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

@Omicron, while I normally would ask here how much you know about the next game, since you already told us you made it almost to the end of FFIX, I imagine that answering about what you remember of it would be a long description best left for the opening post of that game, so I will ask something else instead: going by your memories of it, do you expect that it has any chance of proving itself the best, as I've often claimed, or do your memories suggest to you that it'll fail to measure up?

I remember IX returning to defined, character-specific classes, as well as having some degree of character building with abilities that can be learned, so at least on the gameplay level I expect it to be a stronger experience than VII or VIII. But it also returns to a more "Early Modern Europe" fantasy aesthetic with knights and wizards and kings and queens, and a story about saving a princess, when I really liked the weird modernity angle of the past two games, as well as more cartoony character aesthetic when I liked the realistic models, so, I don't know. To be the best it would need to beat, what... VII's story, V's gameplay, and VIII's aesthetic? Or at least reach close enough to each one that it averages out to a better work overall, which is really tricky.

But I believe it could pull it off. Which would be interesting, because I'm looking at a sales chart of the FF series, and IX is the worst-selling PSX game, and the worst selling game since the beginning of the PSX era other than the non-MMOs, which would make it something of an underrated hidden gem?

While I agree this obviously isn't the greatest way to measure a game's story, especially since it's pretty subjective and one person's tearjerker is another person's boring cliche... I'm also coming into this post fresh after finishing Outer Wilds for the first time a few days ago, stuck in a mental fugue state after the ending emotionally obliterated me and I will probably remember it for the rest of my life that way, I will probably tear up a bit a decade from now just listening to the ending theme. FFT doesn't have that kind of energy.

Outer Wilds is, no joke, one of my top 3 games of all time, and it's probably in the top or second spot at that. A truly amazing experience I cannot recommend enough, and I'm glad you got to experience it. Have you played Echoes of the Eye yet? I fully did not expect the game to be able to fit a DLC in such an already perfectly constructed experience without any missing pieces, but by god they pulled it off.

You reading this, if you haven't played Outer Wilds, please go ahead and buy it immediately. Don't look it up. Just download it and experience it.

I'm willing to contribute to something like this and I recall you have a Ko-Fi I tossed some money to after I read the story of Nemo (fucking fantastic btw thanks for linking to the "A god isn't a person, a god is a thing" line back in that one update although in retrospect I'm amused Aizen lied about the fight not being a series of aces up sleeves). How much would it be?
I don't know, but "several characters" would probably top the price chart of any commission artist I'm aware of, so that would probably be in excess of $100? But I'd have to find the artist first - I have never done this before, I'm not sure where I'd even start.

I'm glad you enjoyed Number None! It's still my favorite story that I have written.

Please tell me that Mustadio's attitude is something like "I don't know how I ended up here, but I'm not gonna argue."
the inherent tension of wanting to portray Gillian putting bandages on Mustadio after he got KO'd again and had to be patched up but also wanting to show her with a fucking gun to remind you this healer does not fuck around

While the time pressure of "gotta finish the fight before my blorbos die forever" has been praised for giving fights exciting tension, I can't help but feel that just getting a gameover whenever anyone died instead of just Ramza would give the same feeling. Especially since people inevitably reset so as to not lose out of dozens of hours of work for each character.
Yeah, I think that's basically the way I'd want it done. Characters cannot die, the "death" mechanic still exists, but it results in a game over.

I'm sure it'd be annoying to players who do want to play through losses or ironman the game, but I think the benefits to the game's narrative more than make up for it.
 
Honestly, I think that people are making too much out of the discussion between Folmarv and Elmdore. It is entirely possible that "the only ones left are the two of us, and Adramelk in waiting" is referring to the fact that they do not have access to the rest of the stones at the time they're having the conversation, so they can't count on being able to summon anybody else; assuming that it means that nobody else can be summoned is, in my opinion, a bit too far-reaching a read of that particular exchange.

