Chrono Trigger

OK, I realize I’m already in the middle of a JRPG. But The Brainy Gamer’s Vintage Game Club has just chosen Chrono Trigger as their latest game to collectively play though and discuss, and since it’s on the Stack, I may as well play along. And anyway, it looks like I’ll have plenty of time to play FF6 between Chrono Trigger sessions. The Club has a week-by-week schedule for synchronizing play, and I’ve just completed the first week’s allotment in a single session.

Apparently Chrono Trigger is considered by many to be the best JRPG ever. Having grown up as a PC gamer rather than a console gamer, I had no idea. The only reason I own a copy already is that it came with the anthologized Final Fantasy for Playstation, taking the place of FF3 (which still has only been released for Nintendo consoles). It was a collaboration between the creators of the Final Fantasy, Dragon Quest, and Dragon Ball franchises. Of these, Final Fantasy is the only one I’m greatly familiar with, so that’s the main thing I’m comparing it to in my mind as I play.

The mechanics are basically Final Fantasy-like, with the ATB combat system and all, but the presentation is greatly different. Combat mode isn’t cleanly separated from exploration mode, but happens on the same screen. To support this, your entire party is always visible as distinct sprites, rather than lumped into a single unit like in most Final Fantasy games. (In these respects, we see Square catching up to what Ultima 6 did a few years earlier.) Random encounters don’t just happen to you suddenly, like pits you fall into, but instead, monsters are seen going about their monster business before you fight them — even when you walk into an ambush, there’s animation of the ambush being sprung, like a mini-cartoon, usually with some slapstick in it.

The characters themselves get to be more detailed than in a Final Fantasy, because they’re not squashed to the size of a map tile. For that matter, map tiles are a less noticable feature all round. Presumably the maps are still tile-based, but the tiles are never a constraint to movement, and the overland map looks extremely freeform.

Speaking of freedom on the overland map, I was surprised at just how much the game lets you wander around before getting down to the plot. You basically get the run of the continent, and probably another continent besides (there seems to be a ferry, although I didn’t take it). The game guides you pretty clearly, though. Wherever you go, everyone is talking about the Millennial Fair. The Fair is one of the closest things to your starting location, and it’s chock-a-block with interactive doodads to keep your attention focused there. At the fair, an accident with an experimental teleporter (invented by the protagonist’s meganekko friend) causes someone to disappear, leaving only a pendant behind. I went to pick up the pendant, figuring that it would be important in the investigation of what happened, only do discover that the game interpreted my action as a signal that I wanted the teleporter turned back on immediately so I could follow the missing person wherever she went. (A singularly irresponsible moment — who’s to say she wasn’t simply vaporized? We know from the title that it’s a time-travel game, but have the characters read the box?)

I was tempted at this point to go back to my last save, as I wasn’t finished exploring yet. But I kept on playing anyway, knowing that I’d be back: they wouldn’t have made all that world if they weren’t going to use it. And indeed, by now I’ve been back and again away. I’ll say this for the game: it moves at a pretty good clip. The story’s been pretty simple, and (perhaps a little ironic for a game about time travel) entirely focused on the present moment. That is, it hasn’t been going in for lingering mysteries or obvious set-ups for later events. It’s just a series of misadventures that your gang of anime stereotypes tumble into one after the other.

Final Fantasy VI: Boredom and Despair

Since nothing much interesting happened during my last session, let’s back up a bit and describe the beginning of the World of Ruin section of the game. After the dirigible wreck, the curtain opens on Celes waking up from a coma. Perennial FF bit-player Cid is looking after her, and she immediately develops a granddaughterly attachment to him. Yes, Celes, former General of the Imperial Army, has been reduced to childishness. This is really just par for the course for her, though. When we first encountered her, she was in a state of complete helplessness, imprisoned and interrogated by her former colleagues. Her one other big moment in the spotlight was one of forced feminization, shanghaied into impersonating a prima donna and singing about how she longs for a hero to rescue her. Progressive it ain’t. One imagines the producers saying “Whoa, Celes is career military? That’s not traditionally feminine at all! She might alienate female players, those delicate flowers. So we’d better wimp her up a bit more on the story level just to be on the safe side.”

