
The first one is rough but includes corrections, and the opening that plays when crossing the bridge feels like the beginning of everything, which is quite moving.
I had fun nurturing the unique growth elements of 2, even though I think people might choose them differently.
It’s fun to experience a variety of jobs in 3 as a rightful evolution of 1, and I also love the story that you can’t only go with light or darkness.
The fourth installment began to emphasize character traits and story, and the strong personalities of the constantly changing characters keep the battles from becoming monotonous; the flow just before the final boss is exceptional.
Although there are many strange bugs in 5 that get talked about, the flow of developing your character by learning abilities from one job and using them in the next is solid and fun when playing normally.
It was great how it depicted various characters and their individual fighting goals without limiting itself to the protagonist! The person who thought up the magic stone bonus should die.
While the color of machine civilization has become quite strong in 7, removing the fantasy feel, it was interesting to connect materia through holes to expand functions, resembling a combo in a card game!
I really liked the world setting of 8, where machine guns and automatons appear nonchalantly, and elite mercenaries fight with the power of magic and summoned beasts along with their training facilities! Personally, I think the ending movie is amazing too.
Philia Hiroshi 2019/2019 Alphinaud 1650/1650 Alize 1650/1650 Suishokou 1980/1980
漫画を買うなら楽天kobo(電子書籍)が断然オススメ!
That guy.
Whether 7 and 8 can be included in the old FF or not.
Well, it’s true that it’s quite old now.
>>2
Both are items from over 25 years ago…
>>13
No way, Jotaro!?
The difficulty is super easy even without considering the magic stone bonus…
>>4
“It’s bad to have ‘something’!”
>>5
Poor thing…
What is this thread image… Is it something like a pixelated version of around 16 or so?
>>6
It’s something that feels like dropping 14 into dots.
>>8
14, huh… Thank you, I didn’t know because I’ve never done it.
In the latest release, they are still doing the old-fashionedFF…
I wouldn’t have been bothered if it weren’t for Odin.
Many retro game lovers dislike overly complex stories and sluggishness.
It’s rare to accept 7 and 8.
>>12
I couldn’t write it due to the character limit, but I like 9, 10, 11, 12, 13, and 14 as well.
I like both 15 and 16, but I don’t think it’s quite in the past yet.
>>17
It’s someone who seriously loves Final Fantasy!
If we consider 10 years as the past, then up to 14 would become the old FF.
>>15
Since 14 is an online game that is still actively being serviced, there are certain aspects that are a bit difficult to articulate during times like these.
I think it’s fine for 11 to be categorized as an old game even in the context of online gaming.
When I see people struggling on the way to fully earn the magic stone bonus, I can’t help but feel that it’s a bit of a misdirection.
If that is fun, then that’s good.
If you’ve written that far, you should be able to write at least a single-digit numbering.
Is it already nearly 20 years since 12…?
Time passes quickly, doesn’t it…?
You must like FF, right!!
It’s amazing that during the SFC era, there was almost one game released every 1 to 2 years.
12 is from the PS2 era of FF, you know…
When you put it that way, it’s more than just retro games.
Isn’t it just going to end as a game or with just FF fans liking it!?
I haven’t done 1 or 2, but somehow they seem less interesting compared to 3 and beyond, so I haven’t tried Pikmin either.
>>25
Well, there are a lot of rough edges and quite a few stress factors, so I don’t think it’s necessary to do it on purpose.
That being said, there are various life hack-like elements that make it easy and fun to play, and knowing them can help you become strong effortlessly!
Let the USA join in too!
It’s a wonderful time now that we can play old Final Fantasy games on Pikrap.
Personally, I like the WS version of FF1 the most.
I want to play the second one when I hear about Kawazu-san’s game.
Everyone seemed to know about the equipment bug in FF6 even before the cheat book was released for some reason.
There were that many people around playing.
>>33
If you were playing FF in real-time, you probably experienced bugs like the main equipment in 2, so I guess I’ll give it a try.
>>38
The thing about 6 was that it was featured in magazines right after its release, so it really spread from the very beginning.
>>33
Everyone seemed to know about the head drill; I wonder where they all heard about it.
It seems like you’ve gone through things like FFT, Zero, and Origin as well.
