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#so much of my design sense can be traced back to it and other jrpgs
hellspawnmotel · 2 months
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morshtalon · 6 years
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Dragon Quest
What would be the consequence in the videogame industry if Dragon Quest never existed?
For those who somehow don’t know yet, Dragon Quest, released as Dragon Warrior overseas due to some complications with trademarks, while there is some controversy as to what was truly entirely pioneered by it, is credited as the first game to embrace and present the common tropes we associate with classic, console jRPGs today. Even if those credits can be contested, however, it still bears undeniable meta importance within the zeitgeist of japanese gaming, and countless upon countless games can have their origins traced back into DQ’s legacy...
For example, Mr. Shigesato Itoi would use it as direct inspiration for his mother series (the first game bearing many similarities to Dragon Quest with some fresh coatings of paint), which later went on to itself inspire a certain game called Undertale, don’t know if you’ve heard about it?
For further example, there’s this one series called Final Fantasy that basically owes every aspect of its existence to Dragon Quest, considering most of its own games are improvements and twists on mechanics taken from DQ’s own installments. How’s that one doing now?
Also, if you scroll down a bit, you’ll come across my Lufia 1 review. Give it a read while thinking about this, if you could.
In any case, it’s interesting to form this “genealogy” and view just exactly how powerful an impact one thing can have within its medium.
That said, it is essentially a 1986 game with few guidelines driving its design, drawn from its own inspirations in the Wizardry and Ultima series of western RPGs, which can have their lineage traced back to dungeons and dragons, which emerged from tabletop wargames, which... anyway, I digress. Nowadays jRPG gaming has evolved into something far, far apart from DQ’s idiosyncrasies, going on to develop idiosyncrasies of its own, and therefore with modern eyes the game doesn’t even feel like it belongs in the same place. I’ve read reviewers having trouble distinguishing nostalgia from things that are actual merits of the game, and the answer to the question of whether it is an antiquated piece of vaporware belonging in a museum or the aforementioned different approach to concepts that have drifted away over the years is difficult to answer with that state of mind. The first time I played DQ to completion was in 2018, so bearing absolutely no nostalgia for it, I will aim to answer this question in the clearest manner possible.
Dragon Quest is the story of one lone dude with historically inaccurate viking headwear on a bloodline-driven quest to square off against a not-ancient (!!!) evil dude, who took an incandescent lightbulb (that really has no point being there at all), painted it black so the light wouldn’t shine through the coating and that resulted in the land being overrun with monsters conveniently spread out from his fortress to the hero’s starting position in a balanced scaling level of difficulty, in order to provide the hero with the opportunity to build up his muscles and learn healmore eventually because you can’t win the game without it. In the way, there are no plot surprises, there are no rivals, heck, there aren ‘t even any friends (though there is one quite friendly character), you have one major goal given to you right at the start that never changes and one minor one that’s entirely optional and also pretty much given to you at the same point, a cute little world to explore, a few puzzle-esque minor hoops to jump through in order to reach the final dungeon (which together probably don’t amount to half an hour) and tons and tons and TONS of level grinding to do. But how does it execute it all?
Depending on what you’re looking for, holding dragon quest up to scrutiny with the most recently released wizardry or ultima at the time is akin to comparing a book to a movie: many of the complexities and raw content of the formats being used are eschewed in favor of a simpler, trimmed-out experience with a more visual approach (which is humorous now considering the intense density of text contained in DQ in comparison to modern games). Yuji Horii intentionally designed the game to be an experience that newcomers would find easy to learn but veterans would still dive into the intricacies of the mechanics. There is only one party member, only one enemy per battle, only 2 stats besides HP and MP, spells are few and perform simplistic effects, equipment follows a straightforward progression with no multiple choices to he found and the list goes on. To that end I must say I don’t agree with the second part or Mr. Horii’s statement: of course there ARE people who dissected the entire game and have figured out, mattered and exposed every single assembly line there is about this product, but only liminal knowledge of the mechanics is required for one to complete the game, and there is an at best marginal need to even know what’s going on in order to play it with reasonable success; there is just THAT little to it. The most complex strategies involved in the battles amount to casting sleep or stopspell beforehand to prevent enemies from murdering you if you are at a suboptimal level and otherwise wailing away until one or the other gives in.
Is it possible, then, that one of the pivotal and more dearly beloved games in history only achieved its success due to favorable circumstances and a nice (at the time) coating of paint hiding an otherwise non-daring and understimulating product?
...Yes. It is entirely possible. It’s happened many times before with other media, and it’s happened many times since. So is the game a piece of shit? Well... that’s a more complicated answer.
You see, with many future dragon quest games; there’s always something or other I can pinpoint as being  a particularity pioneered or otherwise codified and popularized by dragon quest. For example: 2 made popular the common party member progression utilized in many RPG’s throughout time; 3 brought party customization and archetypes (mostly reworked from its blood fathers) into the mainstream; 4 had that AI controlled party member thing and a creative chapter-based method of storytelling (not to mention having a plot back in the day), and so on. Up until now, I hadn’t been able to do the same for the first installment; as previously showcased, the game doesn’t really have innovation, it’s just a simplified version of older stuff.
