Let's Play Every Final Fantasy Game In Order Of Release [Now Finished: Final Fantasy Tactics]

Keep in mind that in FF1 as it was initially released, you would save by using a Tent outside of the Mirage Tower, and then you would have to go first through the Tower, then through the Flying Fortress, reach all the way to Tiamat, defeat her and escape. In this scenario, you do not want to meet the Warmech. In the very likely scenario that your party, already resource-drained by the ambient random encounters, dies, that is potentially several hours of game lost. Any 'run' of the Warmech would take not merely an hour like mine did just pacing across the bridge waiting for the encounter to trigger, but several as every single run has to go through the entire dungeon first. I am sure people did hunt the Warmech for the challenge, but I don't think it was designed for that purpose.
Well, as someone who actually played FF1 on the nintendo and, for some reason I can't remember anymore, decided to level all my characters as high as I could to see what the max level was, I can assure that yes, grinding Warmech for XP was a thing at least one person did.
 
"Give the boss multiple turns" tends to be a common counter to the party outnumbering them in a lot of turn based RPGs as time goes on. Like I can't recall if the Remaster version of FFIII does it, but most bosses and some lategame enemies in the DS version get two moves per turn. And in a different vein kind of adjacent to FFV since it also has a cool mix and match job system, Bravely Default has the Brave/Default system where you can basically cash in your future turns to move up to 4 times at once or stock extra turns by defending... but bosses can also do this and will occasionally take full advantage of it for deadly combos.
Wow, I even played Bravely Default and I have no memory at all of enemies getting access to that stuff. My bad then.
 
the levelling systems comes in to screw you in FF8, so that balances it the other way.
Yep - but, that is something that would have fit fine for certain areas in the game, as well; just not everywhere. Really, that's the best way to sum up the multitude of problems that FFVIII has: they went all the way with a number of experimental features where, if they'd just toned them down or fine-tuned them some, it would have been incredible. It's still a very good game as it is, but you really need to know what you're getting into and be ready to accept you're dealing with madness to enjoy it properly. But this is probably a discussion best left to whenever the thread gets to it, if it ever does.
 
Good Stuff is a very common archtype in Limited, on the basis that frequently you can't get enough of any particular things to really commit to a coherent strategy. But it does limit your ability to use the best Limited strategy of all time the noble flunge.

Given the various abilities creatures have and the possibility of combat tricks, figuring out if it's safe to attack, or if you have lethal on the board can be quite difficult. Flunge resolves this issue decisively. Turn all your dudes sideways. What are you, some kind of sucker who does Maths? Leave that nonsense for your opponent, let their brains overheat as they try and work out the correct blocks. This message sponsored by the Gruul Clans.

"Math is for blockers" is the refrain in my area.

They do figure this out eventually. Sort of. FF8 and 10 have reasonable ways of avoiding random battles. If only that had continued.

Actually in the very next game you have Molulu's charm to turn off encounters entirely, and a different relic to cut the encounter rate in half.
 
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Wow, I even played Bravely Default and I have no memory at all of enemies getting access to that stuff. My bad then.
Yeah, they don't use it anywhere near as extensively as the player party can with stacking four turns in one go, but at a minimum there's things like if you get ambushed the enemies all start with an extra BP that they'll use, or some boss strategies using it to try and nuke the party. It's a fun mechanic honestly, I'd almost be interested in seeing Omi play Bravely Default as a spinoff that takes a lot of cues from FFV.

Of course we still have the rest of the main Final Fantasy series to cover first, not to mention if any actual Final Fantasy spinoffs take precedence like Tactics or Crisis Core or X-2, not to also mention that in the far flung future Omi might not want to make this an "unlimited RPG works" thread where he's stuck making screenshot LPs of games for the rest of his living days.
 
What kind of a name is 'Alte Roite'? Well, it doesn't really mean anything… probably because it's a phonetic transcription of Alte Leute, German for "old people." So this old guy's name when you fight it is literally just 'old guy' up until he reveals his true form as a feathered serpent, which is objectively pretty funny. Sadly that context is wholly lost in FFXIV, where Alte Roite appears in its serpent form to begin with.
Maybe the dragons should have spent a bit more time studying who they were going to pretend to be, you know? Could have avoided this if they had realized that the mocking cry of 'old geezer' they overheard wasn't supposed to actually be a name.
 
