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

Final Fantasy V, Part 1, Part A
Once more unto the breach, my friends, once more.

It's time to venture into the mysterious lands of Final Fantasy V.

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For the first time, we are greeted not by a simple white background and the menu, but by an actual intro cutscene; the title of the game appears on this wavy, reflecting background, suggestive of some endless sea under a night sky, a beautiful otherworldly picture. Then as that background fades away, the letters themselves become a screen displaying…


…a young man riding a chocobo, running freely in an endless plain, making his way through the title of the game.

It's honestly really cool. As soon as you press a button (or if you let it play out in its entirety), we flash to the traditional white screen with starting menu that we know and love. Of all things, this makes me nostalgic for Pokémon Blue and Red, whose rather simple startup cutscene displaying fighting Pokémons blew my tiny child mind.

So, as a reminder, things I know about this game: The villain is an evil tree called Exdeath. I've seen his visual design at some point, some kind of guy in armor? Also someone joked about a 'Big Bridge' when I brought up playing the game, so I assume this is where we'll be introduced to Gilgamesh. There are other things I know but can't remember off the top of my head, though they're likely to come to me as the game advances.

Without further ado, let's open the game!




The first thing we see is the 'camera' opening on a castle's peaks then panning down to a sleeping dragon, then a man going down to that dragon and waking it, ostensibly with the intention of going for a ride, before a young woman (girl? It's hard to tell sprite age unless we're explicitly told so, but I'm going to assume she's an adult) calls out to him.

That man, we learn, is 'King Tycoon' (with Final Fantasy's naming conventions, this might or might not be that he's the king of a place called Tycoon), and this girl, Lenna, is his daughter. She asks him if he really has to go, and he says regretfully that he must protect the castle. He also delivers what I'm going to guess is about to be one of the most quickly ignored ominous warnings in the history of Final Fantasy:


King Tycoon (this feels weird to type. It's like if he was called 'King Mayor.' Or perhaps 'Fuhrer King Bradley'-) tells her that 'something is wrong with the wind,' and that he must go to the Wind Shrine to check on the Crystal.

So far, so Final Fantasy. Elemental Crystals, shrines, fucking with them does bad things to the weather and the world, got it. I'm wondering when the game will start doing funky things with the formula - I started playing Final Fantasy with older games, and they tended either not to feature the Crystals in the same capacity, or to play around with what they meant, or to introduce them late enough that I didn't reach them. I don't remember any crystals in FFVII or VIII, for instance, and XIV has 'crystals' not as four distinct world fixture, but rather as a naturally-occurring resources that is still tremendously important to the plot but in aggregate, rather than in singular instances.

Lenna tells her father going alone is reckless, and he tells her he'll be fine and to 'have faith,' before climbing onto his dragon and heading towards his Inevitable Parental Figure Demise with panache, if nothing else.




Nothing to say here except that this is extremely cool.

Then the opening cutscene flashes to a number of other characters, who I assume are going to make up the rest of our party.



Only the coolest motherfuckers do the 'standing on the prow of a moving ship' move.


Pretty sure that's a teleporter he's standing in front of.





Well, that's new.

Our Hero being too late to prevent the elemental catastrophe is expected, but the crystal exploding is certainly not. In prior games, the crystals have always remained physically intact - they dim, they're stolen, someone drains their power, and so on, but they never broke before (except the fakeout crystal in FF3). That, uh, seems bad. I don't know how we're supposed to be putting it back together.


But what's this? A wild forest youth tending to a campfire along with his beloved chocobo pet? That could only be our protagonist! Or, well, one of our protagonists, since I assume we're dealing with an ensemble cast. This should be the one they call… "Butts."




Then a giant meteor falls from the sky. Really cool use of the Mode 7 background here, the camera is tilting it this way and that while zooming in to create the impression of 'moving closer' to it while careening wildly through the sky. This is a really clever use of 2D to give the sensation of 3D, which is the kind of trick the SNES era of games was notable for and which I always love to see.

Also, crystal shattering, wind stopping, and a meteorite falling from the sky? That's a lot to be throwing at us all at once, game.

Our nameless protagonist hears the distant impact of the meteorite, and jumps on top of his chocobo to head towards the commotion.


Giving us a chocobo right at the start of the game is a pretty big move, and I suspect it's not going to stick around for long.

Incidentally, from the plainsy background and surrounding mountains, I'm guessing this is literally the scene being portrayed in the startup cutscene: Woodkid run (boy run)ning through the plains on his birdly steed, headed towards the meteorite.


Quick look at the world map. We're continuing a trend of very heavily mountainous worlds with inhabitable land mostly centering on the coasts. I'm starting to suspect these worlds are strongly influenced by, uh, living in Japan.


That was quick!

You know, I know that FFV uses a job system. I think that kinda has to mean that we're going to get our party together very quickly, yeah? FFIV could afford benching and fielding a new character every five minutes because they all operated on individually-designed classes that would be tailored for whatever part of the game they were meant to tackle (a system which incidentally kind of groaned under the strain when you did things like tackle longer content than intended with Tellah or FuSoYa in the party), but with a job system you kinda have to keep people in the party long-term, or else the job progression system gets all sorts of fucked.

And, wouldn't you know it, I'm right!



Poor Lena has been damsel'd off-screen and is being abducted a bunch of… orcs?


Goblins, got it.

Seeing as they are our very first enemy, meant for a solo battle pre-job in a game designed around party play and jobs, they are hideously weak and die in one hit.


Lena says yeah, she's pretty sure she's alright, and asks the guy's name…


Right, Bartz, got it. I could change it, but this guy's clearly at least some level of character and backstory going, so I'm going to leave it as is, no matter how much it makes me think of Bart Simpson.


Wanderer with a friendly fantasy mount is a great archetype. I hope his chocobo doesn't meet a sad and dramatic end, like in a lake or something.

