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

Aaaand the cracks begin to form. Every time I go through the opening I'm reminded of what a strong opening the story has. And then by the time I get to the end, I remember why I think its story is just typical JRPG crap.
Maybe don't say that, since you're just telling Omi that the rest of the story sucks. Which is both rude and a spoiler.
 
We spend a mere 10 gils to rest everyone
Is the plural of gil gils? I thought that it was just gil, same with moose.
Faris caught up the wall further down and is now crawling up the face of the cliff! Magissa is too shocked to fire at her or something like that, and simply backs away before Faris's incredible gay thirst resolve to save her friend, and the pirate manages to make it to the top of the cliff, where she throws a rope across the chasm, allowing Galuf and Bartz to join her rather than continue to just stand there like dickheads.
A pirate climbing up a cliff to save a princess really reminds me of The Princess Bride, which should have been released when this game came out.
I am fully confident in the righteous morality of my actions.
You're the hero, after all!

Kind of strange to see a Big Name like Shiva having such a small sprite, even if she needs to share her half of the screen with her backup dancers.
 
Maybe don't say that, since you're just telling Omi that the rest of the story sucks. Which is both rude and a spoiler.
And not true/deceptive; for all that it's a lot more Dragon Quest (or "generic JRPG") than the rest of the series, it's still plenty of peoples' favorite with a lot of great moments and actual twists. 1 had a bad story, too primitive. 13 had a bad story, too poorly implemented. 5? I love it too much to say it's bad like that.
 
I want to bring to your attention a plot point that may have slipped your mind, as I haven't seen much speculation on it...


Anyway, the only one of the next group I used at all in my playthrough was Time Mage, because I love shutting down enemy casters with Mute, so long as I have stronger physicals on my team. Haste someone on turn 1, maybe.
 
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And not true/deceptive; for all that it's a lot more Dragon Quest (or "generic JRPG") than the rest of the series, it's still plenty of peoples' favorite with a lot of great moments and actual twists. 1 had a bad story, too primitive. 13 had a bad story, too poorly implemented. 5? I love it too much to say it's bad like that.

It really does sadden me how much people like to shit on V's story. I do think the TV Tropes article is right in saying that people seem to hate V just cause it's not the high drama of the games surrounding it. Which sucks cause I see V as the Brendan Fraser Mummy of the franchise, a fantastically-executed action-adventure story with a charming cast and a great sense of humor.
 
I…honestly don't feel like there's a eco/climate undertone with the crystals? Like, there's not any real foreshadowing suggesting the crystals are "wearing out" and the idea that purifying a single city's water (even for, presumably, generations) can cause the source of all watery-ness on the planet to go kaput doesn't click with me.

I'm more inclined to believe there's something up with those meteors, some sort of crystal targeting virus or something.
 
Faris has by far the best insults in the series, and I strongly suspect that someone on the localization team made the 'ship captain' connection and drew from Captain Haddock for it.
A blessed, based, and beautiful decision even to this day, let's be honest.

Having enquired on Discord, the rationale I've been given for this new development is that it's to allow for lv 1 challenge runs in which the goal is to win the game without ever gaining a level - bosses don't give no XP so much because they are bosses, but rather because they are story-mandated battles. You can't finish FF1 without hitting at least lv 9 from mandatory battles; you can, apparently, beat FFV with the whole party at lv 1 even with fully-mastered jobs.
I'm... doubtful of this. These types of self imposed challenges do not feel like something the devs would foresee during development.

Which is unfortunate for Bartz, who has an embarrassed moment as he turns away from the group and confesses that he has a fear of heights. The rest of the group reacts in the way you would expect from the group of battle-forged best friend they are by now:

By laughing at him.
"And if he can't take a joke, then he can leave the village!"

What is this? You don't see it? But it's so simple. So obvious.
... Ah. Ahhhhh. Yes. Let the hate FLOW (where's that Imperial March/Endwalker "Flow" remix when you need it...)

Yeah it's a pain. Although you can also make it worse by not leaving them enough space to move out. What I usually do is go through a door and come back, so their positions are back to default, and hopefully not in the way.

Another guard warns me to run if I bump into a monster called a 'jackanapes,' but that sounds fine.
NO IT DOES NOT RUN BITCH RUUUUUN.

