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This review contains spoilers

Final Fantasy 8 is the worst mainline Final Fantasy in this marathon yet by a noticeable margin and it mostly all comes down to a rotting core of ideas regarding its character progression at the center.

There, I didn't bury the lede. It's sadly not a super controversial take and I had really hoped I would be able to be on the other end of it- to be able to see why its offbeat take on RPG mechanics is actually a cool twist or at worst an inoffensive if not truly revolutionary system ala my experience with FF2's progression. But it wasn't to be. So let's just get straight into it.

There is a lot going on for the uninitiated here- for all its actual flaws, FF8 cannot be accused of resting idly on new implementations of former game models or just making tweaks here and there. No, it upends the character progression and build process pretty much entirely. Characters still gain levels but the game scales all (or nearly all? a late optional boss or two may be exempt from this) enemies to character level. Characters also gain stats on leveling up but there is another system that takes the place of both primary skill learning path and equipment all in one that also informs those stats- junctioning- and the degree to which it informs those stats is so severe than innate stat growths and values may as well not matter outside the very start of the game when you have no magic. The junction system is built upon FF8's version of summons- guardian forces- so as a starting point, you can kind of model it similar to FF6's magicite in your head. Each summon has a set of skills, both passive traits and active commands that can be issued, that characters "junctioned" to that GF can learn over time. These skills are not learned through xp but through ap- ability points- which are also received from battles but not in a 1:1 scaling manner. (There are monsters that grant loads of ap but little to no xp and vice versa) Among those skills are junction skills themselves- expressed as Mag-J, HP-J, Str-J, etc. Each of those allows you to set a "magic" in a characters inventory to the associated stat. Depending on the magic chosen, the stat will gain somewhere between a small and a massive amount of value for that character. (The associations are intended to be intuitive, so picking something like a healing spell ala curaga, for example, for HP will result in higher gain for it than an offensive spell)

Which brings me to magic itself. MP is out again for the first time in a while. Instead, spell usage is governed by actual inventory of those spells. Series staples like fira, esuna, and thunder are now obtained in consumable fashion and can be stacked up to 100 of a given spell in a given character's inventory. The amount of a spell you have also drastically influences how high a stat value it confers to any associated junctioned stats. (and yes to be clear, they confer stats directly- not stat growth values! if you have a very powerful spell early game you can get ALL of its stat contribution as soon as you can obtain 100 of it) To obtain these... disposable? magics you must "draw" them. (With a couple notable exceptions I'll mention later) This can either be done in limited fashion from draw points in the world itself, usually one time usage or one time per location visit usage, or from monsters. Drawing is an active command and both uses a characters turn and a spot on their commands list. (This actually matters in this FF game specifically for reasons I'll get to) Each spot and monster has its specific associated magics, so theres no randomness to what you will see in that regard. Also, crucially, there is no limit on the amount of magic that can be drawn from a single enemy except what you can hold in your inventory; if a boss has a new powerful spell you haven't seen yet, you can sit there and load up your entire party on 100 copies of it for each of them.

That was a lot of mechanics breakdown. Usually I try to avoid this kind of regurgitation in reviews so I do apologize for that, but it's such a different set of systems and I feel its so crucial to understand how they work in order to see why they fall apart- either individually or as is so often the case with this game, through their interactions/incentives produced with each other- that I really did want to lay it out in as non judgmental a manner as possible initially for those unfamiliar.

