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

This proves to be the toughest fight in the game, tougher even than the Warmech. The Warmech was very difficult, but very simple; Chaos is vast and protean.
This felt wrong to me, since I remembered the chaos fight being fairly easy on the GBA version of the game, especially compared to some of the bonus content I'd done before heading off to the final battles. I looked it up, and it turns out I wasn't misremembering things!

The GBA version had four bonus dungeons that were tougher than anything in the main game: Soul of Chaos (Final Fantasy)
I think I beat two or three of them before I moved on with the story. The bosses were crazy tough. I don't remember the precise strategy I used, but it involved stacking all the defensive buffs I could to survive the bossfights before I could even think about attacking.
 
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Huh. I coulda sworn from Dawn of Souls that the Four Fiends gave gloating speeches about what trivial gnats you were and how mighty their lord Chaos was, but it's been ages and I might be misremembering, or of course this might be a case of Dawn of Souls being different.

-checks footage of Dawn of Souls and Pixel Remaster on Youtube-

Doesn't seem like either of version has speeches for the rematch fights for the fiends.
 
Time, Poison, Status, and Death are part of the same element system from a game mechanics perspective.

Interestingly, the description of the White Robe says it protects against Fire and Death, while the description of the Black Robe says it protects against Ice and Time. I don't actually know which effects are considered Time-elemental; Slow is probably one, but is Hold?

(Also by the time we get the airship and sufficient cash, Death spells become irrelevant, because we can buy four Protect Rings and they're BiS for the accessory slot for everyone.)
 
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Interesting. Quake, Scourge, Warp, Break, and Kill are all instant-death spells, but also all different "elements", namely Earth, Poison, Time, and Death respectively.

So I'm not sure if equipment that says it "protects against instant death" just means protection against the Death element, or protection against all the insta-death spells regardless of element.
 
This felt wrong to me, since I remembered the chaos fight being fairly easy on the GBA version of the game, especially compared to some of the bonus content I'd done before heading off to the final battles. I looked it up, and it turns out I wasn't misremembering things!

The GBA version had four bonus dungeons that were tougher than anything in the main game: Soul of Chaos (Final Fantasy)
I think I beat two or three of them before I moved on with the story. The bosses were crazy tough. I don't remember the precise strategy I used, but it involved stacking all the defensive buffs I could to survive the bossfights before I could even think about attacking.
The Soul of Chaos dungeons contain, largely, references to the rest of the series- the Four Fiends as a concept recurs a bit, and two of the boss sets if I recall right are just the four fiends of other games in the series.

The fire and earth Soul of Chaos dungeons are, though tough for their point in the game, not really a big deal long term, though all have snazzy loot. The wind and water, on the other hand, are not only massive slogs but contain bosses that make Chaos and Warmech look like chumps- series favorites like Shinryu and Warmech's conceptual successor, Omega who have an endless array of obscene advantages.

Outside those dungeons though, yeah, Chaos is just the toughest thing in FF1. In multiple senses of the word.
 
Weirdly enough, one of the pieces of loot I find in the tower is called the "vorpal sword," which is the name of an iconic kind of D&D magical sword taken from Alice in Wonderland, but it's just kind of mediocre (weaker than Defender, which Alisaie is currently using) and does not appear to have a random beheading chance. Onto the trash pile it goes.
The Vorpal Sword suffers from a known issue in FF1, which is that the weapon crit tables aren't assigned right. The intention is that various weapons have varying crit rates depending on type, with, for instance, hammers and staves having low crit rates and nunchaku and rapiers being higher. And the Vorpal Sword and Sasuke's Blade are intended to have the highest crit rates of any weapon in the game, to compensate for being somewhat lower-damaging than their counterparts.

However, due to an error, the calculation doesn't use the intended crit rate, but rather the weapon's index number. This means that crit rates in general are far more common than they were intended to be (most weapons were intended to have a crit rate of around 5/201 of being a crit, with higher-end ones being 10, there are 40 weapons in the game, do the math), and it means that as you go further into the game and get weapons with higher index numbers, then you start seeing more and more crits. And because doing lots of damage is fun, the crit bug is one of the few bugs that I don't think any version of the game fixes. However, it also makes the Vorpal Sword effectively worthless because its crit rate isn't that different from other endgame weapons, and it's actually behind quite a few of them.
 
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So, I have to ask.

When you say "Every Final Fantasy Game", do you mean every single one?

Because--funnily enough, Final Fantasy Origins just came out this year and directly links with the original Final Fantasy game. If you don't intend to play it, I can give you a brief summary of What The Fuck is going on, because it does try to explain the fucky wucky parts of the Time Loop.

