#oneaday Day 695: Final Fantasy VIII was fine

I don't know what it is, but just recently there seems to have been a huge upswing in the number of people who feel the need to go off on a long, long diatribe about how much they hate Final Fantasy VIII. And those people tend to get weirdly aggressive about it. I've stopped posting on one forum completely because of one such discussion where people were getting very dickish about it, and it is, to be honest, getting a little tiresome. Particularly when it is impossible to have a reasonable discussion with someone about it if you, like me, happen to hold an opposing viewpoint.

I love Final Fantasy VIII! I played it at a particularly formative point in my life — my first year of university — and it left a significant impact on me. It's a game I played with someone who was very important to me, it's a game that I shared some good times with friends over, and it's a game that I legitimately enjoyed from start to finish.

The typical argument from the Final Fantasy VIII haters is that it's a "bad" game because "the best way to play it is not to engage with its systems". Bollocks. I beat the game, including its superbosses, precisely because I engaged with its systems. Junction up a bunch of Aura, Ultima and other high-level spells to your important stats, cast Aura on yourself to get your special attacks rolling as often as possible, and watch the damage fly. Immensely satisfying. And, as "game-breaking" as it felt to do that, it is 1) what the game is designed to allow you to do and 2) really no different to what you do in any number of other RPGs; one of the most fun things about them as a genre is that there is usually a way to "break" them beyond their usual limits and start dealing astronomical levels of damage. Certain games even design themselves around this philosophy; titles like Disgaea, Omega Quintet and Trillion: God of Destruction very much fall into this category.

But I've learned that it's not worth even attempting to have this discussion when someone has decided to start yelling about how much they hate this twenty-seven year old game. I don't know if it's a weird form of clout-chasing, algorithm baiting or what, but it just seems bizarre to me how often I've been seeing this come up, usually completely unprompted, just recently. Perhaps I'm just Baader-Meinhofing myself, but I don't think it's that; I mean, it's weird, right? That game came out twenty-seven years ago, and people have suddenly decided that they're mad about it? I really don't get it.

I especially don't get it because back when Final Fantasy VIII was current, everyone I knew loved it. We had a running joke among our friendship group that every time we went to visit the local independent computer shop, at least one of us would ask when Final Fantasy VIII was coming out. This was such a running joke that my friend Woody even incorporated it into his unfinished (barely started, really) Klik and Play project called Resident Evil EX, in which Agent Wesley Wilson infiltrated a zombie-infested mall, where one of the survivors was cheery ol' Richie, proprietor of First Compute, and, indeed, walking in there would prompt a conversation (voice acted by us) about exactly when Final Fantasy VIII would be coming out.

Final Fantasy in general seems to attract these sorts of passionate haters for some reason. People really hate the fact that the series has been constantly reinventing itself over the years — despite a stated, explicit philosophy of the creators being "if it's not new, it's not Final Fantasy". And this, in turn, leads to people just… making shit up about the various games that, for one reason or another, are perceived as unpopular. It seems that it is Final Fantasy VIII's turn right now, since Final Fantasy XIII hatred appears to have died down a lot just recently.

But I mean it! I don't remember seeing anything anywhere near this level of hatred for, just to remind you, this twenty-seven year old game, prior to this year. Perhaps it was out there. Perhaps I just didn't see it. But I find that a bit difficult to believe. It just seems to be nothing more than the fashionable thing to crack wise about right now — just another meaningless, pointless social media trend that takes away from the possibility of ever having a real, sincere, meaningful discussion with anyone online any more.

Anyway. I just felt like saying that today. This is not an invitation for you (yes, you) to come into my comments and start rabbiting on about how much you hate Final Fantasy VIII. I honestly absolutely do not care. Or, perhaps more accurately, I'm not interested. Put a bit of that energy into telling me about something you do like — perhaps something I've never heard of! That's much more fun. Believe me. I've been making that the basis of what I write about games online for quite some time now, and it's far more rewarding than just hate, hate hate.

But I guess it was forever thus. The "funny" bad reviews in games magazines were always the ones people remember the most. The bad reviews on today's websites are scientifically designed to maximise "engagement". And someone blurting out, completely unprompted, how much they hate a twenty-seven year old game that isn't even that bad? I don't know what that is, but I don't think I want to be part of it.


