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Which Final Fantasy game is your favorite? I prefer VI. I felt its characters, gameplay, and plot were above any of the others in the series.
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NONE ITS JAP SHIT!
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>>3678393
VII for the story and setting. X for the story, setting, and gameplay.
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>>3678393
Final Fantasy 6's gameplay is bottom tier.
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>>3678393
I like 1 and Tactics
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>>3678393
V and Tactics

I just like job systems
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>>3678393
Ff tactics remaster music is online on Spotify
>>3678393
Personally that's my favourite ff art style, fft comes close second.
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V
11
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5, 6, 7, Tactics, 8, 10
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>>3678531
13 and x2
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also 4
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9
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>>3678393
Tactics, 10, 12, 9, 1
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>>3678393
I like V, VI, and X. I feel like they all excel at what they are doing. IX and XII are cool too, but at a lower tier.
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>>3678393
VI's gameplay sucks ass. Straight inferior to V.
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>>3678393
5
>>
poop
*giggles*
*runs away*
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>>3678393
You posted V
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>>3678406
>>3678600
What made V so good to you?
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>>3678663
2 was awful. Absolute slog to get through.
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Final Fantasy VIII.
Don't know, it's just the right game for me.
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>>3678393
V for the job system, Blue Magic, and based Galuf
III for the job system, music, and difficulty. Especially the final dungeons
Both VII and IX share a third place spot for me because they both do great things. VII for the gameplay systems and setting, IX for the story and characters.
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>>3678851
3 has good music? Is there a non pixel remaster definite version to play?
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>>3678698
Personally my favourite ff. Played ff2 on psx.
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>>3678393
4 and 6 (or 2 and 3 as I knew them) for the music and nostalgia factor. I was 14/16 when I first played them on the SNES.
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I've played every mainline up through XIII and all tactics. All but II and III multiple times.
It's VIII for me, and I used to think it was shit.
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>>3678393
7
I just like having the talking dog, and weird fukkin cat bear on my team, I dgaf about anything else
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>>3678393
It's easily V. Such a good game.
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>>3678393
9, 12, and tactics

9 for best story and characters and being "medieval"
12 for best gameplay and appearance and world
tactics for obvious reasons
7 was my first and is a great experience, and I enjoyed 8 as well
they all have great music
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8 is the best
7 and 10 tied for second best
13 is third best
15 is 4th best.
The rest are not worth playing.
A series that killed itself with their marketing campaign of "we are the classics" (an entire company that killed itself [in terms of quality outputs] actually.)
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>>3681509
>8 is the best
>13 is third best
>15 is 4th best.

these are some shit tastes
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>>3678393
V is my favorite by a mile. Everyone always hypes the job system, and while it is great, I think it's a shame the story and characters often get maligned. They're a wonderful main cast and the storytelling is subtle, but strong. Out of all the FFs I've played, V's main story has the strongest cohesive narrative and singular theme, in that the main plot isn't necessarily about beating the bad guy; it's about the heroes becoming family. Once you realize that, there's a sort of weight to every scene, sprite animation, and piece of dialogue that becomes extremely obvious.

FFV is honestly an extremely profound JRPG in regards to its storytelling, because despite being as simple as fuck, it still filtered most of the people who played it. It legitimately baffles me that scenes like Galuf and Bartz sharing a beer in the middle of the night aren't considered iconic by the fanbase.

If anyone is looking to try it out for the first time, I recommend you try and play the SNES version with the GBA translation patched in. It's not that there's anything wrong with the 90s fan translation most people play, but the GBA translation is just dripping with charm and it really enhances the tone the story was going for.
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>>3681682
Drawing art of FFV where the characters aren't in a Job costume should be illegal.
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>>3681687
technically they are in the Freelancer Job
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>>3681691
Doesn't count you're going to jail
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>>3678697
Not either of those anons, but I share the opinion that V's gameplay is better than VI's. Although I wouldn't call it "straight ass" or "bottom tier".