So let's start breaking down the issues and interactions here, beginning with something that actually looked very appealing to me at the start- level scaling. I've been obeying a strict no grind rule for my entire FF series playthrough so when I saw that this was a feature, I thought, great, game will do the work here for me. Unfortunately, the way it plays out in practice is significantly worse. For one, you are encouraged to draw all of any new magic from a monster the first time you see it rather than across multiple battles which might be more stomachable because.... 1) there is no limit to how much magic can be drawn per fight, 2) fighting more enemies means getting more xp which means getting weaker relative to enemies since your strength is derived mostly from magic junctions and not stat growths, 3) getting a maxed stack of magic immediately means stronger junctions and a more immediate power spike, and 4) the speed at which you draw doesn't meaningfully go up between encounters with the same mob for the same magic- if you factor in having to load in encounters it actually takes LONGER to draw the magic across fights than it would to just do it in one. So in any given first encounter with a spell, you pick off any monsters besides the one you want magic from, ideally afflict with some status affect to render it mostly harmless, then just turn on 3x speed to sit through your entire party spending 10+ turns each drawing all of the magic. And if the player does end up doing this because it is so heavily encouraged by the confluence of systems here, the next domino to fall for them will be all the random battles with enemies that possess magic you already have. You guessed it; with no new magic to draw and xp actively harmful, the player should just escape each time to reduce the amount of xp they take in. This dynamic results in a good chunk of your battles being incredibly drawn out (get it?!??!) magic harvesting affairs and the rest just being the sight of the party turning tail immediately. Not a great dynamic. Even with the normal flow of encounters ruined, the game doesn't even get to claim not encouraging grinding as a positive tradeoff! You can argue the repetitive drawing in a single battle is spiritually grinding as well but let's say I'm willing to be forgiving since the actions performed are no different than distributing them across a wealth of battles in efficacy and grinding usually entails repeating content below your level over and over inefficiently to power up above content before reaching it. Even then, the aforementioned ap centric monsters exist to allow players to specifically camp a spot and power up their capabilities without risking much level growth. It's just a mess and all totaled, not at all what I'd hoped for when I heard "level scaling".

Of course, as we get into the results of all that functioning, one might question why even bother trying to grind ap for a power spike when the game will naturally guide you to being broken incredibly early itself. The direct tying of magic strength and inventory size to immediate stat value means that as soon you uncover a handful of early game accessible spells, your characters HP and attack values will skyrocket to what would be lategame levels in prior FFs. One doesn't even need to tread too far off the beaten path for this- the curious player will notice unlockable abilities to refine magic from items early and quickly discover that early game accessible items can yield absolutely busted magic well before its more logical place in the game. Heaven forbid they also notice the ability that lets you refine from cards for the game's minigame triple triad as items produced from cards can grant even stronger magic when refined within the first disc even.

To make all of this even more worse, the very nature of being overpowered in FF8 is monotonous and incredibly dull compared to what one might call overpowered strats in some prior FFs. The series certainly has a history of letting you thwart the occasional tough boss with a well placed status effect or flavor appropriate phoenix down usage, but those were usually distributed amongst more "traditional" challenges and at least required attacking from amusing, different angles specific to the enemy at hand. In FF8, the strongest strat to do for the vast majority of the game is just straight up attacking, (and frequently one shotting foes with it) nothing else required. This comes from a number of factors again blending together in a disgusting mix: the previously discussed abnormally high STR stat you can reach early through the junction system, the fact that the number of commands a character can have accessible in a fight is limited for the first time in series history and two slots are going to always be attack and draw almost by requirement so magic will frequently not even be accessible in your party lineup, magic itself is both consumed AND the source of your stat strength so using it over attacks means needing to replenish/slowly losing stats, magic itself is undertuned- perhaps as a misguided way to alleviate the players worries about using up their own stats by making it unappealing to begin with?- save some non numbers dependent utility spells in the lategame, and, finally, in the spots where you might consider exploiting an elemental weakness you can always just junction that element attack to your party members instead to convert their attacks to the element of weakness rather than having to actively expend any resources! Such an approach even leaves you more resilient to the standard status effects- squall has inherent maximum accuracy from the get go and cant miss when blinded, berserk buffs your damage and takes care of your atb on time inputs for you, and silence disables everything that isn't basic attack, so the standard FF ailments end up somehow encouraging you to take what is already overwhelmingly the best option. There is, again, an overwhelming incentive to do the most boring thing possible (ok, short of watching characters draw magic for 20 turns might be worse or flee every fight but dont worry you'll still get to do those!) produced by what seems to be the uninvestigated interaction of all these systems? It's truly baffling.

As an aside, I suppose curative magics still retain some functionality though, in that you can obviously heal up party members between fights with them from the menu. But then.... if you're willing to use up your disposable curative magics like this, what is the difference between them and potions and such? Why are items even in this game? The nature of its magic system basically renders them redundant!