Let’s watch the FF:U anime together!
Ah, I’m really desperate! Is there an environment where we can do it now?
It’s already been almost 20 years since 12…
The Zero Type and Origin are also good, aren’t they?
I don’t really understand the sequel or spin-off of FF4…
The additional dungeon in the PSP version of 1 is quite mean and troublesome, which is really tough.
There are lots of poorly made maps that look like they were created by amateurs using RPG Maker.
>>40
Isn’t 1 not only an additional dungeon but also tedious compared to the usual dungeons?
>>47
It feels like the regular dungeon was constructed much more faithfully to the FC version, so I didn’t have much to think about.
The additional dungeon made me frustrated because the NPC kept blocking my way.
If you suddenly do it now, it will make you think, “What is this story…?
When you do it in order from 1, the story aspect is really assertive and it’s amazing!
If you like FF, you’ll watch the OVA of 5, right!?
Back in the day, if there was even one person in the class reading gaming magazines, the old tricks or glitch techniques would spread from there.
>>29
I still don’t understand why they made Saber that way…
I wonder if people who like Final Fantasy also play World of Final Fantasy.
This doesn’t come up much, does it?
Everyone seemed to know about getting the crystal with Dejon in FF4.
In 1, the battles against weaker enemies are tougher than the boss battles.
A game where you endure while gradually reducing enemy health until the next recovery point.
The FF series has some common elements, but it seems there isn’t a fixed formula, so it’s great that you can enjoy the changes and evolution with each work.
I think that looking for bugs in old games was due to Famimaga.
If it was 6, Vanish Death would have spread all over the place.
I first played FF 1 and 2 because they were being sold off as a set in big Famicom cartridges.
I only had the impression that it was difficult.
Back in the days of FF6, strategy information was even published in Weekly Jump.
The Zero Suit was amazing because what I had envisioned for FF’s combat was realized on the PSP.
The scenario is too tough, but that great old woman is unforgivable.
FF1 is also available on MSX!
The scroll is choppy!
I have never seen anyone seriously discuss X-2, which is a culmination of the old FF system.
Despite having a high degree of freedom,
I remember that in Kochira Katsushika-ku Kameari Kōen-mae Hashutsujo, there were strategies for defeating Omega in FF5.
>>60
First, jump into the sea and look for Baka Bon’s dad, who is making a face like a robot private.
For some reason, an update for Pikmin 3 suddenly came yesterday or the day before, and it included a proficiency boost.
Let’s gather 4 onions each and level all jobs to 99 for some self-satisfying fun!
I quite like all the GBA versions of FF.
I feel like I introduced a glitch where the airship becomes unusable when you land it in a cave.
I really wish they would at least add the extra features from the GBA version to Pikrim…
Once you get hooked on it, you can go around it multiple times.
Moreover, the flavor develops with each round.
Oh, by the way, the CG movie is going to be re-released, right?
>>66
I think it was only shown at the Niigata Animation Film Festival, so it shouldn’t have been screened nationally.
I want to play with SOR, yeah.
I think the additional dungeon in the PSP version 2 made good use of passwords, but it’s such a hassle!
I want to do 123 concentrate on my smartphone.
In the FF7 spin-off, only the DC version hasn’t been ported, but I wonder if they’re currently working hard on a remake.
Please praise 9 as well.
I know there are various bad points, but it’s my favorite.
>>73
Well, the only things that can clearly be said to be bad are the overly long presentation that’s becoming hollow, like the ATB and Excalibur II, right?
At that time it might have been the case, but now there is no longer any mysterious information control.
>>73
The story, characters, atmosphere, music, and other aspects are all amazing.
The part as a game and just the cards are bad.
It seems that progressing at a low level until the necessary magic stones are gathered is the correct approach.
I was really bad at the idea that drawing and escaping to keep the level down is the correct approach.
Even if you can clear it while defeating enemies normally!
In the old FF games, you could generally duplicate items, mess around with the cursor, and do things like breeding or altering values to cause changes.
As a hotbed for the equipment list during combat
>>75
There was also a method to duplicate consumable items using the item menu during battles in the DS version of FF3.
>>75
By the way, I was equipping the Onion set in FF3.
Too nostalgic.