IX is the worst-selling PSX game, and the worst selling game since the beginning of the PSX era
My personal read of that is that people considered the artstyle "childish" and knee-jerk reaction had them move away from it, without giving the game a chance. I think the artstyle works for the game, if the player allows it to.

the inherent tension of wanting to portray Gillian putting bandages on Mustadio after he got KO'd again and had to be patched up but also wanting to show her with a fucking gun to remind you this healer does not fuck around
Just specify that her gun is a rifle, and have it visibly slung over her shoulder; the FFT guns are clearly not pistols, as they cannot be dual wielded and look to have a very long muzzle in the artwork and spritework, so it'd make sense. She and Mustadio could even have paired guns, ie identical models - since they both used it as their main weapon and it creates a further connection between the two.
 
Yeah, I think that's basically the way I'd want it done. Characters cannot die, the "death" mechanic still exists, but it results in a game over.

I'm sure it'd be annoying to players who do want to play through losses or ironman the game, but I think the benefits to the game's narrative more than make up for it.

Personally I think the way Fire Emblem sometimes does it, where permadeath is real but plot important characters are simply "critically injured" and can't participate in gameplay, while remaining present for all story content, is a good compromise. It lets you have the ironman experience without compromising on the story at least.

the inherent tension of wanting to portray Gillian putting bandages on Mustadio after he got KO'd again and had to be patched up but also wanting to show her with a fucking gun to remind you this healer does not fuck around

battle medic Gillian, crouched over a half-bandaged Mustadio shooting at some poor bastard who thought they could fuck with white mage, all while Mustadio stares up at her starstruck
 
But I believe it could pull it off. Which would be interesting, because I'm looking at a sales chart of the FF series, and IX is the worst-selling PSX game, and the worst selling game since the beginning of the PSX era other than the non-MMOs, which would make it something of an underrated hidden gem?

My personal read of that is that people considered the artstyle "childish" and knee-jerk reaction had them move away from it, without giving the game a chance.

Something to remember is that FFIX also came out very late into the PS1's lifespan. Infact, Both FFX & XI for the PS2 were announced at the same time that IX was. I think that definitely had an adverse effect on it's sales. But yeah, the "Wind Waker" effect was also in play, and people were mad that it looked like a """kid's game""" or a cartoon. Which, is funny because IX has some incredibly expressive character models and lovely production design exactly because of it's non-realistic artstyle.

I liked the realistic models

*cough* Parasite Eve *cough* Vagrant Story *coughcough*
 
Last edited:
I don't know, but "several characters" would probably top the price chart of any commission artist I'm aware of, so that would probably be in excess of $100? But I'd have to find the artist first - I have never done this before, I'm not sure where I'd even start.
Understandable. I've commissioned a bunch of art before and I know a bunch of other prolific commissioners and artists so some artists do undervalue themselves and their time/labor for various reasons but ime a reasonable rate for a pro artist doing fully colored/shaded art of a 6-character lineup would be multiple hundreds of dollars USD, yeah. Considering how much entertainment I've gotten out of reading and shitposting in the LP I'm willing to chip in at least a hundred bucks towards this.
 
IX absolutely got slammed with the 'this is too cartoony' backlash after VII and VIII. I remember that pretty clearly at release.
 
Something to remember is that FFIX also came out very late into the PS1's lifespan. Infact, Both FFX & XI for the PS2 were announced at the same time that IX was. I think that definitely had an adverse effect on it's sales.
This can't really be understated, above and beyond the cartoonist style backlash at the height of 90s "edgy and realistic is cool".
FFIX came out on PS1 in mid-late 2000. The PS2 came out earlier that year, 4 months earlier for the JP release and 1 month earlier for the US release. Not only was X already announced, already showing trailers, and coming out next year, but there was a brand new system (best selling in its day) that people were playing launch titles on and leaving PS1 titles behind as yesterday's news.

I have to imagine a lot of folks had just spent their money on a PS2 and launch title/asked for the PS2 and launch title for a gift, and figured FFX would be out by the time their next birthday rolled around/they'd have saved up enough allowance.

If it looked cool enough they might have made an exception for an absolute must have, put off getting the new to try the old system's last hurrah... but it was cartoony so it didn't seem a must have worth putting the smooth new graphics off for in those circumstances compared to the Big New Exciting stuff.
 