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#oneaday Day 493: The breakneck pace of Final Fantasy IV

As one of several games I have on the go right now — for a bit of variety, like — I decided to start up Final Fantasy IV Pixel Remaster. I've played Final Fantasy IV I think twice before — and one of those was on PlayStation, so your sympathies are gratefully received, though that version at least isn't quite as bad as PS1 Final Fantasy VI — and remembered it being quite short, though I had forgotten quite how fast it moves.

I'm two hours in and already — apologies in advance if any of this is a spoiler, but the game came out in 1991 — the main character has committed a war crime, adopted an orphan child that he was directly responsible for orphaning, become separated from his best friend (who inevitably turns traitor), rescued his loved one from a deadly bout of Desert Fever by retrieving a valuable gem from a slobbering Antlion, rescued a prince from the ruins of his devastated castle and his broken heart, and attempted (mostly unsuccessfully) to fend off an assault on another kingdom.

It moves so fast. I had forgotten how fast. I have played so many modern (relatively speaking) games that feature epic-length story sequences between the core "gameplay" sections that it almost feels rushed. I mean, hell, after two hours in a Persona game from 3 onwards, you're barely through the initial character introductions and you almost certainly haven't set foot in a dungeon yet.

This is both a strength and a weakness of Final Fantasy IV, looking at it with a 2025 pair of eyes. It's a strength because it means that there's never particularly long to wait before you're doing stuff again — exploring the world, clearing dungeons, fighting monsters, levelling up, buying new equipment — and that is quite a refreshing change from today's narrative-centric games that, while undoubtedly considerably more ambitious in their storytelling, sometimes do feel like they're getting a little bogged down. Not only that, but Final Fantasy IV is done and dusted in less than 20 hours, which makes it a veritable light novel by RPG standards.

However, it's also a weakness, because there are some sequences that were clearly intended to be quite significant narrative moments, but the way the game just whizzes through them makes them feel almost laughable.

I'll give you an example. Rydia, the girl that the protagonist, Cecil, rescues from a war crime he inadvertently committed at the behest of his king, is a Summoner in Final Fantasy Job terms. This means that not only can she summon big things to deal heavy damage, but she can also cast both white and black magic spells. When you first get her, she's an inexperienced kid at level 1, so she barely knows any spells, but a bit of levelling in the field will net her a few initial, useful spells. Except you'll notice one black magic spell is prominently missing: Fire.

Think about it for a moment and it's obvious why: because she lost her entire village, including her mother, in a fiery explosion, she is, of course, going to be hesitant to call upon the power of fire. This little bit of characterisation is initially delivered without the game drawing any attention to it whatsoever, but you can notice it early from a simple browse of the menu. Very cool. Ambitious for the time, even!

What is less cool is when the party finds their path up a mountain blocked by a big chunk of ice, and the other members, eventually getting Rydia to admit that she "hates fire", pretty much tell her to stop snivelling and get over it because they jolly well have a quest to accomplish. It's almost certainly not intended to come across that way — the other members are all "yay, you did it, I always believed in you" after she does successfully cast her first Fire spell, presumably with tears streaming down her face and the knowledge that this is probably going to need years of therapy to truly deal with — but with at least a couple of decades' worth of games that handle sensitive topics rather more delicately behind us, it does feel rather… blunt.

But, again, you have to remember that this was 1991, just a year after the SNES had come on the market, and Final Fantasy IV was on a cartridge that contained less than a megabyte of data in total. In fact, during development, the script had to be cut considerably to fit on its cartridge; lengthy exposition was something that developers simply couldn't afford to do back in these days, because every byte mattered, and text can potentially take up a lot of space if there's enough of it. As such, it's not altogether surprising that some sequences feel like they move a tad fast by modern standards — short of shipping on a larger capacity cartridge, which was presumably a decision that needed to be made relatively early in development, there were very real constraints on what Final Fantasy IV would be able to do.

Of course, Final Fantasy IV has been expanded on quite a bit in later remakes such as the polygonal 3DS version, the Game Boy Advance version and the PSP version; each of these had their own additions to the basic Final Fantasy IV formula.

But the Pixel Remaster; that's based on Final Fantasy IV as it originally existed, graphics and music aside, and thus you have the plot that speeds off over the horizon as you just think you're getting caught up on proceedings.

