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

It's just the perfect character setup!

So long as you're never put into a political position where not thinking leads to ever more death and the risk of alienating all your friends

Ramza simply should have been born in a different genre
That's why you just instead rely on your family to do all your thinking for you, blindly trusting in them to have your best interests in mind. It's a flawless plan, clearly.

Any failure is obviously your fault or mayhaps that of God.
 
so when do i unlock a class with holy sword and don't tell me i can't because i will cry

Good news and bad news.

Good news is you are playing the version where such a thing is possible. There was no such method in original FFT.

Bad news is because it's a fan-service add on for WotL, after a decade of 'aeris lives' rumors about how to get Ramza as holy/dark/whatever knight class, it requires excessive grinding in a very particular way, and that level of grind will make you conventually overpowered anyways.
 
Also I ended up spending a chunk of Gillian's JP into Treasure Hunter, which for non-players is an ability that 'discovers items hidden on tiles upon moving to them,' and that ended up a complete waste of JP because it turns out every battle screen has like one specific tile with items hidden in it so I need to 1) have a guide open to know where it is and 2) have Gillian just go off wandering around to get that item instead of staying in the fight to help and I can't afford that. So that stings a bit.
There are actually four treasures per map, in every single map in the game (except the Orbonne Prologue and the Gariland fight), but in the vanilla game, they're mostly not worth pursuing. Still, since you are doing random battles for grinding, perhaps when you're doing some of those you could spend some extra time going after the treasures in the random maps, so as not to waste the ability? Here's a link to the maps with the item locations, but you need to be EXTREMELY careful when checking, because the site cover the whole game and it's structured as a walkthrough, so you could get exposed to spoiler if you look too far ahead, or even read any of the text - it's just the map image that you want, and nothing else.


That's another thing that LFT fixes, it makes the treasures actually worthwhile without making them overpowered.

My goal was to have Osric go down the Black Mage line and Gillian go down the White Mage line, but every time I prep for a new battle, I go into the menu and go "this time I'll change Gillian to a White Mage," then I look at the Chemist's Items list and I'm like "okay but throwing around Hi-Potions is really convenient and since she already has Phoenix Down unlocked I don't have to spend several fights getting enough JP for Raise..." and then I end up keeping her a Chemist.

But the result is that I have completely stalled on advancing the White Mage line of jobs, so I need to swallow the inconvenience and go through with it... Just, I'd love to unlock Auto-Potion first.
...have you considered sending a different character down the White Mage path, rather than the Chemist?
 
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I don't know if I should look that up because I don't have any basis of comparison - since I never played the original game there's nothing for the spells to be slower than so it hasn't bothered me yet.
You shouldn't. It's one of those rebalance mods, so they give everyone Treasure Hunter and JP Boost gratis reference characters who haven't shown up yet.

There's a simpler mod that just fixes the slowdown, though, and... In my golden memories at the age of 10, every Judgement Blade landing on my head felt stately and weighty. But these days, I appreciate the zip.
On the other hand, there seems to be a lot of little nuances that have been papered over by the WotL translation applying the same archaic, theatrical writing style to all dialogue for most of its characters. I would be wholly unaware of these nuances between which characters get assigned the more theatrical style in Japanese and which don't without your overview, and the fact that 'launching into a Shakespearian soliloquy' is something that characters do sometimes in a very noticeable way, rather than being their basic, default way of speaking at all times, is really interesting and could be brought out in EN with a slightly different approach to the translation as well.

It's really helping me see why Return to Ivalice was framed around the device of a theatre troupe! This sounds like a play someone is performing!
It's kind of like the world of (JP) Ivalice has the feel of a musical.

In a musical, when it's time to Feel Emotions, talking about your fee-fees isn't enough: you gotta sing that bitch out to the rafters.
 
so when do i unlock a class with holy sword and don't tell me i can't because i will cry
Well, if you really want to know...

YOU FELL FOR IT, FOOL! HOLY SWORD - JUDGEMENT BLADE ATTACK!

