23 May 2022

Love/hate #35 Final Fantasy V Pixel Remaster on Steam

 Intro

I have the other version fron 2014 I believe with the wacky graphics and the ridiculous amount of achievements but will save that for another time. I'm kind of looking forward to playing those 2014 versions at some point.




FF5 is the jobs system game, while jobs/classes have been in plenty of them so far this is the definitive one and it was pretty damn good.



Main characters/cast


Bartz/Buttz is a bit slow, and that’s OK. That’s all I knw going into it and sure enough there are a bunch of dialogue scenes where he has to have stuff repeated to him. It actually suited me as I’m an idiot so having them explain the wacky plot twice was useful. I started him out as a Knight and gradually worked through all the physical classes with him.




Lenna is a princess and we’re introduced to her right away. She has an affinity with animals which is fun as she regularly makes allies with dragons and Moogles. Good thing to have! She was a white mage to start and would almost always have White Magic as her secondary ability no matter what job she had.




Galuf is the funny older guy and was a member of the Dawn Warriors so despite having amnesia initially he remembers everything eventually and is integral to the plot. I had him serve as a secondary fighter and he graduated into lighter fighter classes like Monk and Thief faster than Bartz.



Faris/Sarisa is a princess pirate captain who briefly imprisons the group but ultimately decides to align with them and help them restore the crystals. She is aided for a time first by her pirate crew and also the water beast Syldra who I loved. She was my first Blue Mage but would later serve mainly as Black Mage and so on but would usually have the Blue Mage ‘Learn’ ability equipped in case the right magic was cast at us.




Battle


Much the same, though more ATB than previous entries. I had the battle speed at very high and I say that probably worked against me a lot as enemies would get shots in while I was trying to figure out what option to select between Attack-Ability 1-Ability 2-Item usually. Once I had a nice set up I would just auto battle and they would repeat whatever I told them to do.



I did like how it required even more intervention on my part, there were many things to consider certain enemies would punish you for using magic or hitting them physically. Very very few enemies required me to Steal from them, Gilgamesh one of the handful.



Many battles in the midgame required me to Control the enemy with Beastmaster ability then have them use their special Blue Magic on the party to get the ability myself.




Minigames


None as usual! Maybe in 6?




Music/Graphics


Now 1,3 and 4 had decent soundtracks nothing particularly memorable but nice all the same; 2 I quite liked to listen to while prepping DND and stuff there were some good ones in there. 5 is the best soundtrack I’ve heard of the lot so far! The overworld themes were good to great, the dungeon themes were cool, the final two dungeon themes were awesome as well as the boss and battle themes. Not to mention the Big Bridge of course, which I think 12 did better but here is the original one, remastered. Also the Chocobo theme slapped.





The pixel sprites for all the jobs are ridiculously charming.




Plot/Villain/Allies/NPCs


This is the longest FF I’ve played in a while, certainly of the pixel remasters. About 50 hours and only the last 5 hours maybe were me grinding. So it’s hard to recall precisely but basically the 4 crystals we know and love are being harnessed for power and making life better for the citizens of this FF world (sound familiar). But then they start to break. The wind stops blowing, seas go calm etc. Your team are summoned by destiny to restore the crystals which are mysteriously shattering.




And then the villain is introduced! Well, not really. Exdeath is sort of hinted at and then eventually revealed but he is manipulating events and people to destroy the crystals. He wants to harness the power of the Void, which I presumed would be some sort of final boss space flea and I was right! Exdeath would appear a lot more in the second half of the game so he developed himself into a worthy foe. He also had an interesting background as being from the Forest of Moore, which would play into the final battles.



Your allies are more consistent, Bartz is from the tiny town of Lix which I believe is optional but they all like him there. Lenna as a princess is regularly hassled by the Chancellor of her kingdom to stay and stop adventuring and on numerous occasions you have to go back and spend a night in the castle to advance the plot. Galuf has his granddaughter who is vital to the plot later and his fellow Dawn Warriors to assist him. Faris is an outlier in that her pirate crew don’t really come up again. And just like FF4 the NPCs of the various towns and cities are interesting and their dialogue changes over time, a little bit but its appreciated.



The gooey


Here we go. Jobs. I did really like them in fairness. The hardest part about them was some didn't’ hold up on their own for me unless combined with other abilities learned from another job, and just grinding them to master level.



There are so many different possibilities but as I stated above I would have characters as a job say Lenna as a Chemist so she was locked into using Mix/Drink, but her secondary ability would be White Magic. Faris I might have been doing the same job but my secondary ability would be Learn/Blue -Black-Time Magic. The two fighter characters might have the passive ability Two Handed so when they attacked they would do more damage.



