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

One benefit of ATE is that it makes the player complicit in any bad pacing that may happen.
Usually you would need to carefully consider whether that fun cut-away does bad things to the tense narrative main thread, but by simply turning it into an option- even one noone will ever really skip - you get to just include any cute interlude ideas you have while dodging the consequences for any that were badly placed.
 
Also Galuf and his "Local Man Too Angry To Die" routine, but yeah it's surprising the FF series hasn't done it more often.

Edit: and now that I think about it, Terra's Esper Form is somewhat along those lines as well. Guess the games have in fact done it decently often.
In addition to the examples that have been posted, remember pre-enhancement Cloud doing a Limit Break on Shinra's golden boy and dunking him into the lifestream!
It's rarely explicit that an emotion-powered superpower happened, but it's cropped up now and then.

As far as I can remember, FF9 has a pretty good habit of purposefully avoiding characters doing stupid things to create contrived drama...but I'm only a bit further than you in my replay so my glasses might be a touch rose tinted still.

This is something I noticed in our two main scene of in-character conflict so far: Baku and Zidane disagreeing over whether to go save Garnet, and Steiner and Zidane disagreeing over whether to set camp and rest. In both cases, neither side is a complete idiot; they're both making sensible arguments. Baku is coming from a place of prioritizing the safety of his crew and not heading off into an area filled with unknown threats, while Steiner has very sensible concerns about the risks of setting up camp in the notoriously dangerous mists where they could be ambushed by monsters. Zidane wins both of these arguments, but he's not fighting strawmen, the other character is coming from a reasonable if incomplete position.

It's good writing!

Heads up though, IIRC you'll need to find and activate the "Add Effect" ability for weapon status effects to actually function. Which is kinda stupid, but w/e.

okay but why though

God, could you imagine if Baku was like Gaffgarion. "Listen, Zidane. We can either let the knight and the kid live, and rat us out to the Queen. Or...well, what's some more fertilizer in the forest?"

consider: ff9 but Baku is replaced by Gaff, Steiner by Agrias, Garnet by Ovelia, Vivi by Mustadio, Zidane remains the same

FFIX does also manages to have the "slow and relaxing" opening that FFVIII has by including the Alexandria section with Vivi; it's entirely possible to spend hours there, exploring and jumping rope and playing cards and making sure you didn't miss any treasure. I think the game's ability to synthesize FFVII "action-packed start with the hero team's on a mission" with FFVIII "take your time and get to know the setting" is one of FFIX introduction's strengths.
I think the one thing that VIII gains from its slower paced opening is that, while the Chill Alexandria Experience with Vivi is a great bit of early low-key exploration, the opening at Balamb Garden and the repeated visits to it are really good at selling that this is your home, your school, a place where Squall belongs and will come back again, even after being separated for a long time. It's where you have classes, training, your dorm, your prom ball, your teachers, your friends. That's a vibe none of the other game has ever really captured to the same extent.

With that said, yes, IX has a very strong opening that knows to move fluidly between high action and low-key hangout in a very smooth and effective way, from a pacing perspective it's definitely the best we've had.

In Italian it was translated as "Foresta del Male", pretty much literally from Japanese.
In French it's Forêt Maudite, ie "Cursed Forest."

I wonder if I should keep a running tally of the French translation differences like I planned to do with VIII but never ended up doing...

Like, so far, pretty much every single character has had a different name. To whit:
Tantalus = Tantalas
Baku = Bach
Zidane = Djidanne
Blank = Frank
Marcus = Markus
Cinna = Cina
Vivi = Bibi
Garnet = Grenat
Brahne = Branet

Steiner is the only one whose name remains unchanged.

But there's an even more baffling change. In French, the Pluto Knights are the Brutos.

That's not just missing the planetary reference (and the cheeky reference to the number 9). Brutos isn't technically French, but it's close enough to brut/brutal/bruteaux, which are, that it clearly codes as meaning, brute, rude, crude, rough, or more generally a kind of character who doesn't have much going on upstairs, a blunt instrument.

Which is... Kind of appropriate to Steiner and the Pluto Knights as we were first introduced to them... But also it's such a wildly different name from "Pluto Knights" that only one of the two translations can be correct, and I'm 99% certain it's the English one. Because I think what happened is that we had a typical case of translating from sight without context and getting consonnants confused, so P became B, L became R, and "Pluto" became "Bruto." At least that's my guess.

