The NES Trilogy - A Final Fantasy Retrospective

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This video is sponsored by Squarespace. Stay  tuned to save 10% or more on your purchase,   and learn more about building your website. You know, growing up with Kingdom Hearts has   given me something of a unique perspective  on Final Fantasy. Most of what I knew about   it came from these games, and the rest I  gradually picked up through cultural osmosis   and a bit of Crisis Core, Advent Children, and  Dissidia. I’ve got a strange relationship with   Final Fantasy, alright, it’s weird. I know. Yet,  it's an entire slice of gaming history for which   I don't have the proper context. For one reason  or another, I couldn't bring myself to connect   with many of them. I've started almost  all of them, and only finished a few.   Over the years, I've been able to better  distinguish what I like and dislike about   turn-based RPGs, something I did not understand  when trying many of the older Final Fantasies.   I've developed more of a tolerance for the  often strange difficulty spikes and grinding   that follows closely behind; so, I thought hey,  it's probably time to give them another chance.   And with the release of the Pixel Remasters,  this is as good a time as any. I know the   Pixel Remasters are a bit controversial, and they  might not uphold everything about the originals,   but the point of this journey is just for me to  finally play the damn games, and I'm gonna take   the route which allows autosaves and quicksaves.  Not to give too much away, but there's a chance I   wouldn't have even finished Final Fantasy  II if I was playing the NES version.   So here I am: going in about as blind as one  can reasonably expect, to give a bit of a fresh   perspective on ye old Final Fantasy. --   Final Fantasy --   Travelling back to the first Final Fantasy  brings with it certain expectations. It's   the first entry in one of the longest running  video game franchises. It is also an NES JRPG.   You can imagine that I came into it kinda  expecting the worst. I know myself: I hate   grinding, I hate frequent random encounters,  and I don't like the archaic difficulty design   which accompanies the games of this era. To  be frank, I was dreading this playthrough.   To my surprise, it wasn't that bad. It was  actually decent. I suppose it was a lot like   anxiously awaiting a visit to the doctor. You  build it up in your head, expecting the absolute   worst, but when you get there, it's done in a few  minutes. Wouldn't exactly call it a great time,   but it was much better than all the  pent up emotions in my head.   What immediately took me off guard was the level  of choice present in your party composition.   I was under the impression that  the default selections: Warrior,   Thief, Black Mage, and White Mage were your  only choices. I mean, come on: they’re the   iconic quartet. Come to find that not only is  there a Monk and Red Mage, but you can also   mix and match the six classes in any way you want,  including duplicates. My picks were Warrior, Monk,   Black Mage, and Red Mage which immediately led to  a much more offense-oriented playstyle. I didn't   have access to any of the nuke heals that the  White Mage did. However, my Red Mage could learn   a lot of useful single-target healing and support  buffs. Didn't hurt that he could also dish out   the damage when push came to shove. I was kinda  expecting to just have the archetypal team where   one of my characters could do literally nothing  when they weren't healing. White Mage isn't   exactly one of my favorites. But hey, I didn't  want to use White Mage, and I didn't have to!   Part of me was hesitant to replace it with Red  Mage, though, fearing a sudden difficulty spike.   As I ventured into the late game, and my Red  Wizard still couldn't learn the high level   White magic, I was starting to get worried that  my party wouldn't be able to hold its own against   the endgame threats. Which leads into my next  point: Final Fantasy I isn't very difficult. I   am playing the Pixel Remaster, so I'm sure there  was some number crunching behind the scenes,   but even still: the only somewhat difficult fight  was against the final boss. That I was able to   make it through the game with a Knight, Master,  Black Wizard, and Red Wizard fairly comfortably   is still baffling to me, and has already gotten  me pretty pumped to go back and try other   combinations. It doesn't really seem like there  are many formations which would ultimately screw   you over, besides maybe a full team of thieves  (though an eventual team of Ninjas does sound   pretty hilarious). Since magic sorta peters out  in usefulness, I want to try replacing my Black   Mage with a Red Mage, making room for a Thief  or something. Or perhaps I'll throw together   3 Monks for some frankly ridiculous damage  output, with 1 White Mage as life support.   