The Final Fantasy Thread

There are too many people in this thread that have enabled the death of Final Fantasy. I hate you.
Final Fantasy's been dead for such a long time, I've accepted that my Final Fantasy is gone, and fans of modern Final Fantasy are fans of a different series with the same name. It's like a Shakespeare scholar getting mad at Hamlet 2.
How does it feel that the most FF, Final Fantasy game in the last ten years is an MMO ( 14 is great but jesus crist square, stop putting Nomura in charge of anything)
 
Final Fantasy was just better in the 90s. it was more challenging, characters were somewhat interesting, storylines were charming (and written respectfully) , art direction had some fucking taste and at least usually an iota of adult sensibility to it. Yoshitaka Amano was certainly an asset. The only good thing that faggot Nomura ever did was draw a picture of Cloud and sit in his corner like a good little bitch.
 
Once again, at least in regards to the VII Remake, it’s mainly Nojima and Kitase who are responsible for it taking a different path. Not saying Nomura is blameless, but he’s not the one completely at fault for it.

Wonder what happened that made him such an easy target. The Kingdom Hearts story development?
 
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Once again, at least in regards to the VII Remake, it’s mainly Nojima and Kitase who are responsible for it taking a different path. Not saying Nomura is blameless, but he’s not the one completely at fault for it.

Wonder what happened that made him such an easy target. The Kingdom Hearts story development?
yes, and the ever gayer style of FF
 
@cream pie
About the sphere grid, game design wise it's more logical to have characters on a route and only allow to deviate in late game where they are less likely to fuck themselves. SE tried to do it again in ff13 but by not pre-emptively showing the grid it made the leveling system feel like an endless corridor.

If anything I really disliked FF7R weapon grid since those fucking animations when you enter it and get a new orb are way too long. I just had it all on auto.
 
@cream pie
About the sphere grid, game design wise it's more logical to have characters on a route and only allow to deviate in late game where they are less likely to fuck themselves.
I know. My point was that it's a failed design. Why bother making me deal with a long-winded map/labyrinth to increase my skills every 3 Levels, it seems to imply that you have some kind of choice. Especially in the International version-- as if there's any kind of benefit whatsoever to all characters starting in a central place? It does not make the game "harder" in a good way because there's still only one direction to take. It's dumb. If you dick around like you're sort of encouraged to, you shoot yourself in the foot. It's dumb.
 
I know. My point was that it's a failed design. Why bother making me deal with a long-winded map/labyrinth to increase my skills every 3 Levels, it seems to imply that you have some kind of choice. Especially in the International version-- as if there's any kind of benefit whatsoever to all characters starting in a central place? It does not make the game "harder" in a good way because there's still only one direction to take. It's dumb. If you dick around like you're sort of encouraged to, you shoot yourself in the foot. It's dumb.
I'd argue that the bigger issue with the sphere grid was that it made growth so incremental that you never noticed you were stronger unless you compared with how you were hours ago. It's always "+100HP here", or "+1ATK there", and that's incomprehensible to visualize the before and after.
 
I'd argue that the bigger issue with the sphere grid was that it made growth so incremental that you never noticed you were stronger unless you compared with how you were hours ago. It's always "+100HP here", or "+1ATK there", and that's incomprehensible to visualize the before and after.

That's merely another problem with it, yeah. Technically in order to be stronger as fast as possible you need to open your menu every 3 - 5 sphere levels which come fairly quickly. Annoying. Not to mention it's pretty easy to run out of the different type of spheres early in the game. so like if I ran out of Strengh Spheres or whatever (forget their actual names, forgive me) but I have ability spheres and mana spheres, I can either wait until I get more strength spheres ( this is where the game's linear bullshit really fucks you, you likely just have to wait until the game puts you in an area where they're farmable) and gain nothing until then, or I can go through the grid anyway without raising the stats I'm missing spheres for.

Horrible design. Not rewarding to grind. There are grinding traps in many JRPGs that are strangely enjoyable and this is definitely not one of them.
 
International version-- as if there's any kind of benefit whatsoever to all characters starting in a central place? It does not make the game "harder". If you dick around like you're sort of encouraged to, you shoot yourself in the foot.
It seems like most peoples' gripe with Expert is that it makes characters clones (like FF12). But you are not forced to do so, and being able to move around with fewer locks is appealing. You could go with Standard, but the amount of Level 4 locks in a Standard Grid is ridiculous, whereas Expert has more empty nodes to fill in when doing Sidequest Hell the Penance quest.

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10 has my vote for worst-ever sidequests. Whoever came up with "Dodge 200 Lightning Bolts" deserves to be tied to a stake during a thunderstorm. I always give up on Onion Knight because of it. Fortunately it's not necessary and easily skippable. (I did enjoy getting the Magus Sisters and defeating Belgamine's versions.)
 
