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

Final Fantasy III, Part 2
Alright, we're back.



Ghosts, uh? Cursed town? I wonder what's up with-



A djinn turned the entire population of the town into ghosts. He didn't, like, kill them; he just transformed them into ghosts. Apparently, Kazus is a mithril-mining town as well as home to a great smith, and only a ring made of mithril can seal the djinn, so it cursed the town. The whole town is still there to be talked to, but all their services are unavailable. Luckily, there's someone to help me out:



Cid is here! And he's lending me an airship!

Wait, what?

I'm barely half an hour into the game, how do I get the airship this early? I head out into the patch of desert right next to the town, and…



Goddamn that's a nice design. Very steampunk-y, with a wooden sailship frame fed by brass engines. It's a shame it's only onscreen for a few seconds, then…



Airshiiiip

Nice.

Okay, it turns out that the game is playing a funny trick on me, here. It can afford to give me the airship this early because the airship cannot cross mountain ranges. So this:



Completely seals off the way and means I am confined within this closed off valley. Meaning aside from Ur and Akuz, there are only two places for me to visit, a cave at the north of the valley, and Castle Sasune.

The castle, it turns out, is also cursed.



This djinn is pulling some serious mojo if he can just curse entire towns and castles like this. We already have a much more fearsome antagonist than Garland or, huh, 'Sergeant.'

King Sasune explains to us that the villagers of Kazus once gifted a mithril ring to Princess Sara - another returning name - and the ring can seal the djinn, who is hiding in the cavern to the north, but that Sara is nowhere to be found. It's possible she might have been captured by the djinn, so we offer to check out the cavern to the north. Well, it was the only location left anyway! Interestingly most of the information you need is both in Kazus and Castle Sasune, so one visit to one place is enough to cue you to where to go next.

A guard also has this helpful pointer:


He warns me, however, that the Wightslayer can only be wielded by a red mage. I decide to claim it anyway - the castle has two towers, both of which have monsters in them, and the Wightslayer itself is guarded by a boss:


That griffon hits hard, and my group has some difficulty put it down, mostly because my Black Mage DOESN'T ACTUALLY HAVE MAGIC YET >:C But I make it work, get the sword, and think, 'well, I've been warned the cavern is full of undead, this weapon helps against the undead, and Mimi was a Red Mage ten minutes ago' and put two and two together and respec.


Sealed Cave here I come.

Sealed Cave is populated exclusively (almost exclusively?) by undead monsters. And I get my shit pushed in.


Am I seriously fighting a bunch of haunted pocket change?


Am I seriously being wiped by haunted pocket change?!

Obviously I need to step up my game if I'm going to survive this place. After reloading, I spend some time fighting monsters outside the cave:


I think this is the first instance of roaming, independent hostile humans - FFI only had pirates, and human opponents in FFII worked for the Empire.

Once I feel a little more comfortable, I head back into the cave, and grind on the entrance floor:


Also, just like in FF2, Cure spells deal huge damage to undead opponents. I have also acquired a 'Holy Arrow' from Castle Sasune - in turns out that bows are back in FF3, and the way they work is you equip a bow in one hand, and an arrow in the other; the Holy Arrow deals extra damage to the undead. I give it to Quaver, and between it, Cure, and Wightslayer, I soon feel confident tackling the cave for real (Rushanaq doesn't have magic and is just sadface having to stab everyone with an itty-bitty knife. Isn't it sad, Rushanaq?). First, I need to find a skeleton and interact with it to trigger a hidden wall, and…




The WoLs try to convince her to step out and let them handle it, but Sara won't have it.




That's some really cool new tech. Sara doesn't take part in battles - the party roster is full at 4 characters - but she actually exists on the screen and follows directly after our character, which is the first time the party doesn't 'collapse' completely in movement (something which I found very surprising and bizarre when I was first exposed to it in FFIX, because my first FF game was FFVIII, which is notably the only game in the series not to do this). And you can at any moment turn around and talk to Sara, who has a few dialogue lines, notably warning that the djinn is weak to cold magic.

