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

It's possible that the answer is found in Vagrant Story
It's not.

Honestly, whenever Square says that Vagrant Story is set in the same world as Final Fantasy Tactics, let alone FFXII, it makes me a little bit angry, because this is obviously not the case. There is absolutely no references to any of those games at all at any point in Vagrant Story, even the spells and weapons have different names. The game is clearly its own thing, and Square just said it was connected to boost sales and nothing more.

I have actually never heard a grid game being shipped as a two-disk game. Not even Vagrant Story
Vagrant Story is not a grid game; it's an action-adventure RPG. Its gameplay has more in common with Dark Soul than it does a traditional Final Fantasy title, let alone a game like Tactics. You are however correct that the game is featured on a single disk.

I've never seen a volcano map in the game! Which is actually kind funny because "Lava Walking" is a Geomancer movement ability I noticed a while ago and I have never actually seen a lava tile to justify its existence. Perhaps I simply happened to never roll a random encounter while walking over the volcano node, but I don't know which node it even is!
Bervenia Volcano is the green dot above Zeklaus Desert and under Riovanes Castle, connecting the two.

Since you were looking for a good place to use while running the necessary errands to get Gillian her math-a-magic, going from Riovanes to Dorter, which requires passing through the two dots of Riovanes and Bervenia back and forth, might be a way to go about it, since at least you'd be seeing the new map at some point. Bervenia Volcano never gets a story battle, much like Zeklaus Desert also didn't in the PSX version - the WotL version of course added the Luso battle to Zeklaus, but I don't believe any story fight was added to Bervenia, so if you don't trigger a random fight there, you'll never get to see the only map in the game with lava.
 
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Broke: Cloud appearing in FFT as a weak scrub, accomplishing nothing.
Woke: Old man Orlandeau tearing out of the Lifestream while speaking in faux-Shakespearean then deleting Sephiroth's ass.
Cowards. That crossover could have gone both ways.
 
Broke: Cloud appearing in FFT as a weak scrub, accomplishing nothing.
Woke: Old man Orlandeau tearing out of the Lifestream while speaking in faux-Shakespearean then deleting Sephiroth's ass.
Cowards. That crossover could have gone both ways.

Bespoke: Ramza wanders out of the flames and into the final dungeon crater. He's level 1, has no limit break and is armed with a sword that lacks materia slots. He's an obligatory party member.
 
Bespoke: Ramza wanders out of the flames and into the final dungeon crater. He's level 1, has no limit break and is armed with a sword that lacks materia slots. He's an obligatory party member.
I think he needs something extra to really drive it home - after all, Cloud has some limited use and abilities, doesn't he?

So, let's say this Ramza, instead of having the automatic item command all FFVII party members do, has a different command, named Mettle, which when opened offers a menu with four options: self-healing poison, going into critical to heal HP to an ally equal to his max HP, the ability to grants himself +1 in Strength, Dexterity and Magic for the duration of the battle (which stacks as normal, but if he's level 1 and this is endgame, that's SO not going to matter at all), and as the fourth, Throw Stone, which lets him inflict exactly 1 point of damage, but at range. See, those are (mostly) his FFT commands, including the best one, and he only pays for it by being unable to use Items, which he couldn't in his original game anyway!
 
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I think he needs something extra to really drive it home - after all, Cloud has some limited use and abilities, doesn't he?

So, let's say this Ramza, instead of having the automatic item command all FFVII party members do, has a different command, named Mettle, which when opened offers a menu with four options: self-healing poison, going into critical to heal HP to an ally equal to his max HP, the ability to grants himself +1 in Strength, Dexterity and Magic for the duration of the battle (which stacks as normal, but if he's level 1 and this is endgame, that's SO not going to matter at all), and as the fourth, Throw Stone, which lets him inflict exactly 1 point of damage, but at range. See, those are (mostly) his FFT commands, including the best one, and he only pays for it by being unable to use Items, which he couldn't in his original game anyway!

Somehow, using Ramza is a popular strategy against the superboss.
 
