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

I want to see the end.

It's time for the grand finale.
So fun fact on my own FFVIII experience: while my actual playthroughs dropped off somewhere around getting the Ragnarok (so honestly not that far before this), when I originally got the game on PS1 I also had some memory cards with previously played FFVIII files on them.

One of which was a fully junctioned, has everything, is level 100 party right at this save point, meaning even small child me could bang their head hard enough to beat the game, so I have technically beaten Final Fantasy VIII before.
Okay yeah, putting everything together like that and yeah, now I definitely feel like that weird feeling of "wait, what do you mean we're already at the end?" was fully justified.

Final Fantasy VIII might have been the most ambitious game in the series so far, but as a result the cutting room floor wound up with a pile of clippings waist-deep. I think the big question I have now is whether I should more celebrate the ambition and all that they did create, or mourn everything they tried to bring up that just wound up dropped as deadlines loomed.
Yeah, I was busy the last week or so while Omi suddenly slammed out a bunch of updates to bring FFVIII to a close or might have mentioned it, but Disk 3 and 4 of Final Fantasy VIII feel remarkably short? Like, if you take out the sidequesting then the entirety of Disk 3 is "Walk to Esthar, go to space, come back, go to Lunatic Pandora and beat up Adel" and that's it, with Disk 4 just being Time Kompression/final dungeon. FFVII felt slightly unbalanced in Disk 3 as well, don't get me wrong, but in comparison FFVIII just kinda feels like you clear Edea and the game is really close to over.
 
While Palette swaps get a bad rap, when they're used in a plot sense it does work really well.

"This was a tough enemy in this other area, and this one is probably even worse!" is a valid way to communicate information to a player.

Especially if it's random encounter/boss fight. Look at Tonberry, where you beat up on the little ones and then fight the big one. You might say it's essentially a pallet (well, size slider) swap, but it makes sense.

Taking a collection of the worst monsters in the game (no Marlboro however... Thank god) and giving you super-versions to fight makes perfect sense since she's gone and collected all the monsters in the world anyways.
To be clear, I don't think there's anything wrong with having palette swaps in an RPG. It's an efficient use of limited resources. It's only particularly notable in VIII's case because it has so few of them, but still has them: It doesn't have none, and it doesn't have half the base number of enemies in reskins, it has precisely five. That is such an oddly low number while still being more than 'zero' or 'one,' which makes me thinks there's something at play there!

Even so, five reskin in total, one of which can easily be argued to be intentional for artistic reasons, does feel like an oddly low number; I don't know too much about programming, but it seems strange that the developers couldn't find the design space to include five more monster models in the game. Do you think there might be some particular artistic or creative reason, AKA something not the result of programming constraint, why they went with this particular selection? Or do you really think that they just couldn't find five random encounters models to cut from the game to make space for these bosses, and thus settled on lowering the level of originality in what is otherwise the best designed dungeon in their game (and one of the best in the series) instead?

I just feel like, considering what we've learned of the FFVIII dev team throughout this game (that they really had no restraints), it seems weird that they would resort to palette swaps in this particular instance, and especially with the Weapon shared model having a reasonable justification, it makes one wonder if they had something in mind that they failed to deliver upon; it certainly wouldn't be the first time.

Sure I have a theory:

Time.

I think the issue was time, in one of two ways: Either the endgame palette swaps were a matter of the animators running out of time to design new models with new animations for endgame bosses so they just did reskins, or they were fully intentional and were supposed to come with a bit of cool lore about why they looked the way they did - maybe 'Tiamat' was originally meant to be connected to 'our' Bahamut, or was even 'Bahamut from the future,' or something like that, but they didn't have enough time for it to make it into the final product.

We'll be talking more about time and unfinished things.
 