'NPC follows you and can be talked to' is technology so wild, so advanced, so powerful, that it took FFXIV seven years and the Endwalker expansion to manage it. We're operating at a very high level here.

With my new anti-undead tactics, we easily mow through the opposition and confront our true foe.



Interesting. This is our first glance at the greater force, the looming threat behind the current events, known only as 'the darkness' so far.


The djinn has two moves: a physical attack, which deals enough damage to nearly kill Tsugumi in one blow, and the Flame spell, which deals about 40 damage and is much less dangerous. I found one Antarctic Wind item, which I use to damage the Djinn, and theen it's mostly just attacking while Tsugumi is on Cure duty.



Another one, another one, another one bites the dust…








That is sweet. It's definitely a more meaningful interaction than FFI's Princess Sara, and a little touching. As for the king, he's ready to reward us… if a little oddly.


Okay, sure, why not. This is actually very important because the Sealed Cave is on the other side of a lake, and Sara kind of teleported us with the airship on the other side, so we can't actually get it back without a canoe.

Talking to one of the guards mentions a secret passage to a treasure vault somewhere in the castle, so I decided to do some exploring, and…


Look closely to the left and you'll see my character sprite rendered as transparent and 'inside' the wall. This game has a much bigger emphasis than the previous one on hidden passage; there's a well in Ur with a stash of potions inside, hidden doors in the Sealed Cave, secret ways inside the castle…


These corridors are only visible when inside the secret passage.
These lead me to some gil, a Tonfa, and Blizzard, my first ice spell.

Also, some of the castle's tiles are still full of enemies:


Look at how fantastically gross these zombie sprites are. They have blood and spilling guts and everything.


Once we get the airship back and head to Kazus, we bump into Cid, finally free of his ghostly form and revealing himself to look like… I mean look at this amazing guy. FF2 Cid was straight out of an 80s pulp story taking place on Mars, but this guy:



Look at this funky little Tom Bombadil fellow. I love him. And does he just have an engine stashed in his backpack? Aviator goggles? Medals strapped to his chest? Such a fantastic character design.

Cid asks us for some help - you see, he lives in Caanan with his wife, but the huge boulder we saw earlier is blocking the way, and he wonders if we could find a solution for him - and doing so, he joins the party and follows behind us as we explore Caanan free from the curse (I mainly take advantage of this to buy Fire and Blizzard from its store for Rushanaq and Mimi).



Is he… is he planning to ram the boulder???

And the smith agrees to this! Enthusiastically so! He literally just races out of the house and comes right back!



Oh my god.

So of course we head back out, take the airship, and…





OH MY GOD.

I couldn't capture the exact frame where we see it happen but HE BLEW UP THE SHIP. HE RAMMED A GIANT BOULDER WITH A MITHRIL PROW AND THEY BOTH EXPLODED. HOW ARE WE STILL ALIVE.

WELL, NOTHING TO DO BUT PROCEED




Well.

That'll be it for today.

Oh my god it's unreal how much of an improvement this is over FFI and FFII. Not only are we doing things right away, and they're big, cool things like lifting a curse and helping a princess defeat an evil djinn (not rescue her from abduction!), but it's all dripping with character and fun. Cid engaging Ramming Speed and blowing up his airship is such a fantastic bit. The rewards for exploring, the little hidden corridors and secret chests, make the game feel so much friendlier than FF2, it's not punishing you for going off-track. And each character already has a mechanical identity from their job picks, and more to come as the game progresses.

I am having a lot of fun.
 
. However, there's a second number - we have a job level that is separate from our character level. So, for instance, a character can be lv 5 and Onion Knight lv 3, and I'm not sure what that means in practice, because job level don't directly impact my stats.
Job level is opaque, poorly-to-never explained by the game, and hard to understand how important or not it is even once you know what it actually does.

