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

For the record, during the siege of Narshe you can actually let Edgar wander off on his own: King Tony Stark wielding the powers of BRRRRRT, HONK, and warcrimes can just Rambo through packs of Imperial soldiers; sometimes they won't even get an attack off. It's a very rewarding feeling.

Unfortunately it runs head on into one of the things about FF6 where the game really starts to lose me - one of my biggest pet peeves in video games is when I feel like I have an enemy on the ropes only for them to just ollie out and come back to bother me later. I knew going in that Kefka was going to be the game's villain so it was hardly a surprise that he doesn't die here but that doesn't make it any less irksome.

Gauzan Gaustroke does nothing for me as a character either.
 
I wanted Sabin to beat the stuffing out of Gau as soon as I read how he talked.

It was infuriating, like an offensive stereotype of a mentally disabled person, not that that was the intent. Maybe they changed that in the PR, I was playing it on SNES.
 
One thing about Rage.

After a leap, you do not need to keep feeding Gau dried meat for him to rejoin the party. Once he pops up, don't do anything. A prompt will come up and he'll rejoin.
 
Also you see that lady just above the midwife giving us Gau's tragic backstory? She's a dancer, and if we talk to her she immediately tries to hit on Cyan, of all people, who immediately backs down in fright like a woman has never flirted with him in his life and calls her a 'licentious howler,' ...

I think this is the most sexually explicit gag in the whole series to date. It hits Cyan so hard he instantly collapses from sheer shock. Sabin laughs at him and tells him to stop being such an easy mark for jokes, Cyan is like "how are you remaining so composed in the face of her womanly wiles" ...
Spoken like a man who has reproduced. Somehow.

It's a real shame we never saw any scenes of his relationship with Elayne. I can't help but assume she ran completely roughshod over him.
"Our genocide will be worldwide! Drop landslides on the countryside, give them a broadside full of cyanide, homicide them at yuletide, there's no downside!"

"Uh, sir, are those operational commands or are you just-"

"When our forces collide, divide and bestride them! Do not abide any to hide! Woe betide any snide fools who deride our pride once we decide to hit our stride! And if I may confide an aside, kill them all while you're at it!"
 
I suspect it's some straight up Tarzan/Mowgli levels of tossed out and raised entirely by monsters, myself. Though that does also raise a question of where exactly monsters are in the FFVI ecosystem, if some are apparently willing and able to raise an infant child? Really does feel like it varies from game to game, where in some cases it's "literally incarnations of evil and dark energy" while in others there's like... actually intelligent monster species who just don't' particularly like humans.

Judging by his starting Rages, he was raised by magitek armors, actually.
 
There are actually random encounters on the way down, which is just incredibly funny to me. These guys are just having a fight to the death while in free fall, it's straight out of Shoot 'Em Up. Anyone remember Shoot 'Em Up?
...Darius? Are you thinking of the side scroller franchise Darius where you fight an evil space empire with strangely aquatic themed ships?

The pigeon postal service, incidentally, is how a wounded soldier who got stuck here somehow keeps in touch with his love back home in a place called Maranda.
OMI! OMI THIS IS THE GUY, DID YOU GET THE THING

At which point Gau decides the term 'thou' is so funny he just can't get enough of it and starts running around all over the screen while shouting "Thou! Thou!" until Cyan takes offense at being made fun of, Sabin tells Gau that Cyan is going through a rough time what with his family dying, and Gau shows some actual concern and apology.
And this is also the birthplace of the hilarious nickname, "Mr. Thou." For Sabin though, much to his consternation.

With !Leap, Gau jumps and quits the party, instantly ending a random encounter with no reward. A random few encounters later, he will reappear after defeating all enemies, at which point he must be convinced to join the party again by throwing him dried jerky, and he will have learned the special abilities of each monster we were fighting when he left, and each monster we were fighting when he returned.
The game doesn't communicate this to you, but you don't need to use the jerkey ever again. Just wait.

And for the love of god whatever you do don't accidentally attack Gau like I've done countless times. As soon as the enemies are dead just stop pressing buttons. Use the cancel button (B) to cycle through the dialogue.

Which is where the second point of complication comes in. Here is Gau's ability menu:
As somebody that enjoyed using Gau in their last playthrough, let me state for the record that I absolutely hate FFVI's rage menu for being completely without rhyme or reason. It's such a huge pain in the ass finding the one specific rage you want to use for a fight.

Not telling you what the hell any of his stuff does is also not great. Probably the devs were limited by their system and memory limitations. They worked really hard to cram all that game into the SNES cartridge and IIR had basically no room to spare.

