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

First, we run into some kind of chimera statue that has a ruby for a left eye. It does not say that the right eye is an empty socket, but you can figure it out from context. Note the time left on my counter. I grab the eye, then head up.

This statue has a ruby for a right eye, and an empty socket for a left eye. So I first put in the left eye, as you can see below:

At this point, nothing happens. I want to emphasize this because we're going to get into how fiddly these kinds of puzzles in old-timey games can be in terms of what is obvious to the dev and what is obvious to some players. Here, I put in both eyes, and the next dialogue window asks me if I want to take out the right eye or leave it as it is. Now, if putting in both eyes was going to do anything, I was expecting that to happen when I put in the eye. But no. The correct answer is to "leave it as it is;" you have to first put in the other eye, then step back, and only then do you get the intended result.

Shit like this is just plain malice and I would break a chair over the head of whatever dev was behind it. It doesn't make any logical sense in the context of the world, once you put the second jewel into the statue its effect should trigger, it's just there to trick your instincts as a player so that you think that you did something wrong to fuck with you.

Nida: "What do you think?"
Squall, mentally: "(They probably know we're here, too. If not, we'll make the first move.)"
Squall: "The battle is inevitable."
Nida: "The sorceress is with them, then? So this is going to be the final battle?"
Squall: "I hope so."
Squall, mentally: "(What should I do first? I have to give orders to everybody. It's my responsibility. I have to try to keep it simple. If I give out too many orders, it could lead to chaos. What should I say? Come on, think! There's no time!)"


Cue a long list of possible choices.
Well, Squall, seeing as we are on Disc 2 of 4, I highly doubt this will be the 'final battle.' Anyway, I see this menu, get decision paralysis, close the game and don't open it again for three weeks.

Squall momento.

First, we form a party with Squall, but amusingly, he follows this up by telling us not to bother equipping our GFs yet. There's something comical to the fact that at some point the devs must have realized junction-swapping was so onerous that they needed to warn players when to not bother doing it because the group would get swapped again before they got into any fights, just to minimize wasted time and sour feelings.

Gee I wonder why they never went back to the Junction system it has so many benefits.

Then we reroute back to the main plot. Zell says he won't just hide and intends to fight, that he hopes this is the last time they have to fight for their home, and Rinoa adds that she has to fight to prove to herself that she can do it, that she belongs with her friends. Sure would be a shame if Rinoa was then instantly damsel'd in the next five minutes, huh.

I can't wait for us to cut back to Rinoa to find her cornered by a pack of starving mountain lions.

So anyway at this point I take an hour off to play with spreadsheets.

3. Junction Schmunction
Okay, not spreadsheets as such, but I opened a gdoc so I could finally write out the various traits of all the GFs in one easily-referenced format so that I could try and craft something resembling actual builds. Not optimizing my characters as such, just trying to figure out how to do some combos.

Basically: Brothers grants Cover, a passive ability that lets a character take hits for his teammates. Carbuncle grants Counter, a passive ability that lets a character retaliate when taking a physical hit. Previously, I had Carbuncle on Rinoa, who was otherwise specced as a mage, but that meant her Counter was comically weak. If I want to take full advantage of it, I need Brothers and Carbuncle on the same character so I can combine Cover + Counter and Junction a strong spell to Strength so they hit as hard as possible.

Meanwhile, Diablos grants Darkside, as mentioned before, which hits really hard but costs 10% HP; however, if I had a GF with Status Attack Junction, I can junction 100 Drains to Attack, and Darkside will drain as much HP as it costs to use. However, the only two GFs with ST-Atk-J I have are Carbuncle and Siren. Seeing as Carbuncle is already going on whoever has the Brothers, that means Siren is the only other option. And given that neither Diablos nor Siren have Strength Junction, that means Darkside will be comically weak unless I also junction one of the GFs with Str-J: Shiva, Ifrit, or Pandemona (Brothers also have Str-J, but they're going on the Carbuncle team). Seeing as I have 9 GFs and three characters, so everyone gets three GFs, that means one character will specifically have Diablos/Siren/Shiva, Diablos/Siren/Ifrit, or Diablos/Siren/Pandemona. With me so far?

