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

Funger is an indie game done with a certain creative vision in mind, and decades of RPG design experience behind it, even if it's mostly second hand and learned by watching what other people did. That's why it can do what it does so naturally. FFVIII came at the rough transition between 2D and 3D, even if its predecessor made the first few steps, and was done by a corporation dealing with a strict ratings board and having just had a taste of mega-stardom with FFVII and was less willing to take risks the way earlier FF games would.
 
I have been genuinely struggling not to run my mouth about Fear & Hunger for the entire duration of the FF8 LP. Because I don't want to be annoying. But it is. Astounding. How Funger just mogs on everything this game wanted to be.

Other similarities involve:

- If you know the mechanics very well (or just follow a guide), it's possible to break the game over your knee. While everyone is busy living out survival horror, you get to prance around counting bodies like sheep;

- That method involves the bigger sorcress (Marina, she's bigger because she has more gods to call upon) eating the smaller sorcerer (O'saa) for the delicious spicy power up.
 
- A bit of interesting nuance is that, when Rinoa worries over whether Artemisia will force her to fight the others, the English version goes with a more neutral, slightly ominous "scary thought, isn't it?", while the Italian version has her say "I hate fighting", which feels more personal, although also somewhat at odds with Rinoa's personality. Characterizing her as angry at the idea, in addition to scared, on the other hand, is a better fit for Rinoa's personality, so overall the translation here use a less effectual phrasing to convey a stronger feeling.

This is another case where the Japanese script is being vague and unclear for stylistic reasons, and translators have to interpret what the line is actually saying, and the English and Italian translators went in different directions. In the Japanese script, Rinoa says "If the world becomes (my/our) enemy... (will we) have to fight... (I) don't like it... it's scary."

The words in parenthesis are not in the actual text, and only implied through context and grammar. So the English translator went for the route of Rinoa thinking the whole situation is scary and she doesn't like it, while the Italian translator went for the route of linking the previous statement to the next one, so Rinoa is saying "fighting is scary/I hate fighting".

- Then, when Squall declares that he'll never hurt Rinoa and that is true enemy is Artemisia, the Italian translation goes more personal, with him characterizing her as "the Sorceress that caused you to feel so afraid"; that Squall wants to kill Artemisia specifically because she hurt Rinoa is very in line with his newfound motivation/character development, instead of the far more neutral English line "my enemy is the Sorceress of the future". This is a very divergent translation, and I don't know how it came about; we'd need the Japanese script here to be certain whether the English team dropped the ball so profoundly, or whether the Italian team choose to emphasize Squall's changed motivations by editing the line so aggressively.

Oddly enough, this is a case where I can see where both translations are coming from, and it looks like the English and Italian translations took the Japanese line and split it between them. If I had to choose, I'd say the Italian translation is more complete, but it might also overstate the motivation.

The line is "The Sorceress I (want to) defeat is not Rinoa. (It is) the one from the future that Rinoa is afraid of, Sorceress Ultimecia." The English translation left out the part where Ultimecia is described as someone Rinoa is afraid of, but the Italian translation seems to leave out the part about Ultimecia being from the future.

I'm not sure if the Italian translation overstates Squall's motivation, because in Japanese Squall is using "Rinoa is afraid of this Sorceress from the future" as part of the description of Ultimecia. So "the Sorceress that caused you to feel so afraid" is valid, but doesn't really say anything about Squall wanting to defeat Ultimecia because Ultimecia makes Rinoa afraid. However, I also don't know if I'm under-reading the implications in Japanese, and Squall mentioning Rinoa's fear at all might be significant enough to match the Italian translation.

- Which is a smaller change than the following beat, where either the English translation completely dropped a line from Rinoa, or the Italian translation added a fully new one. In English, Squall says "there's gotta be a way", and in Italian "I'm gonna find a way" - a minor variation that I'd not normally mention - but then, whereas in English Rinoa goes with an ellipsis, a "..." that reads as deep doubt of him, in Italian she says "will you? Really?", which is less doubt and more desperate hope, telling us that, while Rinoa doesn't really believes that a way exists, she deeply wants it to, and thus we get the impression that Squall's words reach her far more deeply than even she herself expected.

The English translation did remove an entire line, yes. Having said that, Rinoa's line is doubtful; the line is "本当に見つかるかな", and I admit I can't think of a way to convey that in English properly without tone. The Italian translation of "Will you? Really?" is valid, but imagine it being spoken doubtfully, rather than hopefully. In context, Rinoa isn't doubting Squall specifically, but rather that any solution exists at all. I suppose "Is there really a way?" would be keeping the spirit of the line, over a literal translation.

