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

Bear in mind, "fanon holds X character does whatever post-game" is itself a spoiler that X character survives to the end of the game.

We had that problem back in FFIV, as I recall.
It also says that Y event itself doesn't happen in story (or else it wouldn't be fanon) and heavily implies that anything preventing Y from happening won't happen either.

Though to be fair, IIRC the problem in FFIV was people discussing character designs from the sequel, which is more obviously spoiler material.
 
Somewhat off-topic but i made a step forward in my own "Play every FF game" journey.

I finished FFXV tonight.

this only leaves 6 games before i am done.

Final Fantasy Tactics A2
Final Fantasy XII: Revenant Wings
Lightning Returns Final Fantasy XIII
Final Fantasy Type-0 HD
World of Final Fantasy
Stranger of Paradise - Final Fantasy Origin

Whew!
 
Update: I ran into several traveling delays. I am currently in Paris, with family, and can't go home for a few days. It is a delightful time to be sure, but I can neither play FFVIII nor FF7R2 while I'm here. This also means my self-imposed ban from Twitter, which I am pretty sure must be drowning in Rebirth spoilers right now, continues. The pain, it is tremendous.

What's that rumbling I hear in the distance? The entire Step On Me Caucus descending en masse on the thread? Pack up your valuables, folks; we're in for a siege.
We will not be silenced.

Narrative wise... what is there to say about a cliffhanger, in a medium where cliffhangers don't really work because outside rare exceptions, you can continue playing to find out what happens? It's a dramatic as fuck climax, but you can put that disc 2 in whenever you want. The second part isn't coming out in 4 years, and even back in 1998 there wasn't any delay. I think I won't comment on this part much.
I think the Disc split actually helps in this regard.

Something I've often thought about in previous FF games is how cliffhangers don't work because you always have to continue playing until you hit the save point. In this thread, I've often had to essentially create cliffhangers myself by cutting off an update at the cliffhanger point rather than the next save point just because tracking on three paragraphs of "anyway after this powerful emotional experience we fight some random encounters and get some incidental dialogue and then hit a save point" makes me feel like a bad storyteller.

The PSX disc splits, though, do create actual cliffhangers, because they ask you to save after the big FMV instead of following up immediately with post-cliffhanger dialogue and gameplay; and at least in the PSX version you get that big "INSERT DISC 2" splash screen which creates a delay.

Sure, you can just slot in the next disc, but like... That's the same thing as pressing "Next Episode" on Netflix, it doesn't invalidate the narrative concept of a cliffhanger.

Like, here, I didn't just go on to Disc 2. It was 2am so I just turned off the emulator and went to bed unsure what the future of the game held. It works!

Also I guess I can infer Omi's opinion of Lady Dimitrescu.
Side note but as a bit of marketing history it's kind of fascinating to me how Lady Dimitrescu was front and center in the trailers and promotional material for REVIII only for her to turn out to be the Disc 1 Boss of the game, the first one of a coterie of Evil BOW Anime Generals to be defeated. It's an interesting trick and I wonder to what extent it was intentionally capitalising on the Step On Me appeal factor before the fans actually turned the character into a meme.

Resident Evil VIII was really good btw.

"Take my best sharpshooter for this mission!"
"I always choke!"
okay.
I did wonder if we were meant to read this as Martine setting us up to fail, but I just... Don't really see the in-character logic for it here. If he just wanted to ally with the Sorceress there are plenty of other ways he could have been going about it. It's curious.

Yeah, this whole sequence was pretty weird, and the way I could make it make sense in my own head was that Edea didn't have the mic on? Like, the president motioned for her to come forward, and that whole spiel was her taking a moment to just be contemptuous of the crowd before moving on with her actual speech. Except then I guess Deling checking in with her made her decide to just pull the trigger on her takeover right there.
I considered the "Edea is just talking to herself while looking at the crowd who have no idea what's going on" possibility, but Squall actually reacts to her speech (admittedly said reaction is "(...?)") so it seems like he at least can hear her clearly.