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Luckily all the final weapons can be cloned by just adding the appropriate weapon skills. I saw no point in trying hard on that chocobo game when I could just make the same exact weapon.
It seems like most peoples' gripes with Expert is that it makes characters clones (like FF12). But you are not forced to do so,
Again, what's the point? It is correct, making clones of characters is completely pointless especially due to the way the game badly needs you to battle enemies. The only alternative is taking the normal route then.
 
Again, what's the point? The only alternative is taking the normal route then.
It might be fun for a second playthrough when you want to fool around. There are fewer nodes and each one requires more xp, so less cursor-wiggling is needed to progress.

In the end, it's the Overdrives that give them uniqueness, so you'll always favor Tidus/Wakka/Rikku no matter what paths you're sending them down.
 
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Wonder what happened that made him such an easy target. The Kingdom Hearts story development?
The Kingdom Hearts fanbase are the real-life version of the movie '23', except instead of seeing '23' everywhere, they see 'Nomura is a madman for this wacky superfluous plot detail! What WILL he do next?!'

So I imagine that, because he has a rabid, cult-like fanbase that exclusively praises him for every little thing, the people who dislike the bullshit in those same games also attribute it to him in kind.

Nojima and Kitase do have a better track record of overseeing universally acclaimed narratives within the company. Nomura is mostly a guy with a lot of baller ideas, but lacking the skill to execute them himself without coming off like an AO3 Twilight Fanfic writer in the body of a midget middle-aged Japanese man.
 
It seems like most peoples' gripes with Expert is that it makes characters clones (like FF12). But you are not forced to do so, and being able to move around with fewer locks is appealing. You could go with a Standard, but the amount of Level 4 locks in a Standard Grid is ridiculous, whereas Expert has more empty nodes to fill in when doing Sidequest Hell the Penance quest.

View attachment 3408176

10 has my vote for worst-ever sidequests. Whoever came up with "Dodge 200 Lightning Bolts" deserves to be tied to a stake during a thunderstorm. I always give up on Spirit Lance because of it. Fortunately it's not necessary and easily skippable. (I did enjoy getting the Magus Sisters and defeating Belgamine's versions.)
I hated the butterfly one (never finished it) and the chocobo dodging one (did it once, never want to again). I don't know why everyone has a hard time with the lightning dodging though, I did it on my second try. You just need to concentrate. Incidentally, the Thunder Plains lightning dodging always seemed to me like one of those D&D 3.5 edition magic location things, where you did some location-specific accomplishment in order to gain a location-specific bonus feat (in this case, Lightning Reflexes).
 
It might be fun for a second playthrough when you want to fool around. There are fewer nodes and each one requires more xp, so less cursor-wiggling is needed to progress.

In the end, it's the Overdrives that give them uniqueness, so you'll always favor Tidus/Wakka/Rikku no matter which paths you're sending them down.
Yuna beats out Rikku for usefulness though without even an Overdrive. Rikku falls into the support role along with Auron in the really late game.
 
It might be fun for a second playthrough when you want to fool around. There are fewer nodes and each one requires more xp, so less cursor-wiggling is needed to progress.

In the end, it's the Overdrives that give them uniqueness, so you'll always favor Tidus/Wakka/Rikku no matter which paths you're sending them down.
Pfft. You should have seen my late-game Yuna. I made her so strong (and fast) that she could do max break damage. And yes, I was able to beat the final boss in that monster arena thing.
 
I went out of my way to grind Rikku when I was a horny teenager so that she was on par with Tidus & Auron. I will admit I liked Rikku. Not because she was a good character, but because she looked like a raver girl that I wanted to lick the sweat off of

In the end, it's the Overdrives that give them uniqueness, so you'll always favor Tidus/Wakka/Rikku no matter which paths you're sending them down.
Doesn't this kind of reinforce my point about the sphere grid being horribly designed, especially as it pertains to the rest of the game's mechanics?

If I remember correctly, I hated Wakka's overdrive because it was the hardest one to land perfectly, and it had elemental basis, which is a nuisance unless you're fighting an elemental enemy that has tons of HP (rare). I don't remember clearly the details about his overdrive though, maybe he had a non-elemental slot.

Rikku's was also a bit dumb IIRC because it required expending items. Although I think the effects may be unique and have a wide variety so you may have a point. Tidus is a good, simple & effective overdrive. Auron's target-all overdrives were very useful to me, usually solving the problem adequately without having to dick around with a fucking slot machine or fuck around wasting items with Rikku just to see if it will award me with something decent. And yeah I know, look up the chart-- Sure, but that's pretty gay. So Rikku's overdrive essentially comes with a peripheral girlscout field reference manual, if I decide to cheat.

I mostly relied on Auron, Tidus, and Rikku outside of the annoying forced specialization fight moments. I didn't use Kimarhi once, what a retarded fucking furry character. Wakka looked like a fucking jackass too and his entire character and sportsball shit was unbearable, Im pretty sure he's supposed to be the lower-class Mexican community watch officer who beats on lower-class negroes because he hates them. Was not interested in this King of the Hill motherfucker being in my party even if he was the only one who can kill birds for the first 3/4ths of the game.
 
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