A Travelog of Ivalice, Part 8: It Would Be So Nice

By The Rocketeer Posted Wednesday Mar 2, 2022

Filed under: FFXII 78 comments

The sun-scorched Giza Plain has entered its rainy season, transforming it for a time into a swampy network of rushing wadis. Just beyond it lies the Ozmone Plain, a rather pretty area dotted here and there by derelict airships from a battle long, long ago. Both areas can be jogged through easily and nothing of import occurs therein; Jahara, settlement of the garif, lies upon the western edge of Ozmone.

It looks nice, but the HOA fees are outrageous.
It looks nice, but the HOA fees are outrageous.

However, the game opens up a great deal at this point, and canny players can test their mettle against areas they really aren’t supposed to be in to grab tons of equipment they’re not supposed to have. So it was that by the time I had crossed the two small areas between Rabanastre and Jahara, I had packed on over a dozen levels and adorned myself with some very high-tier equipment. But the greatest allure of these areas is the severed limbs of greasy monsters.

See, as in most RPG’s, the player can always go spelunking in some haunted ruin and rummage through random hope chests and clay pots inexplicably containing plate armor and magic staves of calamitous power, but FFXII has something else up its sleeve, too: the bazaar.

Allow me a tangent here. Er, again. Just.. just go with it.


With a handful of exceptions, monsters in FFXII have four to six items they can drop, some common and some rare. Sometimes these items are things the player can equip or use right away, but at least half of them fall into the Loot category. Rather than just horking up scads of gil once they expire, the player makes money by selling loot to merchants. Stronger monsters have rarer, more expensive loot. Simple, right?

Well, ideally it would be, but selling certain combinations and quantities of loot will unlock special one-time offers for all manner of equipment. Some weapons, like new ammunition for ranged weapons (especially guns) are all but unavailable anywhere else. In particular, the Tournesol, one of the game’s ultimate weapons, can only be obtained through the bazaar after trading in top-level materials which themselves require the bazaar as well. Those who know what loot to sell, and where to get that loot, can keep themselves well ahead of the curve.

Or you can be like Shamus here, sitting on over 200,000 gil while undergeared across the board. This must be one of those obscure challenge playthroughs for far more skilled players than me. Much respect.
Or you can be like Shamus here, sitting on over 200,000 gil while undergeared across the board. This must be one of those obscure challenge playthroughs for far more skilled players than me. Much respect.

Unfortunately, knowing either of those things is impossible. Short of keeping two or three FAQ’s open at all times and making a fucking spreadsheet,No judgment, we all do what we have to do to cope with compulsive anal-retentive completionism. the bazaar might as well be the Voynich Manuscript; if you’re lucky, the bestiary might tell you— on a monster’s secondary page— one of the several items a given monster drops. Beyond that, you’ve just got to kill a few dozen yourself to find out, and then commit the drops of several dozen monsters to memory. Certain other secondary pages might give hints about what a particular recipe requires, but only on the rarest occasion does it tell you everything you need. So yes, that’s a lot of monster grinding beforehand to have a chance at learning something that may help you discern part of what you need to unlock something unknown that may or may not be of any use to you once you’ve already spent the money for it; Bazaar goods are mystery boxes referred to only by cryptic titles until you pay for them. Even then, some of the most useful loot for the bazaar will only have a chance to drop if you happen to possess one of a group of items called monographs, which are themselves obscenely expensive and can only be unlocked through esoteric means.

It’s an opaque, bass-ackwards system. It seems to reward either complete chance— since you will stumble into several bazaar items just by turning in the wheelbarrow of severed wolfman dicks every foray into the wild turns up— or through total reliance on guides and FAQ’s, with nothing in between being worth much of a damn. Come to think of it, that sounds a lot like how Final Fantasy XI tended to work much of the time… Yes, I’m polishing that old chestnut again: the bazaar would have been a fine system for an MMO, with the overall availability of certain goods relying on the loot brought in by the player base, and an investigation of the obscure bazaar/loot dependencies would be right at home on a site like FFXIclopedia or Allakhazam. But the form it took in this game is tedium incarnate, a nuisance that serves only to occlude the postgame with interminable chart consultation and grinding; beyond a certain point, Final Fantasy XII can come to resemble a robust Chinese medicine market simulation with a hackneyed faux-medieval technothriller riding on top of it.

And if you dare claim you got a Tournesol without considerable outside aid, drink poison and choke on your lies.

What the hell is that thing on its head supposed to look like, anyway? ...is what the garif are thinking to themselves.
What the hell is that thing on its head supposed to look like, anyway? ...is what the garif are thinking to themselves.

Aaaaaaaaanywaaaaaay…. Arriving at Jahara, you meet the garif for the first time. Garif are an odd tribe of mask-wearing humanoids. Every garif wears a mask from the time they are born to the day they die. These masks seem to resemble the beak of a bird of prey, with soaring horn-like protrusions. They really wear those damn things as babies? Garif must have strong necks! They are, in fact, a good deal larger than humans, and seem to have rusty brown fur that lightens on their fronts. It takes a bit of effort to see they aren’t part of the masks, but they also seem to have pointed ears, as well.

Garif society works on Catholic rules: the higher up you are on the totem pole, the more badass your mask is. As Vaan approaches the small bridge into the settlement, the sentries take one look at the effeminate foreigner and brusquely tell him to GTFO. But from behind comes another garif, who says that he had been impressed watching us fight for a while, and that there’s no harm letting such warriors into the village.

Holy crap, man, I hope for your sake you weren’t watching me fight my way across half of Ivalice collecting monkey hooves and rainbow chaps or whatever; I at least got some overpowered equipment out of it and I still scuttled most of my interest in this game and a good chunk of self-respect.

The garif are a low-tech tribal hunter/warrior culture with a plot-important understanding of history and mystical lore in a fantasy videogame setting, yet they *aren't* smug, self-righteous pricks to us every chance they get. Actually, the garif are consistently patient and magnanimous. Don't worry; the game will more than make up for this oversight later.
The garif are a low-tech tribal hunter/warrior culture with a plot-important understanding of history and mystical lore in a fantasy videogame setting, yet they *aren't* smug, self-righteous pricks to us every chance they get. Actually, the garif are consistently patient and magnanimous. Don't worry; the game will more than make up for this oversight later.

Despite the cold welcome, the garif are a relaxed and accommodating bunch. I like them a lot, and I hope they were spared the inevitable non-hume genocide that seems to have taken place between this game and the time of Final Fantasy Tactics. The war chief is a bloke called Supinelu, and he’ll be one of a few familiar faces around the village. Though he has already let us in, he wants to know what brings us to Jahara, and, once Vaan explains the situation with the welcome narrative shorthand of a nodded head, points us in the direction of the elders.

Once inside, a quick look-see doesn’t turn up much. Geomancer Yugelu only has a bare understanding of nethicite, and even the High-Chief Zayalu seems to either know nothing or lack the authority to relay anything of value. It seems only the Great-Chief can enlighten us on nethicite, but of course meeting with him is a big deal. Ashe requests an audience from Supinelu, using her royal blood as leverage; he asks us if we happen to have any proof that she’s a princess, yet she hangs her head and admits she does not.

<b>Ashe:</b> ''What, the Dawn Shard? C'mon, if digging up a magic rock makes me a princess then Larsa made Penelo at least a viscountess a few weeks ago.''
Ashe: ''What, the Dawn Shard? C'mon, if digging up a magic rock makes me a princess then Larsa made Penelo at least a viscountess a few weeks ago.''

… What. Um, Ashe? Honey? Did you forget, the, uh… the, you know… major plot point? Acquired it specifically for the purpose now suggested? Raison d’être for even coming here…? No? Holding it in your pocket? I just EQUIPPED IT ON YOU, does that help at all? Nothing…? Uuuuughhh… Oh well.

