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

First, Setzer - our leading gambling man has... fairly average stats across the board, an unpredictable special ability in Slots, and a frankly pitiful weapon set since he only gets unique Gambling Weapons. There's a few good weapons in said set which we'll get to eventually, but even so it leaves him a tad... restricted, compared to characters who have things like swords or rods. As for stat buffs, Setzer focuses better on magic - his physical combat with his weapons of choice is meh anyways, and all his Slots abilities scale off of his magic stat so there's really no reason to go any other route when you've already got half a dozen qualified physical attackers.

And then, our adorable little Moogle buddy, Mog! Mog has surprisingly high defensive stats, in the top three among the entire cast for Defense and Magic Defense, and is the only character other than Edgar who can use spears meaning he's also the only other character who can get some decent use out of the Dragoon accessories. On top of that, Dances are a decent alternative to Gau's Rages, since you don't have to use them, but it's there if you want to do so. Mog can actually work pretty well raising Strength or Magic, depending on whether you want to go the Dragoon route, or just be a tanky mage that makes use of his dances.

The gambling weapons (outside of Fixed Dice) may not be the top of the heap as far as equipment goes, they have a lot of swag and personality to them. I think there's even an actual extra animation on crits where he spins around before throwing. But since Setzer's dice don't care about his stats at all, this last playthrough I went for HP boosts on him since he can pretty much just sit with the relevant esper (Bahamut?) making the stat juggle a bit less of a headache. Hilariously, I learned later that the Fixed Dice actually interacts how you'd hope with the dragoon equipment, meaning that Setzer might actually be the best dragoon in the game with 2-4 hits of probably max damage. :V

I do usually put that stuff on Mog though.
 
That was... a really good analysis of the banquet and the people in it, Omi. Made me rethink the whole scenario, especially since I haven't played the game in a long while.

While Ward Bangle isn't necessary because FFVI is an easy game to cheese through, it does make life easier. As for the Gold Hairpin... while it would be nice this early on, it's utterly outclassed by another item that is just better - the Economizer, which reduces all spell costs (not esper costs, IIRC, just the spells) to 1. Ultima? 1 MP. Dualcasting Ultima with the Gembox? 2 MP. Any spell will only have the cost of 1 MP, and by the late-game you'd already have MP in the high triple-digits.
 
Your perspective was very fun to read. When I walked into the banquet I just extended the game zero trust to actually attach interesting consequences to this act of diplomacy, so I wasn't nearly as invested as you. Still half-assed my way into the same reward tier as the initial one here, though.

The Ward Bangle, which halves the random encounter rate. Like. Yeah. Obviously I'm getting that even if I have to twist my arm a bit for it.
I see you are sacrificing your morals and dignity so the Fascist Daddy grants you a probably plundered trinket from his treasury. I change my opinion. 10 out of 10 metaludonarrative design
 
Mog makes for an utterly fantastic emergency button dragoon. Keep him jumping all the time so that most attacks can't hit him at all, then if things go sideways his excellent natural defenses and equipment selection keep him safe while he spends a turn or two on the ground getting the rest of the party back on their feet.

I usually don't use him in my main party because there's only four slots and I have to somehow fit some combination of the Figaro brothers, the leading ladies, and the Murder Child in them, but Mog is perfect for acting as an anchor for one of the parties when you split into groups in Phoenix Cave or Kefka's Tower. He also lets you loot endgame gear for free with his Charm in Kefka's Tower.

Mog's a good side character, is what I'm getting at.
 
Yet another scene that reinforces that the breadth of characters - and sheer number of them - weakens the narrative; if they'd had fewer characters and kept Cyan, they could have written an excellent scene here where he confronts the people directly responsible for everything. Instead, you get one line and then... nothing.

(Also I can't imagine why a Japanese studio is soft-pedalling a tyrannical expansionist empire who aims to complete the war-crimes bingo, or why they might be trying to push Cid as not all that bad actually, despite him being absolutely unjokingly on a level with people like Mengele. Unit 731? Never heard of it.)
 
Yeah, I'm actually fascinated by that scene and I'd love to watch an analytical breakdown but I can't trust that looking up a video or an essay on it won't have spoilers for the rest of the game.
Well, I got this podcast where they also did a commentary LP like you are. They do it by parts and the negotiation in this one is at the end of the video, so no future spoilers.