This is actually a fairly engaging exercise. It just runs into one problem: The actual effect of Junctions depends on what magic a character has access to. If my Darkside/Drain super-attacker has Blizzaga as their best Strength junction, they'll still be outcompeted by someone with Ultima junctioned to Strength.

This is ultimately what makes me give up on trying to handcraft perfect little builds. The magic menu is simply hell to navigate. Each character can have up to 4 spells on each page of their Magic menu, which has 8 pages maximum. This means each character can hold up to 32 individual spells. Which seems like a lot, except, this is easily filled up with instances of drawing 3 Blinds there or having 80 Thunders leftover from chargen, loading up the spell inventory with trash. In theory, members who aren't in the party could be used as a "storage chest" holding up the spells you don't need on your active members, and stray instances of 5 or 15 spells can be consolidated on one character. This is what I spent most of the first 20 hours of the game doing. It's just grown completely unmanageable over time. The tiny and inconvenient UI combined with the sheer glut of spells accumulated over time and the need to go back and forth between multiple menu to see if Blizzaga gives better Strength results than Quake gives better Magic results than Aura gives better Speed results than Tornado is a hell without escape or end. My previous approach of giving myself rules about junctions based on GF elemental affinities was fun while it lasted but, in case you think 'well just abandon that silly idea,' I already did that several hours ago; magic has simply grown too annoying to navigate even beyond that stage. The Magic menu management has defeated me. I abandon doing it this way and I just abandon managing Magic altogether. I just press "auto junction" and let the game do its thing.

My current build is: One character gets Diablos/Leviathan/Shiva (Darkside, Strength-Junction), Carbuncle/Brothers/Ifrit (Cover + Counter, Strength Bonus), Pandemona/Siren/Shiva (Strength and Magic Junction, Magic Bonus). This means I don't get my cool Darkside Drain effect, but the character with Siren gets Magic Bonus, which increases their Magic stat on level up, so I can train them to have a stronger magic baseline over time. Is this any good? Man, I don't know. I just wanna go back to playing the fucking game.

Gee I wonder why they never went back to the Junctioning system it has so many benefits.

And to think I found it intolerable trying to make it through FF13 constantly having to create a brand new set of Paradigms every hour and a half.

I cannot emphasize enough that the sum total of Zell's actions after Rinoa fell over the cliff was to leave, run around the school until he found Squall, ask Squall what to do, berate him from thinking of things other than saving Rinoa, then be told "Do whatever it takes to help Rinoa," say "Got it!", and run back the other way to go and help Rinoa with no new help, orders, tools, or ideas.

This is stupid. This is a stupid subplot. The game is just hoping you're too taken in the rush of events and cinematic excitement of it all to notice.

Zell: "Squall, Squall! We tried nothing and we're all out of ideas!"
Squall: "Remind me to recommend you for demotion."

But no, most of that is just post-hoc rationalizing of why I am frustrated with this plot beat, which is having this entire, like, half-hour to hour of gameplay (depending on combat encounter length), of combat happening, running around the school, swapping party setups, reporting to Dr Karawaki, planning the next attack, all of it happening while Rinoa is suspended over the abyss dangling from a rock just waiting for everyone to have it all sorted out so they can actually come and help her is just. It's dumb. It's a dumb scenario. I mean, props to our girl for having arms of steel, but it's silly. Like, Galbadia Garden rammed into Balamb Garden, knocking everyone over, twice since Rinoa fell off!

Rinoa's not even dangling any more she straight up punched her way through the dirt wall Minecraft-style and hollowed out a little dwarf-home to ride out the rest of the invasion in, everyone else is playing FF8 while she's playing No-Chest Skyblock.


This game is insane.
 