If regular attacks boosted by the incredibly broken junction system aren't powerful enough for you, you can use the game's also almost inherently exploitative limit break system instead I suppose. Dropping 7's logical bar building system for employing them, 8 instead ties their usage to low health and a number of "crisis level" factors. It seems narratively/emotionally correct initially but once the player realizes there's zero cooldown on repeating them or accessing them from the point a character drops to low health, the flavor gets fuzzy. Leave your child soldiers in critical condition all the time so they can chain off what are framed as last ditch efforts of great strength just as easily as they can repeat regular attacks. Instead of wanting to heal up low characters, you instead want to beat them down to as little health as possible and leave them there. Granted, I honestly never really used this much as the regular attack strategy was broken enough as is, but just in glancing at ways to play the game without the junction system at all since out of curiosity, I see that people have taken yet another one of 8's poorly designed changes to its logical place and found a 57th way to snap the game in half.

If we're to really look for it to give FF8 the benefit of the doubt, the most reasonable plan of attack that doesn't involve breaking the game apart by simply.... doing what its systems teach you to do.... are the summons themselves, but even they are also not without flaws. Indeed, for the player who doesn't take the time to try and understand the ins and outs of the junction system, mashing the summon button is an understandable impulse. Unfortunately, the game both retains the lengthy cinematic summon animations of ff7 but crucially drops its per battle limitations, so instead of seeing a fun treat every once in a while, or animations tailored to the new usage behavior for GFs, the player will instead have to watch lengthy animations repeated over and over per battle. Once they arrive at lategame, a couple of specific boss/area designs will render their approach invalid almost entirely- something I'm normally sympathetic to in design (asking players to learn the game to beat the game) but here I've come to hate the junction system so much my sympathies are sadly reversed, and I instead pity the player who arrives at these moments having only employed GFs throughout.

I can't even say the junction system is a cool idea in search of a better implementation- there's more to discard here than there is to salvage. My initial complete impression of it, which I hoped would prove wrong in time, was that it was basically as though the designers wrote out the traditional FF character progression and combat design in a paragraph, then took out all the nouns out to render the paragraph one big mad lib, and then finally replaced all those empty spots with the same nouns distributed randomly. And that was probably the most positive take I ever had with it throughout the playthrough. There's simply no reason to go back to it. Unlike FF2's system- a similarly lambasted different progression system which can be played in a straightforward way akin to selecting a starting class and enjoyed despite its potential for breaking the game if you go off the natural path of what the game tells you to do- there's no way to actually engage with any part of its system and enjoy it.

But moving past that mountain of frustration and hate, there are actually parts of this game that I like believe it or not. Part of me hates that I'm going to cram them into much smaller notes given that they are the parts that deserve to be appreciated, but I cannot overstate just how much the systems detailed above completely wrecked what good will I did have towards the rest of the game, so the ratio in writing is warranted.

The music here is the series high point thus far. I've traditionally avoided commenting on this in prior reviews as I lack any knowledge on how to dissect music theory but for what it's worth, the sheer quantity of tracks that hit for me here outpaced the rest of the games quickly. Even more impressive, it does so through a clear change in approach- this one actually good- towards developing a coherent set of themes and moods which are built upon throughout. While I've enjoyed a lot of the singular character themes from prior FFs, dropping the obligatory new one for each character and instead doubling down on cross character/narrative themes or themes for the principle two cast members and their variations resonates strongly throughout the playthrough. And lest one think that this change up plus the games more brooding by turns romantic mood might result in a critical dearth of "bops", Man with a Machine Gun and Force Your Way would like to have stern words with you. Maybe most impressively, while this is the most coherent soundtrack to date, it also manages to get further "out there" with its sound at times than any other FF without breaking that coherency. Blue Fields is easily the most straight up bizarre overworld theme thus far, for example, but feels very home in the absolutely bizarre maelstrom of feelings the games child soldiers/adolescence/identity/timey wimey nonsense angles all create. (The time travel/compression angle in particular of those allows a lot of profitable stretching here as the suitably named... "Compression of Time" demonstrates)