As for Squall personally vouching for a way (or method or plan; 方法 translates to any of those), it's another instance of lack of pronouns, in that line itself. Translated as is, the line is "A way can definitely be found", but I can see the interpretation where Squall is saying he personally will find the way. Or that everyone together will find the way.

None of this is evident with the English translation outright removing Rinoa's line, so that one is clearly bad.

This continues on with the next few points (up until the comment about the Edea and Cid discussion being unchanged), where the Italian translation is consistently closer to the Japanese text than the English one, which aggressively strips out a lot of emotion and context, including outright deleting words. The core message of each line is there, in terms of information, but the nuances are gone. I had been doing a multi-quote of each case, before I realized it was just going "yeah, Italian is closer, no idea what the English translation is doing" over and over.

For the Deep Sea Research facility, again the Japanese script site doesn't have side content. However, I'm a huge Hololive fan, and Koyori Hakui has been doing marathon streams of FFVIII (as part of her own "play through all the Final Fantasy games" streams), and reached the Deep Sea Research base. No translations for Zell, because her party is Squall-Rinoa-Selphie.

- Right before the final Ruby Dragon fight of the pre-Bahamut sequence, the question is addressed as "Ignorant creatures", which seems more fitting here than the "Damned imbeciles" translation of the English version.

- Then, after defeating him, Bahamut's line is "have you found your answer?", implicitly to his last question (Why do you fight?), which is a different take on his characterization from the "have you seen the light?" he asks in English. The Italian translation suggests that Bahamut, too, is seeking the answer to the question of why it is in his nature to fight, and is joining the team in the hope that fighting alongside them, people who are seeking the same answer, will help him find it, whereas the English version has the fight as more of a teaching moment, but it's not clear exactly what it is that Bahamut would have wanted them to learn from it.

"Ignorant creatures" and "damned imbeciles" are pretty much just variants of insulting the player party for being fools. The line is "愚かなる者よ", which is an arrogant and old-speech way of saying "you fools". Bahamut speaks in haughty old-time vocabulary, of the sort that would likely be full of "thee" and "thou" in most English translations. The idea here is contempt and anger, without pity.

Bahamut's line upon defeat is "戦いに... こたえは見えたか?" which once again has no subject-object pronouns, so it could be "have you found your answer", "have you found the answer", "have you found an answer", "have you found answers", or any such variation. The first part (戦いに) is "battle", or possibly "upon this battle" or "with this battle" or "after this battle". So overall I would say it could be a teaching moment on the part of Bahamut, the party, or both, but in all honesty I feel like it's just a cryptic line that the writers put in for the sake of characterizing Bahamut as "old grandiose king".

Completely unrelated to any of this, an amusing bit of fluff:

The correct title of the painting is "Vividarium et intervigilium et viator," which the game translates as, "In The Garden Sleeps A Messenger."

Seeing this now made me a little confused, because FFXIV lore discussions have taught me (correctly) that "viator" means "traveller" (or "wayfarer" or some such synonym). It was only after looking it up further that I learned "viator" was also "messenger"; I assume this is at least partly due to messengers being associated heavily with travelling.

Given the future (as of this game) efforts and productions of Tetsuya Nomura, I lay the sin of pointlessly gratuitous Latin at his feet.
 
'Intervigilium' is such a weird pick for 'sleeps'. I mean, I'm pretty sure the whole thing is wrong but 'dormio' is the verb 'to sleep' in Latin, and I'm not sure 'intervigilium' is even a word. If it was, it'd mean something like 'between watch shifts' so I suppose it might be a poetic/euphemistic way to describe sleep?

Also the whole 'hey here's the end of the game, enjoy a shitload of obtuse/completely unsolvable without a guide puzzles and also fuck you if you wanted to use all the stuff you've earned through the game for most of this section' thing is, uh, certainly a choice. At least it doesn't strip Junctioning from you? I think the biggest offender is that Revive is locked off separately to all the abilities that provide it.
 
I can't help but feel that it totally undermines the cool apocalyptic visuals of Time Compression to have the entire world congeal into atemporal goop, but actually the "present day" is still in place slightly offscreen, totally fine just with some invisible walls. Yeah, man, you can take a door back to it.

If they wanted to let the player (re)visit certain specific areas and sidequests even after passing the obvious Point of No Return... you're in Time Compression with bubbles of canned time floating past you. Why not let the player jump into those and wind up in microcosms or remixed versions of the specific places you want them to be able to go, with some very confused card players lost in the chronal silt? Hell, just let the player opt into instances of FF8 Randomiser. This is so weak.

