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

You know, I never considered this before, but with this particular design, does it feels to anyone else that Amano and Moebius have a very similar art style? That looks a lot like one of his pterodactyls and the outfit is also something I'd have expected from him.
 
I will never emotionally recover from this.
I mean, when you consider that in the more current games like 14 chocobos can be 200 kilograms beasts who have no compunctions in utterly destroy you with their claws and beaks, we're only moving towards Amano's deliciously delirious dreamscape.

Yeah, sure, they're shy. Tell that to the poor losers your companion chocobo mangled to death.
Oh, that isn't so bad. Could be worse for sure!
 
I mean, when you consider that in the more current games like 14 chocobos can be 200 kilograms beasts who have no compunctions in utterly destroy you with their claws and beaks, we're only moving towards Amano's deliciously delirious dreamscape.

There is also Tactics chocobos, AKA the bane of the early game and one of the most dangerous random encounters of nearly any level. Especially when you start seeing chocobo special moves. In FF7 Meteor was a game defining spell, in Tactics chocobos get the lovely ability called "Choco Meteor" by the mid to late game.
 
It appears elsewhere; it's a consistent thing whenever they appear as random encounters, which they do periodically.
 
You know, I never considered this before, but with this particular design, does it feels to anyone else that Amano and Moebius have a very similar art style? That looks a lot like one of his pterodactyls and the outfit is also something I'd have expected from him.
Yes, absolutely, now that you mention it. I wouldn't feel super confident speculating on Amano's inspirations and I wouldn't want to make it sound like I think his work is derivative, but I absolutely see some Moebius in his art, although not just Moebius.



I think it's particularly visible in his "scenic" concept art that's not just character sketches but actual action:





At the same time, his more cartoonish or comedic sketches feel more like the work of comic artists like Franquin:








And General Borghen's rotund shape and striped pants remind me a little of Astérix and Obélix:



Earlier in this LP I compared some of his character design to the covers of Métal Hurlant (Heavy Metal), a sci-fi publication of the 70s and 80s to which Moebius was a contributor, and I think you can see what I mean:



Obviously this is further shaped by Amano's own Japanese inspirations and other artists I've likely never heard of, but what I find fascinating about his artwork is how... familiar a lot of it feels. Even if I can't point to exactly what any given picture is reminding me of, it often brings to mind old memories.

It appears elsewhere; it's a consistent thing whenever they appear as random encounters, which they do periodically.


 
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Soken: "Mr. Gordon? Yes, I wanted to set a certain mood for a battle theme, and was told you were the best to ask for feedback in this particular case."

And "Flamenco de Chocobo: BFG Division Remix" became another banger for the ages.
 
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Chocobos are nowhere near the only example of Cute Fluffy/Unassuming Creature that are actually disgustingly powerful and bossfight material in the series. This includes two whole classes of creature, neither of which have shown their faces in the series yet (Cactuars, first showing up in FFVI, and Tonberries, first showing up in FFV); one of the single strongest random encounters in the entire series in 3 random meteor dropping sheep, and an encounter that might be legitimately harder than most of/all the superbosses that people are likely to have heard of in the series (not counting the MMORPGs). Though that last one does have the unassuming creatures only functioning as a supporting role.
 
Speaking of Koji Fox, FFXIV, and standardized translation, I have done a deep dive into one particularly interesting modern instance of it not happening and the English localization of a Final Fantasy storyline diverging massively from the original Japanese text. Not to toot my own horn but I think it's a pretty interesting look at something that doesn't happen all that much anymore. Take a look if you don't mind spoilers for a class storyline in FFXIV.
Thanks for the link, this was really interesting! But also:
An internal debate, a psychological healing process externalized as a sick sword fight.
This was the point where I understood why you were gushing and effortposting, lol. I mean you're not wrong, but this is so you.
 
As powerful can be a chocobo and that it seems pure and because it follows the player since almost the beginning of the game, I suppose we can say that the chocobo of the player is the true WoL in FFXIV The player is just the face of the chocobo for convenience reasons.
 
Finally catched up. Well, I regret not being here earlier because there's a lot I want to comment on past posts. But oh well.

Just one then.
Also there is some backstory for the setting which… Hm.
Daaaaaaaamn.