It's been awhile and I'm going from memory here, but basically as I recall it sums to;

  • Job level affects your stats like stamina, strength, intelligence, etc, acting as an overall multiplier on character power... but it's an arbitrary list of stat values for each job level such that gaining a job level doesn't necessarily do anything over the previous. It's also a fairly small effect per level typically. Special shout-out to the onion knights themselves, who just kinda suck in the DS remake but in the nes version apparently get incredibly godlike warrior-ing stats... at job levels over 90~ sucking until then period. No clue where the pixel remaster sits on this.
  • Job level does nothing if you're not in that job right now.
  • Also, several specific class features scale with job level, in of course a completely unexplained manner. This means some classes are worthless at low job levels (because the good shit effects literally require job level 50 type shenanigans) while others are only mildly impacted (because they don't have special class feature scaling, just stats)
That's some really cool new tech. Sara doesn't take part in battles - the party roster is full at 4 characters - but she actually exists on the screen and follows directly after our character, which is the first time the party doesn't 'collapse' completely in movement (something which I found very surprising and bizarre when I was first exposed to it in FFIX, because my first FF game was FFVIII, which is notably the only game in the series not to do this). And you can at any moment turn around and talk to Sara, who has a few dialogue lines, notably warning that the djinn is weak to cold magic.

I think it's a DS remake exclusive, but in the DS remake, these various characters like Cid and Sara, while accompanying your party will, occasionally and at random, do character specific free actions to help the party.

Usually, this means casting character specific spells of variable utility, but Cid just straight up basic attacks the monsters with a hammer.
 
Oh wow! FFIII already! Nice. Didn't expect that.

Then again I was just catching up so that's probably why it feels so soon. XD

What the fuck is that 'Carbuncle.' That's not what Carbuncle looks like. Carbuncle is a delightful little bunny-squirrel with a gemstone on its forehead. What the fuck.

Honestly my first thought when I hear "carbuncle" is Carbink from Pokémon.



So the FFIII version isn't as weird to me.

I am having a lot of fun.

And you having fun is making me tempted to play III myself, but I just finished II...so I'mma personally hold off on that for now.
 
With the "Youths" thing, thinking of those characters as kids is really funny especially since no one seems to care

Some ten years are stabbing goblins and crashing airships? Must be Tuesday
 
These carbuncles, like a lot of things early on in the series, is seemingly based more on the D&D version before it evolved into its own distinct entity. And D&D carbuncles are....

 
Yeah FF3 went back to 1 in a lot of ways but chief among them was the Crackhead Pacing where things are constantly happening.
 
As a person most familiar with the 3d remake of FF3 it's displacing to see such a different opening, as the 3d version of the game rather significantly retools the beginning. There you start with the lone hero Luneth and go on to pickup Arc, Refia, and Ingus in the early game to form the full party.

 
Oh my god it's unreal how much of an improvement this is over FFI and FFII. Not only are we doing things right away, and they're big, cool things like lifting a curse and helping a princess defeat an evil djinn (not rescue her from abduction!), but it's all dripping with character and fun. Cid engaging Ramming Speed and blowing up his airship is such a fantastic bit. The rewards for exploring, the little hidden corridors and secret chests, make the game feel so much friendlier than FF2, it's not punishing you for going off-track. And each character already has a mechanical identity from their job picks, and more to come as the game progresses.

I am having a lot of fun.
There's a reason that FF3 in Japan tends to be regarded as "the point when the series got really good."
 
Special shout-out to the onion knights themselves, who just kinda suck in the DS remake but in the nes version apparently get incredibly godlike warrior-ing stats... at job levels over 90~ sucking until then period. No clue where the pixel remaster sits on this.
To elaborate on onion knights a bit, in the original game they have absolutely craptastic stat growths until very high levels - as in, 13 out of 99 across the board at level 80. Then in the last stretch of levels, they get insane stat growths and eventually max out at 99 in every single stat, along with having a late-game exclusive equipment set which is some of the strongest equipment in the game. Apparently they work the same way in the Pixel Remake, from a quick wiki dive.