Similarly, the Plant Brain is, in French, called Blambourine. That is a cool name, that's kind of like, fantasy sounding, it'd be a good name for some monster (notably it includes the word "Bourine," which is the female form of "Bourrin," meaning 'someone who likes to hit things a lot,' so you get the idea that this is a female plant entity that hits everything with its tentacles), but also it's... Incorrect. A casual look at Plant Brain's wiki page, not looking at anything but the name entry, tells us its Japanese name is "(プラントブレイン, Puranto Burein?)."

The French Translator looked at "puranto burein" and failed to realize it meant Plant Brain and instead kludged together a weird fantasy name without any particular etymology, Blambourine.

I'm... Starting to wonder if we might not be in the very odd situation of a French translator who spoke Japanese but not English and so failed to notice obvious English loanwords.


@Omicron Thought you might want to know, FF7 Rebirth is up for pre-purchase on steam.
(IDK if anyone told you already)
I have already finished it months ago o_o[/QUOTE]
 
Everyone is dead by stabbings within the first half hour except Mustadio. He's passed out on the ground like normal, but instead of a sucking chest wound, it was because he tripped over his giant cartoon boots and puffy pants like Vivi.
To be fair that's only if we are talking end of game characters, at which point this becomes complete fact.

I have faith Beginning of Game Gaff would come up with a plan to outsmart BoG Agrias or simply not take the mission at all, since it doesn't seem like they were ordered this with no other options.

Could even turn it into a story potentially, depending on how you shift events, although the character dynamics do strike me as worse, obviously. :D
 
But there's an even more baffling change. In French, the Pluto Knights are the Brutos.

That's not just missing the planetary reference (and the cheeky reference to the number 9). Brutos isn't technically French, but it's close enough to brut/brutal/bruteaux, which are, that it clearly codes as meaning, brute, rude, crude, rough, or more generally a kind of character who doesn't have much going on upstairs, a blunt instrument.

"In the days when the King's Road was scarred with the tramping of soldier's boots and littered with the detritus they left behind, there was Garnet, who was a princess. Garnet was very tall and straight, and she had arms like sinewy boughs. She was very good with a staff but very poor with a straight sword, which drew her constant disapproving looks from the General, since the staff was a peasant's weapon, and not befitting a proper executioner of the Old Law.

The General's name was Beatrix, but that is neither here nor there, for she was a proper General. She was very calm, and very handsome, and she had a flawless Watchman's Eye – that's why she was promoted. Garnet pined for her piteously but in vain, for it was astounding how completely dry she was of anything that could possibly resemble love. She took her morning tea bitter, she sat rod-straight, and her nails were exceptionally clean. She was an excellent policeman.

Garnet and the General traveled together with a third person, who was very uninteresting. He was the Captain by the name of Steiner, and he was a blunt instrument that had been hammered into the shape of a person. He had a neck the size of a tree trunk, and about as knotted. He loved his sword, and the shape of his sword, and most of all, he loved to use it. He was masterful at killing with the sword, which made him an exceptionally poor swordsman."
 
No, I mean the second part. The part that you complained about having to wait years for it to get a PC release.
So did I! I finished Rebirth last year!

This was possible thanks to the kind generosity of one of my readers (I don't know if they'd want me to name them publicly), but I was able to acquire a PS5 and play through Rebirth on release.

I originally meant to make a "Rebirth review", kind of like I had done for Remake while playing VII, but I ended up not doing that because... Well, I didn't really know how to put together my feelings on the game. Rebirth took me 100 hours to beat, easily beating any of the games we've had in this Let's Play so far, and left me, how to put it, emotionally burned out. Which I don't mean necessarily as a negative, but it's a game that left me with a profound impression and powerful feelings, but complicated feelings. I'd say it's one of my favorite games of all time but at the same time my feelings towards it were not wholly positive. Between that uncertainty of feelings and being very tired from playing the game for a month straight, I ended up never writing that review.

But yeah, I did play it.
 
So did I! I finished Rebirth last year!

This was possible thanks to the kind generosity of one of my readers (I don't know if they'd want me to name them publicly), but I was able to acquire a PS5 and play through Rebirth on release.

I originally meant to make a "Rebirth review", kind of like I had done for Remake while playing VII, but I ended up not doing that because... Well, I didn't really know how to put together my feelings on the game. Rebirth took me 100 hours to beat, easily beating any of the games we've had in this Let's Play so far, and left me, how to put it, emotionally burned out. Which I don't mean necessarily as a negative, but it's a game that left me with a profound impression and powerful feelings, but complicated feelings. I'd say it's one of my favorite games of all time but at the same time my feelings towards it were not wholly positive. Between that uncertainty of feelings and being very tired from playing the game for a month straight, I ended up never writing that review.