I can't get over this stupid-ass pun in the context of him planning a mass murder.

Kefka is truly one of the characters of all time.
As mentioned at the Imperial Camp outside Doma, Leo got all the good bits and Kefka got the insane clown stuff.

Yeah! Remember that? Celes, Terra, Leo and Kefka were all present in that prologue sequence with Emperor Gestahl! They know each other! Terra says that Celes can use magic, but it's different from hers; Celes explains that she was raised to be a Magitek Knight basically from birth, having been infused with magic as a very young child.

Which. Okay. So the Empire is running a super soldier program, taking children and blasting them with magic to produce its magic-using elite. Wow. That's some new context and waaaiiiit that's basically SOLDIER from FFVII!!!
The game also mentions this a couple other times. The one I know of for sure is at the Imperial Camp, where the two mooks are talking about Kefka and Leo as mentioned above.

Which means that, in Celes's case, if I use Runic, there is a lag between me telling her to use it, and Celes actually 'casting' Runic; if the enemy casts a spell during that lag time, it goes through. Then, because Celes technically took her turn before the enemy attacked, her ATB gauge fills up waiting for a spell that never comes, and then her next turn rolls around, having wasted a full turn trying to defend against a spell that never came because it had already come through.
Not quite. It lasts until the next time Celes performs an action, which means you can just cycle to other characters using the Y button in order to keep the use of Runic banked. Doesn't work great if you've got Terra in the party though, as Runic works on your own spells just as well as the enemies, and it also means Celes isn't doing anything else. Even with all that, it's still a phenominal ability for keeping your party from wiping from enemy magic.

At some point I'm gonna need to actually level up my characters, I have been told 'by the way try to keep your level to a minimum in the early game because there is stuff that happens later that makes leveling up too high too early detrimental and it's been four hours and I just got my ass handed to me by Kefka three times in a row :V
SOON

And yes, it's kind of... annoying to try and return to the Veldt at this point in the game. Not impossible, but you have to like... walk your way back across the entire continent so far and back through the path of Sabin's scenario (sans the Phantom Train), then jump back in the river again and take a ship again to get back to the main plot. Really not worth it until you have better transport to reach the Veldt later... meaning your Gau is probably going to be fairly dead weight for the time being.
Annoying but totally worth it. As you mention, the serpent trench enemies have some really fantastic abilities. Them plus a couple other already encountered enemies make Gau really strong at this stage of the game. Gigavolt oneshots several annoying bosses, and Fireball from the Lesser Lopros does work.



Also, too: WIND GOD GAU
 
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Me, I loved Gau as a character. I find various enemies and their unique moves to be fascinating, so I enjoyed doing the Veldt gambit repeatedly. It kind of helped that I didn't really keep track of numbers, so I always believed that my other party members were getting tons of EXP while waiting for Gau in the Veldt.
 
Kefka being One Of The Characters Of All Time is a thing even in-universe in FFXIV. Y'Shtola met most of the big name FF characters in Dissidia 2015 (which like all good crossovers ended with memory erasure)... but of all of the ones who have wind up minions for WoL to collect, Kefka is the only one to have left enough impression on her for her to, canonically and despite the memory erasure, take one look at the wind-up Kefka doll and go "something about that is eerily familiar".
 
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Kefka being One Of The Characters Of All Time is a thing even in-universe in FFXIV. Y'Shtola met most of the big name FF characters in Dissidia 2015 (which like all good crossovers ended with memory erasure)... but of all of the ones who have wind up minions for WoL to collect, Kefka is the only one to have left enough impression on her for her to, canonically and despite the memory erasure, take one look at the wind-up Kefka doll and go "something about that is eerily familiar".
She could have just tagged along in the Omega Raids when I kicked his ass
 
Omi, you forgot one amazingly important thing about this sequence of events. Sabin is a Himbo, Gau is a literal child, and Cyan is in his Gag Character phase. Reality would literally bend itself into a pretzel when faced with such power. Logic holds no sway with that group.
Its a very big helmet, they managed to fit all three of their heads in at once.

Which must have made the fighting interesting.
 
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Since I'm playing through the Veldt right now, I can really tell just how completely done @Omicron was with the Veldt and it's...Veldt-ness. Here's a couple things not mentioned:

1) That waterfall that Sabin and Cyan went over? Goodness is the peak of that screen right before you jump absolutely gorgeous. And the water effects actually convincingly look like the frothing top of a waterfall. Not bad for 16bit era graphics. Not bad at all.