So while there were near infinite combos available I stuck to a fairly reliable set of moves. As I said above, Steal wasn’t vital but the passive abilities like Sprint, Vigilance and First Strike from various jobs were useful. Summon was very powerful as many bosses were vulnerable to particular types of summon. Dual Wield and Rapid Fire were very powerful and are and maybe when I play the original Steam version I will need them to beat the bonus dungeon, which is not in this remaster. For my playthrough they were a bit slow and underpowered at times to be using all the time so with only one or two slots free for abilities choices had to be made.




Most battles and situations had me attacking with the two warrior characters, Lenna casting White Magic and Faris using some sort of offensive magic. This could change depending on the situation. Also the auto battle was smart - if you made one character chuck a single Hi Potion or target a single ally with Cure for example they would throw it at the weakest party member HP-wise. So if an enemy attacked Bartz Lenna would heal him on her turn and so on. Usually I just targeted the group but this was handy in the late game when MP was short and enemies were tough.




The best classes were the Mimic and the Freelancer; Mimic allowed you to pick a whopping three abilities you had learned as well as having access to Mimic, which I learned from my FF7 playthrough is near god mode level good. Just don’t forget to give yourself ‘Attack’ or ‘Item’ if you need them, they are not defaults! The Freelancer was good as every job you mastered a bonus would carry over to it, so by mastering them all you powered up your Freelancer a load. The default sprite of each character is the Freelancer model too, while if you are currently a Black Mage the sprite is that of a Black Mage. The sprites were gorgeous in this one and some very cute/thoughtful models were used.



It was funny - there was a ‘see hidden passages’ ability in this game and there are only a fraction of the hidden passages as the previous entries. Could have used that in FF3!



Mix is like Rikku Mix in that there are a number of extremely potent combos that could decimate the strategies of high-level bosses but it's just not necessary. Maybe in the bonus dungeon (the other version of the game on Steam) but not here.



Blue Magic by contrast is very fun to collect in my opinion, some frustrating ones but rewarding when you get them all the same. Some of them are very powerful like Mighty Guard and White Wind (old faves of mine) but not essential. You’re often better just whipping the enemies to death the old fashioned way than using any of them for long.




Conclusion



Definitely the best of the bunch so far from 1 onwards. While the plot and characters are arguably weaker than 2 (I really liked 2) and certainly weaker than 7 onward, it had such a charming OST, world and job system that pushed it into the lead.



I got all the achievements 100% once again thanks to lylat and prius’ guide. I don't mind saying, life is short and mine is busy so I can’t and won’t spend it figuring out every little thing to get everything out of the game.



I got to level 50 after a few hours of grinding in the rift castle passage, then spent a few hours mastering the remaining jobs for my characters. 2 of them had most of the mage classes down while 2 had the warrior ones so I just had to switch it around. The Mover enemy in the rift at the second last screen before the final boss granted loads of money and ability points so it was a breeze when I got things sorted. I could just use Zeninage over and over and throw money at enemies to win.


In sum I'm definitely looking forward to playing 5 again via the 2014 Steam version after looking over these screenshots. I have also finished 6 recently so will upload a post about that in a few weeks.

18 April 2022

April 2022 Penultimate campaign update Crystals of Power June 2020-present

 For April I’ll just do a 5e campaign update, probably the second to last one as they are rapidly approaching level 20 and the end of every major and minor plot in the game. Will do a final write-up after the campaign ends in the summer/autumn of 2022 most likely. Hopefully I’ll finish Dark Souls 1 one day soon!

---

Last time I updated in October they had just defeated a huge army of demons and were level 13. Now they have just ticked over into level 16.


^Fighting the boss of the crab army in the Water Shrine. I just used an adult black dragon as a template.

While they were fighting the demon army they were made aware of the fact the so-called Dwarflake had started to grow and was now a Dwarfsea, covering miles and miles of the countryside with sterile water. Demon and human alike were drowning though thankfully it was a slow, gradual flow of water and much of the savannah here is lowly-populated at the moment.


In order to get to the bottom of this lake and figure out what was going on they needed a certain magic boat which the wizard in the nearby town had built for just this purpose. Problem was they were being held hostage now by the evil Queens’ armies in the town so they resolved to break in there and take it back.


It was quite impressive how the wizard flew about on his broomstick blasting squads of soldiers, the rogue went about stealthily trying to scout out the boat’s location and the barbarian and paladin and NPCs waited patiently outside the walls. Eventually the wait got too much and the barbarian hopped over the wall and got stuck in!


They managed to find the boat and hostage wizard in the big tavern in town which the Queen’s representative Xara had taken as her HQ. They fought their way in and managed to secure the wizard and the boat and left so it was a sort of tactical draw and retreat. There were a lot of regular soldiers but also a dozen veterans and various heavy hitters, such as an Archmage, a chief assassin and his buddies as well as Xara herself and her Shield Guardian.


Before leaving, the Second Queen, the Queen of the West, appeared before them as an Astral image and declared she would march up and slaughter them all for killing her younger sister, the Third Queen of the East, many moons ago. Fair enough. They left and made their way to the Dwarflake.