This more coherent and high quality aural backdrop also helps to elevate the game's narrative, something I'm more torn on than its music but in general can appreciate for what it's attempting even when it fails at least- unlike its combat/progression. FF8 is the story of a group of child soldiers attempting to thwart a sorceress in the future's schemes of "compressing time". It is also, purportedly, a romance. (Although having finished the game and now having played through around disc 3 of FF9, I'd actually say 9 is more of a romance than 8 for whatever that's worth...) This is a very strange combination of things but it's uplifted by said soundtrack and also series best to date by a mile visuals, both of which are capable of accomodating the variety of seemingly clashing tones measure for measure. In order to tackle its angsty protagonists lack of external expressiveness, the game presents internal thoughts to the player for.... what I think is the first time? At least in this substantial a fashion. (Cloud may have had some moments like this prior but I don't recall the whole of FF7 being colored by them) It's a clunky tool, to be sure, but it does help expand the series' character development capabilities. Also an impressive mostly new tool for the series expressiveness', cross cutting is employed heavily here. Both across time in larger movements as the cast tracks the exploits of another band of heroes from a time past and in tighter, tense action sequences and dramatic events. While I would't necessarily call this impressive from a modern standpoint or in comparison to what other media had been able to accomplish, it's definitely noticeable coming off of the first 7 and another welcome step forward.

The material being presented, once past the improved presentation itself, is a bit more of a mixed bag. A proto-kingdom hearts opening montage rumination on thoughts of self and vague visions of a future/past unfulfilled set the tone appropriately enough for what is eventually to come, but the game spends long periods of time between these more surreal visions and I'm not sure what it ultimately has to offer for them is all that compelling even if I like the idea of departing from the more straightforward narratives of the past for more internal focused stories less concerned with the literal events happening on screen.

At the risk of picking nits, a number of world building quandaries perplex/undermine the literal narrative on screen throughout. Why does this world nearly exclusively use child soldiers when adults exist with presumably all the advantages one would expect, let alone the moral ramifications? What nation would ever consider military academies that conduct live military operations within their borders "neutral" just because they're a school first and not an nationally aligned army? Why does the single most useless Cid in the history of the franchise see fit to delegate the running of said private military company to a kid when there are other presumably more veteran graduates available even if he and all the other adults feel like bailing out? Even if one accepts that these are necessary sacrifices to the gods of marketing games to kids/teenagers, one doesn't get the sense they ever even attempted to build a convincing world around those starting points.

Actual big spoilers now, those were only just getting started- a lategame twist paints your entire party as a group of childhood friends that somehow all nearly forgot this AND all somehow got back together again how many years from how many different places on the planet to be the single most important group of people doing anything currently. It would be the most insultingly contrived bit of story in the entire franchise were it not for the fact that the ramifications of this are pretty much discarded immediately, which is both a relief from a story construction perspective and also another source of bewilderment as to why they'd even make this decision in the first place. Perhaps most confusing of all, though, is the very conclusion itself in which the group decides that, in order to stop the sorceress from fulfilling her goal of time compression (a concept that hasn't been explained in neither implication for what it actually means nor why its appealing at all to the sorceress...) because it will apparently render everyone dead but the sorceress and no one wants that obviously, they need to.... let the sorceress go through with time compression????? so they can then kill her while being somehow not dead????? But then the time compression has also already happened so what does it matter if you kill her or not now?????

It's a good thing the story is mostly carried by its tone, ability to convey emotional dislocation symbolically, and actual storytelling techniques and not the lore itself because had I actually cared about it at that point, I have to imagine that would have sunk it. Instead, I just laughed as I willingly followed the ride through to its conclusion. It may seem like I'm really down on it, but all in all, I did enjoy that ride on the whole. (the Laguna cast game would have been so much better, though- more appealing cast, none of this child soldier/weird neutral pmc nonsense, no time compression, better romance for loves both found and lost)

But it is worth pointing out that even throughout experiencing this story, traveling the still beautiful lands and cities of FF8's world, and listening to its gorgeous soundtrack, you're never that long from having to play through its dull combat or deal with its terrible character progression. For every novel cross cut the story does, that's another moment you need to manage moving all your magic and GFs around. Because there is a one to many relationship between party members and GFs and GFs only level when equipped, you should load up three characters in particular and just trade their full inventory each time. (Something this FF- credit where its due- finally added the functionality for) But then you find out that was just a story sequence and no combat was needed and you go back to another party so back to the menus again. Or worse you get sucked into an unexpected flashback sequence in which the game has mapped characters without inventory onto the active characters and now you have nothing on two party members. (No, the game does not explicitly tell you for the first few sequences which modern day character's moveset will be the flashback characters for some reason.) Oh, and if you've seen that running criticism for some prior FFs in my reviews of party members beginning to feel interchangeable/more of a reflection of equipment than anything unique? Yeah, obviously that has reached its zenith here. I just had so many other design problems to break down I forgot to even bring it up!

