Showing posts with label Final Fantasy. Show all posts
Showing posts with label Final Fantasy. Show all posts
Sunday, May 7, 2017
Final Fantasy II (Dawn of Souls) - Thoughts
My thoughts last week on Final Fantasy I in Dawn of Souls were not generous to say the least—I concluded the entry by declaring, "your time will be better spent on nearly any other entry in the series." Well, Final Fantasy II is not one of those entries. Despite being notable for its unique "stats level up depending on how much you use them" gameplay, Final Fantasy II is the poster child for "mechanics that work better on paper than in practice". The first time I played through it, it was decisively the worst Final Fantasy game I had ever played, and time has not altered my opinion; upon replay, Final Fantasy II is, to put it bluntly, a busted-ass game.
So let's dive right into the combat system: in Final Fantasy II, your core stats, magic, and weapon proficiency is increased depending on if it's "activated" in battle. So casting ice magic will raise the "Blizzard" meter by some amount, attacking with an axe will raise the "Axe" meter by some amount, and even getting walloped with a mighty blow has the chance to increase your max HP. This sounds like a novel idea that lets you customize your characters in a more nuanced way than even the job system, but you'll slowly come to realize you don't have much control over what gets changed and when (other than the spells, that is). Sometimes your whole party with suffer the same amount of damage but only certain characters' HP will increase, or everyone will cast the same level spell but the MP max raises for one of them, or everyone will attack with their weapons but only some weapons will continue to level while others remain stagnant.
About halfway through the game is when these stats will start to seriously snowball. The token woman of my group tended to avoid damage early on so I gave her agility-based equipment, leading her to eventually have an agility stat of 88—her bulky ally just below her finished the game with 5 agility. Fortunately he was getting punched so frequently that his HP skyrocketed to 8000 by the journey's end. I did grind a bit in the game, but it was only in the first half to boost my spells, since using them at their first few levels means they miss a lot (and are utterly useless in battle). Due to how slow the spells level and how boring combat in general is, it really doesn't make any sense to equip more than two spells per party member, especially since using your best spell will continue to improve it. Therefore you don't even get the excitement in Final Fantasy I of arriving to a new town to learn a new set of spells; once a character becomes adept at casting Thunder and Berserk, they're going to be casting those two spells for the rest of their life.
With your character stats being all over the place, battles run the gamut from pathetically easy to shockingly cruel. A lot of RPGs suffer this problem, but Final Fantasy II dials this up to eleven, constantly throwing you against enemies that do no damage or those that do a third of your health. And I'm not joking either!—I wrote down that in the final dungeon there's a spell-caster that can bombard your whole party for 30 damage, compared to a vampire lady that does 2400 lifesteal damage. Both magic attacks and lifesteal in this game are broken for two different reasons, the former rarely doing more damage than physical attacks (barring a few elementally-weak enemies), while the latter is based off of max HP, meaning the stronger your characters are the more vitality the enemy can sap. Enemies thankfully use more debuffs this time around, though they tend to miss more than they hit (and even something as simple as poison only does single-digit damage per turn, independent of max HP).
To add insult to injury, your fourth party slot is reserved for a rotating cast of characters. All these guests really do is soak up stats that the other members could use (since even suffering damage is a good thing in his game), so I decided on this playthrough to immediately execute them and lug their recumbent corpse around. Perhaps that's part of the reason why my party got so strong, but it didn't mean all that much since lifesteal and the mass confuse spell brought my squad to its knees (a party of imps—imps!—is one of the hardest encounters in the game!) Ironically the bosses are among the easiest foes to fight, constantly dealing pitiful damage and biting the dust in a handful of turns. Even without the Blood Sword, I obliterated the final boss in four turns—four! And guess what the most devastating move he had was? Lifesteal!
Oh and the curing—the curing. Cure is an awful spell in this game because it heals by such a paltry amount at low levels that you'll need to blow through all of your MP to get your party back to tip-top shape. And the more you use it, the more it levels up, so the more MP it requires! But the only way to get more MP is to use magic in battle, so you have to start blowing through your MP in order to increase its max amount, which is dangerous in a dungeon when you need your MP to cast Cure! To make matters worse the dungeons in this game are arduously long, labyrinthine, and full of "trap doors" that send you to an empty rectangular room cursed with a god-awful encounter rate (it's like 2-3 steps). Sometimes it's better to use the Warp or Teleport spells if you get low on MP halfway through an area, but those spells don't even work in all of the dungeons! I'm downright baffled at who was green lighting all of these design choices!