Then it hit me: the keyword I’ve been looking all along is structure. It’s so obvious to me now that it baffles me I hadn’t thought of it beforehand.
Allow me to illustrate: Ultima barely knew what to even do with its numbers. Levels didn’t serve any purpose for at least 2 games, HP was gained extremely arbitrarily and so were weapons, dungeons also served little to no purpose and there were more red herrings in the game than not-red herrings. Wizardry was more functional but no less loose; party members were these transient things that sort of mattered but sort of didn’t, stats rose and fell in a completely arbitrary fashion and it was once again difficult to discern any practical function in them whatsoever (there are still discussions nowadays about what exactly they do, with only at best vague answers based on more common sense things). Dragon Quest, in its simplicity, had a clear-cut, very obvious flow, everything does exactly what you think it does, nothing is ever lost arbitrarily and items and equipment are beseeched and acquired in 100% non-obtuse, sensical and understandable fashion with no need for peripherals outside the game. This set the base for further development and complexity as the series went on without ever losing track of the main, core design principle of “anyone could pick this up and spend very little time internalizing the concepts herein”. As the complexity began to accumulate, Horii’s statement forged its path to full realization, and along with Dragon Quest, basically every single jRPG followed suit in its advances.
Therefore, this game’s -practical- importance is still, in my opinion, entirely credulous and valid; it’s a stepping stone and a filter, in its reductiveness refashioning dated concepts and sculpting the mindset of players for the ushering in of a new, refined design philosophy, one which would be built upon by its own successors too, but also its peers, all collectively working to fully inject and transform RPG gameplay into the idiossyncratic identity it retains in electronic gaming to this day.
So, that’s all nice and good to discuss, but what is one’s emotion and response when actually playing the game?
There’s no way to answer this question outside of 100% personal input, so in my humble opinion, it’s enjoyable-ish for the right mindset. I already went into it knowing that I would have to appreciate some stuff more conceptually than practically, and I did in fact get enthralled by its offbeat quirks, for what it’s worth. The game really is one “big” item collection puzzle, almost a simplified King’s Quest if you took out the battles, and this worldwide exploration quest would go on to dominate early DQ’s core mindset, with 5 being the first one to break away from it and offer a more linear progression. Frankly, I really enjoy the fact that these old games can get away with disregarding logic sometimes in favor of making the puzzles more interesting (i.e. abusing map boundaries to circle around city walls and access a secret area), and I’m glad the precedent, for a while, was set with DQ, without going overboard with oblique design the way point and click games usually did - perhaps as a byproduct of the memory being busy handling the RPGness of it - and becoming far more fun for it. As previously stated, there is a lot of level grinding, and nothing can really prepare you from the hours of boredom walking left and right waiting for a random encounter, which does act in the game's detriment, but the remakes have softened up the chore I guess so there’s always that option.
Synthesizing the museum piece and actual game aspect of it, Dragon Quest, to me, deserves a 6 out of 10. It is, unfortunately, too simplistic to warrant any higher a rank, and focuses far too much of its time on gameplay that isn’t fun, almost enough to surprise me that the game fared so well, being so intimidating with its earlygame grinding. As I said, however, its importance hoists what fun the gameplay does have into bearably numbing status, and it will give you a feeling of accomplishment when you do strike that death blow against the final boss, like you completed an initiation ritual. I’d recommend it if you’re a genre enthusiast, but you probably already played it if you are so...
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I beat NEOTWEWY!  That was the most JRPG-ass final boss I’ve fought in years, love to see it.  Need to dig into the post-game content before I try to compare it overall to the first game, but the ending at least...I’d probably say that’s better than the first game’s, and being able to say that just makes me giddy.  A long list of other, super spoilery thoughts below the cut.
-It’s pretty cool that every family of Noise has its own symbol this time!  Makes it a lot more clear when you’re hunting a specific Noise.
-Pachy Noise seem a little less annoying?  Maybe?  I still dread them but not the most.
-Puffers take a bit too long to explode and that’s annoying, but in the grand scheme of things that’s pretty minor.
-Those fucking Chameleons, though.  The vanish and snipe routine I could tolerate, but combined with that counter blast every time you hit ‘em...yikes.
-I still think Rex Noise are cool af, but the Maximazaurus kicked my shit in and it didn’t feel entirely fair.  How was I supposed to know that roar attack covered the entire battlefield?  Can it even be dodged, or are you just supposed to kill it before it can use it?
-Fuck Plague Noise
-RIP Drake Noise and Progfox :(
-I do find it a little weird that some Noise have a regular and boss version that use the exact same name.  Makes me wonder why they didn’t just recolor and rename the boss version.  Meh, it’s not that important.
-So it seems “mutating” a Pin just means evolving it but it requires certain conditions, and those conditions seem to be which character it’s equipped to when it finishes leveling.  Very glad there’s a skill on the social network that makes their conditions clear.
-RIP Shutdown PP :(
-Music still slaps.  I really like that one, “Breaking Free” I think?  It embodies that early 2000s angst, plus the final lyrics are “the world ends with me” and I’m a sucker for that shit.
-The direction they went with Kanon didn’t quite land with me personally.  Like it was still pretty good, I did feel a bit sad to see her go, but her introduction just really rubbed me the wrong way I guess.
