Archive for 2011

Final Fantasy VI: At Long Last

Of all the Final Fantasies I’ve played — and I’ve played exactly half of the main-line titles by now — FF6 is the one that took me the longest to beat. Not because it’s a longer or tougher game than the others, but because I kept stopping. I guess this is a pretty good indicator that I didn’t find it as compelling as FF5 or FF7. The story and setting are interesting enough, but most of the time, my attention was on the mere mechanics, which just didn’t keep me interested the way FF5‘s freewheeling Jobs system did. I can blame my urge to optimize for part of that: the dual use of Espers, teaching spells continuously and raising stats when you level, meant that I spent a lot of time shuffling them around from person to person.

Ah, but I leave out the Espers’ third use, that of summonable. That’s because I was hardly ever using them that way toward the end, as my characters came to dwarf them in power. Maybe half of them knew the Ultima spell (the ultimate area-effect direct-damage spell), and most of them knew Cure 3 (enough healing power to usually restore the whole party to full health) and Life 2 (resurrect and restore to full health). These are all big mana-drains, but they also knew Osmose (absorb mana from an enemy) — something that I never used much for most of the game, but which proved useful in the three-stage boss fight against Kefka.

There’s a certain amount of philosophizing before and after the fight, with Kefka taking a garden-variety nihilistic stance, countered by Terra’s nurturing the-journey-not-the-destinationism. With his makeup and hyena’s laugh, Kefka always seemed a bit like the Joker, but when he goes into ultimate-battle mode, he adopts a more mock-angelic form that’s a clear anticipation of Sephiroth in FF7. I suppose that to people who played the games in order, it came off as Sephiroth being a variation on Kefka’s theme, but from my point of view, Kefka looks like a transitional form, a step on the way to the more familiar.

At any rate, as I had been told, the end boss fight turns out to be pretty easy once you’ve come that far and survived the other encounters in Kefka’s junkyard tower. The main obstacle to completing the dungeon is simply its length. I may be just remembering badly, but I don’t recall the final dungeon in FF7 taking anywhere near so long to traverse. And, once you’re through with it, you get the cutscenes. Just like in FF5 (or, at least, the Playstation remake of FF5 that I played), this game just doesn’t want to end. It wants to keep showing you stuff for as long as you’re willing to look at it.

Notably, there’s a series of in-engine vignettes showing the crew rushing to escape the tower before it collapses: each character (or set of related characters) gets their own little mini-sketch highlighting their role in the story — yes, even Gogo and the yeti, who aren’t really part of the story, and who shouldn’t even need to escape the tower, because I left them cooling their heels on the airship. Each of these vignettes is preceded by a credits-like listing, showing their name twice, in small letters in the form it’s usually given and then its full form in larger letters: “Edgar as EDGAR RONI FIGARO”, for example, or “Gogo as GOGO”. It took me a while to realize that the first form was probably the player-assigned name, and that it only looked weird because I hadn’t renamed anyone. Once again, I find myself wondering if I’m strange for doing that, if most people reassign them. Certainly whoever designed that sequence assumed that they do.

Once out of the tower, the real credits for the game are punctuated by scenes of the world, freed from Kefka’s random destruction, being restored: the grass comes in green again, a child is born, a seedling sprouts where some children planted it, some villagers manage to finish repairing a building without it getting wrecked again. These are all things that were set up as you roamed about talking to NPCs earlier in the game, and it feels very good to have things tied together like that, to make it clear that your actions have made a difference — but also that your actions aren’t solely responsible for the recovery. This is a matter of people all over the world working to heal it, not a burst of magical Disney energy restoring everything. In fact, that’s kind of important to the themes here. In the end, defeating Kefka involved destroying magic.

Now, lots of fantasy stories, from The Lord of the Rings to Spellbreaker, culminate in the end of the magical age and a transition into something more like the real world. I suppose it’s a metaphor for growing up. But usually it’s portrayed as a loss. Here in FF6, magic is unquestionably a bad thing, and the world is better off without it. There are mentions of the Mage Wars that almost ended the world a thousand years ago, and the Empire’s attempts to resurrect it result in a cataclysm of similar proportions. The only thing that makes the heroes hesitate to get rid of it all is half-Esper Terra, whose fate once the Espers are gone is uncertain. She survives, but only by giving up her magical half — just like the world itself. It suddenly strikes me that this is the reason for her name.

