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Oh, that's wild. I did do some stealing in FFTA, but I don't think I ever saw enemies re-equip themselves after getting their stuff stolen.

Wait, so are there hidden abilities, too? That you can only learn from the hidden weapons?
No. I'd have to check but I think the hidden weapons just allow you to get the weapons and their corresponding abilities earlier than they're "normally" available through regular game progression / shop updates.
 
Chalk up another blitzball hater. I thought it was so cool in concept and so disappointing in execution. I never really played after the introduction and never bothered to get Wakka's weapon. Also missed Tidus's because chocobo racing was a unique kind of hell, but I DID do the lightning dodging for Lulu's weapon. I don't think I would do so today.
 
I think I tried to take Blitzball seriously a couple of times, but it didn't take too long, for the amount of games you need to play, before I didn't want to do the busy work anymore. There was definitely appealing elements to the sports sim and stats/skills. I'm sure it's best enjoyed in small bits and pieces at a time.
 
The chocobo race has never taken me more than a handful of tries. Meanwhile, lightning dodging is just tedious, even if you do it perfectly. Forget butterfly dodging.

And Wakka's weapon takes more than all of the others combined, I have to think.

Love me some FFX, but I just can't be bothered with most of the celestial weapons.
 
And Wakka's weapon takes more than all of the others combined, I have to think.
Yep, I once wasted a whole Saturday on Wakkas stuff. With a guide. The other three you mentioned took one day combined, I think.

At some point, I will buy the Steam version, and then do a 100% run. I don't necessarily mind mindless stuff too much. But yeah, it's pretty dumb what you have to do.
 
Blitzball is time consuming but easy and Attack Reels is nice to have too. Chocobo racing is hell and it knows it's hell. Butterflies is way harder than it looks.
 
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GOGGLE BOB'S VAGUE THEORY OF FINAL FANTASY 10: So it has been confirmed in interviews that Final Fantasy 10 was originally going to have more "PlayOnline" features. For those of you that gloriously missed the Final Fantasy 9 strategy guide, PlayOnline was Square's initial foray into "the internet" as something that could be incorporated into the Final Fantasy experience. So FFX wound up with its goofy equipment customization system because there was supposed to be online trading of weapons, so there would be a whole "online market" of people trading for a Lulu moogle that breaks damage limit, or a Tidus gauntlet that resists poison, or whatever. Obviously, because there would have to be an economy to this, the system would have to be a little more "blind box", so you didn't just have the best weapons/armor out of the gate, and thus have no reason to ever engage with trading. Obviously, this feature never wound up in the final product, but, without knowing how far along it lasted as a concept in development, my two theories on Final Fantasy X ultimate weapons has always been...

1. Ultimate Weapons were always intended to be practically impossible, so as to encourage the "easier" route of PlayOnline trading. Or..
2. Ultimate Weapons were thus hastily implemented with random, "left over" resources (hey, we have this lightning minigame, what if we put a really desirable prize at the end of it), and nobody ever stopped to think if this was a good idea or at all fun.

Pure conjecture! But I can say that Final Fantasy 10's whole host of terrible ultimate weapon tasks are fairly unique for the series.
 
Having done 100% FFX twice, once on PS2 and once on PS3/V, the Ultimate Weapons absolutely feel "Yeah whatever just throw it in"
 
Collecting all of the blue magic is bullshit in 5. But it's absolutely not necessary, like the Pink Tail in 4. I'm actually replaying 9 right now and, umm, it's got some bullshit. I actually really love Chocobo Hot and Cold, but I always, always manage to miss a Mognet letter. And I'm shit at Tetra Master.
Good news, you're not shit at tetra master, tetra master just sucks ass and has multiple RNG points where the game can just decide "No, you lose this one" independent of the actual numbers.
 
Yeah I dropped doing Tetra Master after the Treno tournament. My dad on the other hand... Took a full year collecting EVERY card.
 
Last time I played, I did collect every card. Wasn't even THAT bad with a guide, but still grindy, of course.
I don't remember, why I wasn't able to get the highest ranking score, because I even made sure to only have each arrow constellation only one time. But I think I was still missing something, but couldn't tell you what it was.

But that was an exception. I find Tetra Master decently amusing, but with no quest added, aside from getting every card, I just don't care. But I definitely don't hate it, as many seem to do. Though I understand why people really dislike it, with the weird randomness. Iirc, it's never completely independant of the number, but having a high number just means, that you have a high chance of winning, never a guarantee. But it's been a few years, maybe I'm wrong.
 
Blitzball is the best FF minigame after Chocograph hunting and the heretical naysaying here does not change this indisputable fact.

Though honestly, losing that first game 0-1 in overtime suggests she was actually pretty good at it, because that first game is set up for you to lose. It’s way harder than any later game.
 