But anyway, Celes is all alone in a broken world with Cid, who quickly takes her place in the sickbed. Cid says that there used to be other people on the island, but they “died of boredom and despair”. Once you leave the shack, you quickly realize two things about the world map: it’s radically changed, and you can’t reach most of it. You’re stuck on a small island with no way off. You naturally wander around for a while, but there’s nowhere to go and no goals to pursue. Perhaps you’re afraid at first of getting into random encounters, because you’ve got only one character and most combats are calibrated in difficulty for three or four. But in fact you have nothing to fear: the monsters on this island are so pathetic, they just die spontaneously even if you just stand there doing nothing.

I’m reminded a little of that essay about Metal Gear Solid 2, positing that it was designed specifically to deprive the player of expected rewards. On Cid’s island, the very activities you’re used to are stripped away: you can’t meaningfully explore, and you can’t meaningfully fight. All you can do is keep going back to visit Cid and monitor his deteriorating condition. Boredom and despair! Eventually Cid dies 1I’m told that there’s actually a way to cure him, but it’s obscure enough that most players are guaranteed to miss it unless they’re playing from a walkthrough. , and Celes attempts suicide by leaping off a cliff. This moment is accompanied by an instrumental arrangement of the aria Celes sang atop the castle in the opera scene, and the climb up the cliff is a visual echo of the ascent that set — reminding us again of Celes’ need to be rescued.

Of course the suicide attempt fails: she washes up on the beach, and shortly afterward manages to get off the island by means I won’t go into here. I’ve ranted before on multiple occasions about how the gameplay and the narrative in Final Fantasy essentially exist in different worlds. This whole sequence is a rare example of the opposite: the gameplay, including random encounters, reinforces the narrative and emphasizes the intended mood. It’s telling that this happens in a scene where you have access to only one character, giving the author more control than would normally be the case.

References
1 I’m told that there’s actually a way to cure him, but it’s obscure enough that most players are guaranteed to miss it unless they’re playing from a walkthrough.

Final Fantasy VI: Time Limits

I’m progressing slowly, but I’m progressing. The latest roadblock is a scene with a time limit, recuing a child from a house that’s about to collapse. I don’t particularly like time limits at the best of times, and it seems to me that the Final Fantasy games have aspects that make them particularly annoying. Random encounters are delays, and they’re delays that crop up unpredicatably and uncontrollably while you’re trying to do something else. It makes me impatient, and once I’m impatient, I start bristling at little things like the seconds spent on uninterruptible UI actions like bringing up the combat interface and shutting it down again.

It follows pretty close on the heels of another timed sequence, too: the escape from the Floating Continent. There have been time limits in other Final Fantasy games, but not with this density. That escape wasn’t so bad, though, because the fights were winnable quickly: there was usually only one foe, so everyone dogpiled on and wiped him out without having to wait for their ATB timers to fill up a second time. In the new one, I only have one character to use, and she has to take on multiple foes at once. The closest thing I have to a power that can wipe out an entire group at once is the Esper summons, and if I use those, I have to sit through an impatience-aggravating summon animation. It may actually be worthwhile to run away from battles for once.

Final Fantasy VI: Special Interfaces

If Final Fantasy V was a big experiment in different character abilities, Final Fantasy VI is where they started experimenting with different ways to activate those abilities. Several characters have special interfaces in the place of the series of menus that is game’s standard for most interactions.

The simplest of these is Cyan’s “Sword Technique” interface. As he gains levels, Cyan gains a number of different sword moves, and each move has a number. When you select “SwdTech” in the combat interface, a progress bar starts filling up, waiting for you to press a button. The bar is labelled with numbers; pressing the button activates the technique corresponding to how long you waitied before pressing it. It’s an interesting approach to take in combination with the ATB system, because you can imagine weighing the power of the more advanced moves against the time you have to spend standing there waiting while the monsters still attack you. But since this also makes you delay giving orders to the entire rest of your party, it seems hardly worthwhile. So in practice, I almost never use anything other than Technique #1. Maybe this will change as I learn better techniques, but I’m tentatively willing to call this particular UI experiment a failure. And it seems Squaresoft agrees; I don’t think they reused this interface in any later game.

