating the video points out about Final Fantasy VIII that does not really get mentioned enough is how it has some of the most incredible pre-rendered backgrounds you will ever see. He's not wrong.
 
I find it hard to pick a specific FF of that generation as significantly better than the others, in terms of their pre-rendered backgrounds. But certainly, FF8 has some gorgeous ones and quite distinct too given the game's stronger sci-fi focus.
 

spines

cyber true color
(she/her, or something)
playing final fantasy viii for the first time, finished up disc 1 last night. i'm absolutely in love with this game, and of course i suspected that would happen once i gave the game a real effort instead of being warded off by the 1-inch-high barrier of slightly weird systems blocking off the ability to even use items in battle. after all,

i'm playing the sequel to final fantasy vii!

H7pS0qr.jpeg


ix has a lot of impressive stuff going on in its own right, and of course a lot of that is adapting these kinds of production values to a setting and cast which are less modern and realistic, and other elements are certainly hinted at here (particularly the active time event system being a more formalized version of the party switching which is used as part of a really cinematic setpiece for the parade). it's hard for me not to think of resident evil 1 and 2 playing this, which very much feel like counterparts to ff7 and 8 in a sense, and although 7 wasn't lacking in horror vibes, 8 makes me feel like they were really looking to their contemporaries for inspiration and maybe even a sense of friendly competition, wanting to show off their best. for one thing, there's a lot more low-angled screens where you can see the much-more-detailed models and textures closely, and that's similarly extended to the towns themselves, which generally have a surprisingly huge number of screens and are full of eye-catching signs and details. of course, i doubt the game will keep the same wild pace through the remaining discs, and i suspect i've already seen a couple of the most detailed and prominent cities in the game, but still...even if it becomes less impressive later i'm not going to forget how wowed i was for the first ten hours, or however much longer, anytime soon.

of course, something that RE kind of crushes other prerendered-background games i've played at is the continuity of the world as you pass through different view angles and such. as you get accustomed to the layouts of the game and the way movement works, it ends up feeling really smooth and cool, and the initially jarring effects of camera angle changes and character-based controls come to feel almost like a magic trick. except real. ff8 generally doesn't connect in the same way, and the camera-relative controls (which is how the series has basically always worked, obviously) virtually always preclude such things from happening even when there are relatively smooth transitions between screens. but even if some of the adventure-exploring is quite a lot more janky, there's still a focus on cool transitions...they just mostly come in story sections. the fake zoom into the robot crushing a car, or the sewer party preparing to walk up to the gate as the camera passes through the ground to show the parade, and plenty others that don't even come to mind right away because the game uses them so much. and dare i say, so well, too. again, i understand the concept of the trick...but as this presentational style fell out of favor pretty quickly, i can't help but be entertained seeing everything they came up with. after all, there weren't any other squaresofts back in the 90s. and there are some really funny background gags in this game, like the train-crossing gate that closes in timber hotel or the propped-up ladders in the galbadia sewers that fall down to make a bridge when you interact with them.

OHz1JoS.jpeg


this game has some mechanical ideas i don't think i've really seen elsewhere, and even as i find myself wondering if it was actually a huge stylistic influence on other games i've loved the whole time, like final fantasy xv or star ocean 3, i really can't think of anything which has such a weird concept of resources, especially considering all the kinds of card-alchemy you can do (which, incidentally, are nothing like baten kaitos, a game i finished replaying immediately before starting this playthrough). it's a system that invites obvious kinds of cheesing and the game isn't very difficult. i botched my preparation twice during the parade sequence and got away with it as you can generally draw anything that's truly critical as long as you have draw and magic set as actions. but i'm happy with that. playing in an unfamiliar way is cool, and like legend of mana, it feels freeing and satisfying to be able to try things and have lots of different ideas succeed or be worthwhile in the moment. i like tinkering and trying things arbitrarily and after playing 9 it's nice not to feel like i have to solve hiroyuki ito's riddles every hour or two

i'm really excited to see more. i've been loving the music too and i'm pretty interested in the story and characters at this point. feels like it's going to become an easy fav of mine.
 