Also I ended up spending a chunk of Gillian's JP into Treasure Hunter, which for non-players is an ability that 'discovers items hidden on tiles upon moving to them,' and that ended up a complete waste of JP because it turns out every battle screen has like one specific tile with items hidden in it so I need to 1) have a guide open to know where it is and 2) have Gillian just go off wandering around to get that item instead of staying in the fight to help and I can't afford that. So that stings a bit.
Meanwhile, one of my chemists decided to start with Treasure Hunter unlocked so I just left it there because it's not like they had any other movement abilities as of yet... and then in the Siedge Weald I proceeded to, with that specific character completely by accident, manage to stop in the one location that apparently had a buried Hi-Potion.
the people yearn for Final Fantasy IX's fixed class system

and like a dick, i instead took us to final fantasy tactics and delayed IX by several months

as a joke

a prank

a jest, if you will
Eh, I think we'll get over our outrage with the fact that FFT at least has a really robust class system where it's a lot easier to end up with less homogeneous blobs of characters if you want. Idunno about you, but so far I'm basically just sending my four allotted generic characters down "Knight->Monk" "Archer->Thief" "Black Mage->Time Mage" and "White Mage->The class you haven't mentioned yet so idunno maybe you haven't unlocked them since you haven't really trained a White Mage". There'll be some cross-class insanity eventually, most certainly, but you don't really need that in Chapter 1.
 
Well, if you really want to know...

YOU FELL FOR IT, FOOL! HOLY SWORD - JUDGEMENT BLADE ATTACK!

View: https://www.youtube.com/watch?v=JB54Dy_C-EE
Meanwhile, one of my chemists decided to start with Treasure Hunter unlocked so I just left it there because it's not like they had any other movement abilities as of yet... and then in the Siedge Weald I proceeded to, with that specific character completely by accident, manage to stop in the one location that apparently had a buried Hi-Potion.
I think I tripped over an Iron Flail on the same map.
Eh, I think we'll get over our outrage with the fact that FFT at least has a really robust class system where it's a lot easier to end up with less homogeneous blobs of characters if you want. Idunno about you, but so far I'm basically just sending my four allotted generic characters down "Knight->Monk" "Archer->Thief" "Black Mage->Time Mage" and "White Mage->The class you haven't mentioned yet so idunno maybe you haven't unlocked them since you haven't really trained a White Mage". There'll be some cross-class insanity eventually, most certainly, but you don't really need that in Chapter 1.
Not me; Delita, Argath and Ramza are all Monks now. Monk supremacy!
Hush now.
 
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thank god, after refreshing the rumor tab after every story development I started losing hope that it'd ever update again and stopped checking



Very rude!!! I just want to keep the challenge!!! That's a perfectly natural impulse!!!



so when do i unlock a class with holy sword and don't tell me i can't because i will cry
Hey cmon squire is a good class!
Also I'm unsure if rumor change or not but regardless I do recall the story index changing as the plot goes along so keep your eye out on the old geezer historians historical profiles.
 
so when do i unlock a class with holy sword and don't tell me i can't because i will cry
I've got bad news for you chief.

Unless you mod/cheat it is literally impossible for generics (and Ramza) to unlock a class with the Holy Sword skill.

I don't know if I should look that up because I don't have any basis of comparison - since I never played the original game there's nothing for the spells to be slower than so it hasn't bothered me yet.
It's very noticable.

OTOH the slowdown does give your enemies (or you, if you're on the recieving end) extra time to contemplate just how fucked they are. This is particularly awesome with summons like Titan and spells like Meteor.

But it gets old fast if you're used to how it's supposed to be.
 
Yeah you may want to consider modding your game to at least get rid of the god awful slowdown. Having played both versions, it's significant and painful.
 
Well well well, Omi's gone with FFT before FFIX. Very well.

I only ever played the WotL version, I had it on PSP once but it was the Android port I finished a few years ago. I was inspired to play it due to, well, that goes into my question to you, Omi.

Did you oplay the 24-man raids of FFXIV Stormblood?
 
Yeah, you never get to unlock sword skills (outside of the aforementioned bonus job WotL introduces), but you already know a couple of characters with sword skills are with Ramza in the present day, so you can reasonably guess you'll get to see those skills used in your favor at least once more. They're a lot more fun in that situation.