I can kind of see what their angle was--V's gameplay is fucking immaculate. The pacing is perfect, the customization is plentiful and rewarding, and there's a wonderful balance to it all; it's easy to begin to feel overpowered by expirimenting with certain job/ability/equipment combos, but it never lasts very long, as the game's bosses are all designed to chuck curveballs at you. Nothing insurmountable, but it will test your ability to strategize and try new things, and the result is a wholly satisfying gameplay experience.

So where do you go from here without making something derivitive? Square decided to shake things up and really focus on story instead, and they clearly wanted quantity over quality, hence the huge cast. I think they were inspired by all the unique abilities in the last game and thought, "what if each one of these abilities that you can build one of your characters around was simply an actual character?" In contrast to V's gameplay of heaping abilities onto singular characters, the real appeal of FFVI is putting in the work to get to know each character's ins and outs, and figuring out what espers, spells, equipment, and relics go best with which characters innate abiities, and in which parties. The game kind of reinforces this angle by featuring multiple scenarios where you have your party chosen for you, as well as even more where you have to make multiple parties at once.

For what it's worth, though, I don't think this particular gameplay style really takes off until the latter half when the challenge cranks up a bit, and you get more interesting equipment and relics. And if you haven't been investing in your party beforehand, it can be too little, too late, since it's still not really hard to win by using the most obviously broken characters, regardless.
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>>3681695
>Square decided to shake things up and really focus on story instead,
The interesting thing about this angle, though, is that they chose a really non-traditional way to focus the story, and honestly I'm surprised that so many people still like FFVI in spite of this, because it's really the kind of thing that filters a lot of gamers; the story in FFVI is entirely de-centralized. The "main plot" is effectively even more sparse than FFV's is; 90% of the time, your only objective is "empire bad, must stop them". The real "meat and potatoes" of plot in FFVI relies again on you the player putting in some work--getting invested in characters at face value and being willing to go search out details about them.

For all that people talk about FFVI like it's a cinematic masterpiece, none of the best plot is rubbed in your face as it would be on a movie screen. With a handful of exceptions, most of the character in FFVI have plots that are completely missable. If you don't take Locke to Koholingen, you never learn why he's a treasure hunter. If you don't take Edgar AND Sabin to Figaro castle for a night, you miss both their backstories. If you don't talk to NPCs around the western part of the map where you find Gau, you completely miss his backstory. If you don't use Shadow in your party and get his random dream sequences at inns, you miss everything about his character entirely because he never shares it with anyone. This goes double for everyone in the world of ruin (a part of the game that famously filters people) because the onus is entirely on the player to follow through on every party member's quest--the only difference from the WoB is that now the faint narrative thread that had been dragging you across the world map is now severed entirely.

I think the only thing that keeps this game popular and from filtering people en masse as that it's pretty easy, combat-wise. Almost every character can do at least one thing that's like an instant win button.
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>>3681695
Personally I find FFVI's system of class-as-character with a ton of customization options more interesting than FFV's totally arbitrary swappable classes. Not that V's job system isn't great, but I feel that the III and V system works better in Tactics where its on generics. A character like Sabin throwing on a WMage costume and being a healer makes the classes and combat system feel too gamey.
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>>3681701
FFVI was basically a game designed for 1994. It dumbed down gameplay a bit for the sake of enabling a huge cast and multiple plot threads that players may or may not encounter. It was the kind of game that was supposed to spark crazy conversations on the bus to school where your best friend talks about seeing a scene or recruiting a character that you haven't even heard of. They had to de-tune the jobs/customization a bit for the sake of shifting the focus.

Unfortunately, in retrospect, that's not a choice people tend to be accepting of, especially when VI's idea of "cinematic storytelling" is still a fair departure from what even gamers in the later '90s expected. The novel approach of VI's main cast is something that's been lost in a world where gamers expect to be led by the nose to everything for 100% completion on their first run.