2) The feed Gau scene is really charming and is one of the more animated scenes. There's a lot of stuff going on like Gau and Sabin going in circles only for Gau to stop halfway through while Sabin keeps going, exactly like an old cartoon. And since Omi left this out, along with Gau walking backwards from offscreen like an absolute goofball, I just can't help but feel like Omi's exasperation with this zone was bleeding through during the writing process.

I mean, I get it. The Veldt can be really frustrating. Costs 500gp to send a letter and you've got to do that five times. Complete ripoff. You get a nice item out of it (restore HP by walking, which is really good right now) but still. 2500gp and thanks to the Veldt encounters giving you early monsters sometimes you're only earning low double digits worth of gil each encounter.
 
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Good news, I successfully finished the game myself this Saturday, so now I get to follow along without regret despite TotK taking up my gaming time from this Friday onwards.
At some point I'm gonna need to actually level up my characters, I have been told 'by the way try to keep your level to a minimum in the early game because there is stuff that happens later that makes leveling up too high too early detrimental and it's been four hours and I just got my ass handed to me by Kefka three times in a row :V

Consider carefully whether you actually want to optimize this. You will not simply graduate to 'Just level-up without worry' once you unlock stuff. You will merely soon get the tools to do level-ups that are somewhere between 'just as bad as before' and 'half as good as in the endgame', with your willingness to micromanageme determining how many you get of each. And even with the full endgame set of tools there is still permanently the specter of a level-up as bad as those you would get right now haunting you that you need to plan around.
 
...Darius? Are you thinking of the side scroller franchise Darius where you fight an evil space empire with strangely aquatic themed ships?

The film Shoot 'Em Up, starring Clive Owen, has at least one fight scene where there's a gun battle in freefall, IIRC. It's a surprisingly funny film but is not in any way high art.
 
Consider carefully whether you actually want to optimize this. You will not simply graduate to 'Just level-up without worry' once you unlock stuff. You will merely soon get the tools to do level-ups that are somewhere between 'just as bad as before' and 'half as good as in the endgame', with your willingness to micromanageme determining how many you get of each. And even with the full endgame set of tools there is still permanently the specter of a level-up as bad as those you would get right now haunting you that you need to plan around.
Personally, I'm not going to worry about it too much other than explaining a bit when Omi gets to that point. From there, it's up to him if he wants to min-max or not, and frankly it isn't like FF6 is crazy difficult or anything, it's entirely possible to beat the game without needing to juggle the tools you get for maximum efficiency at all times.

And besides, if he really wants to super minmax, he has to play until like... the last roundup chunk of the game at minimum levels which. Lmao there's zero chance Omi does that.
 
Personally, I'm not going to worry about it too much other than explaining a bit when Omi gets to that point. From there, it's up to him if he wants to min-max or not, and frankly it isn't like FF6 is crazy difficult or anything, it's entirely possible to beat the game without needing to juggle the tools you get for maximum efficiency at all times.

And besides, if he really wants to super minmax, he has to play until like... the last roundup chunk of the game at minimum levels which. Lmao there's zero chance Omi does that.
Yeah, but right now Omicron is already staying weak enough to wipe against random fish due to the promised reward for delaying levels, so a bit more vague information about what he actually is suffering for could help him choose how to play the next stretch.
 
The other fun part of a blind Let's Play is that I get to inflict on you all the consequences of reckless advice given by someone else and you must all suffer through it.
 
The other fun part of a blind Let's Play is that I get to inflict on you all the consequences of reckless advice given by someone else and you must all suffer through it.
It really is half the fun, can't deny it. Watching the FFV battles flipflop between "Come on Omi I EZ beat that shit why are you struggling" and "what the fuck that battle kicked my ass how did you steamroll it" was a riot at times.

Though actually, have you been focusing on keeping party members intentionally low level? Because the levels you mentioned for the Kefka fight didn't seem too low, I think my party was around that, maybe a level or two higher and I had decided not to worry about avoiding levels, just avoiding grinding until the upcoming point.
 
One: Cast times are back.
The only ability that uses a charge time mechanic is Cyan's Bushido, every other action in the game works like in FFV.
So in practice you can get fucked over using Runic if the game has queued a magic attack before you select Runic, and worse since Runic is a main menu command time continues to pass while you select it.
Runic is a bit of a miss as far as abilities go, though not the worst.
 
Ah, the Veldt. I spent a lot of time there grinding rages. I actually enjoyed seeing what asshole would pop up next.