What the fuck.

OKAY TURNS OUT THE UNDERGROUND IS FULL OF MONSTERS THAT TAKE 0 DAMAGE FROM MY ATTACKS AND ONE-SHOT EVERYONE THEY HIT, LET'S RUN AND COME BACK LATER



Is what I would say, if I was a coward.
No I told you to run. To live. You did righy.:V

So this is the deal. These assholes have their defenses set to stratospheric levels. They dodge melee attacks, and they absorb magic. And they use 1) a Moon song that causes Berserk on the entire party, as a counter attack, and 2) a Critical attack that can kill even heavily leveled/jobbed characters easily. They also give no xp IIRC. You can kill them with, say, a heavily physical party (like Berserkers dual wielding, or berserk'd Ninjas. Last time I tried with two Berserkers and two healing Knights), but the only reason you'd want to force a battle is very meta and not useful for a first time player.

I don't really know what's up with the game consistently referring to Garula as a singular creature, when there are ostensibly several of them - the one in Walse, the ones in random encounters, and this one - but it's odd.
No, the phrasing is definitely confusing. Translation weirdness?

This seems like a heroic sacrifice, but the truth is Lenna got a taste of the good shit after that poison arrow from Magissa and is now high as balls
It was all a desperate and naked effort to get another hit. And nobody suspected a thing. These princesses, really... :V

You know you can just... run into them, right?
If you run against an NPC, if they aren't explicitly programmed to block a path they'll take the hint and shuffle over a space or even trade spaces with you in certain circumstances. You had the power to push past that dude the entire time. And it was like that for every Pixel Remaster.

Isn't It Sad, Omi
Unless they're already gone into a path they can't move away: in that example, the guy I think can't walk into the water. He has the sides unpathed, and Omi behind. He truly can't do shit.

>he doesn't know, chat
>shhh shh sh sh shhhhh, nobody say fuck all

That said they have sky-high strength and stamina and are the only class with axe and hammer access, both of which have a big defense-ignoring ability so they are admittedly one of the hardest hitters physically.
Also, one of the axes that drops after about 5-6 dungeons from now, the death sickle, which causes instant Death. Not the best thing, because Berserker, but a decent idea for clearing trash is equiping that and getting Haste'd.

Personally, I lean towards making a character or two master it up to Black/White Level 3 now
Make that at least half the party, I'd say. The Red command is a very flexible one for until level 4 magic.

Is it just me or are those normal cats wearing some kind of glider-wing harnesses? Did someone equip them with those or did the cats invent them themselves for hunting birds and bats?
There are a few other creatures that also have this kind of "whot" funnyness to them. Not only that. They're the same Gaelicats you can find in FFXIV's Heavensward. I think there a quests talks about getting a few of those wings because they want to study what the hell is going on with that.
 
Make that at least half the party, I'd say. The Red command is a very flexible one for until level 4 magic.
Yeah, honestly? I still regularly make use of the red command on one of my characters despite having access to the highest magic tiers now, if just because it's the only magic they've learned and gives me a backup healer. Might be worth swapping them to white mage for a bit technically since that's most of what I use it for, but that's AP that could go elsewhere.
 
I don't really know what's up with the game consistently referring to Garula as a singular creature, when there are ostensibly several of them - the one in Walse, the ones in random encounters, and this one - but it's odd. We also appear to be in a typical "peaceful animal warped into aggression by an evil influence" scenario, and I suspect that influence is borne by the meteorites. "Evil sends meteorite, influence seeps out and seeks a nearby monster to take over" would be a reasonable explanation for events thus far.

We're told the King went after Garula, but not just the King - "some soldiers I've never seen before" as well. An unknown party acting as crystal protectors? Fascinating.

My takeaway, and I can't recall if there was any animation support or whatever, has always been that Garula really is just a single animal, and you're simply wandering around and running into it and scaring it off when you 'kill' the random encounter ones.

Berserker (this appears to be a big beatstick type of guy that is constantly under the Berserk status effect?)
Mystic Knight (this job has a 'Spellblade' ability that says it enchants a weapon with a spell I know, though I don't know the details on what this actually means in practice)
Time Mage (this job has those spells from earlier, buffs and debuffs like Slow, Regen and Haste)
Summoner (I assume this works like in FF3)
Red Mage (it can cast both White and Black Magic up to level 3; I am being told that the real payoff of Dualcast takes like twice as much time as mastering any other job, so I'm not sure about committing to it for the entire rest of the game)

So!