So, on the current playthrough I'm going along with the thread, I'm shuffling junctions around like you. When I played through all this as a kid? I had all the junctions spread out among party members, one GF each which I now see is crazy inefficient but at the very least, meant that this section flowed okay? I'm wondering if that was the intended playstyle.
It's definitely an interesting approach to consider, although it runs into the problem that I'm just not going to be constantly rotating my party to keep them leveled up because come on, fuck that, so it'd leave some of those GFs basically unused.

People have surely explained what Aura does already but people who post that aren't me aren't real, so here's something amusing from the wiki;
You were actually the first, so congrats!

Okay but genuinely what are Quistis, Zell and Selphie supposed to be doing after they've pulled the gate lock. Do they run away? Sit and play with themselves? Why did the plan just not talk about what they do after their objective??
It's kind of incredibly conspicuous, right? You'd expect them to get down and come help at some point, there's no way it took longer for Rinoa and Irvine to get down from the clocktower and run through the crowd to the gateway than it would the Quistis team to join in.


I genuinely remembered this as being Squall and Irvine just leaping up the boxes in comparison to Rinoa because trained supersoldiers in comparison to semi-civilan girl... but nope, apparently boxes too stronk.
It's funny you'd say that; I was fully expecting that to be the case, and actually kind of disappointed when it turned out that they just have the same laborious box climbing animations.

To be fair, both Iguions also have Esuna in their draw list so that's an option to counteract Petrification. Apparently Esuna cures all status effects in this game, dunno if it countered petrification in previous games.
But does it cure petrification that hasn't happened yet and is still on a countdown?



It looks like the original picture is Zell, Irvine and Squall having lunch together, right? Except, Zell and Irvine are both wearing their civilan clothes... But Squall is wearing his dress uniform.

To a cafeteria lunch.
What a fucking showoff.

It is kind of funny that this game takes "you just fukkin' lose in the cutscene" and turned around and gave that to Selphie as a special move. Probably the least-satisfying way to win a fight in a video game I've ever experienced, just a random-slots "never mind, you win"

Although now that I think about it, it feels strangely under-cooked that Selphie didn't have sorta, a little minigame for her Limit? Squall has his little proto-Quicktime Event, Zell has his little fighting game combos, it seems weird that Selphie didn't get a rehash of like, Tifa's little slot machine thing.
I mean, Selphie has probably the most intense minigame of them all, because it's not self-contained: You can roll for a new spell indefinitely, except the whole time enemies are getting free turns, so it's actually a pretty tense thing to be doing in any fight that's actually challenging. The time you spend getting that Thundara x3 could have been spent actually casting three spells on your own.

- So, the Sorceress' speech in Italian goes like this:

"Disgusting, empy-headed creatures... From time immemorial, I've lived in your fantasies, silly fantasies you came up with. The witch who kills you men in cruel sacrifices, who burns your fields with merciless magic. Fools. When you heard the Sorceress would protect Galbadia, you breathed a sigh of relief, didn't you? Who doesn't dream of such a witch, a mirror for your fantasies? (Deling gets murdered). But reality is cruel; the truth is cruel. Therefore, foolish men, if this is what you wish for, take refuge in your fantasies! I shall be dancing there, and be the terrible witch you all asked for! You and me, together in a cruel fantasy, where life and death are one and the same. An eternal Sorceress and an eternal fantasy, forever living in Galbadia's dreams! And as in your dreams, the sorceress requires an offer, a cruel sacrifice."
My immediate reaction to this is that it's way too many repetitions of 'fantasy.' Use synonyms, egads.

The differences between the various scripts' rendering of the Sorceress's speech and what they choose to focus on are definitely interesting though, for sure.

Anyway, speaking of the mind-control, I've always had the headcanon that, rather than straight up mind-control, her ability is more akin to the D&D "fascinated" condition, when a target will focus all their attention on whatever they're fascinated by and, if that focus of attention is a person, be very suggestible to anything they say, but direct and impending physical arm (such as the Iguions attacking Rinoa), or beginning an encounter while already hostile to the source of the effect (such as the SeeD would be in an assassination mission, but which Seifer would not have been when they first met) would prevent the effect from working. This allows the scene to mostly work like we see, with the Sorceress being able to fascinate a large crowd so long as all of the threats is merely in her words, but being unable to mind-control the SeeD into not fighting her once the battle starts.