Last edited:
And now, for the last time, let's get this show on the road.

Odds and Ends: Status dealers

Statuses are a valuable part of the arsenal in FFT. While mainline titles have moments when status is the key to defeat a particularly tough encounter or boss, by and large the games are more conductive to prioritizing damage and having status as secondary option. Positive statuses (buffs, in other words) are generally more respected in mainline games, due to their more broad applicability: effects like taking less physical/magical damage, recovering HP passively, faster turns, more attacks and increased attack/magical power tend to be useful regardless of circumstances.
In FFT and sequels though statuses are respected. This is due many factors: movement and range are important factors, the general turn structure, the fact that accuracy isn't automatically perfect, the limited number of commands available at once, etc... All this factors combined make statuses, both positive and negative, a strong force multiplier in these games. The original FFT makes status a concern of the Oracle and Time Mage Jobs, and of the unique character Beowulf. FFTA has various Jobs that can apply some status, positive or negative, and we've already seen most of them: from the basic buffs of the White Mage or Bishop to the Time Mage's speed-altering spells and even Jobs like the Assassin, that make status a weapon. Continuing on this trend and closing the FFTA Job listing we have the Alchemist and the Juggler.

The Alchemist is a (surpise) No Mou Magic-based Job. They wield a variety of spells that can hurt enemies and inflict status, with a focus on non-elemental spells. The stats are typical of the many No Mou mages: low HP, high MP, very low Attack, low Defense, high Magic and Resistance and low Speed. They wield Maces and use hats and clothing as armor. The abilities are split between magical attacks and status, with some of them classic FF spells: they can cast Astra (1-shot status shield), Death, Frog, Poison, Rasp (MP damage), Flare and Meteor. Thye also have access to the Maintenance (prevents item destruction/stealing) and Magic Pow+ (more magic power) Support abilities. In addition to this Alchemists have always access to the Item command, appearing as third skillset. Alchemists are alright. The high Magic and poweful spells makes them useful on the offensive, and innate Item use means they can be used as healer if needed. There's no Throw Items in this game (or A2) sadly, you'll have to get close. A popular combination is with Sage, for even more powerful spells and some AoE healing; depending on your preferences it can be either Sage as primary or secondary Job, both work well. you can also mix Alchemist with other casters, like TIme or White Mage for more support or with Black Mage or Illusionist for more offensive power.
How does A2 treats Alchemists? It's ok. Death is gone and it's now an Arcanist spell, replaced with Transmute: a melee-range ability that transmutes an opponent with critical HP in a consumable item. Human transmutation is legal in Ivalice, Potions are Soylent Green. You heard it here first. Apart from that spells in general got their MP cost slashed, Toad way less than the other though. Alchemist can now learn Item Lore, a new Support ability that doubles Item power; nice to have, but still no Throw Items. Overall not much has changed, Alchemists keep their role and can now lean more on items use, but that's it.