On the bright side you've also seen with Monk that you don't need no steenkin' sword skills, you can cast FIST.
 
I am extremely curious what will happen to the EN script of the game if the leaks around a Remaster are legit.

On the one hand, we know that the Squeenix EN of today is clearly in continuity with Reeder and Slattery's approach to WotL; a lot of its dialogue is reminiscent of XIV's writing style.

On the other hand, there seems to be a lot of little nuances that have been papered over by the WotL translation applying the same archaic, theatrical writing style to all dialogue for most of its characters. I would be wholly unaware of these nuances between which characters get assigned the more theatrical style in Japanese and which don't without your overview, and the fact that 'launching into a Shakespearian soliloquy' is something that characters do sometimes in a very noticeable way, rather than being their basic, default way of speaking at all times, is really interesting and could be brought out in EN with a slightly different approach to the translation as well.

It's really helping me see why Return to Ivalice was framed around the device of a theatre troupe! This sounds like a play someone is performing!

A lot of the poetry in the dialogue is through using certain techniques common in Shakespeare's plays, and probably in theatre plays in general.

An example is repeated phrases. The Shakespeare example is Shylock's soliloquy in Merchant Of Venice, where he goes "has not a Jew eyes" etc, and "if you X us do we not Y". In FFT, the example that comes to mind is Argath's speech to Milleuda, where he goes "From the moment you were born, to us nobles you are X" twice. Oddly enough both the PSX and WotL translations seem to ignore that repetition, choosing to rephrase each sentence.

There's also a lot of rhetorical questions followed by firm statements. Stuff like "on seeing this, do you not doubt?" or "Have you never thought about X?". Hence my comparison with Richard III: "Was ever woman in this humour wooed? Was ever woman in this humour won? I'll have her, but I'll not keep her long."

The only reason I can't quite say it's totally Shakespearean is the lack of poetic meter. Which is understandable, given the multiple languages involved.

Final Fantasy Tactics really does feel like it's written deliberately to evoke a stage play. (Or a musical, as was suggested.) To the point where if this is not actually intended, I would be very surprised. FFXIV going with the Majestic Theatre Company as the framing story now makes perfect sense, with the knowledge of how the FFT script is written. I'd even recommend everyone reading or playing along with FFT to always imagine and keep in mind how it's a stage play, reading the dialogue in those terms; the tone is that clear.

I've been a little disappointed with both the PSX and WotL translations for flattening the tone, lower for PSX and higher for WotL. Because as you mentioned, different characters speak in different ways, and sometimes the same character speaks in another tone depending on whether they're in the spotlight orating to the audience. I don't like the PSX translation because it removes all of the theatrical flair, but the WotL translation also turns certain minor NPCs (eg the nameless bandits) into caricatures; they're demented panto characters going "wee moppets" and "don't be leaving no squealers behind".

I know I keep bringing up Chrono Trigger, but it does have a positive example of different tones of faux-archaic speech: the updated (ie not SNES or PSX, but the ports to DS, mobile, and PC) translation has NPCs in the Middle Ages time period speak in the faux-archaic style, but knights and civilians speak entirely differently, as do knights and common soldiers. It's the difference between the high "What fevered fantasies writhe within your addled mind?" and low "I've no time to suffer fools".

Personally I'm guessing the hypothetical remaster of FFT will likely stick closely to the WotL translation, entirely because it's already there. Maybe they'll add in the ability chants, since we know some of them have been translated for FFXIV Return To Ivalice. Which is a shame, because I'd love to see another reworking of the script to take into account the different speech styles between the characters.

Did you oplay the 24-man raids of FFXIV Stormblood?

Omicron has technically played the FFXIV Return To Ivalice raids, but he also remembers basically nothing about the story.
 
Having read this thread over the past month or so, i've finally reached the end. Thanks for the journey so far, it's been such a delight reading through and seeing reactions to a lot of the older classical final fantasy games, i've never really had the time to play or watch myself, being introduced properly to the series with 13 and XIV, which are to note the only games i'm properly familiar with(And 13 was as a child, so that's half-faded child memory). Even if i knew of few minor osmosis thing from other games.