Well, I can't accuse the game of not having challenge to still be found in place, goddamn. This ate a solid chunk of our time, and the rewards are… Abysmal. 0xp, 1 AP, and a Chef's Knife item that we can refine into Deaths. This was Not worth it.
Killing Tonberries is absolutely worth it. You're going to hate doing it, but you're (almost certainly) going to do it. (IIRC, Chef's Knives are also Ammo-refineable.)
The Magic menu management has defeated me. I abandon doing it this way and I just abandon managing Magic altogether. I just press "auto junction" and let the game do its thing.
Honestly, this is the real reason to do a bunch of card games early and get good magic to Junction via Card Mod: so you can just make sets of magic early on and keep them through 90% of the game.
 
Ah, the Odin puzzle. Despite all the ways I played this game wrong, I did still manage to do it on the second try.

Also I completely forgot about that punching minigame. I figure something that terrible should stick in my memory, but I have zero recall of it. I guess I just lucked into solving it first time through.
 
At least not in our trek down from his throne room, where I turned off Enc-None and ran into fucking Tonberry again. Those things are a nightmare, and I wish not to fight them again. They take forever to kill, and anything that makes killing them faster costs resources. I don't want to deal with this
I found them troublesome too, the health pool coupled with their damage isn't fun at all.

I really liked the garden battle segment overall, it has a bunch of cool cutscenes in it. Also some baffling plot elements, as you've seen with Rinoa.
 
Tonberry again. Those things are a nightmare, and I wish not to fight them again. They take forever to kill, and anything that makes killing them faster costs resources.
I found them troublesome too, the health pool coupled with their damage isn't fun at all.
They're vulnerable to Gravity, making Diablos an excellent way to deal with them without wasting much resources. They are sadly immune to all status effects, including Erase (the status effect which Disintegrator applies), which they share with only two monsters in the game (those being Cactuars and, weirdly, Grats), plus the corner case of Vysage (who appears in a boss fight and thus has the immunity to Erase that all bosses do).

and the rewards are… Abysmal. 0xp, 1 AP, and a Chef's Knife item that we can refine into Deaths. This was Not worth it.
That's intentional, because if you kill a large enough number of them, you can obtain something worthwhile, so the game is intentionally discouraging you from doing so.

The ruins will always be there, and the game keeps track of how many Tonberry you killed, so you can go back to kill more whenever you're feeling like doing so (or get out and save after every four or five kills, to avoid losing progress should one of them get lucky and murk your team, especially as the Everybody's Grudge counterattack will grow more powerful as you go).

Carding them doesn't count, which is a shame because that's the one "instant-kill" ability that actually works on them - a "50% chance of winning after you've halved their total HP" would totally be worth using to speed things up otherwise, but the game wants you to slug it out the old-fashioned way.
 
Or the weird placement of the ring stuff (and also I'm pretty sure it got changed from necklace to ring or the opposite at some point during development??).
It's also emblazoned on Squall's big gunblade case in his room, so when I played through I was pretty sure "Griever" is like, Squall's logo that he puts on his stuff, not a particular piece of jewelry. Suppose you could argue "Griever" is his fursona
 
The Rinoa dangling thing is blatantly tropey enough that the The Grand List Of Console Role Playing Game Clichés from the early 2000s explicitly calls it out. It was kinda like TVTropes just for JRPGs and five years earlier.
163. All The Time In The World (Rinoa Rule)
Unless there's a running countdown clock right there on the screen, you have as long as you want to complete any task -- such as, say, rescuing a friend who's hanging by one hand from a slippery cliff edge thousands of feet in the air -- no matter how incredibly urgent it is. Dawdle or hurry as you will, you'll always make it just in the nick of time.
 
I don't even know when he will decide to actually show up.

Odin appears when you select Draw command in a fight but before it resolves.

Oh, baby, talk dirty to me.

Edea's not even here.

Anyway, before we can actually do that, Karawaki chimes in to remind Squall that he is forgetting 'something important,' that is, before he leaves to save Rinoa, he should first climb up to the bridge and broadcast a speech to bolster SeeD and student morale. Again, while Rinoa is just casually dangling from a cliff face. She's just in a narrative timeout waiting for the camera to come back to her.

