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

Rpg players tend to be squirrelly about even player controlled and player enemy different rulesets, player protagonist and player party different rulesets (besides, a special ability), one of them being significantly simpler would make a certain kind of rpg player howl. It occasionally happens in jrpgs (persona 3 for example) and almost every time people complain a lot (persona 3 psp remake\port added a fully controllable party mode and made it the default because of those complaints for example).

I mean, I am basically proposing for FFVIII to work like Persona 3-5 because it does "the protagonist gets to engage with a fiddly system that encourages you to constantly switch up your demon pokemon while everyone else is stuck with one pokemon and merely learns more skills as they level up (in contrast with P1-2, which allowed everyone to switch up pokemon and used personal affinity mechanic to enforce party roles)". It works fine.

The complaints about party members not being directly controlled by the player are rooted in a different concern to system fairness/complexity: the AI is a dumbass and will do its best to frustrate you. See FFVI Coliseum for how it'd work in an FF title.
 
Many years ago, I watched Spoony's review of FFVIII and I vaguely remember thinking he probably wasn't being entirely fair with some of his criticisms. However, I also remember him complaining at length about the magic system and junctioning, so it seems like that bit held up, at least.

Never mind, there's that UFO abducting a cow, forget everything I just said.
Doesn't that just back up your points about how cattle ranching is untenable in this world? On top of everything else, the damn UFOs steal them!
 
Last edited:
I mean, I am basically proposing for FFVIII to work like Persona 3-5 because it does "the protagonist gets to engage with a fiddly system that encourages you to constantly switch up your demon pokemon while everyone else is stuck with one pokemon and merely learns more skills as they level up (in contrast with P1-2, which allowed everyone to switch up pokemon and used personal affinity mechanic to enforce party roles)". It works fine.
I guess I read you wrong, I was thinking the comment was about the junction system, not the espers\GFs (yes I know the first builds on the second).

I've always thought GFs\Espers were frankly speaking a bit of a line item in FF, compared to other gotta catch them all games. Even when they're plot important, they're not going to compare to a company whose whole combat system is based on a pocket monster... like all atlus games and their absurdly large amount of demon designs...

Squaresoft undoubtedly reuses their designs and built a mythos, but I doubt I'll ever see the day a FF game has 20+ espers. So a game where only the protagonist is going to bother with them will feel a bit bare imo. If you look at something like devil survivor people do stuff like what FFVIII is attempting very well, and very balanced too. Squaresoft is just bad at balancing... and interfaces. I think part of the problem is that each Esper as a lot of abilities since they're supposed to last the whole game and people just get lost and already passed the analysis stage of a build when some of those abilities are gained. They're over it and won't think about the build again. That contributes to the weird way this game has to be too hard or too easy depending on the player.
 
Last edited:
I wonder to what extent squaresoft considered people replaying the game. There's often modes or things that are put in for new game +, but FF hasn't typically been one of them.

But people do replay games. The market for these games was much much less then it is now, and people bought less games on average even if they were avid gamers.

For all it's mechanical flaws, FF8 is probably mechanically more interesting to replay then a lot of the games in the series. You can pick up GF's you missed, apply actually near-complete mechanical understanding to the first 10 hours, and know which cards to look out for in order to refine.

Compared to something like 6 or 7, where you could find things you missed on the first playthrough, but you're actual skill at using mechanics doesn't really go up, you always get access to this or that materia when you're far along with the plot, and never a moment before.

Meanwhile FF8 you can play extremely overpowered and walk over anything that gave you trouble. And play more Triple Triad without spreading that Random rule around.
 
Yeah, I've always felt that one of the things that works "well" for FF8 is that after you fail to finish your first playthrough like normal, your second playthrough benefits a lot from you knowing how the game works, making it easier to actually complete.
 
I wonder to what extent squaresoft considered people replaying the game. There's often modes or things that are put in for new game +, but FF hasn't typically been one of them.

I'm quite sure it was at least something Square was aware of -- Chrono Trigger was a smash success -- but, as you say, the FF side of things hasn't really done that even post-CT.
 
Have any Final Fantasy games even had some kind of New Game Plus or similar? Not even talking the ones played so far in the thread, I mean all the way up to current FFXVI, as far as I know they're usually a one and done kind of thing. Not that they're unaware of the concept, as Foamy mentions Chrono Trigger is totally built for running through the game multiple times.
 