Supinelu is given slight pause by Ashe’s blatant flubbing of the script, but improvises like a champ: he has seen the truth in her countenance, and that’s good enough for yurt-dwelling savages. Across another bridge, we arrive at the so-called Elderknoll, and sure enough there are elders and chiefs of all kind, just knolling it up, playing board games, feasting, dozing, exchanging anecdotes about epic mask-wearing and nanna rodeos and all the various nuances of the robust garif culture.

Seriously, Rabanastre fucking sucks, can we retire here? Please?

<b>Uball-Ka:</b> ''Supes, if this is another fake princess, I'm making you hunt a Catoblepas.''
Uball-Ka: ''Supes, if this is another fake princess, I'm making you hunt a Catoblepas.''

Within a high-fenced circle, the Great-Chief Uball-Ka himself sits behind a large fire, sporting the baddest mask a garif, or indeed, fucking anyone could ever hope to wear, and a great white beard billowing from underneath it. He takes the Dawn Shard and ponders it for a bit. Yet, while he can tell the stone has been recently used, he admits knowing nothing of how to do so himself; in fact, this deficiency on the part of the garif is a part of their history. The gods themselves granted their nethicite to the garif in ages long past, but the garif never got the hang of using it, or any kind of magicite apparently. Once Raithwall entered the picture, he showed up on the gods’ recommendation, signed for the Stones, and went off on his merry way to conquer all Ivalice.

The garif remember the Dynast-King fondly, saying he used the stones “to bring peace to a troubled time.” Yet the Great-Chief is crestfallen to have met with a descendant of Raithwall himself unable to enlighten her on how to make use of his legacy. In fact, he seems taken aback that Ashe doesn’t just know how to use it, by instinct or intuition. Be that as it may, he does confirm Ashe’s fears: the power of the stone, collected by ages and ages sitting in the rich mist of the Jagd Yensa, has been spent utterly. If she found a good place to let it recharge, her posterity would find it ready for them.

Hey, that gives me an idea… Did we leave the Epoch around here? No? Ah, nevermind then.

Uball-Ka gives a word of warning: the nethicite may indeed have something of its own will. He cautions gravely that those who desire nethicite are often in turn desired by nethicite… As he speaks, a third party intrudes upon our little parley. It’s… Larsa?! Holy shit, Gabranth! Do your fucking job! Every time you let this kid out of your sight he’s giving away Archadian state secrets and abetting your worst renegade war-mongering enemies. Put the little Loki on a leash if you want Archades to last through the end of the fiscal year.

<b>Larsa:</b> ''Guys, a few weeks ago I went with my gut and let you run free when everyone in my life would have told me to have you killed on the spot. A few days later you blundered into killing hundreds of my nation's people, befouled my Lord Brother's good name, upset the Archadian balance of power, and cast Ivalice upon the precipice of an era-defining war. I'm a HUGE fan, and I've come to nab front row seats to this show. Oh, and to see my favorite viscountess.''
Larsa: ''Guys, a few weeks ago I went with my gut and let you run free when everyone in my life would have told me to have you killed on the spot. A few days later you blundered into killing hundreds of my nation's people, befouled my Lord Brother's good name, upset the Archadian balance of power, and cast Ivalice upon the precipice of an era-defining war. I'm a HUGE fan, and I've come to nab front row seats to this show. Oh, and to see my favorite viscountess.''

No, they don’t explain how or if he knew where we were, or what else he was coming here for otherwise. Does anyone else in Archadia know our exact movements? Oh, whatever.

Sure enough, the precocious little scion has a plan in mind: leave for Bur-Omisace immediately. Larsa seems well aware of the Marquis’ counter-Imperial fleet. (Of course, the little bastard’s probably on their board of directors.) He worries, as the Senate does, that if recent events haven’t already provoked Rozarria into a new war, the inevitable clash between Archades and the ever-growing Resistance certainly will.

But if Ashe, with Dawn Shard in hand, were to receive the blessing of Gran Kiltias Anastasis, she would have an undeniable claim on the Dalmascan throne once more, a position she could leverage to prevent the war in the first place.

STOP THE CLOCK! Wasn’t Ashe just sitting on the stone for four days, knowing full well that she could do exactly this, yet electing not to because she believed that that would be more than enough in itself to provoke the Empire to war? Weren’t we trying to learn how to use the stone as a weapon specifically to enforce this claim on the Dalmascan throne, as insurance to prevent or even win the inevitable conflict that such an action would precipitate? Is Larsa telling us to embark on exactly the course of action that only moments ago was driving us under the impression that it would lead to the very Ordalia-Galtea-Valendia World War that he claims it will prevent, with Dalmasca and Bhujerba stuck right in the middle with no means of defending themselves from annexation or outright annihilation?

Larsa and Ashe use this exchange for a fierce competition over whose consistent emotional immaturity can engender the least consistent epiphenomenal attitudes from scene to scene. I'm not sure who's winning, but Ivalice is losing badly.
Larsa and Ashe use this exchange for a fierce competition over whose consistent emotional immaturity can engender the least consistent epiphenomenal attitudes from scene to scene. I'm not sure who's winning, but Ivalice is losing badly.

In a perfect world, that’s exactly what would have happened, and the ensuing Ragnarök of nethicite WMD’s and deific politicking resulting from it would fill Larsa with such supremely magnificent lulz that he achieves the kind of over-charge apotheosis that Sephiroth dreamed of.

Ashe is immediately offended by the idea, but for all the wrong reasons: preventing a devastating world war would be helping the Empire, in a sense. Holy shit, Princess… Larsa points out the blindingly obvious: such a war would see Galtea, and Rabanastre in the center of it, as the battleground. He states with confidence that, in such a situation, Vayne would not hesitate for a second to Dusk Shard Dalmasca into a mist-wreathed, zombie-haunted ruin. Ashe is given pause by being told what she already fucking knows.

Hey Larsa, weren’t you telling Penelo just a week ago how much you looked up to Vayne and how Rabanastre would be just peachy fucking keen with him at the helm as consul? Don’t get me wrong, I support your plan to wreck the entire continent on a lark, but that’s sloppy work.

After nightfall, Ashe is wandering around having a good hearty think, palming the Dawn Shard like a good luck charm, when she has another vision of Rasler just ahead on the Elderknoll bridge. She rushes forward to see… it was just Vaan.

You see this? You see this here? Most problems with this game can be chalked up to incompetence or confusion. Amateur hour stuff. Deliberately, willfully misusing this game's consistent, occasionally brilliant command of the language of visual storytelling to vaguely imply or foreshadow something that never pays off and can never be reconciled with what the player knows of the plot or characters at any point of the game? Stratford, Texas doesn't produce this much bullshit in a year.
You see this? You see this here? Most problems with this game can be chalked up to incompetence or confusion. Amateur hour stuff. Deliberately, willfully misusing this game's consistent, occasionally brilliant command of the language of visual storytelling to vaguely imply or foreshadow something that never pays off and can never be reconciled with what the player knows of the plot or characters at any point of the game? Stratford, Texas doesn't produce this much bullshit in a year.

I’m serious, game. Knock this shit off. I’m usually at least partly in jest every time I get on to the game about some annoyance or other, but this just sticks in my craw. This shit is the worst.

Vaan realizes she was having another vision, and confronts her about what they saw at the tomb. Ashe is taken aback that he could see Rasler as well, and wonders aloud why that might be. In response, Vaan gives a total non sequitur about not really knowing Ashe well or Rasler at all, and that maybe what he saw was a vision of his brother. Well, nice try hanging a lampshade on your own nonsense, but we already saw exactly what he saw, and I’ll tell you this: Reks didn’t dress like a fucking Nabradian prince.