This is Krysta - though a unique boss, we've met its Triple Triad card quite a few times. Scan helpfully informs us that it counters attacks. Unfortunately, we only have two commands, Attack and Magic, which severely limits our options. I decide to throw a spell at it to test if it only reacts to physical attacks...
Here's an observation. Krysta was "born of a jewel in Ultimecia's Castle". Red Giant is a living construct. Trauma is an animated weapon. Gargantua is a reanimated corpse. Even Tiamat is a corrupted GF.

All of these bosses, "Ultimecia's Servants" are something that she herself made. Not even in the sense that she just abstractly conjured them from the abyss, she actively crafted or animated or transformed these entities - when I first saw the description for Krysta I assumed they'd all be some Beauty and the Beast-style transformed household treasures, but the theming is still quite clear.

Ultimecia's Servants are also the only creatures in the whole castle outside of mindless random encounters. Certainly they're the only ones with dialogue. Adel had a whole human nation to herself, Edea sought to usurp one and claim her own mortal agents. Ultimecia is utterly alone, in a massive castle-mansion, surrounded only by... toys, really. Contraptions and creatures of her own devising. She has no friends, so she made some. And look at her home! It's colossal and pointless. Why does she need a huge wine cellar, or dungeons for the prisoners she's not taking, or an armoury for the army she doesn't have, or an entrance hall for the guests she's not accepting? Who's running this place? Is Sphinxaur curating the art gallery and dusting the frames?

Maybe Ultimecia just conquered this place, cast it into the sky, and left whole redundant areas to rot, never hiring or creating servants to repopulate its halls. But look at it, the archaic design is totally out of place compared to anything we've seen. It's called, very specifically with capital letters, Ultimecia's Castle. To my mind, it's a toy mansion. A hollow, invented image of a formidable and luxurious castle, conjured up in its entirety by someone so proud and lonely they had to staff it with animated nick-nacks. Someone so powerful and so afraid that they went back in time to destroy all existence leading up to themselves, ranting about persecution by lesser humans all the while.

I'd love to know more about how Ultimecia became Ultimecia. I hope we'll actually find out, in the next update, and she won't just be another Formless Greater Evil.

...also, how the hell did that art gallery puzzle work in Japanese?
 
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Also, I think I completely forgot to mention this earlier, but ...
A 'Sorceress from beyond time.' What does that mean? Does she come from the past, the future, or outside reality itself? Scan doesn't reveal her HP total, but she is a weak opponent. One hit is enough to dispatch her. Only, when we do, she twirls around, her form stretching and fading, and another emerges.

...
Two sorceresses land on the ground as our surroundings warp and shift and we find ourselves in Timber.

The sorceress battle proceeds like this - each individual sorceress is weak, with low HP and basic spells, but every time we defeat one, we are transported to a new environment from the past. From the beach, to Esthar's streets, to the Garden's sparring grounds…
...
Eventually, a second type of sorceress appears, though Scan doesn't reveal any new information about them. This one self-buffs with Double, but ultimately her HP is too low to pose a threat. More of this second type appears, and we're taken the Fire Cave and Winhill, until finally one last sorceress type emerges, boring a hole through reality, her form twisted into something like a caterpillar.
So what you're saying is that you met a succession of witches?
 
...also, how the hell did that art gallery puzzle work in Japanese?

As it does in English, and likely other translations.

As in the paintings are titled "VIATOR (使者)" or "VIGIL (見張り人)" or "VIVIDARIUM (庭園)" or "INTERVIGILIUM (うたた寝)". So the definitions of the painting titles are in parentheses after the title, but the titles themselves are still in Latin.

And yes, this caused a lot of problems with Japanese players who are understandably not familiar with Latin words or how to break them down enough to recall when confronted with the puzzle. Which is probably why the puzzle solution did not rely on the meanings of the words (other than once solved, for a poetic conclusion), but rather the individual letters in each title.

'Intervigilium' is such a weird pick for 'sleeps'. I mean, I'm pretty sure the whole thing is wrong but 'dormio' is the verb 'to sleep' in Latin, and I'm not sure 'intervigilium' is even a word. If it was, it'd mean something like 'between watch shifts' so I suppose it might be a poetic/euphemistic way to describe sleep?

It's a little interesting, because the Japanese definition of "Intervigilium" is うたた寝, which does technically mean "sleep", but is more like "nap" or "doze"; a brief moment of sleep, rather than the full eight hours. So it's closer to the idea of "a break between shifts", but I also have never heard of "intervigilium" before or after FFVIII, so I don't know if this is actually accurate to Latin.

Meanwhile the full "In The Garden Sleeps A Messenger" is "庭園で眠る使者", where the "sleep" word is "眠る", which does include the "eight hours of sleep" definition.

