CoN 25th Anniversary: 1997-2022
What DIDN'T you like about FFT

Posted: 11th May 2005 02:53

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okay- we al know this is the greates game ever. (at least in my opinion) but what would you have changed?


I would have changed 2 things:

1) Ramza's class!!! - the biggest bummer in the entire game if you ask me, is that ramza never get's to be a holy knight or arc knight or anything of the sort. he gets his squire class (which can be useful, and is actually a strong, well rounded class, but it's just not cool enough, plus the class name under his name says 'Squire' )

2) You should have been able to join the Shrine Knights if you wanted to. You had so many opporotunities, and it would have been awesome. but they didn't. the first one was bigger than this one, but it's just something that would have given the game a little more spice.

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Posted: 11th May 2005 04:04

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The translation/localization. Atrocious.

And the text speed during certain parts NEEDED to be adjustable.

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Posted: 11th May 2005 04:09

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9,999 Hp.

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Posted: 11th May 2005 04:17

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The translation wasn't great, so that could have been better. Another thing that I wish they included is blue magic. I would have loved to be able to use Dark Holy, Choco Meteor, Triple Flame, the list goes on....

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Posted: 11th May 2005 12:47

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If they didn't include that damned slow text at the beginning of the game...

That stuff is so slow. blink.gif Anyway, the translation did suck really bad.

So did all of the grammer and that kind of stuff.

Overall, though, I thought that this was a good game.

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Posted: 11th May 2005 13:00

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Besides translation, it was perfect. I love everything about it.

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Posted: 11th May 2005 13:16

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Translation and Blue Magic are things I would like to change. As far as the omission of Blue Magic/Enemy Skills, at least monsters can join your party.

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Posted: 11th May 2005 14:08

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Quote (FabulousFreebird @ 11th May 2005 08:16)
Translation and Blue Magic are things I would like to change. As far as the omission of Blue Magic/Enemy Skills, at least monsters can join your party.

Ditto. That's why I added Blue Magic in at HoI. biggrin.gif

Translation could've used some work, but overall, FFT is still solid in my book.
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Posted: 11th May 2005 14:44

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Hmm... quite a few people seemed to be annoyed with the translation...

I'm not really sure what you all mean by that. Last time I checked it seems like every game has some sort of translation problem do they not?

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Posted: 11th May 2005 16:58

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I would have made teh game longer happy.gif
also, i don't remember there being THAT bad translation and grammer. would someone give a specific part where the translation was awful. (other then weapons or spells because those are always messed up)

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Posted: 11th May 2005 17:34

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The fact that when you powerleveled, the random enemies got so much easier. Albeit, they did level up along with you, but they didn't gain any new abilities that were easily countered. I suppose the computer AI could have been beefed up some. Make the random battles much more enjoyable rather than a slaugter 99% of the time.
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Posted: 11th May 2005 18:20

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Quote (Racthoh @ 11th May 2005 09:44)
Hmm... quite a few people seemed to be annoyed with the translation...

I'm not really sure what you all mean by that. Last time I checked it seems like every game has some sort of translation problem do they not?


I think that they mean that in a game with a plot this complicated, and with this much text, a clean translation is a must. The whole game has a somewhat stilted speech, as if it was directly translated from the Japanese grammar without correcting it to give it more flow in English. Plus, the innumerous grammar mistakes. FF7’s translation was somewhat shoddy, but it wasn’t as bad as FFT’s.

Quote
also, i don't remember there being THAT bad translation and grammer. would someone give a specific part where the translation was awful.


The whole introduction at the Garland academy. While I can't recall it in entirety, it's a good example of bad grammar. Plus, the stilted speech I mentioned above.

And,

Possible spoilers: highlight to view
"Defeat Dycedarg's elder brother!" -- Should have been "Defeat Dycedarg" or "Defeat RAMAZA's elder brother".


As much as I love FFT, I will have to add a few things.

One, the game is unbalanced. The first time around, when you haven’t adjusted to the complex balance system, it’s extremely tough. Then, the subsequent times, you discover that the game is really mostly about a few cheap tricks. And need I say, T.G. Cid?