But the game rallies expertly, and actually gives Vaan a great little bit of characterization. Mentioning Reks gets Vaan and Ashe talking about him, and Vaan questions out loud why his brother or Prince Rasler would fight the Empire knowing they were throwing their lives away on a fight they could never win. Ashe offers an obvious platitude— “To protect something”— but Vaan is having none of it, pointing out how they didn’t protect jack shit through their sacrifice and, in getting killed, prevented any other good they could have possibly done and brought more misery to the people closest to them.

I won't even joke about Vaan's best scene involving him owning up to his shortcomings. I like this moment. This is a quality building block for the character. This makes me want to see more of Vaan.
I won't even joke about Vaan's best scene involving him owning up to his shortcomings. I like this moment. This is a quality building block for the character. This makes me want to see more of Vaan.

Then Vaan makes an admission: all his high-minded talk about fighting the Empire and being a sky pirate someday was a lie for himself, a proud bluster meant to distract himself from the pain of losing his entire family to disease and war, knowing that he could never do anything about his hardships due to his powerless station in life.

Holy shit, game. This is starting to sound like we’re in Ivalice again. This is a tantalizing look at the character Vaan could have been: a maturing, relatable personality, even if it took a while to come to light; an awareness and examination of the nature of power and rank, a pillar of the setting; and a dynamite contrast to the princess that they’re so desperately trying to connect him to. Ashe, who was so bitter and angry, and so eager to let that grief and vindictiveness dictate her command of power which would alter the course of human events; who believed herself to have lost everything, yet remained a leader even in exile, playing the Great Game, juggling magic superweapons and treating with gods and kings alike; who hated the Empire and lusted for unbelievable power, for the sake of her satisfaction and her entitlement… and Vaan, who had almost nothing, and lost even that; who could only watch in desperate denial of his own impotence as his place in life was repeatedly degraded by people who see his rung of society as chattel; who, through terrible personal experience, knew very well the price of war-sport and the agendas of the strong.

Externalizing one's unmanaged grief into unhealthy, counterproductive obsessions is a very specific trait with which to link two characters in a script, but not at all a bad idea, and I applaud the game for giving it a shot, however briefly.
Externalizing one's unmanaged grief into unhealthy, counterproductive obsessions is a very specific trait with which to link two characters in a script, but not at all a bad idea, and I applaud the game for giving it a shot, however briefly.

Having spoken his piece, Vaan makes a resolution. He had tagged along from the start just to distract himself from his own misery without ever hoping to truly address it. But he knows now he’s stumbled on to something extraordinary in Ashe’s little band of misfits. He feels, for the first time, the freedom to affect the world around him, and he’s excited for the opportunity.

If at any time, even if nothing up to this point had changed, they had taken this little bezoar of personality and ran somewhere with it; if, in a game even partly about the very themes that they posit so strongly shaped this character’s life, ever gave him the chance to motivate the events of the plot; if they had done any damn thing at all with the character they tried to show us in this moment, that might have been enough to light a fire in this game, to set off something unique and unforgettable.

But they never do.

This fucking game. I swear.

The Travelog continues next week.

 

Footnotes:

[1] No judgment, we all do what we have to do to cope with compulsive anal-retentive completionism.



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78 thoughts on “A Travelog of Ivalice, Part 8: It Would Be So Nice

  1. Parkhorse says:

    Despite the cold welcome, the garif are a relaxed and accommodating bunch. I like them a lot, and I hope they were spared the inevitable non-hume genocide that seems to have taken place between this game and the time of Final Fantasy Tactics.

    I was going to mention FFT: Advance, but then I remembered that game was technically a dream and never actually happened. Maybe all the major characters in FFT are just really racist, and are like “nah, let’s just avoid the garif village. Can’t stand the stink.”

    The real answer is early installment weirdness (or early installment lack-of-weirdness?), but it does tend to make one speculate…

    1. ThricebornPhoenix says:

      The description for one zone in FFT specifically refers to *Moogles* as extinct. Can’t imagine the Garif fared any better.

  2. Syal says:

    We skipped over the Giza Rains here, but I want to point out a sidequest. There’s a Hunt during the Rains that requires knocking over a bunch of dead trees to form a bridge. You knock the trees over by hitting them with whichever weapon you have equipped. This looks phenomenally stupid with a bow, and incredibly badass with a shotgun. Firing a shotgun at point-blank range into a tree so hard that the tree snaps in half and falls over, is probably the best part of this game, and indeed, life.

  3. Thomas says:

    It frustrates me to no end that the tl;dr of this arc is:

    Ashe: I have no idea what I should do. Perhaps reconnect with the resistance? Make allies with other countries? Pursue the guy pulling the strings?

    Someone else: Lets find out what this stone does.

    Ashe: I also have no idea how to do that.

    Fran: Neither do I, but let me just make up a place on the spot and see if they know.

    [They do not]

    Garif: Also, even if we did, it wouldn’t mean anything.

    [Person actually involved in the story appears for no explained reason]

    Larsa: Let’s go back and do one of those things you said at the start.

    1. BlueHorus says:

      If Ashe wasn’t trying to prove her heritage with the magic stone (somehow), it’d make a lot more sense.
      ‘Our magical nuke is empty, everyone will take us more seriously if we can recharge it’ is a good enough reason to go and visit the Garif.
      But this nonsense about proving her heritage detracts from the entire story, for no gain. Especially when the Garif immediately ask her to prove it.
      It’s like the story itself is trolling us at that point.

      Mind you, neither reason helps much when you spend hours going somewhere only to not acheive anything.

      1. Thomas says:

        Yeah, and it’s obvious right from the start that Fran doesn’t really know what she’s talking about. The story asked you to take a leap of faith that going in the Garif direction would lead somewhere. And then it doesn’t.

    2. Ninety-Three says:

      In defense of Larsa, “let’s do that thing you dismissed at the beginning” makes sense in terms of “we tried looking for a better option and it didn’t work out so it’s time for the mediocre fallback plan”. This game being what it is, no one has it together enough to acknowledge that but at this point what else can they do? Ask Fran to check the script again?

      1. Thomas says:

        I’m meant it the other way, I think Larsa’s plan is both better and more interesting narratively. It’s the fact they took a massive detour to get there by first going with a plan that looked rubbish and did indeed turn out to be rubbish.

  4. Kathryn says:

    Zodiac Age makes Larsa even more of a troll. In the PS2 version, he was a great guest and helpfully threw Hi-Potions as needed. In Zodiac Age, he still does that…FROM YOUR OWN INVENTORY.

    Thankfully, you can edit his gambits in Zodiac Age and turn that one off if you don’t want to lose all your potions to a sticky-fingered tween.

  5. Omobono says:

    One comment, and this isn’t a defense of the game since it’s nowhere clear in the narrative:
    the visions of Rasler and Reks? Illusions by the Occuria to try and manipulate Ashe and Vaan into going Raithwall 2.0.
    It’s why Vaan doesn’t see them anymore after a point in the story (I think this scene), the Occuria noticed he wasn’t biting.

    1. Rho says:

      I dunno man, that sounds like a post-hoc explanation chucked into the narrative at the last second because it was too late to change the cut-scenes.

  6. John says:

    Shame on you, Rocketeer! I’ve played FFTA. The Giza Plains aren’t next to the Ozmone Plain. They’re wherever I want them to be. You can’t fool me with your ridiculous notions that the locations of various, uh, locations are in fixed relation to one another. The very idea!

    1. Parkhorse says:

      Locations not being fixed in FFTA makes sense when you remember that the whole game is the dream of Mewt, a boy from the modern day town of St. Ivalice.

      1. John says:

        I don’t know why you bothered spoiler-tagging that, but yes.

        And also no, because Marche–or the player, which amounts to approximately the same thing–is the one doing all the picking.