FFVI isn't really a game that plays as a straightforward drama like the PS1 entries, nor is it a finely-tuned gameplay experience that demands player investment and rewards excessive customization or grinding. It's a sort of weird middle-ground that expects a lot from the player and rewards them with cutscenes. It's not the kind of thing that either the "MUH GAMEPLAY" crowd, nor the "I want to hold a controller while I watch a movie crowd" would explicitly appreciate, so again, that's why I'm fairly baffled that the game retains such a huge following. It's definitely a product of it's time, intended for an audience that I'm not sure still exists.
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>>3681716
Why are you pretending like people don't adore games like Chrono Trigger with the exact same kind of characterization through player exploration? FFVI is the archetypal 16bit JRPG.
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>>3681703
>A character like Sabin throwing on a WMage costume and being a healer makes the classes and combat system feel too gamey.
Well, that's certainly your perspective and you're allowed to have it, but it's also kind of what the game was going for; they even draw attention to it by giving you an arcade-style rundown of all of your character's stats in the credits. I mean, how "gamey" is too gamey for something that literally is a game?

Personally, a lot of the fun I had was in designing the FFV builds around the characters to give them the indentity I wanted. Nobody is forcing you to make a character both a monk and a healer at the same time. I liked giving Faris thief and ninja to suit her piratey nature, and I did the obvious and made Lenna a mage, but also a chemist and beastmaster, which I felt fit her personality.

I think the real strength of FFV is that the emotional cores of the characters are so strong that they're more defining than a job class. And really, the actual plot of the game even explains that they're inheriting the spirits of legendary warriors from the past to learn these skills, and not just "putting on a costume"

Although the constumes are fuckin sick.
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>>3679822
>Weird fuckin catbear

His name is Barret and while he's not the best he's not the worst.

Tifa and Cid for me.
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>>3681509
ZOOM ZOOM
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>>3681721
Like I said, the costumes are best when its on a generic like in FFIII or FFT, for me. When there's no direct link between character and class, characterization suffers. Like Faris is a pirate, but doesn't get to do too much pirate-y stuff in gameplay because its not a class option and if it was it could be totally replaced by the player. Compare that to any of the FFVI party and they're much more strongly characterized in gameplay.
This doesn't ruin FFV for me at all, the game is still great, I just wish the class progression had been designed more like FFT or even 4 Job Fiesta.
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>>3681716
>FF6 demographic
We're in our 40s now.

As teens we weren't ADHD addled autistic pampered retards. We grew up wrecking motherfucking CONTRA, BATTLETOADS, RYGAR, and the like. So the concept of having to explore a place that NO ONE TOLD YOU TO GO TO was not foreign to us. We willingly step into the unknown, rewards be damned.

Successive generation of hand holding have watered things down across the board.

Why? As a famous bulldozer once said; "CHINA WILL GROW LAHJAH"
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>>3681738
Sperg faggot
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>>3681742
Take your small dick energy back to /b/
Not my fault you're inadequate.
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>>3678439
I feel there are no fleshed put systems. III has a somewhat decent one.

What would be the best amount of jobs anyway? I'd rather have 3 or 5 jobs with plenty of customization.
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>>3681753
I'd like to see a Job Tree system rather than a bunch of swappable jobs. Like you start with a Fighter, Thief, BMage etc but over the course of the game those jobs can split off into Magic Knight, Dragoon, Assassin, etc.
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>>3681756
That's Ogre Battle
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>>3681768
Yes, but in a standard JRPG format. Have the classes be unlocked through the stories/crystals like in FFV.
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>>3681734
>Compare that to any of the FFVI party and they're much more strongly characterized in gameplay.
It's fairly minor "characterization" imo. Like, Edgar is a "machinist", but how often does that even actually matter? It's never a plot point, and only exists because of the whole concept of his tranforming sub-terrainian castle, but even gameplay wise his "tools" command becomes useless in the latter half, and Edgar just becomes a guy in armor. The most important parts of his characterization are completely independent of his class, like the fact that he's a king, or a brother, or even just a womanizer.

