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#ffvi soundtrack
giriduck · 2 years
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A epic multi-franchise grand reveal would be if Ganondorf were playing final multi-stage battle music from Final Fantasy VI. 😂
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danshive · 2 months
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Both for the original FFVI soundtrack and the pixel remaster, the game over music is after the "Battle to the Death" special boss music.
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frozen-fountain · 10 months
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Ten Songs, Ten People
Tagged by the lovely @late-to-the-fandom.
Rules: Put a wip/character/etc playlist on shuffle and list the first 10 songs that come up. Describe how they relate to your WIPs or worldbuilding.
Tagging: @hrh-spinach, @ourspecial, @bowieandthemickjaggernauts, @laboradorescence, @keioschaos when you get home, @punkass-diogenes, @the--calamity, @visualheresy, and @danceswithdarkspawn. You guys all seem to have interesting taste in music so I'd love to see what you come up with.
Without further ado, and from my multi-fandom plot bunny playlist:
How to Be Invisible by Kate Bush
This is the Shera song for me. It's even the working title (probably to be discarded) of a fic I want to write centered on her, in which learns the deceptive power that can come with being small and easily overlooked. Ostensibly my attempt at a tournament arc, she's going behind enemy lines to do some espionage none of the loud and identifiable main cast could ever get away with.
Sleep is a Curse by Maudlin of the Well
I've been finding this one really useful for getting into Cloud's post-canon headspace as I see it. Ostensibly excited for everything they're doing to make it up to the planet for allowing them a second chance, he's still dissociating his way through village council meetings, fixating on his mistakes, and wondering if humanity enjoying a brief moment of singularity before the end wasn't the better option after all.
Rings of Earth by Kayo Dot
If this series had an anime adaptation I'd want this as the ED. Walking around with the ghosts of the industrialised old world at every turn.
Gospel For a New Century by Yves Tumor
An instrumental version of this was my mental soundtrack for the gang's slow motion entrance into the museum during the Dulosis heist. Plus, I was listening to this album a ton during the early days of lockdown which is when I was first gahtering my ideas for this project, so it always takes me back.
Church Burns by Zeal and Ardor
I couldn't get this one out of my head when I was writing Barret arguing with his id in the form of Dyne, and the shards left behind from everything that happened in Corel and then Midgar.
Killing Game by Skinny Puppy
This is my go-to "Moment of unpleasant revelation and subsequent breakdown" song, and I currently associate it most strongly with Vincent's trip to Gongaga and realising what he should actually feel guilty about.
The Cockfighter by Scott Walker
I find this avant-garde composition about the trial of Adolf Eichmann surprisingly great for writing action to. If it's a really ugly, bloodthirsty, gritty fight, at least. The shifts and lulls in its tone and rhythm work really well in guiding bouts of exhaustion and trash talk and renewed energising vitriol.
Maw by Chelsea Wolfe
I played this on repeat when I wrote my Anima fic, but it's a good song in general for handling the liminal and suspended feeling that comes with a significant shock or loss begins to sink in.
Love Song by Susumu Hirasawa
I played this as I wrote, rewrote, and edited Elmyra and Marlene watching the lifestream rise, and I can't listen to it without crying anymore.
Then Came the Wave by Atoma
I associate this one with the World of Ruin in FFVI, and particularly Celes alone on the raft, not knowing what if anything waits for her beyond the island she woke up on but facing down the horizon anyway.
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beardedmrbean · 5 months
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Again, the bitter black winds begin to howl.
Very well.
Come, if it is death you seek!
Sounds like one of the boss battles from the inside of the imperial capital in FFVI.
At least if I'm remembering right.
Square has always had banger soundtracks either way tho.
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styrmwb · 6 months
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Favorite Final Fantasy Music (FFVI)
Parts such as 6... are mine to list! I feel like FFVI is where the soundtracks start to explode. This is where like, the entire way through, everything is at least an A tier song. Not to mention, with the SNES sounds, every song sounds amazing and classic, and I love all of this. VI kills it in every department, battles, the world, scenes, they're all amazing. 5. Omen So like, this Might feel like a copout putting this here cause it is a medley in some ways, but I don't care! I Absolutely Love the tone this intro sets for the whole game, and the little extra bits it puts between the parts that are used later in the game. The opening giving you that sense of dread that you reexperience later with God Kefka, then the little twinkling piano; then there the next section that plays with the backstory explanation, finally ending with Terra's theme, but putting a little spin on it at the end making it Feel like the start of your journey. I think this is the perfect intro song, it encapsulates the game, but it also sounds really nice.