Sabin’s interface, now: that’s been passed on. Sabin is an expert in unarmed combat, and has a system apparently inspired by the special moves in Street Fighter-style fighting games. When you select “Blitz” in the combat interface, you have to press a series of buttons and/or D-pad directions, such as left-right-left or triangle-square-down-up, to indicate the move. If you enter an invalid combo, Sabin does nothing. And that’s a serious possibility. Not only does it require memorization (or, alternately, note-taking), but I find that the moves containing diagonals can be difficult to execute: a sequence like down-down/left-left pretty much has to be done in a rolling motion, and it’s far too easy to roll too far or not far enough with the controller I’m using. Still, it’s a lot easier than doing a special move in a real fighting game, because you can take your time and don’t have to worry about being interrupted.

Setzer’s special-move interface, on the other hand, is entirely timing-based. Or rather, if you’re me, it’s luck-based, but gives you just enough illusion of control to make it feel like you might be able to get the effects you want if you could just time it a little more precisely. It’s one of those slot-machine-like things where you get to stop the spinning wheels, one by one, by pressing a button — get them to match, and you can do a devastating magic attack, or summon a random summonable for free, or various other effects. Effects aside, the basic interface here is one I’ve seen as a minigame or bonus round in a few other Japanese games, including Pokémon and, in a slightly varied form, Super Mario Land. I suppose there are people who have mastered the skill and excel at getting Japanese bonuses. I personally can never do anything with it, and was glad when I acquired an artifact that replaced the Slots interface with something I could actually use: a skill that lets Setzer simply deal damage by throwing money at the problem. The interface to that? You just select it in a menu.

Final Fantasy VI: Repetitive Activity Revisited

I wish I could say that I made some real progress in my last session. I put together a team that could beat the ninjas and dragons of the floating continent — and I emphasize that these are not just your garden variety IronFists or WireyDragons or any of the other qualified variations encountered earlier in the game, but Ninjas and Dragons, the definitive versions, as befits the guardians of the secret source of all the world’s magic. But they’re not the only things keeping visitors out. The whole floating continent is a maze with trigger-spots that change it when trod on, and I managed to get into a position where a crucial trigger-spot for moving forward seemed to be no longer accessible. I had no idea that was even possible.

I had no choice to go back to the airship, and while I was there I figured I might as well check up on a sidequest that I hadn’t managed to finish, and that took me near the Veldt, so I figured I should take Gau and Strago out for a spin to see if they could pick up any new moves. 1I’ve described the mechanics around Gau and Strago in previous posts, but to recap: Gau is a wild-boy who attacks by imitating monsters. In order to learn how to imitate a monster, he has to observe it in the Veldt, which is kind of like a retirement home for things you’ve defeated elsewhere (even things that are highly location-specific, like security robots). Strago is a Blue Mage who can learn specific monster attacks as spells. Unlike Gau, he doesn’t have to learn them in the Veldt, but it’s a good place for him to pick up things he missed. Within three or four encounters, Gau learned the secrets of the Ninja. But the Dragon I encountered shortly afterward bested my party. And once that happened, I didn’t want to leave. Not until Gau could do the Dragon.

To change topics out of the blue for a moment: The first computer I ever programmed was a TRS-80 Model 1. One of the first simple BASIC programs I came up with was one that filled in randomly-selected pixels in an infinite loop. The slowness of TRS-80 BASIC (considered slow even in its day; serious TRS-80 programmers used assembly language) meant that you could sit there and watch it fill in the pixels one by one. Eventually it would fill in the entire screen, 2Years later, I tried replicating the program in GW-BASIC on an IBM PCjr, and was horrified to discover that it did not fill in the entire screen. The random number generator was so bad that you wound up with a bunch of neat diagonal stripes instead. but you could spend a while waiting for it to randomly select the last unfilled pixel. In fact, you could spend a while waiting for the second-to-last pixel to fill in, and then you’d spend on average twice as long waiting for the very last. 3Or, hm, maybe not. What I really mean is that the expected number of random choices to fill in one specific pixel is twice the expected number of choices to fill in either of two specific pixels. But the ratio of the expectation values is not necessarily the expectation of the ratio. But I’ll leave this as an exercise for the reader.

Such were the amusements we found for ourselves in the days before JRPGs. At any rate, I spent some time in the Veldt, doing the things that were tedious when last I played, but which just now seem lazily relaxing. (Such is the effect of context on one’s gaming experience.) Everyone’s learned more of the standard spells. Strago picked up a couple of blue spells that I didn’t know existed, in one case by watching Gau use it in animal-rage mode. I’ll have to remember that that can happen. Ironically, Gau is probably the character to benefit the least from the exercise. Yes, I did eventually meet the Dragon again (or maybe a different one), but the entry for it is so far down on Gau’s list that I doubt I’ll have the patience to scroll down to it often. Gau would be so much more useful if I could rearrange that list.