Lenna is quick to reassure us that she did not in fact fall to the blows of two puny lv 1 goblins, and was in fact knocked out cold by the giant meteorite, which is actually kind of impressive, given I would expect being in the impact radius to just kill you.

And shockingly, she's not the only one!



There's some other geezer smack on the edge of the crater.

I wonder what a meteorite of that size would do in the real world. Well, it's a trick question; it wouldn't stay 'that size' post impact. For a meteorite to remain that size it would need to be much bigger before hitting the ground, although not so big that it would disintegrate entirely. Chixtulub was, what, 1km? We're far from it of course but this rock is like… 15-20 times the width of, let's say, an average 175cm man… Call it 40 meters post-impact? Yeah, I don't think that forest would be standing there after impact. This thing would be standing in the middle of a giant crater after annihilating much of the region.

Unless it was a low-velocity fall, in which case it wouldn't be coming from outer space through the 'normal' process of meteorites, hmm.


Can't say 'sakes alive' is an expression I've ever heard before. In any case, our geezer got hit so hard by the meteorite he appears to have lost all his memories. The only thing he can remember is that his name is 'Galuf.' Bartz and Lenna try to prompt him to recall more, but in vain.

Then Lenna decides she's been delayed enough by these 'first TTRPG session' shenanigans and has to get back to flaunting the singular warning her father gave her about what to absolutely not do under any circumstance:



Galuf says he'll go with her, and Lenna tries to protest (why, though, you need all the help you can get), but he says he has to go there, he can 'feel it in his bones.' So they turn to Bartz to give him the obvious lead, and he gives the most hilariously abrupt Refusal of the Call I've ever seen:



Seriously, this is so sudden it's genuinely funny. Like, Lenna and Galuf themselves seem to be blindsided by that. It's exactly how I would expect the table to react if, after the obvious Getting Together Moment, they gave me my cue to say 'And my axe!' and I just said 'thanks but no' and left everyone completely speechless as to what to do with that.

Lenna and Galuf walk away from Bartz, then Lenna hesitates, turns around, says 'Bartz… Thank you again. And farewell…' before Galuf does the same and wishes him 'Godspeed, and all that whatnot.' Bartz lets the implication just completely fly over his head and head back to his chocobo.

This man is either extremely poorly socialized, or kind of an idiot.


The funny thing here is, since we have free roaming with the chocobo, the game has to block any path towards anything other than the meteorite going there, which in turn means that now that we have left the meteorite, there's nowhere obvious to go - except roaming about the map until we reach a spot where it triggers this cutscene.



The chocobo immediately starts yelling at him, ostensibly over abandoning a girl and an old man to the monster-infested wilds, and Bartz actually looks vaguely ashamed. His answer is also kind of hilarious:


He didn't want to go because of the goblins, which means he let the other two head into a dangerous situation because he didn't want to put himself in danger, which while a realistic reaction for a normal person to have, is hilariously petty and cowardly by the standards of a JRPG protagonist. And now he's being shamed by his own chocobo! Unfortunately, before he can act accordingly and head back to offer his help again, the earthquakes start:


And he hears the voices of Lenna and Galuf crying out in shock or pain. Bartz jumps onto Boko and heads forward, jumping over new chasms as they open, and…


…fighting the world's bravest and stupidest goblins, who've decided to pick fights with armed strangers in the middle of an earthquake. Their headstrong will would give pause to WRPG bandits.

Along the way, we find Lenna and Galuf lying unconscious on the ground (genuinely unclear how they somehow ended up here given that we just rode several miles on chocobo back across the overworld), and Bartz picks them up before escaping the opening chasms.


I appreciate that while waiting for everyone to wake up, Bartz just stands on a cool rock. He's got real anime vibes.

Lenna is first to wake up, and it seems she's aware of what went down, as she tells Bartz she keeps being in his debt, and he tells her not to worry about it. They attribute the quakes/landslides to a delayed aftershock of the meteorite, which is… fair enough, although I wonder if what's happening instead isn't that the Earth Crystal is trying to suffer the same pre-shattering symptoms as the Wind Crystal did when 'something was wrong with the wind.' And, unfortunately, the road to Tule, where the Wind Crystal is located, would appear to be covered in rubble, meaning Lenna can't get there anymore. At the mention of the Wind Shrine, Galuf mutters in his sleep about needing to go there.


Yeah, that refusal of the call didn't last long.


Intriguing! There's probably some kind of destiny stuff going on here. Also, this sounds like we have another orphan. Wonder how plot-relevant that father will be.

I see that Galuf is occupying the Funny Old Man niche.

The group tries to brainstorm a way to reach the Wind Shrine with the road blocked, which amusingly enough leads to them standing around for a while saying "Hrm…" and "..." before giving up and deciding to just run around on chocobo back until they find something.


The answer turns out to be "just walk a little up north and you will find a cave."



Sadly, Bartz decides the cave is too dangerous for chocobos, and tells Boko to wait for them here. I certainly hope we're not going to leave on a massive journey across the world and forget about him completely.

Split for length. I wasn't expecting to have to do this for my very first post, but I've lost my touch at keeping the screenshots in check!

 
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Final Fantasy V, Part 1, Part B
Now seems like a good time to check out our party screen!​


As you can see, all our characters are 'Freelancers', which is replacing the Onion Knight as the baseline job everyone shares before unlocking the job system (and indeed replaces Onion Knight in the 3D versions of FF3, I'm told). There's one thing I find odd, though:


When characters gain levels, they gain HP and MP… But not stats. They have those stats, I checked in the menu, but they don't gain them upon leveling. It's quite odd. I can only assume the stats are related to the job system.


Anyway, the cave. It's a cave. It has bats in it, and a recovery spring that heals the party if you need it. There's not much going for it until this happens:


A pirate! The group hides and spies on him while he activates a skull-shaped switch that opens a secret door and disappears into the depths of the cave, then follows after him.