I don't play XIV but I follow some news and watched some LP, and it was a mother of bangers to see the (seed of) plot of Shadowbringers right there in this piece of ancient history.
 
All caught up myself, and inspired to mimic your feat. Well, the "play all the games" bit at least. Let's see how my Warrior, two Monks, and a Red Mage do. Definitely cheaper to outfit everyone. Currently six hours in, about to do the fire dungeon at lvl 28. I also want to get most if not all of the achievements, so even with your graciously offered foreknowledge, you'll probably beat me on completion time.
 
Final Fantasy III, Part 11, Part 1
Last time on Final Fantasy, the Temple of Time defeated us.

I could probably power through it by strategizing through battles and a couple of restarts, but honestly that sounds exhausting, so I Teleport out to take some time exploring and leveling up.


Quaver's Bard job has leveled up enough that he unlocked Requiem, a song that inflicts status effects on enemies; its utility is reduced by the fact that the game doesn't list out enemy status effects; it shows them on their sprites, but I find those hard to parse, so I'm never clear on the actual effect Requiem has in any given fight.

Once out of the Temple, a quick Sight casting reveals what this thread pointed me to and which I most likely would have completely missed otherwise:


Those grey dots highlight two further underwater locations to explore before finishing the Temple of Time! One of them is right off the cost of Saronia, the other below a small island isolated in the northeastern part of the world ocean. Going for Saronia first…






Intriguing! It looks like Saronia has a huge underground burial complex accessible from the water. I wonder if this means the catacombs were built in an earlier era when the waterline was further away and the entrance would have been accessible from land, or if they were always only accessible with submersible technology, perhaps as a means of protecting them from graverobbers?

'Cenchos' here is a random encounter using the same sprite as Kraken; his name appears to be a shortening of a Fomorian leader from Irish mythology, and it appears to be exclusive to FF3. It's not otherwise particularly notable but I thought that was a neat detail. The Kyklops are just really funny-looking, I dig them. The one that's got me raising an eyebrow are those 'Balors'; Balor is also a reference to Irish mythology, where it's the name of another Fomorian king, which has been recycled by D&D as a copyright-free Balrog. These Balors are neither of those things, though, being a palette swap of the 'Eater' enemy but lacking their incredibly annoying Divide ability, so they just… exist? All in all, the foes of the Saronian Catacombs are a notch below the Temple of Time, appropriately challenging but not overwhelming, the better to lure me into a false sense of safety.

The Catacombs are a rare example of a dungeon whose environment evolves as you go through it; the lower levels are these watery underground corridors, but as you move through it, the architecture increasingly becomes recognizable as Castle Saronia, until it turns out that they directly connect back to said castle:



Now, who could this ominous armor-clad figure be? Who could be sealed in a secret level of Castle Saronia, accessible only through the underwater entrance of its catacombs?

Why, none other than Odin, of course.




This marks the first appearance of another franchise staple; Odin typically features in Final Fantasy as a summon, although one that often has an outsized story presence compared to others that may only exist as gameplay devices. Odin is typically particularly powerful, and specifically often has an ability to inflict instant death upon enemies; in (take a shot) Final Fantasy XIV, he features as a 'Primal,' an entity summoned from prayer, belief and magical energy, although he is not one the player can themselves call upon and features purely as an antagonist (and as part of the epic Mimi fanfic I am definitely going to write one day about my FFXIV player character).

This tradition appears to start all the way here, as NPC dialogue has led me to believe that, by defeating Odin, I may unlock the ability to summon him.

That's not gonna happen today, though.


Odin has two moves: a basic attack that takes any character into red HP if it doesn't kill them outright, and his iconic Zantetsuken, which hits everybody for 400-500 damage. My healing can't keep up with his DPS, even with Tsugumi, Quaver and Rushanaq all providing some level of overlapping healing.

The last character to survive is Mimi thanks to Dragoon mechanics; when you use Jump, the DRG literally leaves the screen and, as far as the game is concerned, basically ceases to exist. They don't take damage from party-wide attacks and can't be targeted. So by virtue of not being there for half of Odin's turns, she manages to outlive the party by… eh, call it for or five rounds. Even dealing 1,500 damage with every Jump, though, it's not enough, and the party perishes.