Besides the ludicrously imbalanced gameplay, there's not much to talk about since Final Fantasy II is pretty bland in general. The coolest thing it does is introduce a vocabulary system, where you can learn specific concepts and ask them to the important NPCs. Unfortunately this isn't used a whole lot, and NPCs don't talk about anything other than the words you're supposed to use on them. Besides that, it takes too long to get an airship, there's too much backtracking to Altair to advance the plot, your core party is as boring as a plank of wood, and the story is only marginally better than Final Fantasy I. There's also an epilogue section added to the Dawn of Souls version of the game, but it requires you to play more Final Fantasy II—and I believe I've suffered enough.
Final Fantasy II is absolutely shameless about wasting your time. It squanders the ambitious design it aims for and crumples beneath its own weight, unable to find any solid gameplay mechanics to stand on. It's slow, grindy, and uninteresting; Final Fantasy II isn't just the nadir of the series, it's perhaps the worst RPGs I've played in my entire life. It was an experience I desperately wanted to be over as soon as possible, and one that I will never subject myself to ever again.
Saturday, April 29, 2017
Final Fantasy I (Dawn of Souls) - Thoughts
[contains minor spoilers]
Like with a lot of entertainment media, going back to a storied franchise's humble roots can be a difficult thing to do. The Final Fantasy series is one that's loved and adored by millions, but only a small fraction of those players are likely to have completed the original NES title. I, admittedly, am not one of them—even though my brother had a copy of the game growing up, I wouldn't really start to get into RPGs until the PS2/Gamecube era, and by then the last thing I wanted to do was trudge through an archaic NES RPG. Luckily for myself (and many others) Square Enix remade the first and second Final Fantasy titles and packaged them together in a single GBA cart, dubbed Final Fantasy I & II: Dawn of Souls. With updated graphics, streamlined gameplay, and an enhanced story, players could finally reach the end in less than half the time it took to complete the original. While I greatly appreciated the changes the first time I played through the remake, my most recent playthrough saw a lot more... turbulence.
The Dawn of Souls edition of Final Fantasy I is torn between two eras. It proudly retains the flavor of the original game's world, staying loyal to its structure, dungeons, enemies, and equipment. Besides the graphics and music, the area that receives the most robust change is the gameplay: the level cap is doubled, additional healing items have been added, and the potentially irksome spells-per-day system has been replaced (there's also four bonus dungeons, but I'll cover those later). On paper, this sounds like a fair balance, offering the player a chance to explore the classic world of Final Fantasy I while removing a lot of unfriendly burdens. But once you clear the Marsh Cave, you'll realize that all these changes have made the experience far too easy and, by default, boring.
Here are three aspects that outright neuter the Final Fantasy I experience:
1) Items are cheap
2) The encounter rate is high
3) You can save anywhere
In conjunction, these ensure that the player is well-stocked on healing aids, always properly leveled, and never in danger of losing any progress. For example: got a battle with a Fiend coming up? Chuck ethers at your mages, save, and proceed to steamroll the poor sap. Since the mechanics of the original game aren't all that complex, fights are pretty easy to find the optimal solution to. This causes a lot of battles to blend together into the same mindless "mash A to win" marathons, especially since every monster dies in one hit from your strongest team member anyway. Even the fearsome Fiends fall prey to this tactic, their combat repertoire a pitiable mess since few use any sort of unique spells or status debuffs.
The repetitive combat creates a surprisingly aggravating experience when combined with the unchanged maze-like layouts of the original Final Fantasy I dungeons. That game had sprawling underground complexes that were risky to explore due to your limited spell charges, but with infinite heals and an atrocious encounter rate, you'll find yourself sighing and groaning as you run into yet another dead end or open a treasure box with a scant 500 gil inside. The final dungeon in particular is a monotonous slog, lacking any kind of danger whatsoever since you'll likely be packing 99 hi-potions, ethers, and phoenix downs. Note that I'm not declaring the NES version to be better; I simply find that the changes to the gameplay to stand at odds with the plodding dungeon & encounter design of the original.