View: https://www.youtube.com/watch?v=tR65SQznEnM&t=4277s

This is the best scene in Final Fantasy?
Curiously brave statement, you don't hear that from fans. I do agree it's pretty neat.
 
Curiously brave statement, you don't hear that from fans. I do agree it's pretty neat.

There are plenty of iconic scenes and sequences in FFVI. Out of what this LP has covered so far, the phantom forest/train and the opera are probably the most memorable.

But the banquet is the most engaging scene that very closely integrates the plot and gameplay. It sets out to make you feel like you actually engage in negotiations with the dreadful emperor and makes you consider things the characters would likewise consider, like weighting diplomacy against ideals.

This is pretty unique for FF games and is one aspect where I'd say Western RPGs are broadly better as dialogue trees are common and allow for this kind of gameplay pretty naturally. Fallout 1 had a similarly engaging scene with the Master where you get to convince him to stop his plan so long as you appeal to logic and have enough hard facts to back it up (but appealing to emotion simply doesn't work because Master doesn't care). And, of course, in Planescape Torment you can't take two steps without engaging in deep philosophical discussion with a wall or something.
 
So last year I played Sierra Lee's extremely philosophical game maker erotic harem RPG The Last Sovereign...

Which makes extremely extensive use of events that in hindsight are probably very much modeled exactly off of the Banquet sequence (and I think one of them is quite literally a banquet sequence as well) but it's usually like the subjugation of entire countries.

It's funny seeing the original FFVI one again because it just brain blasted to me exactly what the intended vibes are for TLS, which is to say it's a game that basically takes it and goes 'What if we make more or less an entire game out of out this' and then tacks on a lot of philosophical commentary on power and politics with a side of deconstruction of 'Game-maker hentai titles'.

It's extremely long, complicated, and borderline unplayable without a guide imo - but I found the writing extremely rewarding, enough to make a comment on it after reading over the last update and if you can excuse the conceit of it being more than a little bit racy then I'd recommend people give it a shot.
 
Everyone remembers Kefka, and justly so, but the Emperor is also a big step forward in bad guys design for FF.
Well, yes, he's the precedent for villains
like President Shinra, President Deling, Queen Brahne, and Emperor Aldercapt - the tradition of the Leader of the Evil Empire who's a villain in their own right, but nevertheless gets overthrown by their advisor who had done way more setting backstory relevant planning some time around the halfway point
 
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Giant dog-man is indeed a step forward in villain design. There's only so many Darth Vader copies you can bear before you need a Palpatine.
 
Giant dog-man is indeed a step forward in villain design. There's only so many Darth Vader copies you can bear before you need a Palpatine.
I'mma Be honest if Palpatine looked like a dogman or a werewolf i would pay way more attention to star wars because the twist that loveable emperor schnauzer was the bad guy along would be too insane to look away from.
 
Honestly, I'm pretty damn surprised. The dinner conversation is a setpiece with a fascinating mechanical dimension to see in a Final Fantasy game that old, especially framed by the timed scene to interact with soldiers prior. I have never heard of this being brought up in the context of Final Fantasy VI before.
 
So last year I played Sierra Lee's extremely philosophical game maker erotic harem RPG The Last Sovereign...

Which makes extremely extensive use of events that in hindsight are probably very much modeled exactly off of the Banquet sequence (and I think one of them is quite literally a banquet sequence as well) but it's usually like the subjugation of entire countries.

It's funny seeing the original FFVI one again because it just brain blasted to me exactly what the intended vibes are for TLS, which is to say it's a game that basically takes it and goes 'What if we make more or less an entire game out of out this' and then tacks on a lot of philosophical commentary on power and politics with a side of deconstruction of 'Game-maker hentai titles'.

It's extremely long, complicated, and borderline unplayable without a guide imo - but I found the writing extremely rewarding, enough to make a comment on it after reading over the last update and if you can excuse the conceit of it being more than a little bit racy then I'd recommend people give it a shot.
I had the exact same thought. It can be ten times deeper (the ecumenical council takes hours) but I can see a really clear line connecting TLS to this and I would never have suspected it before today.
 
Damn this game and not actually letting me know what to expect next.
Yeah, that's the Final Fantasy VI experience; it throws so much stuff at you, it's difficult to predict.