Azulmagia is also pretty notable because outside of Omega, I think he's the only optional boss in Exdeath's lineup? Yeah you probably want to fight him because he drops a save point and otherwise you'll have to trudge from Omega all the way to the end of the rift for one, but he's just kind of chilling in one of the cells.

IIRC, there is still another one... which is also sitting on a save point.

Which rises an interesting situation where the party skips it.

"They're bound to show up... aaaany second now."

Meanwhile Exdeath would already be Ex-Exdeath, and the party would probably be checking the Sealed Temple, wiping on Omega Mk-II if they're on the GBA version.
 
Wait, are there less Save Points in the original or something? In the remaster at least it's one at the falls just before Omega (so even if you bump into it you only lose like 10 seconds), one from Azulmagia (optional, but both a straight shot from the previous one with only two bosses one of which can be trivialized with a mandatory summon), and from there you can easily retreat to that save after each boss in the castle to recharge.

Of course I just abused quicksave/autosave instead, but it doesn't seem that awful?
Those are the same amount of save points as in the original, but I don't think easily retreating is possible for most of the castle, see Random Encounters, especially considering that you're also in the middle of a boss rush, and if you miss the fight with Azulmagia (which I didn't but is by no means impossible) every death puts you behind Omega. And while you may not run into Omega often, and doing so isn't as punishing a game over as doing so to any of the other bosses, even doing it once or twice is going to leave a lasting impact.

Also reminder that Azulmagia in and of himself IS one of the jumpscare bosses in this castle so you could very easily fight him while injured, wipe to him first time as a newer player, and then never go to interact with him again since he's optional.

Without Azulmagia, to save over boss progress in the castle section you're actually going to have to do said Omega Shuffle twice, and there's probably thousands of people who tried to do that 2nd Omega Shuffle after beating, say, Catastrophe, ran into Omega, and lost all their progress via Omega roflstomp.
 
Those are the same amount of save points as in the original, but I don't think easily retreating is possible for most of the castle, see Random Encounters, especially considering that you're also in the middle of a boss rush, and if you miss the fight with Azulmagia (which I didn't but is by no means impossible) every death puts you behind Omega. And while you may not run into Omega often, and doing so isn't as punishing a game over as doing so to any of the other bosses, even doing it once or twice is going to leave a lasting impact.

Also reminder that Azulmagia in and of himself IS one of the jumpscare bosses in this castle so you could very easily fight him while injured, wipe to him first time as a newer player, and then never go to interact with him again since he's optional.

Without Azulmagia, to save over boss progress in the castle section you're actually going to have to do said Omega Shuffle twice, and there's probably thousands of people who tried to do that 2nd Omega Shuffle after beating, say, Catastrophe, ran into Omega, and lost all their progress via Omega roflstomp.
Fair and valid, I suppose. Though I guess for me even playing the GBA version back in the day with no ability to savescum, I just don't remember it being anywhere near the slog that is FFIII's endgame, which actually managed to make me go "yeah fuck this" and not finish after wiping to Dark Cloud at one point. At the same time, you're right that I can't actually think of any other Final Fantasy endgames off the top of my head that have as much potential to be painful.

Guess FFIII is Just That Bad that it's the only one that stands out to me.
 
I had no issues with the endgame when I played 5 back in the day

Granted I had also grinded enough for everybody to master every class so I was overleveled as shit, but still
 
True, it is a VERY distant second to FFIII, but FFIII's endgame is a "I GRINDED and know how this game works and I'm still putting the game down fuck this shit" endgame, as opposed to this merely aggravating and bad one.
 
True, it is a VERY distant second to FFIII, but FFIII's endgame is a "I GRINDED and know how this game works and I'm still putting the game down fuck this shit" endgame, as opposed to this merely aggravating and bad one.
...See, not having played it myself, but trying to think of something appropriate here, I would have thought to make the Omega badge an equippable accessory that has the result of disabling random encounters, because if you're good enough to best Omega it is distinctly true that the random encounters are purely an annoyance, rather than either threatening or fun. And at that point the pure boss rush of this final dungeon actually sounds kind of entertaining.
 