I think the Sorceress's direct, personal mind control which puts someone in a trance and has them completely susceptible to her orders is a different kind of mind control than the more wide spread, subtle mind control she uses over the crowd - my read at this stage is that the Sorceress can have the crowd fail to see the threat in her words and cheer in love of her and ignore her murdering someone in front of their eyes, but if she said "Now all of you jump and turn on one foot," they wouldn't actually do that, because she's using more of an influence than a direct 'obey my specific orders' kind of control.

So, if you are correct in that assessment, that would make FFVIII be forty-eight updates long (since Disk 1 is currently twelve); that would be more than FFVII had. On the other hand, the first twelve updates of FFVII comprised 97.5 k words; the first twelve updates of FFVIII currently total up to 83 k words, nearly fifteen thousands less. That would mean that, if your prediction proves correct, FFVIII entire would end up being 332k words, just about fifteen thousand words longer than FFVII was. Would you say that, from what you've seen of the game to this point, that seems fair to you? I'd honestly be curious about any prediction you have to do about FFVIII in general at this point, not just its length, but it seems like as good a place as any to start speculating from.
I think it's more likely that FFVIII will be shorter than FFVII in terms of game time. The sheer volume of FMVs, combined with the complexity of the mechanics, make me suspect that the actual narrative portion of the game will be shorter, even with more disc space due to 4 discs instead of 3, simply because of gamedev time constraints.
 
But does it cure petrification that hasn't happened yet and is still on a countdown?
Fair, it probably doesn't; my point was more that assuming Squall has the Draw command equipped, he could Draw-Cast Esuna on Irvine if the latter gets petrified first, so you wouldn't be completely screwed without the item command available.

Assuming of course you have Draw equipped on both of them! I tend to basically always have Draw available because you never know when you'll run into something new with some decent spells to grab (particularly bosses), but you do also only have three slots for commands and four basic commands to slot in even before GFs start having unique abilities like Card or Treatment.
 
Fair, it probably doesn't; my point was more that assuming Squall has the Draw command equipped, he could Draw-Cast Esuna on Irvine if the latter gets petrified first, so you wouldn't be completely screwed without the item command available.

Assuming of course you have Draw equipped on both of them! I tend to basically always have Draw available because you never know when you'll run into something new with some decent spells to grab (particularly bosses), but you do also only have three slots for commands and four basic commands to slot in even before GFs start having unique abilities like Card or Treatment.
Indeed, I unlocked Treatment very recently and haven't really found a slot for it yet because I gave everyone Draw/Magic and then either GF or Item and I'm loath to part with any of those.

I think I need to give characters dedicated "roles" in the party, it's the only way I'll make this all come together and make sense.
 
It's definitely an interesting approach to consider, although it runs into the problem that I'm just not going to be constantly rotating my party to keep them leveled up because come on, fuck that, so it'd leave some of those GFs basically unused.

Hah! I got into the habit of doing that early in my gaming career, and usually it's just for my own benefit (and lets me rotate through unique party interactions in more recent games) but every once in a while like the end of Wrath of the Righteous, I get totally paid off for having a fully prepared B squad. :V
 
We will not be silenced.

We're joining the Sorceress War. On the side of the sorceress.

Sure, you can just slot in the next disc, but like... That's the same thing as pressing "Next Episode" on Netflix, it doesn't invalidate the narrative concept of a cliffhanger.

Or, for that matter, turning a page. Cliffhangers are dirt common in books, even ones that weren't distributed serially, so you didn't need to wait a week/month to read the next chapter. The act of building up the tension and anticipation is valuable in itself, even if it's going to be released shortly.

Your note on the game pacing is insightful, though. The save spots mechanic does mean that the actual stopping point for the night is always going to be at least a few minutes after the big climatic event, which does weird things to the narrative. Like peeking ahead in a book to check if the characters are alright before putting it away.

