This is the transcript for the first of a three-part video series I'm putting together. I've already written something to this effect on this blog before, so for your convenience, I've marked the historical relevance in green if you don't care to read my opinions/summaries of the games themselves again. Also, I started writing a few days ago, so the intro is slightly outdated. Enjoy.
[TRANSCRIPT]
So, since Final Fantasy XV officially comes out in a couple
of days, I felt like checking to see if the embargo was up to get a feel for
its quality. Unfortunately, I jumped the gun and nothing’s posted yet. But I
did end up reading a lot of…less than positive responses to the game on NeoGaf.
Things like the story not being very compelling and feeling cobbled together,
the combat being shallow, the world map lacking breadth, underwhelming
sidequests, NO STELLA!!! and so on and so forth. As someone who’s played nearly all of the other Final Fantasy
games and has payed attention to the ways in which the series has progressed,
none of these criticisms personally surprise me. I can neither confirm nor deny
their veracity, of course, and will reserve judgment till I’ve played it
myself, but I would not be even slightly surprised if it turned out to be a
very shiny sub-30fps turd…
That said, I’m apparently in the minority on this as a
sizable defense force emerged contesting these criticisms…almost entirely
composed of people who have yet to play the game. Now, of course this kind of
thing happens every time someone starts throwing shade at a hyped up release
for understandable reasons, so there’s nothing interesting to discuss there…, except for one particular defense for
this specific game: “The golden age of FF is over. If you want those old games,
you can go away and play those instead.” The phrasing varies, but the main
point is always the same: you don’t like the new FF game(s), because they’re
not like the old ones.
Obviously, there aren’t many people who actually feel this
way. The last batch of FF games from FFXIII onwards have almost unanimously
been among the worst in the series. That’s a popular, well-documented, and
heavily supported opinion. It’s possible that
people were hating on those games for being different, but unlikely given their
demonstrably pitiful quality. Rather what’s interesting about the paraphrased
statement today is that there is somehow still
this belief that Final Fantasy games were a hallmark of excellent quality
at some point in the past; that there was a “Golden Age” where every FF game
was a brilliant masterpiece of its time, earning the series its former sterling
reputation.
FFI - 6/10
4 heroes of light have to save
the world from the evil lord chaos by visiting four elemental shrines and
slaying the monster atop each one. That’s the plot in a nutshell minus
the timetravel nonsense. It’s a short and simple
game that introduced the 3rd person perspective and football player
line-up thing that became a staple of JRPGs. It doesn’t really do
anything wrong, but it also lacks anything special to elevate it above being
average. Solid 7/10 game that you can fly through in an afternoon, BUT I would not recommend playing this game if you
want to see where Final Fantasy gets its start. Instead, I would suggest
playing Final Fantasy II
FFII – 5/10
Final Fantasy II is not a good game. The adaptive levelling
system is frustrating and counterintuitive, the story is too simplistic and surprisingly unfocused for its own good, the characters are mostly
underdeveloped, though there are a few interesting ones, and…that’s really all
I can say about it as there’s nothing else to talk about. It’s not terrible mind you, just shallow with
incomplete ideas. I mean it’s an NES game, of course it’s shallow, but it’s
just a little disappointing. I mean they used the rebels against an evil empire
plot in a medieval setting, that’s actually kind of unique! Hell, this was the first Final Fantasy game to feature the death
of a playable character. That’s right, the first big FF character death
was not Aeris in FFVII, or anyone in FFVI, or Galuf in FFV, or even Palom and
Porom in FFIV, but Minwu in FFII. The more you freaking know! A-hem. Overall,
it’s between a 5 & 6/10. They get points for trying to distinguish
themselves from other RPGs, but then lose them again for execution.
Anyway, on a broader level Final
Fantasy II is also the most important game in the history of Final Fantasy.
Yes, more than 4 and more than 7. Even though there’s scarcely a single thing
that this game does unabashedly right, it is the genesis of Final Fantasy’s one
and only
unique identifying trait: Named player characters who lack fixed roles. Almost
every other RPG, both Western and Japanese opposes this as doing so robs the
characters of defining characteristics that the player can tangibly experience.
