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

2, 3, and 5 all were never in Western consciousness as much as the rest for the simple reason that by the time any of them saw release outside of Japan, they were retro old timey pixel games in an age of polygons.

3 more than 2 or 5 since the latter were given a Playstation release and 3 didn't see a translator until the DS remake, but still.
 
Which is entirely baffling since, in Japan, FFV was considered the best of the series for a long time, and there's plenty of people who still think it is. Yet Square decided it wasn't worth releasing in the west at all for years. It's such a weird attitude to have. I'm really looking forward to read the commentary on it.
 
Which is entirely baffling since, in Japan, FFV was considered the best of the series for a long time, and there's plenty of people who still think it is. Yet Square decided it wasn't worth releasing in the west at all for years. It's such a weird attitude to have. I'm really looking forward to read the commentary on it.

It was too mechanically complex apparently, and Square was still in the mindset that NA wanted simple games, they feared that FFV would fall flat because the Job System made it a complicated shitshow of a game that would hurt the brand in the eyes of western gamers, but simplifying it would remove everything that made the game appealing in the first place.

They apparently tried a couple times to release it as a spinoff, but it kept falling through, and eventually they just gave up on releasing it and focused on VI.

And yes, speaking as someone who knows how I was when I was young, I can guarantee you I would have bounced off of FFV back when it was current, I was the sort of person who thought Sabin was the only good character in FFVI, but I never legitimately beat the game on my own and I never figured out why until relatively recently in life (Namely, that I didn't understand how the attributes worked and how Espers raised stat gains when leveling up, so I just swapped out to learn spells without a mind to their growths.). The target audience for games in NA was significantly younger than the ones in JP, and that drives a lot of the weird early-nineties localization decisions.
 
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Ugh... Garuda... Let's just say he got nerfed in this version. He was my bane when I played the DS version.
He got two attacks per turn and that lightning attack? It did around 800 damage! The only way to dodge was with jump, but with when he attacks, when you jump and when you land all being completely random each turn, the entire fight was up to RNJesus.
 
FFV is, along with FFIII, the closest to unspoiled I am on any of the games; literally all I know about it is that there is an evil tree that is called Exdeath.

FFVI, by contrast, is so iconic that it's impossible to have even a passing interest in old video games, let alone the Final Fantasy series specifically, without absorbing a bunch of details everyone loves talking about like the big mid-game twist with the Funny Clown Man doing a jape.

Mechanically though I don't know anything about how either of them work.

You've only mentioned the soundtracks a couple times, but I hope you give the VI ost a good listen. The PR team has done some incredible work on it.

There will still be things in VI that surprise you; there are entire playable characters that never get talked about all that much.

Given the ensemble cast nature of the game, you could be talking about almost anyone outside of Terra, Celes, Locke, and the Figaro Brothers.
 
Wow. A city so big that it has multiple districts that you travel between on the overworld map...this series is essentially a survey of the evolution of console RPGs. I feel like I'm getting a historical education here.
 
You've only mentioned the soundtracks a couple times, but I hope you give the VI ost a good listen. The PR team has done some incredible work on it.
There's some really interesting sound work in FF3, but it's difficult for me to bring up because I can't screenshot sound and YouTube clips are not super-reliable or easy to parse from the titles alone, and I usually write my LP chapter a day or so after playing through it so I don't always recall comments I wanted to make about the music or sound effects at time of writing. It's one of the areas this LP is struggling with most.

Wow. A city so big that it has multiple districts that you travel between on the overworld map...this series is essentially a survey of the evolution of console RPGs. I feel like I'm getting a historical education here.
I suspected playing through the games in order might result in something like this, and it's honestly been fascinating watching the games evolve in that regard. Sometimes it does require a little parsing of what's unique to the Pixel Remaster and what was already in the original - for instance, FF1 PR has a couple cutscenes that don't exist in the original; the 'cutscene,' in the sense of NPC sprites doing a dedicated animation cycle to present them doing something, are new to FF2, with the Dancer character basically exists for the devs to show off that they can do a basic dance routine now as well as characters entering and leaving the scene, and they explode in number in FF3 where you have stuff like a random Evoker accidentally summoning a Chocobo and it doing a whole run around the screen, that shepherdess herding her flock, Desch throwing himself into the reactor, and so on.

All running on the same hardware as FF1, but doing so much more with it. And Saronia is probably the most striking example of that evolution to me.
 
That reminds me, if you see a piano at an inn or somewhere like that, try to use it. It's nothing important, just a trivial gag, but I think they also did serve some purpose in III, or at least from what little I remember playing the DS version. This also goes for the later games as well.

Given the ensemble cast nature of the game, you could be talking about almost anyone outside of Terra, Celes, Locke, and the Figaro Brothers.
Well, yes. But that's only less than half (the ones with the most screentime, admittedly) of one really big cast for its time, which I suspect was his point. Then there are the characters that aren't just one offs but who have real influence in the plot worthy of some analysis, and they aren't few. This is where they went all out in fleshing out characters, even if not all of them tied to the plot as much as in IV.
 