...See, not having played it myself, but trying to think of something appropriate here, I would have thought to make the Omega badge an equippable accessory that has the result of disabling random encounters, because if you're good enough to best Omega it is distinctly true that the random encounters are purely an annoyance, rather than either threatening or fun. And at that point the pure boss rush of this final dungeon actually sounds kind of entertaining.
That's what Octopath sorta does with the Spurning Ribbon after its superboss, which allows you to turn off random encounters while you just wander around doing 100% of the side quests.
 
WELCOME BACK TO ME GETTING MY ASS KICKED BY OMEGA
...
I know people laugh at my getting hit by a freight train encountering Omega, and it is funny, but I want to emphasize that I love this. I feast on this. I have been waiting for the past, what, five hours of game time for the game to finally challenge me again, to raise the stakes and force me to actually use my overpowered endgame toolkit to its fullest extent, and it has finally delivered. This was fun and exciting, even (especially?) if Omega's toolkit is absolute bullshit, because frankly, so are my characters.
...
Look, we beat Omega, none of these posers quite rate.
...
But Omega was one of the coolest moments in the series so far and I'm excited for Shinryu, assuming I haven't missed him somehow already.

Next up: The Void!
Send me the best you've got! Send me your strongest machines!
The fight the ancients fought, here, now, will end with me.
Is this the best you've got?! Is this your strongest machine?!
Now with one Rapid Shot, you'll! See! What vengeance means!



View: https://www.youtube.com/watch?v=AD6V9GNvVhc
aka the theme of this update :p
 
The hidden variable is simply that Rapid Fire ignores Defense. And Omega's is quite high.
Oh. Okay.

So, actually, the apparent "each individual hit in Rapid Fire is weaker but it makes up for it in number of hits" is a complete lie, because against high-Defense opponent each individual hit ignores Defense and thus does more damage, in addition to not missing which is something that happens against high Evasion, so each of the 4 hits is individually more powerful than a normal Attack.

Cool. Good to know.
Worth noting that Dissidia repurposed this particular area as the arena for FFV's characters, if you wanted to check what the 3d version of that area would probably look like. I loved that arena, it was a lot of fun fighting there.

The FFIV arena, of course, has you fighting on the Moon. As is only proper.

Yeah, the first stage of the FFV-inspired section of the FFXIV raids looks like this:



If you never got Ramuh before the void sucked the place he was in up, you would have found him in this castle.

Welcome to the best place to grind job classes. None of the enemies give a scrap of exp, but they all give an absolute ton of AP. This is probably where you will be finishing you're jobs off.

That said, I would advise you to wait for the room with the ad boss I mentioned. There is a special encounter there.
Yeah, the "gives no XP but a ton of ABP" is, hm, well. I'm putting a pin in that because I need to talk about it when I write my next update.

Given the various abilities creatures have and the possibility of combat tricks, figuring out if it's safe to attack, or if you have lethal on the board can be quite difficult. Flunge resolves this issue decisively. Turn all your dudes sideways. What are you, some kind of sucker who does Maths? Leave that nonsense for your opponent, let their brains overheat as they try and work out the correct blocks. This message sponsored by the Gruul Clans.
I flunged once, one time, against my friend who had less experience, played worse than me, and had a worse deck, but who had one Fog card (fog! no one plays fog!) which turned my "kills you twice over" attack into nothing and then instantly killed me now that I had no blockers available. The trauma is burned into my brain to this day ensuring that I will never, ever do it again.


This is a section that I find can only work with a lot of grinding or a lot of savestates. Besides all the random encounters mentioned by Omicron Pretty much all of the bosses in this section have at least one way to say "fuck you" to the player, more if you are Not Omicron levels of grinding beforehand, and more importantly from a game design perspective, a lot of them are untelegraphed cheapshots. Like, the only one I could consider that the majority of players would see coming is Halicarnassus (and Omega), and that's outmatched by the two complete cheapshots of "beat boss to have way open up, surprise it's a second boss fight" in Catastrophe and Twintania.