Alright, this dungeon looks like it's got a killer mood. The start of Time Compression with things going weird and time and space becoming malleable and literally bubbly is neat. But opening the final setpiece by fighting an unsettling procession of sorceresses out of time while shifting through different moments and places until meeting a monstrously twisted sorceress in bleakly unrecognizable surroundings, and then giving us Edea's house overlapped with a grim vision of the future and seeing the floating gothic castle? That is class, instantly pulled in.

The castle itself committing hard to the aesthetic and having so many different rooms and angles that emphasize the environment is great too. I'm not sure I can find a cohesive motif between the bosses besides the animated objects, but I don't feel like any of them are out of place, they carry through with the ambience except for perhaps the Omega Weapon being more out there. The core challenge of this final dungeon with the progressive unsealing of your options is interesting, though I am certain it would feel really daunting to get through if it caught me by surprise. But as a trial of your system mastery, I understand how it would be rewarding to defeat it handily.

Congrats for also defeating the Omega Weapon! But wow, that puzzle having hidden weight variables is kind of wretched.
 
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I think the issue was time, in one of two ways: Either the endgame palette swaps were a matter of the animators running out of time to design new models with new animations for endgame bosses so they just did reskins, or they were fully intentional and were supposed to come with a bit of cool lore about why they looked the way they did - maybe 'Tiamat' was originally meant to be connected to 'our' Bahamut, or was even 'Bahamut from the future,' or something like that, but they didn't have enough time for it to make it into the final product.
The latter idea could've been interesting. I remember your musing back in FF6 that the second Ultima you fight as a superboss in the last dungeon was actually the first Ultima from Floating Continent, who came back stronger after its first defeat, so maybe they were going for something similar with Omega Weapon being a palette swap of Ultima Weapon.

With that theory in mind, let's have some fun imaging how the other endgame bosses could be connected to past parts of the game, either directly or with some tweaks to the plot:

  • Sphinxaur- Deling City had some gothic architecture, so maybe there could've been a statue of a sphinx resembling Sphinxaur in a key place like overlooking Edea's platform or the big archway. A sphinx statue or pair would be fitting aesthetically, given how ancient civilizations often had similar statues at prominent places as guardians, only it turns out to have more significance in the final dungeon, where the implication would be that Edea-Ultimecia designed the statues in Deling after the actual, living Sphinx in her castle. It would be sort of as a tie-in to the Iguion bosses, which were statues there that likewise came to life.
  • Krysta- It's supposed to be born from a jewel that Ultimecia possessed, so maybe you encountered a similar gem in the past. Perhaps it could be related to the stones you found for the Sculptor in the Shumi Village side arc.
  • Tri-Point- It's said to be made out of a dragon, so I'm thinking it was constructed from the remains of a Ruby Dragon. Either that, or it's related to those colossal skeletons found in the Great Salt Lake. Or maybe the T-Rex.
  • Trauma- My idea for Trauma is that it's actually a reverse time link: instead of being an upgraded enemy from the past, its future record somehow ended up in the past and served as inspiration for some past technology. One possibility could be that, by tweaking its design a little, it was basically a prototype for the SeeD Gardens (also acts as a tie-in with the whole garden puzzle). The other idea I thought of is that it served as the inspiration for Mobile Type 8.
  • Red Giant- Maybe have the Iron Giants appear as a boss fight/enemy in a key part of the game - perhaps escorting Seifer to highlight the Sorceress Knight theme. If Fujin and Rajin did follow through with opposing Seifer the first time they thought about it, Seifer would have two Iron Giants with him at Lunatic Pandora as replacements for his old squad - it would be kind of fitting, given that the Red Giant has Pandemona (Fujin's GF) if you didn't already acquire it. And the whole Odin/Gilgamesh sequence only happens if you take out the honor guard before focusing on Seifer, who basically enters a new battle mode at that point; if you take out Seifer first, the Iron Giants automatically die, but you miss out on the Odin/Gilgamesh switch.
  • Gargantua- I already like how it's an expansion off the Lefty, Righty, and Vysage, but maybe there could've been a tutorial battle against the three enemies early on in the game (or during one of the Laguna sequences); after the tutorial battle ends, there's a brief scene where the enemies are buried in a landslide or something, presumably dead until they reemerge ages later as Gargantua.
  • Catoblepas- There could've been a Behemoth boss during or following the Lunar Cry, with Catoblepas being a Behemoth that survived the end of the world. Or maybe it was the GF of Behemoths, sealed away like Diablo until you free it by solving the treasure chest puzzle. Running along the lines of it being the GF for Behemoths as a tie-in with the Tonberry and Cactuar equivalents, maybe it would have a special move that would increase with the number of Behemoths you've killed over the course of the game, or its overall stats like HP and strength would be increased accordingly.
  • Tiamat- Like you said, some kind of relation to Bahamut - not quite sure on the exact details. Perhaps it's an artificial clone that the researcher made from Bahamut at the Deep Sea Base, and she's actually the reason that Battleship Island was destroyed and abandoned; Bahamut and Omega were still contained and therefore couldn't have caused the catastrophe themselves, but Tiamat escaped and wrecked the whole facility, only to be captured by Ultimecia at the end of time.
  • Omega Weapon- Like I said before, something similar to your theory about the Ultima bosses in FF6, with Ultima returning as Omega eons after its first defeat.