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All running on the same hardware as FF1, but doing so much more with it. And Saronia is probably the most striking example of that evolution to me.

With regards to the pixel remakes, I hesitate to say they're running on the same hardware as the originals, for the simple reason that they're not subject to the originals' color palette limitations - the NES was simply not capable AFIK of handling backgrounds or enemy sprites with as much color variation as the ones on display here. Its not a coincidence that backgrounds were solid black with a little wallpaper at the top on the NES final fantasy games.

Look at the first post, where you can see the PR red mage sprite and the NES red mage sprite beneath it. The PR sprite has black, red, dark red, white, grey, two shades of yellow, light blue, and two shades of caucasian skin, ten colors. NES RM courtesy of 8 bit theater has exactly four colors - red, white, black, and Caucasian.

Except that's not quite right. See, sprites on the NES were limited to four colors, it was not physically possible to have a block of 8x8 or 8x16 pixels (the only two sizes available for sprites - anything bigger is multiple sprites in a trenchcoat) to have more colors than that available. And transparency counts as a color - the "black" in the classic FF sprites was almost certainly transparent, else they were using up limited data space (they could only have so many sprites on screen at once!) for outlines. This is where the black backgrounds in FF games come in - by setting the background to black with some color set dressing on top, "transparent" can be made to read as "black", giving you a fourth color for your sprites at the cost of one less color for your backgrounds.

This is why, incidentally, NES sprites tend to look so garish - they literally did not have data space for something as complicated as "multiple shades" unless they could have those shades be the ONLY colors. Its also why only some NES games had outlines on their sprites - they wanted to use that color for their scenery.
 
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With regards to the pixel remakes, I hesitate to say they're running on the same hardware as the originals, for the simple reason that they're not subject to the originals' color palette limitations - the NES was simply not capable AFIK of handling backgrounds or enemy sprites with as much color variation as the ones on display here. Its not a coincidence that backgrounds were solid black with a little wallpaper at the top on the NES final fantasy games.

Look at the first post, where you can see the PR red mage sprite and the NES red mage sprite beneath it. The PR sprite has black, red, dark red, white, grey, two shades of yellow, light blue, and two shades of caucasian skin, ten colors. NES RM courtesy of 8 bit theater has exactly four colors - red, white, black, and Caucasian.

Except that's not quite right. See, sprites on the NES were limited to four colors, it was not physically possible to have a block of 8x8 or 8x16 pixels (the only two sizes available for sprites - anything bigger is multiple sprites in a trenchcoat) to have more colors than that available. And transparency counts as a color - the "black" in the classic FF sprites was almost certainly transparent, else they were using up limited data space (they could only have so many sprites on screen at once!) for outlines. This is where the black backgrounds in FF games come in - by setting the background to black with some color set dressing on top, "transparent" can be made to read as "black", giving you a fourth color for your sprites at the cost of one less color for your backgrounds.

This is why, incidentally, NES sprites tend to look so garish - they literally did not have data space for something as complicated as "multiple shades" unless they could have those shades be the ONLY colors. Its also why only some NES games had outlines on their sprites - they wanted to use that color for their scenery.
Oh, no - this is a very informative post to be sure, and I appreciate your sharing these technical details which fascinate me - but what I meant was that FF3 NES ran on the same hardware as FF1 NES but managed to stretch its capabilities a lot further, not that the Pixel Remaster ran on the same limitations as the NES, which it very much doesn't.
 
This has been great so far, and an informative view into the past of Final Fantasy as a series. I had no clue about the plot of FF1 and 2, for example, beyond that 1 had a blank slate protagonist group and Garland was involved somehow. FF3 I knew fairly well courtesy of having played the DS remake, but of the games Omnicron has yet to cover, I only know stuff about 4.

Shall be neat seeing how things differ between games.
 
Ugh... Garuda... Let's just say he got nerfed in this version. He was my bane when I played the DS version.
He got two attacks per turn and that lightning attack? It did around 800 damage! The only way to dodge was with jump, but with when he attacks, when you jump and when you land all being completely random each turn, the entire fight was up to RNJesus.
Yeah, Garuda was one of the bosses I was thinking of MOST when I was bringing up how the DS remake combining harder bosses and the penalty for job switching was a combination that just dragged down my enjoyment of the game.

I actually think it applies to Garuda harder than any other boss in the game; in the DS version he practically requires 4 Dragoons.
 
I beat him on a challenge run with 2 knights, one monk and a geomancer.

I... don't recommend it. If you're playing the 3d port, just get four damn dragoons and jump that guy until he becomes the floor tank.
 
2, 3, and 5 all were never in Western consciousness as much as the rest for the simple reason that by the time any of them saw release outside of Japan, they were retro old timey pixel games in an age of polygons.