I'm quite sure it was at least something Square was aware of -- Chrono Trigger was a smash success -- but, as you say, the FF side of things hasn't really done that even post-CT.
Have any Final Fantasy games even had some kind of New Game Plus or similar?
Final Fantasy X-2 is very specifically designed with its New Game + modality in mind; yeah, it's likely the only exception, but it still exists.
 
Have any Final Fantasy games even had some kind of New Game Plus or similar? Not even talking the ones played so far in the thread, I mean all the way up to current FFXVI, as far as I know they're usually a one and done kind of thing. Not that they're unaware of the concept, as Foamy mentions Chrono Trigger is totally built for running through the game multiple times.
FFXIV, sort of.

It's literally labeled "new game +", but what it is is mostly just letting you replay discrete chunks of the story you want to experience again for whatever reason. Due to the way level sync works, unless you go out of your way to do unsynched challenges, you'll only have your full endgame character level in the stretches between dungeons/trials and solo duties.
 
Last edited:
Not going to lie, Greiver is one of the funniest things about FF8. Only surpassed by Omi's talking about dommy mommy Edea before the orphanage reveal.
 
So, it turns out that the Italian and English translations are essentially identical on this one, with the only really noticeable discrepancy being that the fact Lions are fictional creatures in FFVIII's universe is made more clear. Still, this wasn't a section with too much dialogue, and most of it was functional, so I don't find it surprising that there is no real variations - those seem to pop up more when the dialogue is focused on the character's psychology.

Anyway, I had a few comments to make on the update! Here they are.

and ran into fucking Tonberry again. Those things are a nightmare, and I wish not to fight them again. They take forever to kill
Well, at least it makes them memorable, doesn't it? Which I'm not sure could really be said of the Tonberry before FFVIII.

Now, Tonberry actually has been in the series since FFV; it was in the Yeti's Cave in FFVI, and while it wasn't possible to meet it as a random encounter in FFVII, it could be fought at the Battle Square, and the final dungeon had the "master" variant. However, I think FFVIII really is the game who raised the Tonberry to iconic status and made it into one of the series' mascots, specifically due to how memorable it is as a real slug match of a fight. Plus that special prize if you kill enough of them.

But what's your take on it? Would you say that Tonberry made itself known as a series regular in FFV-to-FFVII, or would you say this version is the most memorable one yet?

Well, Squall, seeing as we are on Disc 2 of 4, I highly doubt this will be the 'final battle.'
So, obviously the fact that the game is on four disks makes this attempted final battle fakeout something that never could have succeeded. However, as I've asked in the past for other games, I'm curious: if the game was a NES one on a single cartridge, or perhaps more believably a PS2 game on a single disk, do you think you would have been fooled in believing that this upcoming confrontation was the final fight, or would you have been able to tell that the game still had a lot in store?

And while we're at it, if you were to rank the various "fakeout endings" (facing Dark Knight Leon in Palamecia castle, ExDeath's castle, FFVI's floating continent, the first visit to Northern Crater) in the series so far, which would you say was the most convincing?

Irvine's Limit Break is 'shoot them, but several times in a row.' The guy makes up for in deadliness what he lacks in imagination.
(...) he blasts away the entire group with shotgun ammo. (...) He kind of is cool, honestly.
If you want to have fun with Irvine's Limit, getting into the weeds of what Ammo Refine could do might be interesting.

Anyway, I believe you've now experienced every character's Limit, so you should have a good idea of how they're all different in terms of gameplay: Squall's is a rhythm game derived from the Gunblade trigger mechanic, Zell has the fighting-game style combo setup, Quistis has a collection of abilities with incredible variety of effect in Blue Magic, Selphie has her Slots with their risk/reward and "pray for something good" mechanic, Rinoa calls forth a random effect of variable potency, and Irvine has a button-masher on a timer.

Compared with the Limits in FFVII, and considering how both FFVII and FFVIII have otherwise next to no mechanical identity for their characters so that the Limits are how each character individuality is expressed in gameplay, would you say that FFVIII does a better job at it than FFVII, or are the extreme differences too much of a gimmick?

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.
Yes. I mentioned in the past that certain areas are better with Enc-None active, but some are not; the Clash of the Gardens is one of the parts of the game where having Enc-None active really kills the atmosphere, since you're going through battlefield after battlefield without fighting anything. It's obviously difficult to get a good idea for when a section would work better with random encounter than without, but this one is a very obvious example of it.

Like I said, they're about to crash into another city-sized hovership and they're on their drama still.
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.