On to the Juggler. here we ahve a Moogle Job, themed around clowns, acrobats and circus in general with a strong affinity for status effects. Jugglers feature good HP, low MP, good Attack, a surprisingly high Defense (as in more than the Mog Knight), low Magic and Resistance and high Speed (outpaced only by Thieves). Similar to Thief, the Juggler uses daggers and can use hats and clothes as armor. The Juggler abilities focus on throwing around various objects for different effects, mostly circus themed. We start with Hurl, a direct copy of the Ninja's Throw that allows the Juggler to throw a weapon in the inventory for damage. Gil Toss allows Jugglers to throw away money for damage; it's sadly not as strong as Zeninage was. Then there's Hoop, an ability that Stops an enemy, and Ball, that deals Confusion. We have Firebomb for fire damage + a chance for Berserk, and Dagger is similar in dealing damage + a chance for Disable. Last there's Smile, that works like Quick and allows the target to take a turn immediately after the Juggler's. This for 0 MP and at range 4, so pretty much a better Quick. With how Ring is a better Stop (0MP, same range) the TIme Mage must feel clowned. The Juggler can learn 2 Reaction Abilities: Return Fire throws arrows back at the archer (though it works only on normal attacks), while Catch allows the Juggler to catch and keep weapons thrown by Ninjas and Jugglers. Jugglers are a very powerful support Job: they're fast, durable, have decent Attack and the combination of Ring and Smile allows them to control the flow of battle. Dagger is a good offensive option, the damage is only ok but with the added Disable chance it will often take an opponent out of the battle for a while (and Moogles can get Concentration for higher %). Then there's the Juggler train you can do with 2 or more Jugglers tossing Smiles at each other for endless turns. Secondary Jobs for Jugglers can vary: Animist or Time Mage are ok for more general support, Mog Knight for more offensive power (and Smile chains ending in Ultima Charge can take out opponents before they can act), Thief for stealing, or you can go for chaos with Tinker. Juggler can work well as secondary Job for Mog Knights (Smile is nice, but here it's more for Ring and Dagger), Tinkers (Smile and Ring) and Fusiliers, though for them basically only Smile ends up being used due to their own abilities outranging the Juggler's by a significant margin.
FFTA2 changes little. The Juggler Defense was scaled back, now being only good compared to best in race as before, but that's basically it. The Concentrate nerf hurts, though chances are they'll stil use it for better hit% on status moves. Juggler makes for a good secondary Job for the Chocobo Knight, since it's even faster and can act as support if it's on foot.

And with these 2 I'm done with the FFTA Jobs. But of course FFTA2 still has some Jobs to talk about, with some being tied to status effects.

Let's start with the Green Mage. This is the last of the *color* Mages, and it's a Viera Job that focuses on using both positive and negative status to support the party. The stat spread is unusual: low HP, mediocre MP, low Attack and Defense, ok Magic, low Resistance and high Speed. They use hammers and maces as weapon and light armor, robes and hats as armor. Their spells are entirely based on status effects; this makes their ok Magic stat useful only for any secondary Job they might have equipped. On the buff side the Green Mage has the classic Protect and Shell (now Green and not White Magic) and two new new spells: Tranq increases the target's Accuracy, while Leap increases the target's Move and Jump by one point each. Shell and Protect are AoE while Tranq and Leap are siglne target. Then there's the negative status spells: the classic Blind (single target), Sleep (AoE) and Silence (AoE) and the new entry Oil (single target). Oil causes the affected unit to take more damage from Fire attacks, physical or magical. Green Mages can choose between Absorb MP and Evade Magick as Reaction ability, and have access tot he Spellbound Support ability to extend status duration on themselves (even the negative ones, keep it in mind). Green Mages are a support Job first and foremost. With high Speed and low everything else they have a weak offensive presence, so they work best focusing in supporting other, more offensive Jobs. Green Mage is a good support Job for Assassins: the draw here is Tranq for the sweet 30% bonus accuracy and Leap is nice too, if expensive at 18MP. They can also work as secondary for Red Mage, as Green Magic can be Dualcast. Summoner or White Mage as primary are also an option, or you can double up the status with the Spellblade. The Green Mage is an interesting Job, though not what you call an offensive powerhouse. They work best as secondary Job more than primary one, between stats and not exactly stellar choice of equipment, but in this role they can carve out a niche.