I remember that right after I got Odin’s magicite in FF6, I continued exploring without equipping it and ended up becoming Raideen.
I think the best versions are the Swan Color version, which improved the detailed UI while being based on the FC version, and the PS version.
>>77
I remember being incredibly moved by the addition of this boss track.
I want 9 to be remade in HD2D or something like that.
Even if I want to try again, the length of the loading and the production makes me reluctant…
Is it a historic achievement for household game bug information to be featured in newspapers and on television?
The WC version and the PS version of FF1 are different.
The latter should be pretty easy since magic has become MP-based.
>>85
The fact that magic changed from a limited number of uses to MP started from GBA’s 1 and 2, so it’s completely different.
Maybe you’re mistaken for the PSP version.
What kind of bug is it to have an empty space in the upper left of the item list while holding 99 potions and picking up another potion?
>>86
FF3 for FC
>>86
It’s similar to the item changes in FF3, but it’s different from that.
It’s not the upper left, it’s the right side.
ta5
I especially like 5 and FFT.
What I played was Pikmin for the SNES version, GBA version, and Switch version.
I like all of them, but FFT is like the PS version and the PSP version of Lion War.
In the old Final Fantasy games, there were elements like time-limited items that you could never get again, choices between Odin and Raijin, and Excalibur II, which are many factors that are not easily accepted today.
What happened to 9?
Speak of 9.
Well, while having the strongest characters in 6 is nice, it’s also fun just to make use of their original traits…
It’s not limited to FF, but when I look at the stories of old games calmly, are they just messing around?
It’s so casual that I want to look away.
In that respect, 7 suddenly raises the level of the discussion too much.
At the same time, Xenogears, but as a suspense or mystery, suddenly achieved a level of completeness that was far beyond what had come before.
>>96
I shouldn’t say it, but number 4 was exactly the vibe of Jump at that time.
Even without considering the issue of capacity, it is likely a progression of the entire entertainment industry rather than just gaming.
“What is your favorite game?”
“Um, all of FF”
Right now, it will actually give off a sense of strength.
>>97
It’s the same with Dragon Quest, but having spin-offs on top of conquering the numbered titles makes you quite the warrior…
>>104
There are social games where you can’t play DQ or FF anymore, right?
It’s impossible, right?
The materia system in Final Fantasy VII didn’t have any particular continuity in the series, but it feels like it became a catalyst for similar systems to become popular in the RPG genre as a whole.
6 becomes so strong that the minor differences in status become irrelevant…
The random stat increase for leveling up from level 4 is much tougher.
Is it the 20th anniversary of FF12?
The growth system, which is made even more troublesome by the magic stone bonuses, and the hidden elements in 9 are just annoying.
It’s so hidden that you can ignore it, and it’s the best game for enjoying the atmosphere while ignoring it.
I thought the Picrima update was for real, but it’s only for the Steam version.
I wonder if it will eventually come to the CS version too.
I think the drill equipment for the 6 was featured in either V Jump or Famimaga magazines that I was reading at the time, but there’s no way to verify it anymore.
The fourth one still has a solid narrative.
It’s suddenly too casual at 5!
>>107
But… let’s do it!
9 was really doing it without knowing anything, so the protagonist was weak and I felt like giving up.
It seems like there were a lot of latent fans who had a surprisingly high ranking in the FF grand voting (I like it though…).
>>110
To be honest, I have the impression that, over time, it’s the people who like the story more than the system that tend to stick around.
I think this is where you can experience the lively spirit of old Square through the fun of 11.
At that time, how we created it, changing the system and story midway due to scheduling and circumstances, or what the previous staff left behind during handover being rough drafts, etc.
The Tycoon King of 5 is often treated as a joke, but when you actually play it, you think, “This is definitely a joke…”
On the contrary, the 10th Wakka is a really good guy who sticks close to the suspicious Tidus, and he’s strong in battle, so to make a joke about him is definitely just an air player!
>>115
Stop it, I’m embarrassed~
By now, the story of 4 is quite chaotic, but at the time, I was playing it thinking it was a game with a written scenario!
I don’t have any impression of the tycoon king at all.
Wakka has a gap where a kind-hearted older brother has a troublesome side as a racist, so if you extract just the latter and add a touch of homoeroticism, it becomes an interesting character.