Peklo

Oh! Create!
(they/them, she/her)
Glad you're enjoying it. I think Parasite Eve and this game out of all of Square's works in the era most strongly embody the "cinematic RPG" designation (it might've been coined for the former, too), largely through the elements you've noticed in a high leaning on CG sequences and their integration into play and presentation. I don't think anything else strived for such a seamless use of nascent technology and it remains a real marvel for how ephemeral it was as a visual direction. All of it comes off more cohesively playing on CRT as you are, too.
 

spines

cyber true color
(she/her, or something)
forgot to post for this and it was a few weeks ago now but i did finish disc 2 of ff8 and will probably be getting back to 3 soon. the prison sequence at the start is pretty long and drawn out, though i have to admit it's kind of funny seeing how many times they loop the same backgrounds to add space to the areas (which happens again in g-garden). i also played a bunch of triple triad while i was there but after getting out it pretty much completely fell by the wayside for the rest of the disc

balamb underground was a great dungeon, and i really liked the missile base setpiece too, and then on top of that they make for a super cool usage of the party splitting to boot. it felt like i picked the "intended" groupings so i'm actually really curious what it's like with the choices switched around. it's certainly possible they'd still make it feel like that. this kind of thing is all over ff7 as well and always makes me excited thinking about the next time i'll play it, so even though this game has definitely got a different focus i still love that.

following that was the whole fisherman's horizon part, which took a few nights as i recall...by the standards of some modern rpgs the towns in this game aren't that big, but with this game having so many major action sequences in the towns and the overall presentation, they feel really big and complex. it's a really interesting way to tie everything back together, bring in some nice character moments, and really spend some time in a place with one of the coolest aesthetics i've seen in this era of the series. (which, at this point, is surely my favorite era, so it's definitely very high up on the list for the whole franchise.) the instrument selection bit is also really funny, i thought about keeping a save just so i could keep checking out messed up combinations. that kind of thing is something i always really love.

on the way to more plot development i ended up finding the shumi village, which i also liked a lot. "we wanted you to appreciate our home" felt a bit meta. hahaha. during the lead-up to the climax of disc 2 i went back to the computer terminal and found out that selphie starts filling in the diary as you go through things, and that all the issues of timber maniacs end up in there too as she writes about laguna's articles in them? what a cool game. the fmv sequence during the invasion is even more ambitious than the ones earlier in the game, so even if it's certainly a bit goofy i was totally feeling it. i thought the dungeon was fine, a bit long again but i really did want to explore it pretty thoroughly. cerberus was a cool boss fight, and i'm pretty pumped to have the summon now. i'm really excited again to see what's next...
 

Peklo

Oh! Create!
(they/them, she/her)
I've come to view the bit in setting up the Fisherman's Horizon concert as a signature showcase of the design voice of this era of FF, where the game gives you control of Irvine as ostensibly just a fancy, diegetic cursor to choose players and their instruments... but also completely unsaid, allows you to leave that screen, and wander as far as the game's limits allow you to, which are shockingly far including the docked Balamb Garden and all its interiors. The game doesn't point you toward this possibility, but they sure took it into account, as tons of dialogue unique to this hyper-brief context of the narrative that's currently playing out are in place; interactions privy only to Irvine's perspective there and then. It's the most memorable microcosm of this facet (which, granted, existed notably in the series before and since, with games like V and XII doing a lot with it), but in many ways these worlds and POV shifts were at their most diverse in the PS1 trilogy, and so they're thrillingly inundated with such exorbitancies.
 

spines

cyber true color
(she/her, or something)
final fantasy 1 trip report

i've played this game through around the point where you get the key and blow open the canal, a really long time ago. tihs time i chose the wonderswan version because i have one with a flash cart and screen mod, which i still haven't used enough. (the flash cart doesn't work with xi little...i'll have to buy that someday.) my understanding, from discussions and small research, is that this is fairly similar to the nes version with a few very consequential changes. most notably auto-retargeting, the inventory space is all shared, bugged skills have been fixed, and you can change which spells you know instead of being locked into ones you buy forever. also the boss hp is a bit higher and there are save slots.