Side note but as a bit of marketing history it's kind of fascinating to me how Lady Dimitrescu was front and center in the trailers and promotional material for REVIII only for her to turn out to be the Disc 1 Boss of the game, the first one of a coterie of Evil BOW Anime Generals to be defeated.

So, do you figure you're going to fight several sorceresses of escalating power? It was established that there are more than one, hiding in shadows. Now that one has stepped into the light and started a major conflict, it wouldn't be surprising if more were to follow. Perhaps Edea is just the spear of a larger magical conspiracy.

It's kind of incredibly conspicuous, right? You'd expect them to get down and come help at some point, there's no way it took longer for Rinoa and Irvine to get down from the clocktower and run through the crowd to the gateway than it would the Quistis team to join in.

That's the general issue of "your party can only have X members, but you have 2X characters available". FF series really struggled with justifying it since all the way back from FFIV, which resolved the issue by "killing" additional characters. FFVI settled into a modern paradigm of "non-active characters hang out at your base, don't worry about them", only occasionally giving them something to do (and creating similar issues with your off-party completely failing to do anything about Kefka). FFVII mostly just gave up on it altogether.

I... am not really sure there is a good way to resolve the issue short of just limiting the number of companions to the party size. Modern games generally give you some sort of base where we can presume off-duty characters are doing something useful (and some games actually allow them to do something useful), but ultimately the question of "OK, why precisely can't I tackle this problem with all 9 of my companions?" is something that can be asked of all games with this party structure.

In this specific event, there were better ways to justify it (have the Gateway Team deal with the animated statues, forcing Squall and Co to harry up to the sorceress, for example), but I think that wouldn't resolve the underlying issue at the core of the gameplay. It would answer what Selphie did during the assassination attempt, but not where she's been while you explored the Tomb.

On the other hand, the narrative actively acknowledging their presence and then failing to account for it is a lot more visible than their absence during some random dungeon exploration, so maybe it's worthwhile to try harder during such segments while being completely silent during regular gameplay.

I think the Sorceress's direct, personal mind control which puts someone in a trance and has them completely susceptible to her orders is a different kind of mind control than the more wide spread, subtle mind control she uses over the crowd - my read at this stage is that the Sorceress can have the crowd fail to see the threat in her words and cheer in love of her and ignore her murdering someone in front of their eyes, but if she said "Now all of you jump and turn on one foot," they wouldn't actually do that, because she's using more of an influence than a direct 'obey my specific orders' kind of control.

I figure it's some variation of Dominate vs Presence kind of deal, yeah. She probably can do a full "you're my puppet, I hold the strings" kind of mind control, but most likely it comes with various limitations. Perhaps she can only do it to someone nearby, possibly the number of targets is limited, possibly it's exhausting, etc. On the other hand, there is more subtle and broad mind control that's not as direct and powerful (and possibly not working on people already hostile to her), but one that can be applied to a whole crowd.

Possibly the latter works by amplifying existing emotions and drowning the rest, in which case she actually needed this grand parade and the hype the president gave her to enchant everyone. Spectacle as an occult ritual.
 
I... am not really sure there is a good way to resolve the issue short of just limiting the number of companions to the party size. Modern games generally give you some sort of base where we can presume off-duty characters are doing something useful (and some games actually allow them to do something useful), but ultimately the question of "OK, why precisely can't I tackle this problem with all 9 of my companions?" is something that can be asked of all games with this party structure.

I thought Tales of Berseria had an interesting approach to this, aided somewhat by a smaller main cast. You have 6 characters, and a party size of four, but all six are narratively implied to be there for all your fights, and you have the ability to semi-freely (consuming an in-combat resource) swap out one of your frontliners for someone in the back line during battle. Presumably the four-person main party limit is kind of a Too Many Cooks situation.
 
But does it cure petrification that hasn't happened yet and is still on a countdown?
Yes, it does. The Soft, Remedy, Remedy +, Elixir and Megalixir items all do so as well, as does the Treatment command and Selphie's Full-Cure limit.