I wouldn't say the possibilities are endless;  I suppose I just never thought I'd want to play   Final Fantasy more than once. Part of that is  because everything about it is incredibly simple.   Restore power to the four elemental crystals,  and then defeat Chaos. That's about the extent   of what happens. I guess there is a pretty out  of left field time travel reveal, which gives   me a lot of validation for still liking Kingdom  Hearts, let me tell you. The first Final Fantasy   game is built upon the idea that Garland was  sent back in time 2,000 years by the Four   Fiends so that he could send the Four Fiends  into the future to send him back to the past.   Final Fantasy itself was built upon the back of a  fucked up time loop/paradox thing, and I can't say   I was expecting that. Your party doesn't speak,  so the bulk of your interactions are with the   townspeople. Some of them will build out a bit of  the world, and some of them will point you in the   right direction. Give Matoya back her Crystal  Eye, show the Rat's Tail to Tiamat, use the   Rosetta Stone to learn an ancient language. Your  progression is linked to the story, but that story   is about finding items and giving them to the  correct people, so that you'll gain access to a   dungeon where you can fight one of the Four Fiends  and restore the elemental crystals. A fair amount   of random encounters will get in your way, you'll  play through the odd dungeon every now and again,   but this is essentially the Final Fantasy loop. I do think it's a bit… odd that there's basically   nothing to do outside of the main progression  path. Most of that is relegated to optional   chests inside the dungeons. Even the side quest  for Excalibur is just going back to the dwarves   after obtaining some ore in one of the final  dungeons. It's slightly alleviated by the ability   to do a few things out of order, like the Fire  and Ice caves, or Tiamat's Job Upgrade quest.   In this version of the game, though, there are  no optional bosses or dungeons to speak of,   really, and it makes the world feel a little bit  artificial. My first playthrough took me around   nine hours, and that's when I didn't know where  to go. I could probably cut that time in half   with the superior knowledge I have now. I'm even  more eager to do it since I know there won't be   any mind-numbing grind sessions along the way. That short playtime really makes a big difference.   Part of me can imagine a universe where this  quest for the crystals took place over a 20+ hour   adventure, and that gives me anxiety. Granted, a  lot of this fondness could be attributed to the   Pixel Remaster that I'm playing. Nobuo Uematsu  decided to go sicko mode with the soundtrack,   so pretty much every track in the game is the  best thing you've ever fucking heard [track   examples].   Yeah, maybe some of these dungeons get a little  repetitive in their layouts and gameplay loops,   but that music? I think a God composed that music.  I also think that the game looks pretty decent   with this Remaster. Fix up the squashed font, and  you're left with a pretty decent visual makeover   for an NES game that helps each of the dungeons  stand out visually. The in-battle backgrounds and   spell effects are gorgeous, and the water  looks unreal. Seriously, I don't know why   they went so hard on the water effects. Something tells me that I would be able to   stomach the original NES version, though.  I know things apparently just don't work,   the battle pacing is slower, and the  game looks and sounds like an NES game.   But the core of the experience is still gonna be  there. You're still gonna have a lot of freedom,   the music will still have been composed by  Nobuo Uematsu, and the quest will still be   a relatively short one. Final Fantasy, while  not being a particularly impressive video game,   is surprisingly fun for what it is. It's pretty  easy to see why a game like this would have taken   off in the 80s, and I'm excited to move onto the  Final Fantasy which everyone seems to despise!   -- Before we dig deep into this:   YOU NEED A WEBSITE!!!!!! Drop whatever you’re  doing and listen to me. There’s really no excuse   to not have a website these days; even I have  one! If you’re interested, I’ve partnered with   Squarespace for this video to offer you a chance  to make one! Be it for music, art, merchandise,   whatever: Squarespace can accommodate your needs,  I assure you. I use my Squarespace website as a   hub for newly released videos, updates on future  videos, and more to come as I further develop its   features! 