The save points in the original are nowhere near well spaced or frequent enough to make up for it. And then the cherry on top of the cake is that, assuming you are not doing Omicron levels of grinding and prep, you're doing the Omega Shuffle before this gauntlet. I think this is the 2nd worst endgame in the series behind FFIII and I'm not sure it gets particularly close.
Once again, I come back to "people make fun of me for being overlevelled but the experience they describe of going through the dungeon at the 'appropriate' level where it's challenging sure sounds absolutely agonizing."

Yeah, they don't use it anywhere near as extensively as the player party can with stacking four turns in one go, but at a minimum there's things like if you get ambushed the enemies all start with an extra BP that they'll use, or some boss strategies using it to try and nuke the party. It's a fun mechanic honestly, I'd almost be interested in seeing Omi play Bravely Default as a spinoff that takes a lot of cues from FFV.

Of course we still have the rest of the main Final Fantasy series to cover first, not to mention if any actual Final Fantasy spinoffs take precedence like Tactics or Crisis Core or X-2, not to also mention that in the far flung future Omi might not want to make this an "unlimited RPG works" thread where he's stuck making screenshot LPs of games for the rest of his living days.
Yeah, I definitely want to do Tactics, and it's been brought to my attention that Chrono Trigger is another Square classic that is really conversant with Final Fantasy and the JRPG genre as a whole that I should play as part of this, and the list is growing ever greater and greater...
 
Lenna's simple Attack, thanks to Two-Handing and the Brave Blade, can deal meaningful damage. This is completely wrong; it turns out there is a hidden variable I'm not aware of in the interaction between Rapid Fire and Omega's Defense - a single hit from RF is supposed to do less damage than a full Attack, made up for in sheer numbers, but Lenna's individual RF hits do 2-3k damage, whereas her normal attack does 900. Literally not even 1/55 of Omega's HP, and instantly punished by a flurry of Rocket Punches.

I've mentioned this like, every time Rapid Fire has come up I think but the thing that makes Rapid Fire not just good but broken is it:

  1. Can't miss.
  2. ignores all defense.
So it's not just a lot of hits, it's guaranteed to be good damage against a single target.

So if Omega came from space, and the Mecha Heads are plentiful, patrolling the corridors of the Pyramid, and using weaker, degraded version of some of its abilities, could it be that Ronkan technology was directly inspired by Omega? They created weaker replicas as part of studying the original machine, or whatever memory they retained from it.

Yes… I think I like this. A hyper-advanced war machine arrives from space, likely intent on destroying much of the world for reasons unknown, and after it is found that even the weapons which slew Enuo, the greatest evil the world had even known, cannot kill it, it was sealed within the Rift in desperation - but for its limited existence it would have a massive impact on world history by providing the technological basis and inspiration that would launch Ronka to superpower status, converting its ancient temples into flying stations bristling with guns. Hey, you know who has the same Wave Cannon attack as Omega? The Soul Cannon protecting the Ronkan Ruins.

Yeah, I think this all fits together. I like it.

And of note - Omega does not answer to Exdeath. It does not appear among the demons it talks to during his big monologue, it is not seen taking orders from him, it is most likely more powerful than him, this thing is a free agent, left in isolation within the Rift and never approached by Exdeath because it is, most likely, too dangerous to risk using for his own end, if that is even possible at all given its hostile intent and lack of a perceivable personality that could be interacted with and negotiated.

There is, incidentally, a 'Prototype' that also shares the same model and has some of Omega's moves as a localized random encounter on a specific part of the island chain the Catapult is found in, which is suggestive as far as how to read things.
 
…which probably means Faris would be fighting Halicarnassus, which would have good odds for being the most problematic battle in a 200 episode runtime. On the other hand it could lead to an awakening in the audience 🤔
That's how I imagine it, too, with the addendum that it's initially a Hali vs Bartz fight where the "maiden" tricks him and is about to do him in when Faris saves him and switches in for the fight.

Actually, this all makes me think that FF5 would make for an awesome anime series.

On another note, I forgot to bring it up earlier, but I've been sort of contemplating something about the 13th, unknown demon:
One of the three monsters Exdeath sent to stop us gathering the tablets.

Also this is our first explicit sign that Exdeath intends to create a world of monsters, rather than destroying everything just because. It makes sense, but also it could have gone either way given his wacky over-the-top villain persona. It doesn't look like we'll be given much indication that there is a sympathetic motive in the monsters wanting a world for themselves, either; they're just evil and want to take over reality. Fair enough.

