Even though I have a couple dozen unplayed video games in my queue (a
problem exacerbated by the recent Steam summer sale) I recently felt
the urge to play through the original Final Fantasy again. I'm not sure
exactly why. It was the first RPG I ever played, but not the one I
obsessed over and essentially changed my life - that was Final Fantasy
II. However, I arguably spent more time reading and memorizing Nintendo
Power's Final Fantasy strategy guide in my youth than actually playing
the game. For that reason alone it left an indelible mark on my
childhood.
And today, for whatever reason, I think I'm
still more interested in playing through it again than other games that I
played a ton as a kid, such as FFII, Dragon Warrior/Quest 3, or even
Chrono Trigger. Perhaps it's the open-endedness and character
customization that still appeal to me as an adult gamer. For whatever
reason, I still find it gratifying to get a new weapon or spell in FF1,
despite having done the same basic things in countless other games
since. So I decided one more trip down memory lane wouldn't hurt, and it
might be interesting (to me, if no one else) to blog about the
experience. I'm hoping it'll only take about 15 hours to get through
(compare that to 80+ hours for FF12), so the other games on my list
won't have to wait too long.
Now, some purists will
scoff at the fact that I'm playing the FF1 rerelease on the PS1 disc
Final Fantasy Origins. To those I say, get with the times (meaning, an
early '90s remake released in the U.S. in 2003, of a game that
originally appeared in Japan in 1987). Sure, I could play through the
original on an emulator, but I want to play on my big screen and enjoy
the updated graphics and music, which still sounds awesome. Also I find
the few "modern" amenities that the remake offers, such as clearly
showing the effects weapons and armor have when equipped and more
storage space for said equipment, a nice convenience that do not make
the game less "hardcore." Believe me, it's still the same challenge.
Your low-level characters still can't hit the broad side of a barn with
their swords. The other most noticeable change is renaming certain
monsters and spells to be more in line with later FF games, which has
its benefits and drawbacks. While I have no problem renaming CONF to
Muddle, it also means that we lose some of the greatest spell names in
FF history, such as HARM and XXXX (almost as creative as Dragon
Warrior's Hurt and Hurtmore). Either way, it's still not as bad as the
spell renaming in Dragon Quest 8, which replaced series mainstays like
Firevolt with - I kid you not - Kafrizzle. Fo shizzle, yo.
I
no longer have the Nintendo Power strategy guide (or maybe it's still
buried in my parents' house somewhere - not sure), so my goal for this
playthrough is to explore every nook and cranny as much as possible,
without looking for help whatsoever. My memory should serve well enough
toward that end. In my youth I was glued to the strategy guide and
followed very precise routes in the dungeons, afraid to stray from the
main path. This time I plan on exploring as much as possible in an
attempt to experience the game in as pure a fashion as I can, with the
immense history I have still firmly lodged in my memory.
What
party formation did I decide on for this quest? I wanted to do
something a little different than my usual mainstays of fighter, black
belt, red mage, and either white mage or black mage, depending on who
the red mage replaced. I wanted to have a thief in my party, even though
I've always thought they generally suck until they class-up to a ninja.
They can't even steal like in every other FF game, and they're not even
really as good of a fighter as the red mage due to their limited weapon
selection. Still, I wanted to throw one in for the challenge. Who gets
the axe then? A fighter is a must, and I love my red mages. A thief is a
poor replacement for a black belt, so I decided I would go balls-out
with physical power and drop the other mage from my party. This will
mean the red mage will be carrying the entire magical load until the
class change, but I think it'll work out ok. Only about 3 spells per
level are must-haves anyway, and I'll get my healing through potions.
The limited uses may hurt, however. I think the hardest part of the game
will be the midsection, when frequent uses of the level 2 and early
level 3 black magic spells are lifesavers - and I won't have too many
available. Later on, however, you get so many items that cast spells in
battle that they should make up for my lack of magical prowess. Again,
I'm doing it for the challenge. Not to mention the opportunity to name
my characters after board game designers. So we have Saxon (respelling
of Sackson, as in Sid) the fighter, Reiner (Kinizia) the thief, Vlaada
(Chvatil) the black belt, and (Wolfgang) Kramer the red mage.
Currently
I'm about 2 hours in and immersed in what I believe to be the longest
grinding segment of the game, before venturing into the Marsh Cave - the
game's first real dungeon. (Fun fact - before I had ever heard the term
"grinding," I called it "level building.") It's going well, not least
because the glitch/secret spot northeast of Pravoka where you can fight
super strong enemies to gain uber XP and gold is still present in the
remake. I'm well on my way to restoring the Crystals. Check back later
for updates on my journey.
Captain's Log: 6 hours in and ready to descend to the depths of the Earth Cave to take on Lich, first of the elemental fiends.
Since
last I blogged I've slogged through the Marsh Cave, which I often
thought to be one of the hardest dungeons in the game. You have to do
some serious grinding before tackling it otherwise you WILL get your ass
handed to you. Even at the proper levels, some characters (*cough*
thief *cough*) still lack real fighting power, making them close to
useless.
While playing through the Marsh Cave I
discovered what I believe is a chief reason why the dungeons in FF1
still present quite a bit of tension to me. A lot of more modern JRPGs
and some western RPGs (Dragon Age, I'm looking your way) only throw
about three different enemies per dungeon at you - it becomes very
repetitive and predictable. Not so in Final Fantasy. Most dungeons seems
to have at least a dozen enemy types, and they come at you in many
different numbers and combinations. In short, you never know quite what
to expect, and that keeps the endless random battles from getting
monotonous (in my opinion, anyway.)
My physical-based
party is doing well. Now that I have the Mystic Key I've retrieved a few
good weapons (finally) for the thief, the best he'll have available
until he becomes a ninja. Relying on my red mage as the only caster is
working out fine. I actually find myself using status-effect spells like
Sleep and Dark more than I ever have, as these spells disable at least
some of the enemies while my warriors pick them off one by one. Large
groups of undead are a bit of a hassle, as they are not prone to sleep
and I rarely want to use a precious Fire 2 spell on them. Still, they
don't have many hit points and generally don't inflict much damage, so
they're usually more of an annoyance than anything.
I'm
anxious to see how I fare against Lich - I'm sure my thief will be
useless, so it'll probably boil down to my red mage casting Fast/Haste
on my fighter and black belt and hoping for the best. Stay tuned for the
next update.
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