I think this sequence would've been stronger if we were periodically cutting back to Rinoa, still hanging, patiently waiting for the resque.

Rinoa: Anyone here?
Rinoa: Guys?
Rinoa: Zell? Zell, are you there? Did you find a rope?
Rinoa: I can even do with some cloth, maybe? I'm agile! And strong, apparently!

He gave his lion ring a name.

And that name is Griever.

10/10, no notes.
 
Also Odin was there I guess. Hopefully he'll show up as a summon in the next update, he has yet to do so.
Odin appears when you select Draw command in a fight but before it resolves.
illhousen is thinking of a different thing. Odin has a 10%-ish chance of appearing at the start of a (non-boss) fight.

There's other assorted abilities that can proc when nothing has happened for a few seconds during a fight, it's just Odin isn't one of them.
 
illhousen is thinking of a different thing. Odin has a 10%-ish chance of appearing at the start of a (non-boss) fight.

There's other assorted abilities that can proc when nothing has happened for a few seconds during a fight, it's just Odin isn't one of them.

...I was thinking of a most frustrating thing that could, hypothetically, happen, i.e. you hunting for a rare resource only for ODIN INTERRUPT to suddenly end the fight.

Please tell me it's not something that could actually happen in the game.
 
I have no words, this is the coolest shit I've ever seen. And also, possibly, the dumbest? Not like I care.

There's an ancient AMV on youtube of Kickstart My Heart set to cutscenes from FF7 and 8. I won't link it here because it has spoilers for later in FF8, but every time I think of those bikes being launched I imagine the Crue playing on the Galbadia Garden speakers during the whole sequence. Art.

Side note: Instead of a more sophisticated dashboard, Nida directs the Garden by literally moving a giant joystick every which way, visibly needing to throw this whole body into the effort every time. It's kind of a stupid design for a giant flying ship, except if you consider that it's meant to suggest that the original navigators were not human or had better ways of controlling it that Nida is having to approximate due to lack of understanding of the incredibly advanced machine, in which case it's genius visual storytelling.

It seems clear to me it was built to be operated by someone tall, most likely large and stable enough to stand firmly in place while the Garden moves beneath them. With very large hands.



"AMATEUR. PAINFUL-TO-WATCH. OUT-OF-WAY. WORK-ON-GRIP-STRENGTH." *pops knuckles like a shotgun* "NOW. LET'S-GO-FOR-A-RIDE."

It looks like Dr Kadowaki has taken the role of 'reasonable adult figure who is giving life lessons' over from Cid. But it's weird that the school doctor is the one to summon Squall and tell him "it is your destiny to fight Seifer, do it now!"

"I'm a healer, but-"

It's dumb. It's a dumb scenario. I mean, props to our girl for having arms of steel, but it's silly. Like, Galbadia Garden rammed into Balamb Garden, knocking everyone over, twice since Rinoa fell off!

Damn. No shade to Zell but maybe Rinoa shoulda been our pugilist. Take lessons from a dimension-hopping Tifa like Sabin Zangan before her.
 
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...I was thinking of a most frustrating thing that could, hypothetically, happen, i.e. you hunting for a rare resource only for ODIN INTERRUPT to suddenly end the fight.

Please tell me it's not something that could actually happen in the game.
No, Odin cannot interrupt in the middle of a fight. He shows up at the beginning or not at all.
 
For the magic stuff, I don't think there's any sensible way to do it but have three 'main' magic lists and three 'reserve'.

The reserve goes for things you might rarely need, like confuse or silence, maybe extra doubles, and in your main magic you just trash all your T1 attack spells (Things like Water and Aero are kinda T1.5, but rarely worth holding on your prime list).

When you use the 'switch all' command, it swaps magic as well as GF junctions, so once you get your three sets of loadouts you can just pass them around endlessly if need be.

Once you see monsters with the T3 list reliably there's little point in having T2 attack spells either. Pretty much the only use is if you want to absorb even more of an element, or have an element for attack and defense (very niche case I don't think is useful anywhere).
 