Next there's the Spellblade, another Viera Job that focuses on status. The Spellblade however is a offense-focused Job that combines status with strikes to overwhelm the opponents. Stat-wise Spellblades ahve very low HP, lo MP, good Attack, low Dfense, Magic and Resistance and ok Speed. Their weapon of choice is the humble sword, and they can use light armor and hats. Their abilities work in a simple way: each one is a weapon attack that, as a rider effect, causes a status effect. The options here are: Poison (Poison Blade), Oil (Oil Blade), Sleep (Sleep Blade), Slow (Slow Blade), Confusion (Confusion Blade), Immobilize (Stun Blade), Disable (Maim Blade) and Doom (Doom Blade). These abilities benefit, despite having "Blade" in the name, aren't restricted to sword and can be used with any weapon. Also, despite being physical attacks, they work with Turbno MP ofr increased power and accuracy at the price of double MP cost (so 16 MP, up from 8MP). Spellblades also have the Critical: Evasion Up Reaction ability and the very powerful Blood Price Support ability. Blood Price lets you cast spells with HP instead of using MP, but the price is doubled. Also, while the game doesn't tell you this, Blood Price also powers up your spells like Magic Up. This is just broken. Not only you ge to cheat the MP system, you also get a power up for basically no cost. Combine this with Doublecast and maybe element absorption, Doublecast the appropriate spell on yourself and the enemy and just laugh. Summon magic as secondary completes what is on of the most OP units in the game. The Spellblade by itself is a fine Job. While it's on the frail side (as all Viera Jobs TBH) their abilities are rather strong and can work both as primary and secondary Job. As primary they benefit from Red Mage as secondary, because Doublecast works with their own abilities and Red Magic allows a good deal of flexibility. Green Magic is good if you want to double up on status and have some range. As secondary Job they work very well with ranged attackers like Archers, Snipers and Assassins, because Blade Arts does work with bows despite the name. Snper tend to be the favored one, high Attack and their abilities don't cost MP; a popular Support ability is Turbo MP, use Doubleshot/Beso Toxico in the off tuns when you don't have MP and the Blade Art of your choice when you have them. Fencer can also work, both as primary or secondary Job, though there is some overlap in their abilities.

Last of the status-focused Job is the Bard, and it's also the last Job returning Job from FFT (even if Omi never got around to unlock it). Much like the Dancer, the Bard is an unique Job in FFTA2. The unique Job of a certain Moogle, the Bard is another support Job that uses statuses, but with some healing and other tricks beside. The stats aren't anything to write home about: mediocre HP, low MP, very low Attack and Defense, good Magic, ok Resistance and mediocre Speed. Appropriate to the name, the Bard uses instruments as weapon and can equip light armor and hats. As a nod to past FFs, the Bard joins with already lerned the abilites Requiem (AoE heavy damage to undeads + removes undead tombs), Hide (Invisible on self), Magickal Refrain (Increases Resistance of target) and Battle Chant (raises Defense of the target). Beside those abilities he can learn Angelsong (Regen to an ally), Nameless Song (Random buffs in an AoE), Magick Ballad (restores 10MP, AoE) and Soul Etude (Heal + removes debuffs, AoE). Magick Ballad is very useful, it's the weakest MP restoring ability but it's also the only AoE one and it can enable multiple strong openings. The Bard has the Critical: Vanish Reaction ability learned when recruited, normally unavailable to Moogles. The Bard is a support Job with very unique abilities, though it's usually used as secondary Job due to the not great stats. It can work as secondary Job for casters like Black or Time Mage, for MP recovery and buffs. Another common use is as secondary Job on the Juggler, for pure support with Smile and Magick Ballad on a faster Job. This character (and another Moogle unique character) can't become a Chocobo Knight though, so Juggler is the best option (Thief is faster, but Juggler has better Defense and HP for a small loss in Speed). A last popular option is to level as Moogle Knight, for increased physical Defense, HP, and defensive abilities (and some attacks on the side). Still the Bard is a versatile Job, though most useful as secondary skillset than as primary Job.

So that's the deal with status users. Most can be seen as primarily offensive (Assassin, Spellblade, Alchemist,...) but you also get some defensive and hybrid ones, mainly in A2.
I'll take another post to go on about the last Jobs, probably tomorrow.
 
nothing like late-90s/early-00s game development cycles will ever be seen again, truly an absurd era
In their defense IX and X were made by separate teams at the same time - even then it wasn't plausible to be that quick with a single team. It's why IX is the only mainline game of its era to not have Nomura on character design, he was on the X team while IX was in development.
 
