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FFV late impressions: the job centre

2nd May 2022 By Qazimod Leave a Comment

The further back we go, the less I know. I was one of those casual types who barely knew what Final Fantasy was before VII, and ever since then I’ve jumped around the series to see if there was anything else that I missed when I was interested in other games. At least when I think of publishing FFV late impressions, I realise that I kind of had an excuse at the time. It was first released on the SNES (sorry, Super Famicom) in 1992 in Japan, and Europe didn’t get to see it until the 00s and (in the case of PSN and mobile) the 10s. I got around to playing the Game Boy Advance release earlier this year – honestly, it’s not a game that I knew a lot about and so it’s not like I was choosing to play it based on its reputation (unlike my FFVI and Chrono Trigger playthroughs), but I had heard a few good things about it. The game centres around our heroes vowing to restore order after the villain Exdeath shatters the elemental crystals in a bid for power. It’s your typical JRPG format of going from new town to new dungeon, obtaining more abilities and encountering new opponents, culminating in a showdown with the antagonist. Dungeons have some light puzzling and locked-door scenarios, as well as hidden routes to rare treasures – generally, it’s a comfortable RPG template that you can quickly enjoy without being bombarded with too many strange gameplay systems.

FFV late impressions – jobs and abilities

That said, one thing I took away in my FFV late impressions was that the implementation of the job system was more flexible than I expected. I don’t always like job systems in RPGs, because they put a lot of pressure on me to create a sensible range of skills and abilities across my party. I’m not that guy who sets up a team of four white mages, admittedly, but I do feel a certain amount of artificial pressure to “get things right” and not screw myself over in the late game. With FFV’s job system, each job allows a party member to equip certain gear and use special abilities in the battle menu – a thief can steal items from enemies, black and white mages use spells that cause elemental damage or support the party, and so on. However, each party member has a “job” slot and an “ability” slot; after using a job for long enough, the skills associated with that job are unlocked as abilities. This means that you can assign a skill as an ability and then start learning something else in the job slot – creating a summoner who has the thief’s stealing command, or a monk with magic capabilities.

It may seem like a small thing, but it blows open your tactical options – your four party members have their two slots to play with, and at the end of my playthrough I had 21 jobs available as well as the Freelancer (who has two “ability” slots and can wield any gear.) It’s a very different vibe from FFVI (where nearly every character had one “job” throughout the game) and FFVII (where “jobs” are essentially materia and anything goes), but FFV’s own freedoms and restrictions make it satisfying to try different combinations of skills to see what works. By the end of the game (for those curious about the commitment: 38hrs on the clock, with all party members around Lv50), my party was using four different types of magic (blue, black, white, time), controlling enemies (beastmaster), defending against attacks (knight), using summons (summoner) and dealing huge physical damage (with the monk’s “barehanded” ability.) It’s like working with eight party members, but it adds a tactical edge because you still only have four “actions” in your turn.

The grind

The jobs don’t save the game from the usual RPG hurdles, however. I can’t summarise my FFV late impressions without saying that there is still grinding, there are still plenty of random battles, and there are some miserable encounters if you’re not suitably prepared. Towards the end of the game I was being battered by more status ailments than I could deal with in my turns, and so I had to train up someone with time magic to help myself. Also, the random battles can be a nuisance when you’re also finding your way around a dungeon (although gear such as the Chicken Knife – which makes the party auto-flee an encounter and will discharge powerful attacks after fleeing enough battles – make navigation a bit smoother.) As much as I like this game’s jobs and abilities, the later games excel in the moment-to-moment business of dungeon exploration.

FFV late impressions – where to go

FFV late impressions

In late 2021 Square Enix released the “Pixel Remaster” of Final Fantasy V – I don’t know if it’s a particularly good remaster, but there should at least be options if you’re keen to play this but only have modern hardware. I played the GBA game and it was generally fine, but I have no knowledge of the other versions to compare it against. I don’t know if I’ll look even further back through the series history another time, but I’ve enjoyed this entry. If you have any fond memories of Final Fantasy V, don’t forget to leave a comment below.