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So, if you’re looking to get  started using Squarespace, you can begin your   free trial today at squarespace.com slash KingK  using the code KingK to get 10% off your first   purchase. That’s squarespace.com slash KingK using  the code KingK to get 10% off your first purchase.   There’s really no excuse not to have a website  these days, so get started now with the easiest,   most accessible tool! --   Final Fantasy II --   I didn't actually know much going into  Final Fantasy II. This guy named Firion,   who I first met through Dissidia, was the main  character. The experience system was unorthodox,   and apparently everyone hates it. But hey,  I enjoyed Final Fantasy I despite going in   expecting to hate it: perhaps Final Fantasy  II will be the same. And it was… kinda.   I'll say that for the first half of my  playthrough, I was enjoying it more than the first   game. You have a much more involved narrative  to follow with a party of named characters.   There's enough of a narrative build-up here  to have several important characters die,   and for their deaths to leave a pretty big impact.  Your overarching struggle against an evil empire   is pretty dynamic, with the Empire destroying  towns and killing innocents left and right.   I remember being taken aback after doing a  dungeon, coming back to a town, and realizing it   had been razed to the ground. You start the game  getting destroyed by a swarm of Black Knights,   setting the bleak tone pretty early on.  Final Fantasy II is a desperate, often futile   struggle against an evil, oppressive regime. It really isn't anything more than beating down   the bad guys, but it's easy to see how  this game would lead the series down its   more narrative-focused direction. Your three  party members are the ones you're stuck with,   barring the fourth one which will change  throughout the game. They don't say or do much,   so it's usually down to the people you meet along  the way to carry the brunt of the narrative.   You go back to Princess Hilda for your orders,  you meet characters like Josef and Leila who help   you out for a while, and have various run-ins  with the foreboding Dark Knight. Firion, Maria,   and Guy don't really talk to each other at  all, they mostly just react to whatever is   going on around them. Still, you get some funny  moments, like flustered Firion getting wooed by   fake Princess Hilda; or cute revelations like  Guy being able to talk to animals. I just   couldn't really tell you who these three are,  other than plucky wannabee rebel soldiers.   That's honestly fine, though, because the focus  is on the movements of the Empire and your efforts   to stop them. I really like the progression of  the narrative when compared to Final Fantasy I.   In that game, you sorta had to figure out where  to go, and it would usually just place you in a   random dungeon to get a very specific item that  might open the way to a crystal. Charming in its   own way, but it tended to be a little aimless.  Final Fantasy II has you going to places for more   immediate reasons. The Empire is building  the Dreadnaught, you should probably go   figure out how to stop it. Princess Hilda  has been kidnapped, go to this Coliseum   and rescue her. The only way to stop the  Empire is to find the legendary spell Ultima,   so you have to go find it. Like I said before,  when you go somewhere to do something, time moves   with you. The Empire will have destroyed a city,  or the rebel army will have mobilized to retake   their kingdom. Final Fantasy II's world feels  more lived-in because of stuff like this, and   progressing through it is really rewarding. On the other hand, I was interested in this new   experience system. In this game, you don't level  up conventionally. Instead, you can increase each   of your stats individually, resembling an Elder  Scrolls like system. The more you're damaged,   the higher your health stat increases; the more  you hit enemies, the higher your strength becomes;   the more you cast spells, the higher  your Intelligence and MP become; and,   when you attack with a weapon type in battle, that  character's weapon level raises and they become   more proficient with it. This is a pretty infamous  system, but I'm gonna be honest with you here:   I didn’t really have a negative interaction with  it? I'm gonna assume that the Pixel Remaster fixed   some fundamental problem with the EXP system;  rebalanced some numbers or something, because I   never once had to grind in FF2. Not once. Granted,  this is also likely because I decided pretty early   on how I wanted to build out Firion, Maria, and  Guy. I wanted Firion to be skilled with swords   and shields, as well as becoming the primary  healer; I wanted Maria to be a bit of an Archer   mixed with a Black Mage; and I wanted Guy to be a  heavy-hitting axe wielder. Guest characters would   frequently fill positions I had neglected,  like hand-to-hand, daggers, and spears.   