there's a long string of dungeons i did, the marsh cave -> earth cave -> volcano (failed and went looking elsewhere) -> ice cave sequence, where they just kept getting worse. marsh cave was honestly a bit like an early dragon quest dungeon where you kind of just have to take a few trips, coming off of those, except without some kind of easy escape. i feel like the earth cave is where the game really starts to show its hand, as the forced encounter tiles, large groups of dangerous enemies, and rooms full of chests you aren't particularly glad you opened really start to become prevalent. to be honest, with as much as it was happening in each dungeon, i thought it was really annoying, and the citadel of ordeals felt hilariously chill after all that, since the constant warping seems to reset the encounter chance or something? the items and stuff there help the game settle into an easier pace, especially since i didn't pick The Best Party (though it was a decent one weighed down early on by thief). but the last dungeon was quite a slog, and after several tries figuring out how to get through the opening section i got past kraken before running out of potions and having to leave. even skipping all those chests, that dungeon is huge, and the encounters are awful...6 water elementals, 4 gas dragons, 4 frost dragons, loads of catmen...but i made it through with 90 potions instead. i did a little better, but i also got a lot luckier.

still, that stuff is honestly pretty expressive? the encounter tiles near chests, especially, have this element of...trying to outsmart the player. like, "i knew you would want to walk that way!" since you can often avoid them by cutting longer ways around. and the evil death tunnel in the earth cave top floor (it's nice it's not lower, lol) which leads to nothing and nowhere is pretty weird and memorable. and all of the lame or outright evil treasures like tiny amounts of gil, large amounts of gil, starter clothes...it's a really prankish game and i feel like people don't really talk about it that way. though it creates this air, which isn't unheard of in other ff games, of being a lot more fun if you've played it a lot and become familiar with some real intricacies rather than just kind of stumbling into everything awkwardly. which is probably why. people just learned all that stuff and don't think about it that way anymore. anyway, that's the good part.

because on the other hand i really don't like the combat system in this game. outside of the items later on (most of which are pretty obvious when you should or shouldn't use them, i think), you just don't really have a lot of options due to the low number of spell uses, the inability of healing to overcome significant incoming damage, and resulting scenario of characters often just not having anything to do except attack, so the actual important one most of the time is whether to run from a fight or try to win it. and for me personally, it doesn't take many failed escapes for me to start just trying to win most of the time. moreover, the dangerous aspects of enemies (large swingy crits, which are also super important for the player until later in the game where large hit counts consistently deliver large numbers, and status effects) don't really feel like something you interact with much. you can try to kill them before death, paralysis, etc. come out...but you're at the mercy of damage and hit rng for that too. and not to be mean or ungrateful but seeing people talk about some of the strategies you can use to overcome these problems strikes me as the same kind of thing as trying to use d&d rulebook loopholes to perform unintended combos. it's interesting and all, but these kinds of esoteric tricks that rely on specific combat math and knowledge of enemy properties aren't really what i'm aiming to use when checking out a game.

around the ice cave i was thinking "ah jeez, ff2's going to be rough for me too, huh." but honestly the most common complaints i've seen are things that are completely precedented in this game or come from similar kinds of attempting to game the rules. and maybe they learned a lot. i'm certainly not expecting a smooth little journey, since i'm sure there's just as much "ok welp, don't go there next time" and all that kind of thing. but i'm hoping for one where it'll be a bit more satisfying for me to stumble around and fail at things.

and even if it doesn't i have like 4 more kawazu games to play on this thing. i'm cautiously excited
 
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FelixSH

(He/Him)
To enjoy FF I, you need to know certain things, I think. If you just go in blind, now, you will likely have a rough time. And I always feel a bit, like people who really know this game can forget how hostile it can be, if you don't know that stuff.

I mean, it's also from a different time, and probably still way friendlier than what you would get in something like Ultima (I assume, I only read about those).

If you are in the right mindset, and get a bit of information, it can be a lot of fun. A friend of mine, who doesn't often play rpgs, played it like that and had a lot of fun. But I think it's a really hard sell, if you don't want to meet the game more than halfways.
 