Again, the blame for gratuitous Latin of dubious accuracy I assign wholly to Nomura.
 
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And there were other Square staff who were entirely willing to include gratuitous (pseudo-)Latin in their work. Hell, the game's theme is* in Latin.

*mostly; some of the lines are pseudo-Latin.
 
Oh, so, you have killed the superboss, nice job ! And using LionHeart too ! As you didn't mention anything about it, I was not sure if you have saw it, and it would be a bit disappointing to miss it, specially when you have LionHeart.

Btw, Linoa has her own ultimate Limit Break with her dog too, from the sixth entry of pet friend magazine (no idea what's the name in english). And it's very useful when you don't know about Meteor Linoa, which is mostly the case when you have no idea how the whole thing works... By default, I think most people will not really use her Angel Wing LB because having a character being berserk, it's rarely a good idea in FF.
So, it's nice they have keep the other Linoa's LB with her dog, and didn't totally ditch it in exchange for the new one. And overall, dog LBs are very useful and the last one powerful !
 
Imagine the AU FF8 where NORG'S chibi lion mutation was a hidden boss/GF

I'm not going to lie, I was fully expecting - and dreading - NORG coming back in chibi lion form and either joining the party as a Cait Sith situation, or just hanging around as a mascot character.

I was really hoping I was wrong, which, I guess I was? Wish granted? I suppose I should be thankful, but I can't help but feel a bit let down that we don't get any sort of follow-up on the world's vest garden master.
 
Enter a new enemy. A 'Sorceress from beyond time.' What does that mean? Does she come from the past, the future, or outside reality itself? Scan doesn't reveal her HP total, but she is a weak opponent. One hit is enough to dispatch her. Only, when we do, she twirls around, her form stretching and fading, and another emerges.
...
Two sorceresses land on the ground as our surroundings warp and shift and we find ourselves in Timber.

The sorceress battle proceeds like this - each individual sorceress is weak, with low HP and basic spells, but every time we defeat one, we are transported to a new environment from the past. From the beach, to Esthar's streets, to the Garden's sparring grounds…
...
Eventually, a second type of sorceress appears, though Scan doesn't reveal any new information about them. This one self-buffs with Double, but ultimately her HP is too low to pose a threat. More of this second type appears, and we're taken the Fire Cave and Winhill, until finally one last sorceress type emerges, boring a hole through reality, her form twisted into something like a caterpillar.
I do wonder (supposing that this is part of a stable time loop or something) if this is what was meant by Edea/Ultimecia's mention of the persecution of Sorceresses through generations. You have SeeD members fighting, and presumably slaying, Sorceresses across time and space.

Also, where the hell did Cid and Edea get the idea for SeeDs and the Gardens? It seems really odd that this couple running an orphanage just decided to make an organization for killing Sorceresses.
 
I do wonder (supposing that this is part of a stable time loop or something) if this is what was meant by Edea/Ultimecia's mention of the persecution of Sorceresses through generations. You have SeeD members fighting, and presumably slaying, Sorceresses across time and space.

Also, where the hell did Cid and Edea get the idea for SeeDs and the Gardens? It seems really odd that this couple running an orphanage just decided to make an organization for killing Sorceresses.
A very interesting question. Put a pin in that, we'll get back to it.
 
I'll have you know, National Himbo is an ancient and respected office in Esthar.
Oh, so that's Link official title post-BotW? I never knew.

I'd like to also make sure people are aware that this is the music for the castle:

View: https://www.youtube.com/watch?v=nAepj6cKllE
IIRC, Omicron said a while back that the games' music wasn't a big thing for him, but for those of us for whom it is, well, the music here didn't exactly hurt the castle's final dungeon ranking. :D

(And IIRC, in-game, the start of the music is synchronized with the first time the player opens the castle's front door; I might be misremembering that, though.)

First 20 seconds: surprisingly airy for a final dungeon soundtrack. And then the pipe organ hits.
 
Maybe Ultimecia just conquered this place, cast it into the sky, and left whole redundant areas to rot, never hiring or creating servants to repopulate its halls. But look at it, the archaic design is totally out of place compared to anything we've seen. It's called, very specifically with capital letters, Ultimecia's Castle. To my mind, it's a toy mansion. A hollow, invented image of a formidable and luxurious castle, conjured up in its entirety by someone so proud and lonely they had to staff it with animated nick-nacks. Someone so powerful and so afraid that they went back in time to destroy all existence leading up to themselves, ranting about persecution by lesser humans all the while.