References
1 I’ve described the mechanics around Gau and Strago in previous posts, but to recap: Gau is a wild-boy who attacks by imitating monsters. In order to learn how to imitate a monster, he has to observe it in the Veldt, which is kind of like a retirement home for things you’ve defeated elsewhere (even things that are highly location-specific, like security robots). Strago is a Blue Mage who can learn specific monster attacks as spells. Unlike Gau, he doesn’t have to learn them in the Veldt, but it’s a good place for him to pick up things he missed.
2 Years later, I tried replicating the program in GW-BASIC on an IBM PCjr, and was horrified to discover that it did not fill in the entire screen. The random number generator was so bad that you wound up with a bunch of neat diagonal stripes instead.
3 Or, hm, maybe not. What I really mean is that the expected number of random choices to fill in one specific pixel is twice the expected number of choices to fill in either of two specific pixels. But the ratio of the expectation values is not necessarily the expectation of the ratio. But I’ll leave this as an exercise for the reader.

Final Fantasy VI: Onward to Ruin

It’s about time I got back to this, don’t you think? Last night’s session was pretty short, and didn’t really accomplish anything, so let’s just have a brief recap and status update.

When last we left our eclectic band, they were stalling by finishing up side-quests before tackling General Kefka on the floating continent that’s the focus of all the world’s magic. As soon as they defeat him, they will plunge irreversibly into Part 2, which takes place in the wracked and riven remnants of the world they knew. I’m told is called the World of Ruin. And frankly, I think I’m ready for it.

I wish I could say the same for my characters. The party I sent forth to conquer the floating continent this time was repeatedly and frustratingly trounced by roving dragons, ninjas, and weird abominations. I know I managed to get past this bit before, but I don’t remember who I had in my party at that point — presumably someone more useful in combat than the combinations I’ve tried this time around. I’m pretty clear on the story so far: empire, magicite, espers, etc. But what was I doing with the party? I know I was trying to keep advancing all the characters, both in levels and in trainable skills, so I kept swapping them around and changing their equipment. It’ll take a little while to get back into this. Maybe I’ll know what I’m doing by the time I destroy the world again and start advancing the plot.

Final Fantasy VI: The peculiarities of Blue

Let’s talk about Blue Magic for a moment. Blue magic isn’t really all that important to the Final Fantasy series; it’s more or less a sideline for completists. All the really important magical effects — direct damage, healing, buffs and debuffs — are pretty much covered by normal spells. So what does that leave for the Blue Mage to discover?

One of the things it leaves is quirky effects that don’t play by the normal rules. Things like the “1000 Needles” spell (aka “Blowfish”), which always does exactly 1000 points of damage to its target, without the random element found in all other direct-damage spells. 1000 points may sound like a lot, but only if you’ve never played a Final Fantasy. The numbers can get pretty large; at the point I’m at in FF6, my regular melee attacks routinely do more than 1000 points without costing any mana, and it often takes two or three hits to kill something. So in normal circumstances, the 1000 Needles spell is pointless. Its advantage is that it always does 1000 points of damage, regardless of the target’s defense. Monsters with abnormally large defense ratings, and special attacks to overcome it, seem to be a big part of this game.

Regular magic has spells that heal an amount of damage based on the caster’s Magic Power stat, and deals damage on the basis of Magic Power and the target’s Magic Resistance and elemental vulnerabilities. Blue magic has spells that heal damage based on the caster’s current hit points, or deal damage based on how far you’ve walked throughout the game so far. I think my favorite examples of how absurd this can get is the suite of level-based spells. In FF6, this consists of L.3 Muddle, L.4 Flare, and L.5 Doom, and possibly others I haven’t found yet. Muddle, Flare, and Doom are all normal combat spells, respectively causing Confused status, massive non-elemental damage, and a chance of instant death to the target. The number indicates what sorts of creatures are affected: L.3 Muddle casts the Muddle spell on all enemies whose experience level is a multiple of 3, and so forth. This is a blatant intrusion of the stats into the reality of the world. Either the people in the gameworld are aware of the “experience level” mechanic, or they probably find it very confusing how these spells consistently work on some types of monsters and not on others, with no obvious reason. Back in FF5, there was a puzzle element to all this. The variables governing the effects were non-obvious and undocumented, but could be figured out through observation. FF6 uses a lot of the same effects, so the puzzle aspect is gone.