For me, FF1 is something like a "solvable" game, where if you know how the game really works (really), the experience is completely different. A "blind" player, or an 80's kid operating on limited info (or bad info!) is going to find a huge grand adventure, something approaching what a modern open world title would offer, although of course there is a guided linear path for much of the game along with all the 8-bit jank. And that experience is not for everyone, or even a certain person at different times.

Then you have me and several others here on TT, who know this game down to the specific bugs in the code that make the glitches work they way they do. I find it's the perfect complexity and length for a quick "in-between" game -- a palate cleanser while I digest a finished title before I pick up the next in my backlog -- or for some fun dumb challenges like Single Thief or the like.
 

Destil

DestilG
(he/him)
Staff member
I didn't get to play FF until after I had played IV and VI, just somehow slipped through my fingers in the NES days,

Coincidentally gamefaqs was already a thing and I knew about a few of the more impactful bugs, though aside from run's wonky math and weapon index as crit few of them actually matter even in normal gameplay.

Overworld saves, more than anything, likely make this feel pretty friendly for a player in the context of its time. Also people actually used white mages I suspect, and while they are bad life 1 and a bunch of charges only good for healing do make dungeons a bit more survivable.
 
I didn't get to play FF until after I had played IV and VI, just somehow slipped through my fingers in the NES days,

Coincidentally gamefaqs was already a thing and I knew about a few of the more impactful bugs, though aside from run's wonky math and weapon index as crit few of them actually matter even in normal gameplay.

Overworld saves, more than anything, likely make this feel pretty friendly for a player in the context of its time. Also people actually used white mages I suspect, and while they are bad life 1 and a bunch of charges only good for healing do make dungeons a bit more survivable.
There are a lot of glitched spells and that's useful knowledge if you are using mages.

However, if you know that much about the game's bugs and you are using mages anyway, you are basically doing a challenge run
 

Destil

DestilG
(he/him)
Staff member
Is it? Even in versions where the glitches are fixed I think the only spell that I'd use in that category is TMPR. I guess HEL3 gets worse.
 

Kazin

did i do all of that?
(he/him)
Perfect timing for me - I really enjoyed the back half of disc 1 in my current playthrough of PSX Final Fantasy VII. Hopefully it runs okay on Steam Deck... I can't imagine it's that much harder to run than Remake...
 
Perfect timing for me - I really enjoyed the back half of disc 1 in my current playthrough of PSX Final Fantasy VII. Hopefully it runs okay on Steam Deck... I can't imagine it's that much harder to run than Remake...
Miiiiiiight be. Cuz Remake worked on PS4 whereas Rebirth chugs a bit on the base PS5 during busier open world moments
 

Kazin

did i do all of that?
(he/him)
I wonder if limiting resolution to the Steam Deck's much smaller resolution will help... Maybe some mods might help it run better. Remake chugged very occasionally on Steam Deck, too, so who knows. I guess we'll find out...
 

spines

cyber true color
(she/her, or something)
final fantasy ii

late in ff1 i was starting to wonder if i'd enjoy this. just based on the way people talk about 2, and the fact that it's so close, it occurred to me that they were probably pretty similar. they are? and also really aren't. i'd say, straight up, that the things that frustrated me a lot in 1 are not gone in 2. despite a handful of really short excursions, there are even more full 5-floor dungeons and stuff in this game, and when you get surprise attacked by 7 of those imps who cast confuse 16, you know...you're playing the sequel to final fantasy. if anything, i think the monster closets are pretty in line with ff1's design ethos, though less interesting and clever than the trapped tiles. and ff2 also changes the structure of the game to be a lot more linear and direct in the main line (although a lot of the world map is open really early if you're willing to walk there). while i thought it was really interesting that this means the game feels a lot more like it codifies what the series became, it also highlights that unique, meandering adventure style of the first game. like dq2, i love that vibe, and it's so uncommon in games of the past 35 years that i'm a bit more impressed by it now. i think playing this game has made me like the first one more.