Those are my ideas for incorporating a past-future theme for all the endgame bosses, at least. What thoughts does everyone else have?
 
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Do not insult the noble sagebrush.
I know, it is a vital part of ecological systems in the American Southwest, point taken. I just couldn't resist the joke. Though seriously, the sagebrush name is in a way fitting for Ultimecia, who endures in practically a desert at the end of time itself, and even begets new life in what others would dismiss as a lifeless wasteland.
 
Tiamat- Like you said, some kind of relation to Bahamut - not quite sure on the exact details. Perhaps it's an artificial clone that the researcher made from Bahamut at the Deep Sea Base, and she's actually the reason that Battleship Island was destroyed and abandoned; Bahamut and Omega were still contained and therefore couldn't have caused the catastrophe themselves, but Tiamat escaped and wrecked the whole facility, only to be captured by Ultimecia at the end of time.
Tiamat's notable lore-trait is being an ex-GF, so the obvious solution would be to also specifically make her Bahamut's ex who was seduced (platonically) by Ultimecia's allure.

The GFs have personalitites and can make choices, so two of them getting in an relationship wouldn't be unthinkable.
 
Taking a collection of the worst monsters in the game (no Marlboro however... Thank god) and giving you super-versions to fight makes perfect sense since she's gone and collected all the monsters in the world anyways.

I mean, Ultimecia is alone in her castle, so card games is a bit out of picture for her. So, she has to replace it with something to cure her boredom (because card games is the only deserving hobby there), and well, a good way to do it, it's to begin a new collection. A collection of monster here. I am sure she even has a monsterpedia hidden somewhere, and the library in the castle is just full of paper spreadsheets about weakness and strength of every monsters, and she made them fight each other to make them evolve in stronger variants. She even writes rules about the breeding and how to properly raise monsters. From nowhere, she has spawned a new genre of addictive game where you have to "Gotta catch 'em all !"

But the card game federation didn't like this and didn't want their monopoly to be in danger. Then, they have worked in the shadow to bring her down.
By using the forbidden magic of 'card transformation', they have allowed some unaware "heroes" to destroy the full ecosystem she has carefully built.

What a shame.... Specially the hundred of hours she has to pass to grind Ultima Weapon to make it evolve in Omega Weapon. And everything destroyed by young stupid ass punks who didn't have any care for her job.

And after, they still have the indecency to not understand why she is so pissy about them, FF8 heroes totally suck. The only decent one is Seifer who has been able to fully understand everything.

That's sad....
 