Filed Under: Games Tagged With: ffv, final fantasy, Game Boy Advance, games, GBA, mobile, playstation, PS1, psx, snes, Square, square enix, steam, super nintendo

FFVI late impressions: notes from a newbie

4th October 2020 By Qazimod 1 Comment

This article has been some time in the making. In the 16-bit era, I grew up with the Sega Mega Drive and missed out on a lot of SNES classics. Of course, that didn’t stop me from trying to emulate Final Fantasy VI and attempt to play it on PC, but a busy gaming schedule and a short attention span meant that I never gave it the time it deserved. I did “buy the game” years later via the SNES Classic Mini, but even after making a spirited effort to play it on that machine, I only ended up saving myself into a corner – stranded on the floating continent with an underlevelled party who wouldn’t be able to make it back to the world map. (In hindsight, I may have had a Warp command or item available and didn’t realise, but I’d have to check the save…) Honestly, I didn’t intend to write an FFVI late impressions article in early October because I didn’t know I’d be playing the game; however, I’ve had a pretty quiet gaming schedule and so it’s been a fun way to pass the time.

FFVI late impressions – the old

FFVI late impressions

Final Fantasy VI has some novel and inventive moments, but its foundations are quite old-fashioned. You travel the overworld between towns and dungeons engaging in random battles until you’ve levelled up enough to take out the next thing that’s in your path. Random battles are frequent, and blasting through so much fodder might seem chorelike if I wasn’t already familiar with old-fashioned RPGs. To its credit, the character variety allows battles to remain interesting – each new party member that joins the cause has a unique skill that opens up more tactical options when they’re battling with your party. Early on in the game you might find that a few allies are struggling, but you’ll press on because you’re confident in nailing Sabin’s Blitz techniques, and so he can do a lot of the heavy lifting. Later on you’ll see Setzer’s slot-machine ability (which Cait Sith would later pinch in FFVII) and train yourself in reading the reels and making the most of their benefits. Elsewhere, Cyan has multiple special attacks available if you’re willing to wait before taking action – it’s not the most exciting tactic… but since enemies are still active as you wait, there’s an element of risk. However, not all of the techniques are that amazing – I got a few abilities for Gau on the Veldt but the ones I obtained stopped feeling useful in the later areas. Meanwhile, I think I got all of Mog’s “Dance” techniques, but he was in my tertiary party at the end and so he never got a look in – apologies to Mog fans reading this.

Setbacks

FFVI late impressions

The battles themselves aren’t too bad, but the setbacks can be offputting. After revisiting content that I knew from earlier playthrough attempts, I was playing pretty blind – and so I wasn’t always sure when I’d be underlevelled or overlevelled. I actually ended up using the three available save slots so that I wouldn’t have to go back too far if I was underlevelled. (Although once again, I could have used things like the Warp technique – or the equivalent item – a little more during my playthrough; it essentially whisks the party out of a dungeon safely, and I only really started using it in the final tower area.) One element of modern RPGs that I did miss was the concept of “passive” levelling; where the characters who aren’t in your active party still gain a fair amount of experience. I’ve heard that certain events allow party levels to become “averaged” so that nobody falls behind too much, but I still ended up with a few alarmingly under-levelled characters late in the game, and this became a bit of a problem during certain sequences in the final dungeon that involve your entire party. That said, this is still something that I’m guilty of in modern RPGs – many playthroughs of Persona 4 leave the likes of Kanji and Yosuke laughably underpowered. So whilst I enjoy passive levelling, I’m willing to accept that I could have made better decisions.