The DS versions are balanced slightly differently. The stat growths kick in a bit later, in that from level 90 onwards they finally kick in so overall they have lower endgame stats than the NES/Pixel versions until catching up at level 99. However, in exchange? DS versions of the onion knights can A) Equip literally every piece of equipment in the game, barring a few specific class exclusives, and B) get access to spell slots of every single level and can cast every single black and white magic spell. They also aren't the starting class as you get freelancers instead, so you have to unlock them through an early-game sidequeset.

So in both games this is only really relevant if you're doing extreme endgame grinding, but the DS version of the class at least has a bit of added utility (even if you're probably better off just using a red mage or having specialists in black and white magic).
 
As a person most familiar with the 3d remake of FF3 it's displacing to see such a different opening, as the 3d version of the game rather significantly retools the beginning. There you start with the lone hero Luneth and go on to pickup Arc, Refia, and Ingus in the early game to form the full party.

Worth noting is that although you pick up the other three over the course of the first hour or two, they only get unique dialog for about an hour more after that (past which theyre back to being narratively interchangeable), and still share a background of being orphans (with an added detail that the reason they're all orphans is they're the survivors of an airship crash when they were younger, its just that Topapa only adopted Luneth).

Also worth noting is that both previous versions had penalties for switching classes - the nes version you had a special kind of currency it cost (varying by job levels to and from), and the ds version gave you a stat penalty for switching for a variable number of turns, so that's a nice change.
 
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Worth noting is that although you pick up the other three over the course of the first hour or two, they only get unique dialog for about an hour more after that (past which theyre back to being narratively interchangeable), and still share a background of being orphans (with an added detail that the reason they're all orphans is they're the survivors of an airship crash when they were younger, its just that Topapa only adopted Luneth).

Also worth noting is that both previous versions had penalties for switching classes - the nes version you had a special kind of currency it cost (varying by job levels to and from), and the ds version gave you a stat penalty for switching for a variable number of turns, so that's a nice change.
Interesting world building note: FF3 having Cid as 'an airship craftsman' and the mention of airships being a thing that is iust, like, around, are also an FF3 innovation. By all indications, in FF2 Cid built the first and only airship ever in function, until the Dreadnought was revealed and was such a game changer because it literally was the only flying weapon platform in the world.

Which is probably why the Empire took out the Dragoons first... They must have been developing the Dreadnought already, and an army of flying dragon knights could have boarded the Dreadnought and taken it over. Without them, nobody can do anything against it as long as it's airborne.

Meanwhile I'm FF3 Cid takes the loss of his ship in stride and is just gonna make a better one with the help of someone who knows even more about airships than him.
 
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Interesting world building note: FF3 having Cid as 'an airship craftsman' and the mention of airships being a thing that is iust, like, around, are also an FF3 innovation. By all indications, in FF2 Cid built the first and only airship ever in function, until the Dreadnought was revealed and was such a game changer because it literally was the only flying weapon platform in the world.

Which is probably why the Empire took out the Dragoons first... They must have been developing Thale Dreadnought already, and an army of flying dragon knights could have boarded the Dreadnought and taken it over. Without them, nobody can do anything against it as long as it's airborne.

Meanwhile I'm FF3 Cid takes the loss of his ship in stride and is just gonna make a better one with the help of someone who knows even more about airships than him.
Yeah it's kinda interesting how Cid immediately steps back from THE expert on airships to AN expert on airships in 3, as compared to 2.
 
Interesting world building note: FF3 having Cid as 'an airship craftsman' and the mention of airships being a thing that is iust, like, around, are also an FF3 innovation. By all indications, in FF2 Cid built the first and only airship ever in function, until the Dreadnought was revealed and was such a game changer because it literally was the only flying weapon platform in the world.

