auronlu: Terra going RAWR (ff6 - Rawr)
At long last, I've got all my party members together, and it's time to take on Joker the Evil Clown!

Edgar: It's time to break into Kefka's domain!

But wait! Since a major portion of this game is devoted to rounding up and then re-rounding up a cast of fourteen, let's get some sound bites from our assembled war band! I'll be slipping in some wrap-up game commentary and character analysis; I hope I don't bore you.

On with the playthrough )
auronlu: Terra going RAWR (ff6 - Rawr)
Whew! I got  bogged down rounding up all my scattered party members — seriously, we just lived through the end of the world and everything, but did they have to be difficult and run off and join weird cults and get themselves lost on mountaintops, in the depths of monster-infested catacombs and so on? — so this playthrough is once again tardy.

Cid: You're finally awake! Celes: I..feel like I've been sleeping forever.

Hey, it wasn't that  long since my last post.

So, last time in my Let's Play Final Fantasy VI, the world went to Hades in a haversack. Miraculously, the crustal ruptures we saw in that exciting end-of-the-world cutscene did not result in Siberia-sized lava outpourings, a planetwide blanket of sulfuric acid fog/rain, or other Permian-Extinction-style armageddon. (Geology porn... bookmark for later!)

Instead, as this is Final Fantasy, Celes awakens in a blasted world that's creepy and sad and fragmented. FFXIII-2 riffed on this trope again 17 years later, and the music from its Dying World fits nicely:

Yeap, it really is that bad.

On with the playthrough... )
auronlu: Terra going RAWR (ff6 - Rawr)
And we're off! We head to the southern continent (map) to infiltrate the Magitek Research Facility in Vector, capital of the must-be-evil-since-it-has-no-name Empire.

Setzer's airship, the Blackjack, zooms through the night

Our goal is to rescue the Espers who are being drained of their power as fuel for Magitek.

I love seeing how Final Fantasy rings changes on its ever-accruing mythology from game to game. The draining-Espers idea evolved from Cid's innocent mistake in FFV, in which the machines he created to amplify and collect power from the Four Crystals of Light inadvertently damaged them. FFVI fuses the concept of crystals, which existed right from the start of Final Fantasy, with the separate FF concept of summons, originally a job class ability like geomancy. We'll see beings turning to crystal again in FFXIII's L'Cie, while ShinraCorp, Odine Enterprises and Draklor are all spiritual successors of FFVI's Esper-juicing factory.  

on with the playthrough )

July 2017

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