Unfortunately, this guy chose the wrong stop to ambush us.


Leviathan emerges from behind the waterfall and promptly eats the guy.

"Monster general shows up to gloat at us and tries to kill us, Leviathan does a big stretch and casually paws him into oblivion" is just such a funny twist on this scenario, I love it. Dude really thought he had a moment there, and in the end we'll never know either his name or his combat sprite! Get punked!

So if we actually got a chance to fight that guy, what do you think the battle would be like? I figure at the very least, he would use fire attacks and be weak against water (given how Leviathan trounced him), but given all the different tricks that the other demons pull, it would be neat if he had some sort of cool special ability of his own. Given the various mechanics of FF5, any thoughts on what would be an interesting trick for him? Just something I'm curious about.
 
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that's because in FFXIV, Halicarnassus is pretty clearly presenting as a female demon.

There was the obvious backtrack retcon about the last boss of Haukke Hard, also named Halicarnassus. I'm almost certain at the time the devs were just randomly picking names from previous FF games, and the slightly fancier Succubus model for the last boss presumably looked vaguely like FFV Halicarnassus.

Then the Stormblood Omega raids happened, and they wanted to use Halicarnassus as a raid floor too, so the lore team went "actually the Haukke Hard Halicarnassus was named by Lady Amandine based on an old myth, rather than being the real Halicarnassus".

I suspect a large part of why FFXIV Omega Halicarnassus is female-presenting is because of Haukke Halicarnassus using a Succubus rig.


Twintania is also a name reused in FFXIV, although that is where the similarities end.

Yeah, I don't know why FFXIV used "Twintania" as the name for the dragon in Coils; it's probably another case of "randomly picking FF series names".

The FFV Twintania model gets used in FFXIV as Archaeotania. The glowing mouth is still pretty impressive to this day.
 
Oh. Okay.

So, actually, the apparent "each individual hit in Rapid Fire is weaker but it makes up for it in number of hits" is a complete lie, because against high-Defense opponent each individual hit ignores Defense and thus does more damage, in addition to not missing which is something that happens against high Evasion, so each of the 4 hits is individually more powerful than a normal Attack.

Cool. Good to know.
Yeah, Rapid Fire is simultaneously the skill that makes Ranger actually worth using at all, and also just... I don't know, feels balanced around the idea that Ranger is the one using it. Because it's one thing to fire four times with a bow, which there's a limited selection of and can't be used with spellblade. It's another thing entirely when you can throw the full freelancer combo together for "what if I had 8 hits that ignored defense and could enchant them with elemental weaknesses too lmao".
Yeah, I definitely want to do Tactics, and it's been brought to my attention that Chrono Trigger is another Square classic that is really conversant with Final Fantasy and the JRPG genre as a whole that I should play as part of this, and the list is growing ever greater and greater...
Oh boy, if Chrono Trigger is already on the list as FF-Adjacent despite not actually being a Final Fantasy game... then yeah, the list will never end. I joked about "haha play the Secret of Mana series because the first one is called Final Fantasy Adventure in the west" but now that almost feels like an actual possibility.

Plus unlike Chrono Trigger, you don't have to dig out an old SNES cart or the DS remake to play it legally (however much that actually matters here), the Secret of Mana collection exists with the first three games available.
 
Plus unlike Chrono Trigger, you don't have to dig out an old SNES cart or the DS remake to play it legally (however much that actually matters here), the Secret of Mana collection exists with the first three games available.

For what it's worth, Chrono Trigger also exists on Steam (and mobile). Doesn't have the monster arena minigame from the DS version, but frankly it was pointless and tedious, and I never bothered with it even on the DS.

Also I'd recommend at least the Trials Of Mana remake, since I think it's much more fun than the original, although it's not part of any collection. The Secret Of Mana remake (also not part of any collection) is a wash, because it's the original game remade in 3D graphics with the gameplay almost completely unchanged, so there's no difference between playing the original or the remake.

The Secret Of Mana collection of three games is probably better value for money, though, especially if you want to stick with "pixel graphics".
 
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