On the other hand, Final Fantasy Origins is a literal meme fountain, so you might want to just play it for yourself so you can bask in one of the most edgy takes on Final Fantasy that still somehow ties in with the original game.
 
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If Omicron plays Strangers of Paradise, he's going to have to deal with my passive-aggressive mutterings about how the franchise is obsessed with providing the least interesting take on the Lufenians it could have on Discord, and he knows it. Plus that game's like, eighty bucks on the PS4 store, that's a lotta money
 
Stranger of Paradise is hard kino so actually if he played that game it'd be based and he'd be Jackpilled in short order.
 
Ah, the 'where the fuck did that come from' moment; it's not a Final Fantasy game without one. They've got slightly better at foreshadowing but AIUI this is at least partially a consequence of the traditional Japanese act structure?

I'm legitimately surprised that there was even this much of a story, to be honest. The fact that you don't get most of it until like 10 minutes before the end of the game is probably one of the reasons for that. I know they don't start having a real actual consistent 'there was a plot and a script for this' story until IV.
 
This was the era when a console game having more story than an opening screen and closing screen was unusual. Legend of Zelda and Dragon Quest had only introduced the idea of substantial amounts of dialog a year before; Super Mario Bros had only introduced the idea of games bigger than one or two screens two years prior. Things were advancing/catching up to western computer games at an insane rate.
 
This felt wrong to me, since I remembered the chaos fight being fairly easy on the GBA version of the game, especially compared to some of the bonus content I'd done before heading off to the final battles. I looked it up, and it turns out I wasn't misremembering things!

The GBA version had four bonus dungeons that were tougher than anything in the main game: Soul of Chaos (Final Fantasy)
I think I beat two or three of them before I moved on with the story. The bosses were crazy tough. I don't remember the precise strategy I used, but it involved stacking all the defensive buffs I could to survive the bossfights before I could even think about attacking.
Interesting!

On the one hand I kind of wish I'd had access to those, on the other hand I feel like it's hard to justify "extra-hard challenge content with special rewards" under FF1's relatively sparse mechanics? What am I gonna do, grind more levels and cast Protera more times before doing the attack part of the Buff Dance? Chaos was both fun and challenging to tackle but I'm not sure I trust the game to have much more mechanical depth or complexity.

So, I have to ask.

When you say "Every Final Fantasy Game", do you mean every single one?

Because--funnily enough, Final Fantasy Origins just came out this year and directly links with the original Final Fantasy game. If you don't intend to play it, I can give you a brief summary of What The Fuck is going on, because it does try to explain the fucky wucky parts of the Time Loop.

On the other hand, Final Fantasy Origins is a literal meme fountain, so you might want to just play it for yourself so you can bask in one of the most edgy takes on Final Fantasy that still somehow ties in with the original game.
My provisional plan is to do the whole I-VI Pixel Remaster bundle that was generously gifted to me, then to look into playing Final Fantasy Tactics - not sure what the remake situation is on that front - and then move to the rest of the mainline "numbered" Final Fantasy games, most likely skipping XI and maybe doing X-2.

If we get that far, then Stranger of Paradise would certainly be on the table. Big ask, though; I am heading into this fully intending to commit to the whole thing but aware of my limitations and of how many before me tackled this task and failed.

I could be convinced to do Stranger of Paradise as a Special Episode in-between other games, but someone would have to buy it for me and give me some kind of incentive, which is a big ask. I have always intended to play SoP at some point since it came out and my friends said it was based, but unlikely to be before a couple years when I can get it cheap on sale.

Games that are explicitly excluded from consideration are Crystal Chronicles and Tactics Advance, no matter how much my sister bugs me.
 
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FFT's latest remake was on... the PSP I think? War of the Lions? You might be able to get it on the PSN if you have a Playstation but I have no idea?

I know that there's still a very active romhacking scene for the original, though.
 
Be warned if you do the original version of FFT - it's translation was... bad. Like, "they consistently translated the word breath as bracelet" bad
 
Given the terrible, lying title (and it being a fun gimmick that only requires some wiki loitering) you should list and adress all the games you are skipping over in between the mainline titles.
Also gives the thread an opportunity to tell you how dumb you are for skipping over their favorite.
 
By which I mean, the plot of the game revolves around four elements, which are the foundations of the world, the loss of their energy is causing the apocalypse, there are four monsters tied each to one element, and all that: these are Air, Water, Fire, and Earth. But the mechanics of the game, the magic that is actually available to the player characters, are divided into three elements: Lightning, Ice, and Fire. This actually has gameplay consequences! For instance, I know that if a water-aspected enemy shows up, they're likely vulnerable to lightning spells. But what is an earth-aspected enemy vulnerable to? Are fire-aspected enemies weak to ice, or resistant to it? One could decide either way depending on justification! And while you can kinda squint and associate lightning to wind and ice to water, it's not a clean fit, and it leaves Earth without a representative.

