Showing posts with label Final Fantasy. Show all posts
Showing posts with label Final Fantasy. Show all posts

Wednesday, September 21, 2016

Game #60: Final Fantasy Mystic Quest (SNES) - I'll Take a Double Scoop of Nostalgia (Finished)

Game 60

Title: Final Fantasy Mystic Quest
Released: October 1992 (September 1993 JPN)
Platform: SNES
Developer: Square
Publisher: Square
Genre: RPG
Exploration - Top-down
Combat - Turn based
Series - Final Fantasy

This game is often spurned by Final Fantasy fans for being too simple, childish. In fact, that does seem the direction intended by the developers. The thought process was that RPGs weren't as popular in the US because they were too complicated. A strange notion as I see it, since most western RPGs popular at the time were much more complicated than anything a console had seen. The game was ultimately a failure in its goal to bring RPGs to the mainstream, but what was created was a fun-loving easy adventure through a familiar story of four elemental fiends hoarding the power of four corresponding crystals.
And it's short, very short for a Final Fantasy game
The game opens with the hero (named by the player) entering the Hill of Destiny after his village was swallowed by an earthquake. An old man on a cloud instructs him to run and jump over a gap (that's right there is a jump button). He then goes over the story: four fiends, four crystals, you're the knight of prophecy, here fight this monster.
It's possible to game over here, but the game allows you to resume from the beginning of any battle
We're then automatically put in the Level Forest, which is looking decidedly dead. The old man instructs us to save the earth crystal before running off. We then need to talk to another old man, and help him push a boulder that's blocking the path to Foresta. Before heading off, he tells us to seek out Kaeli, and show her a withered branch so she will help us heal the forest.
*Plop*
Kaeli comes with an axe that unlocks the rest of the forest area. I picked up the Cure spell in town before tackling the boss. Aside from the jump button not normally seen in RPGs, the hero is able to use his currently equipped weapon. The sword is used to reach high switches, the axe can chop down trees, there's a bomb that breaks open passages, and claw that enables him to climb certain walls (and a later upgrade that allows him to cross certain gaps). Kaeli chops down a glowing tree, and out pops a Minotaur that poisons her. She helps finish the fight, but collapses afterwards, giving us the axe.
The world map has set destinations, and flashing arrows once you've opened the path to the next location
Scattered around the world are battlefield areas that have ten fights to clear. Each rewarded me in some way (experience, gold, or an item) once I'd cleared all ten. To the north was the Sand Temple where the elixir to cure Kaeli was held. Tristam, a treasure hunter, had already collected it though. He offered to sell it for the exorbitant amount of 9,000gp. We struck a deal; I'd help him with his next score in the Bone Dungeon, and he'd give it me. In the process, he also sold me some bombs to open up passages inside.
I avoided a well known bug where the party member elemental and special defenses aren't updated unless you restart
Defeating the Flamerus Rex at the end of the dungeon provided Tristam with the Dragon Claw he desired, and restored the Earth Crystal. I made a short trip to give Kaeli the elixir before continuing my journey on to Aquaria through the Focus Tower. Tristam left the party in search of more treasure. On the way, the old man on the floating cloud suggested I find someone named Phoebe and Captain Mac. Phoebe was in the Libra Temple where she recruited me to free her grandpa Spencer from the frozen water in town.
Using the claw Phoebe gave me to climb walls
There are no random battles in this game. Enemies in dungeons are normally visible, but block choke points that force you to fight most of them. Bosses are also visible. I obtained a Libra Crest, which allowed me to teleport to the Life Temple where I got a drop of Wakewater that restored the heart of the town. This didn't unfreeze the whole town, but it thawed the pass to the Ice Pyramid where I could restore the Water Crystal. To get there, I had to traverse the frozen Falls Basin, which was full of block pushing platform leaping puzzles.
I remember being stumped here when I first played for quite some time, not realizing that the sword could reach this switch
The Ice Pyramid culminated in a battle with an Ice Golem that was rather easy with two fire spells. Phoebe was so excited to see her grandpa that she left me to find my way back. Aquaria was finally unfrozen, and the path under Phoebe's house led me to Spencer, one of Captain Mac's friends. Spencer told me that Captain Mac was stranded on a rock ledge after a lake dried up. While Spencer continued to dig a hole to the captain, he gave me a key to investigate some earthquakes in Fireburg.
Guess I'm helping you save your dad
In Fireburg, I found myself teaming up with Reuben to save his dad. This involved finding Tristam to give us a key to open a lock of a cowardly explosives expert that gave us the mega grenade, a throw-able bomb. I took this to the Mine across from the giant boulder, and through a maze of one-way treadmills and trolley buckets I made it to the summit where I threw a grenade to move the boulder. This opened the way to the Volcano where I could investigate the earthquakes. With a near unlimited supply of seeds, I used my most powerful magic in every battle from this point to the end.
I'm pretty sure I missed the life spell somewhere, it's the one empty slot I had at the end of the game
The defeat of the Dualhead Hydra freed the Fire Crystal. After I freed each crystal, a coin was found nearby that opens another area of the Focus Tower. The next area led to a bridge where Reuben fell. He was fine, but on a cliff I couldn't reach. Tristam was there to pick up the slack. Party members don't share in the experience, and thus don't level while in the party. The only time their level increases is when they rejoin at a later time. On the other side of the bridge was a giant tree blocking the way. Seemed I needed to find Kaeli to speak with the tree, and ask it to move.
Wow, Kaeli, where have you been grinding?
I returned to Aquaria, where Spencer and Tristam joined up to find some treasure. The tunnel was slow going, and Phoebe thought she'd help by blowing it up. That collapsed the tunnel, and now I had to drag Kaeli, who was recently bed ridden, all the way to Windia. The giant tree wanted us to clear out the monsters inside of it before he would move. The boss was a chimera named Gidrah. Defeating it dispersed all the other monsters. In Windia, Otto wouldn't assist us until we saved his daughter, Norma.
You mean I killed all those monsters for nothing
At Mount Gale nearby, I confronted the monster Dullahan. He caused the strong winds that broke apart the rainbow bridge that led to Pazuzu's Tower. I found Norma right away, and sent her back home. Pazuzu was holed up in an elevator, and escaped whenever I came near. The key to getting him to stick around was to seal off the shaft on every even floor. The tower itself was more long than tough, but that may have to do with unleashing full spell power at every chance. Defeating Pazuzu unlocked the elevator, which I rode to the top to free the crystal and collect the coin.
CAPTAIN MAC, CAN YOU HEAR ME?
Back in Windia, we discussed the Captain Mac's situation with Otto. Reuben showed up, and told us of a stairway to the top of Focus Tower. Just then Otto had a brilliant idea. We could drain the lake water from Spencer's cave all the way into the dry lake. With the cave-in, the only way to reach it was to increase the power of the Rainbow Road with a Thunder Rock. Reuben joined to help fetch the rock from his father. Filling the lake only moved the ship down to the nearby cave. Getting to that cave required me to find the Mobius Crest inside Spencer's cave, and the tile within Windia that traveled there. I rescued Captain Mac, and met back up with Phoebe in Windia where we learned something startling.
Alright, let's go get Chaos... I mean Dark King
Focus tower was a push through four floors of a boss rush against powered up versions of the four fiends. The room before Dark King refilled my seeds, heals, cures, and arrows. Honestly, the restorative items are thrown at the party so fiercely that I wasn't in fear of running out. They're also so weak that they're useless in the final battle, except seeds, but I only needed 2 at most.
I'm not really sure this boss needed four forms
With Dark King vanquished, peace returned to the world. The old man floating on the cloud revealed himself as crystal of light, guiding me throughout the adventure with cryptic messages (I didn't bother to mention many of them, but they weren't exactly helpful). The hero revisited all his companions, and said his goodbyes. Instead of settling down, he sailed off into the sunset in search of another adventure.