See what's happening? I was having a nice conversation about the actual fun parts of the game but then the ramifications of its terrible systems came careening through because even the narrative itself and how its structured gets impacted by them! Heck, for further example, this game has what is probably the single coolest final dungeon in the series but even it gets crushed by the systems. (It's a breath of the wild-esque approach where you can immediately fight the final boss or go around a atmospheric castle with great music hunting specific bosses to "unlock" your character commands which have all been disabled except for attack..... see the problem? All you need in this game is attack! Why couldn't it have been in any other FF? ) I say all this to demonstrate/preempt the inevitable question aimed at my conclusion- how could I dislike this game so much if there are multiple elements I not only enjoyed but found series best worthy? Well, this is the answer. There's just no escaping FF8's poor design for any lengthy amount of time.

So, in summary, I refer back to my opening line. Let time be compressed and the beginning be the end.

A clear vision of the crossroads the franchise sat at, Final Fantasy 7 is at once immediately recognizable as Final Fantasy 6's successor and as a harbinger of the design and installments that were to come. While- similar to FFIV's jump- a lot of wow factor that must have been present at release is gone, (or even turned against the game in the case of its 3D models....) this is still a notable shift forward in some specific ways for the franchise.

Yes yes- the shift to 3D and prerendered backgrounds and CG cutscenes are the most obvious "progressions" from the outside. (Though I'd have a hard time saying the game looks better than its snes predecessors in the modern age) But those are fairly superficial as the level design is still firmly grounded in the 2D layouts and traversal of prior FFs. In fact, even its equivalent simpler layouts are more confusing to read than prior installments' thanks to the busier scenes depicted and fixed, often awkward camera angles forced by the prerendered backgrounds. It's a clumsy if necessary first step into this world and I'm willing to cut it a little slack as the first mover in the franchise, but it's not the upgrade that sets 7 apart now.

That step forward comes instead in objective/mission/scenario design. An early event in Wall Market sees Cloud and crew chatting up the locals in specific sequence to work out the solution to a problem they're facing. You'll run an errand for one person, compete in a minigame to obtain other needed items, and persuade another with an.... out of the box solution to let you where you need to go. As the game goes on, the player encounters more and more one off minigames, at a pace that would impress even similarly inventive more modern titles like Super Mario Galaxy.

Unfortunately, where a game like SMG holds a certain level of consistent quality between it's one off gimmicks, FF7 does not. You'll frequently be presented with an entirely new control scheme that may or may not hold up to any genre equivalent standalone titles, only further complicated by the fact you'll need to employ it in its entirety immediately with no ramp up time. Some are just plain boring. Others hold a spark of a cool idea but don't quite nail enough of the implementation to work for me. (A RTS lite scenario comes to mind here) Still others do a passable enough job at what they're attempting that the brief sojourn into a bike chase or submarine fight or whatever is a welcome curveball in the game's pacing. And other variations in the mission design come not from a minigame but in twisting the established franchise gameplay of traversing a map and battling enemies into new form. (I particularly liked a snowy expedition that tasked the player with using a crude map to navigate an expansive, open environment) All told, the changes here are numerous and, while again clearly clumsy at times, a firm leap into the kinds of variety the franchise would begin to refine for its dungeons and quests to come.

If its lavish production values, step into the world of 3d gaming, and more diverse scenario demonstrate its part in the evolution of the franchise towards the future we know today, where then does FF7 show its connection to the past- and FF6 in particular- as I alluded to at the start? Well, for one, the world and its societies continue to hone the more specific direction of 6's.... magicpunk? aesthetic away from the more generic fantasy adventures of the preceding adventures. Midgar, in particular, is the single most well realized setting to date in the entire franchise, with fairly clearly dileneated factions and conflicts that have put those factions where they're at. A cyberpunk dystopia drawing clear influence from the surge of material in that space in the 80s and 90s. Even if derivative of them in its own way, the grounded and textured nature of it is refreshing in a similar way to Narche from 6, only expanded much further.

