Final Fantasy, Which Was The Best Part?
Wither
A Bugged Life Join Date: 2002-12-24 Member: 11513Members, NS1 Playtester, Contributor, Constellation
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<div class="IPBDescription">kekekek</div> Started one afternoon when I started talking about FF8, the discussion formed what FF part was best, and why? Why are some of them going downhill? (Everyone seems to agree five to seven were the best parts)
I was going to post this in off topic, but I reckon it's a discussion, so let me start off.
Personally, I believe 7 beat them all, I've only played 7, 8, 9 and 10, I'm finishing 8 atm, I like it, but I seriously disliked 10. So what do you guys think, and why?
I was going to post this in off topic, but I reckon it's a discussion, so let me start off.
Personally, I believe 7 beat them all, I've only played 7, 8, 9 and 10, I'm finishing 8 atm, I like it, but I seriously disliked 10. So what do you guys think, and why?
Comments
Both featured stronger and deeper characters than any newer FF, had better magic systems (this especially holds true for CT), and, most importantly, featured two of the best villans in computer game history - Kefka and Magus.
I haven't played 9 / X, however, so maybe I'm missing out.
Uhh yeah, that's spiffy, but some arguements would be cool.
Aside from having a **** cast of characters and amazing storyline, and 30 hours of solid gameplay if your powerhousing it, it singlehandedly changed the face of RPGs.
Before FF6 pretty much all RPGs were cheesy games like Wizards Quest with no storyline, horrible graphics, and guady music. They were considered kiddie games that no semi-intelligent person could possibly enjoy, but after FF6 got dropped on the US people automatically say what a good RPG can be and how much consumer power it had behind it.
True but isn't 5 just a limited version of 6? : )
*cough*
Hrm, what version in Japan was the US's #4? I think that had a secret "developers" room somewhere... and some NPC had some *cough*goodies*cough* for you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Seriously, though, there are almost always "secrets" in the versions of final fantasy ("wth is up with the well in FF1?!?" and "where's the hall of giants!?!" syndrome) but overall i'd say 5/6 were the best ones. Graphics, music, and plot were all ballanced and good in them, and they have their fare share of "secrets" and associated tricks.
PS: no, im not telling. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
All Final Fantasys after 7 kinda gradually sucked more as time goes by...
Of the storyline games, I have to stick with FF6 and FF9 being the best out there. 6 featured Kefka.. a villain who WAS a villain, and could whup the ever-living snot out of that whining sissy Sephiroth. Uweeheehee! He's so much fun to throw in the faces of the AOL kiddies coming on with 'oMGz0rz!!! s3ph1r07h 0wnZ0rz j00!!!11!!oneone11eleven!!'. No one wants to start s*** with a psychotic, androgynously g*y clown. No one.
FF9 was a lot of fun.. the story progressed well, and while character development may have been a bit trite at times (Vivi's Revelation), it worked. The fighting and magic systems were well-balanced, and really brought me back to the good ol' days of FF on the NES (which I still have my own cart, maps, book, and BOX for), keeping the classes distinct.
As noted before, FF8's magic and reward system just were annoying. The characters were apathetic instead of whiny (a welcome change after Sephy though), and the plot was predictable almost from the outset.
FFX is only worth playing for the eye-candy. It looks beautiful... but with crappy characters that you want to take out back and bludgeon them to death with their weapons (and even MORESO in FFX-2), it's more a chore to play than anything enjoyable.
Out! Out NOW! Move it! You'll never work in this town again!
I think FF7 had the best storyline and everything. Although, they were like walking triangles. If there was an improved FF7, I would play it all day.
It had the coolest characters, too, like Cait Sith or whatever, and Vincent!
FF6 was the deepest of the Final Fantasy series. I probably sunk at LEAST 40 hours into the game on my FIRST play through alone. My brother got into it too. We had several 99 hour games. We got the name card, 2 secret characters... EVERYTHING baby. It just beats CT as the best RPG (and probably game) of all time.
FF7 was good, but it can't compare. Tactics had a really badly translated story, but the gameplay was awesome. 8 sucked, 9 was better, didn't play 10.