Elapsed Time: 8h50m (Final Time: 8h50m)
Honestly, he just had to get away
Combatant - There's good progression, but the simplicity of the game is evident. Monsters are a strange mix of fantasy stylized animals and creatures. Most of the game devolves into simply casting the best spells. Each monster is weak to at least one spell or weapon. The final bosses of the game have some lockdown status effects (paralyze, stone, confusion) that make them a bit RNG, but manageable eventually.
Rating: 5
Who decided the white background was a good idea?
Admirer - At least you get to name the hero. The default name is Benjamin according to the manual. There's no other customization, but you can choose to skip spells or items if you know about them ahead of time. The different weapons usable on the dungeon maps is an interesting mechanic, but they don't reflect the changing equipment (except the dragon claw).
Rating: 3
The character animation for the hero was funny as well
Puzzler - The puzzles are really light, but there are some things to figure out aside from the strategy of combat. Weapons take on a new aspect as they're used for navigating the game world in addition to slaying monsters. There aren't any side quests to speak of, and only a single solution to reach the conclusion.
Rating: 4
I suppose it's these two I have to thank for these elements
Instigator - The story isn't a stretch for the franchise, but they wanted to keep it simple for their audience. In that I think they succeeded. There aren't any detailed descriptions or lore to find, but it's a fun journey (or maybe that's my nostalgia talking). NPCs are rarely directly helpful, and more often have inane comments on the current situation.
Rating: 3
The translation was actually a big step up from Final Fantasy II, although that may have to do with it being geared for an English audience
Collector - The economy is completely broken. I never had to save up or choose my purchases with care. There are a large number of items and equipment to collect, and it's easy enough to find everything (although I still missed the life spell). The most powerful armor is automatically equipped, and only the latest weapons are usable. There are also more than enough space for consumables that storage isn't an issue.
Rating: 6
I think there are more people in the Special Thanks than the total number that worked on the game
Explorer - The music is wonderful. The graphics, especially battle backgrounds, are simple. The world itself is set on rails, and there's no chance to explore or really miss a particular area. It's no grand world to wander around, but that wasn't really the aim.
Rating: 5
It just keeps going
Final Rating: 26 [43%]