-I was unsure about the VIP system at first, but shopkeepers do still warm up to you even if it isn’t as trackable.  And...I never did a whole lot with the brand chart anyway, I guess.  The VIP level being a permanent thing rather than resetting every time you leave the area is a strong point in its favor.
-I really like the social network!  Gives you even more info about the background characters and helps drive home the themes of connection, and it’s heavily incentivized by the wide variety of rewards you get from it.  Five of my six pins can be Uber now.
-There was a minute there I thought I wouldn’t be able to progress without grinding Style, but then I realized it only restricts abilities, not what you can and can’t even equip like Bravery did.  Yeah that’s a step up.
-OH, and Pin Mastery!  Mastered pins counting even if you evolve or sell them!  That’s good.  That’s very, very good.
-I like how most of the playable characters have their own unique Psych used in the overworld to make up for their interchangeability in battle.  Do sort of wish Minamimoto and Neku had their own, but it’s not a sticking point by any means.
-Also how fucking hype was fighting Leo Cantus Armo and then seeing Neku bust in with Twister playing, that was so fucking cool.
-Speaking of Hype...was kind of expecting Tsugumi to do more?  In and of itself I don’t think there’s really an issue, I 100% think it’s a matter of her being central to the sequel buildup in both Solo and Final Remix.  She’s super sweet, though. ^_^
-As for Tsugumi’s Noise form...well, lolz told me to bring Stone pins and those really trivialize the fight.  The first time, at least.
-Someone I do think was underutilized is Ayano.  We didn’t get enough from her prior to her infection and that limited the impact.  The flashbacks offered during that scenario definitely helped, and I really liked Rindo going through the day trying to talk with Shoka and mentally prepare her, but...they definitely could’ve done more with her, and her being one of the characters who actually dies doesn’t help.
-Neku’s so happy in this game!!
-SHIKI FACE REVEAL!!!!
-I lost my shit when Beat took off his mask, adding him relatively early was a Good Move.
-HACKER RHYME
-I feel like Joshua showing up right out of nowhere would be confusing to new players, but obviously I can’t say that with certainty.  Plus, there’s still the Secret Reports, those might explain quite a few things.
-Right, Secret Reports!  I actually got one before even beating the game (Report 3), it was after my social network got to 70% completion so I think that was the unlock.  I am...nervous about not having a checklist of the unlock requirements this time, but it seems they might be easier to get overall (I got Report 2 just from fighting Go-Go Beringei’s symbol on Easy) so we’ll see.
-Don’t think I see game time anywhere so that sucks, especially since the Switch’s gameplay records are so damn vague.
-Still a tiny bit salty the game didn’t tell me about what the “-” button does right away.
-All the books seem to be in one shop and I quite like that, as well as the whole organization/aesthetic of the Collection menu.  I really want to see if I can 100% this game.
-The Graffiti wall is also a cool spin on achievements, even moreso since you can actually see the wall in Udagawa.
-Susukichi’s completed Noise form is tough.  You really need to time your dodges when he punches, took me a minute to get that, and taking cover from that massive lightning attack is a pretty cool gimmick.  I got massive Ovis Cantus vibes.
-Can we talk about how fucking packed with spoilers that last trailer was?  I am of the opinion spoilers don’t necessarily ruin things but that’s a personal choice and holy shit Square.
-Really like how they subtly mislead you in regards to Swallow’s identity.  The way scenes cut made me think for the longest time that they’d be the leader of the Ruinbringers, helped by the fact that Susukichi and Tsugumi start just a bit out from Rindo on the social network, leaving just enough space for one character to link them.  Then they start making you think it’s Rhyme.  Then you get surprised by the final reveal, but it’s a surprise that makes sense looking back.  Love it.
-The whole bit with Rindo meeting anOther is also a really interesting juxtaposition with Neku meeting CAT.  Both of their character flaws can be traced back to their idols, but in Neku’s case it’s down to his own misinterpretation, while Rindo is just the type of follower Motoi wanted to create.  Meeting his idol is a positive experience for Neku, but a negative one for Rindo, yet they both grow as a direct result of the encounter.  Super cool.
-In fact, it’s actually Fret whose backstory ends up being closest to Neku’s, despite their wildly different dispositions, that’s nuts and I love it.
-After her speech in Week 3, Nagi might just be the best character.
-They did a hell of a lot with Shoka and I love all of it.
-I said it before but I was not expecting to love Kaie as much as I do.  Definitely in the running for favorite Shinjuku Reaper.
-I didn’t expect much from Hishima due to his nondescript character design, but he’s actually pretty cool.
-For Susukichi and Shiba both, they’re complete assholes in different and entertaining ways, but both manage to have a healthy amount of depth as well, I really like that.
-And fucking Kubo!  Hated him from the start, but he managed to grow on me as things went, and his final reveal left a hell of an impression.  I do sort of wish we got to fight him ourselves, but he got a brutal death and that’s what really matters.  Xander Mobus sounds like he’s having fun.
-Haz was a very interesting addition.  We’ve been wondering who he is since that final trailer (where they showed the last scene he, a Walking Spoiler, was a part of, what the hell) and I still wasn’t sure what to expect once we did get his name.  He definitely gave off the same vibes as Joshua so I thought he might be a Composer (either replacing Joshua in Shibuya or maybe coming from Shinjuku), but the reveal of what he really is was pretty cool.