Last edited:
Which would be interesting, because I'm looking at a sales chart of the FF series, and IX is the worst-selling PSX game, and the worst selling game since the beginning of the PSX era other than the non-MMOs, which would make it something of an underrated hidden gem?
While I can't speak for whether or not the full quality of the game pans out (I only finished about half of it back when I played, hopefully I manage a full play-along this time since peak work hours are ending after Christmas), yeah FFIX is often viewed as a hidden gem of the series nowadays.
Outer Wilds is, no joke, one of my top 3 games of all time, and it's probably in the top or second spot at that. A truly amazing experience I cannot recommend enough, and I'm glad you got to experience it. Have you played Echoes of the Eye yet? I fully did not expect the game to be able to fit a DLC in such an already perfectly constructed experience without any missing pieces, but by god they pulled it off.
I've started the DLC, though haven't gotten much past surface level exploration so far. That said I do have multiple friends riding my back going "play it" and they all agree it's peak that somehow makes the peak of the base game even more peak, so I have high expectations.

Can't say definitively whether it'll stick as one of my top games of all time since I've only just finished, but it certainly was a sleeper hit contender for my best game of the year, and I'll echo the sentiment that anyone who hasn't played Outer Wilds should give it a shot and just jump in blind if they have the time. It might possibly take an hour or two for the game to really click (I had a failed attempt at playing a few years ago, and before this playthrough really hooked me I was doing like... one loop every few weeks), but when it clicks, it clicks hard and you're locked in for the whole experience.
My personal read of that is that people considered the artstyle "childish" and knee-jerk reaction had them move away from it, without giving the game a chance. I think the artstyle works for the game, if the player allows it to.
I think there's a lot of factors that were working against FFIX, honestly. There's the "kiddy" art style coming off the back of FFVII/FFVIII being more realistic (and the game industry in general pushing realism at the time, just look at the backlash for TLoZ: Wind Waker a few years later), there's the fact that FFX was known to be in development for the next generation of consoles already, there might even be a bit of that ever-present sales thing of "previous entry got mixed reception so less people buy the next one regardless of quality", though Idunno if FFVIII was quite as maligned back during its release as it would be years later.
nothing like late-90s/early-00s game development cycles will ever be seen again, truly an absurd era
Reminder that there was barely seven years between the release of FFVI and FFX, and only ten years between FFIV and FFX. We straight up went from "fiddly SNES 16 bit graphics" to "even more advanced than the previous gen, almost realistic character models in a 3D game environment" in less than a decade, across half a dozen games.
 
It was fun to have another ride with you, Omi. Glad you enjoyed it. Have you given any thought to replaying the Ivalice raids in FFXIV and considering how the FFT story was adapted? (Assuming I didn't miss a post of you doing so, LOL). Though waiting until you play FFXII might be advisable since that played a role as well.

Looking forward to you doing IX, because I've just started it myself and I'm going to try to play it "alongside" you (well, broadly speakingg, given other distractions in my life) as a change from the prior experiences of "played it before you" or, for VIII, "never played it".
 
Release date of PS2: March 4, 2000
Release date of FFIX: July 7, 2000

Unlike today, where they generally release a game on both the old and new consoles during a generation change, back then it was a clean break. Everyone was up on the new hotness, a game released for obsolete tech was basically a waste of time.
 
yeah, I can't think of a single game with blorbo perma-death where I haven't just reset the game

even in games that don't have a mechanism to let you stop and reset, there's always "physically shut off the power, and eat the time it takes to get back to where you were"
As long as people are conditioned so that npcs dying is less content instead of different content, that's the case, but there are really games that are built different.

It's possibly frustrating for the majority and so these games are either old, horror or around the indiesphere but they do exist. Last I recall is Saturnalia where in order to have all the "story" (event map), you need to let one of your npc party members die (unlocks the location of the monster nest, otherwise inaccessible, which completes the story by confirming the other older deaths).
 
Last edited:
Release date of PS2: March 4, 2000
Release date of FFIX: July 7, 2000

Unlike today, where they generally release a game on both the old and new consoles during a generation change, back then it was a clean break. Everyone was up on the new hotness, a game released for obsolete tech was basically a waste of time.
OTOH the PS2 is retrocompatible with the PS1, and at the time this was one of the things that points used to push the PS2: unlike with the SNES and N64 (or Saturn and Dreamcast), your PS1 games still worked.
 
I don't mind FFT's perma-death, because unlike FE, you've got plenty of chances to prevent it from happening.
Yeah, it's never bothered me either. In fact, I rather like it because it forces you to consider support elements instead of just having a murder squad faceroll over the opposition without care or concern for casualties.