Something I find inexcusable in both versions of Final Fantasy I is the long-winded trading quest after Astos. It's essentially a massive waste of time through areas you've already explored, which may have originally offered a chance to give the player more XP and gil, but provides nothing of value here. You deliver the crystal ball to Matoya, then sail across the sea to wake the elf prince up, then back to Cornelia, then over to the dwarves to deliver the explosives, then back to your ship to sail through a single patch of sea. To make matters worse, the vampire-cleansing Earth Cave quest is also a blatant waste of time that occurs right after the trading quest! Had the player been given a chance to buy the Exit or Teleport spells maybe I could excuse its existence, but those are saved for the class upgrades, which occur after you've already explored the dungeons you have to backtrack your way out of.
For all the flak I give it, Dawn of Souls at least introduces four bonus dungeons that are capped by four vicious boss fights each. And even though these fights are the most engaging parts of the game, Dawn of Souls manages to fumble this by forcing you to replay the dungeon if you want to fight more than one boss. The bonus dungeons are just as dull as the regular ones too, and the fact that the floors are randomly arranged means that some runs of it will be more of a headache than others (that purple forest is torture). I tried to explore them during this playthrough but was tired of the game rudely bloating my play time, opting to head into the final dungeon and finish this adventure instead.
For what it's worth, my battle against Chaos was pretty spectacular, especially since I refused to use ethers while I was knee-deep in the Chaos Shrine, hoping it would make my struggle more tense and momentous. The mechanics of the Chaos fght itself isn't all that complex—Chaos tends to only throw out physically damaging attacks—but at least having to juggle restorative spells with replenishing my mages' MP added a dimension of strategy to the scuffle. At the end only my Grand Master Bric survived, a mere 180 health left in his worn, shaken body. But was it worth eight hours to play for that amazing, succulent victory?
Not really.
Final Fantasy I in Dawn of Souls offers a crooked glimpse into the appeal of the original, not only showing the faults of the NES title but creating a few of its own in the process. These problems were fairly glaring during my time with it: without limited spells dungeons become a cinch, the battle tactics of the monsters you'll face are woefully outdated (my mages didn't get silenced once!), and progress through the game is purposely obfuscated at times. I feel that the game is serviceable if you feel you need to play something resembling the original game; the prettier palette and faster gameplay are a definite improvement. Outside of historic curiosity though, your time will be better spent on nearly any other entry in the series.
Thursday, December 8, 2016
Final Fantasy XV - Thoughts
[contains minor spoilers]
To better or for worse, no two Final Fantasy games are alike. Similar in ways sure, but for the most part (especially after the SNES era) each title has been wildly different from another, only finding common ground in their nomenclature. Final Fantasy XV is perhaps one of the boldest departures from its predecessors, introducing both character action combat and a grand open world into its traditional JRPG structure. It's adventurous, has a ton of style, and is an absoluuuuuute messssssss. I can understand why plenty of people are singing its praises—there's definitely no game is quite like it!—but holy cow does it wear the proof of its troubled development like a badge of honor.
I want to preface the discussion of the story by admitting that I like how it ends. Despite what you may think at the onset of the journey, FFXV strives for ambitious heights with its characters, and the final chapter alone nearly justifies the bizarre "boy band road trip" premise. The problem, however, is the manner in which is told. Characters disappear offscreen to do god knows what (or flat-out die) and rarely are there attempts to inform the player why events are unfolding the way they are. A lot of spectacle is put into the summon battles but there's no explanation given as to what you're trying to accomplish (am I here to kill them or enlist their help?) and throughout the story you'll find yourself constantly questioning character motives (are we really going to help the Empire explore this dungeon guys? Really?)
Honestly, the plot of FFXV is the game's weakest point. Multiple red flags appear early on: the lore of the land is given in the damn tutorial (it's not even accessible from the main menu!), the invasion of your capital city is summarized through movie snippets, nearly nothing is told to you about who/what/where the Empire is, and there's not even a glossary of terms à la FFXIII that you can reference for quick reminders. The game does an atrocious job of introducing you to its core enemies (the first named foe you meet—Loqi—is subsequently killed in the following boss encounter) and the foreign lands you visit in the latter half barely amount to anything more than window dressing along a narrow hallway. The scarcity of reasoning that the plot provides is something I expected from the old Famicom titles, so I can't even begin to articulate how mystifying it is to encounter such obscenely woeful storytelling in 2016. Seriously, when your plot has the same exact "who the hell is Stan" moment from True Detective season two (complete with multiple instances of characters mourning said paper-thin nobody), maybe you shouldn't have left the rough draft phase so early.
