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

The objectively correct decision, that storyline sucked. Probably the worst of all the ARs story-wise (only contender is the Nier ones but really did anyone care about their story?)
The NieR: Automata Alliance Raids have only three goals to fulfill:
1) 2B hot
2) Kainé remix
3) An entire wardrobe of YoRHa outfits

"Story that makes sense" is not listed anywhere. In this, they are an earth-shattering success.
 
"Story that makes sense" is not listed anywhere. In this, they are an earth-shattering success.
Yoko Taro likes to add on top of existing lore with the assumption that the players know the previous lore from his other games.

He is also known by his hardcore fanbase of preferring to mess with the players. What little we know of him basically implies that everyone can just abandon whatever he wrote for the MMO raid until Square Enix greenlights a brand new Nier/Drag-on-Dragoon game sometime in the future, if there is any aside from the mobile game. A portion of Nier: Automata's lore was written as a stage theater, exclusive to Japan only, years before Yosuke Saito managed to convince Square execs to greenlight a Nier sequel. Man just doesn't give a fuck lol.
 
The NieR: Automata Alliance Raids have only three goals to fulfill:
1) 2B hot
2) Kainé remix
3) An entire wardrobe of YoRHa outfits

"Story that makes sense" is not listed anywhere. In this, they are an earth-shattering success.

You forgot the obligatory 'Fuck you, Yoko Taro'.

This said with various degrees of rage.
 
Yoko Taro likes to add on top of existing lore with the assumption that the players know the previous lore from his other games.

He is also known by his hardcore fanbase of preferring to mess with the players. What little we know of him basically implies that everyone can just abandon whatever he wrote for the MMO raid until Square Enix greenlights a brand new Nier/Drag-on-Dragoon game sometime in the future, if there is any aside from the mobile game. A portion of Nier: Automata's lore was written as a stage theater, exclusive to Japan only, years before Yosuke Saito managed to convince Square execs to greenlight a Nier sequel. Man just doesn't give a fuck lol.
...is he friends with Tetsuya "Kingdom Hearts" Nomura, by any chance?
 
"Weight if the World/Prelude" is so GOD DAMN good.

Also I'm entirely on board with naming generics after us readers, if it gets relevant.
 
...is he friends with Tetsuya "Kingdom Hearts" Nomura, by any chance?
Probably. The man himself implied that he has a lot of drinking buddies among the devs in Japan's game industry.


Returning back to the actual topic of this thread, Guest crews are actually pretty brilliant inclusion for the game- like they sometimes bring in the best loot you can get unless you are into crazy treasure hunting. Delita is quite low on the likeable list, but this one other son of a bitch is another level of unlikeable compared to Delita. I swear I have never dislike a character in any game as much as I hate him. Legit good character writing we have in this game, even with the shitty ass translation.
 
I am going to repeat this, because @Omicron it is VERY important that you (and anyone else playing this game for the 1st time) internalize this when playing this game:

#1 rule of FFT: Have multiple saves, in separate slots.

In particular: if the game asks you in the menus post-battle if you want to save, DEFINITELY USE A DIFFERENT SLOT.

Me and the other people that are vets of this game will be yelling at you to remember to do this, because there's a point in this game where a lot of people have gotten soft-locked and I would very much like you to avoid this common pitfall.

Again, I cannot stress this enough. Have multiple saves, in separate slots.

I CANNOT OVEREMPHASISE THIS ENOUGH

MY FIRST GAME I FUCKING BRICKED MY ENTIRE GODDAMN PLAYTHROUGH BY NOT DOING THIS.

To the point I'm still traumatized by it and save in multiple slots, leapfrogging and making separate saves for major checkpoints.

-

Anyway, I always play games like this by recruiting some random unit turn one and being like "this is my Unit! She's my special little generic girl who has no lines or importance to the plot but is always just off to the side in every mission." While using her in every mission.
 
Let's be honest though, NORG would do everything in his power to avoid being on the battlefield. If anything, he's the team accountant.

Those Bonus Funds we got after the last battle? Those just refer to the extra gil he was able to scrape off the top through the power of tax evasion creativity.
 
I nominate a generic to be called NORG. The meme was funny last game and there is definitely no way that we will ever possibly run it into the ground if we continue to drag it along.

Let's be honest though, NORG would do everything in his power to avoid being on the battlefield. If anything, he's the team accountant.