If we take this game and FF4 (don't know about the other), Earth was mingled with Death with the Fiend of the Earth being a lord of undead. Of course it doesn't change your point because there is no "Death" spell school available to players. At least from what I remember, I'm surely wrong.
 
If we take this game and FF4 (don't know about the other), Earth was mingled with Death with the Fiend of the Earth being a lord of undead. Of course it doesn't change your point because there is no "Death" spell school available to players. At least from what I remember, I'm surely wrong.
'kill'. Omicron showed it in screenshot form and everything. (I believe there was one or two lesser ones but if you're talking death spells it's hard to beat one literally named Kill)
 
look into playing Final Fantasy Tactics - not sure what the remake situation is on that front -
Oh, this is a thing I was looking forward to speaking about. Potential spoilers here, I tried to keep things as generic as possible to preserve the "blind playthough" aspect of this thread as much as possible, but it's impossible to discuss this without explaining a few things about the gameplay, so this is my warning if you'd rather not be spoiled on the general overview of how the mechanics of the game work.

First of all, as above said, there is only one remake/rerelease for FFT, and that's the War of the Lion version for the PSP. People above might be saying that the new translation is better than the old, but having gone through each one, that's not true - they're both very bad. It's just a different kind of bad; the original has a lot of translation mistakes and ridiculous, silly lines, but the new one has a "ye olde english" tone that is obtuse and overly complicated. They also put different emphasis on different sections of the story, with the original having a translation that gets better as you go forward, while the War of the Lion one gets more and more difficult to decipher near the end. Due to this, characters who appear more predominantly in the earlier or latter portions of the game end up having different characterizations in the two versions, due to the deeply changed dialogue they sport. Also, for whatever reason, the two versions have slightly different names; some of the changes are improvements but others aren't, and of course, the Aerith/Aeris debate is nothing new in the FF community. Overall, it's a matter of taste; I generally load the original translation because it's sillier and funnier, but the new one can be worth going through if archaic English is more your style, or you feel like the game is better with a darker tone.

Having said all of that, I think the translation is the very least of the things that needs discussing here. Final Fantasy Tactics is, as indicated in the name, a tactical RPG, meaning its fights happen in an isometric grid by moving one party member at a time like a chess match; due to this, the gameplay is actually the most important aspect of it by a much large margin than any other Final Fantasy. That's because there's next to no exploration and NPC interaction in the game, with the only locations the player can move to being either battlefields or shops; the (extremely) limited NPC interaction is basically limited to "check the tavern for rumors" when you're in a shop location, and the exploration is limited to a few unlockable secret maps that can be found by looking for rumors in the right places. Outside of that, combat is really all there is to the game.

And, within that framework, the gameplay of the battles is a blast... once it gets going. That, though, takes a while.

Trying not to spoil too much, characters in the game have multiple classes to learn abilities from, which can then be combined in a mix-and-match style that lets you build the team you want. It's a very freeing playstyle that allows for endless experimentation, giving a game that, ultimately, is just a string of less than 50 fixed fights (give or take a few bonus ones) an incredible level of replayability.

However, the thing is, it takes a while for the game to get going. In both versions (more so in the original) the tutorial is absolutely useless and endlessly confusing, and since the game is basically just fight after fight, you're thrown into the thick of it with no idea what you should be doing. Without somebody to tell you "this is how the game works", it can take a while to learn how to play. A lot of people, especially ones with no experience in tactics RPG, bounce off of FFT due to that initial difficulty in learning how to play and never make it past the intro fight.

But even once you get past that problem, the real fun of the game doesn't really come in until you actually have enough characters with enough classes unlocked and abilities learned to start the mix-and-matching process; this can well take a dozen of battles in the original, although you can grind to make it less of a pain - assuming you are quick to understand the way in which grinding works in FFT, which isn't intuitive at all. In fact, this is so common that most veteran players will say "the game starts at Dorter", which is the fifth fight in the game and, notably, the second fight to take place after the first grind spot is opened to you, with the previous fight also opening a second grind spot. There are abilities in the game meant to make the grinding more effective, but since the progression curve is so slow, most people will keep those abilities on for the entire game, effectively reducing the ability to mix-and-match things in order to have usable abilities, and to make matter worse, most of the early classes are so bad, there's not much fun to be had with those, so the fun of the game is delayed until the player can unlock the classes with the fun abilities.