4. Coin of Fate Edgar and Sabin are my favorite characters in FFVI. Their main theme is already really good, but I've always appreciated this slower mix a lot more. I love the scene it plays in, showing how just... good of a brother Edgar is. I'm a sucker for brotherly relationships as I've said before, especially from the realm of an older sibling because that's a huge part of my identity. This song takes a really good melody, chills it out, puts an extra spin on it, and slaps you with a pile of emotions while it does it. Also listen to Edgar's theme from World of Final Fantasy which is an upbeat remix of this song.
3. Floating Continent The past two entries of this list had me loving them a lot because of the emotional connection and the feel with the story; this song is purely here because of how fucking COOL it sounds. I absolutely love all of the instruments in this, how gritty and like a machine it sounds, the high pitched wave being shot at you and the slams before it loops, this SOUNDS like an apocalypse. Combine that with some real good backing tracks and a heavy hitting melody, my ears cannot get enough of this. Hearing this play in Stranger of Paradise made me so happy, and I love all 3 parts of the song there too.
2. The Decisive Battle This is a bop. This is a banger. This song cannot physically sound bad in any version and I literally never get sick of it ever. The melody and the instrument they use for it (like an organ? I don't know) is absolute ear candy for me, then the backing guitars pump me up like I should be in a boss fight. It's funny because I feel like I'm typing less as this list goes on but there's really not much to say other than this is an absolute masterpiece of a battle theme.
1. Dancing Mad You know this one. Everyone knows this one. This is quite possibly the greatest final boss theme in all of Final Fantasy, if not all JRPGs. It would feel like a sin to Not have this as your favorite song from this game. 4 parts that progress as you go through the fight, taking motifs from previous end of the world songs in the game as well as Kefka's theme itself, this feels fucking heavenly, it feels menacing, it Feels like you're fighting a god. Part 1 and 4 are my favorites obviously cause they're more in your face, but it wouldn't feel complete without the creepy waltz of part 2 or the quieter organ solo of part 3. Part 1 is such a good start, I love the choir bouncing in and out, the speed up with the notes trailing all the way down. And then the final part, building up as Kefka descends from the top of the screen, laughing before the main banger starts, combining church organ and rock to create SUCH A FINAL FANTASY SOUNDING SONG! The slow section with another choir giving you a vision of the heroes struggling against this absolute force, before looping again, but THE ACTUAL TRACK INCLUDING KEFKA'S ICONIC LAUGH; HOLY SHIT????? this song is peak
Honorable mentions go to the entire Maria and Draco scene, Dark World, Kefka's Tower, and Phantom Train. There's so many songs in this game that are good that it was hard to choose.
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cwarscars · 1 year
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(( one plot i’d /love/ to do is one based around the phantom train in ffvi. i was listening to the soundtrack not long ago and thought it’d be really interesting to explore two characters ON the phantom train.
for those who haven’t played ffvi - basically, the party gets on board a mysterious train whilst walking through the ‘phantom forest’ - this train is basically filled with ghosts and turns out to be a train that transports the dead to the afterlife. obviously, the party has to get off of the train before they accidentally go to the no-no zone. ( and the train gets supplexed, but shhh )
the interesting thing about a plot like this would be that the characters would see the dead on this train - it’s full of ghosts. we could explore character pasts; literally ‘the ghosts of their past’ - and, the plot would have a direction because ultimately they have to go through each carriage and shut off the train. just, yeah - 
this would be so cool to explore.
sidenote; why did i write ‘sidenote’ and then just leave it blank lmao ))
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voidsentprinces · 7 months
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I dunno if its just because Uematsu is THAT good a composer but like...even those OSTs that you can hear the limit of instrumental quality because they came out in like 1997, feels like timeless classics. FFVI - VIII's soundtracks all feel classically timeless despite some of the tracks have sharp peaking or some dulled instruments mixed in cause of the limitation of soundbites...or whatever. I dunno music speak too good and from people I met who did learn Music Theory, I don't fucking want to.