I do love how FFXIV handled the whole "Omega" and "Omega Weapon" thing. Most of the time in the Omega raid series, Omega is in its pseudo-beetle FFV form, but in the in-universe non-canon Savage difficulty, it changes into something that looks like the Ultima Weapon in form factor, but with enough differences that it's not a direct palette swap.


I assume that's the homage FFXIV pays to the FFVIII "Weapon" version of Omega.

Someone else might give the details on Omega Weapon's AI, but in summary it actually has a limited number of moves, which it cycles through in strict succession. The one which caused me the most problems by far was, as you have also experienced, Terra Break. This is a case where knowledge or luck is necessary to turn Omega Weapon from a difficult superboss into something that's surprisingly simple.

Which is why I'm still a little salty that the Official BradyGames Guide Book has nothing about Omega Weapon's moveset, and I never learned about the AI cycle until much later in online discussions. The strategy there is indeed "summon Doomtrain for Vit 0, summon Cerberus for Triple, use Aura on everyone, use Holy War, reapply Holy War as needed".

I spent a lot of time and effort back then trying to defeat Omega Weapon "fairly" without using Holy War or Selphie's The End (which turns up surprisingly regularly, since Megiddo Flame deals 9,998 damage). The key piece of information I was missing was Terra Break was physical damage (despite looking like a magical attack), and could be negated with Defend. After that, Omega Weapon was simple enough that I think the average FFXIV 8-man raid (Normal mode) is more difficult. Not trivial, but not that difficult.

The FFVIII Remastered version also unlocks Omega Weapon's level, so it's not always level 100. This has led to seeing people defeat Omega Weapon before it even gets to Gravija, much less Terra Break. The aforementioned Hololive streamer Koyori did so with Squall, Zell, and Quistis as healbot. Squall just Renzokukens and hope for Lionheart procs, Zell does the quick combos, and Quistis Curagas (so anyone else would also work).
 
Indeed, unless somebody tells you that, the only way to figure out that Terra Break is a physical attack is to have somebody under Protect when it strikes, and the only way to fully neutralize it (other than invincibility) is to use Defend, which requires knowing that Defend fully nullifies physical attacks - that's not something the game tells you, you need to experiment with the command to learn it. I find the fact that there's only one counter to Terra Break, so people who don't have Brothers or Cactuar are completely screwed against it, really annoying - it forces people into a specific strategy instead of allowing the player to experiment and find something that works for their playstyle.

Megiddo Flame is nearly as egregious, but at least a player has different ways to reach max HP. It's still a really cheap trick though.
 
So I've had a theory for a while, and the monster compendium honestly gives me a bit of gigabrained garnish for the idea. One thing I find really interesting is that in a way Ultimecia is a foil for Squall's fears. He is terrified by the idea that he might lose control over his identity and perception and other people could define him, and that leads him to try to never be emotionally vulnerable. Ultimecia is the pinnacle of being defined by others.

There's a lot of stuff about how sorceresses and their knights are already pop cultural things, and also remember Edea's disk 1 speech. She is obsessed with the cultural idea of the sorceress as villain to suppress out of fear, and obviously relishes telling Galbadia to their face that she is that sorceress and being greeted with joy and supplication.

I swear there's some dialog you can get with Cid talking about how he is Edea's knight and how that doesn't mean he's a combatant, it means he's an emotional anchor and confidant, whereas Seifer is little but Ultimecia's weapon. I think there's an interesting dynamic there. Edea and Ultimecia both want someone who make them feel safe, but whereas Edea's fear is her power, Ultimecia's fear is things outside of her control. Ultimecia is fascinating to me because she is very poorly characterized inasmuch as what they say about her but also very well characterized by what she does and how she serves as a twisted mirror of so many of the main cast. I think Adel is a fascinating antagonist, but I also think that it's a brilliant choice to have the main opposition be a foil, because it gives so much to work with. Adel would probably make FFVIII's core narrative stronger, but the Ultimecia/Seifer pair gives a huge amount of material to work with in contrast to the Edea/Cid and the forming Rinoa/Squall pair. FFVIII is at its heart a romantic and emotional game, and I think that's the right choice for what it's going for.