All this is no shade on Final Fantasy IV, of course; it's a game I like very much (though it's far from my favourite Final Fantasy) — I just found it interesting to revisit this after so many years and be reminded that at one time, RPGs moved a lot more quickly than they do now!


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2518: The Pitioss Ruins

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I finished Final Fantasy XV's main story earlier on. It was a spectacular conclusion, but that's not what I want to talk about today. Instead, I want to talk about the game's "secret" dungeon, the Pitioss Ruins.

As you have probably surmised, spoilers are ahead, albeit not story ones, since the Pitioss Ruins is a purely mechanical challenge. I am going to talk about all the different aspects of the dungeon, though, so if you want to encounter it for yourself, look away now.

Continue reading "2518: The Pitioss Ruins"

2515: Life in Eos

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Still plugging away at Final Fantasy XV, and still having a lot of fun. I'm now up to Chapter 8, as I eventually ran into a roadblock in Chapter 3 where part of the map where several sidequests concluded was locked off and thus I had to progress further to be able to continue. Along the way I enjoyed some spectacular story sequences, but now I'm back on the sidequest train for the moment.

I've been very much enjoying the whole experience of Final Fantasy XV so far. While the sheer amount of sidequests and other distractions around the game world absolutely kill the pacing of the main story if you don't have the self-discipline to focus on that first and do all the other shit later, all that side content is enjoyable to do. As I noted in my first impressions a few days ago, the whole game feels like an inversion of the usual Final Fantasy formula, in which a wide variety of things are open to you from almost the very outset of the game, and you're simply able to immediately go and do whatever appeals to you the most.

Like Xenoblade Chronicles X, an open-world RPG that had a rather similar structure, I've been enjoying how much all the side content makes the world feel like a fleshed-out, lived-in place. Through numerous sidequests — and the conversations your party members have during these quests — you learn quite a bit about the world that you might not discover if you just focused on the main story. The town of Lestallum, for example, is one with a pretty strong gender divide that has come about naturally over time; the women (who are "built", according to Gladio, who one can infer from his enthusiasm is all about the thicc girls) work the industrial jobs such as maintaining the power plant in the city, while the men run the market stalls, restaurants and shops. You might not notice this immediately if you just pay it the flying visit you do in the main scenario quests, but Holly's series of sidequests explores this side of things a bit further.

I've enjoyed the dungeons, too. I think I've cleared them all now — with the exception of the high-level deeper levels that open up once you've completed the main story — and they've been pleasingly different from one another. Particular highlights included the Crestholme Channels, a labyrinth of sewers beneath the outskirts of the Crown City, and Costlemark Tower, a complex dungeon with a shifting layout that you have to carefully navigate your way through in order to reach the boss at the end.

(As a side note, Costlemark Tower presently has a bug in it where sometimes if you've done things in the "wrong" order, beating the boss will not trigger the final cutscene and award you with the weapon you're supposed to get for clearing the dungeon. If this happens, exit and re-enter the dungeon, work your way back to the boss room and trigger a somewhat glitchy cutscene. You then have to fight the boss again, though the bug means that you can't target it unless you're able to trigger a Summon spell. You can, however, fling magic at it; Blizzard spells are particularly effective, so stock up on those before going in for an easy victory.)

I think I'm just about coming to the limit of sidequests that are left to do before I'll be obliged to continue on with the main story. At about 57 hours deep in the game so far, I've already very much had my money's worth, but I'm keen to see how the story continues and concludes — and also very excited to explore what sounds like a considerable amount of post-game content.

2509: Still on Chapter Three

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I am still on Chapter Three of Final Fantasy XV, appropriately dubbed "The Open World" — the point at which the majority of the main map opens up to you and you're let loose to go and piss around doing whatever you want before progressing the main story.

The fact this moment occurs so early in Final Fantasy XV is a curious inversion of the usual formula for Japanese RPGs in the Final Fantasy mould. The typical format is that the game spends anywhere between 10 and 30 hours sending you on a linear quest that takes in most of the major locations around the world, conveniently introducing you to all these places and gradually providing you with increasingly unrestrictive means of transportation between them. At some point in the game — usually not long before the final confrontation and the end of it all — you are effectively given the "keys" to the world and complete freedom to explore, usually in conjunction with some particularly convenient means of getting around such as an airship.