I'll be thinking about how to build my party for the next stretch of the game, but I appreciate advice and input as long as they don't go into spoilers. I like Time Mage as a thematic thing, Mystic Knight looks really cool even if I am not quite sure I understand how it works, I need to have a Summoner no matter what as a point of principle, I wanted to do Red Mage Vergang but it's looking impractical, all in all a lot to think about.

Berserker is technically a very powerful physical attack choice at this stage, but there's only a couple of places this could really matter as useful honestly. It's stats are worse than a monks for passing to Freelancer, and it doesn't give any particularly notable abilities in my opinion.

Mystic Knight works like so: you cast a spellblade spell and for the rest of the fight (or until you die or cast another one) your weapon attacks are imbued with the spell.

What this actually means is depends. For damage spells, it does nothing unless the enemy is vulnerable to the element the spell has, in which case it acts like hitting the weakness but often with further caveats. For example, Blizzard will cause your attacks to treat ice vulnerable enemies defense as zero and also do double damage, Blizzara will cause the same thing except triple instead of double damage, and Blizzaga will cause the enemy to instantly die unless it's internally tagged 'heavy' (mostly bosses, but some standard enemies as well) in which case it 'merely' progresses to 4x damage multiplier (and still treat defense as 0).

For status magic, it attempts the status on attack. If the enemy is considered vulnerable to the status, it always works. There are cases of bosses with vulnerabilities like Sleep and Silence that can be puzzle fight shutdown more or less entirely by this means, but obviously you need to know (or guess) the specific weakness to do that particular trick.

Note that most Mystic Knight 'spells' do not benefit from the magic stat, due to modifying physical attack damage.

Also note that Mystic Knight spells are all a variant on an existing spell, and are not acquired separately. You can use the blizzard blade spell if you have blizzard, and when you eventually get blizzaga, you'll be able to do blizzaga blade just for that. They're a mix of spells from, if I recall right, time/black/white, weighted heavily towards black.

Time Mages are weird. Primarily, they're a buff/debuff mage, but they also have a lot of weird utility spells. Comet and Meteo go here, not in black, and are the generally best single target kill spells for when available. (meteo is like, the best single target spell damage in the game if I remember right). They're plenty decent but how useful you find them is gonna partly depend on playstyle.

Summoner is a lot like Final Fantasy 3, yes, in the sense that most summons are an automatic party wide attack, though some later provide buffs instead. As a general rule, summons are superior to black magic for crowd control, but inferior for single target damage- Blizzara has an attack of 50, which is cut in half on a mass cast, while Shiva (not really a spoiler, I think, to admit Shiva does ice damage) has an attack of 38, but is always mass cast at full strength.

Offensive summons usually bypass reflect, as well. Further, Summoner has the single highest magic score- anyone you want to be a caster in the late game will benefit from mastering Summoner at some point.

In the short term Red Mage could be used to make a snazzy arch-mage deal. After all, the RED command could be given to a summoner to get your currently available black AND white magic, and with the Summoner's superior modifer. Red Mages are pretty weak in stat lineup though, and yes, going for Dual Cast is the main appeal longhaul, which lets you cast two spells in a turn (anything Red level 3 could do, or anything else your character currently has a magic skill for, eg you can dual cast sumoners.)
 
There's a lot of text already on the classes, so I'm just going to summarize

Berserker: Boss killer / single target murder machine. Slap doublehand on them because then they'll delete most things in the front row with one hit. Bad with crowds since you can't control what they target.

Mystic Knight: Even better boss killer as long as you exploit elemental weaknesses. Doublehand is, again, key to murdertime. Also good for deleting front row enemies.

Red Mage: currently good and slot efficient. Become less good later because they top off at level 3 spells.

Time Mage: Cast haste on your Berserker/Mystic Knight so they can murder things even faster. Slow is also utterly amazing for reducing incoming damage from tough enemies.

Summoner: king of deleting random encounters once you know what elements to use and have the appropriate equipment.
 
