It’s a natural and beautiful thing.
As part of my seasonal tradition this year I’ve been playing through Final Fantasy X once again. It’s one of those adventures (and stories) that’s just as fun to experience a second (or a third) time as it was the first, even if you’re already aware of the plot twists and turns. You might even make more sense of the events the second (or third) time, too. It’s equally as interesting when you consider that many of the changes in Final Fantasy X shaped the series as a whole, with later instalments taking note of what worked and what didn’t.
There has definitely been a greater emphasis on presenting stories since then.
From Final Fantasy XII where no character was individually crucially important as each had their own role to play, to Final Fantasy XIII where the world was secondary to the development of the characters found therein, to Final Fantasy XV which seems to be building around both aspects but still focusing on the party and their development through their adventures.
Of course, as I don’t own a PS4, the information about Final Fantasy XV is pieced together from things I’ve seen through to about chapter three of the main story. But what I have seen I’ve liked the idea of, as, even though I’m not playing this myself, I’m interested to see how the characters change. How they develop. If they develop at all. How that will impact the story and whether there are choices within the story that affect how it ends, or whether the ending is set no matter what you do. It’s an interesting change of pace for sure. It’s also interesting to see a similar battle system from Final Fantasy XII making a return, albeit without the Gambit system (if I remember correctly) but with party specific interactions at the very least.
It’s also interesting to think that Final Fantasy XIV, their second MMORPG, has a particularly story based approach as well, often requiring you to complete things individual to your class to progress even as far as requiring you to venture into dungeons. Something that isn’t typically present in those kind of things. That said, I feel like Final Fantasy always had great stories to tell it’s just that they were harder to convey with the older technology. You can certainly show a wider range of emotions with hyper realistic 3D models.
You can also have tens of thousands of polygons for just their hair.
On the other hand, I feel that Final Fantasy IV still has one of the best collection of characters in the series which is equally as dynamic as it is interesting. Often times characters will leave, return, leave again, and then return for the last time. Or they might die. But each event actually changes the characters or the remaining party to some degree. It has a great story, too.
It’s been a fairly nostalgic year in many ways and I’ve been looking forward to experiencing Final Fantasy X again, which makes it a nice way to spend the festive season and to end off the year on a more positive note than has been present throughout. Took up the Expert Sphere Grid, too. I did use that system for about five hours back on the PS2 after I finished it the first time, but I never got much further than that. I’m not entirely sure how different it actually is (in terms of statistics and abilities) but it does seem more flexible. Seems easier to build characters who are proficient in a range of different abilities and spells than simply their default load out, which for some is actually somewhat confusing. Like Wakka. I don’t know what to do with him.
Have a nice weekend, all!