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pocketbelt · 4 months
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Final Fantasy VI Pixel Remaster (PC/Steam Deck)
This is the most interesting release of the FF Pixel Remaster series, because FFVI far and away has the most tweaks, changes and additions of any of them. As if they were slightly apologising for not committing to a IV style remake as has been long clamoured for, Square went a bit above and beyond for this one.
Far and away the most notable change is FFVI's famed Opera House sequence, which has been glamoured the fuck up; the stage environment is in full 3D via the "HD2D" engine Square use for the Octopath games and similar, with the normal sprites intact, and there's now an actual vocal performance in multiple languages (though you can't set which language you want to hear separate from your text language, a missed opportunity). Yeah, they actually sing their lines now, and it does genuinely enhance the sequence. It looks really nice, the singers' performances are fantastic, it's a delightful go.
Like FFV, there aren't too many versions of FFVI for the runnings of "best version", but I think it pretty easily goes to the Pixel Remaster version. It's not just because of the Opera House stuff; a lot of work went into this version specifically, from rolling back the overt censorship of the GBA and US SNES releases to making certain areas easier to parse visually, to adding little resupply points in longer sequences and making tweaks for a smoother experience (you get to retry Sabin's Blitz inputs and the game is more generous about parsing your inputs). Far away and the greatest is the ability to, when viewing the Equip screen, scroll to characters not in the active party but who are recruited and tweak their equipment, removing or adding stuff on the fly as you need it or get it. That's an unholy godsend because FFVI is a fucking monster of a game, with 14 recruitable party members and multiple sequences (including two full dungeons) where you need to use and manage 2 or 3 parties to get through them. Hell, this version automatically un-equips a character when they leave, dumping their shit into your inventory so it isn't just lost or stuck on them (which mainly matters for Shadow, who cycles in and out of being recruited multiple times).
As before, the console versions of the Pixel Remaster get a special note; in addition to some extra tweaks like the font and swapping soundtracks, it makes one notable change in making Deathgaze visible on the world map (he's an optional boss that roams the skies and must be run into with an airship to fight, and he'll flee and retain his HP across encounters). That's interesting, and is useful in a technical sense, but it does also rob you of the experience of flying into him blind and scrambling to beat or survive him, and later having to hunt him down for his riches.
The GBA version did have bonus content in the form of four extra Espers (including Leviathan, the notable absence from OG FFVI) and two optional dungeons housing Shinryu and Omega, but as before I don't think these are game-making additions, certainly less so than the Necromancer and Gladiator jobs from FFV Advance. Also, it could've been bad emulation from when I last played it but even on actual hardware I remember the GBA version of the soundtrack sounding "off"; there's apparently tweaks to vocalisation tracks and so on, but I think it also just got fucked up.
Having come to the end of the Pixel Remasters, I'm quite impressed they managed to live up to and achieve their goals; providing actual quality modern remasters of the original six Final Fantasies. They are, broadly, the best versions of these games and really convey them and their intended experiences very well. If you haven't played these old FFs, I think of course you should; I, II and III are still fine games in their own right, accepting the considerable simplicity of I and II due to their particular antiquity, but the Super Nintendo trilogy stand well on their own with no caveats.
Final Fantasy VI in particular is a game of remarkable scale and ambition, with mechanical depth, encounter design, dungeon design and gameplay systems that are remarkable even to this day: there aren't many RPGs where the final dungeon requires you to manually bounce between three separate parties who all must be equally capable of fighting its bosses and encounters. It allows for considerable freedom with its mechanics and systems, allowing you to completely disable quite a lot of bosses if you just know how; status effects matter quite a lot, from Slow to Sleep to Berserk to beneficial ones like Protect, Shell, Haste and Vanish all becoming key to snaking through tricky fights.
More waffle under the cut, but in short, FFVI PR is excellent, and it's the best way to play what is, essentially, the root of the next six Final Fantasies and the bar which so many others of the genre looked to and tried to meet...right before Final Fantasy VII hit and set another one entirely.