The least abnormal blue spells are the ones that simply do elemental damage on the basis of an element not used in the normal spell tree. From FF1 onward, there’s been a standard sequence of fire, cold, and electrical damage spells, each coming in three levels of severity. Spells doing air-based or water-based damage were outside of this tradition, and assigned to blue. By FF8, they had been folded into the regular spell list. Today’s quirky exception is tomorrow’s normal.

Final Fantasy VI: Preparing for Disaster

There comes a point where the world breaks. Kefka reaches the sacred place where magic is kept in balance, and unbalances it. Continents split apart. The sea changes color. Long cutscenes play. The heroes’ airship is smashed like a bowl of eggs, and by the time the player is given control again, a year of gametime has passed. It’s clear that nothing will be the same from this point on.

So naturally my reaction is to immediately restore my last save. Not because I have any plans to prevent this apocalypse, which is clearly an inevitable part of the plot, but because it seems like a lot of doors are closing, and I want to do things in the world as it was while I still have the opportunity. On the most immediate scale, there’s an object near the breakpoint that I didn’t manage to pick up. (The ground splits under you if you approach it by the direct route; I had managed to work out how to get to it, but slipped up when I tried, owing to the Sprint Shoes I was wearing making it hard to control my movement.) Glancing at an online walkthrough to see if it was actually worth getting, I learned that I needed to do something slightly differently in the same scene if I ever wanted the ninja to rejoin my party again.

But even beyond the immediate situation, there are goals I want to pursue in the world as a whole. And here’s another of those false-urgency bits: even though the entire pre-cataclysm scene is built with a sense that you’re rushing to intervene before Kefka does something monstrously wrong, you’re given the opportunity at the last moment to go back to your ship and spend a week or two taking care of business.

The first thing I want to do is get Gau up to speed on the latest monsters. Gau has a special training area, the Veldt, where monsters that you’ve encountered in the rest of game show up. The in-game excuse is that they migrate there when you drive them out of the places where they live, which doesn’t make a lot of sense for the imperial soldiers and security robots, but there it is. You can spend a long time in the Veldt waiting for a particular monster to show up, and the designers have sensibly made it a no-XP zone, like the final areas in FF5. And, like those areas, although you aren’t getting normal XP that lets you level up, you do get the secondary version, Ability Points or Magic Points, which, in this game, lets you learn spells from your equipped Magicite crystals. Joining Gau this time is Strago, the Blue Mage, in the hope that he can learn some new spells from creatures that he never had a chance to observe the first time around, due to joining the party too late. Unlike FF5, where the Blue Mage (or someone with the Blue Mage’s “Learning” skill) had to be the target of an attack in order to learn it, it seems that Strago simply has to observe it. For that reason, I’m pairing him up with his granddaughter Relm, who has the ability to draw pictures of monsters that come to life just long enough to make a single attack. When the monster has an attack that Strago can learn, that usually seems to be the one that Relm produces. Thus, she’s kind of like the Trainer in FF5, in that she forms a natural complement to the Blue Mage, and making them relatives is a bit of a hint at that.

(Something to try in my next session: Can Relm draw the heroes? I hadn’t even thought of trying until now. Most attacks and spells can be directed either way, and there are situations where directing them the wrong way — healing the monsters or attacking the heroes — is actually helpful.)

There are other quests that need completing before the world is torn asunder. If there are any Espers still to be found, I should try to find them. (I almost missed the ones from the auction house. I wonder if the auctioneers know what Magicite does, and that they’re effectively holding a slave auction?) There were a couple of significant-seeming locations that I haven’t found the significance of yet, and which may be destroyed in a year. A minor quest involving delivering letters, which has yet to reach any sort of conclusion. The manual mentions a playable Moogle character, Mog, who isn’t part of my party yet, even though I’ve been through a Moogle den. He was playable briefly during that one tunnel defense scene, so I know he’s around, but Moogles are hard to tell apart when you can’t look at their stats. Maybe he’ll join when I talk to him if there’s an open slot in my party or something.