Which is probably why the Empire took out the Dragoons first... They must have been developing the Dreadnought already, and an army of flying dragon knights could have boarded the Dreadnought and taken it over. Without them, nobody can do anything against it as long as it's airborne.

Meanwhile I'm FF3 Cid takes the loss of his ship in stride and is just gonna make a better one with the help of someone who knows even more about airships than him.
Speaking of airships, one thing that didn't immediately occur to me is that FF1's whole "flying city" arc seems to pull very heavily from Laputa/Castle in the Sky, which came out just one year earlier. Seriously, you've got magic crystals being used as a power source:



Airships:



A floating city built by an ancient people, who have left behind a handful of descendants on the world below:



And an ancient robot with incredible destructive power:

 
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Another note is that IIRC Job Level isn't raised off experience, but off the number of actions you take as that job or something equally insane, so the best and quickest way to raise it is to just grind on goblins for a thousand hours.
 
The first job unlock basically just opens up the FFI party roster minus Thief. The only one of these classes Mimi plays is Red Mage; Rushanaq and Tsugumi are both White Mage mains, but I don't want to double up, so I'm gonna ask Rushanaq to go stand in some ley lines for a while, and Quaver has every job in the game to max level so it's a freebie.
Oh that's cool, Rushanaq has Black Mage levels. She could cope-

(Rushanaq doesn't have magic and is just sadface having to stab everyone with an itty-bitty knife. Isn't it sad, Rushanaq?)

What the HELL is this BULLSHIT, what the FUCK
 
Nah, see, the Black Mage is actually secretly actually the Ninja class. It's just called Black Mage because, really, who would go around calling themselves a Ninja and expect to be taken seriously as a super-spy assassin stabby knife lady?
 
Regarding the earlier Eternal Winds convo (the overworked theme)
It's used quite a lot in ShB, both as part of the trailer medley, in the 5.0 ending, as G'raha's theme, and as a reference in the song "Tomorrow and Tomorrow" ("Eternal winds from/to the land ascend/descend")
 
it's unreal how much of an improvement this is over FFI and FFII
And consider you haven't really had the time yet to take in the improvements on the mechanical front.

So, out of curiosity, how blind are you on FFIII, exactly? No knowledge at all, or a couple details like for FFII?
 
And consider you haven't really had the time yet to take in the improvements on the mechanical front.

So, out of curiosity, how blind are you on FFIII, exactly? No knowledge at all, or a couple details like for FFII?

Omicron isn't going to enjoy Haste being lame though. : p FF3 Summoner is pretty amazing though if you do the sidequest summons.
 
Omicron isn't going to enjoy Haste being lame though
It isn't like FFI and FFII didn't have dud spells; overall, the mechanical depth of FFIII is much greater than FFI, and saner than FFII. But we aren't there yet; I'm sure we'll get some comments on that when it becomes relevant to the LP.
 
Incidentally, I heavily recommend New Frame Plus's series on the animation of Final Fantasy as a companion piece to this thread. It's a great look at the limitations the games ran into on the original NES (then Super NES) hardware, and how they worked with and around those limitations, and shows you how it evolved overall so that FFIII could do much, much more with the exact same toolbox as FFI. And also a nice look at how sparse NES games looked - the Pixel Remasters, which are shooting for "what you remember the Super NES being like," are on another planet entirely.

And consider you haven't really had the time yet to take in the improvements on the mechanical front.

So, out of curiosity, how blind are you on FFIII, exactly? No knowledge at all, or a couple details like for FFII?
Nominally, the only thing I know is that the final boss is a lady called the Cloud of Darkness. However, I've played the Crystal Tower storyline of FFXIV, and I am given to understand it pilfers from FFIII widely, although I don't know on which points and to which extent. I can guess there's gonna be a dude called Xande showing up at some point, though.
 
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