I mentioned it above, but it's really easy to gloss over the sheer scale of Final Fantasy VI and what it does in its gameplay when looking at it in isolation. You play FFIV or especially FFV right before it, and the jump is fucking insane; in particular, the visual leap and the shift in the art style of characters to bigger, more expressive sprites obviously influenced by Secret of Mana (which released the year before) is striking. The extensive use of Mode 7, the leap in cinematography, cutscene choreography (characters blink their eyes in response to things, they have more sprites for nodding, looking certain ways, poses for more actions, and this lets a lot of unsaid things be depicted!) and direction, it's not unfair to say it's pushing the SNES to its absolute limits. All the stops come out; it's the most populated world map of the NES/SNES games, much more of it and its locations are used, towns are not only often bigger but much more dense and intricately decorated, as are rooms and other locations.
NPC scripting is more elaborate, allowing characters to have routines across multiple rooms and houses of a town, and for one-time events to stand out without needing to be called attention to in their own cutscene or forced aside (Shadow walking to the pub when you first see him, Relm failing to be sneaky as she follows you up into the mountains, Umaro coming out of his cave's secret exit next to the Narshe Mines hours and hours before you'll meet him, etc). The line between the battle screen and dialogue scenes is blurred, character sprites bounce around and move aside to talk mid-fight, full dialogue boxes can be brought up in battles, scripted fights with unique single-fight-only characters and set-ups (the Magitek suits at the start, for example). The sheer amount of assets used for story sequences or one-off bits only to never appear again is insane; it's no wonder Square jumped hard at the chance to use CDs, they needed the space badly. I don't doubt if they had CD space for FFVI, every town would have its own tileset and there'd probably be even more crazy flourishes and setpieces throughout.
I mentioned the multi-party stuff and it's insane going from IV and V to VI. IV has a lot of characters who rotate in and out of the party, and by the end you have a fixed group of five, V has one rotation and you have four members throughout the game; VI has 14 recruitable characters in the endgame and expects you to use up to 12 of them! One is missable (Shadow) and two are hidden special members (Umaro, Gogo) unrelated to the story, and you can, technically speaking, do the final dungeon with just three characters (one in each party), but you'd have to have some mad luck or have done some insane grinding to pull that off. Technically, everyone outside of Celes, Sabin and Setzer are optional; you have to go get them yourself and the game doesn't railroad you to them once you have the Falcon airship, but even so, it's an insane scope jump from the fixed parties of four and five members.
The final battle makes you set a grand order of 12 characters, and it cycles KO'd characters out for the next in the line when you jump across phase transitions (which is slightly annoying, because what is there to reviving them when you have a dualcaster with a Gold Hairpin, and thus can do two piss-cheap Arises a turn?), so it does try to involve everyone and let you create this mad plan and decide who has to go when. It's an attempt to utilise a significant roster of full characters that the series would never quite attempt again.
Incidentally, swapping between parties even on older platforms (PS1 aside, bless its poor laser) in the multi-party sequences is pretty quick and done by a button press. I feel like bringing that up because I still remember Yokai Watch 3 needing you to go to a specific spot, hit a button in a menu and then sit through a loading screen to swap parties on the 3DS. I can forgive a loading screen when swapping between them outside dungeons, but in dungeons, when they're in side-by-side tunnels on the same map? Good lord.
I saw a tweet last night that said that classic Japanese RPGs are intrinsically incompatible with the demands and constraints of modern AAA game development. It meant that the best ones boast lively towns and sprawling worlds and such that the minutae-obsessed hyper-realistic super-expensive ultra-games simply can't do because they need 5-6 years and $315 million to make a new 12 hour story even with two games of assets to draw from ahead of time. The truth of it strikes me even now; the upcoming FFVII ReBirth seems like it'll be the first or at least closest to making that old classic style of FF work in the modern super-high-end context, but even it's doing so by being a remake of an existing beloved game, and having a prior entry to build the entire bones, foundation and extensive pile of assets first. And it may still have a gigantic budget issue to face on its own!