Not so in Final Fantasy XV. Here you're given the open world almost from the very beginning of the game, and there are a hell of a lot of things to do in it. I have been finding the myriad sidequests and hunts enormously entertaining and compelling, so much so that I haven't advanced the story beyond the party's arrival in the major town of Lestallum, and yet somehow I'm 30 hours deep in the game and past level 40 on all my characters.

There's an argument that this kind of structure kills pacing somewhat, and it's often a bugbear of mine with open world games. But I sort of feel like it makes sense this way around: that "open world" bit at the end of older Final Fantasy games often felt a little peculiar, as the narrative was demanding that you fend off some sort of imminent disaster, and yet there you were breeding chocobos, investigating crashed planes underwater or collecting frogs to get through a forest. The narrative demanded urgency, in other words, but the gameplay discouraged it.

In Final Fantasy XV, meanwhile, after the dramatic opening of the game, Noctis and his companions are simply out in the world, attempting to operate incognito while developing their own skills. While the Empire's invasion of Noctis' home city of Insomnia is something that needs Sorting Out at some point, the Noctis at the beginning of the game is not ready to face up to that responsibility, nor is he skilled enough or familiar enough with his unique powers to be able to simply charge in and take on a whole empire. It makes sense, then, for him to travel around the world, coming to understand it with his friends, developing relationships with people who could prove useful to know in the future, and improving his own skills in the process. The Empire will still be in Insomnia tomorrow, after all, and retaking a capital city is not the sort of thing you want to rush.

Practically speaking, it doesn't really need all that much justification, as exploring Final Fantasy XV's world is simply fun. Today I particularly enjoyed encountering the Rock of Ravatogh, a dungeon at the far Western side of the map that is actually a landmark you can see from the far Eastern side. Yes, it's that old open-world favourite "if you can see that mountain, you can go to it" — or in this case, "if you can see that mountain with weird pointy glowy bits sticking out of it and smoke billowing out of the top, you can go to it".

The Rock of Ravatogh, despite being an outdoor location, is treated as a dungeon rather than just a hill that you have to find your way up. This makes it a much more enjoyable, spectacular experience to climb, as it's been designed and paced to feel like a real trek up a mountain, rather than simply walking in a straight line up a sloping grass texture. There are sections where you need to avoid slipping, there are sections where you need to climb cliff faces, there are sections where you need to pick your way along perilous paths with sheer drops to one side of you. And there are some amazing views of the game world along the way, plus a great reward for making it to the very top.

The Rock of Ravatogh is only the second dungeon I've encountered in Final Fantasy XV, but it's very different to the first, which was a series of dark, underground tunnels with scary noises behind closed doors. This gives me hope that other dungeons in the game will be similarly varied and interesting to explore; I'm looking forward to encountering them for the first time.

2507: Into Duscae

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(Should have been posted last night, but I forgot to hit Publish!)

A little over ten hours into Final Fantasy XV so far and I'm well and truly on board.

Pro-tip: if you're finding the opening a bit slow, make an effort to not get sidetracked by sidequests and instead push the main story on at least until you're able to get into the Duscae region. From here, the game opens up a whole lot more and you'll have had a taste of various different experiences you can expect to see a lot more of throughout the rest of its duration.

One thing I was very pleasantly surprised about was the discovery that Final Fantasy XV has proper dungeons. This isn't particularly unusual for a Final Fantasy game, but it is relatively unusual for an open-world RPG, to varying degrees. Games like The Witcher 3 have kinda-sorta dungeons dotted around the place, but these often tend to feel like "oh look, another cave" rather than an exciting place to explore and loot. Games like The Elder Scrolls series have hundreds of the bloody things everywhere, but are often designed in a somewhat copy-paste manner, meaning that few of them feel "special". And games like the Xenoblade series pretty much do away with dungeons altogether; Xenoblade Chronicles X did have some underground areas, but again, like The Witcher 3, they felt more like part of the scenery than a discrete experience in their own right.

Relatively early in Final Fantasy XV's main story, you're taken to your first dungeon, and it works in traditional Final Fantasy manner: it's self-contained, it has its own music, it has secrets and branching routes to explore, and it has its own lineup of monster encounters. It felt like a significant gameplay moment to step into this place, and it was exciting and rewarding to explore. There were some surprising and interesting scripted encounters within, and the whole thing felt authentically… well, Final Fantasy.