The last thing I'm going to rag on is Luna, because she's an affront to the game. Certain scenes in FFXV are among the most honest and heartfelt that the Final Fantasy series has to offer, and it's all thanks to the great chemistry between the core cast. And yet Luna—one of the most pivotal characters to Noctis' development—is a stodgy bore, an old lady in a teenager's body. As a young girl she orates to Noctis the magnitude of his office (because children love talking about stuff like this) and as an adult she barely does anything other than wistfully pine for Noctis in-between sending him dry, emotionless messages via carrier dog. It's bad enough to write a character so hopelessly dull, but even worse to have her play such an integral part of the story despite never even establishing what makes their relationship meaningful. Noctis and Luna are arguably the worst couple in the entire series; the player forms a deeper attachment to Iris during their adventure because she participates in what the game does best: battle, sightsee, and chat.
Where FFXV undoubtedly hits its mark is in the combat; fighting fiendish enemies with your allies at your back is a joy. While your brothers in arms don't have the most sophisticated AI, the battle system is fun enough that you won't really mind if they never seem to get out of the way of AoE attacks (including your own spells). It takes some time to get used to the flow of combat in the game (as you're either holding the auto-dodge button or auto-attack button most of the time), but it provides enough of a spectacle that I was never agitated by some of its jankiness (the camera gets stuck behind shrubbery quite often). Though I wish there was a smidge more monster variety in the game, what's provided here is entertaining enough to last you the 30 hours it takes to complete the main story.
Would that I could say the same about the design of the open world, but as Conan O'Brien so bluntly put it, FFXV's countryside is an "aggressive wasting of our time". I have no qualms with attempting to portray a vast open landscape properly, but with that comes the inevitable tedium of traversing it from end to end multiple times as you undertake one hunt at a time (and can only track a single quest on your minimap). You'll use your royal vehicle to ferry you from town to quest and back again, and after a while a tiny voice will balloon in your head, whispering "it's just not worth it to do all these quests". Even though I enjoyed my time with FFXV's combat, exploring the post-game content was too great of a task for me, due to how cumbersome and draining exploring the world was.
Beyond that, there's a myriad of little designs that I can't believe made it into the final game. For instance: when someone offers you a quest, why do you pick it up/drop it off in a separate but directly adjacent spot to where you talk to them? Why can't you adjust the volume of the song in your car on the fly? Why can't I cook my own meals without resting? How the hell are your friends supposed to avoid getting nuked by the higher tier spells? Why are there no save points mid-dungeon? Why is "slow walk" the standard speed in dungeons? Why are all treasures a minuscule, glittery dot on the ground? When I'm selling treasures, why can't I see how they specifically alter spells so I can keep the quintcast ones? Why don't I get gil from side quests? Why can't you undertake more than one hunt at a time?!
Mind you, I'm not actually as irate at FFXV as the above tirade may suggest. There are still a ton of things I appreciate about it: I love how each day ends by looking at the Prompto's photos, I like the monster designs, the character animations are magnificent, magical explosions have a good weight to them, and gil is actually a rare commodity for once. For as wonky and imperceptible as the combat gets at times (good luck figuring out whom the damage numbers belong to when fighting more than five foes), at the end of the day FFXV is a fun game to play when you're playing it. All of the downtime is a chore though; FFXV is only enjoyable as a whole if you have plenty of time on your hands, or plan on playing only one game this month...
... oh, and, you know, if you're immune to terrible storytelling.
The problems with Final Fantasy XV are manifold to those not drunk with hype. There's no shame in liking it but this is a game riddled with issues in a series typically known for its above-average quality (I didn't even get into the never-ending slog that is Chapter 13!) I don't regret that I played it, but I do feel a pang in my heart for the good that is present here, as it's eternally submerged in a swamp of poor decisions. It took a long time to finally get to FFXV's release, but unfortunately it's going to take even longer for the franchise to catch up to where RPGs are at today.
---------------------Images obtained from: finalfantasy.wikia, youtube.com
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