The thought occurs to me that, just like Seifer is willing to ruin everything to be The Knight Of The Sorceress, is this Ultimecia being willing to ruin everything just to be The Sorceress? And a sorceress should have a giant castle and powerful magic servants, etc etc etc.

Why does she want all these things? Maybe, just like Seifer, it's because that's what the stories say she should have.

I think this is dead on. Ultimecia is Assigned Sorceress At Birth but I have a suspicion Ultimecia is an adopted name, and seems to figure that if her only option in life is the persecuted villain, then what's really so wrong about fighting back and oppressing those petty, small-minded and cruel little people right back? They talk about how they need to suppress the sorceress regardless of who she is so she doesn't declare herself the feared god-queen of time, but why shouldn't she? This world has shown her no love, there's nothing in it for her, so why not style herself as the fearsome witch of legend?

In this essay I will discuss how the mantle of Ultimecia entered myth and called out to persecuted sorceresses like the Green Goblin mask...

Even so, five reskin in total, one of which can easily be argued to be intentional for artistic reasons, does feel like an oddly low number; I don't know too much about programming, but it seems strange that the developers couldn't find the design space to include five more monster models in the game. Do you think there might be some particular artistic or creative reason, AKA something not the result of programming constraint, why they went with this particular selection? Or do you really think that they just couldn't find five random encounters models to cut from the game to make space for these bosses, and thus settled on lowering the level of originality in what is otherwise the best designed dungeon in their game (and one of the best in the series) instead?

The idea that Ultimecia is a mantle that one sorceress in the future decided to adopt leads to the conclusion that Ultimecia the person is self-consciously styling herself into an offputting image, rather like a certain young SeeD. She seeks the safety of having The Ultimate Monsters. I think it is very on brand for her to have her largest servants be fearsome monsters that are twisted and made even more fearsome. She is the feared sorceress of legend, and surrounds herself with the feared monsters of legend. I think there's a lot there. Especially now that I think of how at one point Seifer talks about how he sees the main cast as nothing but monsters, there's a strong thought of Ultimecia deciding that the 'monsters' are actually her people.

Regarding Elvoret and Elnoyle, I think that is intended to drive home the threat of the Lunar Cry. The Lunar Cry made beasts that were once exceedingly rare commonplace. This is a world that has to battle for its existence and there's an implication that there's a lot of effort that goes into managing the population of monsters that comes from a Lunar Cry.

It's notable how there is nothing futuristic about this castle. Ultimecia's aesthetic leans entirely towards the gothic, towards stone walls and firelight, chandeliers and portcullis. Like as much this is a purely aesthetic preference, the sorceress's own aesthetic tastes enabled by magic so powerful it does not need the convenience of modern technology. At the same time… It could just as well imply a broken future, in which the perpetual fighting against the sorceresses and Ultimecia's own reign of terror have dragged mankind back down to premodern levels of technology, a slow post-apocalypse in which a Renaissance castle pulled out into the sky is an overwhelming fortress that you don't have artillery to reach.

I don't think Ultimecia likes the timeframe of FFVIII or any times after it. I think it's a painful thought to her, the stylings of Esthar, which toppled their sorceress after a war which brought the idea of the sorceress back into consciousness as a symbol of fear in a period that ends with the hated SeeD being established. So I think she's making a conscious choice to spit in the face of modernity, and we can't know whether that's a reflection of her world or not.
 
Oh hey, I just realized. Edea kills Ultimecia by way of a stable, Selphie-induced time loop. The gang beats down Ultimecia, Selphie fires off The End. And because of Time Compression, all time is concurrent, so it punts Ultimecia to the Orphanage where Edea defeats her and absorbs her power, as mentioned previously.
 