I think it's more likely that FFVIII will be shorter than FFVII in terms of game time. The sheer volume of FMVs, combined with the complexity of the mechanics, make me suspect that the actual narrative portion of the game will be shorter, even with more disc space due to 4 discs instead of 3, simply because of gamedev time constraints.
Thanks for answering! So, for my next question, you might remember (or not) that I said FFVIII had the best villain in the series. So, obviously that comparison won't really be possible until the end of the game, but even so, now that you've met the Sorceress and she's had her first big showdown, we can at least compare the introductions. That being the case, how would you say she measures up against Kefka and Sephiroth, at least as far as the presentation and first confrontation is concerned?
 
Yes, it does. The Soft, Remedy, Remedy +, Elixir and Megalixir items all do so as well, as does the Treatment command and Selphie's Full-Cure limit.


Thanks for answering! So, for my next question, you might remember (or not) that I said FFVIII had the best villain in the series. So, obviously that comparison won't really be possible until the end of the game, but even so, now that you've met the Sorceress and she's had her first big showdown, we can at least compare the introductions. That being the case, how would you say she measures up against Kefka and Sephiroth, at least as far as the presentation and first confrontation is concerned?
Kefka's introduction is funny, but his whole deal is about how he progresses over the course of the game and becomes increasingly worse every time you see it, so he's not a "10/10 character from the first appearance" kind of deal.

Sephiroth's buildup is stronger, I feel. You don't actually learn much about him before seeing him, but Edea has the problem where you actually hear too much; all you need to know about Sephiroth is "was a Shinra SOLDIER prodigy, went rogue, Cloud hates him." Meanwhile, everyone is talking about the Sorceress and their history in ways that only raise further questions (what was the Sorceress's War? What specific actions did they take that people hate them so much? What even is their motive?) that makes it hard to grasp what's supposed to be their (well-documented, known to the characters) history. The Nibelheim Flashback also introduces Sephiroth has a sympathetic character with a personal connection to Cloud who then goes off the deep end, which is inherently a very compelling hook, whereas Edea is just a political opponent SeeDs were contracted to kill.

With that said, the flair with which she acts in the Deling City scene, the lavish FMVS, the fact that we actually immediately get to fight her and she shows her strength right away, her whole Wicked Witch presentation, it's extremely strong and I'm tempted to say stronger than Sephiroth's own, although in no small part helped by the improved graphics.

...

But I believe you're trying to throw me off the scent with this question and Edea secretly has a semi-sympathetic backstory and won't end up the true villain of the game. I'm up to your tricks!
 
But I believe you're trying to throw me off the scent with this question and Edea secretly has a semi-sympathetic backstory and won't end up the true villain of the game. I'm up to your tricks!
Keep thinking what you want, Omi, just know that Future World Emperor Headmaster Cid has heard your concerns, and is sending a team right now to alleviate you of your life these silly un-SeeD-like thoughts.
 
(Cont) But once you recognize the secret reason for her exposure, you will feel ashamed of your words & deeds.
-Hideo Kojima
 
I... am not really sure there is a good way to resolve the issue short of just limiting the number of companions to the party size. Modern games generally give you some sort of base where we can presume off-duty characters are doing something useful (and some games actually allow them to do something useful), but ultimately the question of "OK, why precisely can't I tackle this problem with all 9 of my companions?" is something that can be asked of all games with this party structure.

I thought Tales of Berseria had an interesting approach to this, aided somewhat by a smaller main cast. You have 6 characters, and a party size of four, but all six are narratively implied to be there for all your fights, and you have the ability to semi-freely (consuming an in-combat resource) swap out one of your frontliners for someone in the back line during battle. Presumably the four-person main party limit is kind of a Too Many Cooks situation.
I like Suikoden; yes you are recruiting 108 characters (a majority of whom are NPC types) but the main party (generally 6) is implied to be a scouting/strike force, meant to be small fast and mobile, and when the time comes, you do have an army fighting at your side.
 