Two, related to the above, most of the capabilities offered by classes are fairly useless. Of course, you can always challenge yourself to finish the game with a few time mages, but the game can be finished with a few monks, a healer, and a magic user without a hitch.

Boss traps- you can save inside a castle, at the risk of encountering a boss that’s too tough to handle. Riovanes castle, anyone? I heard of someone who had to begin the game all over because of this, because he didn’t save outside. Ouch.

I’m also comparing Final Fantasy Tactics, to its predecessor, Tactics Ogre, which had the same director (engaged by Square to do FFT). Tactics Ogre has a slightly similar system, and it’s tough— but it’s always kind of tough, no matter what replay, because the system is more well-balanced. And most classes are fairly usable, although some are superior than others. Of course, then there’s the dull, routine training sessions, but that’s another story…

This post has been edited by manapriestess on 11th May 2005 18:28
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Posted: 11th May 2005 20:39

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Ah, but there was blue magic. A large quantity of spells in the game could be learned by having them cast on your character while in the appropriate class.

Learned that right here in the Caves of Narshe actually.

Anyway, if you are making me say the worst part of my favorite RPG since the playstation's inception, I'll go with translation.

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Posted: 11th May 2005 22:35

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If I remeber well, the learnable magic with the appropriate class are:
Protect 2 / Shell 2 / Haste 2 / Slow 2

- There are two words that I would like to kill and they are: little money
- The game was too easy... much like any other of Square's games.
- Some Zodiac Monsters didn't seem tought at all...

That's pretty much of it. Well for now.

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Posted: 12th May 2005 01:01

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i think it was pretty sweet. but i think i'd have made the ending better.

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Posted: 12th May 2005 03:53

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Quote (Zodiac @ 11th May 2005 17:35)
If I remeber well, the learnable magic with the appropriate class are:
Protect 2 / Shell 2 / Haste 2 / Slow 2

I think those are actually 4 spells you CANNOT learn w/ blue magic. Also, flare, metoer, Fire/Bolt/Ice/Cure 4. Pretty much all the real powerful ones.

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Posted: 12th May 2005 05:32

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Like someone said: the translation. It ranks as one of the more botched efforts in the gaming department (though not last, which shirks some shame), and that's the main thing I'd change about it. It's a pretty solid game apart from that.

The only other things I'd change are basically out-of-game things or additions that would enhance the gameplay more. Map editors, options for class ascension, interactive map dots (not point-and-click), more sidequests, a use for money in Chapter 4...

Only after the fact does the game seem like it needs something. That first time through, if you're weren't the kind to condemn the game for bad wording, there's only the gameplay and you.

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Posted: 12th May 2005 12:44

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It probably could have been better if the plot was longer and you could make some of your own decisions. dry.gif

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Posted: 12th May 2005 14:03

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I never minded the translation. Then again, I'm someone who thinks engrish.com is one of the funniest things on the internet.

"l-i-t-t-l-e--m-o-n-e-y" was a tad bit irritating, but it was just once per game.

The one thing that always always always irked me was the movement imbalance. Base movement of 3-4 is so low that if anyone's using Move+2/3, pretty much everyone has to be, or else you'll break up your very small squad. Which leads into my other complaint -- five characters isn't enough to form any advanced tactical maneuvers. Heck, a bigger squad would even help with the movement imbalance, since dividing them up wouldn't be so suicidal.

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Posted: 12th May 2005 14:38

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i Hated how long some random encounters took

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Posted: 12th May 2005 16:03

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Text speed & translation (I summon the mighty RICH!!!)

Althought it wouldn't have made much sense, a multiplayer mode would've been awesome.

Blue Mages, Red Mages (I know, I know, there are Calcs....but Red Mages are cooler), and NO ORACLES!! They take forever to master and are easily replaced with Beowulf.

With the ability to have monsters on your team, some Tonberries would've been awesome.

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Posted: 12th May 2005 20:18

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Quote (The Ancient @ 11th May 2005 15:39)
Ah, but there was blue magic. A large quantity of spells in the game could be learned by having them cast on your character while in the appropriate class.

Learned that right here in the Caves of Narshe actually.

Anyway, if you are making me say the worst part of my favorite RPG since the playstation's inception, I'll go with translation.