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Broke: Cloud appearing in FFT as a weak scrub, accomplishing nothing.
Woke: Old man Orlandeau tearing out of the Lifestream while speaking in faux-Shakespearean then deleting Sephiroth's ass.
Cowards. That crossover could have gone both ways.

"So what kind of limit breaks do you have, old man? I don't see any."

"I have no limits that need to be broken - show me the swordsman who threatens the world and I shall show you precisely why I am called the Thunder God."

Cloud, internally: oh god I will never be as cool as this guy
 
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"So what kind of limit breaks do you have, old man? I don't see any."

"I have no limits that need to be broken - show me the swordsman who threatens the world and I shall show you precisely why I am called the Thunder God."

Cloud, internally: oh god I will never be as cool as this guy
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"Until a man is twenty-five, he still thinks, every so often, that under the right circumstances he could be the baddest motherfucker in the world. If I moved to a martial-arts monastery in China and studied real hard for ten years. if my family was wiped out by Colombian drug dealers and I swore myself to revenge. If I got a fatal disease, had one year to live, devoted it to wiping out street crime. If I just dropped out and devoted my life to being bad. Hiro used to feel that way, too, but then he ran into Raven. In a way, this is liberating. He no longer has to worry about trying to be the baddest motherfucker in the world. The position is taken.
Source: Snow Crash, Neal Stephenson
 
They should absolutely make Cloud try and fail miserably to speak in Faux Shakespearean in the Remake, once they get to that point in the story.

Since FFtR already does the plot differently, why not make the crossover canon? It'd be hilarious.
 
It's not.

Honestly, whenever Square says that Vagrant Story is set in the same world as Final Fantasy Tactics, let alone FFXII, it makes me a little bit angry, because this is obviously not the case. There is absolutely no references to any of those games at all at any point in Vagrant Story, even the spells and weapons have different names. The game is clearly its own thing, and Square just said it was connected to boost sales and nothing more.
While I agree that Vagrant Story is it's own thing and not related to Final Fantasy, there are some small references to Tactics in the game.
You have items like Agrias Balm with the description: "Balm used by the great knight Agrias as told in the Zodiac Brave Story." Or the Orlandou gem, that reads: "Actinolite containing a fragment of Orlandu's skeleton. Increases power against humans".
Now of course these with all probability are just that: references. I doubt that when they were put into the game they were given more tought than the usual Queen references that Matsuno likes to put in his games. They weren't meant to connect Vagrant Story to Tactics at the time, and any connection between them and other Ivalice games is there because Square-Enix said so.
 
You have items like Agrias Balm with the description: "Balm used by the great knight Agrias as told in the Zodiac Brave Story." Or the Orlandou gem, that reads: "Actinolite containing a fragment of Orlandu's skeleton. Increases power against humans".
Counterpoint: the Arturos gem is "named after a legendary king", obviously referencing King Arthur, which isn't a thing in Final Fantasy Tactics. The fact that there's a gem named "Beowulf" with the text being "gem holding Beowulf the Great's hair" could just as easily be referring to the actual real life legend of Beowulf rather than the FFT character, and the Orlandu gem could be a reference to Orlando/Roland, Charlemagne's most famous paladin - which, likely, Cidolfus Orlandu is also named after.

But I'm willing to concede that my "no references at all" was hyperbolic, and I should rather have said "nothing in the story, locations, enemies or plot-related lore of the game references Ivalice at all, and, unlike the way Final Fantasy Tactics features staple magic and weapons from other entries in the series, the game has its own set of spells and weapons". Would have been more accurate, certainly, but I really don't feel it changes the overall point I was making... which you already agreed with.

Sorry, just wanted to clarify why those particular things didn't really register as reference to me.
 
