Wading into FF discourse…
re: FFVII - fully agree with the analysis that the "open world" is not so open. "That" moment - the moment people often talk about blowing their minds - when you leave Midgar and the world opens up for the first time, your options are:
- Go to Kalm (intended path)
- Go West (nothing to do)
- Go East to Chocobo Farm (you get turned around)
- Go back to Midgar (you get turned around)
There will eventually be stuff to do in the overworld, of course, but it's not exactly teeming with stuff. Sidequests are drip fed intermittently, not plentiful. This is part of a larger conversation about how people say that the older games were more open/less linear and how that argument just does not stand up to any scrutiny. Honestly, in terms of using your imagination and the effect of the map, I think FFX's linear map had a way bigger impact on me while playing. Traveling the map linearly did a great job of suggesting distance; when I finally reached Zanarkand I truly felt as though I had walked to the ends of the earth.
re: FFX - first should probably mention (since no one else brought it up) that the PS3/PS4 version is the international version which includes a lot of extra content that I really enjoyed and you'll miss out on that if you play the PS2 version
@"Tradegood"#p129365 I love this. I am currently resisting the urge to write a whole essay about FFX here, but I just absolutely adore those characters and how they develop. I find the interplay between Tidus and Yuna so interesting because they essentially act as foils for each other, with character development in opposite directions (>!e.g. Tidus becomes more selfless, which culminates in his sacrifice, Yuna, intent on self-sacrificing learns how to value herself above others !<) and with little details, like how their names stem from the Okinawan words for Sun and Moon, the game positions them as opposites but also is deft enough to tell their stories in a way that complement each other. With all of the spiral motifs in FFX, I kinda see the structure of their story as a spiral as well (helped by the Underwater Date scene where their bodies form that shape and by the HD boxart where they also spiral around each other). There are a lot of really interesting things about the story to me. I find Seymour super fascinating because he shares a lot of parallels with both Tidus and Yuna and kinda acts as a foil to both of them as well. This one is a bit out there, but I think the spiral motif extends to the tone of the game as well - in earlier chapters, there are moments that are explicitly ~~we're so back~~ happy and moments that are explicitly ~~it's over~~ sad, but as the game goes on those two emotions start to coalesce and the game ends in a really melancholy place where you both win and lose.
Also, I like the voice acting.
re: FFXIII trilogy - play them! I really enjoyed my journey with them and I'm very happy that XIII has been getting more love in recent years
re: Lightning Returns, specifically - I heard a guy who speedruns the XIII trilogy describe the games like this: "Final Fantasy XIII is a great game. Final Fantasy XIII-2 is a good game. Lightning Returns is, unfortunately, a great game." I fully endorse that analysis. I think Lightning Returns is a little hard to love. First, I'll say that absolutely no game has stressed me out the way that LR has with that clock in the corner. Playing for a long session would mean inducing a headache and leaving behind a pool of sweat, and I just felt gross afterward. Second, I don't really want to like a game where I'm running around in a prom dress or cat ears and a bikini bc plot. But... honestly, I did find it very enjoyable overall. I do prefer XIII's combat, but the LR system is quite fun despite a few nits and picks. The game is... nonsensical (I just googled "does Lightning Returns take place on Gran Pulse" and learned that the LR's world is a _fusion_ of Gran Pulse and Valhalla! Who knew?)
but... it manages to make the whole thing pretty enjoyable. I'd normally feel the impulse to be a bit more critical, but I think the game was successful at its main goals: keep things light and fun (it disposes of every bad plot point from XIII-2 as quickly as possible), get the emotional story beats to hit, and close the trilogy out with a big finale.