Definitely a bit of nostalgia coloring my opinion, but I don't really care to revisit the numbers. It's a simple, light, easy game that you could get through in a weekend. I'd recommend it to anyone interested in finding out what RPGs are all about (or mostly about). It's a good first impression. I enjoyed the trip down memory lane enough that I didn't hate the game afterwards, but I don't think I'd revisit it again any time soon.
Finally reached the end
Next up we have Legend of the Ghost Lion (often shortened to just Ghost Lion). An NES RPG that's a little different from other RPGs. There are no experience points in this one. Levels are instead gained by collecting a certain item. This one just barely tipped the scale in its favor. I actually hadn't heard of it before starting down the list, so I'm curious to see what it has in store for me. Hopefully it takes longer than a week as I still haven't fixed the TurboDuo.
Maybe they expected to continue the adventure

Monday, August 24, 2015

Game #45: Final Fantasy II (SNES) - Slipping Into Familiar Shoes

Game 45

Title: Final Fantasy II (IV JPN)
Released: November 1991 (July 1991 JPN)
Platform: SNES
Developer: Square
Publisher: Square Soft
Genre: RPG
Exploration - Top-down
Combat - Active Time Battle
Series - Final Fantasy



This intro is so good, but I never got that they were flying away from Mysidia
First of all, I'm amazed by the release schedule for this game: only a five month gap between regions. Granted the translation isn't great, but the amount of text to translate is a great task. Someone also decided it'd be less confusing to renumber the game since the actual II and III never made it to the US. For quick reference, simply multiply by 2 to get the actual number for the SNES Final Fantasy games.