"I'm at the end of my rope, man. We have some of the best sellswords in the entire realm; we can cover everything from extra muscle to esoteric magic. We should be landing some of the best contracts out there, but our guys spend money like water and half of them just wander in and out and no one attends to the books and it's all a mess."

"You have a summoner, right? Teach them this."

TinyTerra leaned NORG-Signal!

*a powerful light shines the image of a coin face upon the clouds and from beyond the horizon comes flying a strange metal ball which opens to reveal an inhuman creature with yellow skin*


"GREETINGS. FOR-8000-AN-HOUR-I-SHALL-GIVE-YOU-BEST-LEDGER-IN-BUSINESS. Bujururururu!"
 
There is so much text in that game oh my god.

I have to confess I hadn't really explored much of the Japanese script site I linked to, because as mentioned a lot of it is covering game mechanics in excruciating detail, and I have no context for or interest in much of it.

With your post here, I checked out some of the links that aren't directly part of the MSQ dialogue, such as the link labelled "Rumours Chapter 1", and the sound I made upon being faced with walls of kanji text may have an eerie resemblance to a death rattle.

I can't be certain that it is, but at the very least Google Ngram shows no use of the word until the 1980s, and Wikipedia has as its earliest appearance a line from a 1950 fantasy novel, so it seems likely. Notably "sellsword" displays a particular feature called the English exocentric compound; there are compound words that reverse the traditional noun+verb order typical to English. For instance, you would say a traffic light, not a light-traffic; yet there's a set number of words that were brought in by Norman contact and which remain in English which reverse this relationship: pickpocket, cutthroat, killjoy, turncoat.

It's pretty fascinating, even as a layman with minimal knowledge about linguistics. The example I was shown was "swashbuckler", as opposed to "buckle-swashers".

Is this the first instance of making direct reference to Garland, or at least a skewed version of his name? Either way, it becomes much more common from here on out.

Difficult to say. Garland is ガーランド, and Gariland is ガリランド. The initial long "Gaa" (which gets correctly transliterated as "Gar") becomes standard-length "Gari", so it really is just a difference of one kana, but I have no idea if this is a deliberate reference, because there are only so many syllables and katakana to represent them, and FFT (and Final Fantasy in general) is full of fantasy names. There's a decent to high chance it's all a coincidence.

The objectively correct decision, that storyline sucked. Probably the worst of all the ARs story-wise (only contender is the Nier ones but really did anyone care about their story?)

For an anecdotal comparison, I'm the sort of player who dives deep into the lore of settings, and FFXIV is one such setting where I consume as much lore as I can, including whatever incidental dialogue from inconsequential NPCs might give even a fraction of a percent of insight into the world.

I got through the Return To Ivalice raids, reading every line carefully, despite being indifferent at best to the Ivalice setting. I haven't gone through the Bozja content yet, mainly because it's another iteration of the FFXI/Everquest formula of "grind critters in the overworld until level up", but I'm planning to do so, again despite my antipathy towards both Ivalice and the gameplay style of Bozja/Eureka.

I completely tapped out with the Nier raids. Some time during the dialogue and cutscenes at the second raid (Puppet's Bunker), I realized I was putting myself through something I didn't care about at all just in case there was a tiny speck of relevance to the rest of FFXIV's setting. So I skipped through the dialogue and cutscenes, and just skimmed through summaries other people wrote up. And as far as I can tell, I missed nothing of importance or relevance.

Thus, the Ivalice raids in FFXIV are not the worst storyline in FFXIV, because the Nier raids exist.
 
That's a great idea! It'll help refresh my memories of Advance too - I haven't played it in over a decade and I only have dim memories of its overall balance, although I'm pretty sure the late and post-game had a tendency to collapse into "All Viera Assassins Obliterate Everything Immediately."
So, let's start this.
Final Fantasy Tactics is a game about classes. Classes, Jobs, are the base of the character building in the game, and influence and inform more or less every aspect of the gameplay.The spiritual successors Tactics Advance and Tactics A2 also are based around Jobs, but put a very big spin on the whole idea.
Long story short, FFTA and FFTA2 split their jobs among the playable races that feature in each game (5 fot FFTA and 7 for FFTA2), based on the overall "vibe" of race: so for example the tall and mystical Vieras get speedy and magic-based Jobs, while haevy-set Bangaas get mostly slow and tanky jobs. In practice this means that while FFT has 2 basic Jobs for mostly everyone (Squire and Chemist) and every other Job ultimately branches from these 2, FFTA/A2 feature a lot more basic Jobs: 9 in FFTA and 13 in FFTA2, some shared and some unique for each race.
Combined with changes in Job unlocking and Ability learning this makes for a rather different character development.