3 more than 2 or 5 since the latter were given a Playstation release and 3 didn't see a translator until the DS remake, but still.
Wait, I'm only just now noticing this - the 2006 DS version was the first time the game was translated? That's really interesting, because the clips or FF3 DS I've seen have noticeably different text from the PR version I'm playing, so at some point there was a decision made to shell out for a new localisation post-2006, and I'm curious when and why. Was it done for the PR release or one or the earlier ports? Was there something found dissatisfactory about the DS localisation?
 
Wait, I'm only just now noticing this - the 2006 DS version was the first time the game was translated? That's really interesting, because the clips or FF3 DS I've seen have noticeably different text from the PR version I'm playing, so at some point there was a decision made to shell out for a new localisation post-2006, and I'm curious when and why. Was it done for the PR release or one or the earlier ports? Was there something found dissatisfactory about the DS localisation?
I would wager that they relocalized it due to 3 DS featuring things like an actual squad of protagonists.

No clue on the details.
 
Wait, I'm only just now noticing this - the 2006 DS version was the first time the game was translated? That's really interesting, because the clips or FF3 DS I've seen have noticeably different text from the PR version I'm playing, so at some point there was a decision made to shell out for a new localisation post-2006, and I'm curious when and why. Was it done for the PR release or one or the earlier ports? Was there something found dissatisfactory about the DS localisation?
Must have been something dissatisfactory because there were no earlier ports. International releases were DS, ports of DS modified for cell phones and steam without changing anything but interface, PR. What you're playing is the first version of the original not-3d nameless-PC FF3 to get a non Japanese release
 
It makes sense that if you're localising them, you'd do V instead of III, from an efficiency standpoint; V uses a job-based system too, so you're probably going to pick the newer title with a similar system over the older one.
 
Was there something found dissatisfactory about the DS localisation?
That would depend on your definition of "dissatisfactory", I imagine. I would say yes, but that's just personal preference.

The DS version of the game added details and modified aspects of the story (mostly in the first half of the game before leaving the flying continent, but also some bits after) in a way that, whether people liked it or not, was very much different from the original.

With the PR version selling itself with being "as close to the original experience as possible with modern software", the need to use a different translation from the DS version was, given those differences, pretty much mandatory.
 
It makes sense that if you're localising them, you'd do V instead of III, from an efficiency standpoint; V uses a job-based system too, so you're probably going to pick the newer title with a similar system over the older one.

Except 5, which already had an english translation, never got a DS remake for some reason when 3 did. Logic has no power in the land of Square.
 
Probably, with the fact that the DS version turned each of the Orphans into their own characters even if in a limited fashion, it meant that some dialogues had to be changed to accommodate for them. Even if they could reuse most of the general gist, that script probably used different terms and turns of phrase that they didn't want or couldn't for the original intention?

For example, in DS you start the game at the cave with one of the kids, Luneth, acting as the "main" protagonist. When you return to Ur, you see one of the others, Arc, being bullied for being a cowardly bookworm, and he doesn't join Luneth until the next town. When boarding the airship, you find the daughter of the (cursed) smith, Raina or something. The last member of the party is the castle guard who says he was away in a mission when the curse fell, and is implied to share some feelings with Sara. Even just the last one implies that the dialogues with Sara could conflict. So depending on how they used each of them in other conversations...
 
Except 5, which already had an english translation, never got a DS remake for some reason when 3 did. Logic has no power in the land of Square.
3 got a DS remake, and then Square clearly decided GBA remakes were a better way to go because they did 4, 5, and 6 remakes in order as GBA remakes and then sometime later did a 4 DS remake.
 
The 5 and 6 GBA remakes also got new translations, incidentally; the former because the Playstation translation was a bit spotty (not bad, just lacking punch outside a few quirks and translating names more phonetically than stylistically), while the latter was to be a bit more faithful (most famously changing a US-original line referring to a technology that doesn't exist there to instead refer to a monster that does).

I think the PR versions do keep the GBA scripts there, though, save for the remake exclusive content lines that were removed along with said content to be more faithful to the originals.
 
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The 5 and 6 GBA remakes also got new translations, incidentally; the former because the Playstation translation was a bit spotty (not bad, just lacking punch outside a few quirks and translating names more phonetically than stylistically)
That's, uh, softballing the issues with FF5 PS1 somewhat. Remember that that's the version where you can cast "Protes" to defend yourself against the attacks of a "Y Burn."

Not to mention the script itself, which gives us gems like Bartz completely rewriting an engraving. And, uh, whatever the hell was going on with Faris.

(A lot of the problems with that particular script blatantly result from not giving whoever translated it enough context, which is honestly the reason for a lot of mistranslations. There's also the fact that it clearly wasn't edited properly, and I suspect they might've had someone unfamiliar with how creative localization needs to be done on it as well.)
 
FF6 is going to be interesting to talk about when it comes to translation, including things that generally are less well known than you might think despite applying to what might be the single most well known character in all of FF6.

But I'll save my comments on that for when we do end up meeting the clown.
 
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