🧅 Final Fantasy 3 - Week 11

Yeah I saw your comment about party composition last week and didn’t know if I should warn you or if it’d be a spoiler


Tactics spoiler?

You just won’t survive the last boss without a class that casts high-level white magic. On Famicom most people use 2, but I got by with 1 in the PR.

Yeah
 found that out the hard way lol

Summary

I was never going to bother reaching level 90 for the Onion Knight anyway, but I got two of those bastards to spawn almost back to back simply walking through and one even dropped an Onion Sword.

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I think they have increased the spawn rate on PR. On the Famicom I did the Crystal Tower in two tries, the first time collecting the chests, reaching the top and walking the way back down, the 2nd time going straight for the boss. I only encountered one dragon one time when I was coming back down from my first ascent, so after a huge series of fights.

On PR it still took me about an hour of running around the floors where they spawn to get all three dragons for the bestiary. But I also saw comments of people saying they got one every 5-10 encounters which was way above what I saw. One of the quirks of this being “the long lost FF” that never got translated for so long is that data on spawn rates and encounter tables is really hard to find.

:person_shrugging:

W11 for real

Yeah, the two jobs you get in the “optional dungeon” really make a huge difference. The final final boss only spamming a single attack was an interesting choice, but basically the entire dungeon after Zande is a huge boss rush (even if you do get healing between) so I consider it all part of the “final boss”.
It was
 intense.
Again, I could have never completed these games on the original Famicon with how long that final stretch was, so huge respect to those that did.
Speaking of the game itself
 I’m a bit conflicted. I liked how they had all the various allies you helped through the game come in to help you so they were not quite completely filler, but still the moving from place to place part of the game could have been handled better, as I already said last week.
I liked the general theme of the game, that light and darkness have to be kept in balance and darkness is not inherently negative, but I wished that we could have seen more of it?
The warriors of Darkness stepping in was basically just a tease, I would have loved to see much more of them!

However I appreciated seeing the scope of the game grow compared to FF2. We’ve got two “world maps”, that great twist of the “world” being just a tiny floating continent on a much bigger world, lots of NPCs, a plot going back thousands of years in the past, and for the first time in the series, actual side content/sidequests!

I had absolutely no idea that so many iconic elements of the series were first introduced here: Odin and his æ–Źé‰„ć‰Ł, Chocobos, Moguris, the classic summons, the jobs that will codify character archetypes and classes going forward
 It was really really cool to see. So while some parts of the pacing left me a bit “lost”, I still had a lot of fun and really liked taking part in this club.

The final dungeon for music and spectacle was definitely my favourite of the first three games, it looked quite cool!

My favourite part of the ending cutscene was
ăƒ‡ăƒƒă‚·ăƒ„ going back to his girlfriend, it made me smile.

And teaching me the japanese equivalent to the word “pussy-whipped”.

Final dungeon, working on it

So far this final dungeon is pretty intense, but for the first damn time in the game I’m judiciously using my spells. I feel like the game is saying “YOU HAVE TOOLS, USE THEM. YOU HAVE FIFTEEN ELIXIRS OMG!” And I’m like
 I don’t use those you crazy? Why am I dead?

Oh and if you’re not using Dragoon
 well I haven’t gotten Ninja yet, but Dragoon was how I first hit 9999 damage. Guy regularly jumps for 6k while healing for 2k.

Yeah it’s hard to get reliable technical data for it before everything is so muddied between the Famicom, PR and 3D versions which all differ pretty drastically from one-another.

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It’s definitely very foundational for FF as a whole. It’s the first game that really feels Final Fantasy to me in tone and world design. More so than 2 (maybe that one is foundational
 for SaGa). The fact that there’s so much great stuff and immense technical and artistic skill on display for the time makes it harder for me to really excuse all the other issues, paradoxically. You have all these NPCs, this massive world, and you can’t telegraph a story correctly? Come on! Build on top of this wonderful foundation!

It’s frustrating because it’s a fine game, but I feel like with a few tweaks they could have made this an 8 bit masterpiece.

Overall I ranked FF1 higher than 3. I think 1 does more with a lot less. The world feels more cohesive, the quest more focused. Even the Bahamut side quest in FF1 is better than the FF3 counterparts, both from a storytelling and gameplay perspective.

Never have I popped Elixirs more liberally than in the final part of this dungeon on Famicom. It’s basically the only way to replenish spells at that point. It feels almost decadent to use them like some random Hi-Potions.

But yeah I’m also the type to finish those games with all my Megalixirs untouched in my inventory, so the game actually putting me in a sort of roguelike mindset where failure means a full reset (at the bottom of the tower in this case) is interesting.

After going through this final dungeon on the Pixel Remaster, I was really concerned that it was going to be a massive chore on Famicom but it was actually pretty enjoyable. If you’re methodical it’s not very hard (the ninja and especially sage jobs are completely OP on Famicom), you just have to take your time and play defensively.

The low point of the game is truly the Cave of Darkness or whatever it was called, that was hugely frustrating and I can’t imagine not cheating with a guide for that one.

I watched a playthrough of this game (famicom version) the other day where the rules were: no buying anything, onion knight only, one character only (all others had to be dead). He made it through
 he was farming elixirs and popping them constantly. No inns, because he can’t spend money, only drinking from ponds. He plays through the entire game having to power level just to survive basic enemies, only using the mithril sword. Then he finally gets his onion knight up into the 80s and 90s and gets all the onion gear, and he’s dealing 15k damage from the back row.