-Uzuki mellowed out just the right amount, I like her a lot more now.
-Kariya’s pretty much the exact same character and I love that for him.
-Would’ve liked to see Hanekoma but oh well, it sounds like he’s still writing the Secret Reports so that’s cool.
-Oh yeah, Coco.  Mmm...I mean I still don’t trust her?  It is a little weird that Neku does, but not to a jarring extent?  I dunno, I feel like she’s still got a scheme going on...
-Again, fantastic ending, last scene very similar to the last scene of Steins;Gate so that’s a plus in my book.
-And it’s got its own Another Day!!  The mention of Tin Pin makes me wonder if it’s the same timeline as the first game’s Another Day, but not sure.  All three of the checkpoint bosses kicked my ass so I left to go hunt Secret Reports and fill out my Noisepedia, but eventually I hope to get further into it.
-I wasn’t super diligent with Pig Noise but there’s only one variety missing in my Noisepedia, plus I missed the second level Rex Noise.  Other than that and the spots past Phoenix Cantus I just need to try to fill in drops.
-Blond kid spending one of his seven days hunting for seven urban legends really took me back to the KHII prologue, and I’m one of the folks who liked that so I mean that as a good thing.
-”The pigs’ll come sniffing!”  Beat knows what’s up.
-The Chapters menu seems to count Scramble Slam rewards towards completion...I am quite nervous about that, seeing as I only got like halfway to the lowest prize every time…
-Commentator Reaper has my whole heart though
-There was one sidequest...W3D1, I think?  It said someone in Udagawa needed help, but I ran up and down Udagawa like 5 times and couldn’t see anyone.  Did I miss it?  Is it post-game?  Is the game bugged?  Hm.
-But I have done almost all of the sidequests, and I...usually did well on Dive missions.  There’s a decent chunk of stuff for me to do in revisits but not too much.
-Where I am right now, I still have some unanswered questions, but a lot of that comes down to specific details I might not mind if they don’t clarify.  Still hope they do, of course.  I crave knowledge.  Time to get back to finding those Reports...
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hamaon · 6 years
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IN DEPTH FANDOM QUESTIONS: Final Fantasy VII
 WHO WANTS TO READ 3000+ WORDS WORTH OF THIS STUFF
Top 5 favourite characters: Cloud’s story is very impressive for a 90s JRPG protagonist, and the glimpses of personality you get over the course of the game and towards the end especially are divine;I gave my heart to AVALANCHE early on, a moment of silence for all those who died so young;the image I have of Elmyra is a lot groovier than what there actually is in the game, but I’m hanging on to it;Tifa won me over just by her battle animations, and from these modest origins it grew and grew;
Nanaki is so serious, and also a baby.
Other characters you like: The bravest pilot-in-training who could. I believe in you, little guy.
Least favourite characters: “The hidden optional characters”, is what I was going to say, but I like Yuffie much better than Vincent. I actively dislike her character design (what is even going on there), but she’s vengeful and proud. All the characters in this game are more enjoyable if you highlight their unsavory qualities.
Vincent, though, is a miss. An unfortunate combination of things that I don’t care about. His main contribution to the story is giving more insight on Hojo and Sephiroth (and the Turks, I guess), but what I’d like to know more about are things to do with Gast, the Ancients, and Aerith’s involvement, and he has nothing to do with that. Also, Shinra by itself just isn’t interesting to me, it’s their involvement with the main characters (especially in the first areas of the game) that is fun, and again Vincent misses out.
There’s also the fact that- if there’s one mythological being that I couldn’t care less about, it’s vampires, and he shares a lot of the aesthetics, and- I don’t like using him in battle. The only time I used him during my first playthrough was when the party first crosses the mountains past Nibelheim, and taking him to the boss battle at end of the dungeon was a bad idea. It liked fire, and Vincent’s monster form whatever-beast liked producing said fire, and one thing led to another.
I love his theme, I guess, but I don’t even think of it as his theme. It’s the theme of the basement of the Shinra mansion and its fantastic, creepymonsters.
Also, Aerith, but more on that later.
Otps: I’m into Cloud/Tifa, but less for the chemistry and more for narrative reasons. I just think it makes a good story? Watching them dance around their memories of their shared past is the true heart of the game, for me.
I like that it’s romantic on Tifa’s part, but when you go back to the beginning of the game, once you know what sorts of questions the characters have been holding back on… how much of it is romantic on Tifa’s part, again?
I like that it isn’t romantic on Cloud’s part… until you get to the Lifestream, and the cause of this mess and the most honest truth at the core of it all was just a little boy crushing on the popular girl next door.
I like the idea of them deciding to stick together, the two survivors, now that they can admit out loud that they never really even knew each other.
I like how, with all of his regrets and failures, Cloud never did fail her.
(And I kind of like that the underdog in the triangle got the guy, in the end.)
I used to be passionately into Aerith/Tifa, early on – her interactions with Tifa are the best I liked Aerith – but I’ve let go of it, since. It’s okay to enjoy relationships without making them romantic, past me.
