Bit of a nitpick, but I think you mean "lighten up." Light up means ignite something, usually a cigarette or other smokeable drug.
Selphie: Did I stutter?
Bit of a nitpick, but I think you mean "lighten up." Light up means ignite something, usually a cigarette or other smokeable drug.
What? I didn't mention any names for those guest characters, and Omi knows he's getting close to the end of disc 1 because that's where his first play through ended because his disc 2 wouldn't load.
My troll senses are tingling, but in case you're sincere: it's everything else. The part where you state your recollection of the future of the game.
Galbadia Garden is… Large. Significantly larger than the areas of Balamb Garden we had access to. It also seems to have higher attendance even for its size: the class rooms look much more like lecture halls than the individualized desks of Balamb.
It's really looking like Galbadia might be purposefully integrating monsters into its society, maybe as a result of the failures of their war effort and looking for an edge in the fight against the Gardens' elites. That's… Fascinating.
Hm. I would assume the literal students of the Garden would be the best-suited to explain what the deal is with its pseudo-neutrality. Even if that explanation was bullshit, I would expect coherent bullshit. The fact that they're struggling to explain it suggests to me that even the Garden administration itself don't have a clear picture of where they stand and are uneasy with the current arrangement.
There's a lot to unpack there. First of all - all this feels extremely consistent with the theory that Seifer acted under Balamb Garden's orders, or with their approval, or was allowed to act on his own unobstructed as an opportunity. One of Balamb's strongest but least reliable operatives 'goes rogue,' attempts to kill the president, but is captured, and Balamb Garden immediately denounces him and cuts ties and accepts whatever fate befalls him? Yeah, it really feels like they might have been hoping he succeeded only for the sorceress's mind-control to be a trick up Galbadia's sleeves they hadn't expected, and so they decided to cut their losses and burn their deniable asset, as is, after all, the purpose of a deniable asset.
Because Squall - who has always similar to Seifer, displaying a somewhat different personality, being less open about what he really wanted, but fundamentally seeing a lot of himself in the older boy and resenting him in part because of that - sees this, sees everyone eulogizing Seifer, talking about whether they hated or loved him, about their feelings towards the man he was, only minutes after learning he died, and he freaks out.
Fujin immediately yells "LIES!" and Raijin laughs off the very idea. Neither of them entertain for a second the idea that Seifer would put up with a trial and an execution, it's just not his style; they decide to head to Galbadia to find Seifer and tell Squall goodbye, leaving our boy just… Standing there denied even a proper reaction to the news that just rocked his world.
Now the only need that would complete this picture would be if we received a new party member whose power is GUN.
Oh my god. He admits it. He admits to being a fuckboy who needles people for no reason. Incredible. AND GUESS WHAT? HE NOT ONLY HAS A GUN, HE'S A FUCKING COWBOY. THIS MOTHERFUCKER IS COSPLAYING A TEXAN. GOD!
I love this. The sorceress is, as far as we know so far, a purely antagonistic force, yet there is something inherently murky to the business of a sniper assassination that casts our protagonists in shadow, even though they're ostensibly acting for the sake of 'world peace.' Or at least that's how Martine frames it - but of course, what use do mercenaries have for world peace? More like 'preventing Galbadian world domination,' ensuring the continuation of the international conflicts that bring them jobs and money
…needless to say, the fact that Irvine is a fully functional party member just like Rinoa only raises further questions on SeeD's alleged unique status as GF users. Like, if it was even something as simple as "anyone can use a GF with basic instructions, it's just that most people don't because of the supposed risks," you'd think it deserve some kind of mention. Rinoa or Irvine would have, like, at least one line of dialogue mentioning their use of GFs and Junction and whether they're worried about it or welcome the power boost, but no. This could have been almost completely avoided by not specifying that only Balamb Garden uses GFs, but we're not doing that either. Irvine joins the group and gets to Junction and use GFs just… Because he has to as a mechanical entity within this game's system, I guess.
I mean, I can't disagree? But meeeeeechs…Considering how out-of-pocket the junctioning system is, treating all characters as mechanically the same was probably the right choice.
Nothing here is like other games, having multiple new bespoke experimental systems on top of an already ambitious system was probably not worth attempting.
(Also isn't Selphie from Garden 3? I think I remember mention that she's a transfer, and she can Junction though again that's one of those 'is this diegetic or not' things like Irvine and Rinoa's ability to do so. Maybe Garden 3's speciality is high explosives and trains, given Selphie's... Selphieness.)
All SeeDs are based in Balamb. The other gardens seem to have other deals that makes them more then feeder systems for balamb, but if you want to be a SeeD, you have to transfer to balamb.