After reloading and trying again to make sure it wasn't a fluke, it becomes pretty clear that there's no way I'm beating Odin at this level. So it's time to teleport out and take a shot at the other underwater dungeon.



The Sunken Cave, as it is named, is the best kind of dungeon: it's an optional piñata. You beat it with sticks and loot falls out. It's short - only a couple of floors - but not without challenge; the final floor looks like this:


And while, as you can see, it's full of treasure chests, the best rewards - and the most danger - are in these four chests in that 'hidden' room off to the side, all of which are trapped with a different, dangerous monster encounter.





Mainly in the form of two powerful dragon and two encounters with dividing monsters, which are a pain to actually fight. Having checked it since, the Divide action is triggered by hitting a dividing monster with a physical attack from a weapon that isn't a Dark Blade, which shouldn't be too much of a problem with my mostly-magical party - but I didn't realize that at the time, and made the mistake of having the weaker characters use physical attacks on the Eaters instead of one-shotting them with Dragoon attacks and magic, which made it more trouble for me than it was worth - and is going to cause me significantly more trouble very soon.

These chests contain theoretically very powerful equipment, although neither the Therion Hammer or the Heroic Shield are useful to me - but the Blood Lance and Reflective Mail can be equipped by a Dragoon, beefing up Mimi's attack and defense and granting her a self-heal attack. Other than those, the Cave contains some Elixir (which can't be bought from shops in this game, making it highly valuable), some bracers and gloves, and generally go some ways towards increasing my party's combat capabilities, along with several level-ups from all the fighting here and in the Saronia Catacombs.

After that, I do a bit of exploring, going around and finding some chests I missed the first time around.


I have no recollection whatsoever of who this guy is, why is here, and what he told me. Absolute blank.

And then we head back to the Temple of Time!


It's a nice looking place.


With some pretty good loot!

The place as a whole is much less troublesome on my second go, now properly leveled up to tackle its threats. The most bothersome part are the Chimera encounters - Chimeras come in pack of threes and have a party-wide Lightning attack that deals severe damage to everyone at once, and my party isn't fast enough to take all their actions before they do, so I come out of these a little scathed, but nothing Tsugumi's 30+ Cure casts can't fix after the battle.


View: https://www.youtube.com/watch?v=76XGOBvc2XM

No boss fights this time, the item is just waiting to be picked up and plays a sweet little tune when retrieved. After some digging around to find a few items in the parts of the dungeons I haven't explored yet, we just port out and head for Unei's cave.










Incredible. You wake Unei, steward of the dream world, and she immediately reveals herself to be a hyperactive grandma who asks her pet parrot to pirate-perch on her shoulder before jumping into the air and, as far as I can tell, running around on her own rooftop. Stellar character introduction, no notes.

Doga has actually reached Unei in her dreams (which is why I don't think she got a raw deal from her mentor; she was clearly active and thriving in the dreamworld, Sandman-style, rather than in an unconscious coma). To help us with the next step of our journey, she points us to the Ancient Ruins we visited earlier, where we will find the Invincible, the massive airship Doga told us to commandeer. Also, Unei gifts us with the Fang of Fire - we will need all four fangs in order to cross the statue valley to Xande's hideout, which means we only have the Fang of Earth to retrieve.

Uuuurgh. Fine I guess. If I have to.


So it's back to the Ancient Ruin and its… interesting… collection of opponents…

Split for length.
 
Final Fantasy III, Part 11, Part B

This thing is an abomination unto God and I want it destroyed with fire. It can also Divide and Multiply, because fuck my life.




I… have no idea what happened here. Did Unei enter a micronap, phase her mind to a dream copy of the dungeon, and blow up the rocks with magic she only has access to in the dream world? I guess that's the most sensical reading of that scene.