There are intrinsic fidelity and graphical quality gains made by the advancement and enhancement of technology, and staying firmly behind that forward trajectory allows you to reap much of it while still making excellent games. This, distinctly, has been Nintendo's approach since the Wii and the Switch, for all its hardware isuses, flaunts the merits of such a style immaculately. Developers need to either dial back to their way, or figure out the ways of Capcom and, I hear, Falcom; either have your whole own inhouse dark sorcery toolset to alleviate costs as much as possible, or dial back fidelity entirely. Falcom does both; Capcom cheats its high fidelity by extensive, clever and obvious asset reuse to cut corners (Resident Evil 8 was as much an asset farm for Resident Evil 4 Remake as it was an original production; Monster Hunter Rise cribs extensively from Monster Hunter World, which has its own extensive asset reuse all over the show, etc). But, the Insomniac leaks revealing deranged budget numbers for clearly iterative games anyway tell of the unsustainable strain of these projects anyway - the costs, it seems, of anchoring yourself to open world game design.
Also related to that, of note, in keeping with my habit of tracking the iteration across Final Fantasies, you can see the exact roots for VII's materia system, VIII's junction system and IX's ability system in VI, each one directly. Yeah yeah, materia are also magic rocks, but the way Esper magicites both unlock spells and also provide stat boosts on level-up is a pretty direct forebear to VII binding spells to their own materia and also providing a distinct array of stat-boosting and modifying materia separately, all plugged into slots the way Espers are equipped to their own 'slot'. Conceptually the junction system also draws (harh) from this, both in equipping summons to characters, but also directly 'equipping' spells to stats to modify them as well, allowing you to define characters as you see fit or figure out how to make omni-lord monsters out of everyone.
IX's ability system is even more overt; you equip Espers and gain AP across fights to gradually permanently acquire spells. Further, some equipment pieces actually also teach spells, most notably the Paladin Shield gradually giving you Ultima; that's just IX's equipment system directly, only it's up-front about what gives what and gets more modular in what Abilities and Skills do.
The continuing thread is one of allowing customisation and player-driven development of characters and their roles in parties, while also giving characters defining aspects and unique traits to, well, characterise and distinguish them. Only Terra has Trance, for instance, and she has a set of spells she learns by level-up without needing Espers or Equipment (including unique spell Meltdown); FFVII and VIII mostly lean on everyone's unique weapon types and Limit Breaks to distinguish them (Cloud's giant swords, Barrett's gun arms, Tifa's gauntlets, etc), and then IX rolls back to VI's style of giving everyone an "archetype" themed after an old FF job (Zidane's a Thief, Vivi's a Black Mage, etc) but without the freeform allocation of magic. In that respect, VI, VII and VIII look to uphold the freeform customsation aimed for in II, III and V in new and more nuanced ways, and they lead to quite complicated systems when you get into their midst. Interesting that IX goes back to the "fixed" characters of IV, and then X would be mostly in the vein with a level of customisation opening very late into the game, only for X-2 and XII to be wholly freeform again (XII coming closest to II's style of "everyone is mechanically interchangeable" in particular).
And then XIII keeps everyone being mostly mechanically interchangeable with some subtle differences, XIII-2 continues that vein with an injection of free-form customisation via the monster taming system, and LR/"XIII-3" is just a job system but with a single character. From that we get XV being basically an action RPG with a single character, and then XVI just being a lame action game. Off to the side, VII-R draws cues from the PS2 lot and is an actually excellent action RPG.
The "decay" in the mainline games, such as it is, is not with LR, to my eye, it's much more nuanced than that and one day I hope to go over the iterative nature of FF in more detail, and how that aspect explains where the numbered titles have gone wrong after XIII.
I mentioned before that Kefka is often held up as "the best Final Fantasy villain because he actually wins", but I don't think that really works. Yes, he obtains godlike power and becomes a de facto deity of magic at the 'midpoint' of the story, but once he's done that, after a year of doing some world ravaging he mostly spends his time sitting atop his tower, occasionally terrorising some town or another but mostly just...sitting up there, letting the world slowly die. Most of his motive speech when confronted at the end, of ranting about how all things will die or be destroyed in time and so on, doesn't feel like a deeply held belief but the ranting of a madman who was just freshly agitated. His callous disregard for the value of life and willingness to do things like mass-poison a resisting nation and commit war crimes don't feel like the result of some deep-held nihilism or fear of/submission to entropy, but just the mad antics of a sociopath given power.