If you can permanently lose units, you have to build your team to prevent that from happening. And it's not like you're shoehorned in to Item or White either, several other classes have viable methods of support with varying levels of utility to keep your units up and running. Dragoon has Dragonheart. Mystic has Absorb HP. Samurai has insta-Protect&Shell and an AOE heal (and Haste+Regen, but that's a unique late game katana). White Mage has Regenerator in addition to !White. Monk has Lifefont and, imporantly, a trio of incredible support skills in the Martial Arts skill.

Probably my biggest regret for this playthrough is that Omi didn't really pay attention to Monk as anything other than an early game damage dealer. Monk is so much more than that. Chakra is an AOE HP AND MP battery, which makes them incredible support for mages (and can also punch to death anyone that threatens their squishy companion). Revive is, well, it's a revive. Sure it's got zero height tolerance, but that just forces you to think more about positioning ie git gud scrub. Purification is an AOE cleanse that removes all but the worst status ailments.

Oh, and you can stick Brawl on a ninja or Dual Wield on a Monk for hilarious damage.

Goddamn Monk is such a good class.
 
Last edited:
The Monk single-class challenge is one of those that I started but never got very far.

It was just incredibly boring, every battle I just walked over everyone even when hugely massively underleveled. High-brave-low-faith (Ramza excepted) Monks just flatten everything, and has such a wide toolkit you're never really caught in a position where your particular class is just not built to handle (Like archers fighting uphill, or knights against ranged enemies)

And cheap too! Since they can't wear hats or use weapons you're basically drowning in gil.
 
Just specify that her gun is a rifle, and have it visibly slung over her shoulder; the FFT guns are clearly not pistols, as they cannot be dual wielded and look to have a very long muzzle in the artwork and spritework, so it'd make sense. She and Mustadio could even have paired guns, ie identical models - since they both used it as their main weapon and it creates a further connection between the two.
Looking at the wiki, it seems to vary from gun to gun. The starter gun (and its line of upgrades) looks like a revolver rifle, the spell guns look like revolvers, and the ultimate gun looks like… a grenade launcher?

And I'd be willing to chip in a bit for an artwork commission too.
 
Looking at the wiki, it seems to vary from gun to gun. The starter gun (and its line of upgrades) looks like a revolver rifle, the spell guns look like revolvers, and the ultimate gun looks like… a grenade launcher?

And I'd be willing to chip in a bit for an artwork commission too.
The original version of FF14's Machinist class drew incredibly heavily from Mustadio, and it went with pistols that have bizarrely long barrels and a really weird grip, putting them somewhere between, well, pistols and rifles. Honestly I think the Job would've been better off picking one of those and sticking with it, the weird stances and obscene barrel lengths are kind of the worst of both worlds.

Then again, in my experience FF14 Machinist is a Job with a million moving parts, none of which actually interact with each other - fun fact: there is literally no use for the Battery Gauge in most engagements, as the turret or robot it is used to summon can only do single-target damage - so the guns not being sure what they're supposed to be matches the rest of the Job's confusion as to its intended role.
 
Later histories might put forth that Ramza was Delita's hatchetman. Exiled noble slumming it, meets up with his childhood friend and hatches a plot...
The original version of FF14's Machinist class drew incredibly heavily from Mustadio, and it went with pistols that have bizarrely long barrels and a really weird grip, putting them somewhere between, well, pistols and rifles. Honestly I think the Job would've been better off picking one of those and sticking with it, the weird stances and obscene barrel lengths are kind of the worst of both worlds.

Then again, in my experience FF14 Machinist is a Job with a million moving parts, none of which actually interact with each other - fun fact: there is literally no use for the Battery Gauge in most engagements, as the turret or robot it is used to summon can only do single-target damage - so the guns not being sure what they're supposed to be matches the rest of the Job's confusion as to its intended role.
Job was designed in HW when the devs realized that rdps with no cast times were dumb and, after deciding they'd never ever do anything interesting with classes again, mostly forgotten and just drifting by without much thought after that was unmade.
 
Last edited:
Back
Top