Not sure whether this is is an “otp “or a “notp” thing, or something else entirely, but I‘ve become very attached to the idea of Cid/no one as of late. Maybe the plot circumstances forcing him and Shera to stay separated helps them realize that it’s healthier this way. I want Cid to be grouchy and middle-aged and difficult to deal with on his airship, with his loyal crew and no romantic interest ever again.
And honestly, I’d be all for an AU where Cloud derails the plot by running off with some random AVALANCHE member in the early Midgar portion of the game. Jessie is the best candidate. Let Cloud and Jessie elope.
Notps: Cloud/Sephiroth. Aerith/Cloud as a reciprocal thing, because I enjoy their interactions better if Aerith isn’t serious about him (Cloud -> Aerith is fine, though).
Favourite friendships: Barret and Tifa. It was framed more as “Barret supports Tifa”, but I imagine that Tifa used to babysit Marlene quite a bit when AVALANCHE was smaller, so it evens out somewhat. They have a lot of shared history between just the two of them.
Aerith and Tifa. And listen, this isn’t pretty, but I want to think that they didn’t like each other that much, at first, even if it didn’t show – because why would they be rude towardseach other? Why wouldn’t they want to rescue innocent people? Maybe Aerith is a bit dismissive towards Tifa, unconsciously. Overrules her on things, without thought. I want Tifa putting up appearances that she enjoys Aerith’s company more than she really does, when really at times she makes her uneasy in ugly, jealous ways. All of that beingsomething they are already correcting themselves on come Kalm, quietly. On the way towards the chocobo farm you can see them walking together more often than not, and it continues that way until Aerith skedaddles.
Cloud and Yuffie. I just think that the detail of the shared motion sickness is nice and genuine. And in general, Cloud is yanked around by the story so much, it’s nice that he has someone he can be a mentor figure to. Good for the both of them.
Favourite family: Cloud’s, painfully unexplored as it was. It would benefit the game if there was just a touch more about Cloud’s mother. Just one more little scene, late in the game, to underline that she was loved, and that she’s gone, and that he doesn’t want to talk about it.
Favourite episodes: The entire Lifestream sequence where player-Tifa finally gets some answers to questions that have been left hanging since the first five minutes of the game.
Actually no, the entire game starting from where Cloud starts unraveling at the Noozupooru and the title of player character bounces back between a couple of party members as you’re putting the story together, culminating in the Lifestream sequence. But especially the Lifestream sequence.
Favourite season/book/movie: Original game? I think I liked the short animation thingy, Last Order, when I saw it ~ten years ago, but I can’t be assed to rewatch it now.
Favourite quotes: Any, as long as it comes with rustic typos in it. Absolutely beautiful.
Best musical moment: “Overworld“, as I had originally written down, like Tina’s theme, is a beautiful epic that encompasses all the highs and the lows of the narrative, but having listened to it for way too long while watching my friend play the game I’m in the “can’t stand” part of my cyclical relationship with the song. So let’s talk about Cid’s theme instead!
My first exposure to Cid’s theme was in the form of a background midi on a friend’s angelfire page, and I had no idea where the song was from. The file that I eventually managed to download on my computer was named something to the effect of ff7-cid, which told me nothing. No one in my family played video games.
As I said, I downloaded song. I used some .mid-to-sheet-music converter software on our computer to make it playable and printed it out. It wasn’t made for piano (and I definitely wasn’t good enough at notation to make an arrangement of my own), so I’d just follow along the notes as I put the midi on. I never did learn to play it. I never got a group together to try to play it – there’s nothing impressive about this story.
Fast forward several years, and I played the game. At that point it had been a long time since I had listened to the original midi, but I still remembered that I had built something way more epic around the song than what actually went down in the game. Not that Cid’s quest for the skies isn’t impressive, but it had sounded like something that would play during a last stand type of scene at the end of a story. My bad.
It’s still an impressive piece.
Moment that made you fangirl/boy the hardest: You lose control of the main character! That’s pretty metal?
When it really disappointed you: My introduction to the game was Advent Children, which I don’t think I had many strong feelings about? But I saw people online mourning the death of Aerith’s character (made even worse by Crisis Core) and how she was supposed to have been amazing in the game. So I played the game expecting something truly spectacular and… well, FF7 doesn’t have bad writing, I don’t think, but the characters definitely need you to meet them halfway before you can truly appreciate their potential. And Aerith mostly just hit on Cloud, so I was unwilling to even try. Disappointing, in the truest sense of the word.
I have a history of hating most Final Fantasy romance, and most of the characters doing most of the romance-inclined things. Edge hits on Rydia? Shit character. Locke hits on Celes? Shit character. Rinoa hits on Squall? Shit character (okay originally I liked her for that and only started hating her later in the game, adding her to the list here isn’t fair). Zidane hits on Garnet? Shit character. Yuna hitting on Tidus initially made me label her as a shit character as well, and I can actually pinpoint the very line of dialogue that made me stop thinking of her that way, but my main point is that in the beginning of FF10, I hated Yuna.