Even on a character like Locke where his class ties directly into his goal as a character... he still could have been anything. You don't have to be a thief in order to be looking for a legendary lost treasure because you think it will bring your dead girlfriend back. While I agree it's a nice bit of flavor, Locke also ends up being one of the most boring characters in the game because he's just a thief and his skills/moveset never really get a chance to grow beyond that. Locke is legitimately a character who feels held back by his job class.

>>3681756
>Job Tree system
This only works if the game's balance is really fucking good, because then you're basically admitting early classes are a waste of time and just something for you to grind through to get to the better classes, and heaven help you if you don't focus on the "correct" better classes. I hate when a job system feels more like a lottery that's just gatekeeping the handful of abilities that are actually useful in the end game.
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>>3678697
Great pacing and progression. Bosses can still pose a threat. Even the shitty jobs are still good outside of challenge runs.
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>>3681779
The job system I'm imagining would be similar to FFI, but instead of one job upgrade midway through the game you get a couple of branching options that open up as you progress, and each character can switch between the jobs in his/her tree. So yes, Fighter does become completely outmoded by Dragoon when you get Dragoon, but you get that job at a static point in the story and can flip that character between, say, Dragoon and Magic Knight whenever you like.
Instead of having a rotating party of every single class, you'd have to build your party from the base classes at the start of the game and then have occassional temporary party members a la FFII to try out the classes you didn't pick.
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>>3681756
Like seiken densetsu 3? In all honesty, that's what I meant, that job systems are lacking. Jobs are like an equipable item.
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>>3681756
That's False Skies. You start with basic classes and unlock a couple more, then you can class change to a class in the second tier of classes starting at level 10, then to the third at 25, and then near the end of the game you can give up all your levels in your initial class to replace it with a fourth tier class if you want. You should never change right away unless your current class stops offering anything worthwhile because classes keep unlocking skills past the point where you can class change.
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>>3681768
Except not, reborn even ruined it due to balancing.
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>>3681784
Not necessarily, if fighter has like lower def and higher speed. Maybe most classes are available at start and changing can be costly.
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>>3681794
No, having clear objective class progression is something that makes Final Fantasy work well. I don't want to be doing spreadsheets for optimal character stats or bullshit like that in a Final Fantasy game, outside of Tactics where the micro decisionmaking is the meat of the game. I'd rather it be about gaining new and more extravagant ways to do fun anime shit as the game progresses, while still letting players have choice in how their characters play.
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>>3681801
>I don't want to be doing spreadsheets for optimal character stats or bullshit like that in a Final Fantasy game
I don't get it. Are you being forced to do this? Is someone in your home with you anon? Blink twice if you feel unsafe.
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>>3681718
>Why are you pretending like people don't adore games like Chrono Trigger with the exact same kind of characterization through player exploration?
It's not really the same at all. All of CT's characters are forced on you (except Magus, and you still ultimately choose whether he joins), as well as the bulk of their backstories, and there are far fewer overall. Their backstories are also more generally tied to the central plot. In FFVI, you can miss most of everything. Many stories have nothing to do with the main plot. You can even finish the game with just three characters if you so choose. Meanwhile, even the "optional" content in Chrono Trigger is given to you in a checklist at the end of the game, while FFVI expects you to just visit and revisit every location on the map to see what you can turn up.

But the complete non-linearity of FF6's latter half, as well as the multiple endings and disjointed timeline of CT are exactly the sort of things that made them stand out from "archetypal 16 bit JRPGs". They are well remembered specifically because they are NOT archetypal. But FF6 is designed in such a way that the things that made it stand out are exactly the kind of things modern players don't have patience for, so it exists in this weird sort of nexus point where people love it out of nostalgia, but can't quite articulate what makes it so good, and when new players try it, they get filtered by the weird structure, lack of a strong central narrative, and then the non-linearity of WoR.