And I think that's part of the reason I've never really found open-world RPGs to do dungeons in a satisfactory manner for my tastes: you often end up doing exactly the same thing in them that you do out in the open world, whereas Final Fantasy XV's dungeons look set to have unique mechanics, puzzles and methods of exploration. I'm looking forward to discovering more of them.

I think that sums up Final Fantasy XV's approach quite well, actually. It knows when to use scripted sequences effectively — dramatic confrontations, boss fights, dungeons — and when to use the more freeform, unpredictable and emergent gameplay more typically found in open world games. Purely emergent games (I'm picturing the Elder Scrolls series in particular when I use this description) often end up feeling a bit sterile and characterless because nothing has had any real soul put into it — it's all driven by mechanics. Final Fantasy XV, meanwhile, will surprise you with unscripted encounters out in the wilds (its equivalent of the random battles of yore), but also knows when would be a particularly effective time to have a monster burst through a wall or a villain to make their first appearance to make a speech and attempt to defeat you with Their Infallible New Weapon.

I like Noctis and his friends a lot; their constant banter, while occasionally repetitive, adds a lot more personality to wandering the fields than Skyrim's mute protagonist, and by restricting the party to those four core members (and occasional guests) the conversations can flow naturally rather than having to work by triggering responses to one another as in something like Xenoblade. Already I'm feeling that core theme of "brotherhood" coming through very nicely indeed. The supporting characters are great, too, running the gamut from all-business badass (Cor) to the flamboyantly colourful and gorgeous (Cindy).

I'm having a blast, in other words. I'm looking forward to my next day off, when I'll be able to really get stuck in.

2506: Fifteen

Well, it's Final Fantasy XV day and I've spent a good five or six hours playing it this evening.

It's good. Real good.

I haven't progressed that far in the story as yet as it's simply fun to wander around exploring, doing sidequests and listening to the soundtracks of old Final Fantasy games while the gang drive around in their car. However, I'm very much looking forward to the world opening up a bit more — I'm penned in to a relatively "small" area at the moment by barricades that prevent going more than a certain distance by road or on foot — and seeing what is out there to discover.

Even in this fairly fenced-off starter area it's clear that it's going to be a fun ride, though. In particular, I'm very much enjoying the combat; far from being a hack-and-slash action game along the lines of something like Kingdom Hearts, it manages to blend what looks like fast-paced action with relatively strategic, cerebral combat that rewards careful positioning and exploitation of enemy resistances and weaknesses.

And the world of Eos is one simultaneously filled with wonderment and pleasingly familiar mundanity. In the first few hours, I've spent time at a seaside resort, a motel and a truck stop, but also fought recurring Final Fantasy monsters such as goblins and flans, and run away screaming at the sight of an Iron Giant. I've hunted down groups of monsters and fished up a meal for a stray cat. And I've witnessed the devastation that Niflheim wreaked on protagonist Noctis' home city of Insomnia.

And the music. Dear lord. I already knew that the soundtrack was going to be something special from the preview tracks I'd previously heard, but the full experience is something else. Multiple battle themes according to the context make me very happy indeed, particularly as they're all wonderfully energetic, blasting pieces full of drama and excitement. But the more incidental music is very pleasant, too, changing according to the time of day and your surroundings and, in settlements, adjusting its mix according to whether you're inside or outside.

The whole concept of it being "a fantasy based on reality" has been pulled off very effectively so far. The world and the places you visit are all very plausible and realistic, but overlaid on the top of all that is the wonderful sci-fi/fantasy blend that Final Fantasy has been so good at for years. It really, really works as a setting, and I'm looking forward to exploring it in more depth over the coming weeks.

For now, though, as I have an eight-hour shift to work tomorrow and I have a cold coming on, I should probably call it a night there. Probably.

2505: Final Fantasy

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With Final Fantasy XV out tomorrow and my excitement for it at an extreme level, I've decided that I'm going to devote the next month on my other site MoeGamer to an in-depth exploration of the series as a whole.