  7. Joshua says:

    It’s an opaque, bass-ackwards system. It seems to reward either complete chance— since you will stumble into several bazaar items just by turning in the wheelbarrow of severed wolfman dicks every foray into the wild turns up— or through total reliance on guides and FAQ’s

    This is the part where I usually lose interest in FF games. I can’t tolerate any of the Blue Magic hunts, and dump Gau in the airship right after I’ve completed the Battle of Narshe (he may indeed be powerful once you get the right rages, but I’m not spending hours grinding in the Veldt to find out), I stopped playing FF 7 during the Chocobo Racing tedium because I was told that the Knights of the Round was so awesome, but in retrospect I probably should have just ignored that continued on to the rest of the game.

    I recently mentioned how I was trying out FF V, and I’m by the library where a FAQ is telling me that I need to have someone with Learn equipped on when fighting one of the magic books who can cast Level 5 Death, but I can’t have *everyone* be level 20 or I’ll wipe, so I need to have a level disparity between my characters so I’ll have to let one of them die to stop gaining XP so I can have only that character be killed by the Level 5 Death so I can learn it and then go to that hidden dungeon in the castle with the uber-monster Jackanapes so I can use Level 5 Death and score some good treasure and…….fuck it, I’ve stopped caring. This kind of very specific FAQ-based grinding might be ok with MMOs where it gives you something to do at the end-game, but it seems like FF likes to shove this stuff in the middle of the game just to derail the plots.

    No, they don’t explain how or if he knew where we were, or what else he was coming here for otherwise. Does anyone else in Archadia know our exact movements? Oh, whatever.

    This is definitely on brand for FF games. Characters (both friendly and hostile) find each other through the power of plot necessity.

    1. BlueHorus says:

      Oh man, the ‘Level [number]’ spells in early Final Fantasy games. Automatic status effect to anyone whose level is a multiple of something. Terrible, terrible idea.

      Used against you, it’ll either do nothing OR kill people with no chance of resisting – quite possibly the whole party in one hit.
      Against enemies, it’s either a waste of MP OR an insta-kill that works on bosses.

      The best thing that can be said is that they’re not necessary at all, and can be largely ignored. Which, incidentally, is the same for Chocobo breeding in FF7…

      1. Parkhorse says:

        The one place I liked those was on the Calculator class in FFT. Didn’t use it much, but I liked it thematically. On random mobs, or your party’s blue mage? I agree, it’s awful. I can accept a lot of janky ideas if they’re suitably thematic.

    2. Hugues Ross says:

      Yeah, I’m not a big fan of RPGs making overly-complicated sequences to get stuff. With that said, one note about FFV:

      go to that hidden dungeon in the castle with the uber-monster Jackanapes so I can use Level 5 Death and score some good treasure and

      Sounds like you’re following a bad FAQ, you can just run from the encounter and get the gear hours earlier. In fact, judging by Jackanapes’ drops this was probably the designer-intended solution… In general some of FFV’s stuff is a bit of a pain to get, but the thing to remember about that game is that everything is overpowered and most problems have multiple solutions. Unless your goal is to 100% the game or you’re doing a challenge run, you largely don’t need to worry about the grindier optional stuff. The game will give you more than enough power just through normal play.

    3. Chad+Miller says:

      Honestly, I never minded stuff like Blue Magic and Gau Rages all that much. A lot of it is just that there’s really no reason to min-max these things unless you’re obsessive enough to do it for its own sake; achievements didn’t exist yet and it’s not like there’s a secret cave you only get to see if you get N rages with Gau or whatever.

      VII is the point where it crosses the line for me, personally; the WEAPONS are bosses flagrantly more powerful than the game’s final boss, who himself is supposed to be a world-ending threat, and they’re just kinda hanging around. And then to actually beat them all but requires both insane grinding and a strategy guide.

      XII breaks new ground in not only making these requirements so far over the top but also making it a near requirement to consult strategy guides preemptively; it’s not just that there’s no way to know the Bazaar recipes, it’s also that there’s no way to know what recipes are still outstanding or which ingredients can only realistically be acquired from specific monsters that never respawn.

      Actually, about those not-respawning monsters; there’s a bit of an exploit where you can get one to spawn, steal from it or even kill it, then transition to a different area before the game registers that the monster spawned. This allows you to double-dip on these “unique” monsters. One of the most famous uses is to powerlevel through the early game by having Vaan repeatedly solo a skeleton with a pocket full of Phoenix Downs, but it’s also the most expedient way and possibly the only reliable way to farm one of the materials for the Tournesol mentioned in this post.

      1. Kathryn says:

        >you’re obsessive enough to do it for its own sake

        I’m in this post and I don’t like it.

      2. Trevor says:

        I thought the WEAPONs were set up well in FF7. They were clearly mentioned as optional bosses and their locations were explicitly told to you, so there was no chance of you getting ganked by them or wandering in blind. I thought it did a really good job of communicating that they were totally separate from the main quest. The idea of there being bigger things than Sephiroth wandering around the world didn’t bother me all that much, but I can see how your mileage could vary there.

        What crossed the line was that I think it’s impossible to figure out how to beat them on your own. They are both such non-standard fights that you kind of have to figure out what the designer was thinking in order to circumvent it. Previous strategies and combos you’ve figured out (Final Attack – Phoenix, for example) only work so far.

        And then with Knights of the Round, I can’t believe anyone figured out how to do the chocobo breeding on their own. Everyone used a FAQ. The process is too weird (are you actually told in-game that racing a given chocobo improves the breeding stock?) for anyone to solve without help.

        1. BlueHorus says:

          racing a given chocobo improves the breeding stock

          Wait, it does?!
          Yeah, I’m 90% sure that that was never explicitly related in-game .

          1. tmtvl says:

            Yeah, to get a Golden Chocobo you need to race some of its parents-to-be up to like A rank (or whatever, I haven’t played 7 in years and don’t plan to do so ever again).

            1. bobbert says:

              Bird-ranching was the only part FFVII that I enjoyed. I wish I could have gotten it as a half price stand-alone game.

              1. tmtvl says:

                Isn’t that basically what Monster Rancher (AKA Monster Farm) is?

                …Wait, MR1 and 2 are on Steam!? Well, take care guys, I’ll see you in 2024!

        2. Syal says:

          so there was no chance of you getting ganked by them

          hahaha. Emerald Weapon will park himself outside Gelnika sometimes; if you move too fast exiting there you’ll run straight into him.

          The Chocobo Sage does walk you through the Chocobo breeding process in-game; what combinations and which nuts you need.

        3. Chad+Miller says:

          They were clearly mentioned as optional bosses

          My very complaint is the story implications of having optional bosses many times stronger than anything in the actual story when the story itself is about a world-ending threat.

          XII it doesn’t bother me as much because at least you could say that the Empire could be a smaller fish next to the horrors lurking in the world at large.

          1. Mye says:

            You’re specifically told that the weapon aren’t world ending threat, they’re more like the planet white blood cell that roam the world looking for danger to the planet and try to destroy them (ie mako reactor).

            1. Chad+Miller says:

              No, no, no. I didn’t say WEAPON was the world-ending threat. I’m complaining that they’re flagrantly overpowered compared to the ultimate world-ending threat. I’m saying their powerlevel (and the expectation that the player will fight/defeat them) undermines the story.

              1. Ninety-Three says:

                JRPG power levels are already a bizarre mess, I feel like the Weapons ought to get a pass under the same “it’s just a gameplay abstraction” principle. It isn’t supposed to be literally true that a level 50 faceless mook from disk 3 could solo the entire city of Midgard, or that Cloud got a hundred times stronger over the course of a few weeks, so why do the Weapons have to be literally stronger than Sephiroth?

                1. Thomas says:

                  Yes, it doesn’t work if you apply too much logic to it.