Anyway, I like to think that every time Aerith is hitting on Cloud, she’s joking! Because that’s what the root of my disinterest in engaging with her can be traced back to! Most of my headcanons are about Aerith, honestly. I make kind of half-hearted efforts to like her, occasionally, but I need to do it on my own terms – in order to enjoy her character, I need to be able to own her character. Otherwise I’m in a situation where I don’t care for the character much, and every time people point out some feature about them that makes them “perfect”, the bitterness increases. The “I was pretty neutral on this character, but everyone talking about how they’re the best thing ever made me loathe them” feeling. Yeah.
Saddest moment: I’m currentlythinking about the Nibelheim flashback where Cloud just plain refuses to talk about his mother and that’s a sad moment, isn’t it?
Most well done character death: Rufus went out gloriously. The whole scene with the multiple delayed laser beams whose projections you had to keep track of was magnificent, plus a corrupt corporation sacrificing everything for the greater good was pretty nice. Redemption in death.
Glad he wasn’t retconned into having survived or anything, that’d just ruin everything.
Favourite guest star: Cid had his moment in the spotlight, before slinking back into the shadows until XII?
Favourite cast member: Character, okay. Tifa, probably. A bunch of neutral to positive character traits, distinct nostalgia in the character theme, some half-assed writing, best animations in battle, a role that was fantastically spot-on in unravelling the main character’s labyrinthine headspace.
It’s less who Tifa is as a character, and more the good vibes surrounding her role in the story and some of the aesthetic decisions that went into creating the character. I mean, she’s a female monk. Just give her a version of the AC outfit that isn’t all black and stillhas the suspenders.
Character you wish was still alive: Nanaki’s mom.
One thing you hope really happens: Nanaki’s mom becomes an actual character in the remake. She completely drops out of everyone’s consciousness once it turns out that the Dad was the Important One. You have this rare heroic mother who is remembered for her feats in battle, only for her to disappear from the story completely. I’d like for Nanaki to remember them together. Wasn’t she supposed to have been something of a role model for him, before?
Most shocking twist: When the nameless Shinra grunt took off his helmet.
I keep thinking back to that gifset of that scene with the caption “that’s what Final Fantasy VII is all about, Charlie Brown“, and. Yeah.
When did you start watching/reading?: After Advent Children came out.
Best animal/creature: I have so many feelings about that one house in the Sector 7 slums. Primarily ”how“ and “why“. And “rocket launchers”.
Everything inside the sunken Gelnika is super cool, too. As is the Ruby Weapon, or however you capitalize that. Ruby WEAPON.
Favourite location: First visit to Nibelheim, if I’m being honest. Basement of Gold Saucer, if I’m not.
Trope you wish they would stop using: Will they?? Or… won’t they?? Let’s drag this love triangle shit on f o r e v e r.
Like please, FF10 was the best because they settled the will they won’t they thing pretty early on, just let this matter be resolved so we can have some development in some direction, please. Let him get on with his relationship with Tifa so we can have some real progress, let him break it off for real, just do something. As long as it isn’t ”he’s hung on Aerith forever“, because that goes directly against the development at the end of the game. Give him a new love interest, if you don’t want to piss anyone specific off, just stop beating this horse, it’s been dead for twenty years.
One thing this show/book/film does better than others: That’s what Final Fantasy VII is all about, Charlie Brown.
Funniest moments: When I was playing the game with a friend, and she triggered the bug where you don’t get portable save point in your inventory, and we only noticed halfway through the final dungeon. We still beat the game without any save slots. It’s not a very difficult game.
Couple you would like to see: please just fuckign Cloud/Jessie.
Actor/Actress you want to join the cast: Anyway, I’d like it if there were more female characters in the party, with more varied roles. Any of the main party members besides Barret, Reeve and Vincent could have been female, I think (I like Barret as a father, and Reeve is such a late reveal that it wouldn’t serve the intended purpose. And Vincent is optional). Cid, Nanaki, someone new? Cloud? Maybe Jessie could survive?
Actually, unpopular (?) opinion time, somewhat related, hang with me here, but I don’t think Tifa being ancillary to Cloud’s story is a bad thing at all. He’s the main character, his story is the most important story of the game, and her story supplements his story beautifully. The problem is that after the first disc, she’s the only active female character of any real importance. That’s where her propping up Cloud starts becoming a problem.
More female characters.
Favourite outfit: I love Aerith’s design, it’s spectacular. At first glance all you can see is pink, but it’s super practical, and plain, too. Some of it is probably because that’s how the game is designed in general, no one is very decorated, but still, Tifa wears earrings.
A simple dress, practical shoes. A plain bow, crude metal bracelets, and some random string around her neck. It’s like she just picked one up one day and went, why the hell not? That’s actually something I do when I’m cleaning and find pieces of string or broken rubber bands. Just tie them wherever, arm, neck, around my head.
It’s my headcanon that her dress was originally white, but it was washed with something red (that seems to be her color, no?) and was accidentally dyed in the process.
The short jacket is my favorite. I like the idea that she’d go for that big-shouldered look in other outfits, too. It looks so weird. I love it.
Favourite item: All materia. The ‘all’ materia.
Do you own anything related to this show/book/film?: Nothing official aside from the game itself. A couple of art prints. There’s one with Nanaki with his cubs looking over the ruins of Midgar that I need to get framed at some point, if I have the money.