Yeah, they really mishandled this. They should have found some way to have Zell ask the ring from Squall at a previous point, maybe during another mandatory Garden tour before leaving FH; finding a specific point where it would have fit isn't that easy, but there had to be a way to have it happen before the battle. And a way could have been found to make Rinoa's hanging last much less, as well.

I do think both did need to happen, because of this:

She has something very important that belongs to him, and she can't die until she gives it back. Which leads to a fascinating exchange.

Which is a nice scene. It's a shame that it's diminished by the contrived series of events leading to it.

In terms of spectacle, this aerial wrestling match between Squall and a nameless Galbadian Soldier is one of the highlights of the entire game.
(...)
Which is why it's such a shame that the minigame that goes with it is absolute ass.
Yeah, conceptually exceptional sequences with mechanics that mess with the intended feel is something of FFVIII's trademark, isn't it?

Okay, I'm not crazy, that 'face portrait' is the necklace Squall wears in cutscenes, right?
(...)
also I'm pretty sure it got changed from necklace to ring or the opposite at some point during development??
You're not crazy, and I do think they switched that at some point. The merchandise, of course, has you able to get both the pendant, and the ring which has the lion engraved into it.

Well, I liked it.

Also, this made me finally realize why I am far more comfortable with Rinoa's pushing Squall's boundaries then I was with Aerith doing the same to Cloud; I mentioned back during the FFVII run that Aerith rubbed me the wrong way while Rinoa (which I didn't name at the time to avoid spoilers) did not, and I think this is the reason why. While they both do it with an intention to help their target open up, Rinoa's way of doing it is softer, and Squall's reception of it is less annoyed and more confused/amused, with more of the former at the beginning and more of the latter as the game goes on. Also, Rinoa seeks feedback from Squall and does express insecurities of her own, which makes the relationship feel more equal to me.

Is that just me? I feel like there might be something interesting to glean from comparing Aerith and Rinoa, but that might be something best left for the end of the game, I suppose. I just wanted to voice my opinion on this point.

I don't know why they waited until what I assume is the end of Disc 2 to pull that trick, but it definitely makes an impact when it comes in.
I think it's actually good that they waited, as it makes this section more high-impact; I cant' really fault them for not front-loading all of the spectacle at the beginning. If they'd done that, the rest of the game wouldn't have been able to awe the player going forwards, whereas this way, by dealing out the good stuff only when climatically appropriate, it keeps the player's excitement higher.

Also Odin was there I guess. Hopefully he'll show up as a summon in the next update, he has yet to do so.
You'll need to keep Enc-None off if you want to see what Odin is like.
 
You're not crazy, and I do think they switched that at some point. The merchandise, of course, has you able to get both the pendant, and the ring which has the lion engraved into it.
I thought the Ultimania stated that Squall carries both the pendant and the ring on himself. Which explains why the merchandising would also offer both for sale.
 
So, obviously the fact that the game is on four disks makes this attempted final battle fakeout something that never could have succeeded. However, as I've asked in the past for other games, I'm curious: if the game was a NES one on a single cartridge, or perhaps more believably a PS2 game on a single disk, do you think you would have been fooled in believing that this upcoming confrontation was the final fight, or would you have been able to tell that the game still had a lot in store?

They're yet to visit the orphanage, which is established as important and can be found on the map but not entered, so figuring out it's not the real end is trivial even without the discs.
 
...Why not just put Diablos on the Brothers/Carbuncle team so they can recover HP on counterattacks then use Darkness on their own turn?
I could do that, but then I would be hard pressed for ability slots - Diablos has Darkside, Mug and Enc-None, and with Brothers and Carbuncle taking up slots for Cover and Counter things start feeling a little crowded.

Also, what do you MEAN you don't know what a lion is Rinoa? And yet you know what a Moomba is, which is *just* a cutesy, mascot-ified lion? ...All this time...did Rinoa just think Squall was going around wearing jewelry based on an edgy version of a kid's cartoon character? IS RINOA IN LOVE WITH A GUY WEARING THE IN-UNIVERSE EQUIVALENT OF THOSE BOOTLEG BART SIMPSON T-SHIRTS FROM THE 90'S?!
This post has been a revelation: Squall's favorite Sonic the Hedgehog character is Shadow. In our world, he would have Shadow merch in his bedroom. This is undeniable truth.

Well, at least it makes them memorable, doesn't it? Which I'm not sure could really be said of the Tonberry before FFVIII.