FFVI late impressions – perks

FFVI late impressions

Outside of the unique skills, some other fun events can come together that make things more manageable. One particular game changer in this playthrough came from the Economizer relic – I found this as a rare drop from a battle in a north-eastern region of the world map (I think online resources give it the nickname “Dinosaur Forest” or “Dinosaur Island”), and it reduced magic cost to 1MP for one ally. No big deal in the early game… but when used in conjunction with more expensive skills such as Ultima, it made certain encounters a pushover. (Another relic, the Gem Box, allows an ally to perform their action twice during the turn, so they’d spend 2MP and unload Ultima twice. As you can imagine, it got kind of silly.) When modern games are so determined to gate so much of the fun behind busywork and marketplaces, it’s refreshing to find overpowered nonsense that’s fun to use in a game such as this. And of course, this wouldn’t be a series of FFVI late impressions if I didn’t mention the Espers – powerhouses that can be summoned to provide invaluable abilities that help your party in battle… if you’re willing to spend the MP. To be honest, I spent a lot of the endgame using character-specific special techniques and basic magic attacks because Esper abilities always seemed pretty expensive, but I still took the time to unlock skills for the ones I had (The discovery of Ragnarok led to my cheap Ultima double-casting – I also found a shield that granted the same skill to another ally, but it seemed a waste when the Economizer, Gem Box and Ragnarok were so much more efficient) Again, that unlocking could sometimes lead to a bit of a grind, but at least there were world map areas that would make progress a little quicker.

Consequence and character

During my first draft of this article I didn’t really think about mentioning the story or characters too much because it’s all so well-known, but I was impressed by how compelling it all remained. Yes, some of the character traits can feel slightly one-dimensional, and since the post-FFVII explosion of games and spin-offs it’s easy to think that the story might just feel like another Final Fantasy story, but I can appreciate how interesting it would have been at the time. Themes of darkness and chaos exist, but there are still moments of levity and humour that don’t feel too jarring – small-scale silliness such as the recurring encounters with Ultros, and more infamous moments such as the Opera House scene, which manages to be charming, engrossing and funny without feeling like a mess. Also, despite the attention placed on Terra, it doesn’t feel like it’s forcing any one character to be the hero in the way that FFVII pushes Cloud. There’s always the possibility that people will have their favourite party members as the game goes on – whether for story or gameplay reasons – but most of the allies recruited to the cause are likeable enough.

FFVI late impressions – high scores

So where did my party end up during the finale? Most of the characters had levels in the low to mid-50s, with two in the high 50s, two in the 60s and one level 82 character (the Ultima double-caster who was involved in most of the damage-dealing late in the game.) My last save before finishing the game showed a playtime of 42 hours and 49 minutes, which apparently isn’t too bad: the time for “All Styles” on the website HowLongToBeat suggests that a typical playthrough is around 41.5 hours long. (As an aside, I also tweeted my progress when I reached the World of Ruin – back then, most of my party was level 29 or 30, and I had 20.5 hours on the clock… so the two worlds split the game length fairly equally.) I did find the final stretch a bit of a drag even without the perils of under-levelled allies – there’s a lot to do for what often feels like the smallest amount of progress, and whilst random battles quickly become a formality, the party management and navigation of the environment (coupled with occasional long stretches between save points, or long treks back and forth when I wanted to warp to the world map) slowed things down for a while.

Despite all of this, I’ve enjoyed my time with the game, and wouldn’t be averse to revisiting it in the future. If the unique abilities and techniques were all equally interesting, and there was a generous form of “passive” levelling (in addition to the averaging) for other characters, I’d have no trouble recommending it, but even with the caveats it’s not too bad. Outside of my general gameplay impressions, I think that the main characters are all likeable… and there are some fantastic pieces of music throughout the game, from the epic “Decisive Battle” tune that plays during boss encounters, to the moody “Awakening” theme that offers a slower and more intimate variation of the world map music. Since I personally have more history with FFVII, the adventures of Cloud and co. may still mean more to me, but I can definitely see why this is held in such high regard.

Final Fantasy VI was originally released for the Super Nintendo in 1994 – however, ports exist on PS1, GBA, Steam and mobile. You can also find the game on the SNES Classic Mini.