                  Are people in the Calm Lands 50 times more powerful than people in Besaid? Could the Ronso’s solo half the content if they did just did the pilgrimage in reverse?

                  It’s similar with Magic: the Gathering stats. There’s _some_ context, a dragon typically has higher stats than a goblin. But it’s not designed to go beyond more than a surface impression. 15 flying squirrels can’t actually defeat an Eldritch abomination

                  1. Chad+Miller says:

                    I think it’s the difference between “this doesn’t make sense if you examine it too closely” and “this doesn’t make sense unless you take active effort not to think about it.”

                    Like, I can accept that if you ask how people travel in and out of Nibelheim you’re going to unravel things pretty quickly, and this is a problem that can’t be fixed without overhauling the entire (game) genre. But accepting that only asks that you play the game normally without interrogating the setting in ways that are not intended.

                    Things like WEAPON are different. They’re not random filler battles on the road; they’re introduced in cutscenes and are among the few entities that can change the overworld map. They appear in areas you can’t help but pass through and sometimes take active effort to avoid. And if you go to any trouble to beat them, then it’s inevitable that you will be putting in hours of effort above and beyond what it would take to stop Sephiroth/Jenova, and there’s no way not to think about it because those hours will be spent solely because of it.

                    “Wouldn’t that apply to any JRPG post-game?”

                    Well, yes. The very idea of the post-game is the part that I’m not a fan of, and I don’t think I’m alone in this. Witness the Pixel Remaster rereleases of I-VI omitting the postgames that previous rereleases had added.

                  2. Sleeping Dragon says:

                    Squirrel Girl would like to know your location.

              2. Fizban says:

                What bugs me about them is that the player can fight them at all. If the “Weapons” are the planet trying to save itself but apparently completely unable to actually target the problem of Sephiroth/Jenova/etc, shouldn’t that mean the player’s goal would be helping the “Weapons” find Sephiroth so they can do their job? The whole moral of the story is to not muck with the planet, so why are the big optional boss fights literally kicking the planet when it’s down? The only excuse you can give is that they’re a threat to towns and people, but of course in practice they just wait for you to fight them, and that doesn’t change the fact that you should be shepherding them away without destroying them.

    4. John says:

      This is the kind of thing that killed my last playthrough of Final Fantasy Tactics Advance. I was wondering why I couldn’t access some of the post-game story content when I finally realized that a certain mission wasn’t triggering because I hadn’t been capturing monsters for the Monster Bank the whole time. It was, technically, not too late. There was nothing stopping me from starting to do that other than the thought of all the grinding involved, but that was enough. I decided that Marche didn’t to fight corrupt Judges that badly after all and quit.

    5. Syal says:

      I stopped playing FF 7 during the Chocobo Racing tedium because I was told that the Knights of the Round was so awesome

      Knights of the Round is basically a cheat code, for when you don’t want to have to play the game anymore.

      Any guide that tells you you need Blue Magic is a bad guide. There are two other legitimate ways to get past the jackanapes; savescum and run from them when you first get there, or come back in endgame when you can properly fight them. The equipment is still useful in endgame.

      1. BlueHorus says:

        Knights of the Round is basically a cheat code, for when you don’t want to have to play the game anymore.

        A really ssslllooooooowww cheat code, for when you would rather watch the same super-long animation over and over again rather than participate in fights…

        Also: One thing that’s worth mentioning is that FFV doesn’t actually tell you (at least in the SNES/GBA versions) just how good the items you’ve just found are. For instance, the 12 Legendary Weapons (which are a plot point coming up) all have special (great) properties not listed in the game. Definitely worth looking up if/when it becomes relevant.

        Also also, wait – going from the Great Library BACK to [the town with the water crystal and the jackanapes] after gaining LVL5 Death would be really inconvenient at this point in the game, since you’d have to mostly walk through dozens of random encounters!
        I’m with Syal, that FAQ is possibly not the best.

        1. Syal says:

          In fairness, you get the boat right after the library, and the ariship soon after. It’s only inconvenient if you backtrack the second you get Lv 5 Death and leave the Library unfinished.

    6. Boobah says:

      With Gau? The (relatively) simple solution is to get him the Rage for the Narshe guard commander, the boss of that sequence with three parties at the beginning of the game. It’s available the first time you enter the Veldt, and that early in the game the number of Veldt encounters is limited, so it doesn’t usually take too long for it to appear.

      With that Rage, Gau usually uses General Leo’s Blitz which does high damage to all enemies and compares favorably to everybody else with a heavy hitting special command.

  8. Rho says:

    First off, I believe it’s Shamus who is making the captions/pictures. Thank you. Those are absolutely hilarious and I almost keeled over laughing. Also thanks to Rocketeer for the series, as always.

    “Vaan questions out loud why his brother or Prince Rasler would fight the Empire knowing they were throwing their lives away on a fight they could never win. Ashe offers an obvious platitude— “To protect something”— but Vaan is having none of it, pointing out how they didn’t protect jack shit through their sacrifice and, in getting killed, prevented any other good they could have possibly done and brought more misery to the people closest to them.”

    Wow you guys accidentally backed into a very *now* subject. At the risk of being tediously topical, this is exactly the kind of moral dilemma being faced by around 44 million people in eastern Europe right now. My only problem with this is that the game fails to actually communicate anything beyond this moment, which is where it might have become something legitimately beautiful. Here the game tries to step past the platitudes of nobility and sacrifice, but it fails to figure out what is beyond them, and think about what drives people to risk their lives for a seemingly-abstract cause. The thing is, all the foundation is right there in the game already, but nothing comes of it.

    1. Shamus says:

      I select the images, but Rocko does the captions.

    2. Also Tom says:

      Thing is, there’s also a practical calculus: is it actually hopeless to resist? Sure, yeah, the Empire can commit enough force to squash you, but can you put up enough of a fight to make them wonder if it’s worth it, then offer to capitulate on better terms than you would have gotten than if you rolled over and died–in this case, vassalization, or perhaps permanent linkage to the Empire, while still maintaining local autonomy and avoiding occupation?

      This sort of thing gets really complex really quickly, and the calculus has lots of variables that you end up having to guess at.

      1. Rho says:

        There’s an emotional strength to resisting, too, which is impossible to calculate but incredibly powerful. Failure to resist is implicitly telling yourself that you civilization, nation, people or whatever are just not worth defending. It is to essentially abandon your self-conception as people worthy of self-determination. In essence, this is exactly what’s driving Ashe: not the abstract notion of monarchy or her assigned rank, but that she refuses to just roll over for the Evil Empire. Again, the game is basically *right there* but it doesn’t even bring these threads together.

        Of course, Ashe being Ashe, she couldn’t sort out her thoughts until Vossler got killed. However, that too could be a great story beat where she acknowledges that her refusal to entirely commit one way or another is what forced Vossler into that position. In reality she basically never learns or grows until Abitrary Plot Nonsense at the very end.

        And finally, Poland Is Not Dead.

        1. Gethsemani says:

          With the risk of steering way too far into political: The military theorist Clauzewitz reflected on the fact that resistance to invaders does something to the national psyche and the stories of a nation. He points to Venice, who laid down their arms when Napoleon threatened to besiege the city. Venice had been a political player for centuries and was well-renowned for its professional army and huge navy relative to its size. After they submitted to Napoleon? They stopped being much of anything and eventually quietly united with the rest of Italy. Meanwhile nations like Lithuania and Poland have always resisted and have, despite centuries of occupation and division by other countries, retained a national identity. As Clauzewitz puts it (paraphrased): That final defeat takes on a mythology of its own, it becomes a rallying cry and a reminder that the people are currently occupied against their will.

          1. Boobah says:

            I’m not sure I’d call the Italian unification ‘quiet.’ Especially when you add in the earlier, abortive attempts.