Regarding Elvoret and Elnoyle, I think that is intended to drive home the threat of the Lunar Cry. The Lunar Cry made beasts that were once exceedingly rare commonplace. This is a world that has to battle for its existence and there's an implication that there's a lot of effort that goes into managing the population of monsters that comes from a Lunar Cry.
This was already explained in the entry about the Lunar Cry

All monsters on the FFVIII world are descendants of the monsters from the last Lunar Cry/Previous Lunar Cries.

Elvoret is therefore probably the descendant of a "pure blood" Elnoyle from the moon that eventually weakened from a few generations of cross-breeding and the lack of evolutionary pressures of living on a moon full of nothing but other vicious monsters wanting to kill and eat it before it kills and eats them.

Meanwhile the much stronger (and apparently intelligent, if disguising itself as a human soldier is anything to go by) Elnoyle is a fresh arrival from the Death Moon that spent its life fighting off every other moon monster that wants to eat it hence "mad gains" compared to the much weaker Elvoret that just hung around the Dollet communication tower and fed on much weaker prey.
 
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You know, whenever I hear that FFXIV has everything from every Final Fantasy in it, and I try to contemplate how a full mashup of all Final Fantasy settings would work, it leaves me wondering how people would square it all together.

I mean, we'd have large underground dwarven empires (FF and FFIV), monsters summoned straight from Hell itself (FFII), crystals that can be messed with to create apocalyptic events like killing all farmable fields or a world-wide flood (FF and FFIII), floating continents (FFIII), an alien civilization hybernating on the moon (FFIV), independent civilization(s) of summonable monsters with their own culture (FFIV and FFVI), demons formed from accumulating all the world's sins into a single tree (FFV), a void that is sealing away multitude of creature the ancient precursors weren't able to defeat (FFV), either a world split in two or two different worlds fused into one (FFV), a living planet who can create its own monsters to protect itself (FFVII), a moon that rains down monsters on the earth at regular intervals (FFVIII), and whatever else is left to discover in the games to follow. Plus, of course, the ancient precursor civilization now extinct and of which only ruins (either magi, tech, or magitech) are left - which, considering how each game has one and they all have different origins, could be interpreted as up to eight different ancient precursor civilizations at overlapping times, at minimum.

That feels like it'd be pretty hard to make work as a single consistent setting, doesn't it? What would that kind of world look like?
 
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You know, whenever I hear that FFXIV has everything from every Final Fantasy in it, and I try to contemplate how a full mashup of all Final Fantasy settings would work, it leaves me wondering how people would square it all together.

I mean, we'd have large underground dwarven empires (FF and FFIV), monsters summoned straight from Hell itself (FFII), crystals that can be messed with to create apocalyptic events like killing all farmable fields or a world-wide flood (FF and FFIII), floating continents (FFIII), an alien civilization hybernating on the moon (FFIV), independent civilization(s) of summonable monsters with their own culture (FFIV and FFVI), demons formed from accumulating all the world's sins into a single tree (FFV), a void that is sealing away multitude of creature the ancient precursors weren't able to defeat (FFV), either a world split in two or two different worlds fused into one (FFV), a living planet who can create its own monsters to protect itself (FFVII), a moon that rains down monsters on the earth at regular intervals (FFVIII), and whatever else is left to discover in the games to follow. Plus, of course, the ancient precursor civilization now extinct and of which only ruins (either magi, tech, or magitech) are left - which, considering how each game has one and they all have different origins, could be interpreted as up to eight different ancient precursor civilizations at overlapping times, at minimum.

That feels like it'd be pretty hard to make work as a single consistent setting, doesn't it? What would that kind of world look like?

I mean, you can just see for yourself.

After all, Final Fantasy XIV is a critically acclaimed MMORPG with an expanded free trial which you can play through the entirety of A Realm Reborn and the award-winning Heavensward expansion up to level 60 for free with no restrictions on playtime.
 
