🎀 Seryph (She/Her)

🎀 Fashion Weirdo Elegant Sweet 🎀

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Joined 1 year ago
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Cake day: August 16th, 2023

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  • They’re not unusably bad, it’s just Cid exists and breaks the game in half.

    Most of the best named characters are locked behind late game sidequests that I didn’t do. The others are usually better but not by so much that generics become useless. And you can’t even run a full party of nameds until after the hardest boss fight in the game anyways, a fight which is hard for reasons entirely unrelated to your party since it’s a Ramza solo.


  • They exist because the game still has a permadeath system and the devs didn’t want you softlocking. Plus they represent the way they wanted you to get invested, to take these randoms and turn them into your big special characters, like how FF1, 3, and 5 were. And I mean it works when you do put in the effort to, Joyse was a joy (heh) to level and build into my cute adorable red-but-red-doesn’t-actually-exist-so-she’s-really-black mage. Named characters are just the path of least resistance since they’re already very good when they join and don’t need investment whereas generics do. Kinda like prepromotes in FE.


  • Glad I could help lol.

    I do think the five-man partes are fine but there’s a real adjustment period while you get used to it and I still would have preferred like, 8. Part of it is also that early game you really need to turtle but once you start getting the named characters (who are all stronger than any generic could hope to be and you should just use them once you can instead of bothering with leveling generics) they allow you to do a lot more since they have better damage output or survivability. In my run with the exception of one generic black mage (Joyse my beloved) all of my units by endgame were named and the only one I had ever grinded in any way was Ramza to get him into Samurai. (And also monk for that one stupid god damn boss fight)


  • Yeah gonna second what everyone else is saying in that you need to grind. The way that the class system works basically necessitates it since you need to get individual characters levels in one class to unlock a new one which effectively resets their progress so you have to restart. I usually try to avoid grinding in SRPGs (because Fire Emblem elitism brain) but I realised at like mission 5 that I was going to have to. Once you get a bit ahead levels-wise you can skip grinding for a while until you add a new class onto a character. Also keep several save files, there’s one or two multipart missions that will fuck you up if you aren’t ready for it and you can’t go back if you don’t have a save before it.

    The small party size is a full game thing, it’s not 4 units but rather 5 for the majority of the game though. The idea was that FFT wants you to get really invested in a small number of units that you build up in the same way that you would in a normal FF game. (Although the game also wants you to have access to the majority of classes on your party so you can swap when necessary, which means more grinding. I just didn’t do this barring a few particular builds in my party which made some maps harder than they should have been, but I think it was ultimately doable.)




  • It’s not just a show thing unfortunately, it’s faithfully replicating the manga here.

    Yeah, I had read the manga about two and a half years ago and while I initially really enjoyed it for the cozy travel and the bittersweet start, I gradually lost interest when it became clear that the story was starting to focus more on its mediocre conflicts rather than the travel.

    (spoiler)

    I specifically dropped it a bit after the maze arc, when they were introducing the new demon villain who had been mind-enslaved to serve a kingdom but still found a way to kill that kingdom.

    I was following it as it came out at the time so that probably didn’t help either, since waiting a week for a chapter that was about a conflict I didn’t care for and clearly wouldn’t be resolved for another few weeks made me lose interest. Especially when I was also reading my current favourite manga for the first time around then. And that manga, Witch Hat Atelier, manages to balance amazing vibes while also having compelling “conflict” writing that I enjoyed a lot more.

    I’m very glad that the anime has been doing so well though, while I dropped it I still vastly prefer it to the isekai fantasy that was so common for the past decade.


  • A lot of people here have already suggested Ogre Battle and Ogre Battle 64, but I’d also recommend Tactics Ogre. It’s in the same series but is an SRPG instead of the… Whatever you’d describe Ogre Battle as. The story is quite good and the game has 3 pretty fleshed out routes. There’s also 3 versions of it, the newer two (PSP and current consoles) have a better translation but from memory the original is passable. I’m sure there’s a patch if you find it bad, though I would have to check.

    Beyond that, Xenogears was already mentioned and is great. I’m quite partial to the Mana games and Terranigma. Moon is also really interesting, being a sort of parody RPG that heavily influenced Toby Fox when making Undertale.





  • His books are pretty decent. They’re pulp fantasy but in a more interesting way compared to other pulp fantasy. Chaos is still often depicted as a villainous force in them but it’s less cut and dry compared to his derivatives. Particularly since Order is also included as the opposite and isn’t presented as being (that much) better.

    There’s also a lot of them, I’d recommend reading a synopsis of each main story he wrote then picking the one that interests you the most to start with. They’re all mostly self contained but he also popularised the use of multiverses in fiction to do some crossovers between the different series.




  • Hard agree, I find it extremely dull whenever fantasy races (or non-human player characters in general, as it often happens) are just normal people with some weird physical feature that beyond its mechanical effects almost never comes up in game past the surface level.

    Ultimately even in the case where they are just humans plus some feature that feature should heavily change how they relate to the world in some way, and not just in the regular dwarf/elf/hobbit stereotypes way. An elf should have an extremely different relationship to the passage of time and the seasons. That, in turn, should give them different feelings on life and death, relationships, morals, teaching, art, etc… But so often they’re reduced to a caricature that might pay lip service to one or two of these changes but is otherwise just a normal arrogant person.

    I can understand the appeal in having normal people with fantasy features of course. They’re easier to roleplay and relate to. This makes them good for lighthearted campaigns which often need both to be fun. But I feel like in serious stories you’d be better off just dropping the fantasy races entirely if you aren’t doing much with them. Human-centric fantasy can be really fun in its own right.

    I admittedly also don’t like having outright evil races, but I think there’s better solutions that don’t require making them normal people. Culture is an obvious one, and seemingly the one that D&D has mostly adopted now for Drow and the like. Giving them weird moral systems based on things that they would view as the highest good but we wouldn’t is another good option.