            Related sidenote: A professional historian could spend their career on just 1848 in Europe and never run out of material.

      2. Syal says:

        They have nukes, and use them. The neighboring Nabradia is a crater now.

    3. Shamus has very helpfully provided the screenshots, which are especially welcome when I’m trying to talk about the game’s visual choices, like the scene with Ashe and Vaan at the end. Unless otherwise specified, I write the captions.

  9. Dreadjaws says:

    As he speaks, a third party intrudes upon our little parley. It’s… Larsa?!

    No, they don’t explain how or if he knew where we were, or what else he was coming here for otherwise. Does anyone else in Archadia know our exact movements? Oh, whatever.

    And, of course, no one in the game questions it. You know, I’d actually like to see a bunch of game remakes being done and not focusing on improving the graphics or incorporate more dungeons or stages. No, I just want them all to add one specific character to your party (let’s call him “Darrell”) whose entire function is to question every one of your protagonists’ dumb decisions, and get increasingly frustrated at their accumulated idiocy as the game progresses.

    Like in this part of FFXII, for instance.
    Ashe: “Ah, Larsa, How are you doing? Long time no see. Let’s discuss our plans”
    Darrel: “Wait. Wait a minute. You’re just going to accept this guy here? Is none of you going to question how did he come upon us? Are none of you worried that our enemies might be privy to our every move? Don’t you think this is worth at least a couple of seconds of consideration? Also, I didn’t want to mention this before, but it’s driving me crazy: what the HELL are y’all wearing, man?”

    Or how about Mass Effect 2?
    Kashley: “I heard you’re working for Cerberus, so fuck you, forever.”
    Shepard: “OK, that seems fair.”
    Darrell: “Are you FREAKING kidding me you two?” (looks to Kashley while pointing at Shepard) “This fella right here has been your pal and confident throughout the worst experience of both of your lives. They even chose your life over the one of that other equally annoying party member back then. And this is how you repay them? Haven’t you considered for a bit that they might have a perfectly reasonable motive for what they’re doing?” (looks at Shepard) “And you. How about GIVING Kashley here a reason instead of standing there without a word, like a freaking nerd talking to a cheerleader in one of those damn Disney made-for-TV movies?”
    Shepard: “Well, I’m only working with Cerberus because I have to!”
    Kashley: “So you admit you’re working for them! I’m out.”
    Darrell: “… Man, I need a goddamn Krogan drink.”

    Or even Resident Evil 5.
    Chris: “Excella! Stop right there. Stop that! Don’t move a muscle!”
    Excella: Visibly yawns while slowly matter-of-factly storing a bunch of syringes in a briefcase.
    Chris: “I’m telling you! Stop that right now or I’ll be forced to ask again!”
    Darrell: “SHOOT. HER. Shoot the bitch. Man, give me a gun and I’ll shoot her. Why don’t I get a gun? You know what? I don’t need it. I’ll go there and choke the bitch with my own hands and… ah, fuck, she’s gone.”
    Chris: “There was nothing I could do. She’s just too cunning.”
    Darrell: (eyes twitching) “… I swear I’ll fucking murder you in your sleep, motherfucker.”

  10. Retsam says:

    I think the most annoying thing about the Bazaar is that it’s almost a good system, perhaps even a great one.

    If the game just added a UI showing the various bundles and the player’s progress towards them, that would be 70% of the way to a great system. The bundles have names like “Marksman’s Delight” so there’d still be a bit of “surprised” and avoid feeling too artificial/mechanical.

    If, in addition, the tracked monster drops for you on their bestiary page – showing all the items you’ve gotten from them and “???” for any drops you haven’t yet gotten/stolen – that would be a good system, and 90% of the way to a great one.

    Those two changes are really all it’d take to make this system work – now there’s a point for all the extra grinding that the game seems to want you to do, and a point to the bestiary, and a way to turn grinding against the same enemies into a meaningful advantage in terms of equipment.

    It’s purely a UI fix, and so I’m actually rather surprised that neither of the ‘improved editions’ actually did anything of the sort. (They focused on the License board system, which I agree needed the help more than the bazaar, but still, it would have been nice for some of the other systems to get some love, too)

    The last 10% towards a “great system” would be removing the “your progress towards all other bundles clears when you earn a bundle”. Some would argue this is more than 10% of the problem as it makes selling loot very “fiddly”, but I think others would argue that this mechanic makes selling loot more “interesting”. (Years of watching board game reviews has taught me that one persons “fiddly” is another person’s “crunchy”)

    Personally, I’d drop it (and maybe rebalance the ‘difficulty’ of the rest of the bundles to compensate), but as long as it was clear via UI (the actual game never explains this at all), I don’t think it’d be a fatal flaw.

    1. Chad+Miller says:

      In an earlier post one of the captions mentioned that this game was released around the same time as Oblivion. Final Fantasy isn’t usually open-world but this installment is just open-worldy enough that I think the two games make an interesting contrast in general.

      In TES, pretty much all the quest content opens up immediately and nowadays has giant arrows pointing you toward all of it. You can do almost any of it, immediately, whenever you want.

      FFXII is full of side content, but it’s all heavily gated. Setting aside the absurd unlockable stuff that practically requires a guide, there’s also things like the monster hunts that come in a slow trickle and are usually best tackled at one small specific point in the game. You’ll almost always have at least a few available marks that you straight up can’t beat at your current level, and possibly some other that you can’t find because the hints were that obtuse (“I need you to kill the Pyrlaster. I heard it’s somewhere in…the world.” At least the Zodiac Age release added actual quest markers for these.)

      So on the one hand you have TES throwing a bunch of options in front of you all the time, giving hints to the point of spoilers and being relatively indifferent to what you do when, while FFXII has this big open world but realistically few options are worth pursuing and it often unreasonably hides what those options even are.

      Consider fast travel. Oblivion lets you go basically wherever, basically whenever, with the usual in-universe explanation being “your character walked but we cut that for time”. Meanwhile FFXII has multiple distinct but often overlapping forms of fast travel. For instance:

      * Orange crystals, in addition to saving, let you teleport to any other orange crystals with a consumable item
      * You can pay for an airship ride from any major city to any other major city
      * Eventually Balthier can cart you around to specific points using his own airship
      * The bigger cities have inter-city transport (e.g. the teleport moogles in Rabanstre)
      * Some particularly long dungeons have a teleport from the ending back to the beginning

      The end result is that you get the benefit of “I can get to quests when I want to do them” but without going to the extreme of “distance traveled is now totally meaningless,” which turns out to be a perfect balance for me. (the only TES game I can stand is Skyrim with fast travel disabled, and the hirable carts ended up being necessary to make that work)

      The Bazaar is definitely another one of these things that could have benefited from a push in a “friendlier” direction. Currently, as Rocketeer says it’s either “sell all the loot and don’t even try to figure out what’s going on” or “use a strategy guide”, which is oddly just as mindless but adds a bunch of busywork to the proceedings! It also has the problem that there’s little incentive to figure it out if you haven’t been told about it by an outside source; what’s there to strive for if you don’t even know what’s there and don’t have the barest hint (okay, maybe literally the barest hint, I guess) how to get it?

      Personally what I would have liked was if the Bazaar showed partially-completed recipes. That is, recipes for which you have 0 components would remain entirely hidden, but once you sell a component then all recipes for that component become visible whether you’ve completed them or not. I would also remove the “goods can be used for overlapping recipes” mechanic and only deduct the amount “spent” when someone buys a Bazaar good (the fact that this means some goods would go from buyable to unbuyable after a purchase would be a feature, not a bug; then the player is making decisions based on actual tradeoffs). Then make maxed-out Bestiary entries include theft and drop tables.