What house/team/group/friendship group/family/race etc would you be in?: AVALANCHE all the way. The concept of bitter eco-terrorists is something that resonates closely with so much of my youth.
Most boring plotline: A lot of Barret’s stuff could have had better focus, unfortunately. Tying things back to Marlene & Elmyra & the working class more would have been appreciated.
Most laughably bad moment: I can’t decide between the kidnapping of Elena and Yuffie in Wutai, and the cannon-top slapdown between a corporate executive and a lifetime martial artist. It’s a horrible tie.
Best flashback/flashfoward if any: So much is centered around the Nibelheim flashbacks, let’s pick something else.
Cid’s Rocket Town flashback is pretty good, it makes you feel the frustration, and it manages to humanize him at the same time. Also, it isn’t a montage info-dump flashback, which FF7 falls victim to, occasionally.
Most layered character: Much of the plot is about putting different aspects of Cloud back together, sometimes more than figuratively, so, Cloud.
Most one dimensional character: Palmer. You know, because he gets run over by a… truck…
Scariest moment: The Shinra tower, after you escape from the jail. There have been just enough uncomfortable elements shown to you beforehand. There was something unnatural in that tank earlier, but it’s gone now. The soundtrack turned Silent Hill all of a sudden. Maybe you could receive comfort from the masses, now that you are facing a shared enemy of a new, strange caliber. The tower was bustling with life just moments ago.
But where is everyone.
Grossest moment: Cid yelling at Shera. Shut up, shut up, shut up.
Best looking male: Once you get past all the associations you have with white/silver-haired men in Japanese media, and the fact that it’s Sephiroth, Sephiroth is quite pleasing to the eye. The boob window is nice. Looks strong without being overbearing.
But at the end of the day, it’s still…. Sephiroth.
Best looking female: Everyone is a pile of polygons, but in my mind’s eye I always imagine Ifalna as a breathtaking beauty.
Who you’re crushing on (if any): no.
Favourite cast moment: I don’t keep up with creator commentary. I like to live dangerously.
Favourite transportation: All chocobos are beautiful in their own way. Incidentally, nothing that came after the original game counts as canon to me, and Cloud became a chocobo rancher near Corel. He goes snowboarding with Yuffie, sometimes, when she’s visiting and he’s trying to catch rare breeds in the mountains.
Most beautiful scene (scenery/shot wise): Midgar, as a whole. The dirty neon lights hiding eco-terrorists and secret flowerbeds. The ruins in the epilogue, when you end the game unsure whether most of the player characters even survived Holy. It just feels like a lot of love went into creating Midgar.
Unanswered question/continuity issue/plot error that bugs you: I was discussing Cid’s small pre-final dungeon Loveless monologue with The Friend Who Played Through My Copy Of Final Fantasy VII, and we came to the conclusion that we couldn’t come to a conclusion. It’s just… vague. Is it talking about dying? Who/what is supposed to work as a parallel to this play?Is it just a bad translation?
While we’re at this sort of thing, let’s talk about sequel stuff! and how Zack is what finally ties all the loose ends back together. About Cloud. About Aerith. He’s an explanation and a motivator, and from a story perspective, unimportant as a character with motivations of his own. Ultimately it doesn’t matter why he did what he did, only that he did them. He should never have been in the spotlight. In Final Fantasy VII, Zack would never have been in the spotlight.
Moreover, he’s gone. Aerith, the one who’d most benefit from having some answers, is gone. And it was fine that way.
Best promo: Uh. The FF4 flash ads with ostriches in them.
At what point did you fall in love with this show/book: Nibelheim.
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terrible-tulip · 7 years
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First off, sorry about having to use a screenshot of a blockquote for the first part of your answer/ask.  The first ask got eaten but I had a text copy of it.
Haha, oh yeah, the whole “Mystery Man is Gaster and he was erased from existence when he was shattered across time and space” thing started thanks to a programming bug (and some datamining fans letting their imagination go wild, but mostly the bug part). 
While I can sort of understand why people got confused, I.... Wait, no.  No, I can’t.  What freshly published game doesn’t have a few bugs in it?  There was no reason to think Undertale was special and flawless and anything that needed players to mess with the game files to see was just “programmed that way.”
Did they really believe Toby Fox purposefully published a crowdfunded JRPG-style game that people have to pay $10 or more to play with a vague and sparsely done mystery with no answers hidden away in the game files just for the buyers who know how to datamine and mess with game files, even while including messages in the game files telling dataminers not to share any secrets they find (because it would spoil the game for others), and even expressing his displeasure over fans doing just that in various interviews?
And a few of those “Fun” events were found to have a specific chance of happening programmed into the game (criminally low chances, actually).  If these events were originally meant to be only experienced by editing the game file, then why were those chances even included in the programming?
Doors II: The Knocking
... it’s a Gaster follower/goner kid color palette version of a door that’s only in their house.
ONLY in their house? Au contraire, my good anon, you can find the door in Undyne’s house.
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(Yes, I know... “Why didn’t you mention this in your last answer?”  Because I only thought to check the background doors afterwards)
This discovery only underlines the point I was trying to make: game developers re-use elements. Even if the door wasn’t used anywhere else in the game and was truly unique to the skeletons and Mystery Man, most of the fun events re-use elements used elsewhere in the game.  In fact, the Gossip follower is the only fun event character with a completely unique design.