And what the War of the Lions did was make all of these problems, the barriers that stands in the way of letting players enjoy what's so great about FFT, that much worse. Abilities cost more to learn and classes are more difficult to unlock, including those who already had ridiculous requirements, while nothing has been made to improve the least effective early game classes, meaning the players have to grind longer to get to the point where it's actually fun to play the game, and keep their grinding up throughout much of the game. That's why I'd never ever recommend that anybody plays the War of the Lions version. It's like actively making one of the most fun games ever worse for yourself.

Which is where I bring up something that will surely be controversial. FFT has one of the most active modding communities around, with a lot of work and creativity going into the game. There's all sort of mods available, like masochistic difficulty increase mods, ones that completely change the plots, and even mods that replaces all the classes and abilities with completely original stuff. However, there are also a couple of mods that provide "quality of life" improvements to the original game (most of the modding is about the PSX version, not the War of the Lions version), with my favorite among those being LFT (Laggy Fantasy Tactics, which unlike the War of the Lion version, actually has less lag than the original; the lag in the War of the Lion version was the most complained about problem that one had). I think LFT is the more "spiritually close" option to what the pixelated remaster you're going with has available, in that it absolutely remove any need for grinding - once I got it, I never again played FFT without, and also I never once bothered to waste any time grinding until I was training for the secret bosses, since just normal play would see me gain a couple of new abilities every fight. What's more, the game also rebalanced all the classes and made them all much more easy to access, so that the early classes can still be useful for late-game combinations and that every single class has something going for it, greatly expanding the potential for mix-and-matching stuff, essentially making the game more fun by increasing the amount of combinations available, which is what FFT is all about.

And, for fans of the new translation, LFT has two versions, one for each translation, so you can pick the one you like best; they're still both mods for the original PSX variant, one also changes all of the dialogue in addition to re-balancing everything.

Of course, I don't know if using mods is something you'd feel is acceptable for a first time play; I can imagine people saying "well, they didn't really play through FFT if they used a modded version", and of course there's always people who say "you can't really appreciate a mod if you didn't play the vanilla version first", but my personal take is that there's never a good reason to play a lesser version of a game if you have a best one easily available. And, as I said, I enjoy LFT as a mod so much I'll never again play any other version of FFT, so that's my recommendation.

As an aside that doesn't really matter, War of the Lion has extra content in the form of a few bonus maps and items, one extra class that takes even more grinding to unlock than anything else in the game (and isn't that saying something), and messes with the story by replacing in a few cutscenes with CG videos that are actually inferior to the original game's scenes in terms of fitting with the game's style and what information they provide. The only thing I would keep from that is the bonus map, because it expands on the backstory of one party member, but that's not enough to make me decide to drop the version of the game that's actually more fun to play for it; I'd much rather wait for somebody to adapt that backwards as a mod for the PSX version, if that was possible, than subject myself to the endless grinding of War of the Lion again. But that's just my preference.

TL, DR version to avoid spoilers about the game's mechanics:

If I was making a suggestion on which version of the game to go with, I would say get the LFT mod for the PSX version, and go with that. Having said that, if you'd only play the official version, then I would suggest going with the original over War of the Lion. And, regardless of which version you play (that is, even if you were to go with LFT), find somebody you trust who has played the game before, and have them explain to you how to play; that'll spare you two hours of pain trying to figure it out on your own. Unless you would enjoy that, I suppose.


...I really had a lot to say about this, didn't I? And yet, despite the fact I generally prefer tactics RPG and how fun I think FFT is (when properly modded), it's neither my favorite in the series, nor the one I think is the objectively best entry in the Final Fantasy franchise (those two aren't the same to me, as it happens). Not sure what to think about that. Also, I hope this was helpful in some fashion! :)
 
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Interesting!

On the one hand I kind of wish I'd had access to those, on the other hand I feel like it's hard to justify "extra-hard challenge content with special rewards" under FF1's relatively sparse mechanics? What am I gonna do, grind more levels and cast Protera more times before doing the attack part of the Buff Dance? Chaos was both fun and challenging to tackle but I'm not sure I trust the game to have much more mechanical depth or complexity.


My provisional plan is to do the whole I-VI Pixel Remaster bundle that was generously gifted to me, then to look into playing Final Fantasy Tactics - not sure what the remake situation is on that front - and then move to the rest of the mainline "numbered" Final Fantasy games, most likely skipping XI and maybe doing X-2.

If we get that far, then Stranger of Paradise would certainly be on the table. Big ask, though; I am heading into this fully intending to commit to the whole thing but aware of my limitations and of how many before me tackled this task and failed.