In the classic Wizardry IV, at the end of the initial level, there’s a sign just before the stairs that says “Have you forgotten something?” — a question that would become a repeated motif in the game, and work into the ending. Seeing it there for the first time was one of the most frightening experiences I’ve ever had in a RPG. Once the question has been posed, it’s hard to stop thinking about it. Have I forgotten something? Is there something else I’m supposed to have done by now? What if I can’t go back? The Final Fantasy games aren’t so cruel that they’d lock you out of victory for failing to notice a pickup, and they sometimes provide eleventh-hour second chances to complete collections. Still, I’d like to do what I can now, before I go to meet my appointment with the irrevocable.

Final Fantasy VI: Espers

Although the worlds in the Final Fantasy series have a lot of elements in common, those elements differ from game to game in their significance to the plot. Take the spells Meteor and Holy. Usually these are just direct-damage spells that the heroes can learn over the course of the game: Meteor is one of the strongest Black spells and Holy is one of the few White spells that kills things. But in FF7, Meteor is a potential extinction-level event and Holy is the only hope for stopping it. This forms the basis of the chief conflict for most of the game. The spells are turned into pure plot events, not part of the game mechanics at all: each is cast only once, in a noninteractive scene.

Similarly, while the bulk of the roster of summonable creatures is repeated from game to game, a particular summonable can be a significant character with its own backstory and cutscenes in one game, and a mere fireball substitute in the next. FF6 takes the former approach a step farther than the other games, though. I’ve mentioned before that one of the basic Final Fantasy plot devices consists of escalating the situation at the end of act 1 by bringing in a new enemy, a threat that dwarfs the previous conflict. The first enemy, for all its power, is ultimately human. The second is the genie that the first lets out of the bottle. The Shinra Corporation gives way to Sephiroth and Jenova, the empire of Galbadia to Ultimecia waiting at the end of time for everything to join her, the empire of Baron to Zemus in his lunar tomb. In FF6, the human enemy is once again an Empire. 1The Empire doesn’t seem to have a name other than “The Empire” in the version I’m playing. Apparently the GBA port calls it the “Gestahlian Empire”, after its leader, Emperor Gestahl. And the inhuman enemy, the alien threat from without? It’s the summonables. The Espers.

Or so it seems briefly, anyway. The plot is a mass of switchbacks, the player’s sympathy thrown this way and that. First the Empire is the bad guys, secretly keeping a number of Espers captive to drain them of magical power to fuel their Magitek, and ultimately killing them to turn them into “Magicite”. When the remaining free Espers find out, they go on a rampage, destroying most of the Empire as well as countless innocent bystanders. The contrite emperor declares that his war of conquest is over and pleads the heroes for help in making peace with the Espers — Terra, the party’s main mage, is uniquely suited for this, being half-Esper. Then, once you find the Espers and arrange a meeting, it turns out to all be a trick to lure the Espers into the open so Kefka can kill them en masse and sieze the resulting Magicite. Emperor Gestahl shows up personally to declare that this was his plan all along, and that Terra was released from the Empire deliberately in the hope that she’d make contact with the hidden Espers. That turns out to be Kefka magically altering his appearance to taunt you, but then it turns out that he actually is acting on the Emperor’s orders anyway. Somewhere in there, one of the playable characters, a renegade Imperial general named Celes, is accused of being an infiltrator in your party, still secretly loyal to the Empire. I didn’t pay any attention to this calumny at first, but what with all the other betrayals, I’m starting to wonder.

Now, Magicite is the source of magic in this game. Each individual Magicite crystal not only gives its wielder the ability to summon the Esper it came from, it also, over time, teaches you spells. It is in fact the only source of normal spells in the game. Thus, although in theory the death of an Esper is supposed to be a bad thing, you basically wind up hoping it’ll happen more. In that way, it’s kind of like FF5, where the shards of the crystals you were supposed to be protecting yielded new Jobs. The Magicite fragments even look a lot like FF5‘s crystals.

In fact, there’s a lot about the whole situation that reminds me of other games in the series. As in FF5, things become summonable by dying, and it’s even more explicit this time. Like FF4, the summonables have a hidden underground home where they live their lives far from the prying eyes of humans. I mentioned in a previous post how the discovery of an Esper buried in a mine reminded me of FF7‘s Jenova, and that’s an impression greatly strengthened now that I know that the Empire was using captive Espers in secret experiments to create magic-capable soldiers. Equipping a crystal in order to gain spells is a little reminiscent of FF7‘s Materia, but the way I keep shuffling them around between characters, not for the sake of the summon ability but for the ancillary benefits, mainly reminds me of FF8‘s Junction system.