Hell, he disturbs the statues of the Warring Triad and overthrows Emperor Gestahl to "build my own empire", implying he directly sought the position of power and control he gets, but then what does he do with it? He could raze the world and end all life much quicker than he does, but he doesn't. To that end, I don't think he can be said to "have won", insofar as he brings about an apocalypse and then seems to run out of steam in the aftermath. He gets his empire and just lords over it, his speech at the end is just something he invented in the moment when crossed/stepped to by people who seemed (and then proved) to be capable of ending him.
I don't think he's any more successful than Xande or Exdeath, the former achieves essentially the same end and the latter is very much in the process of doing it, and both have more clearly defined goals than Kefka seems to. He's about as active as Exdeath and while in some way more shocking (the mass-poisoning, as mentioned), is about as destructive in the end.
For my money the best FF villain is Emet-Selch specifically from FFXIV's Shadowbringers expansion; his story and character there are excellent, much more tragic and personal, it's so well done (and he certainly beats the shit out of Endwalker's villains and their story). I might actually think out a villain hierarchy some day but suffice to say while Kefka's a fun villain, and his final fight is genuinely excellent, he's a far cry from the series' best offerings.
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Hey Frank, do you like Live A Live?
Live a Live was the first JRPG I finished, so I like it as a piece of nostalgia. The plot is a little incoherent and very confusing if you don't pay close attention, the battle system isn't great, and the character designs are… questionable. So I wouldn't call it a good game overall.
However, I love the soundtrack. It's reminiscent of FFVI's soundtrack (which was largely done by the same guy), but to me it's even better overall. The boss themes in particular are some of my favorite boss themes in any game ever. A lot of people don't like FFVI's soundtrack, so maybe the style isn't for everyone. But if you're into the kind of stuff that made FFVI famous, you should check it out. Here's one of my favorite songs.
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jones-friend · 1 year
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I recently beat Final Fantasy VII: ReMake and I have thoughts!
For a game like this context of the speaker’s experience is important. I grew up a fan of FFIV and FFX. I played FFVII once while sick and did not get far. I have since played bits of FFI, FFIII, FFV, FFVI, and FFXV. The music of the series is near and dear to my heart, and after beating the game I picked up the original FFVII and have just beat the Midgar sequence, where the remake ends.
If you’re on the fence on playing this game and would rather not be spoiled I recommend playing it! Its a mixed bag of an experience but its one I’d recommend from a cultural/historical/entertainment perspective. It isn’t the best game ever, but its a heartfelt AAA production. For those who read further there will be spoilers.
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Final Fantasy VII: ReMake is a mixed bag where its high points are incredibly high but its low points are incredibly low. It has a fantastic soundtrack, the main characters are stunningly animated, and its main boss fights are all fantastic showstopping sequences that at its strongest points blend story and boss fight together. It also had dreadfully pace breaking side quest hubs filled with PS3 era characters asking you to do tasks that feel like dragging nails down a chalkboard. It has my favorite and least favorite sequences in gaming all in one.
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FFVII: ReMake’s strengths come in its ability to spend more time with its characters and more properly stage the game’s more dramatic events. A fantastic example of this is the plate drop scenario, where Shinra drops a large chunk of the city to frame Avalanche. In the original game just after the Airbuster some turks approach Aerith in the church and you toss barrels at them. Then later when the plate drops you fight a named turk Reno. FFVII ReMake is able to use this foresight and gives you a lovely multistage boss with Reno in the church so Cloud and the player have an antagonistic relationship with him so when you encounter him atop the pillar there’s a reason the track is called “Rematch atop the Pillar”. Now you have this cinematic, story motivated battle where Cloud and Tifa juggle Reno as Barret keeps Rude’s chopper off your back. Its an incredibly well done sequence.