Ya can’t exactly role-play as someone when there’s no role to play, which is
kind of a big deal in a ROLE-PLAYING GAME. There are exactly 3 Final Fantasy
games in this entire 15 game series that have protagonists with fixed roles,
and though all of them are fantastic,
Square still defaults to this model because…r-reasons? I honestly don’t know
the cause of this, and couldn’t find an interview to clue me in. However, what
I can say, is that not defining
characters through the gameplay forces Square to come up with their own
forms of character gameplay progression divorced from the conventional ones
seen in other RPGs. It’s in this way that FFII also presents the series’ second
defining trait of giving every game its own unique form of character
development. If you wanted to see where Final Fantasy gets its roots, THIS is
the game to play.
If you’d like to see where most
of the series’ aesthetic mainstays come in, however, then you’ll have to look
to the following game Final Fantasy III
FFIII – 2/10
Now, first and foremost I have to tell you that this is the
only Final Fantasy game that I started and did not finish. I picked it up for
the DS back in 2006 and hated it so much that I just barely broke the 10 hour
mark before calling it quits. Why did I hate it? It has the slow tedious
combat, equally snail-like character progression, and the nonsensical story of
old NES games, combined with the length and limited saving of more recent
JRPGs. It literally meshes all the worst aspects of old and -at the time-
present RPG design, resulting in one of the most frustrating and unsatisfying
games I have ever played. I read from several players that some changes to
the remake’s design, most notably the monster encounters and JP distribution, actually led to a
crappier game than the original, but I’ve never made the time to confirm it.
In short though, Final Fantasy III is basically Final
Fantasy I stretched out to ten times the original length with a job system that
lets you freely switch classes throughout the game. It’s the closest
thing we’ll ever get to a bad Dragon Warrior game. The
only contribution it makes to the Final Fantasy series is the ability to switch
character classes at will. 2/10 WOULD NOT RECOMMEND.
As an aside before we continue, these games make up the true
first generation of Final Fantasy, and as you can see are not particularly
great.
FFIV – 8/10
This is the first Final Fantasy game on the Super Nintendo,
as well as the first unabashedly good Final Fantasy game. It introduces Active Time Battles which sticks with the
series through FFXIII, and actually utilizes it well. It also has a more
detailed story courtesy of the stronger hardware, complete with plot twists,
betrayals, and character development that actually impacts the gameplay! The
story is also A LOT better than those of the first generation. It’s not because
it’s particularly deep or nuanced or anything; it just has straightforward cause
and effect and unfolds in an understandable way. See, that’s
the problem with most Final Fantasy stories: cause and effect either doesn’t
apply, like in FF1-3 and 8, or doesn’t make sense like in FFVII, FFX, and the
XIII games. I’m almost certain that THAT absence is what contributes the
most to people generally not remembering the plots of Final Fantasy games: You
can’t mentally retrace them from any specific point without having to make an
insane logical leap or six somewhere along the way. Mind you, I’m not saying 4’s
story is great – it isn’t, just that it makes sense and is told clearly. The
end where you find out the big bad was actually being controlled by a super
being on the moon is fucking ridiculous, and feels like blatantly moving the
goalpost for the sake of drama. However, this is
the first FF game where the story is actually a selling point rather than an
afterthought, which itself is a feat worthy of praise. 8/10 good game.
FFV – 7/10
Basically, what Final Fantasy III was SUPPOSED to be. A fun
little game where your named characters can switch between jobs at will. If you want to boil it down, it's updated FFIII with FFIV’s new mechanics and more detailed story
telling. That said, the story is generic even at this point in video game
history, and extremely predictable given that they tied the unlocking of classes
to the characters failing their initial mission. It has some strong characters for the
era in Faris and Galuf, and introduces one of the most entertaining recurring villains
in the series with Gilgamesh, but otherwise there’s nothing particularly
special or noteworthy about the game specifically. Perfectly acceptable 7/10.
The most important thing about
Final Fantasy V is that it finally crystalizes the franchise’s process of
evolution. As many fans will note, Final Fantasy doesn’t have a linear or
cyclical process of evolving which is why most people just say that every game
is different or struggle to pin down the series’ defining elements. However,
obtuse though it may be, there IS in fact a pattern that still persists to this
day.