Now, Tonberry actually has been in the series since FFV; it was in the Yeti's Cave in FFVI, and while it wasn't possible to meet it as a random encounter in FFVII, it could be fought at the Battle Square, and the final dungeon had the "master" variant. However, I think FFVIII really is the game who raised the Tonberry to iconic status and made it into one of the series' mascots, specifically due to how memorable it is as a real slug match of a fight. Plus that special prize if you kill enough of them.

But what's your take on it? Would you say that Tonberry made itself known as a series regular in FFV-to-FFVII, or would you say this version is the most memorable one yet?
Tonberry in V was notable for being a huge HP wall with a neat visual gimmick, but it wasn't altogether that difficult. I'd say in the context of its original game it was a fun novelty like a lot of the game's other monsters that didn't endure to become series icons like the Skull Eater. I think by the time it shows up in VII, though, as the Master Tonberry variant, it's already pretty established; its gimmick has been consistent across the three games it's appeared in, Everybody's Grudge gets its first appearance as its iconic move, and it's high level enough that it's a genuine threat in the endgame dungeon in an otherwise very easy game. Even more importantly, the switch to 3D has slightly altered its design to the now familiar large head and rounded features, making it cuter-looking, rather than the more slender, sharp design of V and VI.

So I'd say by VIII the Tonberry has established itself as one of the series' mascots, and its return is a familiar face.

So, obviously the fact that the game is on four disks makes this attempted final battle fakeout something that never could have succeeded. However, as I've asked in the past for other games, I'm curious: if the game was a NES one on a single cartridge, or perhaps more believably a PS2 game on a single disk, do you think you would have been fooled in believing that this upcoming confrontation was the final fight, or would you have been able to tell that the game still had a lot in store?

And while we're at it, if you were to rank the various "fakeout endings" (facing Dark Knight Leon in Palamecia castle, ExDeath's castle, FFVI's floating continent, the first visit to Northern Crater) in the series so far, which would you say was the most convincing?

As usual, I don't think it's possible to be fooled if you're even halfway paying attention. Here, we still don't know what Laguna's deal is, we still have no clue what Ellone is and why she's trying to send us to the past, much of Cid and Edea's history remains obscured, and as usual the map is a killer give-away - we still haven't visited Esthar. Plus, even accounting for the fact that each summon represents more mechanical overhead, we only have 9 GFs at this stage of the game; where's Bahamut? I do not believe this is the first game in the series to not have the big dragon.

And besides - we haven't been to the moon yet.

Of all the games so far, I'd say II is the only one that can truly bamboozle an attentive player, in large part because storytelling was so novel to the series at this stage that no standards had been established and anything could have gone. Sure, the Dark Knight hadn't been defeated and his identity not revealed yet, but maybe the game was just so early it was bad at storytelling and forgot to close that thread, you know? Even so, if you'll recall, I did try and hoodwink my thread by playing the fakeout ending as if it were the real one, and @AKuz immediately called shenanigans.

I think VI does a good job of selling the Final Continent as endgame, the problem is that it's spoiled by mechanics. You just have to pay attention to your spells, weapons, and character levels to notice that some franchise staples are missing and there's some game left. VII with the first visit at the Northern Crater might actually be a better contender here; the game plays a funny trick by having Bahamut be relatively early, so you can feel like you've reached peak summon, only for the game to reveal Neo Bahamut, Bahamut ZERO, Phoenix and the Knights of the Round in the 'true' endgame. You could easily be lured into a false sense of confidence and believe the game is simpler than it was, Cloud's unresolved psychological issues are not as big a deal as they might have appeared originally, and things will solve neatly soon. Unfortunately this is also the first game to be on multiple CDs so it is incredibly obvious that you're being tricked just by looking at your CD case.

Anyway, I believe you've now experienced every character's Limit, so you should have a good idea of how they're all different in terms of gameplay: Squall's is a rhythm game derived from the Gunblade trigger mechanic, Zell has the fighting-game style combo setup, Quistis has a collection of abilities with incredible variety of effect in Blue Magic, Selphie has her Slots with their risk/reward and "pray for something good" mechanic, Rinoa calls forth a random effect of variable potency, and Irvine has a button-masher on a timer.

Compared with the Limits in FFVII, and considering how both FFVII and FFVIII have otherwise next to no mechanical identity for their characters so that the Limits are how each character individuality is expressed in gameplay, would you say that FFVIII does a better job at it than FFVII, or are the extreme differences too much of a gimmick?