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The game’s actual gameplay is closer to something like Kingdom Hearts. It used the Active Time Battle or ATB system. To charge ATB you have to get aggressive and attack with Square and/or Triangle. Once you have an ATB charge you can use an action: ability, spell, item, etc. Use these to stagger your enemies and make them susceptible to the Pressured status. Inflict Pressured to make them take more damage. Use a limit on a pressured enemy to feel absolutely disgusting. Its a good, high stakes system! I would also totally understand where players may feel frustrated getting TPKO’d while trying to charge ATB for a heal. It isn’t a perfect system, but its one I find fascinating. Thats likely because of my experience with Final Fantasy games and patience with ATB. You use the D Pad to skip between party members so if one gets cornered you skip to a new party member and boom you’re flanking.
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Many bosses are now 10-20min productions and I love them. They’re showy with bombastic scores and dramatic movesets. The Jenova Quickening boss stands out in my mind as an example of what makes this game good: you fight through various stages of the boss as the score slowly puts together the Jenova theme and the last phases pitches all the previous phases together under the completed Jenova theme and its absolutely wild. The Scorpion Sentinel, Airbuster, Valkyrie, Ghoul, Reno and Rude, Hell House, Jenova Quickening, Rufus, and Sephiroth fights are top tier, A+ stuff for what this game has to offer.
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This game is a mixed bag bc as I love these boss fights I also loathe the sidequest hubs. They always break the game’s pacing and deflated my interest in the game each time. I highly recommend checking sidequest rewards for what you want and skipping the rest. The game also takes about 25% too long everywhere. Cutscenes, dungeons, combat, all of it overstays its welcome by about 25% leading to some serious pacing issues. For a game taking its time to spend time with characters its odd how much of that time isn’t used so.
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All that aside, I did greatly enjoy the FFVII: ReMake, I will play its DLC, and I will play the next installment. You can probably see by what I highlight and what I don’t talk about as strengths and weaknesses of the game. The Honeybee Inn segment was a fucking delight, the boss fights kept me on the edge of my seat, and the soundtrack is something I now regularly listen to. If you’re able to give this game a shot I recommend it! Its a well meaning even if flawed game I think is worth your time.
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radicarian · 1 year
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In 2019, 2021, and 2022 my favorite video game of the year has been the game I played in the winter (FFVI, FFIX, and Hollow Knight). Is this because, it being winter and daylight hours being so few for fun outdoor hobbies, these video games took up a disproportionate amount of my attention at the time of play? Is this because, each in their own way, these games are all fascinating? Is it the effect of a good soundtrack? I'm considering what my Winter 22-23 Video Game should be and I guess the easiest way to test these hypotheses would be to pick a game that is bad.
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lil-melody-moon · 2 years
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heyo!!! For the FF ask meme; 5, 11, 16, 31, 37 & 47.
Hello! <3
5. Most overrated game?
Surprisingly, I will not say it's FFVII. I actually understand the hype it has, it's a really great game with amazingly neat cast of characters. What I will call overrated Final Fantasy game is FFIV. I didn't play it yet, so I won't comment on the story or characters, but overall, when talking, everyone seems to yell "play it! play it!" while I don't see Cecil being an interesting character. Not to the point to convince me to drop everything and play *please don't burn me for that ;u;*
11. Funniest character?
Cid from FFVII. I love this dude and his type of humor. Everything is perfect about him <3
16. Which game had the best cast of characters?
I have a really hard time to choose between FFII and FFX since I adore both of these games for characters, but I think I'll go with FFX cast here. The main crew is so colorful, have so much passion in them done by the writers when they created them that I can't even. I'm during my second playthrough of FFX and I keep finding new character traits I like in each of them. Never have I encountered something like this before and I love it!
31. Do you have any theories or headcanons you swear by (e.g. Rinoa as Sorceress)?
Oh, there's actually a few!
For FFII:
Mateus killed his father to ascend the throne - considering his character this is very much possible and let's be honest. Mateus is a very ambitious man, I think getting rid of his family to get to the goal would be nothing for him
Hilda, Scott, Gordon and Mateus knew each other when they were kids - their fathers were kings, they had to. FFII world isn't big, I see it more like a average continent where a few kingdoms are separated form each other. It would be very irresponsible to not teach the future rulers who they will have as neighboring kings and queens - especially taking in consideration that Hilda knew how and what to do against Mateus (this will be expanded on in my fic *wink wink*)
For FFVI:
Celes and Locke solved things out between each other after the end of the game and became a couple after a long while - okay listen, I like them together and I followed this game to the end not only because of Kefka, but mainly because of them. Following their story, the moment when their trust was broken by a lie from Kefka and how it put them apart was hurtful. I loved that they were standing almost next to each other on the airship at the end of the game. Come on, they got to explain things to each other - Celes kept Locke's bandana the entire time in World of Ruin! She threw herself to catch it and almost lost her life if not Locke. They are meant to be!