The intro sequence sets the stage for Cecil, commander of the Red Wings, and his internal strife over the recent command to steal crystals away from helpless individuals. The kingdom of Baron created airships, and now the king was using them to eliminate any threats to his total control.
I'm sure he has his reasons; he's a complicated guy
Cecil didn't blink while carrying out the act, but he had plenty of time to think about it on the ride back to Baron. The crew shared in his doubts, but discussion was cut short when monsters suddenly attacked the flying ships. Still the intro, I watched as Cecil took out two groups of monsters using magic items that were removed from the game in this version. There are actually a number changes in the conversion, including the removal of a lot of items. As an example, status effects used to have an item associated to cure it (antidote for poison, soft for stone, etc.), but those all got replaced by the remedy item, which was renamed to Heal. Many of these changes made the game easier, but they weren't all that way. Cecil lost his Darkness ability, which deals damage to all enemies.
One time use combat background
Back in Baron, Cecil faithfully delivered the crystal, but he couldn't keep silent over his reservations towards stealing from helpless people. The king stripped him of his command, but decided there was a way to make up for his insolence. All Cecil had to do was deliver a package to the village of Mist, home to a people known as Callers. They had the power to summon monsters to battle. Kain, longtime friend of Cecil, came to his defense, but he only managed to get assigned to the same task. In the middle of a short dialog where Cecil apologized for getting Kain mixed up in his troubles, the game suddenly broke the fourth wall and started talking about controls (e.g. use the Control Pad and A-Button). It appeared as though Kain was saying those things.
*Plop*
Even the residents of the castle spoke in hushed tones about how the king had changed. It was the king who ordered Cecil to master the dark sword, but strangely Cecil thought it was for a good cause. On my way to Cecil's room, Rosa welcomed him back, but had no time to talk. Cid, master engineer, creator of the red wing airships, stopped me to ask how the ships were handling. When he heard what happened, he assured me he never intended them to be used as weapons. Still loyal to Baron, Cecil rested for the night hoping this task would reassure his king of that. In the middle of the night Rosa came calling. After hearing Cecil's tale, she berated him for being mopey. In the morning, Cecil met up with Kain, and headed to the city of Baron to gather more information.
Upon leaving the castle, the final scene of the introduction plays out
The story telling is beyond anything we've seen so far. Even with the reduced script lost in translation, there really isn't anything else to compare it to. Obviously this was possible by the increased space available, but even compared to other 16-bit titles I feel the story has more depth than any of the Phantasy Stars. Many of the guards commented on the state of the king, the Red Wing crew voiced uneasiness with the events that took place, and nearly everyone in town feared the Dark Knight of Baron (except for one kid that thought he was kind of cool). The music is outstanding, the locations large enough not to get lost, but not too small either. The pacing is well spaced, and one of the defining features is the number of unique boss-like fights that occur in nearly every dungeon.
These training rooms were added in the US version, and may also be the first in-game tutorial in an RPG
Most training rooms have a character called Namingway that allows the player to rename anyone in the current party. I chose not to rename them right away, but as the game went on I felt I should probably make use of him. While this is the only appearance of this character in the series, another makes its first appearance and becomes an iconic figure: the chocobo. Although first presented in Final Fantasy Adventure, this is the first in the main series (that made it to the US). Yellow chocobos can cross rivers with ease, and they easily dodge enemy encounters. White chocobos refill magic points, and black ones can even fly if you can catch them. Catching them involves chasing them down and talking to them, a reverse on the annoying NPC always in the way. Speaking of NPCs, when trying to move through them they'll move faster and usually out of the way unless they're cornered.
A big chocobo is hidden until it smells a carrot; it'll store items, but hardly necessary
Well, let's get into the thick of it. I remember this being a challenging game, so it may take a while to get through... no wait, I breezed by the Mist Cave where I fought a Mist Dragon controlled by a caller. In the village of Mist the package I was carrying sprang open. Fire creatures poured out, burning the village in their wake. Rydia, a small child, was the only caller to survive; however, when she learned that I was the one that killed the dragon, and her mother in the process (some kind of psychic link that never comes into play for Rydia), she summoned a titan that sealed off the valley. Cecil woke to find Kain missing, and Rydia unconscious. A vast desert lay before Cecil, and an oasis in the middle supplied the town of Kaipo with water. In the middle of the night, while resting at the inn, guards from Baron showed up to finish the job I started. I'm not sure how they got through the sealed pass (let alone how they knew one caller survived), but taking them out proved to Rydia that the man whole killed her mother wasn't all bad. Mistakes were made.
How did Rosa get here from Baron?
Rumor around town was that a young woman had wondered in with a terrible fever. Turned out it was Rosa, and the only cure lay in an Antlion cave accessible only by Damcyan royalty. The passage through the only cave north was blocked by an old man that forced himself on my party. Tellah, the sage, told us how a wicked bard tricked his daughter, Anna, into running away with him to Damcyan. We might as well travel together. At the end of the watery passage was a giant octopus called Octomamm (no relation to Octodad). Another troublesome part from my memory was a cake walk. Just beyond the cave entrance was Damcyan, and steps away from walking in I was treated to a scene of the red wings bombarding the castle, completely destroying it. Inside, Anna was dead, and Tellah raged hard at the bard that stole her away.
and thus a meme is born
Well, Anna was mostly dead. Her last breath(s) stopped the fight between Tellah and Edward, the prince of Damcyan who only pretended to be a bard. She described the attack: someone named Golbez commanded the red wings, and stole the fire crystal. Tellah headed off to find Golbez, leaving the party. While Cecil was eager to figure out who was Golbez, Roas still lay ill. Edward bemoaned the loss of Anna. Rydia had to knock some sense into him, telling him he wasn't the only one to have lost a loved one, but he had a chance to save someone else by retrieving the Sand Ruby. He agreed, and provided a hovercraft that allowed the party to cross over shallow areas of the water.
Once again, Antlion easier than I remember
The Antlion Cave was easy, and the Antlion itself much easier than I remember. Mainly, I recall his counter move dealing more damage. He strikes back any normal attacks, but it wasn't a problem. Edward remarked before the fight that Antlion was tame, but times were changing. Monsters were becoming commonplace, and tame animals were turning wild. Sand Ruby retrieved, the party rushed back to Rosa. Once revived she joined the party, and explained the events that took place after Cecil had left. The king of Baron gave control of the Red Wings to Golbez, a mysterious man who seemed to control the king rather than the other way around. His intent was to collect all the crystals, obviously for some nefarious purpose.
Strangely, the only time a character joins without a job title
That night, while the party rested, Edward ventured out near the oasis to reflect on his lost love. From out of the watery depths a water hag appeared. A vision of Anna appeared, spurred him on, and he easily trounced the hag. Before disappearing, the ghostly vision told Edward to believe in himself, fight, and to prevent Golbez from obtaining the crystals. The next castle with a crystal was Fabul, across Mt. Hobs; however, the path was blocked by ice. To pass through, Rydia needed to overcome her fear of fire. As a caller, she has a natural talent for black magic as well as summons. Although, even though she'd called a titan to cause an earthquake, she can only manage a lowly chocobo at the moment (and an imp summon, which I found after a fight with imps). After some coaxing, and reassurances (mostly pleading), Rydia overcame her fear, and melted the ice.
Attack animations have a variety that make each character unique
At the top of the mountain we met a karate master from Fabul. Yang was ambushed by monsters, and while he took most out without problem the party jumped in to assist with the MomBomb. It exploded into six smaller bombs, but we wrapped up the fight cleanly after that. Yang explained that he was out on a training exercise when these monsters appeared. He was the only survivor. We explained the danger to the crystal of air at the castle, and the party surmised that the monsters here weren't meant as a distraction to weaken the castle. Cecil explained all their motivations for stopping Baron, and Golbez, from obtaining all the crystals even though he was a dark knight. Yang agreed to their assistance, and the party was now full at five members.
I ended the first night outside Fabul
In this short time the game has provided much more enjoyment than many titles I've already played through. Even so, the ease with which I've progressed makes the experience feel a bit shallow. I played through this game many times in my youth, grinded for hours to gain early levels, and find rare item drops without really knowing which enemy they might come from. The grinding I did while young felt necessary, but coming back to it years later I wonder why I felt that way at all. Obviously difficulty is subjective. With as much experience as I have now, I know what works and what doesn't. It's nice to experience something I loved so much, but it's not the same experience it once was. I think that's why when I look at the list I'm more eager to get to the games I've never played before.