      The idea here would be that normally playing the game makes recipes show up, and the player now has a realistic way to decide to complete a recipe using in-game information. The act of picking this stuff up then hits that sweet spot of having the goal be both attainable but a fun undertaking required to attain.

  11. Dreadjaws says:

    It’s always been a point of contention that while you can play and finish a Final Fantasy game with no problem on your own you really only can make the most of your playthrough by using a walkthrough. Yes, many games are a bit obtuse on their relaying of information to the player in order to encourage multiple playthroughs, but this sort of thing is unfeasible in games that are so long. No matter how many notes you take, you’d need to spend hundreds of hours well past the point of frustration when the game stops being fun before you finally get to unlock all of your special moves and find the best weapons.

    That being said, this wasn’t really a problem until the PSX era. The earlier NES and SNES games would have their hidden weapons and abilities, but there weren’t ridiculous requirements to obtain them and you could very easily just stumble upon them. Some of them merely required grinding, which is annoying but easy to figure out. But from FFVII on the hidden weapons, items and powers started requiring a larger number of steps, many of which the games would refuse to even hint at.

    Worse, the later games started to make guides a requirement just to be able to finish the game. Of course, this whole thing started as an excuse to sell guides, which thankfully is no longer an issue since you can get them for free on the internet (made by fans and better than the official ones). You can potentially finish any FF without a guide, but you’ll need to grind like a lunatic (except of course for FFVIII, where grinding is counterproductive) or brute-force it through multiple unfinished playthroughs trying what works better each time, and both of these are massively time-consuming.

    FFXIII here is a bit of an outlier. You can play through the game without any guide or grinding, because most of your abilities are locked behind story beats and the whole thing is preposterously easy, but I still occasionally consulted a walkthrough just because the game was so linear that I couldn’t believe I wasn’t missing anything.

    1. Retsam says:

      Yeah, I think FFXII was in particular the high point of “Guide Dangit”. It kind of makes sense like late-90s into the 00’s was probably the “golden age of GameFAQs” and the “Prima’s Official Strategy Guide”, and it seems like FFXII in particular was designed with guides-in-mind, to a fault.

      Not that you need them to play or beat the game, AFAIK, everything in the main progression of the game is simple and straightforward – but if basically all of the games extra bits have a lot of it, from the bazaar system, to some of the weirder hunts, to the infamous Zodiac Spear and weapons like it – even just trying to use the license board efficiently (especially in the original version).

      The cynical explanation is always “Squenix wanted to sell more strategy guides” (… though I’m not sure how much of a kickback they get from the sales), but I suspect it was more of a genuine mistake – like the idea that “all FF games after FFX would be online”, I think it may be a weird historical anachronism where designers were trying to figure out how to make games in the new era where everyone has GameFAQs.

      Like there’s an extent to which players like “secrets” and a chunk of players who actually really enjoy reading a guide that points out all of them, but just critically overestimated how far they could push that.

    2. Chad+Miller says:

      Worse, the later games started to make guides a requirement just to be able to finish the game.

      I don’t think this is really true. In fact the installments it’s closest to being true of are the NES ones (getting the airship in I in particular is really obtuse)

      1. Veylon says:

        If you bought the game new, it would include the manual, which explains, with pictures, exactly how to get the airship.

        The associated paperwork was effectively part of the game back in the day before they had the space to cram in all the hand-holding that modern games have.

        1. Chad+Miller says:

          Ah, good point. The original NES manual basically was a strategy guide up to the airship, so “you need the strategy guide”, while maybe technically correct, isn’t true in quite the way you’d imagine just from hearing that sentence.

  12. Adam says:

    Every garif wears a mask from the time they are born to the day they die.

    the higher up you are on the totem pole, the more badass your mask is

    So little baby garif has a badass mask and therefore everyone obeys them? Or they upgrade their masks over time? Either of those ideas is fine in principle (if chiched) both they’re pretty mutually exclusive without some specific explanation.

    1. guy says:

      I imagine they switch masks in a private room. They must upgrade mask size while they’re growing up anyways.

  13. guy says:

    Wait, wait, why does Asche need the dawn shard or external approval to have a rightful claim to the throne? I thought she was the heir apparent. Isn’t she the rightful queen simply by existing? I’m sure there’s trustworthy people who can recognize her on sight.

    Getting external aid based on her claim is certainly a good idea, but I don’t see how having a discharged shard with no practical use at the moment strengthens her claim.

    1. Ashe is believed dead by the public at large. She could of course just appear in the central plaza in Rabanastre and announce her identity and her accession to the throne, but so could any other 19 year old girl. The number of people who actually know her personally is rather short, and as far as named characters go basically amounts to Ondore, who has declined to publicly support her accession, and Basch, who is also both publicly dead and widely hated due to his implication in Dalmasca’s overthrow. The only other people so far that know for real that Ashe is alive may be Vayne and Gabranth. Perhaps Gramis himself isn’t privy to the extent of his son’s plots. Vossler and Ghis knew, of course.

      So, Ashe is in the position of needing indisputable leverage to back her retaking the Dalmascan throne. To this end, the shards were intended to serve symbolically and turned out to also serve as a peerless martial deterrent… in theory. In the comments last week I went on a tear about how this makes no sense, because no one recognizes or knows about these rocks and anyone could have them, princess or no.

      I like the idea of appealing to the Kiltias more. It reinforces the idea of Ivalice as a balanced ecosystem of differing institutions and powers; we frequently see ally and enemy alike frame their decisions in terms of what they can get away with *given the consequences;* the other side of all the cloak-and-dagger stuff is the idea that power in Ivalice is frequently checked and constrained to at least some extent. Going forward the real terror in Ivalice will be the emergence of a foe so ruthless and so powerful that they can simply indulge their whims indifferent to the consequences.

      1. John says:

        She could of course just appear in the central plaza in Rabanastre and announce her identity and her accession to the throne, but so could any other 19 year old girl.

        This kind of thing has happened repeatedly throughout history. It often goes better than you might think. If the person currently in charge is sufficiently unpopular, a pretender can usually manage to gather a band of followers and assert local control. There were a good three or four major pretenders who claimed to be the late Emperor Nero. One of them was even obviously the wrong age!

        Without serious backing, however, the good times seldom last. All of the Nero pretenders were ultimately ganked by the Romans, even the one who had Parthian protection.

        1. Again, she could claim it, and perhaps the people of Dalmasca would readily believe it. But as Ghis implies at Dorstonis, the Imperial response to this claim would be to reiterate that Ashe is dead and that the pretender’s masquerade is an insult to the memory of the late Ashelia and Raminas and a dangerous destabilizing opportunistic trick played at the expense of the Dalmascan people. That might not convince the Dalmascans, but it would be justification enough to crack down openly on Dalmasca, which is what we’re trying to avoid; Dalmasca has no means to resist the ass-kicking we will invite, possibly luring Rozarria into the fray. They’re using Ondore as a sort of face for what I suppose you could call the international community: sympathetic, but with too much to lose to support Ashe on goodwill alone. They need a claim solid enough to force a convincing public case not only that Dalmasca is entitled to self-rule but that the Empire’s presence in the country is premised on grave deceptions. A strong enough claim could overcome this collective action problem and readily assemble a coalition confident enough to publicly side against Archadia to a degree they think Archadia would be foolish to stave off with raw force, averting the predicate internecine conflicts that would dismantle the growing Resistance piecemeal and set the stage for Ordalia. And that claim rests on some sort of solid evidence of Ashe’s genuine birthright, a dependable deterrence, and the backing of a venerable world institution.

          That’s the idea, anyway… I think.

          1. Joshua says:

            No remotely possible recognition of her claim and no known skills (I guess?) that she would bring to the role, so why is she gunning for the throne at all? Essentially, she *is* like any other 19-year-old girl.

            1. Shhhhhhh.

              This is an astute question, but I invoke my right to table it until we’re further along.

