Posted September 15, 2015
low rated
Final Fantasy 6 and 7. (Note: This narrative doesn't reflect the actual order I played the games in. I actually played 6 first, then 7, then 5, mainly due to 5 not originally being released in the US.)
You have Final Fantasy 5, a wonderful game with a great class (or "Job", as the game calls it) system, with tons of classes available, tons of secondary abilities to choose from, and a reasonable sense of balance. Wonderful game that actually *felt* like a Final Fantasy game, had interesting bosses and fun abilities (Mix is my favorite) and was fun to play. Also, while everyone could eventually do *anything*, no one setup could do *everything* (or even everything worth doing) at once.
Then came Final Fantasy 6. Here, the setting is changed so it no longer feels like a Final Fantasy game (where are my Red, White and Black mages?) and they *threw away* that Job system. Instead, each character has only one unique ability and the other "ability" slot is always Magic (once you get Espers, anyway). In the early game, most of the unique character abilities are just different ways to do damage, with Locke's ability to steal makes him not particularly useful. Once you get Espers, the "Magic" skillset starts to overshadow everyone's unique abilities, and there is eventually the gamebreaking spell called "Ultima". It hits all enemies, is much stronger than Flare and Meteor (regardless of the number of enemies), and it ignores defense, making Flare and Meteor pointless. To add insult to injury, most of FF5's fun abilities are either absent (Mix, which is *far* more interesting than Throw) or made useless (Lore, which replaces Blue Magic, is severely outclassed by Magic).
Another problem with Final Fantasy 6 is the large number of unskipable cutscenes. For a large portion of the game, the gameplay is frequently interrupted by lengthy cutscenes with ridiculous amounts of dialougue, meaning that you get less actual gameplay in a given amount of time. I would like to *play* the game, not just watch.
Final Fantasy 6 still had a few redeeming qualities. First, not having a clear "main character" is a plus, and the two characters who would fill the spot happen to be female. (Plus, one of them (Terra) is asexual, which is different from the usual.) Second, the game eventually "opens up". Once you get the second airship, the game becomes non-linear and you no longer have to deal with the constant long cutscenes; the problem is that it takes too long to get to this point. Note, however, that FF5 had a majority female playable cast (the main character wasn't, but it seems like he was the least important character to the game's plot), and it did become somewhat non-linear near the end, but not to the extent of FF6.
Then comes FF7. Take FF6, throw away its redeeming qualities, and make the problems I mentioned worse. Materia can allow a character to do *everything* worth doing, as the stat cost to equipping materia is too small and characters later get too many materia slots. Limit Breaks could have been an interesting strategic mechanic, except that the one character who gets interesting limit breaks (rather than boring damage limit breaks) is taken from your party mid-way through, punishing the player for progressing the plot to that point. Knights of the Round shows that the developers didn't care about game balance *at all*. (Who thought that was balanced?) The cutscene problem is even worse, and the game never opens up the way FF6 eventually does. Even worse, the game makes you play minigames that do not belong in an RPG and which are not even that well implemented. Also, the game never lets you remove the main character from the party the way FF6 (and Chrono Trigger, incidentally) eventually did. Also, the game has the same setting problem of FF6; the game does not feel like a Final Fantasy game *at all*. Where are my white and black mages?
You have Final Fantasy 5, a wonderful game with a great class (or "Job", as the game calls it) system, with tons of classes available, tons of secondary abilities to choose from, and a reasonable sense of balance. Wonderful game that actually *felt* like a Final Fantasy game, had interesting bosses and fun abilities (Mix is my favorite) and was fun to play. Also, while everyone could eventually do *anything*, no one setup could do *everything* (or even everything worth doing) at once.
Then came Final Fantasy 6. Here, the setting is changed so it no longer feels like a Final Fantasy game (where are my Red, White and Black mages?) and they *threw away* that Job system. Instead, each character has only one unique ability and the other "ability" slot is always Magic (once you get Espers, anyway). In the early game, most of the unique character abilities are just different ways to do damage, with Locke's ability to steal makes him not particularly useful. Once you get Espers, the "Magic" skillset starts to overshadow everyone's unique abilities, and there is eventually the gamebreaking spell called "Ultima". It hits all enemies, is much stronger than Flare and Meteor (regardless of the number of enemies), and it ignores defense, making Flare and Meteor pointless. To add insult to injury, most of FF5's fun abilities are either absent (Mix, which is *far* more interesting than Throw) or made useless (Lore, which replaces Blue Magic, is severely outclassed by Magic).
Another problem with Final Fantasy 6 is the large number of unskipable cutscenes. For a large portion of the game, the gameplay is frequently interrupted by lengthy cutscenes with ridiculous amounts of dialougue, meaning that you get less actual gameplay in a given amount of time. I would like to *play* the game, not just watch.
Final Fantasy 6 still had a few redeeming qualities. First, not having a clear "main character" is a plus, and the two characters who would fill the spot happen to be female. (Plus, one of them (Terra) is asexual, which is different from the usual.) Second, the game eventually "opens up". Once you get the second airship, the game becomes non-linear and you no longer have to deal with the constant long cutscenes; the problem is that it takes too long to get to this point. Note, however, that FF5 had a majority female playable cast (the main character wasn't, but it seems like he was the least important character to the game's plot), and it did become somewhat non-linear near the end, but not to the extent of FF6.
Then comes FF7. Take FF6, throw away its redeeming qualities, and make the problems I mentioned worse. Materia can allow a character to do *everything* worth doing, as the stat cost to equipping materia is too small and characters later get too many materia slots. Limit Breaks could have been an interesting strategic mechanic, except that the one character who gets interesting limit breaks (rather than boring damage limit breaks) is taken from your party mid-way through, punishing the player for progressing the plot to that point. Knights of the Round shows that the developers didn't care about game balance *at all*. (Who thought that was balanced?) The cutscene problem is even worse, and the game never opens up the way FF6 eventually does. Even worse, the game makes you play minigames that do not belong in an RPG and which are not even that well implemented. Also, the game never lets you remove the main character from the party the way FF6 (and Chrono Trigger, incidentally) eventually did. Also, the game has the same setting problem of FF6; the game does not feel like a Final Fantasy game *at all*. Where are my white and black mages?