Side note but as a bit of marketing history it's kind of fascinating to me how Lady Dimitrescu was front and center in the trailers and promotional material for REVIII only for her to turn out to be the Disc 1 Boss of the game, the first one of a coterie of Evil BOW Anime Generals to be defeated. It's an interesting trick and I wonder to what extent it was intentionally capitalising on the Step On Me appeal factor before the fans actually turned the character into a meme..

This also happened with Vampire the masquerade Bloodlines, with Jeanette (blonde pigtailed vampire) featuring on basically all the game's covers, and then it turns out she's present in only the first of 4 cities and then never mentioned again. So my answer would be that the Re8 developers(or the marketing department) knew what they were doing, they just pretended not to.
 
Was there anything uniquely missable, there?
At least one thing is: Character Report. It's an upgrade to the Battle Meter menu that gives specific details on each character's kills and KOs. You get it by beating a guy who charges 300 Gil to play.

There's also an HP Up item you can win in a card game in that section. Technically you can also get one by refining a Gaea Ring, but this seems to be your only other way of getting it.

Edit: Oops, I thought you were asking about the card games after the Laguna phase. I don't think there's anything you need to buy as Laguna, but I figured you might as well take advantage of the extra cash while you have it.
 
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illhousen said:
Possibly the latter works by amplifying existing emotions and drowning the rest, in which case she actually needed this grand parade and the hype the president gave her to enchant everyone. Spectacle as an occult ritual.
...

Wait a moment.

[checks the update again]

Okay, so, she says she'll end the ceremony with a sacrifice, then sends Rinoa back into the room with the statue-things after her. The natural assumption, and the only one I'm recalling having until now, is that Rinoa was to be the sacrifice.

...But why send Rinoa back out of public view, for that? Edea clearly didn't mind killing someone in front of the crowd. And why did it take the statue-things so long to kill Rinoa, that Squall and Irvine had time to make it up there and intervene, when Rinoa would have started out alone, mind-controlled into lack of resistance, and outnumbered, by creatures that can petrify, no less?

What if she survived because the statue-things weren't supposed to kill her?

Because if the parade is part of the ceremony... well, what happens at the end of it? Assassins attempt to kill Edea herself. She seemingly effortlessly no-sells a sniper shot, and then even when the assassins manage to defeat her knight, she toys with them, apparently in no real danger. And when she tires of such, she, in view of the assembled crowds, atop her parade float, works a special piece of magic and stabs the leader of the assassins right through the chest, sending him tumbling to the ground below.

What's more powerful to cement her rule? Having some summoned minions kill a teenage rebel in private partway through the night's events, or capping those events off by personally defeating those trying to stop her and personally and dramatically killing (so far as the crowd can see) their leader in public view?

Because I'm now not thinking it's the former. Of course, though... that would also pretty strongly imply that not only did Edea know our plan ahead of time, she had a better idea of the details than we did. If so, no wonder she dealt with Rinoa's attempted trick so easily.
 
Or, I mean, it might just be that having somebody torn apart in full view of the public is the way the sacrifice should be performed, and Rinoa simply managed to run away inside and avoid being killed for long enough that Squall and Irvine could rescue her. That seems like a possibility worth considering, as well.
 
Or, I mean, it might just be that having somebody torn apart in full view of the public is the way the sacrifice should be performed, and Rinoa simply managed to run away inside and avoid being killed for long enough that Squall and Irvine could rescue her. That seems like a possibility worth considering, as well.
This was basically my assumption, yeah. Rinoa's hypnosis breaks when two giant gargoyle lizards jump up to rip her to shreds, she runs in a panic to the back room, and being an at least somewhat competent fighter storywise survives in said mad panic just long enough for Squall and Irvine to show up a few minutes later and save her.
 
Today, on surreal Japanese commercials that are Final Fantasy VII-related, Sephiroth bullies Cloud into having some instant noodles:


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

Context: Sephiroth dons kitsune ears and tail for Nissin marketing, then pesters Cloud into having some of their Donbei instant Udon, complete with fried tofu done in the style of Kitsune Udon. Oh, and he summons a Meteor-sized piece of Kitsune-style fried Tofu to fall from the heavens.

UPDATE: New video link, since it has subtitles.
 
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