Every Final Fantasy game
simultaneously, replaces an existing mechanic (typically with something new),
rehashes another mechanic - typically verbatim (to provide stability), and
attempts to refine a mechanic or story element(s) (regardless of whether or not
it worked in the past).
Coincidentally, the things
Square chooses to Rehash, Replace, and Refine are usually constant across the
series. The battle system usually Remains constant for every game in a given
era. FF1-3 all use standard turn based combat. FF4-9, FFX-2 & XIII all use
standard ATB. FFX tweaks FF1-3s combat with the Conditional Turn Based Battle
system, and FFXII tweaks the ATB system by removing the distinction between
combat and exploration. FFXV is the first FF game since FFIV - that is the
first Final Fantasy in TWENTY-FIVE YEARS to completely replace the battle
system. So yeah, it’s pretty constant.
Similarly, what Square typically
Replaces whole cloth is the character progression. No two numbered Final
Fantasy games in this series use the same character progression. Period. The
most similar ones are 3 and 5 and even those two have different systems
governing how you gain class experience. If you’re playing a Final Fantasy
game, this is usually where the learning curve lies.
And last but not least, the
thing Square usually chooses to Refine is, actually the story. At the risk of
sounding reductive, Final Fantasy games with 2 exceptions only have two
stories. For simplicity’s sake, we’ll call these as story A and Story B.
In Story A, the world must be
saved from eternal darkness by a small band of heroes (typically 4), who have
to visit elemental shrines/realms in order to gain power and topple the big
bad. Final Fantasy 1,3,5, and 10 all use this story, though note that each time
it’s utilized Square refines it by adding more dimensions of complexity.
Sometimes for the better like in FFX, and other times for the worse like in
FFIII.
In Story B, a ragtag group of
adventurers with different backgrounds must work together to topple an evil
empire, generally by walking up to the emperor’s face and murdering him. I’m
being a smidge reductive with that summary, but this is the basic plot of Final
Fantasies 2, 4, 6, 9, and 13. Now as you may have noticed by how sparse these
lists are, three Final Fantasy games don’t fit this mold. FF7 & 8 both try to do
something completely different, though whether either succeeds is another
matter entirely. And FFXII is essentially story B by way of story A with a
crapton of political intrigue thrown into the mix. However, that game is the
brainchild of Yasumi Matsuno, a guy who did not work on any other numbered
Final Fantasy game, so it’s not informative for understanding the series.
What YOU need to know is that Final
Fantasy never uses the same story twice in a row and is always willing to vary
its core mechanics, but also NEVER INVENTS ANYTHING COMPLETELY NEW. The games
look different game over game, BUT if you compare every other game, their evolution becomes ostensibly linear, and
easily observable. And on that note, let’s get back on task and talk about the
last game for this video.
FFVI – 10/10
Final Fantasy 6 is one of the greatest games Square has ever
made. That’s not an opinion, but a comprehensively researched conclusion. For
more specific info on this, check out this outstanding project. It’s actually kind of hard to break down in brief why this game is so
amazing, so I’m going to use some of the terms I discussed here for shorthand. Final
Fantasy VI uses the B story, and in keeping with the series’ evolution pattern
is more complex than Final Fantasy IV. I personally think of it as a Disney
story on acid where you see all of the larger than life heroes, the silly
moustache-twilrlingly evil villains, and know exactly what needs to happen and should happen to lead to a happily
ever after…and it NEVER comes! Good is punished, intelligent evil dies at the
hands of insanity, cults emerge, the world is destroyed, and even though the
protagonists manage to band together to defeat the god emperor, the damage has
already been done and nothing will ever fix the world. The story is in a word…fantastic,
moving even, which is shocking for a
SNES game. Final Fantasy VI is also one of three
Final Fantasy games, the others being 12 and 13 that feature an ensemble cast.
There is no definitive main character or face for this game, which actually
allows the game the freedom to repeatedly separate the party and focus on
specific characters. To this day many of them are still comparable to
the characters of contemporary Final Fantasies, which again is INSANE
considering just how old this game is. If you’re curious for details, I cannot stress
enough how much you should check the link below for details. It’s really quite
impressive. Gameplay-wise it also follows the pattern, so there’s
nothing interesting to mention there. Well, other than the
introduction of desperation attacks which later evolved into limit breaks.