I have complicated feelings there, because I feel like the originality of the new Limits is hampered by the Limit system. Because Limits only trigger in crisis, it's possible to spend long stretches of the game without ever seeing them, so they're never a consistent feature of play, whereas in FF7 accumulated damage over time would ensure you saw your Limits at relatively predictable intervals. You can game Limits in VIII by inflating HP count to make the crisis range larger and putting people in Blind or whatnot, but if you don't do that the pacing of Limit usage is very weird.

As for what the Limits themselves feel like, them each being a minigame of sort is definitely interesting, but... Well, not to put too blunt a point on it but whenever I think "I might want to use Limits in this fight" I would put Quistis on my team just because her Limit doesn't have a minigame, just a menu I can open up and pick from (and one of the option is an instant kill that works on nearly everything). Selphie is for my money the more interesting, but it hurts me more than it benefits me because I always spend more time fishing for the strong slots than I should, effectively wasting character turns. Squall's is fine, the rhythm game is okay; Zell's fighting game combo just doesn't jive with my brain and I fuck it up every time. So far, Rinoa has only ever used Angelo Cannon; I think her RNG-based Limits might have triggered like once in the whole game so far, if that, so her Limit system seems like a huge waste of time and mechanical space (given that Angelo Cannon isn't particularly strong). Irvine's Limit is boring, but mechanically refreshingly staightforward and effective.

Perhaps the worst sin of the FF8 Limit system is this: The best and most convenient Limits are the ones that are least trying to do something weird and cool. One-hit kills and spamming high-damage multi-hits that you can't fuck up with the wrong button presses beat everything short of the best results on Selphie's slots, which are unreliable.

Also, this made me finally realize why I am far more comfortable with Rinoa's pushing Squall's boundaries then I was with Aerith doing the same to Cloud; I mentioned back during the FFVII run that Aerith rubbed me the wrong way while Rinoa (which I didn't name at the time to avoid spoilers) did not, and I think this is the reason why. While they both do it with an intention to help their target open up, Rinoa's way of doing it is softer, and Squall's reception of it is less annoyed and more confused/amused, with more of the former at the beginning and more of the latter as the game goes on. Also, Rinoa seeks feedback from Squall and does express insecurities of her own, which makes the relationship feel more equal to me.

Is that just me? I feel like there might be something interesting to glean from comparing Aerith and Rinoa, but that might be something best left for the end of the game, I suppose. I just wanted to voice my opinion on this point.
I can't really say, because Aerith never bothered me; I think both are fine in their own way.

Squaresoft undoubtedly reuses their designs and built a mythos, but I doubt I'll ever see the day a FF game has 20+ espers.
I mean, VI had 27 Espers, and VII has 17 Summons, so you know, I could totally see another game going over the 20 mark again.
 
Rather than the most convincing, which fakeout ending would've been the most funny as an actual end of the game?
...Does it count as funny if I'd laugh at the sheer audacity to end the game there? Because if you cut off the split between the World of Balance and World of Ruin in the right place, then it feels like "are you serious that's really the end of the game? What, do we have to wait for Final Fantasy VI 2?"
 
Surfacing from Dawntrail to give quick context on one of the weirder parts of this sequence:



The translation is missing some significant bits. Squall says it is 想像上の動物, which translates as "imaginary animal". He also doesn't just say "Lions are known for their strength and pride" calmly; he says "It's really strong. And proud... and strong."

In other words, lions do not exist in this setting. So Squall took a completely imaginary or fictional animal, decided it was "strong" enough to win any playground challenges, and commissioned accessories and a gunblade case based on it, while also naming his personal "lion".

I can't decide if it's more fitting for Squall to have come up with the "lion" on his own, going "my imaginary animal can beat up your imaginary animal", or if he picked up the idea of lions from his known canonical collection of shounen battle manga, and his Griever Collection is just his being attached to merch from those series.
I can't wait to find out what Seifer's imaginary spirit animal that Griever was created to defeat out on the playground is
 
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!
It's pretty easy to address this too. Give her a place to stand. Somewhere exposed and somewhat precarious, so she definitely has to be rescued, but not dangling off a cliff.
 
All jokes about Shadow etc aside, it's fascinating that Squall chose to name his chosen symbol of pride and strength, the figure he aspires towards to do what he couldn't... Griever. Not Hero or Badass anything like that. Griever.


...and then I had to spoil it by learning that this was indeed a localization thing to make it about grief and the original was just a transliteration of the Russian word for ruff/mane.
 
Back
Top