Because of this, I was pretty much always ready  to tackle the next challenge. I never felt like I   wasn't doing enough damage, or that I was getting  one-shot by enemies. In fact, there were points   at which I felt the game was a little too easy.  Harder than the first, for sure; health recovery   items were much more expensive, and enemies were a  little more trigger-happy with the status effects,   but in the early game it was pretty smooth  sailing. I was having fun exploring the dungeons,   since they were a lot bigger with more secrets  to uncover. I suppose I just like when there's   more for me to sink my teeth into; Final Fantasy  I dungeons tended to be really short and simple,   and I wasn't too into that. Here, they're huge  gauntlets that'll test your resolve if you don't   come well prepared. I remember forgetting to  stock up on recovery items before entering the   Dreadnaught, and man: that became stressful very  quickly when I realized I couldn't get out.   It contributes to the more desperate vibe of FF2  as a whole. You're up against an evil Empire,   and a lot of the time, you're the underdogs.  You're the ones losing more in the countless   skirmishes that unfold. Fitting, then,  that the Field theme is so reserved.   The Battle and Boss themes are  more epic in their compositions,   and the Imperial Army theme is  simply the definition of foreboding.   Yeah, it's safe to say I was really into Final  Fantasy II… unfortunately, it's also one of   those games that just gets worse the longer it  goes on and the more time you have to ruminate   on its design. Around the quest to find  Ultima, the game's pacing slows to an absolute   crawl. You've just retaken Castle Fynn with  the rebel army, a big moment for the narrative,   and where you'd naturally assume that  things would start heating up.   Instead, you're asked to go find Ultima, an  ancient spell that can defeat the Empire. Uh,   okay, I guess? Just a small distraction  before taking the fight to- wait, what?   I have to find two masks and a crystal rod, which  involves going through two really long dungeons,   just to open the way to one of the longest,  most tedious dungeons in the game? And only   after a mini-dungeon where you get swallowed by  Leviathan. I get that Ultima is this super secret,   legendary spell and it would probably take quite  a lot to unearth it, but maybe we could have just   gone to the big tower, instead of being asked to  clear three full-sized dungeons. It's here where   I noticed the game's difficulty was ramping up  a bit: and by difficulty, I mean that the game   started pulling some frustrating bullshit. At this point, pretty much every enemy would   poison characters just by hitting them with  a normal attack, meaning the menu was opened   constantly to get rid of it. But then, some  enemies started inflicting truly nasty effects.   Some of them would stun a party member on hit,  meaning you can't issue any commands to them.   Even more egregious, if the stunned character is  hit again, they will be re-stunned. It is entirely   possible that your whole party could be stunlocked  if you're unlucky. It happened to me a few times.   Some enemies can turn you to stone on hit, which  is similar to being stunned, except that you   lose the battle if your entire party is turned to  stone. Not just that, some enemies have attacks   like Bad Breath which can turn all four of your  party members to stone in one turn. If it's an   Ambush, where the enemies get to attack first,  you could just die right then and there. Enemies   in the late game can actually induce death  on a party member by hitting them once, and   pairing that with an Ambush was… interesting. Another thing I began to notice more and more as   time went on was the encounter rate. I think it  almost doubled from the first game, and it is   noticeable. You can walk three or four steps and  run into another battle, which let me tell you,   does not mix well with a set of dungeons which  have become much longer and more complicated.   It was around this time where I realized the  game doesn't reward experimentation very well.   