FFVI is an incredibly interesting game loaded with strong emotional beats and cinematic story elements, but it's just not at all delivered in any way that most people can easily digest. It's just a case where a lot of people loved the game as kids because kids are stupid and love any video game, then get older and feel obligated to love it. It's like some kind of crazy popular night club where the main entrance is locked and boarded up.
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>>3681864
FFVI and CT have long been considered the definitive 16bit JRPGs, at least in the West. CT a bit moreso than FFT, but still. I don't get where the idea that FFVI filtered or turned off audiences comes from. Sure it's no FFVII or Pokemon but no JRPGs had the Western audience those games did until they came along.
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>>3681879
>FFVI and CT have long been considered the definitive 16bit JRPGs
No. They're just the most popular in retrospect. That's not the same as saying "they're a perfect example of what every JRPG of the era was like". Because they aren't.
>I don't get where the idea that FFVI filtered or turned off audiences comes from.
You're misunderstanding two things here. It DOES filter audiences because almost every discussion about it will be plagued with normies who got filtered by the world of ruin. What I'm saying is that I'm legitimately shocked that even more people aren't turned off by it, specifically because it has such a non-traditional story structure, especially when "MUH EBIN STORY" is 99% of what people want when they play a JRPG.

The simple answer to my question is that people just have a lot of nostalgia for it, so they're willing to invest more time and effort into engaging with the story on its terms. By the same token, the reason FFV doesn't have as many fans in the west is because there's no nostalgia for it here. It's a game most westerners played after they were already teenagers, and even if they did like it it was entirely because of the gameplay, as most of them will assert that the story and characters are weak, because they were similarly unwilling to engage with the story on its own terms because they weren't children and had no nostalgia for it.
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>V gameplaymogs the other two
>VI storymogs the other two
Is there something IV does better?
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>>3681801
See >>3681859

>>3681801
Just stick with a class until the end? All options should be somewhat useful in a good game imho. Not like mathfinder where one wrong feat makes your build completely useless.
>tactics
Playing to rn and feeling comfy

What game has cool job names or concepts? They usually feel somewhat samey.
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>>3681913
4 definitely funmogs 6, in my opinion
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>>3681925
>What game has cool job names or concepts? They usually feel somewhat samey.
Final Fantasy: Four Heroes of Light. It's got the usual FF suspects like white mage and bard, but then it's got a smattering of neat weird shit like salve-maker, scribe, seamstress and shaman.
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2 is the best
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>>3682353
If you like punching yourself for ten hours.
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>>3682570
I was able to beat 2 PSP and PR without self harming the party once
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>>3682570
Don't do that. Most enemies do %-based damage so if you inflate your HP they'll start doing more damage than your White Mage can reasonably heal.

>>3682654
Even on NES grinding is just not necessary.
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>>3682320
I'll check that rn. Mobile game?
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>>3683243
OK, looked it up. Indeed has some exotic classes like hero or salve guy. Ugly art style thoughever.
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>>3683257
>Ugly art style thoughever.
Nah. It's literally the best looking game on the 3DS.
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>>3678406
>Final Fantasy 6's gameplay is bottom tier.
I think it's weaker than most of the mainline entries around it, but it's not "bottom tier". Not even close. The relic system is great and rewards your exploration, and it's fun to mix and match relics with different characters, equipment and abilities. The only real flaw is that the game is braindead easy until the floating continent, and is really only marginally challenging after that anyway.

Really though, I think the reason the game is so easy is because it expects you to be rotating your characters frequently. I'm watching my friend play and he's really steamrolling things, but he has a main party of 4 characters that is significantly overleveled and loaded up with the best relics. I try to swap out party members between major areas/dungeons, and I also like to leave them with their equipment, which helps balance out the squad, as well as letting me swap characters on the fly without re-equipping.