Then the group finds a hole in the wall, where they spy something else - a ship coming into harbour in the secret cave.

Good question, Bartz, good question. Could it have an engine of some sort? Either way, a ship that can move under its own power with the wind out is a possible answer to the question of how we get to Tule and the Wind Shrine, so we move ahead.


I love that they decorate their hideout with giant skull flags and have skull switches for everything. These guys really commit to their aesthetic and I commend them for that.


I appreciate Lenna's boundless optimism. Bartz tampers her expectation saying that the pirates would probably keelhaul the lot of them, and Galuf has the amazing suggestion of sneaking in and stealing their ship.

I am increasingly suspecting this game's plot was based on a D&D campaign the writers ran. That's trademark Player Character shenanigans right here. Bartz commends Galuf for being "pretty gutsy for an old-timer," and the group sneaks through a bunch of sleeping pirates (there are pirate sprites in front of the doors to the inside of the lair but they only react with sleep emotes when interacted with, so we'll definitely be back here later), and finds their way onto the ship.


The ship is deserted, save for one other pirate, also sleeping:


Wonder what that's about.


The group gets to the wheel, Bartz takes it, and…

…nothing happens.


Sigh.

These idiots found a ship that is moving despite the lack of wind, and immediately attempted to take it over without considering that they didn't know how it was moving. Just complete lack of forward thinking. They really are D&D PCs. And, of course, now that they've accidentally cornered themselves at the bottom of the pirate hideout, who would come out of the woodwork but those selfsame pirates?


Now, you might think that 'caught red-handed trying to steal a pirate ship, on that ship, by the ship's captain, who is a pirate,' is a bad situation to be in. Fear not! Lenna's about to make it worse.



Okay I will confess to skipping a chunk of conversation for the purposes of comedy but you get the idea. Lenna reveals that she's a princess to try and plead with the pirates the urgency of their cause,, Galuf and Bartz are shocked, the pirate captain Faris reacts with 'score' and orders everyone keelhauled for ransoming. During the conversation, though, something interesting happens - a pendant Lenna is wearing shines, Faris sees it and is shocked, then he* orders everyone tossed into the brig.

*Faris's gender presentation is ambiguous, and Lenna calls him 'Sir,' so I'm going to go with he/him even though I have a vague suspicion he might not be a man? We'll see.

Also, Faris calls Lenna 'the princess of Tycoon,' which confirms my previous guess that Tycoon was both the name of the kingdom and the king.





I like you, Galuf.

Lenna apologizes for keeping her status a secret and explains that her father went to the Wind Shrine and she had a terrible feeling and decided to go after him, then the meteorite happened. Meanwhile, in Faris's cabin, they're having a little existential drama of their own:


Faris thinks about it overnight, then takes an executive decision:


No sooner has he said this that the protagonist trio somehow jumps out of the brig, still in their ropes, to express surprise.


They're not being dragged out at Faris's command or anything, they're literally popping out like a goddamned jack-in-the-box. This game is funny.

Faris orders the crew untied, which shocks the pirates, and refuses to explain himself when addressed by the party. When the group enquires as to how their ship is able to move without wind, Faris reveals the cause, and incidentally the reason why their plan to steal the ship was doomed from the start:


That is Syldra, Faris's childhood friend and friendly sea dragon. Between Faris and Bartz, it's interesting that we have the beginnings of a theme around people bonding with animals.

One of the crewmen offers to take the ship to the Wind Shrine, and Faris is given the option to refuse, but I'm not particularly interested in doing anything until I've gotten access to the job system, so I let the game take us there.




As suspected, Faris joined our group as the fourth member.

…weirdly enough, these guys on the left appear to have been King Tycoon's escort, despite him looking like he was going alone with his dragon?


So I guess King Tycoon wasn't as reckless as I anticipated, although he appears to have taken a bunch of Scholars with him, so he only has himself to blame.

Faris says that since the crystal is on the upper floor, we might as well take a look, and Lenna looks surprised that he seems to care.

The other scholars around have dialogue, and they explain that the Wind Crystal is controlled by a machine that amplifies its power, which seems like the kind of plan that gets you Lufenia'd, but what do I know.

Alright, so this is… does this qualify as our first dungeon? The cave wasn't much of anything. Second? Let's say our second dungeon. We still haven't unlocked the job system, so it's not very complicated, since all we have is four characters who can press Attack.


…this feels weird to say but Galuf looks a lot older on his combat sprite. His hair is grayer, the out-of-combat sprite could be a dude in his thirties who just happens to have a beard.


The safe rooms are back. They're not really a necessary addition given PR has a quicksave feature, but they're still a welcome addition, and I can imagine how big an improvement they were in the original versions.



…that sprite is gorgeous? The color, the shading, goddamn this is a beautiful bird.

And this is our first boss! The Wing Raptor is simple, he has a solo attack, and a 'Breath Wing' that hits everybody for 17-18 damage. At worst, you might need to potion up once, but, again, the game can't afford to be complicated yet. The birdy is promptly cut down to size, and we advance to the central room of the shrine, where they are faced with the the reveal we already knew:


The crystal has shattered, likely accounting for the wind dying.

But they have barely had time enough to take in that information before they are hit by a cutscene:






Somewhere across the world, the Fire Crystal lights up, and some of its power reaches Faris, and endows him with 'Courage, the essence of flame.' The same thing happens in sequence with the whole party - from an isolated island tower, the Water Crystal reaches out to Lenna with 'Devotion, the essence of water,' from a remote village in the mountain the Earth Crystal reaches to Galuf with 'Hope, the essence earth,' and finally the remains of the Wind Crystal gather up their light to endow Bartz with 'Passion, the essence of wind.'