I really think they could've gone with having a couple characters with nonstandard power systems. Give Irvine a mech he can call in as either a super mode or just his source of powers! Show us what makes SeeD unique by contrast! It can certainly be done, games like Lost Odyssey can have different progression systems for different characters. But I suppose maybe the devs weren't confident enough in their ability to pull it off. A real shame that.
Also isn't Selphie from Garden 3? I think I remember mention that she's a transfer, and she can Junction though again that's one of those 'is this diegetic or not' things like Irvine and Rinoa's ability to do so.
Now, personally I do prefer when JRPGs just define every character mechanically and only give you so much freedom to customize them within predefined classes or equivalent, but if you're committed to having a system like GFs, applying it equally to everyone probably is the best or at least the least problematic approach.
I mean, it seems to me that the best solution is to make it so that only the Balamb SeeDs can Junction, not send Zell with Squall originally, and make him and Quistis recurring characters who are nevertheless with you for less than half (preferably a quarter) of the game time put together. This lets you give the others distinct mechanics, let's Squall show off by adapting to fill whichever role your other party members need, and makes the other SeeDs showing up into hype moments as you get to spike your combat ability by rearranging them to best fit the situation in a way the rest of the party can't.Now, personally I do prefer when JRPGs just define every character mechanically and only give you so much freedom to customize them within predefined classes or equivalent, but if you're committed to having a system like GFs, applying it equally to everyone probably is the best or at least the least problematic approach.
Of course, it ties into an issue that plagues FF series as a whole in that characters have minimal mechanical identity even if they have defined narrative roles that should lend themselves easily to defining their combat roles... Well, we've had this discussion before, what was said about FFVII remain true now, perhaps moreso since Materia at least was a simple concept that didn't produce as many worldbuilding questions, even if it wasn't integrated into the narrative that much.
I mean, it seems to me that the best solution is to make it so that only the Balamb SeeDs can Junction, not send Zell with Squall originally, and make him and Quistis recurring characters who are nevertheless with you for less than half (preferably a quarter) of the game time put together. This lets you give the others distinct mechanics, let's Squall show off by adapting to fill whichever role your other party members need, and makes the other SeeDs showing up into hype moments as you get to spike your combat ability by rearranging them to best fit the situation in a way the rest of the party can't.
...This doesn't quite handle the problem of just how overpowered Junctioning+Refining is, because having one character with five times the stats tends to make the other two useless, but if it was just less broken instead of properly balanced it would work fine. Having the customization be able to reach greater heights than the fixed characters is perfectly valid.
Uniqueness just tends to heavily fluctuate from one Final Fantasy game from the next, tbh. Like on one end you have 3 or 5 where mechanical differences are extremely minimal and mostly changed by what classes you decide to train in (and even then 3 you basically swap at will with full power), on the other end you have something like 4 where every character has pre-defined classes and levels and abilities from level 1 to 70, and will always fulfill the same roles.I mean, everyone does have their own unique mechanic. Its the limit break.
Although with one exception, they all work the same way in that lower health lets them spam their limit break every turn. And even that 'exception' still has it work like all the others, it just has another thing going on.
Anyways, with Omi talking about the love triangle and everyone else talking about how Seifer causes problems, I thought a chart might help clarify some of the character dynamics going on.
Note that this underlines Squall as the Ideal Mercenary, since causing problems that he can then solve (for money) is just good business. Also shows how Squall and Rinoa both share a lot in common with Seifer, but have a bit of a gap for understanding the other's perspective.
Uniqueness just tends to heavily fluctuate from one Final Fantasy game from the next, tbh. Like on one end you have 3 or 5 where mechanical differences are extremely minimal and mostly changed by what classes you decide to train in (and even then 3 you basically swap at will with full power), on the other end you have something like 4 where every character has pre-defined classes and levels and abilities from level 1 to 70, and will always fulfill the same roles.
FFVIII is one of those games that falls towards the "very little difference" end of the scale, even in comparison to FFVII with its materia systems. At least there, you had variables like "different party members weapons might have different materia slot combinations", or the existence of ranged weapons making a difference in like three whole battles. FFVIII? There's no actual equipment beyond weapons (which upgrading is basically just an attack boost in most cases), GFs and magic are freely transferred from character to character for junctioning, the only thing that really matters from person to person is said limit breaks. And to be fair, it's possible to really spam those limit breaks with the right build... but FFVIII still isn't really a game with individual character mechanical variety.
Honestly? With the systems in play, I'd go so far as to say that FFIV was the last Final Fantasy game to come up in the thread with really unique characters. FFVI is a maybe but most characters unique skillsets fall by the wayside eventually in favor of 'what if everyone knew Ultima?"