You know, whenever I hear that FFXIV has everything from every Final Fantasy in it, and I try to contemplate how a full mashup of all Final Fantasy settings would work, it leaves me wondering how people would square it all together.

I mean, we'd have large underground dwarven empires (FF and FFIV), monsters summoned straight from Hell itself (FFII), crystals that can be messed with to create apocalyptic events like killing all farmable fields or a world-wide flood (FF and FFIII), floating continents (FFIII), an alien civilization hybernating on the moon (FFIV), independent civilization(s) of summonable monsters with their own culture (FFIV and FFVI), demons formed from accumulating all the world's sins into a single tree (FFV), a void that is sealing away multitude of creature the ancient precursors weren't able to defeat (FFV), either a world split in two or two different worlds fused into one (FFV), a living planet who can create its own monsters to protect itself (FFVII), a moon that rains down monsters on the earth at regular intervals (FFVIII), and whatever else is left to discover in the games to follow. Plus, of course, the ancient precursor civilization now extinct and of which only ruins (either magi, tech, or magitech) are left - which, considering how each game has one and they all have different origins, could be interpreted as up to eight different ancient precursor civilizations at overlapping times, at minimum.

That feels like it'd be pretty hard to make work as a single consistent setting, doesn't it? What would that kind of world look like?
You're going to hate the answer to that one but it's-

I mean, you can just see for yourself.

After all, Final Fantasy XIV is a critically acclaimed MMORPG with an expanded free trial which you can play through the entirety of A Realm Reborn and the award-winning Heavensward expansion up to level 60 for free with no restrictions on playtime.
goddamnit
 
I mean, you can just see for yourself.

After all, Final Fantasy XIV is a critically acclaimed MMORPG with an expanded free trial which you can play through the entirety of A Realm Reborn and the award-winning Heavensward expansion up to level 60 for free with no restrictions on playtime.
*And the entirety of Stormbloood up to level 70 for free with no restrictions on playtime now, the meme needs updating
 
You know, whenever I hear that FFXIV has everything from every Final Fantasy in it, and I try to contemplate how a full mashup of all Final Fantasy settings would work, it leaves me wondering how people would square it all together.

I mean, we'd have large underground dwarven empires (FF and FFIV), monsters summoned straight from Hell itself (FFII), crystals that can be messed with to create apocalyptic events like killing all farmable fields or a world-wide flood (FF and FFIII), floating continents (FFIII), an alien civilization hybernating on the moon (FFIV), independent civilization(s) of summonable monsters with their own culture (FFIV and FFVI), demons formed from accumulating all the world's sins into a single tree (FFV), a void that is sealing away multitude of creature the ancient precursors weren't able to defeat (FFV), either a world split in two or two different worlds fused into one (FFV), a living planet who can create its own monsters to protect itself (FFVII), a moon that rains down monsters on the earth at regular intervals (FFVIII), and whatever else is left to discover in the games to follow. Plus, of course, the ancient precursor civilization now extinct and of which only ruins (either magi, tech, or magitech) are left - which, considering how each game has one and they all have different origins, could be interpreted as up to eight different ancient precursor civilizations at overlapping times, at minimum.

That feels like it'd be pretty hard to make work as a single consistent setting, doesn't it? What would that kind of world look like?
The short answer, apart from meming, is that FF14 tends to make its references a bit smaller than the originals. There's a dwarven kingdom, but it's not an all-encompassing lower realm. There's a floating continent, but it's not a full-size landmass. There is a moon, don't worry about it. There have been multiple calamities in the past that destroyed reigning civilizations to varying degrees.

Apart from that sometimes the references are more oblique rather than just "[game], recreated." There's a popular storyline that makes many, many references to FF8 in particular but recreated through new characters.

And sometimes it goes the opposite way and says "remember that guy from that game? He's over here now. fight him."

All these bits and bobs get filtered in over the course of the base game and now five expansions, where we visit a different part of the setting for each, so collectively the world ends up fitting together mostly without issue.
 
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