In our first venture into the Ancient Ruins, we learned that a previous expedition got trapped by the Adamantite cave-in. I was fully expecting to find those guys dead upon venturing inside myself, but the reality is much, much funnier:





Yeah. Prior to the cave-in, the Ancient Ruins weren't just being explored by Scholars - they were being monetized. In what must be some kind of presage of the modern-day fantasy anime trope of 'dungeons' being effectively endless mines of dangerous but valuable resources such as, like… Dungeon Meshi? Something called Danmachi or whatever? Idk I don't read anime, anyway, the Ancient Ruins are being tapped by resourceful merchants as a source of valuable artifacts to be sold. And I assume some purchasable items in other town shops were extracted from the Ruins by merchants who are happy to be out of them, but also some guys set up shops inside the Ancient Ruins, where the only plausible clients they might have would be adventurers aiming to head deeper into the dungeon, which implies a whole economy of dungeoneering I find fascinating to speculate on.

This is the only good thing about the Ancient Ruins dungeon.


Please. Kill me now. End my suffering. Release me from this earthly coil.

Because I do not know, at this point in time, that physical attacks are what triggers the Divide ability, and because fights with dividing enemies take so fucking long, I run low on resources like spell slots, and I get both bored and frustrated with the game, which is the worst thing that can happen to you in this situation, because it means I just start pressing the autobattle function and having everyone just attack every turn. This causes the enemies to divide indefinitely, filling the screen with endless numbers of hideous worms and threatening to actually wipe my party.

This is the point where I elect to give up and just Flee from every fight all the way to the end of the dungeon, because fuck this. I am officially defeated. This dungeon has ruined me.

Thankfully it's not too far to the end.



The Invincible is beeg. It's so big, in fact, that Unei has gameplay instructions for us:




If this sounds a bit complicated, it's because, contrary to my assumptions, the Invincible doesn't simply unlock the ability to fly over mountains like in FF1 and FF2; instead it can only 'leapfrog' over narrow mountain ranges only a tile wide (which, while annoying for traversal, is admittedly the only way the sealed passage to Xande's hideout can work mechanically). As for the inclusion of a specific disembark ladder mechanic, this is because the Invincible is not just a vehicle, but also our headquarters going forward:





Vending machines, Fat Chocobo storage, a bed… Everything we could wish for in a giant spaceship. Also, I wasn't kidding when I said it was big:


The Nautilus is there for a size comparison.

That's right, we're basically piloting the Dreadnought now.

Now, my first order of business, before actually doing what Unei is asking, is going to be to finally make one of the classes I unlocked hours ago playable, by finding the SECRET SHADOW VILLAGE OF DARK KNIGHTS.




Yeah baby. Time to get chuuni with it. This place sells not only dark blades, but also dark armor, because DRK armor requirements obey some arcanes I don't understand and so the only thing they can currently equip out of my stash is the underlevel Flame Mail and they require an upgrade to Demon Mail. Getting enough equipment to gear up one Dark Knight is enough to basically wipe out my entire savings, though, so my plan to have both Mimi and Quaver job-swap to it are unfortunately hindered. Looks like Quaver is gonna have to shoulder that responsibility alone.




Gotta say this is a weird niche to fill. I'm not sure what about the concept of a 'dark knight' wielding 'dark blades' (which from name and appearance appear to be katanas) and conquering their own fear translates to 'particularly good at killing dividing monsters.' From a pure gameplay perspective it's fine, the game created a needed niche and then filled it with a specific job to incentivize customizing your party setup to a given situation, but I can't wrap my head around what lore implications this translates to, if any. Now, dividing monsters are particularly fucked-up looking - Azraels, Eaters and Death Hands are all hideous things from my nightmares, so it's possible they're supposed to be, like, especially evil or demonic monsters, requiring similar power to match them?

I don't think I'm the only one struggling with the Dark Knight's identity, though: I think the game itself also is. Looking it up, this job has had a weird development history. The NES Dark Knight was mechanically similar to the FF1 Knight, being an armored, sword-wielding fighter capable of casting some low-level White Magic as well - which is a little baffling; if anything I'd expect them to wield destructive Black Magic. The DS Dark Knight instead has the 'Souleater' ability, which sacrifices 20% of its own HP to attack all enemies - a warrior empowered by burning away their own life force to inflict devastating damage, sure, that tracks, and it seems to have been a recurring element of 'dark knights' in other Final Fantasy games. In the Pixel Remaster, the Dark Knight instead has the 'Bladeblitz' ability, which is like a melee Archer, attacking all enemies for reduced damage at no cost, which I guess represents them just… Being good at swords?