Feels like Selphie is bottom left there, Zell is upper left, Quistis is... probably upper left, given what we've seen of her, and Irvine feels so far like he's next to Seifer on the chart.
Note that this leaves 0 people in the 'solves problems on purpose' quadrant, which I feel is fair.
They all have similiarity in how it can be accessed, but the mechanic of limit breaks themselves are drastically different. With Squall you are playing rythm game. With Zell you play fighting game. Selphie is a slot game. Rinoa is tamagotchi or whatever that was pet game device that require you to walk the pet.Although with one exception, they all work the same way in that lower health lets them spam their limit break every turn. And even that 'exception' still has it work like all the others, it just has another thing going on.
Procrastinating on important work is a path to many abilities some consider... Unnatural.No Omni wait please slow down
I've been lazy, now you're ahead of me that's not allowed
It's really interesting and brain-tingling and I am sort of bracing myself for the disappointment of it turning out to be left unexplored beyond a couple of throaway gags.You know, is this one of the first times a Final Fantasy game has had some degree of established "oh yeah the monsters can be people too, can even integrate with normal people society"? I mean on one hand apparently they all fall off the moon and annihilate entire civilizations from the face of the planet, as one does, but on the other between Gerogero and the hockey team this feels like the most strangely tolerant of monsters we've seen Final Fantasy societies be? Only other peaceful monster settlement I'm remembering off the top of my head is the Land of Summons in FFIV.
Hey, listen.I like @Omicron giving Irvine flack for picking the two women for party members as if Omi didn't do exactly the same thing in both FF7 and FF8 as soon as the opportunity presented itself
I do find myself surprised at how much I am genuinely enjoying these weirdos. I don't know if you saw it in the screenshots, but Fujin has an eyepatch? Peak character design. I want a spinoff about the Disciplinary Team doing, like, an investigation into a rogue GF on campus or something.I fucking love this. It's not even denial, just "yeah the boss is going to go out causing enough casualties to depopulate a small town, it's going to go on national news. He'll be fine."
10/10 disciplinary squad best team.
I think the PSX straight up might not have had enough room to accomodate extra nonstandard power systems for specific characters, considering how complex and heavy the GF system is. Plus, these characters would probably have ended up being perceived as worse than those with access to the incredible depth, flexibility and power of the GF system by players.I really think they could've gone with having a couple characters with nonstandard power systems. Give Irvine a mech he can call in as either a super mode or just his source of powers! Show us what makes SeeD unique by contrast! It can certainly be done, games like Lost Odyssey can have different progression systems for different characters. But I suppose maybe the devs weren't confident enough in their ability to pull it off. A real shame that.
Selphie actually never says which Garden she's from.I do love the idea that Seifer's squad don't belive he's been executed, not because they don't think he's killable, but because they know he's just such a tremendously messy bitch he'd never go out quitely. If Seifer's dying, he's making it everyone's problem.
(Also isn't Selphie from Garden 3? I think I remember mention that she's a transfer, and she can Junction though again that's one of those 'is this diegetic or not' things like Irvine and Rinoa's ability to do so. Maybe Garden 3's speciality is high explosives and trains, given Selphie's... Selphieness.)
It's pretty much a specializing trend across VI-VII-VIII. V had the job system, which was very specific in the way it approached character classes. VI is where the game blows up the concept of 'classes' by giving everyone Magic and access to Magicite stat boosts, and from there, each game iterates to make characters less unique and their mechanics more interchangeable, culminating in VIII, where your character's mechanical identity is literally offloaded to a different 'character' (the Guardian Force).Uniqueness just tends to heavily fluctuate from one Final Fantasy game from the next, tbh. Like on one end you have 3 or 5 where mechanical differences are extremely minimal and mostly changed by what classes you decide to train in (and even then 3 you basically swap at will with full power), on the other end you have something like 4 where every character has pre-defined classes and levels and abilities from level 1 to 70, and will always fulfill the same roles.
FFVIII is one of those games that falls towards the "very little difference" end of the scale, even in comparison to FFVII with its materia systems. At least there, you had variables like "different party members weapons might have different materia slot combinations", or the existence of ranged weapons making a difference in like three whole battles. FFVIII? There's no actual equipment beyond weapons (which upgrading is basically just an attack boost in most cases), GFs and magic are freely transferred from character to character for junctioning, the only thing that really matters from person to person is said limit breaks. And to be fair, it's possible to really spam those limit breaks with the right build... but FFVIII still isn't really a game with individual character mechanical variety.
Honestly? With the systems in play, I'd go so far as to say that FFIV was the last Final Fantasy game to come up in the thread with really unique characters. FFVI is a maybe but most characters unique skillsets fall by the wayside eventually in favor of 'what if everyone knew Ultima?"