It's given me a lot deeper appreciation for XIV and the series as a whole, knowing a lot more about the way character's and themes have resonated so far back. So, thanks a lot Omicron, it's been very enjoyable reading it all! So far, i'd say my favorite is between 5 or 7 from what i've watched so far. But tactics have been going so hard, especially with it's class divide. But knowing how final fantasy games often tend to end up, with the earlier "mundane" empires, nations and foes being showed away for the "magical space flea"(Even if this thread is a very good take on why that isn't necessarily the case, at least in terms of them coming out of nowhere), i'm curious if the same is going to keep going for Tactics.

Given how hard the game's been going on the class themes so far, i feel like that might hurt, what seems to be a really well written story so far. I'm really curious on how the rest of this is going to go!
 
So, I had a post to make about FFTA/A2 base Jobs.
Guess it's a good moment as any to make it, huh. Then I can go on advanced Jobs as Omi unlocks them in FFT.

So, a bit of context here. I'll put the FFTA and the FFTA2 job trees in spoilers below, so you can see what leads to what.

So far we've seen the Black Mage, White Mage, Archer and Thief, since these are common to all 3 games. Soldier and Warrior are basically a Squire with Knight equipment and some abilities, and they fill the same role for the most part. Monk became the White Monk in FFTA/A2, and it stays about the same as abilities go. By sheer coincidence these are all the base Jobs Humes and Bangaas have, so we're done for the moment with those 2 races.
For the other 3 races FFTA introduces new base Jobs: the Fencer for Vieras, the Animist for Moogles and the Beastmaster for Nu Mous.
In short their deal is:
  • Fencer: a baseline melee Job comparable to the Soldier and the Warrior, Fencers have similar stats, though notably faster and with better magic defense. They have a bit more flexibility in their abilities, with being able to apply poison and doom, attack over a small area, reduce MP and strike at range. Useful in early game and retain some usefulness even later, though a more as secondary ability set, and they get a rather strong R-Ability that's useful for basically everyone.
  • Animist: a support base job, the Animist has what could be called a grab bag of abilities mostly focused on statuses. They can self-cast Protect and Shell, inflict sleep, berserk, charm and frog, heal single targets. They also have a potentially very long range in Chocobo Rush, that strikes in aline in front and behind the caster, and can use Friend to randomly use a summon. Probably not worth most of the time, though considering how summons work you could just cast this in a melee and get some utility out of it. Mostly they're again a support Job and decent as secondary ability set.
  • Beastmaster: a Job that as the name implies specializes in taking control of monsters. The way it works is that you use the Beastmaster ability corrispond to the target's species, then when their turn comes you can control them completely: you move them, use abilities and all that. Then you lose control and have to do it again. Also Control can miss, and it doesn't work on NPCs. Yeah, the Job has more or less one use and it works way better as secondary ability set, that way in the off turns you still have something to do. To note is that this Job is the closest thign the Nu Mous have to a physical Job, since it has the best Attack and Defense growth and Speed is decent too. Worst magic-side growth though and all other Nu Mous Jobs are more or less magic-based, so there's that. Improved a bit in TA2, since now Control has 100% accuracy, but at the same time the monster can't move while controlled. Still a Job with one use, even with TA2's renewed focus on fighting monsters.
Now come FFTA2 we have a bit of a shift. For Humes the base Jobs are reduced to 2 (Soldier and White Mage) and Archer, Thief and Black Mage become very early unlockables, mimicking a bit the original Tactics. More prominent are the new Jobs for every race and the two new races, the Seeq and the Gria.
Those races are an early to mid game unlock and end up with a bit more of a focus than other races, with only 4 Jobs each. We have, let's call them 2 base Jobs and a half, since the one Gria base Job (Hunter) is shared with Humes, though an advanced Job for them. I'll get to it later.
Seeqs get 2 whole base Jobs:
  • Berserker: Berserker do 2 things: damage and break stuff. A melee Job, Berserkers have great HP and Attack, mediocre Speed and bad everything else. Their abilities are a mix of self-buffs, debuffs, area attacks and equipment destruction. Notably their only way to get Berserk status is through the Critical:Berserk Reaction Ability, you would think they could just self-apply it but no. Still a strong Job, if a bit of a glass cannon, and retains usefulness even later on as secondary.
  • Rangers: this Job is built around traps, having the ability to set them to get different effects (damage, MP damage, Silence, Charm), to detect them. They can also become Invisible, drain HPs and have one of the best Abilities in the game: Mirror Items. This wonderful ability lets you target someone with an item and apply the opposite of the item's effect: Potions will do damamge, status items will apply the status they cure (and Remedies apply all of them at once) and so on. Rangers also get Item Lore for doubled Item effectiveness and it works with Mirror Items, so in effect they're really encouraged in taking Items as secondary. Don't sleep on traps though, triggering one ends the turn of whoever triggered it and it's not difficult to force a trap activation. Sten Needle deals 50% of the target current HP as damage, and they lose their turn right there. Rangers are also the speediest Seeq Job, though not particularly robust (Decent HP, low-ish defenses). Can equip bows and knives, but all Abilities are short range so there's little incentive to stay far from the enemies.
So here we are with all base Jobs in FFTA/A2. As for advanced Jobs we've already seen some (so far Time Mage and Summoner, though I'd like to wait for Omi to use the Summoner a bit before talking about differences), so I'll probably go one at a time as Omi unlocks Jobs in FFT.
 