FFV has a similar sort of flow, where for the first 2/3rds of the game, the random encounters are braindead easy, but that's because the game is encouraging you to expiriment with jobs and not just stick to your most powerful combinations. Then the bosses come along and usually throw some kind of curveball, but if you've been engaging with the job system, you'll be ready for it.
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>>3686285
II and XV's is worse and that's just about it. There are a lot more flaws than the game just being easy.
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>>3686309
like with XV. The game fails to motive players to learn the combat system, spend AP to get new moves, try out different dishes, etc...
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>>3686309
I think VIII is definitely worse, even without complaints about drawing/refining spells; the gameplay is just barely even present. I think it's arguable that IV is worse in that it's just comparatively boring and basic compared to the other SNES entries. I'd say VI is on par with IX, roughly. Although I think you could easily make a case that IX is worse just because of how slow everything is. Depends what bothers you more.

>>3686310
>The game fails to motive players to learn the combat system
While I don't disagree with this, I think that can be said of a lot of 90s era JRPGs, and I don't consider it a flaw. I think developers in the 90s expected players to engage with battle mechanics as a general rule. But the modern expectation of a JRPG is that you're going to be told a story first and foremost, so many players simply won't engage with anything beyond that unless forced. And I don't think that automatically makes a battle system good; look at FFVIII. That game definitely forces players to learn, AND it does a poor job teaching, AND once you learn, it legitimately becomes more boring since the best thing to do is build every character into an identical, brute-force beatstick. At least with FFVI, the individual characters still have unique abilities and equipment/relic pools, so part of the fun is figuring out the best way to break each character.
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>>3686320
IV has way better encounter and monster design and timing attacks so that you take less damage is already more than VI has going for it. VIII is the same as VI, retarded and broken in a very very obvious manner.
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>>3686328
>IV has way better encounter and monster design and timing attacks so that you take less damage
Maybe I'm a pleb but I'm not sure what you mean by any of this. Care to explain?
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>>3686353
he can't explain because he's just being retarded. The ATB in 4, 5, and 6 are effectively identical. The only reason 4 might feel any different is because you have the extra party member, and you can't actually see the gauges.
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>>3678393
The older I get, the more I realize final fantasy is an extremely bad series of games. I wouldn't rate a single FF game highly any more.
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>>3688096
you're so cool senpai. Can you link me to your blog? I wanna like, share, and subscribe!!!
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>>3678393
Final Fantasy 8

Its just the right levels of high on FF7s sucess, insane ideas/plot, wizard of oz, sci etc and I love junctioning shit and managing my stats
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>>3678393
VIII
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>>3688165
Every time someone tries to delineate the different methods of engaging with FFVIII's battle system, it just comes of as describing two different ways to eat a literal turd. People with actual taste simply aren't playing FFVIII.
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>>3688165
>always starts more battles than necessary
Kek this is great
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>>3681682
>I recommend you try and play the SNES version with the GBA translation patched in.
How?
>>3681695
I can't get into jRPG, the dialogues tend to be superficial and the characters bland. jRPG look like high-school projects when you contrast them with the likes of Planescape: Torment. For some reason, Final Fantasy Tactics felt like an exception, I don't know why. I'd have to play again. Has there been anything like PST, Arcanum, Icewind Dale, etc. in terms of jRPGs?
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>>3690382
>thinks JRPGs are too simple and immature for him
>doesn't know how to patch a fucking rom
kek
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>>3688087
No they're not, you have no idea what the fuck you're talking about at all.
>>
Strangeness ifboaraduse
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>>3678393
VI is my favorite too.
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>>3678393
i have only played XV but i liked it
(have to wait on sale to try any other and im not touching XIV)
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>>3691266
>i have only played XV but i liked it

you poor soul, playing one of the worst
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>>3691269
its one of the only modern ones i could play
pc too bad for XVI or VII remake/rebirth
wont touch XIV cause im not trans
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>>3691270
>pc too bad for XVI or VII remake/rebirth

you should be able to get 1-12 on the PC
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>>3691273
what happened to 13?
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>>3691277
I heard the PC port of 13 was garbage and 13-2 and LR didn't get ported
>>
6 is my favorite one, but nostalgia definitely plays a factor in that. I think 10 is the overall best game in the series.



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