Elapsed Time: 2h38m (Total Time: 2h38m)

Tuesday, March 19, 2013

Game 12: Final Fantasy (NES) - Rating

Combatant
Combat offers some surprising strategy due to characters not re-targeting an upright enemy after their intended victim falls. This ensures planning goes into each attack and spell in hopes that they all find their mark. The alternative is adopted in future releases of the game, so I know I'm not the only one to find my party literally beating a dead horse more than a little annoying.

The party has a good arsenal of attacks from basic hits to spells and magic items that have spell like effects. Healing, buffing, and debuffing also have their place, although only the first of those are really worth the time and effort. A failed stop spell is a wasted turn, and fights are often over before buffs benefit from the turn they take.

Enemies offer a variety of unique challenges from the minor to the obscene. The worst offender are the instant death spells and attacks, but damaging elemental spells seem to hurt my own characters as much as the enemies. This means an early fight against six red gargoyles can end in their favor before I have a chance to react as they all cast fire 2. Another wrench in the mix is the critical hit available to both sides of combat.
Rating: 5
I don't have a horse, but will an asp do?
Admirer
A customizable cast of party members and the ability to pick and choose spells boost this game ahead of all others so far. Class advancement is linear and limited to a single change, but it's possible to forgo this side quest if you prefer a challenge (or just enjoy the more chibi looking sprites). I remember taking all sorts of parties through the game back in the day from all fighters to all black mages. The mixed parties were the easiest ones to get through though.
Rating: 5
The default party
Puzzler
The only puzzling aspect to the game is the story, but we'll get to that shortly. The main quest is straightforward, and only one side quest to advance to the next class profession is available. While not all the steps make logical sense, enough hints are dispensed to avoid being completely lost in the larger world.