I wonder if these are meant to be the defining character traits of each party member. We haven't really had enough time to find out, although Lenna being connected to Devotion makes some sense, considering it was her concern for her father's safety that set her on this path. I also wonder if each character is meant to have some kind of elemental power, but I assume not, what with the job system.



Also one of these four is gonna die and I'm guessing it's Galuf.

Sorry, I realize that was a bit abrupt. The things is, I've looked up jobs on the Final Fantasy wiki. I try to play these games blind from a narrative perspective but I have less than zero interest in experiencing character mechanics blind, I want to know what the hell a Monk actually does. And, unfortunately, all of these pages use pictures of five FFV characters, in their job outfits. So I know that at some point, someone else joins the party. Now this could be a surprise like FFIV where the game actually does have five party slots, but given that there are four crystals, four elements, and they've eached grace one out of four characters, I think it's more likely that one of these starting four is going to kick the bucket and be replaced by someone else partway through the game, and I'm betting on the old man out of genre savvy.

I'd be happy to find out I'm wrong, though! Playing a party with room enough for five jobs at the same time would be pretty cool.

No sooner have our heroes been blessed by the crystals that we are hit with another Final Fantasy staple, the spiritual advisor:



King Tycoon explains that all four crystals are in danger of shattering at the hands of 'an evil presence that wishes to return everything to darkness,' so we're in familiar territory, treading FF3 ground again. Before King Tycoon can explain more, however, or tell Lenna what happened to him and whether he's dead or what, he is drawn into some kind of spook portal:


Lenna's father disappears, his lingering voice pleading the Warriors of Light to go forth and save the crystals while Lenna yells at him to stay. When he's gone, the characters are left with nothing but a room full of crystal fragments, which an otherworldly voice tells them have inside them the power of warriors of legend: the jobs.

As an explanation for why the Crystals unlock a job system specifically, it's a pretty elegant one. People already trod the paths of each job, and their power and/or memories are stored into the crystal, so that an inexperienced youth fresh out of her castle may use them as a shortcut and wield some measure of the power of, say, the greatest Black Mage who ever Black Maged without formal training. FFXIV does something similar with 'soul crystals.'


Galuf says it's time to go, and Lenna lingers a little while to look at where her father disappeared to part unknown, before the group heads out through a hidden teleporter, and onto their adventure, which has finally started.

Man, that took a while. I started this thinking "I'll just go as far as it takes to unlock the job system and then pause,' but, like, there's so much to get through to get there. That opening is hectic. Like, just to summarize: The wind is dying, so King Tycoon heads there to protect the crystal, fails, the crystal shatters and wind stops, then a giant meteorite falls from the sky, which knocks out the princess who ran away and some old dude who loses his memory, they are rescued by some random guy with a chocobo, who immediately parts way with them again, then his chocobo guilt-trips him into going back to help but before he can do that a series of earthquakes forces him to run away, randomly stumbling upon the two people he just saved and saving them again, then they decide to all head to the wind shrine together, they find a pirate cave, they try to steal their ship, they are captured and thrown into the hull, the pirate captain finds out they're connected somehow and decides to set them free and head to the wind shrine, which they do, where they learn of a world threat and are graced with the power of heroes.

All of this happens before you even start being introduced to the actual mechanics of the game.

It's also a lot more light-hearted than FFIV's opening. Really it feels a lot like going from FF2 to FF3; a lot more events are happening within a short time but none of these events are as weighty and dramatic as in the previous game. So far, we're looking at a fun adventure, not a human drama. It's a less immediately potent hook, but it might be better for the game in the long run; FFIV was never as impactful as it was in its opening hours. I'm curious to see where this is going.

Also, the job system!


Not only does every job have a sprite like in FF3 (and they're gorgeous), but on top of that the sprites are customized for each character. They don't even all wear the same clothes! It's really neat.

The jobs unlocked so far are Knight, Monk, Thief, White Mage, Black Mage, and Blue Mage. This is the first appearance of Blue Mage, which is exciting, but also it appears to be a huge pain in the ass to properly train up without using a guide, so I might skip it this time. The one I'm really unsure of is Thief, which never felt worth it in FF3 but might be different this time around, especially thanks to special abilities.

You see, the big innovation that changes everything is that the jobs can now be combined. In FF3, a dragoon is a dragoon is a dragoon. Each job has a job level, but it has a relatively minor impact on your character and doesn't affect other jobs in any way. Meanwhile in FFV, jobs have more abilities - both Commands and 'support' abilities, which have passive effects like 'Run faster,' and these abilities are learned as you advance your jobs. But not just that; each job can equip abilities you've learned from another job. So for instance, you can make a classic FF1-style Paladin without advanced jobs by equipping your Knight with White Magic learned from the WHM job.

This is really exciting and I'm eager to try out cool combinations. We're a long way from that, though; for now I am having to decide which basic lineup to go with.

I'm thinking:

Bartz: Knight or Thief
Lenna: Monk
Galuf: White Mage
Faris: Black Mage

Which, I will admit, is not the most novel or exciting lineup, but I like to ensure good magic coverage.

Any thoughts?
 
FFV goes all-in on the lighthearted adventure-comedy angle, and gratefully it actually works. I look forward to seeing even more of your "this is a D&D party" readings. From someone who played it years ago:

- Bartz is the guy who just showed up to the table, didn't know the system, gave himself minimal backstory and character traits, and needs to be nudged in the direction of every single plot point.
- Lenna is a roleplayer who wants to be heavily involved in the actual backstory and so made herself a crown princess, even though she's not actually very good at roleplaying.
- Galuf is a fairly experienced player who wanted to play an old cool guy and got their wish, and really loved playing into the "old fogey" angle (but was also happy to get involved in the plot).
- Faris's player wanted to do a badass pirate with a cool sea dragon, had no idea how to handle the whole "pirate crew" idea, and was also working through some gender issues at the time of the game.