I could be convinced to do Stranger of Paradise as a Special Episode in-between other games, but someone would have to buy it for me and give me some kind of incentive, which is a big ask. I have always intended to play SoP at some point since it came out and my friends said it was based, but unlikely to be before a couple years when I can get it cheap on sale.

Games that are explicitly excluded from consideration are Crystal Chronicles and Tactics Advance, no matter how much my sister bugs me.
I would recommend holding off on Final Fantasy Tactics as long as possible.

There was a Final Fantasy Tactics remaster listed in that Nvidia leak from a while back, so there's probably going to be a new release of it in the near future. It'd really suck if you started the old PSP version only to have the new one be announced or released midway through.
 
TL, DR version to avoid spoilers about the game's mechanics:

If I was making a suggestion on which version of the game to go with, I would say get the LFT mod for the PSX version, and go with that. Having said that, if you'd only play the official version, then I would suggest going with the original over War of the Lion. And, regardless of which version you play (that is, even if you were to go with LFT), find somebody you trust who has played the game before, and have them explain to you how to play; that'll spare you two hours of pain trying to figure it out on your own. Unless you would enjoy that, I suppose.

Well I certainly appreciate seeing this advice, because I wanted to try out the Tactics series too, having seen the praise for it as well as myself being a fan of Fire Emblem. I can't help but ask though...does what you said about Tactics--about how it takes a while for the actual fun to happen--apply to Tactics Advance too? Because I remember trying that game, long ago, and just being so lost with it. Of course, it might've been because I was younger then, but I still can't help but ask.
 
does what you said about Tactics--about how it takes a while for the actual fun to happen--apply to Tactics Advance too?
As I have not actually played Tactics Advanced or Advanced 2, I can't offer the same level of insight on them as FFT, which I played dozens of times.

I did watch/read a few let's play of Tactics Advanced, and my impression was that it was more complicated than FFT. Notably, it has different races that each have access to unique classes, and the classes are tiered, which means new stuff keeps getting introduced as the game goes on, but I couldn't say if what you're given at the beginning is enough to start engaging fully with the mechanics or not enough. I can say that the initial tutorials seems like they're at least good enough to explain some of the mechanics, so at least the learning phase looked like it was handled with greater competence. As for the rest, I'm not sure, but the impression I got is that they tried to stuff too much into the game, to the point they weren't able to develop any of it properly. Tactics Advanced 2 I know really nothing about at all, but I heard it's better than Tacics Advanced.

The Tactics Advance set of games are very different from original FFT in many ways though, especially tone but also setting and mechanically, so I tend to see them as a separate series rather than actual true sequels to FFT.
 
Well I certainly appreciate seeing this advice, because I wanted to try out the Tactics series too, having seen the praise for it as well as myself being a fan of Fire Emblem. I can't help but ask though...does what you said about Tactics--about how it takes a while for the actual fun to happen--apply to Tactics Advance too? Because I remember trying that game, long ago, and just being so lost with it. Of course, it might've been because I was younger then, but I still can't help but ask.
Tactics Advance is perhaps the opposite of the original Tactics in a lot of senses. While I can't speak with firsthand experience on the original, having never tried it personally (only read an LP) vs extensive play of Advance, basically FFTA gets into the meat a lot quicker (eg Tactics has really garbage tier 1 classes you have to train in that exist solely so you suck until you get better classes, while each species in Tactics Advance has 3-5 initially unlocked classes, all of which are at least passable though sometimes not really long term relevant) but has a number of odd design flaws, not the least of which being you can artificially deflate the strength of most enemies in the game by aggressively recruiting and only ever using your A team, because new recruits and most enemies scale to the average level of your entire guild.

Late game challenges are prone to being less interesting than one might hope, in part from the fact that enemies don't really optimize very much later on while you'll have increasingly extravagant builds (hello, Marche dual wielding the holy sword Excalibur and/or God Save The Queen, both of which do Holy damage and lower the effective resistance of enemies to Holy by one step thus leading to you doing half damage to enemies that are supposed to absorb holy damage, full to immune, and MORE to everyone else lol) and in part because a number of later fights can be summed up as dumb gimmicks.

Eg the first stage of the final boss ONLY uses basic physical attacks.

There's passive skills to make people immune to basic physical attacks. Humans, like the player character is stuck in, can get one that makes you immune to basic physical attacks contigent on them being in your weapon range and get a free hit back for the enemy trying.

You can literally beat what's supposed to be a hard challenge there by sending in one dude and end turning a lot.

off one skill. Not a fancy build, just one skill.

So the late game is a lot more 'ehhhh'.

But it gets into the action right away. So that's a plus.
 
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