I do like that it allows you to pick what  roles you want each party member to play,   but the thing is: you have to decide very early  on what you want those roles to be. Good luck   trying to change them halfway through the game,  it's just not gonna happen. Unlocking new spells   eventually became disappointing, because I  knew that I was never going to grind it up   to the point it was useful. For normal battles,  it wasn't even necessary, because outside of the   bullshit one-shots enemies could occasionally  throw out, I still wasn't having any problems   dealing with the enemies. There really was no  need to level up Flare, but boy did I try.   I think the best way to illustrate the flaws of  this system is through the spell known as Ultima.   I put this on Firion and spammed it in every  battle going forward, intentionally handicapping   myself in the hopes that it would eventually pay  off. It never did, and I wasted my fucking time.   Apparently one of the programmers intentionally  made Ultima useless and built a cipher that would   prevent anyone from changing the code, which is  just… wow. The reasoning here is that "sometimes   legends just don't live up to their names" and  like… fuck off with that. What does that even   mean? Several hours of this game are dedicated to  finding Ultima. Minwu dies to get you this spell.   I could understand if this was just some random  spell you could find in an optional dungeon or   something, sounds like that could have been a  clever little twist; this is a spell you are   required to pick up. Absolutely no one comments on  the apparent uselessness of Ultima. No one. It's   almost as if it wasn't supposed to be useless.  *sigh* sorry, that just really gets to me. They   tried so hard to be quirky there, and for what?  Literally what does this accomplish other than   fucking with people? I guess they succeeded  in doing that much, hats off to you.   Then flaws in the guest character system show  themselves. Initially, it's pretty cool. Minwu has   a bunch of high level White magic to play around  with, Josef hits stuff like a truck. But, again,   you start to realize that you have basically  no idea how long these party members are gonna   stick around, so there's almost no use investing  anything into them over the core three members.   They join your party with no stat gains,  meaning they usually struggle to keep up   for quite a while, and you really have to get  them to a place where they'll be competent.   Ultimately, this comes to a head with the story  of the Dark Knight who, *gasp* is Leon from the   beginning! Pretty sure most people saw that twist  coming, but I think what bothers me most here is   how mishandled the moment itself is. You storm the  Empire's castle, defeat all the enemies, and then   get ready to face the Dark Knight. You've had many  encounters with this dude throughout the game,   you've built up a bit of a rivalry. The tension  builds, you get ready to fight the Dark Knight,   and uh… yeah, you don't fight the Dark  Knight. You don't fight the Dark Knight.   You don't fight… the Dark Knight. Excuse me? Ricard sacrifices himself, the Dark Knight is   revealed to be Leon, and then he helps you fight  the Emperor. Great. Really fulfilling rivalry   there, bravo. If they just let us fight him,  it would have made all the difference. Then,   when he joins you, he has essentially nothing  except his weapon skills. Cool. Get ready   for him to die a lot until he's caught up to  speed. It all culminates in Hell: literally.   Pandaemonium is such a cool dungeon. The music  is phenomenal, some of the best I've ever heard.   I dig the pink-purple aesthetic here, it's not  what I would stereotypically think of as hell,   but it works. And yet, it's also a horrible  dungeon, because this is where you're introduced   to enemies that can inflict every status condition  at once, stun you, stone you, and insta-kill you   with a single hit. I really wanted to get the most  out of these dungeons, find every chest in every   corridor, but I just gave up here. The encounter  rate is way too high, the dungeon is way too big,   and the enemies are way too dangerous  for me to be screwing around.   By the time I got to the Emperor and fought him,  I realized that if I hadn't decided to start using   the Blood Sword, the final boss would have been  a nightmare. I probably would have had to grind   in Hell for centuries, because I was doing next to  nothing, and he had, you guessed it, insta-kills!   It's kinda sad, because I really appreciate Final  Fantasy II. It had a lot of cool ideas and clearly   wanted to push its narrative conventions,  but it's one of those games that eventually   completely falls apart. Even then, I respect  the high points of it so much that I don't even   think the game is all that much worse than the  first one. I don't know that I want to play it   again anytime soon, but hey: it technically  wasn't as bad as I was expecting it to be!   