There aren't any puzzles to speak of, but there is one hidden mini-game. A sliding puzzle game that once completed adds 100 gold to your reserves. To play, enter the ship, hold the A button and press B 50 times or so. At least it's something to play if you're looking for a different kind of challenge.
Rating: 3
Unlimited gold!
Instigator
Well, there's a main narrative, and it's about on par with other games in this era. It starts out with a simple save the princess quest, and expands into a full blown save the world. After you save the world you'd expect a stock ending, but no, the game continues on. Now, you have to save all of time.

In some weird and hard to follow twist, the game's main bad guy is actually Garland. He's the first boss we defeated, yet we learn that we didn't finish him off. The four fiends sent him back in time, and he in turn sent them to the future so they could send him to the past so he could send them to the future... forever. How is this a time-loop? The game says it is, but I'm not buying it. The epilogue doesn't offer much more insight, so I'm going to write it off as possibly a poor translation yet still mark it down for incoherency.
Rating: 3
Of course, Garland does too... wait, what?
Collector
If only there was more room in the inventory, but alas we have four weapon slots and four armor slots for each character. While each can only equip one weapon, they can have four pieces of armor equipped at the same time. This made for some tough decisions as I ran into chests with a piece of armor that I couldn't see, I only knew it was armor because that's the inventory that was full, and I had to drop one before getting it out of the chest. I dropped my Zeus Gauntlet to get a Cloth, a most unfortunate trade.

Beyond the equipment inventory, the item inventory is rather sparse. There are three different potions, plus three camping accessories, and finally a random assortment of quest items. There's no completion and no real tracking of items. As for spells, unless you have two white mages and two black, then you'll never have all the spells.

The economy stays a vital part for most of the game only if you fill up said spell slots. Even with an all mage party though you'll still have plenty of cash flowing by the end of the game. Some treasures in the final dungeon even spew forth large amounts to no benefit.
Rating: 3
I never did give the Adamant to the dwarf to make Excalibur
Explorer
The world at large is an interesting place with a handful of sights. It opens up at a nice gradual pace. I only wish there were more nooks and crannies that dealt less with the main plot. Everything seems geared toward getting the party through to the current task. It's even interesting to revisit old towns after certain events as some NPC dialogue will change over time.

It's a great feeling once the airship is finally unlocked and the party can soar around the globe. The graphics are consistently good, and the music is varied enough not to get monotonous. Each location has a distinct style with the elf village full of tress and the volcano flowing with lava at nearly every step.
Rating: 5
Poor Erdrick, only 29 years ago and no one remembers the dragon warrior
Final Rating: 24 (40%)

The game offers quite the challenge and it's intriguing to see where the series started. There's some replay value by trying out different party arrangements, but the story isn't one of the strongest aspects. While I'd like to say there are many firsts in this game for console RPGs, the reality is many games came along at the same time or before that offered the same features. Of course, there's one I can say with confidence Final Fantasy did first, and that's the in-game over-world map. I don't believe they kept up that tradition, but I for one enjoyed having it.

The depths to which the manual guided the player through over half the game says something about the confidence in the players. From the very beginning to obtaining the airship, the manual is filled with helpful advice; a necessity I suppose for early console gamers previously unfamiliar with RPGs. In fact the game originally came with two full maps of the dungeons, a stat sheet of all enemies, and a list of equipment and spells. I happy with the score, although I imagined it falling a bit lower. I actually enjoyed the first Phantasy Star a bit more.

Looking at the list ahead Super Hydlide was up next, but I've run into a bit of a snag; my Genesis won't turn on. I need to get around to buying a new one this week. Add in a week or two for shipping, and I think I'll rearrange the list just a bit. I apologize for those looking forward to it. I still want to move on to something I have less experience with, so I've moved Wizardry up to the next spot followed by Crystalis. If I get the console earlier than I expect, then I'll swap Super Hydlide into the next spot.

Monday, March 18, 2013

Game 12: Final Fantasy (NES) - Finally Finished!