Apart from the cow being abducted by the UFO, there are also BGU's Wholesome All-Beef Frankfurters.
 
And now it's time for the attack of the flying motorbikes.








I have no words, this is the coolest shit I've ever seen. And also, possibly, the dumbest? Not like I care.
I'm sorry, Squall, no matter how hyped your gunblade is, you have the opportunity to be part of the flying motorcycle attack unit and you didn't take it. That's bad form.
 
Water and Aero are kinda T1.5, but rarely worth holding on your prime list
Water is actually in the unique position of being the only elemental spell of the Water element, so getting rid of it isn't wise - there's a lot of rare enemies that are weak to water, even some bosses later on. Also, Water is more like a 2.5 than 1.5; it's more powerful than the -ra spells. Bio is in the same position, being the only Poison elemental spell and having more attack power than both the -ra spells and Water, although still less than the -ga spells.

Aero is a real 1.5, weaker than the -ra spells and replaced by Tornado for Wind elemental affinity, so getting rid of that one once Tornado is plentiful is perfectly fine.
 
Oh, also, forgot to comment on that:
Like, in retrospect, 'sometimes moonbeams turn your cows into superpowered hornbeasts' would be an issue for farming. And furthermore, 'the minotaurs are interfertile with your cows, so even if you keep your cattle safe from the Lunar Cry sometimes they pass through your field and ten months later you have a brood of Catoblepas on your hands' would make it even more difficult.

That's what Garden students who couldn't graduate as SeeDs do for a living.

They're still strong enough to take down a couple of monsters now and then, after all.

If not for Edea, that would've been Seifer's fate as well.
 
And it's also a mechanic rooted in randomness, which is not… Fun? I have no idea if I'll ever actually benefit from having Odin on my team. I don't even know when he will decide to actually show up.
On that note, has Phoenix ever actually shown up since you unlocked it?
Anyway, I see this menu, get decision paralysis, close the game and don't open it again for three weeks.
Mood.
Anyway, I forget to turn off Enc-None for the next ten minutes so we just never run into an actual Galbadian attack force until I do.
This is a really weird instance of gameplay-story separation.

What would have happened to the Galbadian attackers if all the Balamb students had Enc-None on? Would they have been repelled by a forcefield, wandered off confused, spontaneously evaporated, condemned to wander the halls as ghosts unable interact with anyone?


Squall: "Damn, those are cool. Why didn't our Galbadian come with a motorcycle?"

Irvine: "What do you mean 'come with'? What am I, an action figure?!"
Squall: "…"

Irvine: "…look the license exam for those things is really hard, okay"
 
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What would have happened to the Galbadian attackers if all the Balamb students had Enc-None on? Would they have been repelled by a forcefield, wandered off confused, spontaneously evaporated, condemned to wander the halls as ghosts unable interact with anyone?

Balamb children are not junctioned yet.

That's probably why Omi had to save them twice: Enc-None means he's missed a bunch of soldiers who went right for the children.
 
The Rinoa dangling thing is blatantly tropey enough that the The Grand List Of Console Role Playing Game Clichés from the early 2000s explicitly calls it out. It was kinda like TVTropes just for JRPGs and five years earlier.
Oh gosh, so long time I didn't have the opportunity to read it, thx ! For people who wants to read it, please note there are a lot of spoilers in it for different games. Most of the time, it's minor spoilers, but better to be safe than sorry.

But there is an important rule here :
  • Doomed Utopia Theorem
    All seemingly ideal, utopian societies are powered by some dark force and are therefore doomed to swift, flashy destruction.
Oh OK, finally, we have the answer about Omelas !


*disappears in the horizon before SV's users want to test new forms of torture on my body*
 
Oh OK, finally, we have the answer about Omelas !
This has explicitly been addressed in Omelas' thesis statement since the beginning, the bit about the kid is only mentioned after a bit where the narrator goes "OK if you refuse to believe in an utopia with no problems for some reason, here's a problem" and walking away is accepting that an utopia can just be an utopia rather than a moral statement about children or suffering.
 
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