For FFVII:
Aerith and Sephiroth knew each other and met in Shinra lab - this is not very long headcanon, but I like to think that they met at the facility and perhaps this brought them closer? Sephiroth as an older brother to small Aerith, can you imagine? ;u;
For FFIX:
I like to think that Zidane did save Kuja in the end and the fact that Kuja had to die when Zidane grows in more power was just a lie. I like to think that Kuja has his place somewhere out there, having his peacefulness for once until he's able to come back to live between people and socialize again
37. What do you think makes a game a “quintessential” Final Fantasy game? (In other words… some people say the new games don’t feel like Final Fantasy games to them. What FEELS like a Final Fantasy game, to you?)
Good fantasy world, smooth battle mechanic which is not complicated and has some new details in them, fantasy character designs and most of all, interesting villain along with amazing music! I can overlook everything I just said, except the last two ones. If the villain is meh and music is not in my taste there's a high possibility the game will not catch my interest for too long. Example? FFVII Remake. Overall it is fine, but I don't like the arranged soundtrack - with few exceptions
47. Favorite overworld song?
FFII overworld music. I don't even have to think about it, this theme just steals me in every way. The newest arranger from Pixel Remaster is just SOOOO GOOOOOOD! The violin along with harp and the general feeling of flickering hope in the damaged world the music brings is just what I love - I adore it so much that I have it on my phone ring and I will probably not change it for a few years (like I did with "Promise" from Silent Hill 2, had that for two long years).
Thanks for asking <3
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etlu-yume · 8 months
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I forget how much the FFVI soundtrack slaps sometimes.
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mettasing · 1 year
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oh how I regret that I didn't find Sebastian Deken's analysis of FFVI soundtrack sooner, it's beautiful :(
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chartreuse-gale · 2 years
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Illusion of Gaia Thoughts
@noisetank01 and I just Finished Illusion of Gaia! . . . This is one of the most inspiring pieces of fiction I’ve ever experienced. It’s also one that didn’t wrap up the way I hoped. This was one of those games that I never owned as a kid. I rented it, multiple times, but each time my save file got overwritten by someone else before I rented it next (this was despite there being 2 empty save files and me making my save in file 3; meaning the sadistic fucker who erased over it had to go out of their way to erase it and ignored the open slots). Years later I emulated it, lost a hard drive, lost a save. Still later I emulated it again, accidentally saved with a state, accidentally loaded it, lost a lot of progress. Years later @noisetank01 and I tried to play it, somehow our save got messed up and we lost most of progress. We tried again this year, managed to partially restore our progress? (somehow), then lost a chunk of it again. Well finally, finally, finally, we managed to plow through the rest of the game. The ending was not what I hoped for. The endpoint and several major components of the story were, contradictory, and not well explained, but the journey there had many fun and interesting moments. In some of these moments IoG partially or completely subverted a few really common, really frustrating tropes common in jrpgs and in fiction in general. These pieces were my first exposure to some ideas that I value greatly ontologically, and that I’ve borrowed from heavily creatively.
The translation is very sound grammar/spelling-wise (especially for a game released before FFVI [aka FFIII]), but I wonder if some things were missed or mixed up in this translation that contributed to the plots flaws in the version released in the states. 
Outside of the plot, what is the game like? Think a more linear 2D Zelda game, with fun and challenging combat, fewer but more effectively utilized upgrades, surprisingly wide sprites ranging from good to amazing quality (for an snes game), and a serviceable soundtrack with a few standout songs. The controls are excellent in combat, just keep in mind that pressing any directional input in the last window of any dialogue will close it (the one frustrating control flaw of this game). So yeah, Illusion of Gaia’s conclusion seems like it’s missing pieces, but much of what you will experience along the way is fun, interesting, and very worthwhile. At least it was to me, now and as a kid.
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worldofbalance · 2 years
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