One of the best NES landscapes I've seen
I didn't think it'd take quite this long, but I'm done with Final Fantasy. I considered an interim post between this and the previous. In the end, I couldn't really come up with anything to say. Even at this point I'm not sure I have enough coherency in me for this post, but I want to get it out tonight because of a plug at the end.
I ended the previous post just before the class change. Taking the rat's tail to Bahamut turns my mages into wizards, and my black belt into a Grand Master. To all who voted for a Black Belt, you have my thanks, he really shined throughout this this last portion of the game.

Before heading back to the Volcano (yes that long ago), I visited the town that leads to the water temple. Here I picked up some level seven spells before stopping by the Oasis for a dip in the pool. Lacking a pool, I took stock of a caravan with all sorts of trinkets, but the merchant would only sell me a bottle.
I feel like you're only here for my benefit
Inside the bottle was a fairy, which I remembered gives Oxyale. This allows me to breath underwater. Now I can enter the water temple. Before we get to that though, it's about time to take care of the Fire Fiend.
Heal everyone all the time!
The only way the Volcano is now manageable is with the help of magic items. These unlimited-use items are invaluable, especially the Heal Staff. Using this every round I still had single digit healing potions by the time I reached the Fire Fiend, Kary.

Kary was much more difficult than the Lich. Even with the extra levels, class advance, and magic items, she nearly killed a single party member. Well, I guess she wasn't all that difficult, but she doesn't seem to have the weakness to ice I thought she would.
Come on Kili, are you sure you're casting that right?
Kary went down and with two orbs filled with light, I felt pretty good. I jet off to the Water Temple and things go swimmingly until I run into some of the hardest hitting regular enemies yet, Ghosts. I came to fear a group larger than four as they could quickly take out one of my party in a single round.
Here I fought five, Tont just took one out before biting the dust
In the fight above, I'm lucky enough to have Harm3 and Fire3 take them out. An earlier battle with six ghosts quickly ended one venture. I came across some good equipment in this place though, including my first Ribbon. This single piece of equipment seems to raise a lot of hidden stats such as magic defense and certain immunities to status changes. It's too bad I never found one for Kili.

The Water Fiend is a giant squid called the Kraken. As fearsome as he sounds, he was quite the pushover when I encountered him. Seriously, he basically just sat there for three rounds as Tont pummeled him into submission. Third orb lit, and we're making great progress.
Know any other tricks?
At this point I knew the rest of the game fairly well by rote. Find the slab with the mermaids, learn an ancient language by giving said slab to a professor, and get the chime from an ancient people. Heading back into the Water Temple, I quickly found them cowering on the top floor. I guess news of the Fiend's demise hadn't reached them yet, as they continued to implore me to act with haste lest they turn into bubbles.
Wait for it... LIGHT WARRIORS! Oh yeah...
I remembered to stop by the waterfall nearby to retrieve a Cube, and another Ribbon to protect Gioz as well as Tont. The Slab is passed to Dr. Unne, language learned, chime gained, and I use the chime to intone a melody that allows entrance to the Mirage Tower in the middle of the desert. I ran into some trouble... seriously, does Tont have to pull the team out of every bind?
How did this happen? Gioz had a Ribbon on!
I learned something from this fight though. Soft, the spell to cure stone status, does not work in battle. Well I won't be relying on that going forward. I'm not sure why Tont was more immune than everyone else, but it seems he's touched by the divine.
Kili on the other hand...
I make good use of that Cube retrieved earlier, and find myself teleporting up floors of the floating Air Temple. Nearing the top I can peer out a window to see the four elemental forces flowing forth to the Temple of Fiends!
Which one was the Temple of Fiends again?
The temple isn't too much trouble. I collected a number of armor pieces that kept filling my inventory, and I found myself offloading what I could. I reached a point though where I had to start making hard decisions. First to go was the Zeus Gauntlet, which let me cast a lightning spell I'm assuming. In its place I managed to get a Black Shirt, which does... some kind of damage.

Combat is still challenging at this point, with many fights that teeter on the edge of uncertainty. My only complaint here is the tides can shift in a single turn and without warning.
No damage... no spells... just death
I didn't quite know that sorcerers could kill in a single hit. I knew they could paralyze, which is bad enough. It's not even a spell that I could block. Pipi steps up in this fight and pulls the party through with her Hammer of Thor. I take this as a sign to exit and save my game before continuing on.