>>108
I still think that the original Dissidia is truly a festival title!
After clearing it, only the impressive scenes seen in the story remain as a taste.
9 had a strong entanglement like that.
I think there’s an unpleasant rawness that makes it feel like he’s a good guy but doesn’t really want to become close.
>>122
Rather, despite feeling resentment towards Albedo’s home invasion and honestly acknowledging his own faults, he is being overly supported…
Wakka’s hatred for Albedo comes from the fact that it caused his brother’s death.
It’s Wakka who’s going to take that position.
When other members do it, they become stubborn jerks, and well, it seems like that’s the kind of values here, so they probably can’t get over it easily.
I can’t help but keep thinking too much about the loading time before the battle in 9.
I realized that while it’s not a huge difference compared to 7 or 8, there is a line that can feel uncomfortable.
I didn’t have any particular dissatisfaction with 9, including Pepsi Man, but when asked if it was impressive, I’d say… not really, except for the story.
>>129
In terms of story, I really love Pepsi Man as a final boss, but I feel like he’s been overused as a joke.
It’s true that it came out of nowhere, but if you imply its existence too much, it will ruin the type.
I really think it’s amazing that if you have just one of the PS, Switch, or PC, you can generally play almost all the numbered titles.
9 is a game that correctly captures the atmosphere.
Can’t you play 11, 13, and 16 on the Switch?
Dragon Quest IX sold more copies than III and even created a social phenomenon, but it doesn’t rank very high in popularity polls, and not many people seem to remember the story.
The affection that continues in later years might surprisingly be different from the enthusiasm of that time.
>>133
The influence of the Masayuki map is greater than the story itself…
>>133
Dragon Quest 9 was fun because of the StreetPass communication, but the content of the game felt particularly ordinary…
8 and 9 are too cramped, and the dungeon doesn’t even resemble a dungeon.
7 is the most correct allocation of resources on PS.
>>134
It’s impossible to produce fields and such with jagged polygons around the time of 8 and 9.
Even people who thought 9 was the best might complain about the fact that in Disc 4, there will no longer be enemies that can take advantage of the benefit of summoning multiple opponents, as it becomes harder for damage to be distributed.
Now that I think about it, the release pace of FF during the PlayStation era was too fast.
Even considering that it’s too late, it’s still too early.
I was really surprised that 7 comes with three discs.
I feel like I used my third card only in the late game, including the last dungeon.
On the contrary, I really like System Specialization 5 from the direct hit generation, but it’s quite interesting that I don’t feel the same way about the follow-ups.
>>141
5 has characters, story, and themes that are all at a pretty high level, aside from the system.
It’s not quite specialized.
>>152
The story has a good tempo, but it’s not focused on exploring the characters’ inner lives like in 4 or 7.
>>152
“The scenario for 5 is just haphazard.”
I’m playing Pikmin 6 and it’s really fun.
If this had come out in ’94, it would have been amazing…
I’m contemplating whether to make Mog in FF6 specialize in jumping or magic power.
>>143
Considering that Edgar can live off machines alone, I want to have Mog jump.
>>143
It seems like both could reach the max level easily even if I balanced them.
I have the impression that Dungeon 8 was quite well done.
In other words, the first garden itself had a structure that could certainly be called a dungeon.
Real-time players first struggled with figuring out how different parts of the screen connected to the next map.
>>144
The Minotaur’s labyrinth is designed with tricky mechanics that make it hard to understand its layout, but there are a few other dungeons as well.
>>144
The first SEED test is almost a straight path to the boss, right?
Suddenly, compared to the three-dimensional and deep level 7 of the first Mako Reactor, it’s incomparable.
It feels like only Ultimecia Castle was putting in quite a bit of effort for the sake of reputation.
Guardian of Moruru
The release pace of 456 is insane.
Every time it comes out, the visuals and evolution are on point, making it even crazier.
Mogu was a kid who was just letting others dance for now.
I was shocked to learn that I could not obtain the water’s harmony after it had collapsed.
Kaneko said, but fundamentally, the RPG genre is not suited for storytelling.
The more effort I put into the scenario, the more I struggle to justify going around the world and conquering each dungeon one by one.
