taigamask
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blowin on that indo, gamecube nintendo
he/him
blowin on that indo, gamecube nintendo
he/him
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when people bring up final fantasy iii they usually bring up the job system as the main selling point, but what struck me the most playing thru this is how many cool memorable moments they're able to sprinkle in throughout the game's runtime... something about this title really captures some kind of adventurous spirit and feels like where final fantasy really starts to find its identity as a swashbuckling fantasy series.
seeing the map expand after leaving the floating continent on your airship, exploring underwater caves, taking the plunge into the dark world... this game really piqued my imagination in a way the previous two titles didn't and i think that's what puts it as the best famicom title in my mind rather than anything to do with the mechanics (which are also really solid!)
they shouldve probably given a heads up before that point of no return/subsequent final gauntlet though. jeez
seeing the map expand after leaving the floating continent on your airship, exploring underwater caves, taking the plunge into the dark world... this game really piqued my imagination in a way the previous two titles didn't and i think that's what puts it as the best famicom title in my mind rather than anything to do with the mechanics (which are also really solid!)
they shouldve probably given a heads up before that point of no return/subsequent final gauntlet though. jeez
not certain how much of it was because of the rebalancing on the remasters' part but i kind of vibed with the leveling system up to a certain point. kept me engaged with all the actions i was doing in regular battles instead of just mashing through my strongest moves to win and it was an interesting way to mold my party according to my own desires. guy was an insane dual wielding barbarian freak by the end of the game and was doing like 2k damage per hit by the end of it. it was sick. that being said once my party got powerful enough i was kind of mashing through battles anyway so does it really matter in the end...
the emperor coming back from hell to take back his throne before your rival boss fight can even happen is an all-time hater move
the emperor coming back from hell to take back his throne before your rival boss fight can even happen is an all-time hater move
played this after III and I which makes it evident this is where the growing pains are. the skeleton of a better game is here in that the JRPG mechanics are as airtight as ever but it really suffers with some balancing issues; the prince of cannock wasn't well thought out in his role as a party member (supposed to be a "jack of all trades" character but the game doesn't commit to making him a strength powerhouse or a full on mage so he's kind of just mediocre at both), the endgame is an insane gauntlet that sort of requires some good RNG with encounters or else you wont be fully equipped to deal with the final boss and it's a pain to traverse the open world without a reliable fast travel after a certain point
a lot of the missteps can be attributed to a short dev time and luckily a lot of the ideas presented here are fine tuned and made 100x better in DQIII but in hindsight maybe i shouldve saved III for last instead....
a lot of the missteps can be attributed to a short dev time and luckily a lot of the ideas presented here are fine tuned and made 100x better in DQIII but in hindsight maybe i shouldve saved III for last instead....