Anyway, you get the idea FFVI is amazing and wonderful and you should
absolutely play it if you have any interest in JRPGs.
The last thing I need to address
about this game is its influence on Final Fantasy VII. FFVII is one of the
least understood games in the history of video games. It’s
story, it’s contributions to the series and JRPGs in general, its quality, and
so on, are all praised for either unsubstantiated, mis-remembered, or outright fallacious reasons. And sure, it’s
age is probably a serious cause of that, but I’m fairly certain that the main
reason for this is that people don’t see its serious ties with Final Fantasy VI.
So, let’s make those connections clear.
There are three things you need
to know about FFVI that are integral to understanding its successor: Magicite,
Magic Environmentalism, and the game’s approach to tone.
Magicite are the crystalized remains
of Espers/Summons in Final Fantasy VI. Over the course of the game you’ll find
dozens of Magicite crystals sometimes in dungeons, and others after lengthy
conversations with the summons themselves. As you’ve likely guessed, characters
can equip magicite to summon Espers in battle for huge effects. However, all
magicite also allows characters to
use magic spells and eventually learn them permanently. Ostensibly, every
character in this game can learn every spell and become an archwizard of the
universe. Now, as you’ll read in the link below, the reason Square did this in
FFVI was to compensate for the game having so many characters and the party
splitting up all the time. However, they were very aware that this change could
also strip the characters of their individuality which would’ve been at odds
with the character-centric nature of the game. So, to compensate, each
character was given a unique command like Steal, Blitz, and Tools, reminiscent
of the job specific commands of Final Fantasy V. They also gave every character
a unique desperation attack, which in later FF games evolved into limit breaks,
but I digress. The point is that even though everyone can use magic, no 2
characters can ever be entirely alike. Keep that in mind for discussions of
future FFs, because it’s going to get referenced FREQUENTLY.
Next up is the Magic Environmentalism.
Though Final Fantasy IV is technically the first game to bring sci-fi to the
series, FFVI is the first to bring it to the forefront of the story. As I mentioned before magicite is the
crystalized remains of Espers, and in Final Fantasy VI the evil empire is using
magicite to both power their magitek walkers and create super soldiers. To get
more magicite the empire has to kill Espers, but because Espers have long since
left the world, the Empire finds a way to travel to their world and commit
genocide. The destruction of a world and its people for the sake of technology
as well as the lust for military might through technology are the great evils
that the protagonists spend the majority of the game opposing. This dynamic in
which nature and the magic it contains must be defended against the evils of
technology is also going to keep coming up throughout the franchise going
forward, so keep it in mind.
And lastly, we have the tone. Like
both of its predecessors the tone of Final Fantasy VI is not constant. It
starts out extremely serious, lightens up throughout a lot of middle, then
becomes increasingly depressing as it reaches its climax and conclusion. Plenty
of stories have an identical tonal arc, so believe me when I say there’s
nothing groundbreaking about the game’s approach to tone. What’s important to
note is that the game holds its tone for comparatively long stretches of time,
and tethers its tone to specific characters. These characters are accompanied
by specific musical cues that indicate how you’re supposed to feel about them.
This removes a lot of the ambiguity about the scenes you’re watching and
cleanly divides the characters and events into distinct goods and evils. And
while I’m certain that may be a serious turn-off for some of you, bear in mind
that this game is aimed at children and that clarity makes the game easier to
digest. I know, this seems irrelevant. Trust me, this is going to become
extremely relevant during the discussion of the PSX Final Fantasies
Okay, we’re gonna stop there
because this entry is long enough. Next week we’ll pick back up with the game I
know you’ve all been anticipating: Final Fantasy VII.
FFVI es de mis favoritos, mas que nada porque es de los pocos FF donde el poco humor que meten en la historia esta bien logrado al igual que en FFIX.
ReplyDeleteOh no, is there any more? Does it keep going?
ReplyDeleteI guess the blog is dead :/
ReplyDeletehttps://www.youtube.com/watch?v=n0vOOVTQLhQ
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