>>150
I think it’s the emotion unique to field-type RPGs that I walked around on my own feet in the area where the world divided into two comes together as one again.
Dance is often said to be subtle, but the Wind Rhapsody is surprisingly useful.
It’s normally high firepower and can also recover well with sun exposure.
It’s just right for kids to use roughly.
It’s quite nostalgic to see how the visuals have improved from a messy screen that you can’t even understand to layered works with better polygons and angles.
The recovery skill that’s surprisingly amazing is dancing.
What’s even worse is the landslide.
Nature is really scary, isn’t it?
What taught me the craft of ensemble storytelling was FF6.
The brothers found the dungeon and acquisition methods so obscure that the school was immersed in discussions about it.
I talked about strategies over the phone.
I’m part of the generation that grew up with it, but as a game, it didn’t really resonate with me…
The atmosphere and main theme really hit home.
By the time of FF1, it had become quite a sci-fi story, rather than just a simple sword and magic fantasy.
I was impressed later on that it turned out to be a story like this.
>>160
Honestly, I think the floating castle becoming more fantasy-oriented since the remake is a downgrade.
When I went to the Second World, it was shocking.
Overall, it feels like the story progresses haphazardly, but Galuf’s ending is truly excessively dramatic.
In Pikrima 6, even if you raise your speed a lot with the magic stone bonus, the benefit is minimal…
A version of FF4TA that has been modified only for the challenge dungeon based on the graphics of the Wii-U version.
Please port FF Legends.
The story of Dragon Quest IX is supplemented by DLC, but the distribution was so delayed that no one remembers it.
It feels like 6 has completely gone all out with the graphics and presentation possible on the SFC.
I did everything systematically at level 5.
>>166
About an hour into the game, when the castle suddenly sank underground, I thought, “Wow, they really just dropped a huge plot twist!”
In the second half of FF6, everyone fights against Kefka to regain hope for the world.
Mog has a dark underlying theme of revenge for a family that was massacred and his lover’s vendetta.
What is the animated treasure of Ludra at level 456 pixel art, seriously!
I personally quite like the junction system of 8; magic is not basically something you use but something you equip, and it’s interesting how the resistances change accordingly.
They say I’m an old-timer who is obsessed with pixel art.
Back then, with low poly graphics, there were times when things got squished or chipped and you couldn’t really tell what they were, so it’s understandable.
>>171
I understand that this was recognized as the latest and most stylish at the time, but after 6, was 7 really accepted…?
>>185
No, your character from FF moves in 3D, you know?
>>191
The model is different in combat and on the field, huh…?
>>185
It sold like crazy.
Even useless games other than FF7 sold incredibly well just because they were in 3D polygons!
I really like the feeling of always going on an adventure in the system…
I don’t think there’s anything wrong with a straightforward dungeon… especially since it’s the first dungeon.
The main focus is more on the practical exam than the written test.
Legends, you know.
I really want everyone to do it.
I read it until the end.
The world collapsing is good in 6…
In the second half, instead of a different world being the stage, irreversible changes occur in the stage from the first half… It’s funny that I was able to go back using a glitch technique.
When I started over, there wasn’t really a story that could be called a story.
That’s why we could play casually, and the depth and strength of the character portrayals in 6 stood out.
I recently played 5 on Picurima, so I know that the characters aren’t very deep and the job system is unlocked according to the scenario, making the journey fairly generic in structure.
In 5, it seems like the exploration of Faris (Salisa) learning magic and holding baby Lena in the memories was somewhat superficial…
I won’t give a high score to the story of 5.
It’s a mess, but I guess this will do…
Because it’s the 5th generation, 5 was the most interesting.
The development is going smoothly, but there’s quite a lot of story.
I wish I had known about this kind of convenience 30 years ago; I throw it to the summoner.
There are many scenes where 5 abandons explanations and just nods while looking this way to cover it up!
I think the story of 5 scores high in the sense that it doesn’t interfere with the game.
In terms of getting deeply engrossed in and enjoying the story, it’s not that much.
FF has had quite a few movie-like skits that are mostly just for watching since a long time ago.
There were people who complained that the character illustration for 7 wasn’t by Amano.
There is a beauty in 7 that is different from the extreme dot of 6.
In the end, the background is still being created by putting dots into the sprites.