At any rate, that’s one more Final Fantasy off the Stack. Two more were released while I was playing it. The game is very completist-friendly, providing the winner with big lists of all the spells, lores, blitzes, rages, and dances the various characters did and didn’t get. The only place where I was at all complete was Cyan’s sword techniques, and that only because completing a certain quest unlocks all the ones you haven’t got yet in a single lump. I did manage to find and kill all eight of the Great Dragons, and received for my trouble an Esper that I hardly used. Contrary to expectation, it wasn’t Bahamut, either; I never did find Bahamut, although the lists tell me he was around somewhere. The one place where I failed completism most completely was the Arena, where you can wager items on noninteractive duels (one of your guys vs a monster of some sort) in order to win better items. I had used the Arena minimally, due to a misunderstanding on my part. I had found that most of the time I wound up in combat with a freaky-looking facecloud called Chupon who seemed completely undefeatable, because he would always use his Sneeze attack to simply expel my guy from the ring. “I should hold off on arena fights until I know how to block a sneeze!” I thought. “I don’t want to wager a valuable item and have Chupon just take it away from me.” Well, it turns out that the opponent you get is determined by the item you wager, and Chupon is the player’s punishment for wagering too low. So I missed out on some stuff there, but obviously nothing I needed to win the game.

Since I’ve already played FF7 and FF8, the next game in the series I play will be FF9. We’re getting pretty close to the end of Final Fantasy on the Stack, provided I don’t buy any more or take another two years to play each of the remaining games. But I’ll probably want to finish Chrono Trigger and Recettear before starting any new JRPGs.

2010 Wrap-Up

2010 was a special year for The Stack: it was the year of the Chronological Rundown, an experiment I’m not in a hurry to repeat. How did it go? Here’s a summary:

Year Title Finished? On schedule? Dinosaurs?
1986 Wizardry III No No No
1987 Might and Magic No No No
1988 Pool of Radiance Yes No No
1989 Curse of the Azure Bonds Yes Yes No
1990 Secret of the Silver Blades Yes Yes No
1991 Heimdall No No No
1992 The Humans Yes Yes Yes
1993 Police Quest 4 Yes Yes No
1994 Final Fantasy VI No No Yes
1995 Icebreaker Yes Yes No
1996 Command & Conquer: Red Alert No No No
1997 Evolution Yes Yes Yes
1998 Tender Loving Care Yes Yes No
1999 Dino Crisis Yes No Yes
2000 Deus Ex No No Sort of
2001 Bioscopia Yes Yes Sort of
2002 Freedom Force Yes Yes Yes
2003 WarioWare, Inc. Yes Yes Sort of
2004 Escape from Butcher Bay Yes Yes No
2005 Killer 7 Yes Yes No
2006 Gumboy Yes Yes No
2007 Bioshock Yes No No
2008 Obulis Yes Yes No
2009 Batman: Arkham Asylum Yes Yes No
2010 VVVVVV Yes Yes No

Special notes on dinosaur content: Deus Ex has bird-like monsters that I believe to be feathered dinosaurs but which were not identified in the parts I got to over the course of the year. Bioscopia had no actual dinosaur specimens, but there was a man-sized theropod statue holding a sign at one point. Surprisingly, there’s another dinosaur holding a sign in a cutscene in WarioWare — is this a widespread phenomenon I wasn’t aware of? Overall, though, I think the winner for dinosaur content is Evolution, which not only had the greatest variety of dinosaurs, it’s the only game that had dinosaurs for their own sake, rather than as obstacles for the player or as signposts.

Most of the year was spent slowly drifting behind schedule, but shorter games toward the end allowed me to pull ahead and even spare a month for the IF Comp. Does this mean games have gotten shorter over time? Not necessarily: it should be borne in mind that the games that are on the Stack are ones that I haven’t finished yet. A twenty-year-old game that can be completed in a day is very unlikely to still be on the Stack. And yes, such things definitely exist: the first games in the Ultima and Final Fantasy franchises both qualify.