and later ones, too. there's lots of things (especially in 9 and 12) where i suddenly realized "oh, that's from this game." cid and hilda? mysidia (which is also the ff9 black mage village, haha)? chocobos, bombs, malboros and behemoths? (there's a lot of weird monsters that didn't become ff staples too though. though saga did end up with the lady vampires...) "dreadnought" "leviathan"?? this feeling like such a central entry in the series' structure and style is really exciting, especially since it's also the kind of "branching point" game that i'm often fascinated by. there's a fair bit of romancing saga-ness in the systems and stuff, even though the primary structure of the game is a lot more linear. in that sense i find the storytelling pretty interesting, it's got some innovative stuff in the way the state of the world changes repeatedly, including the airships flying overhead early on which ends about 1/3 of the way through.

i think the common interpretation of saga-ism (as seen in stuff like alliance alive and doujin games) is where you get some new spell or weapon and think "that sounds cool" and you just get to check it out and decide if you want to try using it a bunch or not. the way it's implemented here is like that, and it's transparent and simple in a way that doesn't really match the richer and more complex sense of "playing with the game" that emerged in that series over time. but i find that fun and easy going, especially because...i also got killed in battle a lot less than in 1. i think part of that is that you don't have to do much to make the incoming spell damage a lot lower (while in 1 it's really explosive in the midgame and only with late game gear did i start surviving it better), and things that smooth out the game a bit like MP restores and the ability to use revives are incredibly available. there are a couple of noticeable difficulty spikes and by the last few dungeons i was finding it hard to want to cast buff skills on turn 1 instead of trying to thin out threats. so, i don't really know if it's less janky because i feel like things like balance and comparative costs are all over the place, but it just feels a lot more straightforwardly player favored overall. like, on one hand, holy really does seem to just kind of stomp all over the main elemental spells conceptually, so it being not available until much later later makes sense, but things like that or aura which you only get kinda deep into a playthrough (at least without foreknowledge) take way too much work to level up to become truly useful. the ability to force your way to mysidia at basically any point in the game is really notable since there are a lot of options for things you can buy and plenty of them are really strong, but also i didn't feel like i had much money until i suddenly had what felt like i could buy as much of anything i wanted (with some limits on elixirs).

i played a version of ff1 where inventory limits functionally don't exist (there's just not that many kinds of items to have anyway), so it felt a bit different playing this game where it was a pretty big issue, especially as gear i wasn't sure how niche it was piled up alongside a bunch of forced key item slots. which reminds me of the light adventure game system. i thought it was cool! it's not ridiculously fleshed out but it's a nice take on this kind of thing, which is very influential on this series in general. i liked that there was often a bit more text you could get by using relevant but non-essential prompts.

the wonderswan version has gotta be one of the worst ways to play this, at least in english though, lol. the patch is pretty unfinished and a little busted even outside of typos, and the longer spell animations feel like a lot when you want to cast some things so much just to level them up...but overall i came away really positive, i still just feel so satisfied playing games that came out of that early era and seeing each of their own unique modes. it really makes me want to see where things go in 3, which is a game i first tried out a very long time ago, and made it near the end before not finishing the last dungeons. there's many things i remember, but now that i've got more context on what came before, it'll be really cool to see what else it brings to the table. and i've got just a few more first times from 8-bit home consoles i want to make it through, mainly phantasy star and dq4 (which will probably end up being yet another portable remake for me after all...). though i think now maybe i'll add mother to the list as well.

and then if i truly can't get enough there's always more, like megami tensei or something
 
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Purple

(She/Her)
If nothing else, the keyword system is fantastic because the first time you really interact with it, someone gives you the name of the resistance to slip to someone in a town under imperial occupation, and it's very possible to get into a fight you probably won't win if you accidentally talk to one of the guards. And then a few hours later when you're properly on the offensive you get to walk up to one of those same guards, pop the menu open, and let him know just who's here to wreck the place.
 
final fantasy ii

late in ff1 i was starting to wonder if i'd enjoy this. just based on the way people talk about 2, and the fact that it's so close, it occurred to me that they were probably pretty similar. they are? and also really aren't. i'd say, straight up, that the things that frustrated me a lot in 1 are not gone in 2. despite a handful of really short excursions, there are even more full 5-floor dungeons and stuff in this game, and when you get surprise attacked by 7 of those imps who cast confuse 16, you know...you're playing the sequel to final fantasy. if anything, i think the monster closets are pretty in line with ff1's design ethos, though less interesting and clever than the trapped tiles. and ff2 also changes the structure of the game to be a lot more linear and direct in the main line (although a lot of the world map is open really early if you're willing to walk there). while i thought it was really interesting that this means the game feels a lot more like it codifies what the series became, it also highlights that unique, meandering adventure style of the first game. like dq2, i love that vibe, and it's so uncommon in games of the past 35 years that i'm a bit more impressed by it now. i think playing this game has made me like the first one more.