Yeah, the monsters are weird. Normally in a situation like this - fantastical kingdom falling into civil war, with structures and norms crumbling - you'd expect a truly apocalyptic outsider force to take advantage of the social decay and provide a suitable final boss fight that the survivors must unite to face. The Everchosen to the Sigmarite Empire, the White Walkers to the Seven Kingdoms, the Vord to the Aleran Empire, etc.

The goblins and floating eyes and such... don't seem to be that? They're a real mixed bag. The most functional, setting wise, are the fantastical animals that can be wild creatures, war beasts, or pets. After that you've got the clearly supernatural otherworldly beings like undead, who at least can be treated more like a supernatural phenomenon or fact of magical life than a real neighbour. Then you've got clearly sapient fantasy mob species like goblins, who are just... here, unremarked upon. Persisting in doing generic goblin things against the backdrop of this increasingly fraught brother-against-brother conflict.

It's like if the civil war in Game of Thrones was rolling on as normal, but every so often Jaime Lannister or Rob Stark had to go clear out a gnoll camp of no actual plot significance. It's odd.
Here's something even weirder:




Monsters have names.

Like, individual names, separate from their species name, produced by what I can only assume is a random generator with a specific list.

Not only that, but all these names have a particular vibe to them: They're largely from Greek mythology. This Skeleton is called Bromios, one of the epiphets of Dyonisos, while this angry bird is named Askalabos, after a minor figure from the myth of Demeter. Others include Perseus, Polypos, or Hopladamos.

Who gives them these names? Are they naming themselves? We know monsters can be recruited as party members from the tutorial, even if it hasn't happened in-game yet, so are they all just fully sapient beings? 'All Greek names' suggests a particular culture, which is somehow shared by all monsters - unless they're being named by humans, like we name Hurricanes or particularly noteworthy wild animals like Gustave the crocodile, but a lot of these monsters are just randomly prowling the countryside.

I know that this is probably just a mechanical concern where units need to have something going in the name slot or else things get fucky in the engine, but from a setting perspective it's very strange.
 
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That skeleton has a goat skull for a head on a bipedal body.

Meaning that either there's a necromancer playing mix and match with bone parts and also skilled enough that his "pile of random bones" constructs are self-aware enough to have individual names (and wear clothes), or there exist tool-using human-sized bipeds with goatlike heads despite the only tool using bipeds being shown thus far being humans and goblins

edit: the skeleton and bird also have Faith stats meaning not only are they self-aware enough to understand a name, they also possess higher reasoning skills advanced enough for theology
 
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