Final Fantasy as a whole may be a little outside my usual mission with MoeGamer — it is neither underappreciated nor overlooked — but it's worth discussing nonetheless, particularly with regard to those installments along the way that are regarded less favourably.

It's also worth discussing as it's a series with a long, interesting history, and can quite rightly be described as genre-defining alongside its longtime rival Dragon Quest.

Mostly I want to talk about it because it's been important to me for a long time now. Nearly 20 years, in fact, which is a scary prospect, as my first encounter with the series is still absolutely fresh in my mind, as if I'd just experienced it yesterday.

I first heard of Final Fantasy VII, my first point of contact with the series, through my brother. I had a PlayStation at the time (well, more accurately, I had a hand-me-down Japanese PlayStation that my brother left behind) but, what with it being a Japanese model, I hadn't really explored the games available for it beyond the three I already had: Ridge Racer, Tekken and Raiden Project.

Hearing my brother describe Final Fantasy VII made me want to try it, though. I'd already had experience with story-heavy games thanks to our family's mutual love of point-and-click adventure titles from Sierra and LucasArts, but this sounded like something different; something more. Specifically, the thing that got me interested in it was the promise of a scene partway through the game where pretty much everyone who had played it ended up crying. (Said scene is now one of the most famous scenes in all of gaming, but back in '97, it was easier to remain unspoiled.)

So, reading up on the old "disc swap" trick that allowed you to play different region games on a PlayStation, I propped my PlayStation's lid open with a biro lid and a bit of Blu-Tack and inserted the first of the three discs of my shiny new copy of Final Fantasy VII, not sure what to expect.

I was immediately blown away by the spectacular video intro sequence that moved almost seamlessly into in-game action, with polygonal characters moving perfectly in sync with the prerendered background camera angles. (I was then slightly distracted by the rather primitive field screen character models Final Fantasy VII is now somewhat notorious for, but I quickly became accustomed to them.)

The music drew me in. The action started right away. It was like being part of a movie. Then I got into my first battle and, having never really played an RPG before, was initially baffled. Once again, though, it didn't take me long to become accustomed, and there was no turning back from that point: the game had me well and truly in its clutches.

I enthused about the game to my friends at school. They were initially skeptical, but it didn't take a lot of convincing to get them to give it a try. And before long, they were as obsessed with this spectacular new game as I was. We played it through together, discussing things we'd found and things we'd achieved; we'd complete it, and start over again, eager to enjoy the story all over again. We devoured guidebooks and online FAQs about the game, keen to see everything it was possible to see. And, on one particularly memorable occasion fueled by tequila and various other intoxicants, we played for 36 hours straight, my friend Woody passing out midway through the G-Bike sequence, having some very peculiar dreams and suddenly waking up demanding to know "what's an X-Walker?" (To this day, we have no idea. X-Potions? Sure. X-Walker? No clue.)

The impact Final Fantasy VII had on me drew me to explore the rest of the series. While at the time I found the NES original a little hard to appreciate — it was just a bit too clunky in comparison to the later games — from IV onwards (or II as it was known back then thanks to the fact Final Fantasy II, III and V didn't see Western releases until many years after their NES and SNES original versions) in particular I found them to be just as compelling despite their more primitive visuals and sounds.

These were games that told stories that resonated with me. Stories about people who rose up from humble beginnings, gathering a group of close companions and achieving something incredible. This sort of thing is seen as cliched as all hell these days, but there's a reason the standard JRPG tropes have been a thing for as long as they have: even before video games, this story structure is proven to be an effective way of telling a heroic epic.

Even in those early days, though, I could tell that the Final Fantasy series wasn't one to rest on its laurels. While had a fairly Western RPG feel to it with its completely mute, characterless party, II introduced the series convention of having a party of predefined characters with actual personalities. III brought us the Job system for the first time. IV gave us an incredibly detailed story full of emotion. refined the Job system further. VI turned the narrative conventions of the series on its head by not really having a "main" character, instead allowing us the opportunity to spend time with an enormous ensemble cast. And so on, and so on.

I'll talk about this in detail once I start writing the MoeGamer pieces, but Final Fantasy is a series that has constantly reinvented itself over and over again. Even in those installments that seem superficially similar (I-III, IV-VIVII-IX) there are enough unique components to each title to make them distinct from one another, and from onwards the series has enjoyed even more drastic, dramatic reinventions with each installment. And this isn't even getting into the myriad spin-off titles, many of which are even more fondly regarded than the mainline titles in the series.