Also, Blue Mage can be a pain in the ass, but it's probably the most fun part of the whole game. I've seen people do all-blue-mage runs.
 
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As you can see, all our characters are 'Freelancers', which is replacing the Onion Knight as the baseline job everyone shares before unlocking the job system (and indeed replaces Onion Knight in the 3D versions of FF3, I'm told). There's one thing I find odd, though:

When characters gain levels, they gain HP and MP… But not stats. They have those stats, I checked in the menu, but they don't gain them upon leveling. It's quite odd. I can only assume the stats are related to the job system.
Yeah, as far as I can tell, every character has a preset statline which is modified by the job they assume - for example, Bartz has a Strength of 28, but if he's a Monk that becomes 50-ish. There's also some sort of endgame fuckery you can do where the Freelancer job's stats are collected from the highest stat modifiers of every job that character has mastered, as a sort of different spin on the idea of Onion Knights becoming gigachads at level 90+.

Also one upside to every character having persistent MP progression - if you switch from a martial class to a caster class in the middle of a dungeon, you aren't just completely fucked!
Now, you might think that 'caught red-handed trying to steal a pirate ship, on that ship, by the ship's captain, who is a pirate,' is a bad situation to be in. Fear not! Lenna's about to make it worse.


Honestly I almost wish it cut like that ingame.

I love how they sproing around the room in their ropes for this cutscene too. The game is very bouncy and expressive with its sprites in a way FF4 never could be because of how deathly serious it was taking itself most of the time. I feel like in this pre-job section we've already had more comedy than all of 4 put together.
No sooner has he said this that the protagonist trio somehow jumps out of the brig, still in their ropes, to express surprise.

They're not being dragged out at Faris's command or anything, they're literally popping out like a goddamned jack-in-the-box. This game is funny.
Creatures.

…this feels weird to say but Galuf looks a lot older on his combat sprite. His hair is grayer, the out-of-combat sprite could be a dude in his thirties who just happens to have a beard.
The battle sprite is probably closer to what he should look like, since according to some dialogue I'd probably ballpark him as in his mid-50s.

Related note I'm guessing that Bartz and Lenne are like 15-16 and Faris is 18-20, leaning older.
Not only does every job have a sprite like in FF3 (and they're gorgeous), but on top of that the sprites are customized for each character. They don't even all wear the same clothes! It's really neat.
Yeah the fact that every character gets their own unique spin on each job's aesthetic is really cool and fun, they wilded out with this sprite budget. Hell half the reason I made Faris my Monk was because the white martial artist suit with orange trim looked neat.

Bartz: Knight or Thief
Lenna: Monk
Galuf: White Mage
Faris: Black Mage

If it makes any difference to you at all, here are the base stats;

Bartz: STR 28, AGI 25, STAM 27, MAG 25
Lenne: STR 25, AGI 26, STAM 25, MAG 28
Galuf: STR 27, AGI 24, STAM 28, MAG 24
Faris: STR 27, AGI 27, STAM 26, MAG 26

The variance is low enough that in practical terms it doesn't really matter - for most of my playthrough I've been stubbornly refusing to use a White Mage, and when I must use one making it Galuf, so that I could eventually turn him into a pseudo-Paladin through Job skill inheritance as was my example to you. He has the lowest MAG so his omni-Curas are on the weak side, but also who cares, it doesn't matter when Faris is flexing and breaking spines.

Honestly one funny thing about Blue Mages in this game is that they aren't pure casters, they have some pretty good equipment proficiencies - I've had Bartz as a Blue Mage almost the entire game so far and with light armour plus a shield he was taking hits noticeably well all things considered. However since you've elected not to submit to the brain disease that is Blue Magic completionism, I personally think it's funny for Faris to destroy his enemies with his bare hands because he's naturally the fastest party member and will not be denied his bloodthirst. Also funny is the fact that Monks can attribute Barehanded to another job after hitting level 1, which also attributes their Strength modifier, so you both save on gear and massively boost autoattack viability whenever you've got a slot free. Consider levelling Lenne as a Monk and then changing to Black Mage so that when she's not demolishing her enemies with the powers of fire and ice she's tearing out their ribcages with her bare hands like a Mortal Kombat character-
 
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So far, so Final Fantasy. Elemental Crystals, shrines, fucking with them does bad things to the weather and the world, got it. I'm wondering when the game will start doing funky things with the formula - I started playing Final Fantasy with older games, and they tended either not to feature the Crystals in the same capacity, or to play around with what they meant, or to introduce them late enough that I didn't reach them. I don't remember any crystals in FFVII or VIII, for instance, and XIV has 'crystals' not as four distinct world fixture, but rather as a naturally-occurring resources that is still tremendously important to the plot but in aggregate, rather than in singular instances.
I don't think it's much of a spoiler to say this, but this is the last game you'll be seeing crystals in, unless you play Bravely Default (technically not a final fantasy game, but only in name).
So I guess King Tycoon wasn't as reckless as I anticipated, although he appears to have taken a bunch of Scholars with him, so he only has himself to blame.
In his defense, the shrine didn't have any monsters before what happened to the crystal, so scholars would be more useful for finding out what's up.
 
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I wholesale stole the Syldra idea for a D&D game of my own. A pirate ship secretly steered by a dragon underwater is such a cool fucking idea. I feel zero shame.
 
As usual, the game manual gives names for the characers, with the twist that because Galuf doesn't remember his surname, neither does the manual. Faris Scherwiz, Bartz Klauser, Lenna Tycoon, and Galuf is just given as Galuf Doe, as in John Doe.

This is where translation differences come in. In the Japanese version, and the PS1 translation? His name isn't Bartz. It is, as you yourself hinted, Butz. The GBA translation politely changed how its transcribed without changing the pronunciation itself much - listening to JP audio on World of Final Fantasy and Dissidia, the difference in pronunciation between "Butz" and "Bartz" is pretty much just an accent.