EDIT
I also beat the PS remake of it multiple times. :-)
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Japanese English Note
Final Fantasy Final Fantasy First Final Fantasy
Final Fantasy II (No Release) First appearance of the Chocobo (i think)
Final Fantasy III (No Release) First appearance of Cid (I think)
Final Fantasy IV (hard) (No Release) Not released in English, considered too hard for non-japanese players
Final Fantasy IV (Easy) Final Fantasy II (sorta...) Somewhat censored and easier version released in english (Programmer's room removed)
Final Fantasy V (No Release) Introduction of really awesome 'Job' System which is similar to that in FF Tactics
Final Fantasy VI Final Fantasy III (Sorta...) Introduction of the Moogles (also, Best..... FF..... EVAR!), again, slightly censored
Fianl Fantasy VII Final Fantasy VII (Sorta....) First FF where non-japanese gamers got something japanese gamers didn't (Emerald and
Ruby wepon), but Japan got to bring back Aeris, so who lost out on that one
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If someone knows a better way of formatting this, please let me know. Also, please let me know of any corrections you notice, and you will notice them as I am not infailable.
For a second, I thought Jammer and me were agreeing on something.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It just beats CT as the best RPG (and probably game) of all time.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Then I was relieved to find out that the natural order of the world was still in balance.
As a preface, it seems that players prefer whichever of the two games they played first. This will of course not hinder me from declaring anyone who believes FF6 to be better as clinically insane <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Anyway, here's my list of reasons why FF6 eats CTs dust:
<li> The plot.
No console RPG I played to date has offered a plot as intense told in a way as innovative as CT. The story is basically told against its timeline: You start out shortly before the end, and then do flip-flops through time, experiencing both the personal story of your heroes and the history of your world in the process.
FF6s storyline, although undoubtely interesting, is by far more linear, simply as cause has to happen before effect.
<li> The characters.
I'll have to admit that FF6 features a very well developed cast with numerous highly interesting persons. Locke will always remain one of my favorite 'thief' characters.
Chrono Trigger, however, blows them straight out of the water. The chars are by far more diverse (small wonder with them coming from numerous historic era), feature generally by far better 'personalized' text (Lucca just speaks differently than Marle), and are in some cases by far deeper. Compare Magus' fate to any FF6 bios. This guys nihilism is actually <i>believeable</i>.
It's also impressive how well the developers managed to develop Crono although he doesn't speak a word. Don't tell me you weren't moved by his sacrifice in front of Lavos.
<li> The magic system.
FF6 featured a magic system in which every character could learn every spell, provided he fought for a while with the right Esper equipped. This amounts in a party of four players casting Ultima after Ultima until the enemy gives up from sheer boredom.
CT offer ten unique spells per character, three combined spells per each two characters (a fire - and watermage might for example create magic using both elements), and three - char - combos with incredibly varrying effects.
This led me to rotate my party regularly (Do I need Marle to heal us in one spell, or do I take Robo and take advantage of his stronger attacks?), thus experiencing a different gameplay from dungeon to dungeon.
Add to this the secret spells one can obtain when finding the right magic stones, and you've got the greatest magic system ever devised on a console.
<li> The combat.
CT featured a heavily modified version of the 'action bar' battle system we all know from FF. The big differences are the already cited combos and the fact that there are <i>no seperate battle screens</i>. You walk around the map, and are suddenly ambushed by a number of monsters. No blurry transition, real animations. It's incredible how much that did to the atmosphere.
<li> The gimmics and subplots.
You thought that Sabins search for new techniques and his Sensei is an engaging subplot? You thought the Opera house was a cool addition? You have seen nothing.
In CT, you put haunted ghosts in abandonded castles to rest, destroy insane mainframes with Skynet-ambitions, uncover plots to overthrow a king, repair the relationship between said king and his daughter, find sacred relics, turn deserts into forests, save people from losing their legs to rampant prototypes, cooperate with wise wizards from civilizations long passed to create powerful weaponry, hunt dinosaurs to trade their skins, defend yourself in court, and feed kitties.
Now show me another game with that kind of diversity.
<li> The visuals.
FF6 has definetely some sweet graphics, but the self-restrictions to the old square-based sprite system (any characters sprite fits into one cell of a grid) made them look somewhat blocky.
CT is the best looking non-rendered SNES game there was. When I first started the game up, I was immensely impressed with the cool intro - until I found out this was actual game graphic.
<li> The different endings.
Depending on when and how you defeat the last boss, you're treated to one out of ten completely different endings, one featuring a 'deluxe developer room'.
<li> The non-linear elements.
CT was one of the first games to scussefully include non-linear elements. You could for example lift one partys member off a curse - or get the wizard who cursed him in the first place into your party. It took a long time until another game managed to make nonlinearity as fun as CT.
Any comments, Jammer? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->