As you can tell, I'll have plenty to write about. And I'm afraid you're almost certainly going to have to put up with a lot of enthusing about XV on this here site from tomorrow onwards, too. I make no apologies for my excitement in this regard.

Now, just a good night's sleep and a day of work between me and my first adventures in the lands of Eos. Can't wait.

2499: One Week to Go

Until what, you ask? Until Final Fantasy XV, of course.

Regular readers will know that I don't often get hyped up about big-budget releases, but ever since I played Final Fantasy VII for the first time back in my schooldays, the mainline Final Fantasy series has been something that I cannot — will not — miss out on. And the signs are good for XV to be an incredible installment.

Here's a new trailer if you're not sure what the fuss is about:

There are so many things I like about this trailer, and what it promises from the full game.

Broadly speaking, I really like the "fantasy based on reality" idea that appears to have been the main impetus behind its design. Final Fantasy XV's game world, Eos, is based on the modern age in a believable manner — right down to your party sometimes spending downtime with their heads stuck in their respective smartphones rather than talking to one another — but incorporates classic Final Fantasy material in amongst all that. I'm a big fan of this idea; I love the concept of "supernatural crazy things happen in a world that is like ours", so I'm very much on board with Final Fantasy XV's overall setting.

One of the things I'm most interested in is the small playable cast, which consists of just four members plus occasional guests. This is one of the smallest playable casts in Final Fantasy history, though the last time the party was this small (FFI and FFIII; you could perhaps make the argument for FFV too) the technology wasn't really there to do anything interesting with characterisation. (EDIT: descarte25 quite rightly pointed out in the comments that we've also seen small casts in X-2, XIII-2 and Lightning Returns.) Now, though, we have incredibly realistic character models doing believable things in a plausible fantasy world. And the small cast size means that everyone is going to get some exploration; no-one is going to feel like a "bonus party member" who is little more than a walking collection of stats and abilities.

It's an interesting bunch of characters, too. Noct, while looking like one of the most emo teenagers in the entire history of the series — which is saying something in a series that features Squall Leonhart — has already shown himself across a couple of demos and an anime series to be a likeable, interesting and anything but morose protagonist with plenty of depth to his character. The fact that it is his story rather than an unlikely group of heroes who just happen to stumble into their destiny to save the world puts an interesting twist on the series' prior formula. Noct starts the game as someone unique and special, though perhaps doesn't quite know what to do with his status, and thus relies on his friends to help him through his journey.

One of the key themes of the game as a whole is intended to be the bonds of brotherhood between the four characters in the main cast. They grew up together, fight together and live together on the road as Noct continues his journey; although the circumstances of each of them meeting, as depicted in the Brotherhood anime, were anything but natural — not least because Noct is a prince — it's clear that their mutual relationships are going to develop and deepen over the course of the adventure. The best RPGs convey a clear sense of party members being true companions, closer than family, and if Final Fantasy XV pulls it off correctly, it's going to be a memorable ensemble cast for sure.

Outside of the story, there are a bunch of gameplay systems I'm looking forward to, too. The Ascension system looks like an intriguingly deep means of developing the four characters' abilities, for one, and the magic system, where you mix elemental energy with other items to produce all manner of different effects, looks particularly fascinating. Magic is also interesting in that it has an impact on the environment around you, too; fling a Fire spell and the surroundings will burn and become scorched; fling a Blizzard spell and everything will become coated in frost. This is not something that is normally acknowledged in role-playing games, so I'm interested to see how it fits in here.

There look to be a wide variety of sidequests along the way, too, including Final Fantasy XII-style hunts. I'll be interested to see how deep these sidequests are; technically the Behemoth hunt in the Episode Duscae demo was a sidequest, and that had a ton of things to do along the way, including investigating the area, tracking the beast to its lair and devising a spectacular strategy to deal with it — including abilities for each character that were unique to that fight rather than simple hack and slash. While I'm not counting on all sidequests being that interesting, the designers have claimed that they've made an attempt for there not to be "filler" content ("bring me 50 pelts from the monsters on the plains!") and so hopefully this stuff will be worth doing. It remains to be seen how well they achieve this.

