What the hell, forum. I didn't get a new threadmark notification since the post before stepping into the WoD in FF3 until now. Oh well, I'll limit my word vomit to FF4.
The first thing I notice about the game is the old 'naming screen', the one in which you'd meet and name your party (and pick classes in F1), is gone. When we press 'new game,' we instead see the screen fade to white, and out of this white…
Okay.
Wow.
I mean, wow.
This is already a sea change in storytelling and characterization.
Oh yeah baby. This is the beginning of Square's brand of shock-'n-awe story openings.
Mysidia (hey, fancy seeing that name again!)
With this and what others already said about Kain's supposed background, I'm not going to go in deep here, but there are theories about these not being just references, but the story of FF4 being what happened some time after FF2. Not necessarily an idea I buy into, but something fun to keep in mind.
This is going places. Bad places.
*cackles in script knowledge*
Note how the two knights guarding the throne stepped forward to block the way to the King when Cecil tried to step forward in shock upon the King's pronouncement, and how he was forced backwards a few step. This is the kind of very simple touch that seem obvious but really help make sprite-based cutscenes feel vibrant.
FF4 is full of these little narrative touches thanks to one new team member having a dramaturgy background, and I've seen the game being described as something like "when Story Daddy* found a nice locale so that Theater Boy could get his geek on".
*Sakaguchi, that is.
"And the crowds go wild!"
Okay, so Rosa is definitely a love interest of some sort.
Her introduction in the DS version ends up with a very nifty CGI of Cecil in his (very intimidating armor) looking down from the battlements, and Rosa behind him looking with sadness. If that short exchange didn't grok you there was something between them, that CGI sure would.
If you will look closely at the sky, you will note that this world has two moons.
In Megamind's voice: Foreshadowing!
Unfortunately it goes quickly enough that I totally missed it when it happens and only ran into the ATB system in my first actual battle 😔
Yeah, I never got the idea that it was supposed to teach me anything. I started getting how the ATB system worked once I got fisticuffs against goblins and went "oh, lil bar fillies up, and then I choosey attackey! Goodie, goodie."
Rosa, on the other hand...
She also wields bows. Like, that crap ain't fo healin, my gal. Sure, a magic staff isn't going to heal your boo boos either, but at least it's more useful for patching a hole than an arrow!
I will say this for now; Blue Fang and Red Fang aren't attacks. They're items. And you won't see them again for a long time.
Which helps telling you that Cecil ain't just any sergeant. He gets the good stuff.
I don't know yet how this all comes together in terms of balance and fun factor, but here's what I can tell you: If the ATB system simply had one small change to it - that time freezes the moment I hit any menu, including the top layer menu where I decide to use an attack, items, or a special command - then it would be fine. I might even like it. As it is, it's stressing me the fuck out and I wish the game would just go back to turn by turn. Unfortunately, ATB is Final Fantasy's brainchild and dearest idea, and it's gonna be there for good. So I'm just gonna be dealing with panicking in combat menus for the rest of FFIV.
I can't remember if FF4 allows you to switch which character you were going to use next in a battle, but definitely other games did. So my guess has always been that the intention behind allowing time to pass while in the top menu was that if the now ready Character A had commands that you prefer to be engaged after the commands of Character B, you could wait until B was ready, use their commands, then immediately use A's.
I know many people dislike the system, but I always liked this flexibility. Lot's of pseudo combos to be done, and allowing you to sacrifice spamming speed in favor of tactics, at least as much as the game design was capable of allowing you to. And as you notice later with the Mist Dragon, an expansion in battle mechanics. With that and more, all in all the ATB system is good in my book. There are PLENTY of jrpg games in the SNES era with far more atrocious systems; ATB ain't even close to the worst.
I mean, we still don't have any clue what they look like under those helmets, but this is definitely helping sell that these two are ominous armored badasses of excellence and cool armor.
"Bill & Ted's Most Excellent Fantasy."
That's it. That's the entire joke I got from that. Don't worry, I know where is the exit.
It couldn't be known! D:
Christ.
What an absolute gut-punch.
I can see in my mind those early NES FF veterans, innocently switching on their shinny new Super Famicoms a sunny Sunday morning of 1991, and getting to
this.
This ain't your (five years older) cousin's FF no more.