To start off, and surprising no one, Squire and Chemist? Gone come FFTA: "baby's first melee Job" and "why is this a skillset?" don't make for a good Job identity, and their kit is folded in other basic Jobs or made available for everyone respectively. Their Support and Movement Abilities are also not a thing in following games (well, Movement abilities in general are gone and some have their effects folded into some Accessories).
Now, the other 4 Jobs that Omi has unlocked had a better career:
  • The Knight is an old Job in the series. It's not present in FFTA/A2, but the -Rend abilities were given to the Soldier and Warrior Jobs (though they're called -Break for Soldiers). These are the Squire equivalent in FFTA/A2 for Humes and Bangaas, and giving them actual abilities helps the gameplay variety early on. Equip Shield/Shieldbearer becomes a widely available Support Ability, with every race getting at one Job that can learn it. -Breaks are gone forever, as part of the general trend of removing equipment breaking/stealing as mechanic. Gameplay-wise Soldier and Warrior fill the physical attacker with debuff role of the Knight and have access to heavy armor, but the defensive aspects are folded in the Paladin and Defended Jobs.
  • The Archer is in both subsequent games, as basic Job nonetheless (for Vieras in both games, basic for Humes in FFTA and early unlockable in FFTA2). Their kit in later games is noticeably different though, they get Focus from the Squire (altered to affect only the following attack) but the rest of their abilitie is either new or comes from other Jobs. They get to keep Concentrate for all 3 games, and it's heavily buffed in FFTA (and subsequently nerfed in FFTA2). Also keeps Archer's Bane/Arrow Guard/Arrow Evade all along. In every game they fill the niche of ranged attacker, but they shift from a burst damage role in FFT (at least in theory) to a more supportive role in FFTA/A2. Due to bow changes they also lose quite a lot of potential range in FFTA/A2 compared to FFT, though they do gain better close combat capabilities.
  • Priest/White Mage is one of the OG Jobs, and of course is kept. In FFT it has to be unlocked, but becomes a basic Job in FFTA/A2 for Humes, Vieras and No Mous. Subsequent games make it abit more boring, it loses Holy along with -Ja/4 spells in FFTA and loses both Shell and Protect in FFTA2, becoming more of a healbot than a more general support job. FFTA/A2 also remove Regenerator and Arcane Defense/Magic Defend UP in exchange for the Turbo MP support ability. Very good in FFTA, way less useful in FFTA2 due to changes to MP as a whole.
  • Wizard/Black Mage is another classic Job and is in both FFTA and FFTA2. It's mostly a basic Job: in both games Moogles and No Mous get it standard, though for Humes is basic in FFTA and it's an early unlockable in FFTA2. In later games it becomes a lot more one-note: the entire kit in FFTA/A2 is Fire/Blizzard/Thunder, -ras and -gas. Gone are Flare, -ja/4s and all status spells. They also lose Arcane Strength/Magic Attack UP, but they gain the rather strong Geomancy Support ability (element resistance reduced by one step on targets) instead. Return Magic is kept all along. The overall gameplay is close, but losing support capabilities stings a bit.
So this is it so far for the Jobs Omi ha access for now. We're at the beginning of the game, so Jobs are rather straightfoward and have more or less clear equivalents in following games:
  • Squire and Knight (FFT) -> Soldier/Warrior (FFTA/A2)
  • Archer (FFT) - > Archer (FFTA/A2)
  • Priest/White Mage (FFT) -> White Mage (FFTA/A2)
  • Wizard/Black MAge (FFT) -> Black Mage (FFTA/A2)
  • Chemist -> the Item command set, fo the most part.
I'll wait a bit before going into the FFTA/A2 basic Jobs, for reasons that will become clear soon (I hope).
 
I have to confess I hadn't really explored much of the Japanese script site I linked to, because as mentioned a lot of it is covering game mechanics in excruciating detail, and I have no context for or interest in much of it.

With your post here, I checked out some of the links that aren't directly part of the MSQ dialogue, such as the link labelled "Rumours Chapter 1", and the sound I made upon being faced with walls of kanji text may have an eerie resemblance to a death rattle.
As it turns out, when you remove 90% of the budget for area design usually used to make big explorable dungeons and maps and cities and whatnot, you can instead invest all that budget in letting the writer's department go wild.