and later ones, too. there's lots of things (especially in 9 and 12) where i suddenly realized "oh, that's from this game." cid and hilda? mysidia (which is also the ff9 black mage village, haha)? chocobos, bombs, malboros and behemoths? (there's a lot of weird monsters that didn't become ff staples too though. though saga did end up with the lady vampires...) "dreadnought" "leviathan"?? this feeling like such a central entry in the series' structure and style is really exciting, especially since it's also the kind of "branching point" game that i'm often fascinated by. there's a fair bit of romancing saga-ness in the systems and stuff, even though the primary structure of the game is a lot more linear. in that sense i find the storytelling pretty interesting, it's got some innovative stuff in the way the state of the world changes repeatedly, including the airships flying overhead early on which ends about 1/3 of the way through.

i think the common interpretation of saga-ism (as seen in stuff like alliance alive and doujin games) is where you get some new spell or weapon and think "that sounds cool" and you just get to check it out and decide if you want to try using it a bunch or not. the way it's implemented here is like that, and it's transparent and simple in a way that doesn't really match the richer and more complex sense of "playing with the game" that emerged in that series over time. but i find that fun and easy going, especially because...i also got killed in battle a lot less than in 1. i think part of that is that you don't have to do much to make the incoming spell damage a lot lower (while in 1 it's really explosive in the midgame and only with late game gear did i start surviving it better), and things that smooth out the game a bit like MP restores and the ability to use revives are incredibly available. there are a couple of noticeable difficulty spikes and by the last few dungeons i was finding it hard to want to cast buff skills on turn 1 instead of trying to thin out threats. so, i don't really know if it's less janky because i feel like things like balance and comparative costs are all over the place, but it just feels a lot more straightforwardly player favored overall. like, on one hand, holy really does seem to just kind of stomp all over the main elemental spells conceptually, so it being not available until much later later makes sense, but things like that or aura which you only get kinda deep into a playthrough (at least without foreknowledge) take way too much work to level up to become truly useful. the ability to force your way to mysidia at basically any point in the game is really notable since there are a lot of options for things you can buy and plenty of them are really strong, but also i didn't feel like i had much money until i suddenly had what felt like i could buy as much of anything i wanted (with some limits on elixirs).

i played a version of ff1 where inventory limits functionally don't exist (there's just not that many kinds of items to have anyway), so it felt a bit different playing this game where it was a pretty big issue, especially as gear i wasn't sure how niche it was piled up alongside a bunch of forced key item slots. which reminds me of the light adventure game system. i thought it was cool! it's not ridiculously fleshed out but it's a nice take on this kind of thing, which is very influential on this series in general. i liked that there was often a bit more text you could get by using relevant but non-essential prompts.

the wonderswan version has gotta be one of the worst ways to play this, at least in english though, lol. the patch is pretty unfinished and a little busted even outside of typos, and the longer spell animations feel like a lot when you want to cast some things so much just to level them up...but overall i came away really positive, i still just feel so satisfied playing games that came out of that early era and seeing each of their own unique modes. it really makes me want to see where things go in 3, which is a game i first tried out a very long time ago, and made it near the end before not finishing the last dungeons. there's many things i remember, but now that i've got more context on what came before, it'll be really cool to see what else it brings to the table. and i've got just a few more first times from 8-bit home consoles i want to make it through, mainly phantasy star and dq4 (which will probably end up being yet another portable remake for me after all...). though i think now maybe i'll add mother to the list as well.

and then if i truly can't get enough there's always more, like megami tensei or something
It's appropriate that you keep comparing FF2 to the SaGa games, as our favorite boy Kawazu is the mind behind both! I feel like FF2 has a bad reputation it doesn't deserve, and the later remakes with more QoL help smooth down the jank.
 
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