The Other Worlds Shrine

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  • So I've already gotten jaded with FFTA.

  • Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
 #37161  by Kupek
 Sat Jan 31, 2004 1:31 pm
<div style='font: 10pt verdana; text-align: left; padding: 0% 10% 0% 10%; '>(I'm about 16 hours into the game.)

I liked the story in FFT. It wasn't a literary achievement and it was certainly convoluted, but it worked. It added drama to the game, it was compelling, it gave battles more weight, and a few times, I even found it touching. In FFTA, all I get is some stuff about this not being the real world - but they go over the same points, it seems, multiple times. The story doesn't compell me to continue on - which, I think, is the one thing that all RPG stories should do. If they don't compell you to continue playing the game, they have failed.

The class system in FFTA is broad, as opposed to FFT's, which was deep. (I don't mean "deep" as in "Woah, man, that's deep," but as in the class tree itself.) A deep class hierarchy lends itself better to how I like to play: I pick my six characters, and pretty much exclusively use them for the rest of the game. Along the way, I progress down the class tree to where I want each player to go. I prefer that to FFTA, where my six characters now have access to pretty much all of the classes they will ever have.

FFT was challenging. Now, I'm not a videogame masochist. My day job (grad student) is hard, one of my other hobbies is hard (lifting and running), and I like to read books that I feel I get some intellectual gain from. When I play videogames, I want them to be fun. Generally, that means I want them to lean to the easy side, not hard. But in FFTA, I almost never feel like I might lose. I always viewed FFT as Final Fantasy chess. So if I don't feel like I might lose, I'm just going through the motions. It's boring. I don't want it to be insanely hard, but it should be more challenging than this.

And in other respects, my complaint is that it's too much like FFT. How the battles are played out, that is. The above mentioned stuff was changed, but then nothing was really added to how the battles work. So I feel like I'm playing a watered down version of FFT. When I think about it, I think I'd have more fun playing FFT again, or some other game I've been meaning to replay.

Am I the only one here?</div>
 #37169  by Gentz
 Sun Feb 01, 2004 11:45 pm
<div style='font: 11pt arial; text-align: left; '>I think the problem is you're trying to play it like a PS2 or a GC title as opposed to a GBA title. The great thing about GBA games is that they're simple and elegant. You can get into them quickly and just have a good time. So you can take the GBA to work or to class or something and just flip it on and play a bit of the game during your break or whatever then just flip it off and return to whatever you need to do. If you're trying to set aside time for playing GBA I think you're doing it wrong. It isn't really right to think of FFTA as a direct sequel to FFT - if it were, they would have called it FFT2. Instead, it's a simpler, lighter, and portable version of FFT; and I found it to be a great success in that regard.

I still agree with you on the difficulty though. That was my problem too.</div>
 #37174  by Kupek
 Mon Feb 02, 2004 1:08 pm
<div style='font: 10pt verdana; text-align: left; padding: 0% 10% 0% 10%; '>Although, I haven't had any real urges to sit down and play it for like two weeks.

And I actually thought the charge times in FFT worked well. Powerful attacks had some risk and associated with them, and required at least some forethought.</div>

 #37178  by Andrew, Killer Bee
 Mon Feb 02, 2004 10:49 pm
<div style='font: 10pt georgia; text-align: left; '>Charge times bit, and bit hard! There was nothing but risk in the charged moves. Never ever would any of the archer's ridiculously wound-up moves land.</div>

 #37181  by Kupek
 Tue Feb 03, 2004 12:14 am
<div style='font: 10pt verdana; text-align: left; padding: 0% 10% 0% 10%; '>I'm thinking more of the spells, summons and jumps. They didn't have an explicit charge time, but they did take some time before they happened.</div>

 #37203  by Don
 Tue Feb 03, 2004 4:27 pm
<div style='font: 12pt ; text-align: left; '>Charge time on most spells were fine. Sure the big spell would take you two turns to do it and by then you or the enemy would be dead, but most of the other stuff worked okay.</div>