Which may appear to conflict with my previous comment that FFVI "lacks enthusiasm", but that was more about how the game refuses to truly develop the multitude of things that it throws at you - it does a lot to awe, but rarely explores the details and consequences of what it presents in its attempt to impress. It has many, many ideas, but no enthusiasm in exploring them. Or that's my take on it.

Of course, "rarely" isn't the same as "never", and I do agree this conversation was above what the rest of the series has presented this far. Of course, the series so far wasn't exactly high on character interactions, so I don't know how much that should count, but it's an interesting attempt, if nothing else.

Speaking of the rest of the series so far, I do have a question I'd be curious to hear your answer to.

For the previous game, we had the following breakdown in chapters:

FF - 7 threadmarks (no double update ones)
FF II - 12 threadmarks (5 double update ones)
FF III - 16 threadmarks (9 double update ones)
FF IV - 20 threadmarks (5 double update ones)
FF V - 30 threadmarks (12 double update ones)

So, that makes it seem like there was a trend there for a while of adding around four new threadmarks for each new game, but then FFV went and shattered the expectations; also, the number of double updates seems variable, but five seems to be the minimum.

With that in mind, as of right now FFVI is looking like this:

FF VI - 11 threadmarks (2 double update ones)

Of course, the very existence of double updates makes it clear that the number of threadmarks isn't necessarily a definitive measure of the game's size, but I do think there's some correlation between how much there is to a game and how long the LP of it is.

With that in mind, I would like to hear how long you'd forecast FFVI is going to be when you're through with it, @Omicron - how many threadmarks do you think it will take?

Additionally, I'd be curious to get a sense of how deep into the game you think are, in terms of gut feelings; it'd be interesting to get an idea of what your impression of the game's length is at this point, to compare with what it is when you're done.

For reference, here's what points the other games were at in their #11 Threadmarks:

FF - doesn't have one.
FFII - was pretty much over; you started the update entering the Jade Passage and had defeated the final boss by the end of it.
FFIII - "preparing for the last dungeon" phase of the game, featuring five dungeons and retrieving Odin, the Blood Lance and the Invincible.
FFIV - about two thirds of the way through, including the first raid of the Tower of Babil, plus Yang's and Cid's pretend heroic sacrifices.
FFV - this one was just after the group had met again with Galuf back in his world, and included visiting the Moogle's forest and Galuf's castle.

I'm not sure how far away I would consider FFV precisely; it was after moving to the second world, so a lot had already happened, but it wasn't even halfway through the second world; the threadmark count suggests one-third of the way through would be the appropriate approximation, but FFV did have a somewhat longer section of "preparing for the last dungeon" (in that about half of the unified World of Balance could be qualified under that umbrella), so I'm unsure how to qualify it.

In any case, as I said, considering these precedents, I'd be curious to hear how much game you think FFVI has left, when compared to the others!
 
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Yeah, that's the Final Fantasy VI experience; it throws so much stuff at you, it's difficult to predict.

Which may appear to conflict with my previous comment that FFVI "lacks enthusiasm", but that was more about how the game refuses to truly develop the multitude of things that it throws at you - it does a lot to awe, but rarely explores the details and consequences of what it presents in its attempt to impress. It has many, many ideas, but no enthusiasm in exploring them. Or that's my take on it.

Of course, "rarely" isn't the same as "never", and I do agree this conversation was above what the rest of the series has presented this far. Of course, the series so far wasn't exactly high on character interactions, so I don't know how much that should count, but it's an interesting attempt, if nothing else.

Speaking of the rest of the series so far, I do have a question I'd be curious to hear your answer to.

For the previous game, we had the following breakdown in chapters:

FF - 7 threadmarks (no double update ones)
FF II - 12 threadmarks (5 double update ones)
FF III - 16 threadmarks (9 double update ones)
FF IV - 20 threadmarks (5 double update ones)
FF V - 30 threadmarks (12 double update ones)

So, that makes it seem like there was a trend there for a while of adding around four new threadmarks for each new game, but then FFV went and shattered the expectations; also, the number of double updates seems variable, but five seems to be the minimum.

With that in mind, as of right now FFVI is looking like this:

FF VI - 11 threadmarks (2 double update ones)

Of course, the very existence of double updates makes it clear that the number of threadmarks isn't necessarily a definitive measure of the game's size, but I do think there's some correlation between how much there is to a game and how long the LP of it is.