The thought occurs to me that, just like Seifer is willing to ruin everything to be The Knight Of The Sorceress, is this Ultimecia being willing to ruin everything just to be The Sorceress? And a sorceress should have a giant castle and powerful magic servants, etc etc etc.

Why does she want all these things? Maybe, just like Seifer, it's because that's what the stories say she should have.
 
The Red Giant is the fourth of nine bosses we're going to be confronting so allow me to keep this story short: it hits very hard and is very tough, but we eventually win.
So, I noticed from the change in color to the boss that you applied Meltdown to it; that's the best way to handle the Red Giant, but if you had no access to it (say, due to not having picked either Magic or GF yet), that one is among the hardest bosses in the Castle. It has absolutely astounding defenses, so the only things that can actually harm it are defense-ignoring attacks (like Bahamut or Eden) or its one weakness, Gravity - which, to be fair, it has in its Draw list. Facing it with no Doomtrain (which wouldn't be surprising, considering how hard to figure out the conditions for obtaining Doomtrain are) can make it a serious roadblock for some players, so it's amusing you completely glossed over it.

It also drives home that Enc-None is the best thing to happen to this game because if I had to travel through these uptillion individual screens while dealing with a normal level of random encounters I would scream.
Yes. As I mentioned in the past, some areas (like Galbadia Garden during the Clash of the Gardens) are clearly better experienced with Enc-None off, but others work best with the ability active, and Artemisia's Castle is definitely one of those, the feeling of it being abandoned except for the bosses who are her servants is really fitting for its ambiance.

Although it is probably worth mentioning that it's possible to meet every single random encounter in the game in the Castle, and often in very unusual, bizzare combinations, with each room having a sort of theme to it in the encounters it houses. Which acts as a fair consolation prize if somebody somehow made it to the end of the game without having managed to obtain Diablos.

However, the picture is not so simple, because the Omega Weapon exists in a game with a much, much higher power level than VII.
You all read it here first, everybody - @Omicron just admitted that Squall can beat up Cloud with ease!

Also, four out of those nine bosses were reskins of previous enemies, huh?
I actually wanted to comment on this.

I think the Omega Weapon can be given a pass for sharing the model with the Ultima Weapon - for people who hadn't played FFVII, it creates a sense of continuity between these monsters, providing the idea that "Weapon" is a type of super-powerful creature of which variants exists.

Even if we count the Weapons, there are actually just five palette-swapped enemies in the entire game, four of which are split between a random encounter and a boss variant.

Elvoret, the first real boss in the game, shares its model with Elnoye, one of the rarest monsters in the game that most players will need to go out of their way to encounter, while Tiamat and the Red Giant share a model with another creature but have a very different and incredibly kickass death animation compared to their alternate version, all of which might perhaps count for justification for having them as their own thing (Bahamut has no death animation, and I wouldn't have wanted to miss Tiamat's one, is really cool). None of that applies to the Behemoth/Catoblepas pair, however.

Even so, five reskin in total, one of which can easily be argued to be intentional for artistic reasons, does feel like an oddly low number; I don't know too much about programming, but it seems strange that the developers couldn't find the design space to include five more monster models in the game. Do you think there might be some particular artistic or creative reason, AKA something not the result of programming constraint, why they went with this particular selection? Or do you really think that they just couldn't find five random encounters models to cut from the game to make space for these bosses, and thus settled on lowering the level of originality in what is otherwise the best designed dungeon in their game (and one of the best in the series) instead?

I just feel like, considering what we've learned of the FFVIII dev team throughout this game (that they really had no restraints), it seems weird that they would resort to palette swaps in this particular instance, and especially with the Weapon shared model having a reasonable justification, it makes one wonder if they had something in mind that they failed to deliver upon; it certainly wouldn't be the first time.
 
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While Palette swaps get a bad rap, when they're used in a plot sense it does work really well.

"This was a tough enemy in this other area, and this one is probably even worse!" is a valid way to communicate information to a player.

Especially if it's random encounter/boss fight. Look at Tonberry, where you beat up on the little ones and then fight the big one. You might say it's essentially a pallet (well, size slider) swap, but it makes sense.

Taking a collection of the worst monsters in the game (no Marlboro however... Thank god) and giving you super-versions to fight makes perfect sense since she's gone and collected all the monsters in the world anyways.
 
You all read it here first, everybody - @Omicron just admitted that Squall can beat up Cloud with ease!
Well, of course. All Squall needs is to have Aura cast on him, and he can go to town with continuous Renzokukens.

Cloud? That guy first needs to be beaten on repeatedly before his Limit Break gauge is filled, and even then, he needs to learn Omnislash before he can use it in the main game! What a loser.
 
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