 #37222  by SineSwiper
 Wed Feb 04, 2004 3:19 am
<div style='font: 10pt "EngraversGothic BT", "Copperplate Gothic Light", "Century Gothic"; text-align: left; '>Yeah, you practically had to Don't Move everybody in the field that you wanted to cast Meteor on.</div>
 #37228  by Agent 57
 Wed Feb 04, 2004 11:02 am
<div style='font: 9pt ; text-align: left; '>At one point I had a female master Wizard/Time Mage (with Haste 2, Quick, Demi 2, & Meteor) and I ended up transforming her into a Monk/Dancer, simply because I couldn't do damage with her effectively. My final party was Ramza as a Monk/Bard, two Monk/Dancers, a Priest/Bard, and a Summoner/Bard.

Monks were so ridiculously powerful that it seemed pretty pointless to me to have any other combat classes. I mean, even weak ones could do 200+ damage in one shot without any weapons, and as long as the enemy was in range/not floating, Earth Slash never missed. Spin Punch and attacks from behind (which often did more damage than the monk special moves) also never missed, so a high-level monk was pretty much one-hit guaranteed death. Monks also made "Defeat XX" battles ridiculously easy, especially since the AI usually sent that key figure right into the fray, leaving him/herself wide open for one or two Monk hits to kill him and end the battle. Not to mention they could even heal, remove status effects, and revive somewhat.

Now that I think about it, I probably could have made my other two characters Monks as well and completely rocked everybody. (Oh, and I probably should mention that I had all my characters' damage reactions as Auto Potion and I brought 99 X-Potions - nothing lower, of course - into every battle.)

All in all, FFT was pretty good, but it was too easily exploitable (see the "kill all but one enemy in random battle, have everybody Accumulate every turn, get as much JP/EXP as you need, suffer from extreme boredom" strategy I used all game) and the charge times/inability for status effects to stick on high level enemies really rendered all classes but the Monk pretty useless - compared to the Monk, anyway.

*shrug*

<i>-57</i></div>
 #37229  by Flip
 Wed Feb 04, 2004 11:23 am
<div style='font: 12pt "Cooper Black"; text-align: left; '>to me the game got easy once you got to use the special characters. My final group was Ramza as a Samuria/Ninja (dual weapons with the beefy armor), The special White Knight girl, the special Dark Knight guy, a master calculator/black wizard, and a master calculator/summoner who also had white spells.

It was easy to find a combo of calculations which would heal most of my party or damage most of the enemy's, the sword techniques with the special characters and ramza running around double hitting people made the game easy. The calculators would hide in the corner at the start of the battle and just barage spells all over the place.

Now that I think about it, FFT was real easy around chapter 3 and beyond.</div>
 #37251  by SineSwiper
 Thu Feb 05, 2004 12:51 am
<div style='font: 10pt "EngraversGothic BT", "Copperplate Gothic Light", "Century Gothic"; text-align: left; '>My final party was usually a calc (or two), a bard, a dancer, a mime (or two), and one of those with the Draw Out ability. Using two mimes, while time consuming, was devestating to any enemy group. Calcs, bards, dancers, and samurais all got mimed right, without any damage to oneself (unlike Mimes trying to fight). Also, if you're playing the game again, it's fun to use the Job Scroll bug FAQ. Yeah, it's a cheat, but it's more fun than casting a spell over and over and over again to gain TP. (And once more, I'll plug my Auto-Battle FAQ here.)</div>

 #37252  by SineSwiper
 Thu Feb 05, 2004 12:52 am
<div style='font: 10pt "EngraversGothic BT", "Copperplate Gothic Light", "Century Gothic"; text-align: left; '>Heh...once you defeated Wiefgard, you could do ANYTHING!</div>

 #37255  by Don
 Thu Feb 05, 2004 6:12 am
<div style='font: 12pt ; text-align: left; '>The save Rafa scenario can be hard if you don't have any fast classes since Rafa will get herself killed before you can save her.</div>