Next, the materia system 7 utilizes for its character progression and building most closely follows its immediate predecessor over the job centric 3/5 (and i guess technically 1) or 2's experiment. Characters don't take on roles; they simply equip the item- materia in this case over magicite- that bestows capabilities instead. At first, I was hopeful this new system would prove to be an improvement to magicite. And it is, in some ways. Most notably, its placement in the context of equipment gives gear new dimensions through which tradeoffs can be presented- do you want more stats or materia, more materia or specifically more linked slots that allow for materia to modify other materia, (imbueing attacks with an element, enabling a spell to target all targets instead of one, etc) or will you give up those powerful links and stats for high growth rate equipment that enables mastery of the attached materia faster? As an aside, I saw some complaints about the simplification of equipment in 7 online after my playthrough and I just cannot agree with it on the whole- yes, each character is down to 3 equipment slots vs 6's 6 or the rest of the series' 5, but this addition of materia to the equipment alone just presents far more considerations at the equipment screen than any title prior has had for me.

It's not all positive, though, sadly. Unlike magicite, materia mastered abilities are bound to the materia itself rather than the individual using it. This, combined with the lack of even the character specific commands from 6, makes 7's party of heroes the absolute most interchangeable members yet. Limit breaks, which are rare considerations for normal gameplay and not teambuilding foundations of character builds, are pretty much the sole distinguishing trait here. Furthermore, managing this system in light of its materia bound abilities over character bound ones is a total pain as the story forces certain party members in and out of use. If you want to swap a characters loadout to another entirely, you'll need to individually unequip every piece of materia on their gear then manually add them back one by one to the new party member. (Magicite, by contrast, left all its learned skills on the character even when moved and if you did want to change it around to grant one character in particular usage of its associated summon, only one item had to be moved instead of potentially 10+) Some quality of life could have alleviated the managing the latter problem for 7's large party, but the former seems inherent to the system as is to me sadly.

The last bit of vital shared DNA between 6 and 7 I'd like to call out is that large party itself. While not quite as gigantic as 6's expansive cast, 7 continues in its footsteps with, at its peak, 9 disparate voices joining your ragtag team of ecoterrorists turned adventurers. The character centric episodes of storytelling remain as well, though this time integrated into the forced flow of the narrative instead of scattered about a technically optional series of quests like in 6's World of Ruin. It's not as impressive as the boldness of world of ruin's departure from series norms up till that point, but it does probably fit together a bit better at least? A less fortunate trait also inherited from 6 is the tendency to have those same cast members grow silent and sit on the sidelines for extended periods when their story isn't the one currently in the spotlight. (Two optional characters in particular get the worst of this, having very little in the way of commentary to offer on the main quest proper- especially baffling given Vincents proximity to the incredibly important events and actors that caused the narrative in the first place)

Speaking of the main story, let's actually talk about it. Final Fantasy 7 starts off with what is narratively and even probably scenario/mission design wise the absolute strongest stretch of game in the series to date in its Midgar portion. The player is dropped straight into the action, complete with a killer soundtrack- the iconic Bombing Mission, and they're handed the reins of.... ecoterrorists?! It's a bold move to make the protagonist faction the ones carrying out dramatic acts of violence, potentially ending innocent life while they're at it, for a change and FF7 both does that and doesn't shy away from debating the costs of their actions as well as the potential costs of inaction. For the first time, it really feels as though the franchise is grappling with a real thematic core and I was totally into it. Even once past the bombing mission itself, Cloud and crew's adventures continue in fascinating fashion through the city with a horrific twist on the way before leading to the obvious climactic confrontation at the Shinra headquarters. The whole section stays varied in what the player is tasked with, stays active on its narrative, and constantly incorporates the questions of its thematic content into the flow; it's legitimately a real achievement for the franchise thus far.

But then something happens. A new character arrives- Sephiroth, one of the franchise's, or hell even gaming in general, most iconic villains- and what that does to the story honestly.... kind of sinks it? That's not to say that Sephiroth is himself a bad character- I don't feel especially strongly about him one way or the other to be honest- but moreso that what he does to the story is to take this grounded (at least for FF) struggle with actual themes and completely derail it into a far more generic villain chasing quest across the world. It's not immediate, thankfully, (A desert storyline examining the lives of those left behind after corporate exploitation shows promise in particular and moments like the Fort Condor minigame can't escape the better worldbuilding established at the start) but slowly and surely, we get there. And our characters are no longer debating the lengths they should be willing to go to deal with their planet's slow murder but instead simply facing an evil that must be stopped. Like some other modern allegories that put the planets existential threat beyond humanity's flaws or even reach, he, in a way, absolves the humans of Shinra and the world of their destruction of it- what does the human destruction of the planet matter if a force completely outside humanitys control is going to headshot the planet separately anyhow? Moreover, this very obvious existential threat and its immediate impact observable by everyone renders the continued conflict between the protagonists and the Shinra corporation nonsensical. Both wish to stop Sephiroth yet can't help but attack each other at nearly every chance they get. (The huge materia quest in particular is baffling here) Throwaway lines occasionally arrive as justification but everything feels thin and contrived, a far cry from what came before.

