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the Final Fantasy series

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0bsessions:
Actually, I get the feeling throwing Bangaas in would've confused the Hell out of people. They didn't pop up until Tactics Advance and XII, both post-dating XI.

mberan42:
Is it bad that I don't remember the ending to FFX, despite beating it twice? I was drunk both times. All I remember was the last boss being ridiculously easy with Auron & the main dude's final weapons. Seriously, like 400,000hps on a final boss? What the hell? Make him *hard* to beat!

I'm playing FFXII for the first time right now. It's pretty cool - the battle system reminds me a *lot* of Everquest, in an oddly nostalgic way. (I keep wishing there was a jump button.) I'm still not sold on the whole license thing yet, though. Reminds me of VII and materia - you can make every character exactly alike. I have only now found an area that has tough creatures that give good exp for leveling, and I'm 14 hours into the game. I should've found that place 7 hours ago. Plus, it's terribly difficult to get gil for spells and the like - I don't think I've ever had a problem in any FF game obtaining gil.

The whole gambit system is strange, too. I still haven't figured out how to use it effectively yet.

0bsessions:
All of that stuff tends to flesh out once you figure it out. Levelling up's actually nowhere near as important as the license board. As far as licensing goes, I'd recommend getting the double LP items, throwing one on everyone and hanging out in the Estersand. Most enemies give out small amounts of LP, but these ones go down easily, so it's the quickest way to grind points.

As far as comparing it, i'd class it more along the lines of the Final Fantasy V job system. It's more complicated than the Materia system.

As for gil, start doing hunts. That's the absolute best and just about only effective way of getting gil. Aside from the money you get from the guild, you get a lot of pricey loot which adds up quick.

Gambits are useless for the first portion of the game, but later on, they're almost mandatory. Just fiddle around with it a bit and you'll catch on quickly enough. They're VERY helpful, especially when you assign healing spells.

The extra letter:
My only introduction to the Final Fantasy series was FFVIII, and I found that really, really annoying. I'm not really a big fan of the whole random battles dealie. I must admit I've steered clear of the whole Japanese RPG scene apart from .hack: Infection on the PS2, which was actually pretty fun.

Catfish_Man:
My main problem with most JRPGs is the length. FF7, which is definitely among my very favorites, could have had 1/3 of the game removed without losing much at all. The part up until you get out of Midgar is so much better than the end.

That's one of the reasons I like Lufia 2, actually. I can only think of a few areas of the game that felt unnecessary, and only one of those got on my nerves. Also it ditched random battles when in dungeons, which is a huge plus.

Re: the w-summoned knights of the round comment. To get KotR you need a gold chocobo, no? Which pretty much means the people doing ridiculous things like that are going to be the hardcore JRPG players that, were it not available, would just grind levels until they were equally invulnerable. The battle tactics available within the normal semi-casual player scope are a lot more interesting to me, although I can see why others might disagree.

FF6 is my other candidate for favorite FF game seen (I haven't played through many FF games, so my opinions on their relative merits are somewhat uneducated), but somehow it hasn't managed to engage me the same way that FF7 did. It's something about how the atmosphere of the game is built, but I can't really pinpoint what it is. Still a good game though, and pieces of it are quite exceptional (the ghost train comes to mind).

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