There’s not even a wide variety of door sprites actually used in Undertale. This door has a very basic and very common-looking design.  It’s generic.  It’s also the only door design with a lock and regular opening animation sprite included in the game files as far as I can see.  It’s a perfect fit for Mystery Man. 
Other than it, there’s only three other door sprites used in the entire game that aren’t technically archways. Two are way too fancy for the door to some shy and reclusive NPC’s hideout/hidden home, one being the door to the Ruins exit and the other being to the developer’s room, and the other doesn’t look quite as nice as the door used.
So Mystery Man having the same door of the skelebros (and Undyne!) really says more about the generic nature of the door than anything about Mystery Man himself.
Side note: the door is used as an interior door except with Mystery Man, so this would explain why the room it appears in is called “room_water_fakehallway.” 
(Also, just a thought, but if Mystery Man is Gaster, why not just call his room “room_gaster” and Entry Seventeen’s room “room_g_entry” or “room_gasterentry”? For that matter, why not call his sprite Gaster?)
Goner kid says “Have you ever thought about a world where everything is exactly the same... Except you don’t exist? Everything functions perfectly without you...”  So putting those two details together with Gaster being “shattered across time and space” (plus the whole sound thing) makes people wonder if Mystery Man’s room was--whether previously or in another timeline--a room in their house.
Throughout the rest of the game, goner is specifically used for people who are about to die.  We are given no reason to think Goner Kid is anything other than a dying young monster pondering over the inevitable. The dark nature of the encounter might be why it’s a fun event.
While they ask Frisk to forget about them, memory and forgetting is a running theme in the game due to the nature of resets (not because of Gaster) and the popular theory is that Gaster was forgotten, not that he wants to be forgotten.  What is said and what is theorized contradict each other.  
For the “Goner Kid speaks for Gaster” theory, there is also the issue of how Goner Kid is supposed to be speaking for Gaster.  Is Goner Kid some sort of mystic oracle who is speaking for Gaster in first person due to sensing his loss essence or, I dunno, something weird like that? Or is Gaster somehow speaking through Goner Kid due to possession or something?  There’s no evidence for either argument and none of these ideas make sense in context of the world rules set by the rest of the game.
Little short side rant:
It seems another thing that Gaster theorists cannot agree on is what/where/when the fuck the followers are supposed to be if Gaster was erased from existence and is Mystery Man (somehow at the same time) and all the fun events with the programming error were meant to work that way.  
Some say, “They were erased from existence too... but are somehow able to converse with Frisk sometimes.”
Others say, “They’re only partially erased (whatever that means) and can converse with Frisk sometimes.”
And some, like me, say, “Dude, they’re just rare events in the game, like Clam Girl.”
Just saying, the most popular Gaster theory can’t seem to get its act together.
Returning to the subject at hand, the dialogue of the Gaster followers throws a wrench in the “Gaster was retconned from existence and forgotten” theory that the assumption that Goner Kid (and by extension all gray NPC fun events) is connected to Gaster both spawned and depends on.
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This clearly indicates that Asgore didn’t forget Gaster.  This should’ve been clear even back when the fun values weren’t debugged.
That being said, I really do not get how fans interpreted “they say he shattered across time and space” as “he was erased from existence.”
One day, he vanished without a trace. They say he shattered across time and space.
Let me break down this entire line.
They say
This is actually a phrase that in real life means “it is rumored.”  As in, it is rumored he shattered across time and space.
he shattered
Shattered, scattered, collapsed (which has the double meaning of fell and shattered), and the like are all words used in the game to describe a monster dying and turning to dust.
So “he shattered” is effectively the same thing as saying “he died and became dust” in context of the game, not “his consciousness and body was scattered throughout time and space.”
across
Here’s an interesting thing about the word across: it technically doesn’t mean the same thing as throughout, the definition most commonly assumed when people discuss this line.  Compare:
Across:
1) To, toward or from the far side of (something that lies between two points of interest).
2) On the opposite side of (something that lies between two points of interest).
3) From one side to the other within (a space being traversed).
4) At or near the far end of (a space).
Throughout:
1) In every part of; all through.
time and space
This goes without saying, but it should be noted that monsters have a limited amount of space and what space they have is inescapable. Since Gaster vanished without a trace while trapped behind the barrier, it’s unlikely he vanished into
space
so much as
time
.  Time, time manipulation, and time travel are all important themes (not the word I’m looking for, but I’m drawing a blank) in the game, so it would make sense that Gaster vanished into time itself.
Of course, this would also fit the implication that the strange machine in Sans’ basement is a time machine and the two tweets from Twitter between Toby and a fan that hinted it had something to do with Gaster’s disappearance (sadly, the fan’s Tweet was lost to time).
So the line is basically saying “it is rumored his dust was scattered at different linear points of time (and, to a lesser extent, space) when he died.”
There’s nothing in the line to indicate he was
erased
from time and space.
people wonder if Mystery Man’s room was--whether previously or in another timeline--a room in their house.
If either of these ideas were true, the player would've found the room (or what’s left of it) in their house in at least one playable timeline as a fun event, not off in Waterfall.
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