As for the project of reducing the Stack, this has been the worst year yet, and it’s all because of Steam and their special deals on multi-game bundles. I’ve been considering altering the terms of the Oath to handle this better, but I honestly don’t want to — the games I buy this way are for the most part short, interesting indie works that I might never get around to trying otherwise. But this still mainly a manifestation of the weakness of will that brought the Stack to its current size in the first place. Buying games, or books, or building up a huge Netflix queue, is an act of denial, a refusal to admit how short our time is in this world and how much of that time is wasted on mundanities. The Oath forces me to acknowledge my limitations, and to make the most of time by being selective — or it would, if it weren’t broken.

And yet, there’s something I’m contemplating doing with my gaming time that will likely leave me with even more games unfinished. More info later, possibly.

Final Fantasy VI: Planning for the End

It strikes me that if I’m going to be wasting time on a JRPG, I might as well try to finish FF6. I mean, ye gods, it’s been more than two years since I started it. I had kind of hoped to be done with it by year’s end, but it looks like that’s not happening. In terms of game state, I’m ready to storm Kefka’s tower. In terms of brain state, hardly. I have a vast array of equipment and abilities that I’ve once again forgotten how to use, so I’m taking all the characters out grinding first, not so much to increase their level or let them learn more spells (helpful though that will be) as to remind myself how they all work. There’s one fellow in my party roster who I didn’t recognize at all at first: Gogo the mime, a very late addition from the 2010 sessions. Gogo was in FF5 as an optional gimmick boss who unlocked the Mime job, but here, he joins your party. Presumably he noticed that all of the player characters were in your party and decided to imitate them. At any rate, I don’t think I’ve actually used Gogo at all, but I’m going to have to when I go after Kefka.

Why will I have to? Because the final dungeon makes you split the party into three groups, which means twelve characters: there are four slots per group, and leaving a slot empty is just a waste. (Even an otherwise-useless character will draw the occasional attack away from the useful ones.) There are fourteen playable characters. One, Shadow the Ninja, is still AWOL — I’ve met him, I’ve talked with him, he still won’t rejoin the party. 1My mistake: it turns out that Shadow did in fact join the roster of available characters. I guess his refusal to join immediately just referred to the active group, which had no unoccupied slots. This renders my reckoning here false. I guess maybe I’ll be leaving Gogo behind after all. On the other hand, extra casting for free! I’ll have to think about this. And one, the yeti, I just don’t want in my party. He’s uncontrollable, and sometimes not being able to rein in a character in combat is a liability, as when fighting a monster that does counterattacks. So that leaves me using all of the other twelve.

A couple of the remaining characters are also a little uncontrollable for my tastes, but not too much so. Gogo does only one thing: mimic the previous action (importantly including spells he hasn’t learned, which he casts without consuming mana). But that’s generally going to be something you want done, right? Not always, admittedly: if you just had one guy cast Cure 3 to bring the party back to full health, Gogo doing it again doesn’t help. But you can always just skip his turn if you don’t want him to act.

Gau, now. Like Gogo, Gau the wildboy doesn’t have a normal “Fight” command in his combat menu. It’s replaced by “Rage”, which assigns him a set of monster attacks and renders him Berserk, which makes him uncontrollable. But you know something? That’s not his only option. He has the normal “Magic” option that any character has. So I’m trying to train him up as a mage. I have an Esper that increases your magic power stat by 2 on leveling, and I wanted to level Gau a bit anyway, because he was lagging behind the others from lack of use. A little time at dinosaur forest, and he’ll be as good a spellcaster as Terra and Celes.

And then we storm the tower. Next post: Victory! Maybe.

References
1 My mistake: it turns out that Shadow did in fact join the roster of available characters. I guess his refusal to join immediately just referred to the active group, which had no unoccupied slots. This renders my reckoning here false. I guess maybe I’ll be leaving Gogo behind after all. On the other hand, extra casting for free! I’ll have to think about this.

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