For those that don't know, I will transcribe the rules of Tetra Master, sourced from various sources, mostly the FF Wiki and the people that fandom stole it from
The numbers on the cards are the ranges that the actual number can be. THe actual number it can be is between 0 and 255
latest

3-P-6-0
This card's Power is 3 (from 0-F)
This card's Type is Physical
(from Physical, Magical, fleXible, or Assault)
This card's Physical Defense is 6 (from 0-F)
This card's Magic Defense is 0 (From 0-F)
The arrows represent the directions it can attach there. Pink Pudge can only attack to the Left or Right. The defender's arrows are not called into play, only the attackers' arrow
Physical Attack: The Power of the attacker is compared to the Physical Defense of the defender
Magical Attack: The power of the attacker is compared to the Magical Defense of the defender
Flexible: The power of the attacker is compared to the Physical or Magical Defense of the defending card, whichever is weaker
Assault: The Power, pDEF, or mDEF of the attacker (whichever is highest) is compared to the Power, pDEF, or mDEF of the defending card (Whichever is weaker)

In every case, when numbers are needed to be referenced, the number on the card is a very specific subset of numbers:
0 is 000-015
2 is 032-047
7 is 112-127
9 is 144-159, etc
All the wayt up to F being 240-255

in a tetra master fight:
5P33 (Card A) attacks 2M10 (Card B)
Step 1: Determine maximum power. (5 = between 80 and 95. 85 is rolled)
Step 2: Determine maximum defense (P, so physical, so 1 - between 16 and 31. 23 is rolled.)
Step 3: Determine actual power. A random number between 0 and [Step 1] is rolled. 71.
Step 4: Determine actual defense. A random number between 0 and [Step 2] is rolled. 3.
Step 5: Math. Subtract Step 3/4 from Step 1/2.
Card A: 85 - 71 = 14.
Card B: 23 - 3 = 20
Card B (2M10) wins the fight against Card A (5P33)
 
Epilogue: The Moguri Mod for FF9 PC has an option to just change tetra master to Triple Triad.
 
Step 1: Determine maximum power. (5 = between 80 and 95. 85 is rolled)
Step 2: Determine maximum defense (P, so physical, so 1 - between 16 and 31. 23 is rolled.)
Step 3: Determine actual power. A random number between 0 and [Step 1] is rolled. 71.
Step 4: Determine actual defense. A random number between 0 and [Step 2] is rolled. 3.
Step 5: Math. Subtract Step 3/4 from Step 1/2.
wait this means that any card can lose to any other card regardless of the numbers?

that's extremely cursed
 
yes, unlikely as it is, it's possible

it seems to me like how it went down is square found out people figured out how to spread open in triple triad without spreading random or any of the rules that convolute the gamespace, at which point the game is basically completely strategic and therefore solvable (and i mean, open + add is also completely strategic and solvable, it's just 3x as much work). and so, the reaction to this was to make a game which is not solvable and any outcome permitted by the rules is possible

which uh. a little excessive. kinda like it though
 
Those steps were making sense to me (just doing the step 3/4 thing allows for random but probabilistic outcomes), but then step 5 is completely insane. Why would you do that. Just why.
 
a card game designed by rpg battle planners, for sure. It's much preferred that it isn't solvable, I just wish it was a little more transparent how the numbers could work within the game. My problem when i played was feeling no feedback from strategy. Knowing there was some amount of strategy in "bigger number better" but having adverse outcomes from playing the right numbers against the right defenses makes it feel like it's totally arbitrary rather than me just being unlucky with the right moves. Knowing how the system works, even if not to that degree, helps it feel more fair. Maybe it is explained better than i remember in game or more likely manual and I just skimmed over it in ambivalence
 
Maybe it is explained better than i remember in game or more likely manual and I just skimmed over it in ambivalence
It's not. The game at no point tries to convey how the card game works, beyond "Sometimes numbers" and "Sometimes the cards evolve."
This creates a very odd piece of Ludonarrative dissonance - the characters in world don't know how the game works. A grand card tournament is being held with a game that nobody knows how to play. It's either the board itself is magic and they obey the card, or it's entirely calvinball vibes based.

I've always agreed with the idea that it's a card game designed to be unsolvable in reaction to Triple Triad. Which on it's own would be fine, but as part of a video game that can, in theory, be solved, it just comes off as malicious, or the product of a game designer who got upset and had an idea for "A vision."

Also, everything up there is only one of the 3 rule sets for Tetra Master. There was a second rule set for the PlayOnline version, and a third one for the physical copy of Tetra Master.
 
The other side of the coin is that there's no compelling reason to spend time on Tetra Master.

Triple Triad -- besides just being really fun to play and collect -- gave some incredible rewards if you were willing to mod your cards into items. It's for the best that Tetra Master didn't follow suit: the result would be a lot more time spent playing Tetra Master.
 
Perfectly honest, the only reason I ever spent time on Triple Triad was to collect cards / mod cards. I don't find the card game particularly more interesting than Tetra Master.
Thinking about it, I don't think I really like it that much.
 
Replayed Final Fantasy X on a whim. This time around, I enjoyed the game more than I usually do, which came down to one significant factor: that I played the PS2 original (well, the International re-release, which features full English support) and not any currently available form derived from the PlayStation 3 HD treatment. I always knew what was up with those versions, intellectually, in the changes they impose on the work, but I wasn't really prepared for the in-person impact of returning to the original presentation after so many years.

The original high-detail character models for the main cast are so far and beyond aesthetically and even technically--in how they emote and the nuance the animators are able to pull from them--of the HD replacements that you cannot see the latter as anything but rough approximations of the source material. It's a highly close-up emphasizing, microexpression-boasting game in its storytelling, so even beyond an aesthetic preference, the effect on conveying the narrative and characterization is pervasive. To return to this presentational baseline, along with other aspects of a PS2 game--a native resolution, a CRT filter that I like, the better U.I work in the original--translated to a play experience where I did everything in the game short of the last few Dark Aeons simply because interacting with the work in this state refreshed estimation of it in my mind. I truly do believe the last decade+ of the HD version being the foremost and only officially supported option for playing the game has muddled perception around the game's presentation and how incredibly visually impressive it was for a 2001 video game and remains so now.
 
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