Could you please explain?

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Posted: 12th May 2005 21:32

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Though the game had one of the best battle systems I've seen, it was much to easy; you never got to use all the potential. I lost interes in it somewhere in chapter 3. Perhaps I would have loved it had I been a couple years younger... I kept waiting for the game to pick up and get challenging, and it never happened.

It's like when you level up your characters to level 99 at the begining of a game, and then the rest of it is borring; perhaps I came in as a level 99 gamer :/

(And, no, I'm not calling myself a lvl.99 gamer, and therefore 'better' than you. I'm just using an analogy.)

I would pulled out all the stops, and thrown in a couple of optional battles that were as tough as the system would allow. Kinda like the optional battles in FF5.
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Posted: 13th May 2005 15:25

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Quote
I would pulled out all the stops, and thrown in a couple of optional battles that were as tough as the system would allow. Kinda like the optional battles in FF5.


I think that's what the Deep Dungeon was supposed to be...although it wasn't that tough. The hard part was successfully getting all the secrets there.

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Posted: 14th May 2005 03:32

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Translation, of course. It's one of those obvious things that must be said.

Story flow was all over the place. I understand that the chapters aspect was there so they could pass alot of time quickly, but within each chapter, the speed of the flow of the story kind of jumped.

Remove Cloud. He had no reason to be there

Hated the monster breeding.

The whole religion/religious leader is wrong/bad/evil is sooo old. And nearly impossible to do well. The best I've seen it done was probably The Three Musketeers (look how old that book is, and yet people still think they're original by stealing that theme).

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Posted: 14th May 2005 03:45

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I thought the framing of Glabados was adequate enough. It could have been a throway gimmick where everyone is automatically evil and that those of the faith are extremely blind and sheepish, but it showed the masses' and clergy's beliefs in layers, from the abusers to the knowing.

It's hard to not take a page from something's book (PUN!) when you're looking for some conglomerate or entity that can serve as a goal to be overcome; it's also true that the ol' company/religion baddie organization needs to be laid to rest for awhile, but you to admit that the entire characterization of FFT's Church could have been sloppily done, portrayal-wise.

I agree with the Cloud part, too. Didn't serve any real purpose in the story, but it was a nice throwback to see what the level of technology had been in Ajora's time.



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Posted: 14th May 2005 14:05

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I personally felt that Cloud was useless especially through the trouble I went to just to get another generic character. Reis and Beowulf made up for it, at least...

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Posted: 14th May 2005 17:30

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Quote (Auragaea @ 12th May 2005 15:18)
Quote (The Ancient @ 11th May 2005 15:39)
Ah, but there was blue magic.  A large quantity of spells in the game could be learned by having them cast on your character while in the appropriate class.

Learned that right here in the Caves of Narshe actually.

Anyway, if you are making me say the worst part of my favorite RPG since the playstation's inception, I'll go with translation.

Could you please explain?

Several spells can be learned if the class that possesses that spell is hit with it and survives; this is the only way to learn the Squire spell Ultima and the Summoner spell Zodiac. Other spells that do this are Fire 4, Ice 4, Bolt 4 (Wizards), Cure 4, Protect 2, Shell 2 (Priests), Haste 2, Slow 2 (Time Mages), and Bahamut, Odin, Leviathan, Salamander, Lich, and Cyclops (Summoners). To learn a spell, a character in the class that learns the spell normally has to be hit by it and survive, at which point they may learn the spell at a given rate (which is typically 30-50%, but 100% for Zodiac, I think...). I never try to abuse this nifty feature except to learn Ultima (not very useful...) and Zodiac (unbelievably powerful).

And yes, that is sort of blue magic, but what I really would like is an entire class dedicated to it.

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Posted: 15th May 2005 02:30

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I don't know where you got that stuff from but I think you will find it incorrect. Zodiac and Ultima were the only ones learnable by having them cast on you.

and the oracle class took how long? I only need 100 jp to master it ^^

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Posted: 15th May 2005 02:37

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Quote
and the oracle class took how long? I only need 100 jp to master it ^^


I just did the math, and it's close to 6000 jp to master...

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