Filed Under: Games Tagged With: FFVI, final fantasy, Game Boy Advance, games, GBA, mobile, playstation, PS1, psx, snes, Square, square enix, steam, super nintendo

Spaceships, brawls and revivals – my highlights from PSX 2016

4th December 2016 By Qazimod Leave a Comment

The main conference for PSX 2016 concluded on Saturday evening, and whilst I personally didn’t find a huge amount of announcements to be earth-shattering, there was still a lot to get excited about. So much, in fact, that trying to collect my thoughts amidst so much social media gossip was an impossible task, so on Sunday morning I relocated to a quiet café, pulled out my phone and contemplated the highlights over a small espresso.

PSX 2016 – Capcom’s fighters get a strong showing

PSX 2016

After a brief bit of Uncharted, Capcom’s logo appeared on the big screen and revealed one of the worst-kept secrets of the show: more Marvel vs Capcom. Specifically, MvC Infinite. This trailer was purely cinematic and showed Ryu and Mega Man facing off against familiar comic-book heroes in 2v2 fashion – perhaps a hint of the final game’s format? Speaking of badly kept secrets, the official reveal of Akuma for Street Fighter V also made a showing, together with news that the 2017 season pass was available to preorder. I haven’t played as much SFV as I once did so I don’t know if I’ll be on board for a second season, but it might be worth keeping an eye on.

PSX 2016 – Garou returns and PSVR isn’t forgotten

PSX 2016

More good news emerged with the announcements that Ultimate MvC3, Mother Russia Bleeds and Garou Mark of the Wolves would be available to download right now – since the news I’ve purchased Garou myself as it’s one of my most-played MAME games, so there might be a review appearing on this site shortly. The PlayStation VR segment then followed – Starblood Arena with its weird choice of Psychobilly Freakout for trailer music, and a short montage devoid of game names or logos accompanying footage. Nevertheless, it at least inspires hope that Sony won’t forget about VR as quickly as they forgot about the Vita.

PSX 2016 – more Wipeout, more LocoRoco, more Knack

PSX 2016

The reveal of a Wipeout trailer initially had me wondering if we would get an original new title for PS4 or PSVR. Discovering that it appears to be a “best of” release with content from Wipeout HD, HD Fury and 2048 might have been initially disappointing, but those games were still great, and 2048 could be a lot of fun on a bigger screen. Other revived classics included releases of Crash, Patapon, LocoRoco and Parappa on PS4 – I can’t say I’ll pick them up again straight away, but revisiting LocoRoco is tempting. I was also the victim of my own foolishness when I sarcastically suggested that a Knack sequel would be revealed… and then during the show Knack 2 was revealed. Oh well.

PSX 2016 – Nier gets a date and more surprises emerge

PSX 2016

A game I was actually keen to see more of was Nier Automata, and whilst I would have liked a more substantial trailer, we at least got a release date of 7.3.17 – that’s March 7th for US readers – and reassurance that a demo was still coming. The combination of Nier’s storytelling and Platinum gameplay is still an irresistible prospect, and you can be sure of more coverage here when it’s eventually released. However, I was as interested in surprise announcements as I was about familiar names, and Nex Machina was exactly that. A new game from Resogun developer Housemarque and arcade game legend Eugene Jarvis, this has tons of colour and action and was a highlight of the show for me. Another surprise – albeit one about a familiar name – was that Suda51’s Let It Die (formerly Lily Bergamo) was available to download. More than three years have passed since the 2013 reveal, and whilst the combination of roguelike gameplay and Suda-style action is interesting, the free-to-play hooks might be offputting for casual players.

PSX 2016 – lots to enjoy

PSX 2016

There were a lot of other games I could spend time talking about here – more Resident Evil footage, a new Ace Combat, the revival of Windjammers – but I just wanted to discuss particular highlights for me. Knowing that Garou is available right now, Nier is still on the way and rumoured titles are now confirmed will give me and other fans a lot to enjoy. As ever, feel free to share your highlights and lowlights in the comments below.

Filed Under: Games Tagged With: playstation, PlayStation 4, playstation experience, playstation experience 2016, playstation vr, PS VR, PS4, psvr, psx, psx 2016

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