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Look closely. What is striking about this fight?

You don't get XP from it.

We do get ABPs, which are the job advancement track. But for the first time in the series, boss fights - all boss fights, the giant eagle, the siren, and now the power couple - provide 0 xp.

This rouses an old memory that I had forgotten about how many JRPGs I played as a child had a similar system. It's always baffled me, I couldn't understand why, but now at last I have found the original culprit. The one responsible.

Having enquired on Discord, the rationale I've been given for this new development is that it's to allow for lv 1 challenge runs in which the goal is to win the game without ever gaining a level - bosses don't give no XP so much because they are bosses, but rather because they are story-mandated battles. You can't finish FF1 without hitting at least lv 9 from mandatory battles; you can, apparently, beat FFV with the whole party at lv 1 even with fully-mastered jobs.

My guess would be that this way the game is more forgiving towards KOs. In previous games, well, you yourself have attempted no-death run because characters miss on exp otherwise, and bosses tend to cause KOs the most out of enemies, obviously.

Of course, the superior solution is to just give full exp regardless, but we're some years away from games stopping just dicking you over for no reason, so.

(Also, I don't remember how AP gain interacts with KO, and bosses tend to give you the most AP, which is actually important this early on, so possibly the game refrained from fucking you over in one way only to turn around and fuck you over sideways.)
 
(Also, I don't remember how AP gain interacts with KO, and bosses tend to give you the most AP, which is actually important this early on, so possibly the game refrained from fucking you over in one way only to turn around and fuck you over sideways.)
Can confirm it totally just fucks you over sideways, dead characters don't get AP. Screwed me a bit when Faris died in the last two seconds of a fight against one of the major bosses recently.
 
Yeah, I suspect the weirdness around Garula is partially translation; the one in the tower is pretty clearly implied to be the buddy that was hanging around the town, though. Japanese does have an 'it' pronoun that's used for some stuff, so it could be a direct translation of that, too.
 
I'll be thinking about how to build my party for the next stretch of the game, but I appreciate advice and input as long as they don't go into spoilers. I like Time Mage as a thematic thing, Mystic Knight looks really cool even if I am not quite sure I understand how it works, I need to have a Summoner no matter what as a point of principle, I wanted to do Red Mage Vergang but it's looking impractical, all in all a lot to think about.
Just to give you a warning moving forwards, FF5 has a much higher difficulty than the other games that you've played so far. With the others you could just kill everything you run into and be fine, but with FF5 you are effectively required to stop and grind on mobs.
 
What is this? You don't see it? But it's so simple. So obvious.

These NPCs have collision boxes, and they move around the screen.

WHICH MEANS THEY KEEP GETTING IN MY WAY AND BLOCKING ACCESS.

I have spent. Entire MINUTES. Waiting for some asshole to move his ass out of the way of a town corner I wanted to access. AND THEY DON'T. They just keep going around in circles, randomly! Until they finally happen to step aside and open the way! This is the worst! I hate it! And it's been five games and they still haven't solved it! It should be the easiest thing! I don't know how, but there has to be a way!!!
My sympathies and shared pain about the goddamn NPC hitboxes, Omi. Goddamn bastards keep getting in the way. Almost makes you want to mod this game so it's like Skyrim; mass murder everyone and then quickload after your mass murder to return to the plot.
What the fuck.

OKAY TURNS OUT THE UNDERGROUND IS FULL OF MONSTERS THAT TAKE 0 DAMAGE FROM MY ATTACKS AND ONE-SHOT EVERYONE THEY HIT, LET'S RUN AND COME BACK LATER



Is what I would say, if I was a coward.
Jackanapes is the sort of bastard who (to quote Gunny Sarge Hartman from Full Metal Jacket) would fuck a guy in the ass and not have the decency to give them a reach-around. He's a boss disguised as a low-level encounter, and he kicked my teeth in the first time I ran into him. Yeah, I was stuck running away like crazy after learning the hard way he couldn't be fought with the current party abilities.
I am fully confident in the righteous morality of my actions.
whhyyyyyyyyy
What the fuck.

This is such a bullshit move. We arrived here in time, we killed Garula before it could get to the Crystal, and then it just… explodes anyway, no explanation given? Not even a cursory "I guess Walse had already strained it too much amplifying its power" dialogue line, though that would still suck?