          2. John says:

            Oh, sure.

            Historically, the trick to being a pretender and not getting ganked immediately is to proclaim your royal status somewhere far from the center of power. In the Roman empire, that meant out in the provinces. In England, that usually meant a port in the far north or west of the country, well away from London. In occupied Dalmasca, it means someplace other than Rabanastre. Unfortunately, I cannot handle all these crazy place names and so I can’t tell if there are other places in Dalmasca. Ashe may just be screwed.

            Anyway, my point is essentially the same as Joshua’s. Ashe may not be a pretender, technically, but unless the means by which she proves her identity also gives her the means to fight the empire she might as well be.

      2. Karma The Alligator says:

        While that’s true any 19 y/o girl could do it, would they really want to go by the name B’nargin?

  14. Mattias42 says:

    Something I think explains the tradition of obtuse and obfuscated systems in J-RPGs, especially from Square-Enix, is that in japan the game guide is still going strong.

    As in, the printed on paper ones you buy. From what I’ve heard, they quite often come WITH the game, as a pre-order bonus.

    It’s basically the exact BS that killed Adventure Games back in the day where things are so stupidly unclear, you’re meant to call the hint-line and/or shell out for that guide book… but for some reason, Japanese & Japanophile gamers just eat it up.

    It doesn’t excuse such poor game design by any means, but it might at least explain it a little.

  15. Brendan says:

    Vaan explains the situation with the welcome narrative shorthand of a nodded head

    That seemed odd to me, so I looked up the cutscene on Youtube. It makes a little more sense now that I know that the dialogue isn’t voice-acted.

  16. bobbert says:

    Question:

    I loaded up my copy of FFXII and found a ten years old save file with a solo-Vaaan at level 30. From what I can tell, I went off exploring from the word, ‘go’ and never touched the story. How many shenanigans can I get up to before the game makes me engage with the story?

    Thank you.

    1. Chad+Miller says:

      Not much; the aerodromes are closed off to you at that stage, the Giza plains are stuck in the Dry, the Mosphoran Highwaste is subject to an Imperial blockade, and aerodromes are closed off to you. I’ve never actually tried going to the Sandsea before the plot wants you to, although that would eventually result in you wandering up to the Temple of Raithwall and not being able to get in. There’s also about three hunts total you can get into at that stage of the game. The funny thing is you can run up against some rather high-level monsters as the Zertinan Caverns, a mid-to-endgame optional dungeon has an entrance in the Dalmasca Westersand.

      Really, doing the bare minimum plot stuff until more hunts show up is what I consider the optimal way to play this game anyway, so picking up that save isn’t a bad idea if you feel like trying the game.

  17. A small thing I’d like to point out:

    Final Fantasy generally and the Ivalice games in particular are somewhat renowned for the job system, with many of the more famous jobs serving as icons for the games. Final Fantasy XII is doubly odd in that it did not release with any sort of job system but has had a job system added to it in every subsequent re-release, yet half of its jobs are new inventions (like Uhlan or Foebreaker) not seeming to derive from the series’ long history and lacking signature abilities or equipment that would identify them as stand-ins or successors to them (for instance, one can say Shikari is supposed to be Ninja, but Shikari cannot dual-wield or throw).

    However, as many other games in the series do, Final Fantasy XII still finds ways to pay homage to some of the classic jobs, such as here in Jahara, where a certain elder is identified as a Geomancer, presumably serving the tribe with a knowledge of natural magic. This is of course a nod to the classic geomancer job that’s been part of the series since Final Fantasy III and has been part of Ivalice since Final Fantasy Tactics. I like this because of the implication of these abilities actually having some sort of practical or cultural purpose and place in the world outside of our party’s use of them for fighting monsters— something the series typically takes for granted.

  18. tmtvl says:

    This must be one of those obscure challenge playthroughs for far more skilled players than me.

    I believe that’s the No Gambits, No Items, Initial Equipment Challenge that Shamus is running?

  19. Philadelphus says:

    Supinelu is given slight pause by Ashe’s blatant flubbing of the script, but improvises like a champ: he has seen the truth in her countenance, and that’s good enough for yurt-dwelling savages.

    Ok, that made me laugh.

    The gods themselves granted their nethicite to the garif in ages long past, but the garif never got the hang of using it, or any kind of magicite apparently.

    Prometheus steals fire from the gods and brings it to mankind; humans ‘ooh’ and ‘ahh’ while he’s around, then wipe their brows with relief when the divine retributive liver-eating eagle shows up, shamefacedly admitting to each other that they never quite got the hang of using that ‘fire’ stuff and whew we don’t have to act like we know what we’re doing anymore.

    1. Philadelphus says:

      This has been in my head all day now and I need to get it out. You’re welcome/I’m sorry.

      Scene: A beautiful sunny day in Arcadia. Carefree shepherds and shepherdesses are blithely gamboling by, tootling on Pan pipes, while other people are happily picking nuts and berries.

      Suddenly, Prometheus appears in a flash of light!

      Prometheus: What up, humies! Your greatest benefactor Titan here. Just got done stealing fire from the gods themselves, yo! And I’ve brought it for you mortals! I have, in my hand here, some FIRE! *brief burst of flight, several people in the gathering crowd flinch* Here, lemme light this log on fire to show you. *sets fire to a nearby log*

      *Stunned silence and blank stares meet this proclamation. Prometheus seems oblivious to the lack of comprehension in the gazes turned his way*

      Prometheus: Now am I just the greatest Titan, or am I just the greatest Titan? Fire! You can do all kinds of things with it: cook, smelt, warm…the world’s your oyster now!

      *One woman turns to another quizzically mouthing “cook?”, to which the other replies with a helpless shrug*

      Man 1: Ah! Well, uh, thanks? I guess? It does sort of smell—

      *He’s taken by a fit of coughing as a playful zephyr blows a cloud of smoke in his face. The crowd are visibly nervous at this new mysterious phenomenon. A few closest to the burning log surreptitiously step back. Prometheus still seems oblivious to the ambivalent reception*

      Prometheus: Man, all you mortals shoulda seen me up there on Mount Olympus! I’m tellin’ you, it got CRAZY for a bit there. But I outsmarted the gods, yo! What’re they gonna do, send some liver-eating eagle after me as retribution? Ha! Don’t everyone say “thank you” all at once, now.

      *Scattered nervous applause from the crowd. People seem unsure what they’re expected to do. Suddenly, a shadow passes across the scene*

      Woman 1: Look! An eagle!

      *The eagle swoops down and grabs Prometheus, rapidly carrying him into the air away from the people*

      Prometheus: Not in the face! Not my beautiful face! …the liver is an acceptable alternatiiiiv—
      Exeunt, carried by a liver-eating eagle.

      Man 2 (cautiously): Phew! I’m glad that’s over with.
      Woman 1: You can say that again. I had NO idea what he wanted us to do with this “fire” stuff.
      Man 1 (finally recovered from his coughing fit): Whew! That was unpleasant.
      Woman 2: Say, was that tree over there “on fire” before? Or that bush?

      *Chorus of shrugs and non-committal gestures from the crowd*

      Man 1: Oh well, all’s well that end’s well. Pity about that Prometheus guy. Anyone want to come gather nuts and berries with me?

      *Loud cheer from the crown*

      Fin.

      1. Syal says:

        Woman 1: Look! An eagle!

        Alternate ending?

        1. Philadelphus says:

          “Exit, carrying a salmon, pursued by a bear.”

  20. bobbert says:

    You kid, but the plot of the last act of the game is, “Prometheus has stolen fire from the gods. He must be stopped!”

    edit: should have been reply to above.

  21. Mr. Wolf says:

    “wheelbarrow of severed wolfman dicks ”

    It’s like a Furry version of the Book of Samuel.

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