But yeah, I did play it.
Translation: Omi wasn't brave enough to admit he fucked the dog on the Gold Saucer date.
 
So, question:

Does anyone know how FF9's RNG work?

I've just tried to steal an item by quicksaving before selecting "Steal" and then the target, and then quick loading after the Steal attempt failed... Several dozen times.

This could be because steal rates are abysmal, as I was warned they would be; but I'd like to make sure that this isn't a situation like "the RNG only produces a new number on certain triggers so you're just spamming Steal on the same number so even an infinite number of attempts won't work", as was if you'll recall an issue in VII with chocobo breeding RNG. I'd like to make sure.
 
Does anyone know how FF9's RNG work?
According to the final fantasy wiki:
ff9 steal mechanics said:
Without Bandit, the formula for Steal hitting a target is as follows:

Attack = Random number between 0 ... [(Level + Spirit) - 1]
Defense = Random number between 0 ... (Enemy Level - 1)

If Attack is equal to or greater than Defense, Steal succeeds. If Bandit is equipped, this step is ignored and Steal will always hit the target.

...

Steal will first attempt the rare slot. If that fails, it tries the next most common slot. A successful Steal from an empty slot results in a failed Steal attempt.
So it's dependant on your level and Spirit stat, interestingly. Would've expected speed.

There's 4 steal slots, incidentally, as enemies can have up to 4 items.
 
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So, question:

Does anyone know how FF9's RNG work?

I've just tried to steal an item by quicksaving before selecting "Steal" and then the target, and then quick loading after the Steal attempt failed... Several dozen times.

This could be because steal rates are abysmal, as I was warned they would be; but I'd like to make sure that this isn't a situation like "the RNG only produces a new number on certain triggers so you're just spamming Steal on the same number so even an infinite number of attempts won't work", as was if you'll recall an issue in VII with chocobo breeding RNG. I'd like to make sure.
With a quick bit of googling, I didn't find anything completely concrete, but did find several other people who had similar issues of "spammed load state and steal dozens of times, got nothing", so several people theorized it's an RNG tied to either actions or frames. I'd suggest trying waiting a second or two after reloading before actually stealing, and if that doesn't work try shuffling who's turn it is with the ATB. Worst case, for the real bad steals (0.39% lmaoooo) you might have to do something like every failed steal attempt from Zidane, just reload and have someone else take a turn (or the enemy takes a turn).
According to the final fantasy wiki:

So it's dependant on your level and Spirit stat, interestingly. Would've expected speed.
As for this bit, I believe that's just for the actual hit rate of "does the steal attempt land", the actual stealing itself can still then proceed to land on an empty slot and go "sorry couldn't steal that potion you already took, try again 4000 more times and maybe you'll get the Ultrasaber".
 
Don't know the details with FFIX, but it's common in games that you have to do some kind of action (or let the enemy do so) after reloading the quicksave to feed the RNG a different input before stealing again.
 
IIRC the RNG is based on the in game time and advances every second or so. Take that with a grain of salt because I could be mistaken about that, I'm 60 hours in and way past the point where RNG is relevant to my playstyle.
 
One benefit of ATE is that it makes the player complicit in any bad pacing that may happen.
Usually you would need to carefully consider whether that fun cut-away does bad things to the tense narrative main thread, but by simply turning it into an option- even one noone will ever really skip - you get to just include any cute interlude ideas you have while dodging the consequences for any that were badly placed.
Damn, do I feel this, I think you've hit the nail on the head. It's especially true when Square revived the idea of ATEs in Kingdom Hearts DDD, where it called them "Flashbacks." Oh, but they subtracted all the jokes and replaced them with interminable exposition and Disney scenes you've already seen in the theatre. It's like someone wrote too much stuff, and then went paging through the company's back-catalogue, going, "Now, how do I make this the player's fault?"
 
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Worst case, for the real bad steals (0.39% lmaoooo)
Yeah, obtaining the super rare items requires the Master Thief ability, which only becomes available in Disk 3 and changes the possibility from 1/256 to 32/256. However, bosses also don't start having super rare steals until that point (I believe there's only one enemy who has a super rare steal before that point, and even that one is in late disk 2), and while random encounters do, none of the random encounters has anything unique to steal.

As for the steal probability to hit being (Lv + spr) - Enemy Lv, current enemies should not be higher than level 3, so that shouldn't be an issue either. This really feel like a "needing to let the RNG cycle" issue, which I do believe is just a matter of varying the time between steal attempts.
 
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