That's a win, right? --   Final Fantasy III --   I knew pretty much nothing about this one  going in. It feels like this is the Final   Fantasy I hear almost no one talking about, so  in that sense, my expectations were tempered.   One of the first things that stood out to me as  kinda weird was that the cast didn't have default   names or personalities. We've gone right back to  Final Fantasy I, where you can name yourselves   whatever you want. Unlike FF1, though, the  characters still speak from time to time. However,   the way they speak is a little confusing. You  fall through a hole in the beginning, and there   are blue lines of text attributed to no one in  particular. This is meant to be when your party is   speaking, but because there are no attributions,  it's hard to tell who is speaking to who. You can   surmise that the Red Onion Knight is speaking to  the rest of the party, but then there's clearly an   argument that takes place during the dialogue  between the other members. Later on, though,   it feels like the game exclusively refers to your  first party member, and they are the one who gets   to speak or react to things that are happening.  Though, I guess the implication is that your   entire party is reacting to character deaths and  the like in the exact same way? I don't really   know what they were going for here, I'm gonna  be honest, but eventually I kinda just viewed   them as a great big hivemind and carried on. The story here, like the games preceding it, is   largely held up by the various characters you meet  along the way who join you for a few dungeons.   I'm gonna be honest, I don't really remember  a lot of their names, with the exception of   Cid. I think it's neat that all the people you  helped get warped to the Crystal Tower at the end   to return the favor. But the characters aren't  nearly as interesting as the setting itself,   and what the game asks you to do. Everything  in FF3 is so much more than it seems.   You start out on a world map, same as always, but  you learn that this landmass is floating in the   air for some reason. Pretty cool, I guess, a nice  bit of flavor. I wonder why it's floating here?   Later on, though, I was trying to figure out  where I was supposed to go next. I could swear   I had checked every location on this island,  where was I supposed to go? That is, until I flew   off the edge of the map and realized: oh, this  isn't the whole game. There's so much more.   A world that has been flooded by a cataclysmic  event your party needs to undo. I wouldn't say   FF3 is a post-apocalypse, since everyone is still  alive when you de-flood the world, but it is a   world that your party needs to fix. Bad things  happened to it, the Darkness has run rampant,   and your Warriors of Light must restore balance.  It's a more whimsical game, with some cute   moments, and the occasional death here and there.  Ultimately, it didn't leave much of an impact. It   was a simple bout against the darkness and not  much more. That doesn't matter too much, though,   because it makes up for its nothing story  with its incredibly unique job system.   I love that you can pick whatever party you want  in Final Fantasy I, but one problem I have with it   is that you're pretty much stuck with whatever you  pick. I didn't recognize that Black Mages would   eventually become pretty useless in the endgame,  and if I had known that, I probably would have   picked something else. Final Fantasy III, then,  makes it so you can change classes whenever you   want. Each job has its own independent leveling  system. Say you try out Black Mage and find that   it isn't your cup of tea; you can change to a Red  Mage or Bard or something. Unlike Final Fantasy I,   where you had 6 jobs to choose from, this game  has 27. Granted, some of them are basically just   upgrades to previous jobs, but there are so  many entirely unique ones to play with.   Evoker can summon legendary creatures like Shiva  and Ifrit to cast devastating black magic; Bards   focus on healing and buffing the party; Knights  are beefy and can take hits that were targeted at   your squishier party members; Scholar, probably  one of my favorites for the early game, can not   only read enemy HP and weaknesses, but can use  Alchemy to increase the effectiveness of items.   Healing items will restore double the amount  of health, and the AOE elemental magic items   will deal a ton more damage. There's just so much  variety here, and at least in the Pixel Remaster,   you aren't punished for experimenting often.  