The PS1 translation was terrible in many other ways besides, but it nevertheless holds a special place in my heart, for the simple reason that it translated Faris as speaking entirely in Pirate. Yarr, shiver me timbers, me hearties, the whole shebang.

On a separate note, Boco, Bartz' chocobo, is sorta the default chocobo name- any time a chocobo name is needed in later games its generally what's used.

On jobs, be sure to try to master as many jobs as you can with each character - as mentioned, the stat boosts carry over to Freelancer so Freelancer gets the highest boost for each stat among mastered jobs, but also Freelancer gets every passive skill applied automatically, which can be quite helpful in some ways - counter, dual wielding, boosted item efficacy, extra HP and MP boosts, etc, without taking up your extra ability slot.

Finally, I just want to share King Tycoon's concept art.


I'm not entirely sure Amano quite understood that this was a fantasy setting with maybe a light sprinkling of sci-fi rather than spacefuture sci-fi when he designed that crown; it looks like the kind of high-tech visor contemporary games use as a diegetic justification for the HUD (well, OK, it looks like a homeless person tried to cargo-cult a visor like that out of random scrap, but still).
 
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As usual, the game manual gives names for the characers, with the twist that because Galuf doesn't remember his surname, neither does the manual. Faris Scherwiz, Bartz Klauser, Lenna Tycoon, and Galuf is just given as Galuf Doe, as in John Doe.

This is where translation differences come in. In the Japanese version, and the PS1 translation? His name isn't Bartz. It is, as you yourself hinted, Butz. The GBA translation politely changed how its transcribed without changing the pronunciation itself much - listening to JP audio on World of Final Fantasy and Dissidia, the difference in pronunciation between "Butz" and "Bartz" is pretty much just an accent.

The PS1 translation was terrible in many other ways besides, but it nevertheless holds a special place in my heart, for the simple reason that it translated Faris as speaking entirely in Pirate. Yarr, shiver me timbers, me hearties, the whole shebang.

On a separate note, Boco, Bartz' chocobo, is sorta the default chocobo name- any time a chocobo name is needed in later games its generally what's used.

On jobs, be sure to try to master as many jobs as you can with each character - as mentioned, the stat boosts carry over to Freelancer so Freelancer gets the highest boost for each stat among mastered jobs, but also Freelancer gets every passive skill applied automatically, which can be quite helpful in some ways - counter, dual wielding, boosted item efficacy, extra HP and MP boosts, etc, without taking up your extra ability slot.

Finally, I just want to share King Tycoon's concept art.


I'm not entirely sure Amano quite understood that this was a fantasy setting with maybe a light sprinkling of sci-fi rather than spacefuture sci-fi when he designed that crown; it looks like the kind of high-tech visor contemporary games use as a diegetic justification for the HUD (well, OK, it looks like a homeless person tried to cargo-cult a visor like that out of random scrap, but still).
That design is magnificent.
 
This is where translation differences come in. In the Japanese version, and the PS1 translation? His name isn't Bartz. It is, as you yourself hinted, Butz. The GBA translation politely changed how its transcribed without changing the pronunciation itself much - listening to JP audio on World of Final Fantasy and Dissidia, the difference in pronunciation between "Butz" and "Bartz" is pretty much just an accent.

Yeah, honestly, that's a positive change. I feel like the translation process is sometimes "this is exactly what they said without variance" and then other times it has to be "what they would have meant to say is..."
 
So, FFV! For job chicanery available quick, one of the Knight's early abilities is the passive "Two-Handed." With it equipped, you can take weapons with the "Two-handed" tag and sacrifice your shield slot to do exactly what the name implies and swing with both hands for an appropriately large increase in damage. In FFXIV parlance, switch from Tank to Melee DPS so to speak. Now, whether the cost in durability is worth it is down to taste, but I do think you should at least be aware of the option.
 
Yeah, honestly, that's a positive change. I feel like the translation process is sometimes "this is exactly what they said without variance" and then other times it has to be "what they would have meant to say is..."
Indeed. Sometimes you can write something intending to come off as neat and maybe exotic, only to run into the issue of it sounding or meaning something kinda stupid in that foreign language; A character whose name is pronounced 'Butts' on initial read of 'Butz' definitely counts there.

Character designs can fall into the same pit, too. I remember a character from Fate/Grand Order had a redesign for EN due to his sprite coming off as quite racist to a North American audience. That's also why the Pokemon species Jinx are purple vs black now, iirc.
 
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I appreciate Lenna's boundless optimism. Bartz tampers her expectation saying that the pirates would probably keelhaul the lot of them, and Galuf has the amazing suggestion of sneaking in and stealing their ship.

Okay I will confess to skipping a chunk of conversation for the purposes of comedy but you get the idea. Lenna reveals that she's a princess to try and plead with the pirates the urgency of their cause,, Galuf and Bartz are shocked, the pirate captain Faris reacts with 'score' and orders everyone keelhauled for ransoming.
Yeah, that second use of keelhaul was a mistranslation for sure, because keelhauling will most likely kill the victim.
 
It's honestly really cool. As soon as you press a button (or if you let it play out in its entirety), we flash to the traditional white screen with starting menu that we know and love. Of all things, this makes me nostalgic for Pokémon Blue and White, whose rather simple startup cutscene displaying fighting Pokémons blew my tiny child mind.
This intro was in the SNES version and yeah, it was just as cool then by the time.

Yup.

In I and III we revived the crystals. In IV we had a game of "i got moar than you". V does a 180º, slides down his shades and say "you're still using the manual, nerd?".

Seriously, this is so sudden it's genuinely funny. Like, Lenna and Galuf themselves seem to be blindsided by that. It's exactly how I would expect the table to react if, after the obvious Getting Together Moment, they gave me my cue to say 'And my axe!' and I just said 'thanks but no' and left everyone completely speechless as to what to do with that.
He's a coward Kantian and he must return home to a very precise time. There are schedules to follow! To the letter! :V

Okay I will confess to skipping a chunk of conversation for the purposes of comedy
It is a good joke tho

He's a font of heart and smiles in this game, you'll see.