It's a little confusing of a class, which is why it's good that the game offers an opportunity to test it out: the cave entrance you can see in the above screenshots is actually the entrance to a minidungeon where we can try out the Dark Knight's skills against appropriate enemies.


Before we do that, though, after some exploring around town, I find a passage under a waterfall which leads to this interesting encounter:






Incidentally, as the only character yet to undergo a class change, Tsugumi is getting increasingly close to WHM job level 99.

It looks like within the FF3 setting, the Ninja is some kind of 'super-job,' a warrior capable of using any weapon which even the Dark Knights hold in some degree of reverence, but whose art has long been lost… Only for one of, if not the last shinobi to actually be secretly dwelling in the nearby waterfall, waiting to be found by a warrior worthy of inheriting his blade.

Why would he be found here, I wonder? He's not looking to refound his order, it seems, but he's also hanging out near the village of the day's current exclusive order of special elite warriors. Maybe he's waiting to see if one of the Dark Knights will raise to the level of earning some legendary blade of his own order, a kind of 'passing of the torch' of sorts to a new generation, and kind, of warrior.

The idea of a village of Dark Knights is itself interesting. In FF2, the Dark Knight was a singular title worn by a single man, Leon; here they have an identity as some kind of specific order, training together in the isolation of a remote place, next to a cave full of hostile monsters against whom they practice their skills - but, from the presence of an 'old man' and 'townswoman' sprite, we can infer that it's not just the retreat of a martial order, but also an actual living place, presumably with families and children. So, something a little like Naruto's Hidden Villages, I suppose, where most everyone is part of a singular martial order but also of a social unit with lines of descent and influential families?

In this context, the fact that (outside the DS remake, which opens up Dark Knight equipment a lot) you effectively cannot use the Dark Knight job until you get the Invincible and find the village (you can actually buy a dark blade from the ship's vending machines, but this effectively happens like five minutes before reaching Falbagard) strikes me as a somewhat crude-due-to-technical-limitations way to convey the idea that you need to find the Dark Knights for them to train you. The way job unlocks work means DRK becomes available as soon as you find the Fire Crystal, but for you to receive your first dark blade and begin your training in the ways of these sinister warriors, you have to actually journey to their hidden village and receive the weapon, and training, from their hands.

The idea of these guys just hanging out in their ominous black armor while doing their daily chores is extremely funny, though.

Anyway, the Shinobi is a powerful opponent capable of inflicting status effects such as Blind and Poison, but even his large HP count eventually crumbles under the combined assaults of Dragoon Mimi and Dark Knight Quaver.





The Kiku-Ichimonji may have been initially intended for a Ninja, but it is considered a dark blade, and as such it goes to Quaver. With my fully-equipped and operational Dark Knight, it's time to take on the Cave of Shadows!

Next time, anyway. This is getting quite lengthy, so we'll stop here for today!
 
Is there still a finite amount of inventory space in this version, like in the early original releases? That was Fat Chocobo's niche, storage for stuff you wanted to keep but didn't have room for. He's a bit pointless if your inventory has room for everything (yes, sacrilege, I know).
 
Unei is no less powerful a wizard in the DS game than Doga- if I recall correctly, she performs white magic spells like Holy, instead of Doga's black magic.

This means she kills people less but also supports the party while accompanying you a bit better long term, with intermittent free heals and so forth.
 
Is there still a finite amount of inventory space in this version, like in the early original releases? That was Fat Chocobo's niche, storage for stuff you wanted to keep but didn't have room for. He's a bit pointless if your inventory has room for everything (yes, sacrilege, I know).
Oh, I was wondering about that. Yeah, if there's an inventory limit I have yet to use it; the only real use for Fat Chocobo in the Pixel Remaster would be to make my inventory easier to sort through, but I'm too lazy for that.
 
Is there still a finite amount of inventory space in this version, like in the early original releases? That was Fat Chocobo's niche, storage for stuff you wanted to keep but didn't have room for. He's a bit pointless if your inventory has room for everything (yes, sacrilege, I know).

You have portable black holes as bags, so it's just to be cute.
 
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