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AJ Durai also writes the framing story of Vagrant Story.
Vagrant Story does not have a "framing story", not the way Final Fantasy Tactics does, at least; Durai is certainly NOT the one writing it, or a character in it, and the quote above is meant to be from a text that is unrelated to the events taking place, and obviously, the shared surname doesn't mean anything. Also, quoting the Vagrant Story Wiki:

Vagrant Story being set in Ivalice is actually a retcon, as originally nothing suggested for a fact that the game was set in that world. Indeed, the game was not promoted as being connected to Final Fantasy Tactics on its release, and the Vagrant Story Ultimania makes no mention of Ivalice. At the time, Yasumi Matsuno was even stressing that he made Vagrant Story because he wanted to move away (at least temporarily) from the Final Fantasy Tactics universe. He stated that the games are connected only in 2004 in a Final Fantasy XII interview for a French gaming magazine, Joypad.[1] Before that, the allusions to Final Fantasy Tactics in Vagrant Story could simply be seen as a Easter eggs and non-significant references. However, in 2010, Matsuno restated in his Twitter that the world of Vagrant Story is actually independent from Ivalice.[2]
Vagrant Story is not, and was never intended to be, connected to Final Fantasy Tactics.
 
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Yeah, I felt like this was more during the Ivalice Alliance period where Squeenix was really trying to push Ivalice as A Thing for a hot minute there. So you have games that aren't really related to the setting dumped in, or games that are tangential at best (the Tactics Advance series - the first one, especially).
 
I'm just saying, you can't claim that Vagrant Story isn't related to Ivalice when the same pseudo-historian is referenced and items and reliquaries belonging to FFT characters appear in the game.

You can claim that VS is only tangentially related to other Ivalice games, but thematically and materially it's extremely tied in to Tactics.

Note: this is not an endorsement for Omicron to play Vagrant Story for this thread. It is very much not even trying to be a Final Fantasy game, with the difference in scope, gameplay style, and several other things separating it from the series.
 
I'm just saying, you can't claim that Vagrant Story isn't related to Ivalice
I can, and I have, and I will keep doing so. But as I've said, the argument makes me angry, so this is the last I will say of it - I just wanted to make a notice that any comment to the matter will be eliciting an "I disagree" from me, that will be kept inside my head to avoid from derailing the thread any further than we already have. I've made my point clear enough for people to make up their own mind at this point.
 
In retrospect, everyone continually badmouthing Cid to his face was incredibly nervy to call the Thunder God a coward to his face. Cidolfus alone probably represented a considerable chunk of Goltanna's military power.
 
Right, let's continue wiht this thing.

With the recent addition of Beowulf and Orlandu to the team I'll take this opportunity to talk about the "Knight" Jobs in FFTA, namely the Paladin, the Defender and the Templar. Yes, there's also the Moogle Knight and the Chocobo Knight. I want to tackle them later, because while they fit the mold there's IMO better groupings for them.

Let's start with the Paladin, a Job we've already seen in the series. The Paladin in FFTA is a defensive Job, focused on supporting and protecting others along with the ability to deal Holy damage. Defensively the Paladin is the best Hume Job, having a high HP and Resist growth and the best Defense growth; the Attack growth is also high and the Magic one is surprisingly fair for a melee Job. This is paid for by a low MP growth (though Paladins have low MP usage) and notably the slowest Speed growth in the game, a common theme for the Knight Jobs. The Paladin's abilities are centered on support and defense, but have some offensive ones: Nurse hals and removes status in cross AoE centered on the user, Defense raises both defenses until the user next turn, Cover is the classic "take damage insted of the target" (and has range 4 to make it usable), Subdue is a weak attack (useful for removing statuses like Sleep, or if you want to Capture monsters), Drop Weapon can disarm opponents, Parley can remove opponents from battle (though the success rate is generally low, and works best on injured opponents). The last 2 abilities are Saint Cross and Holy Blade: both deal Holy damage, in an area (Saint Cross, AoE centered on user) or at single targets (Holy Blade). These are strong, Holy Blade in particular scales very well with better weapons, but cost quite a lot of MPs and with their low MP growth the Paladin has limited uses of them. Paladins also get Weapon Def+ for reduced damage from weapons and Reflex, which is Shirahadori's little brother and allows Paladins to completely avoid normal attacks; doesn't work on abilities or magic though. With access to heavy armors, helms, robes, shields, Knight Swords and Greatswords the Paladin is a powerful defensive unit with good offense, though slow and lacking in range.
Tactics A2 doesn't change things much. Subdue and Drop Weapon are gone and replaced with Sanctify (a ranged AoE anti-undead attack, dealing damage and removing fallen undeads from the battle field) and War Cry (self-targeted AoE tha increases debuff and status resilience), and both Holy blade and Saint Cross have their MP cost reduced. The core of the Job is unchanged, and the new abilities help them to fit their role better.