There's a small maze, and I remember something about down two, left two, or was it up two, right two... yes, I think I went right around the exit twice and found the entrance three times before getting it right. No WarMechs to speak of, although I would like to meet one sometime.
Gioz: "Oh my god! They killed Kili!" Tont: "You bastards!"
Tiamat has the ability to cast all the elements plus a poison gas cloud. Not sure what to defend against, I focus on punching the stuffing out of the multi-headed dragon with Tont. Magic seems ineffective once again.

I head back for some advice from the 12 sages, and I'm at a loss to describe this plot twist. I have a vague memory of going to the past, but 2000 years? This time loop is a little confusing...
So, he travels back, and waits, then travels back, then... what's the point?
I prepare for the final confrontation by buying up level eight spells and paring down my inventory. Wait a minute! Where's Life 2 and Nuke? I'm missing two of the most powerful spells in my arsenal. I actually didn't find them. This is as close as I came to them. I checked up and down, but failed to continue to the right.
Hmmm... I have a feeling it's around here somewhere, but I'm not stopping to ask directions
In any case I didn't really need them. I mean, I managed all the other dungeons without them. How hard could the Temple of Fiends be?
That ended badly
The above fight is really the worst of it. I tried to run to save time. Had I stuck it out to fight I may have survived. There were some tough fights, but Tont made quick work of any single enemy while the others constantly healed the party with the Heal Staff and two Heal Helms.

Each floor of the Temple of Fiends has an elemental theme, and at the end of each Earth, Fire, Water, and Air floor is a re-fight with the associated Fiend. They appear in a slightly more powerful form, although that maybe that's just how I perceived them. They seem to have the same amount of HP.
Yes! Nuke! Kili wants... no, not like that
The other three fiends actually go a little smoother. Of course, Kili still dies to Tiamat. I made it through the entire temple, right up to the final level, but chickened out because I exhausted my healing spells. Had I at least Heal 3 I would have pressed on, but another 20 minutes later I was right back in front of Chaos with nearly a full reserve.
Garland? Can't say I remember... oh wait, aren't you the guy we offed at the beginning?
I'm not sure how this constitutes a time loop. I could have stayed in the future with all the orbs full of light, right? I suppose it's explained that if I had stayed in the present, then 2000 years past that point the fiends would have reappeared. Does that make sense? How exactly does Garland survive for 2000, 4000, 6000+ years?
No wait, that doesn't make sense. How is this a Time-Loop?
Gah! Forget this, time for you to die! Then I don't have to worry about this alleged time loop. About the only useful item I picked up in this final temple was the Masamune. An all powerful sword that can be equipped by anyone, including Kili. I ended up giving it to Pipi though; she needs her time to shine, plus I was afraid Kili would die again. Gioz turned out to be useless with the Sun Sword, doing only a single hit point per hit.
Leave some for Tont!
Chaos as a final boss was a bit of a let down. Maybe I got lucky again, but I received no major damaging attacks, no status effects, and one instant death spell that missed everyone. He didn't even kill Kili! I do like how the entire sprite fills the battle area, if only his menacing was as big as his menace.
Tont comes in with the killing blow
And, with that ends the reign of Chaos. As his visage slowly fades, we reflect on the journey we've taken. Peace has returned to this nameless land, and the four warriors of light return to their time and the welcoming arms of the princess. Of course, here's a problem. We have a party of adventurers and only one princess.
I'm crumbling... crumbling... crumbling
I'm happy to be done with this game. There's a nice epilogue that explains how the player is a true warrior of light, but I had a hard time getting into the story when my mind was already jumping to the next plot point without having to consider what I was experiencing. I'm looking forward to a game I've never played, like Super Hydlide, even if the series isn't remembered in a flattering light.

Session Time: 7h00m (Total Time: 18h00m)

For those interested, I ended at level 30. I remember once I played with a party of four fighters and to even stand a chance against Chaos without the Fast spell to double my damage, I had to reach max level. I'd guess this is about average party level.

Since it's Final Fantasy related, there's a charity marathon going on right now called Crystals for Life where they're playing through a number of Final Fantasy games in speedrun fashion. It ends tomorrow, but right now they're playing through Final Fantasy X and the finale is Final Fantasy VI. Please help them reach their goal of $30K to benefit the Juvenile Diabetes Research Foundation.

Speaking of speedrunning, I'm often most amazed at the level of planning that goes into one for an RPG. You'd think such a thing would consist of constant saving and luck manipulation, but some are just crazy enough to get it done in one go. There's such a run of Final Fantasy in under 4 hours. Enjoy, and I hope to get the rating post out tomorrow.