One of the crewmen offers to take the ship to the Wind Shrine, and Faris is given the option to refuse, but I'm not particularly interested in doing anything until I've gotten access to the job system, so I let the game take us there.
You won't miss anything anyway, so good.

Alright, so this is… does this qualify as our first dungeon? The cave wasn't much of anything. Second? Let's say our second dungeon.
I'd call it the tutorial dungeon (the cave barely pass as one). You learn about healing pots, climbing vines, stairs, doors, the boss, all the basics.

The safe rooms are back. They're not really a necessary addition given PR has a quicksave feature, but they're still a welcome addition, and I can imagine how big an improvement they were in the original versions.
Even with quicksave, they're nice for a tent spot.

I wonder if these are meant to be the defining character traits of each party member.
Spot on.

Also one of these four is gonna die and I'm guessing it's Galuf.
*slaps Omi's hand* No peeking on the script!

That opening is hectic. Like, just to summarize:
Omicron, as observed by witnesses while reciting this part:


The jobs unlocked so far are Knight, Monk, Thief, White Mage, Black Mage, and Blue Mage. This is the first appearance of Blue Mage, which is exciting, but also it appears to be a huge pain in the ass to properly train up without using a guide, so I might skip it this time. The one I'm really unsure of is Thief, which never felt worth it in FF3 but might be different this time around, especially thanks to special abilities.
Both are worth it. While I admit that yes, BM might need some help to say "do i bother here or nah?", it's always good to have something of Thief around, be it a character in the job or one of the skills it teaches.

Bartz is an allrounder. You can do whatever with him, and a magic knight of some sort is a safe bet. Now consider that Leena and Faris are the fastest, while Galuf is the slowest.

Faris is great for your big physical openers because of that speed and decent physical stats, and being the main physical attacker is my usual goto, with a mix of thieving jobs to capitalize on her speed. If you need someone to carry a "Dangerous Motherfucker" wallet and a big hot iron, Faris is your pal.
Leena is good as a mage of any kind; there are things the physical jobs teach that might be nice for that, but my suggestion would be to make sure her magic skills are up to date to the tier you have available. You don't need her to use a job for a role (say, keep her as White Mage 24/7 because you need a healer), just the action command in whatever other job you might decide to grind should be enough. That said, because each job boost one stat or another, having her in a magic job when you know you need that magic is appropriate (IIRC BLM is a good candidate for this boost at first). Eventually the Red Mage archetype fits her like a glove.
Galuf has decent stats for being a meatwall, so starting as a knight to get the protection commands wouldn't be a bad idea. His magic stats are meh, but because he tends to go last, he can also be a decent support mage to catch up with any fallout if the others hadn't finished the enemies already. Something like a paladin archetype, maybe. He's not your main healer, but can be your Protect and Raise provider if there are more pressing matters than shanking a mofo with a sword.

And as Zerban says, leveling Monk for the Barehanded command so you can make even your weakest mage go Super Saiyan is Not Wrong. Pretty useful when you're trying to save mp, like when grinding or moving to a boss.

Yeah, as far as I can tell, every character has a preset statline which is modified by the job they assume - for example, Bartz has a Strength of 28, but if he's a Monk that becomes 50-ish. There's also some sort of endgame fuckery you can do where the Freelancer job's stats are collected from the highest stat modifiers of every job that character has mastered, as a sort of different spin on the idea of Onion Knights becoming gigachads at level 90+.
I've done the thing of mastering ALL jobs. Yes, Freelancers become ridiculous eventually. Grinding job levels pay off.

... Just don't grind them in battles that give you only 1 APB...

That design is magnificent.
This is a man who Fucks. Let no one try to deny it.
 
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Also on Thief, it's definitely worth mastering purely for the passives - its where you get "see hidden passages" and "reduce number of back attacks", and it gives your Freelancer the biggest agility boost of any class.
 
Finally, I just want to share King Tycoon's concept art.


I'm not entirely sure Amano quite understood that this was a fantasy setting with maybe a light sprinkling of sci-fi rather than spacefuture sci-fi when he designed that crown; it looks like the kind of high-tech visor contemporary games use as a diegetic justification for the HUD (well, OK, it looks like a homeless person tried to cargo-cult a visor like that out of random scrap, but still).

Jodorowsky's Final Fantasy V
 
Oh BOY finally time for Best Final Fantasy (totally no bias).

Right, Bartz, got it. I could change it, but this guy's clearly at least some level of character and backstory going, so I'm going to leave it as is, no matter how much it makes me think of Bart Simpson.
Pribably a good idea from here on out for first playthroughs. Future games up until FFX or so will still let you rename characters, but this is also the point where everyone actually tends to have fully realized characters instead of being mostly blank slates (honestly we hit that with FFIV but that didn't let you change names upfront anyways).
As you can see, all our characters are 'Freelancers', which is replacing the Onion Knight as the baseline job everyone shares before unlocking the job system (and indeed replaces Onion Knight in the 3D versions of FF3, I'm told). There's one thing I find odd, though:

When characters gain levels, they gain HP and MP… But not stats. They have those stats, I checked in the menu, but they don't gain them upon leveling. It's quite odd. I can only assume the stats are related to the job system.
A few others mentioned it, but basically stat gains in FFV are connected entirely to each character having a predefined statline with pretty minimal variance ( technically Lenna is best caster Galuf is highest strength but the difference is too small to seriously matter), then your selected class gives bonuses/maluses to each stat. Plus, learned abilities can transfer their bonus - so say you have a knight that also knows black magic as an equipped commandm. Their base magic will be increased to black mage levels.