Scholar eventually fell off in its usefulness   pretty hard, so I switched over to an Evoker,  which I could later evolve into the Summoner   whom I took into the endgame. I enjoyed the  defensive capabilities of the Knight, but   Dark Knight sounded even cooler, so I eventually  switched over to that and discovered its insanely   good AOE melee ability. My Red Mage eventually  turned into a Bard, focusing on a no cost AOE heal   as well as some decent buffs, and then evolved  into a Sage in the endgame to keep the party   alive. Finally, my Monk, my best party member from  Final Fantasy I, who did frankly insane damage,   would become a heavy hitting badass Dragoon,  and eventually a Ninja. After buying Shurikens,   they still maintained the title of highest  damage dealer, though my Summoner was still able   to outperform them in the long run by spam  summoning Mega Flares from Bahamut. Which,   by the way: is so radddddd. I love that you can go  and fight these optional bosses, and your reward   is to be able to summon them in combat. There  weren't really any optional things like that   in 1 or 2, so I really appreciate that here. Sure, there were jobs I didn't really click with   immediately. Geomancer and Viking  weren't doing much for me at the time,   but that really just gives me a lot of motivation  to do another playthrough with different jobs,   in much the same way as the first game. You  can, again, have any combination you want,   so your options are nearly limitless. There's  also more of a reason to come back for 3 because   it's significantly more difficult than 1 and  2. I found myself dying a lot more often,   and having to rethink my job composition and  strategy. With the exception of two moments in   the game, where I had to just grind for a little  while, the challenges I faced could be overcome   through clever thinking. The Dragoon's Jump  ability isn't just a way to deal big damage,   it's also a way to keep one of your party members  out of harm's way for an entire turn, and that   came in clutch during many hard fought battles.  The Knight taking hits for other party members,   the Bard buffing and healing the entire party,  and getting lucky with Evoker Ifrit heals or big   boy damage were all valid strategies that  didn't result in me having to just grind,   which made for a playthrough which was  a lot more mechanically satisfying.   The encounter rate has been reduced, and so  has the amount of frustrating status effects.   Additionally, dungeons have been further expanded  to add hidden areas with really good items and   equipment. Usually there will be environmental  signs like cracked walls or something to clue   you in, and it gives every dungeon just that extra  bit of depth. I mean, it honestly says a lot that   I didn't mind going through Eureka and the Crystal  Tower back-to-back for a few hours, because I just   loved exploring the tower. I didn't quite love  the ten minute grind I had to do to clear Eureka,   but it could have been much worse. You weren't  running into enemies every five seconds, and those   enemies weren't killing you in one hit. They were  just a bit beefier and a bit harder hitting, so   you had to be a little more cautious. That's all  I'm really asking for here, a tense yet exciting   set of dungeons to clear where you get to see your  job numbers go up and learn cool new skills.   I don't think it's perfect, though; sometimes you  can feel quite limited by what the game wants you   to do. You'll be asked to switch to a job to clear  a specific dungeon or encounter. You'll need a job   that can cast Mini or Toad to enter tight spaces,  and then once you're Mini you'll need to use magic   to deal damage since your melee becomes useless.  I don't really like these dungeons much since it   forces you to use jobs you might not have leveled  or just don't want to use at the time. Whenever   you switch a job, it means that your preferred job  isn't getting experience, and you have to re-equip   all your weapons and armor. It's just tedious.  There's a similar thing going on with a few of the   boss fights, where Scholar's Study ability is used  to figure out a boss' changing weaknesses, and the   Dragoon can devastate one of the flying bosses.  It just so happens that I was using Scholar and   Dragoon during both of those fights, but I can  only imagine how frustrating they would have been   without those jobs. Yeah, it's pretty obvious  in both cases, since NPCs practically spell it   out to you that you're gonna want to use these  jobs, I just don't like how limiting it is.   More than that, though, sometimes it feels like  you just can't use a job as soon as you get it.   