At several points, he has to use a glitch in the game to make the item he needs to become mini - and even the dead characters have to be mini or he can’t get in the dungeon. Ya know, since onion knight can’t cast spells.
I don’t remember how many resets he had, it was over 5000 at least.

White Mages

They may have made white mage too strong in this game. It’s the only character I basically never take out of my party. Curada nearly heals the entire party with select all, and over 5k on a single person. I don’t even use Curaga - maybe Curaga is for whackos who want to level up to 99, but there’s nothing in the game powerful enough for that!

Then, they can use staff spells, haste, protect, etc


Black Mages

Conversely my black mage was a bit crap for a good chunk of the game. At the very start they have no spell so they’re useless, then they’re really good during the mini dungeons, then they fall behind pretty quickly because the damage and spell charges don’t really keep up with other jobs like the Geomancer.

Then you unlock the devout and it’s fine again, although by the end the summoner and Bahamut would deal a lot more damage than a black mage casting flare or quake, and the ninja does more damage with simple physical attacks and endgame weapons.

white mages even more OP

Also, my devout + sage right now are dual staffing mf’ers to death with basic attacks. I don’t know if one of their abilities has death on it, or if they’re stacking stone, but they’re instakilling enemies in the final area left and right.

It’s shockingly real!

In the middle of the final dungeon

Uuuhhhhh I’m honestly not sure I’m going to be able to do this. I ended up going with my level 50 file (they are around 53 now). I did run back through Eureka and buy 20 shurikens. I checked Cloud of Darkness’ HP and

gulp

Here’s the NES for comparison


Maybe that’s balancing? My guys are doing between 3000-9999 per hit so I dunno. I’m in the world of darkness and had to reset a few times against the two headed dude already. It may be so over bros.

I have a deadline on this because I’m going to Japan on Sunday. WE SHALL SEE IF WE CAN WIN

I think I already mentioned that a few weeks ago but the bosses are not too scary in the Famicom version, the difficulty is usually to get to them. I posted a video of me defeating the final boss above if you want a comparison, as long as you heal consistently it goes down fairly easy.

Polls result

Speaking of the main theme polls, I have to say that while I like Eternal Winds a lot more as a track per se, I still find myself with the FF2 World Map Theme popping up in my head randomly. It must have left a pretty strong impression since I must have it associated subconsciously with this club.
Funny how those things works.
FF3 meanwhile had some nice tracks (the main theme, and I especially loved the Forbidden Land using little snippets of the Final Fantasy Prelude), but not much else stood out to me, at least not to the point of me going “Wow, I NEED to find the name of this track”. I probably need to relisten to some of them.

答え

I feel the same regarding the FF2 main theme. There’s something so surprisingly wistful about it when you would usually expect some epic theme to play as you get on the world map. It matches the mood of the game very well.

I really like the flooded world of FF3 for the same reason. It adds to the impact of suddenly leaving the flying continent and ending up on a massive ocean.

Week 11

I liked this week a lot. The structure worked pretty well, with the final gauntlet being split up into distinct sections. Eureka being fully optional is a confusing choice - really seems like they’re just giving you enough rope to hang yourself. I spent a frustrating hour or two walking back and forth, autobattling everything I could find to get the last few Bestiary entries for the dragons and king behemoth, but you can’t really blame the original devs for that - the PR’s achievement system was added 30 years after the fact, after all.

I’ve long since been spoiled by Dissidia that Zande was not the final boss, but I imagine that’d be a cool (if slightly frustrating) twist for an unspoiled player. The World of Darkness was suitably different from everything that came before. Cloud of Darkness was a weird final boss design-wise, just spamming one attack and invalidating most of the jobs in the process.

I do think the PR was a bit too generous with a full recovery from every dark crystal. I was just spamming flare and holy on every random encounter because they were so easy to refill. Just getting healed after Zande would’ve been more than enough for me to get to the end, especially since I still had about 10 elixirs.

I really don’t like the way the Sage and Ninja are handled, but that ties into my issues with the job system as a whole. There’s never really anything in the game encouraging you to diversify your party. It almost feels like you’re playing a different cast of characters in every dungeon. I’ll probably write another post about the game as a whole later.

My final party was Karate master, Ninja (formerly Knight), Devout, and Magus. I changed the Devout to a Sage for about half of the WoD, but I missed the higher spell slots of the specialized casters and he wasn’t really getting many opportunities to use non-white magic anyway because everything hit too hard. The character designs for the specialized casters are just a lot more interesting, too.

visual design

One element I didn’t bring up but thought was very cute is that every job has a different death pose, and many are quite unexpected. Many of the “base” jobs have the same faceplant animation as FF1:

The 魔扣棫 becomes a hollowed suit of armor:

The 魔äșș just leaves the iconic had behind:

I’m sure there are more but those are the ones I found in my screenshot directory


Oh and of course the mini death pose is worth mentioning:

splat

Poses

Yes, this was one one of my favourite little details! I mentioned a couple weeks ago really liking the death animation for the Dark Knight because it kinda raises some funny lore questions: does the body literally disappear once they become a dark knight? Are they corrupted by the darkness?
There’s lots of little fun details even in the hurt/victory poses.
The Ranger waves his hat after every battle.
The Devout has a little crying face when they’re low on health.