As a late game sidenote, Freelancer in particular has zero bonuses across the board... until you start mastering classes at which point they take the highest bonuses from all mastered classes. Plus, Freelancer has a flexible two skill slots + automatically gains any passive skills barring a couple. So say mastering monk's ability to fight barehanded lets any class equip said passive skill to beat up enemies unarmed at the cost of their second skill slot; Freelancers will get the punch skills for free.

As you can probably guess, this lets you break the late game to pieces with properly trained freelancers.
The safe rooms are back. They're not really a necessary addition given PR has a quicksave feature, but they're still a welcome addition, and I can imagine how big an improvement they were in the original versions.
While they aren't needed for Saving, true, still a good spot to rest up and restore the party in quite a few dungeons. There's usually one placed close to the end bosses.
It's also a lot more light-hearted than FFIV's opening. Really it feels a lot like going from FF2 to FF3; a lot more events are happening within a short time but none of these events are as weighty and dramatic as in the previous game. So far, we're looking at a fun adventure, not a human drama. It's a less immediately potent hook, but it might be better for the game in the long run; FFIV was never as impactful as it was in its opening hours. I'm curious to see where this is going.
FFV as a whole is certainly more light-hearted, yeah. Not to say it can't tug the emotional heartstrings on occasion, but it's not quite going for FFIV's grand sweeping epic.

Of course at the same time that means it gets to worry less about some of FFIV's plot issues since being silly is baked into its DNA.
The jobs unlocked so far are Knight, Monk, Thief, White Mage, Black Mage, and Blue Mage. This is the first appearance of Blue Mage, which is exciting, but also it appears to be a huge pain in the ass to properly train up without using a guide, so I might skip it this time. The one I'm really unsure of is Thief, which never felt worth it in FF3 but might be different this time around, especially thanks to special abilities.
Blue Mage is like.... both the best and worst class around. If you know where to get Blue Magic spells, they have access to some ofnthe most gamebreaking stuff around like White Wind and Big Guard. If you don't, it's just a beefier than usual mage class with a lackluster spell selection. I'll say now though they combo well with a later class for figuring out enemy attack lists and testing what you can learn.

As for Thief, what they lack in straight combat ability they make up for in being absolutely packed with utility abilities. Plus, highest base speed in the game is actually pretty noticeable in game. If anything I might suggest giving someone a level or two in monk or a magic class then swapping to thief so they have both that speed and a viable thing to do when not stealing (which is loads more useful than Edge was by the way).
I don't think it's much of a spoiler to say this, but this is the last game you'll be seeing crystals in, unless you play Bravely Default (technically not a final fantasy game, but only in name).
Crystals do still show up in a game or two, iirc, but they're never nearly as relevant as they were up to FFV for sure.
 
Now, you might think that 'caught red-handed trying to steal a pirate ship, on that ship, by the ship's captain, who is a pirate,' is a bad situation to be in. Fear not! Lenna's about to make it worse.
--
Okay I will confess to skipping a chunk of conversation for the purposes of comedy but you get the idea. Lenna reveals that she's a princess to try and plead with the pirates the urgency of their cause,, Galuf and Bartz are shocked, the pirate captain Faris reacts with 'score' and orders everyone keelhauled for ransoming. During the conversation, though, something interesting happens - a pendant Lenna is wearing shines, Faris sees it and is shocked, then he* orders everyone tossed into the brig.
Setting aside the fact that keelhauling is, in fact, a form of execution, not something you do to someone who you want to ransom, I actually think Lenna saved their lives there. Princesses are worth ransoming alive. Random boat thieves are not. But killing anyone who tries to steal from you is a good way to set an example, as far as pirates are concerned.
 
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I don't remember any crystals in FFVII or VIII, for instance, and XIV has 'crystals' not as four distinct world fixture, but rather as a naturally-occurring resources that is still tremendously important to the plot but in aggregate, rather than in singular instances.
VII comes close to having crystals with the Huge Materia, but they're not elemental-themed.
 
Gotta say, the element-attribute pairings are tripping me up. Like, I have never thought of wind as passionate, or water as devoted. Do the four match their respective element? Yeah, but not for the trait they used.

Edit: does anyone have the gallery pics for the rest of the party, now that we saw the king? Maybe that sheds some light on Galuf's sprite disparity.
 
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The concept art for the PCs is a bit odd, in that they have both general Amano art and super-deformed concept art for each job, and you usually see the super-deformed art more often than the detailed Amano art - in part because Amano did several slightly varying designs for each that all get put together when the concept art is collected (including some designs for non-PCs thats very different from the final version).

For Galuf we have this


but we also have this


and, as I mentioned, the super-deformed concept art hewing much closer to sprite design by Kazuko Shibuya that ends up getting seen a lot more than the Amano art in V's case (there's literally almost two dozen so I'll just post Freelancer)
 
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The concept art for the PCs is a bit odd, in that they have both general Amano art and super-deformed concept art for each job, and you usually see the super-deformed art more often than the detailed Amano art - in part because Amano did several slightly varying designs for each that all get put together when the concept art is collected (including some designs for non-PCs thats very different from the final version).

For Galuf we have this


but we also have this


and, as I mentioned, the super-deformed concept art hewing much closer to sprite design by Kazuko Shibuya that ends up getting seen a lot more than the Amano art in V's case (there's literally almost two dozen so I'll just post Freelancer)
...why is he prussian
 
Wing Raptor, just like the Mist Dragon, has a counter stance that Omicron might have missed by just bowling it over; it will close its wings around itself, and any attacks will miss it and be counterattacked by a special move, which I believe is Breath Wings

This goes completely unmentioned by the game, but the boss only has 250 HP and thus can be beaten down before you ever see the phase. As such, this feels like Shitty Mist Dragon as a boss; it's trying to teach you something but can very easily be beaten down before it can actually teach you the thing it's trying to.
 
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