In continuing the RPG session metaphor, this feels like a railroading GM whose plot relies on the heroes' failure to avert the crystal's breaking, and who faced with their unplanned-for success is at a loss for how to progress the plot and so has the crystal blow up anyway.

Random aside: in an actual campaign, this isn't as bad as some people make it out to be. Some people argue for a school of TTRPG GMing that's "you're here to let the players tell their story, roll with everything," but that's not applicable to every game and every GM. Sometimes you have to move the plot in a specific direction. In those cases, what's important is communication. Don't try to preserve the secret GM mystique: simply tell your players, "I'm sorry, but my plans relied on X happening, and I am genuinely unprepared for running with Y instead. I'd like to talk about finding a resolution that still leads us down the path I had written for that's okay with everyone," and then talk it out like mature adults rather than blow up the game because you tried to do improv but you're a script guy.

Not particularly relevant to this game's plot that is written ahead of time, but still.

Anyway, it's bullshit, but it is what it is. The Crystal breaks, and its fragments litter the room.
That's one of the biggest flaws with JRPGs in general. They're pretty much linear plots with a railroad built in that even if you manage to beat the boss, the story still has to go in a certain path. While it does make sense given the limitations of the 16 bit era (or computers/consoles in general), it does frustrate players when their victories mean nothing. It also gives the impression that the heroes are a bunch of incompetent twits unable to do their job, or worse, are actively (if unwittingly) helping the villain achieve their goals (looking at you, Chrono Cross!). Here, it makes the party look incompetent, probably another reason why FFV didn't get the love FFIV or FFVI did in the west.

As for the jobs, Berserker is basically your mindless attacker, just automatically attacks over and over till the enemy (or the Berserker themselves) is dead. Definitely not something you'd want for a thinking man's fight, but definitely something for grinding mindless battles where physical attacks are the way to go, or if it doesn't matter how you beat the enemy. Red Mage is cool, but as others said, it doesn't give any stat boosts, and it takes a LOOOOOOOOOOOOOOONNNNNNNNGG time to grind out their final and best ability, so it's more of a long-term goal than a trump card. Time Mage is a combination of weird utility and powerful destructive spells, while Mystic Knight is pretty cool, but requires some knowledge of what to use (as well as having the appropriate spells to use).
 
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Almost makes you want to mod this game so it's like Skyrim; mass murder everyone and then quickload after your mass murder to return to the plot.
Funny that you say this, because one of the most popular ways to mod Skyrim involves not murder, but just straight up disabling NPC collisions so that at least companions don't block your path. :_D

That's one of the biggest flaws with JRPGs in general. They're pretty much linear plots with a railroad built in that even if you manage to beat the boss, the story still has to go in a certain path. While it does make sense given the limitations of the 16 bit era (or computers/consoles in general), it does frustrate players when their victories mean nothing. It also gives the impression that the heroes are a bunch of incompetent twits unable to do their job, or worse, are actively (if unwittingly) helping the villain achieve their goals (looking at you, Chrono Cross!). Here, it makes the party look incompetent, probably another reason why FFV didn't get the love FFIV or FFVI did in the west.
In all fairness, I only recall this problem only being the case with the water crystal. I'm hazy on later events but I don't remember this problem being repeated, at least not so inexplicably so. Again, I might offer translation weirdness as a possible cause. After all, we know that up to FF7/8 and Xenogears, translators keep having troubles forcing them to improvise and patchwork because they don't get enough information/time/resources/extra hands from Square.

Until you get Flare, anyway, at which point that's the only spell your spellblade needs for any situation
"Eat nuclear fusion reaction powered by SWORD TO THE FACE, you shipfaced hanging post!"
 
Is it just me or are those normal cats wearing some kind of glider-wing harnesses? Did someone equip them with those or did the cats invent them themselves for hunting birds and bats?
Those are 100% normal cats wearing some kind of wing harness, yes. Apparently they get backstory in later FF games, but in this one they're... just a random flaphappy cat.

The things I wonder is if they dive, or just fly straight into your face, and why it seems like no one's tried to actually build a functioning cat wing harness in real life.
 
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