With that in mind, I would like to hear how long you'd forecast FFVI is going to be when you're through with it, @Omicron - how many threadmarks do you think it will take?

Additionally, I'd be curious to get a sense of how deep into the game you think are, in terms of gut feelings; it'd be interesting to get an idea of what your impression of the game's length is at this point, to compare with what it is when you're done.

For reference, here's what points the other games were at in their #11 Threadmarks:

FF - doesn't have one.
FFII - was pretty much over; you started the update entering the Jade Passage and had defeated the final boss by the end of it.
FFIII - "preparing for the last dungeon" phase of the game, featuring five dungeons and retrieving Odin, the Blood Lance and the Invincible.
FFIV - about two thirds of the way through, including the first raid of the Tower of Babil, plus Yang's and Cid's pretend heroic sacrifices.
FFV - this one was just after the group had met again with Galuf back in his world, and included visiting the Moogle's forest and Galuf's castle.

I'm not sure how far away I would consider FFV precisely; it was after moving to the second world, so a lot had already happened, but it wasn't even halfway through the second world; the threadmark count suggests one-third of the way through would be the appropriate approximation, but FFV did have a somewhat longer section of "preparing for the last dungeon" (in that about half of the unified World of Balance could be qualified under that umbrella), so I'm unsure how to qualify it.

In any case, as I said, considering these precedents, I'd be curious to hear how much game you think FFVI has left, when compared to the others!
Interesting question!

Another stat you might consider is wordcount. In 11 update, I've already written roughly twice as much as I did for 11 updates of FFV. This game just gives me stuff to say.

Which is, paradoxically enough, why I think I might actually be somewhat further along in the plot than I was in FFV at the same update number? Simply because there are limitations to how much you can pack into a SNES cartridge and the game is dense enough that it might be pushing against those (although on the other hand, it doesn't have to include 22 full sprite sets for each character), so it might be shorter in total length as a tradeoff. Not that I would bet on it, but it's possible.

My Let's Play of FFV was entirely too long, though. I would like to be more efficient in the future (he says as he types another thousand words about a minor character interaction). Hopefully this won't take 30 updates to go through, though I'm doubtful.

I'm not going to put a hard number on it, though.
 
Interesting question!

Another stat you might consider is wordcount. In 11 update, I've already written roughly twice as much as I did for 11 updates of FFV. This game just gives me stuff to say.

Which is, paradoxically enough, why I think I might actually be somewhat further along in the plot than I was in FFV at the same update number? Simply because there are limitations to how much you can pack into a SNES cartridge and the game is dense enough that it might be pushing against those (although on the other hand, it doesn't have to include 22 full sprite sets for each character), so it might be shorter in total length as a tradeoff. Not that I would bet on it, but it's possible.

My Let's Play of FFV was entirely too long, though. I would like to be more efficient in the future (he says as he types another thousand words about a minor character interaction). Hopefully this won't take 30 updates to go through, though I'm doubtful.

I'm not going to put a hard number on it, though.

Well, the empire is defanged, Kefka is imprisoned, and all that remains is to stop the esper rampage, probably culminating in a battle against Bahamut. Clearly, you're near the end.

I estimate it would take you 2-3 updates to finish the whole thing up.
 
Kefka's end being "and then he spent the rest of his life in jail for war crimes" would be top tier if they showed trying to cure his madness while he just over reacts to everything
 
Now picturing the game ends and one of those little asides of "here's what everyone's up to now!" in the ending slides is just Kefka in therapy, angrily overacting while other characters laugh about it. "Haha, that silly Kefka, just a little genocides, just a little fun, what a guy!"
 
Kefka's end being "and then he spent the rest of his life in jail for war crimes" would be top tier if they showed trying to cure his madness while he just over reacts to everything
Funny you should mention that, as Kefka's been off his meds since the Battle for the Frozen Esper (he was self-medicating with that Peace Ring you get as loot from him, nice bit of subtextual storytelling).
 
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Kefka's end being "and then he spent the rest of his life in jail for war crimes" would be top tier if they showed trying to cure his madness while he just over reacts to everything
*begins to think of opening paint.com with a Regarding Henry poster, and and crops of the faces of Kefka and others*

Someone stop me. D:
 
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