References
1 The Empire doesn’t seem to have a name other than “The Empire” in the version I’m playing. Apparently the GBA port calls it the “Gestahlian Empire”, after its leader, Emperor Gestahl.

Final Fantasy VI: Comic Opera

I’ve acquired the airship that inevitably appears in every Final Fantasy. In this installment of the series, the inevitable airship is owned by one Setzer, a notorious gambler and ne’er-do-well with a sideline in abducting attractive young opera singers. Still, the moment he’s mentioned, it’s completely clear that he’s destined to join the good guys. It’s clear because of the way he’s introduced: like all the playable characters, you get a brief scene of him standing against a black background with a few lines of text summarizing his character, and then you get an opportunity to change his name from the default if you like.

I wonder how many players actually take advantage of the renaming option? It seems like it would just create confusion. If I were to change Setzer’s name to something else — Jasque, for example — I’d still have to remember that Jasque is really Setzer whenever I talk about the game with anyone else or read online hints or anything like that. I guess that’s essentially what I ran into when I gave individual names to all my pokémon, but that strikes me as different. Those things didn’t have personalities. Setzer is a distinct character, with an author who isn’t me.

At any rate, Setzer’s in my party now, and has quickly taken over the Han Solo role. This part was previously played by Locke, the party’s thief, but his qualifications are merely that he’s a rogue with a heart of gold, whereas Setzer is a rogue with a heart of gold and his own ship.

But what about the attempted abduction of Maria, the opera singer? Surely kidnapping someone in the middle of a performance is more the sort of thing you’d expect from a deformed sociopath in a mask than from a charming rogue! Well, maybe. At one point before the performance an entity known as Ultros forges a letter from Setzer, hoping to mislead the heroes, so I had some suspicion that he might have also forged the letter announcing Setzer’s attempt to take Maria away (which, when you come right down to it, is a pretty stupid thing to write). But after consulting various wikis, I have to conclude that it’s not so.

Who is this Ultros character? When I first saw him sneaking around the opera house, my only thought was that he was a goofy-looking purple spider. But once I engaged him in battle, and got his full character portrait rather than the squashed-down 16×16 version, he turned out to be a goofy-looking purple octopus. Apparently I already encountered him once, but had completely forgotten about it, even though it had to have occurred less than a week ago. An octopus as a boss monster at the end of a river travel sequence is forgettable; the same octopus sneaking up into the rafters of an opera house and threatening to drop a four-ton weight on the prima donna is somewhat less forgettable.

To fully appreciate the situation, you have to understand that the opera content is played more or less straight, and is actually pretty impressively staged, given the 8-bit theatre. The music is convincingly impassioned and operatic, and even though the arrangement is for videogame console, it conveys enough to let us imagine the orchestra that should be playing it. A synthesized approximation of a singing voice accompanied by lyrics on the screen tell us a story taken from the gameworld’s history, one which I have a sneaking suspicion is going to tie into the main plot at some point. Like the overplot, it’s a story of the injustices of conquest. But even without the octopus around, there’s the matter that it’s all being done by 16×16 super-deformed sprites that emote, to large extent, by jumping around. During the normal course of play, I accept this as just a part of the medium, but here, the whole presentation has changed enough for the strangeness, the incongruity of form and content, to call attention to itself again.

AKA GourdskiIt all reminds me a little of Osamu Tezuka, the renowned “god of manga”. Tezuka’s comics often addressed serious themes, but he never forgot that he was ultimately a professional doodler. His characters were always these softly rounded caricatures, their gestures often ludicrously exaggerated. And whenever he felt things were getting too heavy, he’d throw in some gratuitous visual silliness to break the tension, most often the sudden appearance of a “hyoutan-tsugi”, which is something like a patched-up gourd with a piglike snout. Sometimes he’d suddenly have a multitude of them suddenly rain from the sky and bounce off people’s heads. Tezuka basically created the Japanese animation industry; as such, he’s indirectly responsible for the style of much of today’s imported Japanese culture, including Final Fantasy. Tezuka died when the Final Fantasy series was still in its infancy, so we’ll never know what he would have thought of what it became. But I think he would have approved of Ultros.

« Previous PageNext Page »