Game Ramblings #29 – Final Fantasy VIII

More Info from Wikipedia

  • Genre: JRPG
  • Platform: PS1
  • Also Available On: Steam, PSN

For the first game of the year, I went with…..an old game?  It’s been a while since I played something that I’d really describe as a straight JRPG.  Pokemon Moon was probably about as close as I’ve been recently, so I pulled this one out of the pile.  Having never finished it, I went into it a bit nervous.  The last time I tried replaying a PS1 FF game (FF9), I shelved it almost immediately due to the slow pace of the battles and slow progression of the story.  While this one certainly suffers some of the slow battle pace, mostly due to the summons system, a lot of the other systems that the game was built around have ended up aging incredibly well compared to many of its peers.

I guess I’ll get this out of the way first; the story of FF8 has held up very well.  The core group has a wide range of different personalities that don’t end up irritating me.  The world the game lives in has a nice variety of different settings, and a generally well put together overarching plot.  There’s a relatively well put together love story between two of the main party.  In general, this is still one of the better stories in the Final Fantasy series, and it’s held up pretty well.  It’s also worth noting that this is probably my favorite soundtrack in total in the series.  There’s obviously the high points in other games, but the FF8 soundtrack has always impressed me throughout in how consistently good it is throughout the game.

With that out of the way, let’s talk about the game itself.

Let’s start with the core of the game, the battle system.  While at its core it definitely is a Final Fantasy ATB-style battle system, the removal of mana from this game has a lot of interesting ramifications.  Instead of using mana, spells are drawn from enemies and the environment and stocked per-character.  These drawn spells also then act as a replacement for equipment typical of most FF games, and can be applied to characters for boosts to all stats.  For my playthrough, this vastly increased the value of typical trash fights, as I’d be paying attention to what magic was available in each area in order to stock up on useful spells that I could not depend on being available further into the game.

The other significant change is that levels, while potentially important to a standard play through, function entirely different from the rest of the series.  Leveling up is straight out 1000 EXP per level.  While this may sound kind of strange, apart from a handful of areas that are fixed level, the rest of the enemies (including bosses) scale with the player’s level.  For me, this basically gave me an expected flat difficulty throughout the game, which tended to minimize the amount of grind that I needed to do in any area.  This also means that the game can be cheesed in curious ways.  For example, the game could theoretically be finished with 0 exp, as bosses don’t give experience.  I suspect the group can also effectively start the game at level 100 if enough grinding is completed in the starting area of the game.  The end result of all this is that the game became a lot more about a per-fight strategy, instead of the typical back and forth of hitting a difficulty spike and grind wall that FF games were usually prone to.

All that said, I was kind of surprised by how well this one has aged.  It’s certainly not without its problems.  Boss fight strategy can often be vague, resulting in the need to get entirely wiped at times to figure out the specific set of things needing to be done.  The actual summon animations are also incredibly unnecessarily long, though the dependency on using summons is typically tied to specific fights.  However, this is still a JRPG that I’d recommend to fans of the genre that haven’t played it in the past.  With it now easily available on PSN and Steam, there’s not much excuse for gamers on modern platforms to skip it if they feel the need to scratch that JRPG itch.

Game Ramblings #27 – Final Fantasy XV

More Info from Square Enix

  • Genre: ARPG/JRPG
  • Platform: PS4
  • Also Available On: Xbox One

This is a very special game.  It may not be the kind of Final Fantasy a lot of people would have wanted, but as usual Square Enix has put in all the effort typical of their top effort titles.  While some performance and balance issues show the scars of its long development cycle, the game they have created is easily one of, if not the best RPG I’ve played this year.

It’s been a long time since I universally liked the story and characters of a Final Fantasy game.  There have been high points in most of the recent games, but the last few sets of FF characters have always had at least a couple people that just annoyed the hell out of me the entire time, even when the stories weren’t complete nonsense.  In FF XV’s case, this is the exact opposite.  Right from the very beginning you start off with the entire effective party, and the growth of the group as a team, and the interactions between them as they go on their adventure are fantastic.  I so wish I could spoil things here, because there were moments that surpassed the death of FF7’s Aerith for me in their emotional impact.  Also of note, the use of the song Stand By Me as both the intro and credits scene could not have been a more perfect choice to end the misadventure of this crew.

Now that said, the battle system is definitely rubbing a lot of people the wrong way.  It’s been since FF9 that we have seen the same battle system used twice in a row.  That game was the end of the long-used ATB system.  FF10 used a more traditional turn-based system.  FF11 and 14 were MMOs, with 12 using a very much MMO-styled real-time system.  13 then followed those all up with an ATB-like system, with some key changes in how it queued up events.

15 has thrown all that away, going for easily the most action-focused battle system they’ve ever done in a mainline title.  Gone are menus, gone are spells, gone are waiting times between turns.  In this one you have an attack button, a pseudo-dodge button, a warp button, and a jump button.  The combination of those actions, and the ability to switch between weapons and a handful of element-based attacks gives you your entire range of functionality.  You only control one character, with the other three members of the party being AI-based, mostly ending up being support characters by the end of the game.  Rather than the skill of the game being asset management, this brings timing to the forefront as the main skill to the game.  The primary dodge and attack buttons are both hold to execute, so attack chains don’t require button spamming, and dodge can be held to automatically avoid a lot of simple attacks.  In the end, the flow of battle is dictated more by which button you are holding down, rather than the more frantic button combo systems that a lot of ARPG games use.  The closest comparison I can really give is the Tales of series, but even then I don’t think it’s an adequate comparison to the system in place here.