To be clear, I do not think FF7's story is markedly worse than the games that came before. These have still been, after all, lighthearted adventure stories with little weight to them for the most part. The disappointment here comes strictly from the fact that 7 starts so strong and with such potential before reversing course.

All in all, it's fairly easy to see what the fanbase latched onto here, even including that story. It really does make far bolder steps forward for the franchise than any other title before it save maybe 4? But 7 is also maybe the... messiest FF thus far as well. I'm willing to overlook a lot of it and give it credit for putting in the necessary work so that future installments may see the benefit. If you're interested in seeing how the franchise moved from its more simple dungeons and battles origins to the more explicitly narrative driven and varied adventures of the PS1, PS2 and onwards, this is the perfect title to demonstrate that transition. From its vantage point, one can see all that came before and all that will come after in its design. I think that's pretty cool.

Without a doubt the Final Fantasy with the highest weight of expectations placed upon it thus far in the marathon, Final Fantasy VI had perhaps an unfair battle to fight for me. But the very beginning, at least, immediately delivers. The opening march through the snow to Narshe with Terra's theme playing in the background after the scouting report on the hill is a major level up for franchise in atmosphere and while nothing throughout the rest of the game will match it exactly, atmosphere is probably the most succinct way to put what this FF delivers above its predecessors. A more unhurried pace to taking in its locales and story, at least a slightly more cohesive world vision than the wildly differing spot to spot exploration of ffs prior, (not that it doesnt also have that at times) and a soundtrack that really seems to evoke the spaces it inhabits all come together to elevate this aspect.

The narrative, too, is also a step up, though maybe not quite in accordance with what the hype would have had me believe. In keeping with what is now a very clear pattern established to date of the odd entries putting a plucky band of fairly faceless heroes up against elemental evil itself and the even entries setting actual characters against evil empires, 6 is about a band of more sketched out personalities attempting to thwart the aspirations of global dominance of an empire built on magitek, centered around the potential return of magic to a world lacking it. Indeed, I'd say the first chunk of the game is firmly operating within the expectations set by the franchise thus far- with one notable exception I'll mention later- and the esteemed villains here.... are kind of disappointing? Kefka, in contrast to the headcanon I'd developed over the years from the game's reputation preceeding it of a Joker like figure insidously worming his way up in influence in an imperial court, is actually just a commander who.... dresses like a clown for the hell of it? And early on, doesn't even have much of a personality beyond being a revolting combination of edgelord and ineffectual Team Rocket esque baddie that gets beat every time you fight him. Ultros, a new repeating villain that seems to be this games follow up to Gilgamesh, substitutes creepy misogyny (and hes far from the only one to feature it in this the most weirdly leery of all the FFs thus far?) for funny use of game mechanics, even if he does get a memorably wholesome departure, out of turn with the rest of his portrayal, in the final fight.

Fortunately, the second half of the game drops routine- and those characters in particular- pretty much entirely for what is structurally and narratively the biggest deviation for the entire franchise yet. In the wake of a catastrophic turn of events at the conclusion of the second act, your party is scattered and the world lies in ruins. Instead of what has been the typical quest of trying to thwart the villains at every turn to date, the story turns inward as you attempt to rebuild your disparate party from the first half of the game while overcoming the trials that trouble each of them. It's a familiar formula in the modern day and not something I'd necessarily be so enthralled with in other contexts, but here the interior focus represents a welcome shift forward for the franchise and presents a big step up in active attempts at real character development.

That larger party is also the source of the first half of the game's exception to the rule. Rather than rotate characters in and out on a set basis- something IV did in order to leverage a bigger cast while operating within its standard 4 person party system- VI puts the player in the drivers seat and on several occasions tasks the player with dividing the party up, either momentarily to tackle a dungeon from multiple entry points or in larger story split ups with one party going one direction and another elsewhere. The freedom to pursue re-recruiting each party member in the second half is somewhat present earlier too when the game allows you to choose which branch of the broken up partys story to tackle first. (an ultimately superficial distinction as order will not influence overall story nor your party capabilities but still a welcome freedom) It's a neat development for the franchise and really represents the first attempt at grappling with larger playable parties this next period of Final Fantasy will come to be known for.