Next we have the Defender. As the name and the fact that I put it in the Knight Jobs suggests, the Defender is another physically strong defensive Job. Compared to the Paladin here we have more a focus on self-buffs than the team support of the Paladin. The Defender's stat growth is along the same lines as the Palaldin and with most Bangaa Jobs: high HP, good Attack, high Defense, low Magic, decent Resist and low Speed. Equipment-wise it's got heavy armor, helms, robes, knight swords and broadswords (which are different from greatswords), but not shields. As for abilities, we have the same Drop Weapon and Defense as the Paladin, then some abilities for prolonged combat: Hibernate puts the Defender to sleep but removes other statuses (it's Rest from Pokemon), Aura casts regen and Auto-Life on themsleves and Expert Guard prevents damage for one turn, but not status (basicallt Protect, also from Pokemon). Then you have some offensive abilities, all with self-centered AoE: tremor deals damage and knocks away, Mow Down deals more damage but reduces Evasion and Speed for one turn (a very long one, they're already slow and the speed reduction doesn't help) and Meltdown deals damage equal to current HP, then the defender is KO (it's Selfdestruct, it's basically Selfdestruct). Their Reaction ability is Last Berskerk, that self-casts Berserk at critical HP (not particularly useful TBH). They also get the same Weapon Def+ as the Paladin. Overall they're very strong defensively and can deal some damage, but suffer in versatility, range and speed. Excellent sustainability though, Aura makes them very hard to KO.
In Tactics A2 little changes for Defenders. They get a buff in their Defense growth. Some abilities are renamed, but the functionality is kept as it was. They do gain the Bulwark support ability that lets other Jobs wear heavy armor, which is good for other Jobs, but the Defender gains little from it. The best change is that they can use shields now, so you ahve a reason now to equip a knightsword instead of a broadsword.

Last we have Templars. This Job is a bit different from the other FFTA Knights: think of it as something closer to Beowulf in FFT, so a knight with more overtly magical abilities. Statwise we're not far from the track: the usual good HP (though on the low side for knights), high Attack, high Defense (best in the game), low Speed baseline. This time though Magic is actually good (only behind the Bishop, an actual caster) and MP is good enough. There's also a better than average (for Bangaas) Resist, so not on the level of the Paladin but serviceable. For equipment they have options: they can use all armors, hats and helms, knightswords and lances; no shields though. Lances are useful for range, both by themselves and because with them Templars can use Jump if given Dragoon as second ability. As for their own abilities, Templars have a mix of support and debuff available to them. The support side has Astra (blocks 1 status), Haste and Cheer (powers 1 the next attack, on self), while for debuffs they have Silence, Warcry (speed down on targets around self) and both Soul Sphere and Rasp to MP damage (Soul sphere has more range and costs 0 MP, but it's weaker, Rasp is stronger). Last they get some offense in the form of Lifebreak, for fixed (equal to HP lost) damage. They get Bonecrusher for Reaction, which is a stronger Counter (x1.5 damage) and the always useful Weapon Atk+ for Support. Templars have a split identitiy: they have the stats for good offensive units, if slow (though native Haste helps in this aspect) and not very mobile, but their skillset is geared toward support and anti-mage work (2 MP damage abilities are overkill tough).In paractice this means they need to rely on their second Ability to provide offense or more support, be it Dragoon for more offensive power and AoEs, Bishop for offensive and defensive magic (Templars have the Magic stat and the MP to make this work), Defender or Gladiator for melee power; Templars can be very versatile.
Tactics A2 brings Templars some changes, some good, some bad: for the bad changes, on the stat end they get slightly less Magic now and are still tied for slowest Job in the game; equipment-wise they lost the use of clothes and hats. On the good end their abilities received some buffs: Rasp and Haste got their MP cost cut to a third (8MP now, from 24), Silence and Astra have an AoE and Cheer is now Dispcipline, a straight Attack buff. These aren't insignificant, in particular the MP cost reduction for Haste and Rasp makes them usable at all under A2's MP mechanic. The Job is still useful, but the need for a more active secondary ability set is still there.