You get a new set of jobs whenever you  re-awaken one of the elemental crystals,   which is where you'd think you would be able to  change immediately and try them out. Some jobs,   though, have unique weapons and armor, making  it extremely difficult to do anything with them,   especially since they start at level 1. The most  apparent example of this is with the Dark Knight,   who uses katanas. You don't get a weapon  that a Dark Knight can actually use until   three or four dungeons later, for some reason, but  I really wanted to start leveling my Dark Knight.   So every once in a while, I'd switch to Dark  Knight, check to see if I got any weapons for   them, and conclude that I just didn't have  any. What feels even more like a slap in the   face is that you only get your Dark Knight gear  after the dungeon which introduces duplication,   where enemies will summon other enemies or divide  themselves into two. Bladeblitz is extremely   useful for this, NPCs even tell you as much, and  hell: the dungeon after this one does this again,   and you're definitely encouraged to use  a Dark Knight. But as of this point,   you don't have any weapons you can actually put  onto your Dark Knight, so you just have to deal   with these enemies that multiply and divide nigh  endlessly. I was getting really frustrated here,   why couldn't the next shop have just sold katanas?  Seriously? All I wanted to do was try out Dark   Knight and the game was actively fighting me. Those are really my only issues with it, though.   Like I said, I thought the Crystal Tower  segment was actually kinda fun. I like long,   masochistic endurance tests as long as they aren't  frustrating, and this is one of those. The World   of Darkness was especially brutal, fighting four  bosses with huge health bars, trying to conserve   the last of my hard earned elixirs. The final  fight against the Cloud of Darkness was the   hardest thing I'd done in this series yet. It  did so much damage, and had so much health. All   I could do was spam shurikens, melee attacks, and  Mega Flare from Bahamut, constantly clenching my   teeth wondering when she was gonna go down, until  finally that oh so satisfying animation played   and I pumped my damn fists in the air. Helps  that the final boss track is straight fire.   There's definitely a possibility that  I appreciate this game more because,   as I see it, a lot of this stuff would go on to  fuel some cool sections of Final Fantasy XIV.   Like, when I heard Eternal Wind for the first  time, I was freaking out in my discord call. I   had no idea that this was that amazing theme  from Shadowbringers. I suppose that might be   why I liked the Crystal Tower so much, because XIV  has an entire raid where you explore the crystal   tower and enter the world of darkness and fight  pretty much the same bosses, so it was pretty   cathartic to see where the inspiration for that  stuff came from originally. It's really not one   of the best RPGs I've ever played. The story is  fairly generic, the job system has its issues,   I had to grind a few times. But man, for the most  part, it was just fun to experiment with the job   system and go through dungeons. In a way, it feels  a bit like a better version of Final Fantasy I,   where a simple story paves the way for a game  which I'll likely be replaying sooner rather   than later. --   Conclusion --   Final Fantasy on the NES is clearly where the  series was finding its footing. These three games   are so different that it's hard for me to find a  common thread besides the returning enemies and   chocobo. I still find it admirable that Final  Fantasy II was such a departure from the norm,   that it tried to do something really cool. I came  out of this pretty satisfied, which is curious   because I knew from the outset that these three  games were probably going to be the ones I liked   the least. The future games have more involved  stories, more interesting settings, more   places to explore, interesting characters with  established backstories and actual narrative arcs.   I always knew that the first three games were  going to be the forerunners, but it's impressive   to me that I was able to enjoy them as much as  I did, and has me excited to finally move to the   SNES era. IV, V, and VI are praised to hell and  back, and I want to finally figure out why.
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Channel: KingK
Views: 99,651
Rating: 4.937274 out of 5
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Id: 5PvD3Ce5RnI
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Length: 38min 51sec (2331 seconds)
Published: Wed Sep 29 2021
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