FF XV has also shown quite a lot of western influence, particularly with the Elder Scrolls series, in the design of the overall gameplay flow.  If you were to just rush the story, I suspect this game could be easily completed in 15 hours or less.  However, the overarching story is that the group is on a road trip, and the game definitely plays to that.  Rather than fast travelling around the world, the group initially drives around the world, radio blaring, going from town to town.  Each town and rest stop typically acts as a quest hub, giving a number of general side quests, as well as typically more challenging creature hunts.  There are also fishing areas scattered around the world, and a number of hidden dungeons to explore for extra treasure.  In doing this, you can easily spend the bulk of your time playing this game just hopping around the world doing absolutely everything but the main story, giving lots of longevity to the game outside of the typical story loop.

So, in the end, this game and its universe are easily something I would recommend.  There is also some good additional content that will help give light to some of the world’s backstory in the Kingsglaive movie and Brotherhood anime.  That said, the core of the universe is definitely the game, and it’s a good one.  It’s likely to go down as one of the most controversial games in the Final Fantasy series, simply due to its departure from the style of the past, but I think Square has made a good decision here in reestablishing that Final Fantasy are at their core extraordinarily well produced games of any style at their core, and not just RPGs that have stick to a set of conventions to get by.

Game Ramblings #23 – World of Final Fantasy

More info from Square-Enix

  • Genre: JRPG
  • Platform: PS4
  • Also Available On: Vita

Given the month and year we’re currently in, you’d expect that the monster capture RPG that everyone wants to play is Pokemon Sun/Moon.  However, Square-Enix decided to launch World of Final Fantasy anyway, so here we are.  WoFF is decidedly a monster capture RPG at its core, but with characters and a story that blend a large number of past FF games, and a battle system pulled straight out of the SNES and PS1 entries in the series.  Overall, while it may not end up being the best monster capture title this year, it certainly is worth playing for any serious JRPG fans.

WoFF takes place in the world of Grymoire, where pretty much everyone but the two main characters are little chibi folks.  The story is your usual overpowered bad dude taking over the world nonsense, but it generally works and provides enough of a reason to move forward.  The even better reason to move forward for FF fans are the constant cameos from past FF stars.  The cameos run the gamut from FF 1 through 13, and tend to hit all the big protagonists, including the return of the voice actors for the titles that had voice acting.  If you’re a fan of the series at all, you’ll get a kick out of the constant barrage of recognizable faces as you get to new areas.  It’s a fun time throughout, and ends up working out well enough to provide an entertaining backdrop to the core gameplay.

The setting also provides the depth of FF monsters for you to capture. You’ll be grabbing everything from Chocobos to Cactuars to Tonberries on the low end, all the way up to recognizable summons like Ifrit, Bahamut, and Diabolos at the high end.  The wide range of sizes and styles all feeds back into the way that you build out your team, providing both the fun of capturing all the things you’ve fought in the past, as well as a huge amount of depth to building out teams that mask each other’s weaknesses while boosting their strengths.

That said, the battle system is the real star here.  The core of it is the instantly recognizable Active Time Battle system from the FF4-FF9 games, and it essentially remains the same.  What is different here is how the party is built out.  The general idea is that each of the two main characters exists in a stack consisting of a small, medium, and large NPC.  Because the main guys can be normal human form or chibi form, they can fill the large or small slot.  The rest of the slots are then filled out by the monsters you capture.  This stack then combines its stats, strengths, weaknesses, and abilities to form the unified character stack that takes its turn in battle.

What this ends up doing is providing a pretty large meta game to how you build out your party.  While you may want some fire attacks, this would expose the stack to a weakness against water.  To combat this, you can then also place a character strong against water, eliminating that elemental weakness, and providing an overall better prepared stack.  On the other hand, you can combine the stack with another fire user to really increase the strength fire resistance, as well as providing boosts to the strength of fire attacks used by the stack.  This mix and match continues throughout the game, to the point where I would typically have entire new rosters each time I entered a new area.

The other nice system that came in from other FF games is the way that the monsters you capture gain ability and stat increases.  Beyond just gaining flat stats through leveling, every species has a grid-based upgrade system very reminiscent of the Sphere Grid system from Final Fantasy X.  Some upgrades in this system are flat stats as well, but by and large you use the system to gain active and passive ability upgrades.  The system also is used to unlock the evolutions of monsters, where the upgrades earned from one variant of a species carry over as you evolve into another variant.  Of note, the monsters can evolve up and down to any variant of a species that you have access to at any time, so there’s never the question of whether or not it’s worth evolving a monster.  You just change it to what is most useful at the time.

Overall this was a really solid JRPG to be playing, especially in the lead up to the Pokemon series’ next entry.  It certainly wasn’t immune to problems; the end game in particular got really grindy.  However, it showed that there’s still a lot of life in the FF series, while still allowing for them to branch out into other interesting gameplay types that aren’t just the core series.  While FF15 is going to be an incredibly different game from this one, WoFF also gives me hope that Square is giving their Final Fantasy teams all the resources needed to pull off incredibly high quality games, with the time needed to make sure they are in the right place to succeed.