That's probably enough enthusing for now, because you can bet there'll be plenty more to come next week once the game's actually in my PS4. Here's an hour-long video of some of the music from the game.

 

2497: The Further Adventures of Class Zero

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After some further time with Final Fantasy Type-0, I'm now 100% on board with what it has to offer. It's a slow burn, to be sure — its rather drab early hours don't really sell it all that well, but by the time it's flinging Alexander, Bahamut Zero and Gilgamesh (including the correct music) around with gay abandon it's hard not to enjoy the ride.

I'm planning a Final Fantasy month over at MoeGamer at some point in the near future, so I'll write more about this then, but I did want to comment a little on the game's tone, because it's markedly different from the mainline Final Fantasy series, and makes this abundantly clear from the outset.

Mainline Final Fantasy games are benchmark JRPGs for many people; they're regarded as the quintessential example of "young hero gathers a band of companions and saves the world", despite a number of installments deviating from this stereotypical formula. One thing you can say with a reasonable amount of confidence, however, is that, on balance, they're optimistic affairs, all about bonds of friendship and love overcoming great evil and that sort of thing. This isn't to say that the series doesn't have its dark moments — in fact, several installments' darkest moments make up some of the most iconic and influential moments in all of gaming history — but on the whole, it's a series designed to make you feel like part of a heroic epic with all the optimism that involves.

Type-0, meanwhile, occupies the complete other end of the spectrum. I talked a little yesterday about how it de-emphasises the role of the individual in favour of a large cast of characters, and the further you play, the more this becomes apparent. Part of Type-0's background lore is the fact that when someone dies, anyone who knew them forgets who they were, even if they were very close. This is one of many reflections the game makes on the horrors of war; a very literal interpretation of Stalin's supposed (and possibly misattributed) quote "when one dies, it is a tragedy; when a million die, it is a statistic".

Type-0 lays it on fairly thick with its depictions of the brutality and the senselessness of war. It doesn't do so in a particularly preachy manner, however; the game's setup is such that it's fair to spend some time pondering whether anyone — including the side you're on — are the "good guys" in the conflict depicted. Instead, we simply see various horrors unfolding, both through the eyes of Class Zero on the ground, and through the distant detachment of the narrator during the documentary-style cutscenes that punctuate the main beats of the narrative as a whole.

One particularly chilling moment comes in the aftermath of a mission late in the game, which culminates with your side in the conflict summoning Alexander as an ultimate weapon of mass destruction; in order to do so, many of your allies give up their lives as they channel their magic and life force into the summoning. The devastation that Alexander wreaks is immense, presented to you in simple, cold statistics — white text on a black screen — after the battle is over. While in the heat of the moment, Alexander's summoning is pure Final Fantasy fanservice, the realisation that the spectacular light show you just witnessed cost the lives of many people on both sides of the conflict makes you wonder whether or not it was worth it.

I'm nearing the end of the game now, I think; just two more chapters to go. I'll be interested to see how it ends — particularly if it concludes on as bleak a note as its opening sequence, featuring a seriously wounded soldier trying his best to reach his destination with his also wounded chocobo, then finally dying, forgotten, on the streets as the conflict continues to rage around him. I'm also interested to do a second playthrough once I've beaten it once; not only are you at a more suitable level to tackle the optional "Expert Trials" on a second playthrough, there are also additional missions called "Code Crimson" which add additional details and context to the story.

Considering Type-0 is a spinoff game in the Final Fantasy series rather than a mainline installment — and considering it originated as a Japan-only, handheld-only title — it's impressive quite how much lore has been packed into this game, all of it reviewable through an in-game encyclopaedia. You don't need to know most of it to appreciate the story, mind you; it's simply there as "additional reading" if you find it interesting. While I wasn't sure about Type-0 when I first started playing it, the longer I spend with it, the more fascinating I find this war-torn world that seems to be on a collision course with absolute disaster, so I very much welcome this additional content, particularly as some of it comes in the form of cutscenes that explain what happens to a number of minor characters along the way.

I'll have definitely beaten it at least once by the time Final Fantasy XV rolls around; whether I'll have made it through any more of that remains to be seen, but now I'm familiar with how it all works and got to know the characters, I'm certainly up for a bit of New Game Plus.