Bonus Round!
In the FF series sometimes you have knights that instead of using physical strenght and/or holy powers employ powers of more questionable ethics, that often lead to self-harm in pursuit of power. FFTA2, not unlike WotL, introduces a Job that fits this mold, the Lanista (a Latin word that refers to a manager and trainer of gladiators. Incidentally Gladiators are also an available Job in the game). The Lanista is a Seeq Job with stats in line with what we've seen until now: decent HP, good Attack, good Defense, mediocre Magic and low Resist and Speed. The equipment is also there, they get greatswords, hats, helmets, light and heavy armor. Now where things become interesting is their abilities. They can use Souleater to deal Dark damage in exchange for their HPs, Sword of Darkness and Sword of Light to drain HP and MP respectively (though both cost MP and are at weapon range) and Razzle-Dazzle to drain HP from surrounding units. Then you have Haunting Vision for Dark damage and Blind and Charge! to deal damage, knock back the target and it has a chance to destroy the target's armor. In addition to this they also have 2 buffs, both at range and with AoE: Block! raises Defense, while Strike! increases Critical Hit rate. They have 2 reaction abilities: Dragonheart is the Dragoon classic, Reraise on hit (though once per battle in this game). Blink Counter is interesting: it works like Counter but it also knocks back the attacker. Last we have 2 Support abilities, both that involve equipment: Tank allows the user to equip heavy armor and helmets, while Monkey Grip lets the user wield 2-handed weapons in one hand, so you can also equip a shield. Both are ok but more useful elsewhere.
The Lanista is a take on the Dark Knight archetype that puts its own spin on it, and manages to be an useful Job with a defined role.
 
In retrospect, everyone continually badmouthing Cid to his face was incredibly nervy to call the Thunder God a coward to his face. Cidolfus alone probably represented a considerable chunk of Goltanna's military power.

Look, everyone at court thought this was one of those games where once we see Cid's stats he turns out to be really anemic and deeply disappointing. Nobody expected him to live up to the hype the story was giving him!

Yet another casualty of simply being in the wrong genre smh.
 
In retrospect, everyone continually badmouthing Cid to his face was incredibly nervy to call the Thunder God a coward to his face. Cidolfus alone probably represented a considerable chunk of Goltanna's military power.

Likely! We know that the threat of Barbaneth, personally, was enough to compel a white peace despite the fact that Ivalice's armies got stomped in the Fifty Years War.
 
The game is quite clear in separating non-human and human characters. Putting a singular, non-upgradable human character in the game implies that the character is actually not human.
The thing is, it does that by letting human characters go through multiple Jobs and disallowing it for monsters.
Cid already has at least 3 Jobs included as parts of his core kit, between his access to Agrias', Gaffgarion's, and apparently Meliadoul's entire skillsets, so doing away with his access to other Jobs is fine because he already has 3 command sets baked in where everyone else can only ever use 2.

Actually come to think of it it's odd that Beowulf is the only character with a 'Knight' class that Cid doesn't have the full action list of.
Edit: Well. The only Knight character so far. For all we know next time Omi fights Meliadoul - which I can only assume will happen at some point given the way her previous fight ended - or the first time Folmarv shows up, assuming he doesn't go Lucavi immediately like he presumably did back at the castle, they'll have access to skills Cid doesn't - but for now the only one who does is Beowulf, and I can't figure out if that's because he's also the only Knight character - ally or enemy - so far to only be featured in optional content.
 
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Likely! We know that the threat of Barbaneth, personally, was enough to compel a white peace despite the fact that Ivalice's armies got stomped in the Fifty Years War.
As always I really feel stories don't take into account how much the existence of this kind of superhuman fundamentally alters any concept of a social contract in a world they exist in lol.

Though leaving joking aside Cid obviously isn't actually an army killer in and of himself in the narrative of the story or his faction would have just won outright.

So I assume Ivalice is still a 'one man can match ten, probably can't match a hundred, and definitely can't match a thousand', which is needed for its dynamics to even make sense.
 
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