Unfortunately, in these early days of handling it, it's also responsible for one of my negative points here. And that is- that it's just plain clunky to handle outfitting and selecting your party. Keeping track of whats in your inventory in multiple copies or attached to characters can be a bit of a pain, and changing out equipment requires lots of menuing and/or leveraging an npc on your airship in the latter part of the game IF you're willing to reequip other party members as he only unequips is batches. (albeit sensible ones- everyone, just current party, everyone not in current party) More than any other pixel remaster, I found myself forgetting one thing or another and needing to go back to the ship to fiddle with party setups. This is exacerbated by the fact that this has a steeper expected level curve than the rest of the FFs to date seemingly and XP is not distributed to party members not in the party, so if you intend to adhere to the same no grind restrictions I've been taking on, you'll need to be very deliberate about getting everyone even exposure throughout the content present in the world of ruin, forcing even more party swapping and equipment managing. (A powerful accessory called the growth egg can really help you catch up party members that have fallen behind here thankfully, as it doubles xp growth for the character using it) Also, while something like the Fork Tower in FFV could be seen as a prototype for the full scale party splitting done in dungeons here, a key distinction is that Fork Tower kind of reveals its gimmick early- one side wants magic users and the other physical. Here, the relevant strategic considerations one might want to think about before assigning party members do not reveal themselves till well into their dungeons- bosses in most cases- so trying to plan your split requires either potentially doing the dungeon then reloading a save and doing it again or using a guide, neither of which is a good solution, whereas in V you could reload immediately at Fork Tower and have enough info. These are all pain points, to be sure, but I do accept that ultimately this is all a necessary starting point for the franchise trying to grow beyond 3 or 4 party members and make the most of it.

Fortunately, managing the progression system of the title- espers- is a bit easier as theres one central screen for all of them and its clearly denoted if the singleton copy of each is in use or not/clicking on them tells you whos using it. Espers themselves are a few different concepts married together- a move list the character using them will learn, a summon that can be used once per combat for an MP cost, and, in some espers cases, a bonus to specific stat growths at level up. Some learned abilities being shared between espers, a fast learning rate, low number of initial espers, and no limit on the abilities from espers one can have learned/equipped at once can lead to the system feeling like more of a homogenizing force than a differentiating one unfortunately. Characters do have their own unique command apart from the standard attack command the magic ones learned from espers to help offset that, but for those whose unique commands are less effective- either early on or later as magic scaling pushes things out of balance- that only goes so far. So despite entries like III and V having jobs accessible to every one and no character specific abilities, those party members did end up feeling more distinct as I developed them in battle than VI's. Now, as the game goes on, the esper pool fortunately does expand and some of the later ones in particular can take a while to master, so that does help specialize the cast. The summon ability too, while technically interchangeable between members, means that, at least for battles where youre planning around them and in that battle specifically, each character can also have a more distinct role. But again, those are only single use per battle so even if putting protect on everyone or rezzing the whole team are pretty potent abilities to have and plan around, its a brief distinction. So, on the whole, I did have some fun with the system and its a welcome progression from 2/4s ideas or lack of progression entirely respectively, I think I still prefer 3 and 5's job systems? But there are some ideas here that maybe in another form could surpass at least the initial job system in 3 and I can already see how such systems might have lead to 7's materia system so the seeds planted here aren't without merit.

All totaled, FF6 ended up being a step back from 5 in many respects, but I at least applaud that these regressions came from ambitions rather than simply retreating to earlier FF models. And while I would not put its gameplay alongside V in any regard, the efforts it makes in its world, its fiction, its structure and its atmosphere are truly steps beyond its predecessors even if I hold the core gameplay of V in such regard that I can't give VI the overall title above it. Given that the fanbase has a contingent that places higher value on those components anyways, its not a surprise to me then, after all is said and done, that this title does have the reputation I mentioned at the start. It won't be that for me, but it's still a worthy evolution point in the franchise history worth playing and I feel as though I understand the fanbase love for it having played it in the context of the prior games.

So long 2D Final Fantasy! Now to the world of the PS1.....