The Veldt also spawn 3 bosses, including the Guard Leader. It's actually a good Rage for Gau, as it gives him Wind Slash, a decent AOE move. It and Cat Scratch are a solid bread and butter for Gau

By the way, Remember the Doberman that was guarding the chest in the imperial camp? That guy is weird. Not only is it skippable by choosing the right option, but he appears in the Veldt as a Rage option, but doesn't appear in your Bestiary for some reason.

Rage is only one of Gau's main things. The other is that he can equip the best armor in the game along with another person.

Oh, and I would advise you to bring Sabin and Edgar with you to Figaro Castle.
 
So, continuing on my thread of FFVI being quintessentially 2D, we have in this update the waterfall fight, where it's as simple as changing backgrounds for the game to have Sabin and Cyan literally fight monsters while hurling down a waterfall, which is another combat that would be very hard to conceptualize and program in a 3D environment, in my opinion. And, of course, we have a repeat of two past sections I commented in previous entries, with the underwater current being a repeat of the raft (which people tell me it's easy to do, but I still think it'd be somewhat tricky), and the fight at Narshe being a repeat of the Moogle section at the beginning of the game.

I do think the switching of teams is an interesting first in Final Fantasy history that is worth remarking upon - this will become the norm in later games, but outside of the endgame of FFIV, the series didn't really felt like it was missing the feature, I think. It's one of the many remarkable ways in which FFVI no-holds-barred approach to game design helped innovate the series conceptually. The introduction of unique mechanics tied to each character, even if sometimes just in the form of special attacks sometimes, although occasionally much more involved, as with Gau, is the other big idea introduced in FFVI that will carry forward to the rest of the series, and it's nice to see the two show up together here in the same update. I feel like they both are interconnected development tied with the idea of expanding the playable cast, and it'll be interesting to see if the overall impression they leave behind is that it all worked, or that it didn't, once the game is over with.
 
So, continuing on my thread of FFVI being quintessentially 2D, we have in this update the waterfall fight, where it's as simple as changing backgrounds for the game to have Sabin and Cyan literally fight monsters while hurling down a waterfall, which is another combat that would be very hard to conceptualize and program in a 3D environment, in my opinion. And, of course, we have a repeat of two past sections I commented in previous entries, with the underwater current being a repeat of the raft (which people tell me it's easy to do, but I still think it'd be somewhat tricky), and the fight at Narshe being a repeat of the Moogle section at the beginning of the game.

NGL, a lot of your arguments over the thread feel less about FFVI being quintessentially 2D and more about it being a turn-based (ATB, whatever) RPG with separate screens for fight and exploration. The waterfall fight would be fairly easy to do in something like Persona 5 and a lot more awkward in, say, Fallout 1, even though the former is 3D and the latter is 2D. It's a matter of how games present fights specifically rather than their dimensions. Similarly, the three-party sequence is something Persona would handle just fine, while a 2D action game would not.

About the only things that are quintessentially 2D are the opening* and the Doma death sequence**.

It's not to say that FFVI lacks artistry or doesn't take advantage of its medium. As Omicron has pointed out, the Phantom Forest sequence is masterful, creating an illusion of depth while trapping your party in the foreground, narrowing the possible path, which increases tension. And similar visual manipulations are everywhere in the game, including Sabin jumping into the waterfall and Terra frantically flying across the map. It's clear that the devs have become very familiar with the engine over the years and pushed it to its limits (and beyond, given the amount of bugs the old version had, lol). I just don't think such things should necessarily be attributed to FFVI being 2D, they're, in my opinion, a more general expression of artistic mastery on display.

(Also, personally, I feel that the general sprite aesthetic fits FFV broadly goofy tone far better than the dramatic and slightly dark story of FFVI. While the style does help to sell the Doma sequence, it's still kinda funny to see googly-eyed funny little guys dropping fucking dead like flies)

*Not because it would be impossible to do in 3D, but because it just wouldn't be as impressive. "Walking towards a distant city that grows larger" is something you can just do in 3D, no need for clever background manipulation.

**While it kinda breaks apart on close examination, as the thread has discussed, I do thing the 2D sprite presentation helps sell the scene in the moment. In full 3D the flaws would probably be far more evident.
 
I just don't think such things should necessarily be attributed to FFVI being 2D, they're, in my opinion, a more general expression of artistic mastery on display.
See, that's my point though - I don't disagree with this at all, you're just focusing on the reasons, while I'm focusing on the consequences.

FFVI is built to take extreme advantage of the system it was built on, to the point of using the very features and specific format of said system as a building block in its very structure. As a result, a number of things it does are almost intuitively easy in its native environment, but would require a lot of redesign if transferred to a different one.

Maybe that makes my position a bit clearer?
 
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