And boy did they go wild.
 
To start off, and surprising no one, Squire and Chemist? Gone come FFTA: "baby's first melee Job" and "why is this a skillset?" don't make for a good Job identity, and their kit is folded in other basic Jobs or made available for everyone respectively. Their Support and Movement Abilities are also not a thing in following games (well, Movement abilities in general are gone and some have their effects folded into some Accessories).
That's not entirely accurate, since the equivalent to Chemist would clearly be the Nu Mou exclusive Alchemist, which in addition to being a full casting class automatically has the Item command, instead of needing to burn the slot you could otherwise spend on Some Other Classes Skill.

(let me tell you, I had a hard time choosing between 'nu mou sage with alchemy, so I can equip shields' and 'nu mou alchemist with sage arts, so I have items')

EDIT: you could argue the human soldier as equivalent to squire, I guess, to boot. But that's more tenous.
 
That's not entirely accurate, since the equivalent to Chemist would clearly be the Nu Mou exclusive Alchemist, which in addition to being a full casting class automatically has the Item command, instead of needing to burn the slot you could otherwise spend on Some Other Classes Skill.

(let me tell you, I had a hard time choosing between 'nu mou sage with alchemy, so I can equip shields' and 'nu mou alchemist with sage arts, so I have items')

EDIT: you could argue the human soldier as equivalent to squire, I guess, to boot. But that's more tenous.
While it's true that the Alchemist is the only Item-focused Job, a good chunk of their abilities come from the Wizard/Black Mage and they're definitely casters first, item users second. Though they do get Item Lore in A2 for better Item use.

EDIT: Soldiers and Warriors fit the place of the Squire (basic melee class), but stat-wise and Ability-wise took more from the Knight.
 
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To start off, and surprising no one, Squire and Chemist? Gone come FFTA: "baby's first melee Job" and "why is this a skillset?" don't make for a good Job identity,
It kind of makes sense from a diegetic standpoint. Ramza and crew are nooblets fresh out of the academy - they're still cadets, not proper knights.

So it makes sense that they wouldn't start off with "proper" jobs, they start off with introductory jobs to teach them the basics of physical and intellectual (read: magical) combat.
 
While it's true that the Alchemist is the only Item-focused Job, a good chunk of their abilities come from the Wizard/Black Mage and they're definitely casters first, item users second. Though they do get Item Lore in A2 for better Item use.
The thing is though I think it's splitting hairs at best to argue that the class with the slight variation on the name and that also specializes in the item command at the same time is not the expanded version of the chemist concept and is rather some totally unrelated thing.

I could agree that there's no true equivalent to the squire- while Tactics Advance has three classes that could be reasonably considered equivalent in the sense that they're the respective species basic, gateway melee class (soldier, warrior, fencer), they're not so obviously Literally A Variation On The Concept and could be fairly argued to be more like some other, later class (ie what you mention of the Knight).

Alchemist is taking the item use part and making it more secondary, but it's not like there's three or four classes that have innate item use like that and also none of them are name wise riffing on the chemist, in which case yeah it'd be a stretch to argue. But going 'instead of a chemist, it's an alchemist, also they use magic' isn't exactly a flying leap... especially because Nu Mou don't do non-magic classes.

The Alchemist and Sage have the biggest classic spells like flare, for example, and yet those are the classes that get anything other than Just Use Magic aside like, that one monster based class (morph I think? Or maybe that was the skill name).

Like. Every species has a class that provides shield use as a passive skill. For the Nu Mou, that's the Sage, even though the Sage is unambiguously a high level magic type class. So the Alchemist hitting that note too is just part of the species identity (in the same way that even the castier Bangaa classes are still warrior capable).
 
godspeed omi and take solace in this: at least you aren't playing Etrian Odyssey. (source: bought the bundle on sale and i'm managing to enjoy it but it takes effort)
 
happy to report the playthrough has stalled at the third battle
Assuming that's Dorter, don't feel bad, it's the typical first difficulty spike - if you didn't grind some decent ability beforehand (which would be hard when you don't know which ones those are), then you get stuck there and have to go back and grind yourself a solution.

That, by the way, is why I say that the game requires a lot of grinding, because all of the times that people say "I got stuck at this battle!", what they actually mean is "I didn't have any ability that could overcome it, nor did I have enough JP left unspent from the last battle to buy one". Thus, why I say that FFT has a big amount of forced grinding, because some battles just require it.
 
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