---


It was a breeze crossing the Dwarfsea, they managed to dodge most of the random encounters though they did investigate the ruins of Andarr, one of the first cities hit by the Confederate-Demon armies. All seemed quiet there until they bumped into the Goristro, a living demonic siege engine. Attempts to parlay failed and they once again skilfully retreated but the wizard player managed to cast Banish successfully and sent them back to their home plane - and they were grateful!

^my plan of the map I wanted to create to show the party what was what. The dark blue in the top right corner is the original Dwarflake location. Pink square in middle with yellow flag is Moonwheat. Light blue mass is the new Dwarfsea. Green are hills and grey are the mountains.

Submerging into the underwater source of the flood, a great Dwarven underwater city, they fought a Dragon Turtle. Once again they tactically retreated but bumped into a Marid and his gang of weirdos. They fought for a brief period and then a three-way fight ensued when the Dragon Turtle got involved. The Marid and his boys fled with the boat and the Turtle made friends with the party.


^The wizard set the vegetation here on fire. Of course. And the rogue hopped on the DT back. Of course.

What followed was a journey into a gigantic Dwarven city under a lake that was filled with magical cannons that would shoot fire, acid, frost and so on at the party if they opened certain doors. They partially smartened up and used mage hand to open it and looked into rooms at angles but they frequently found ways to get shot anyway! This was a recurring source of amusement and rage.


Crabs, lobstrosities, hydras, giant crocodiles… the place was filled with various aquatic enemies. Many fights were had, some were close-run affairs. They also found loads of treasure as well, most of it water-related some not. They had found numerous ways to breathe underwater and walk on water and so on. There was a month-long hiatus here for Christmas and so on but in 2022 we got back to it. They befriended a Naiad who guided them through the city a bit.


They fought a Merreonoloth/Wastrilith/Vargouille alliance only to make so much noise a Lizard army appeared behind them and the Morkoth-Marid-Balhonnoth Trio reappeared too. The barbarian, rogue and wizard along with paladin, sorcerer and archmage NPCs managed to destroy them all.

^The Crystal of Water from the Doomstones Warhammer Fantasy first edition game.


They finally reached the end of the dungeon after 9 sessions, and a great ritual was taking place in the grand chamber led by a Water Genasi. The rogue managed to find the Crystal of Water and ended the flooding of the world. The party then proceeded to absolutely destroy the Water Genasi’s entourage but then something happened when the wizard player went from slinging spells into the chamber and misty stepped inside. The whole world went red and the Flames card of the Deck of Many Things activated. He had drawn it many sessions ago and finally a Pit Fiend emerged along with an Ice Devil. The sorcerer NPC betrayed the party as well, aligning with the devils. Despite all this they managed to defeat the various threats and win the day. The paladin player had returned for the recent sessions but decided to retire her character and gave the Crystal of Earth to the barbarian, which gave him even more HP. Fun!


---


Now with 3 crystals in their possession, all crystals seemed to ‘point’ strongly toward the west, Steel Mountain, where the Fire Crystal was. It had been stolen from them in Session 33 when the gunslinger artificer shot and killed the fighter of the party in an arena match. Now at Session 57-59 they began to climb Steel Mountain and fought their way through a slew of Giants and machinery. Some sort of civil war is going on here, the Stone and Cloud Giants have split from the Hill, Fire, Frost and Storm Giants. The Stone and Cloud Giants don’t like all the new technology they were using and the alliance with the Queens so have rebelled. The players sided with them and are now carving their way up the mountain to get the Crystal of Fire.


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Ingame DAYS:52
Ari/Mo80002
Ephrim211913
Erin211913
Scorch211913
Kills s591337
Current Time08:00
Wishes castSc2/2 Mo 1/2,

Scorch used his last wish to revive Ephrim the barbarian from death; Ephrim is currently vulnerable to lightning and a Storm Giant Lightning Sworded him to instant death.

Their experience points have just ticked over to level 16.

Just noticed they have an elite kill number as of session 59. Session 60 is going to be a special one...

I keep track of the days as certain things are dependent on it and its fun. For example the ring that summons berserkers will recharge on day 53 and indeed on day 52 an Acid Phoenix they control was reborn from an egg.

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Session 4650
baba7200
green hag1800
sea hag1100
lakour basics 422100
lakour sgts 22200
Session 4730
bheur 12900
24 basics1200
lakour sgts 22200
lak vets 25000
archmage 18400
Session 48no kills
Session 491
water ele1800
Session 5014
water ele 35400
water ele myrm2900
hydra 27800
archdruid8400
giant crab 623400
giant lobster7800
Session 514
RGBGSlaads513600
Session 5213
stone defs 1314300
Session 5316
wastrilith10000
merrenoloth 42800
vargouille 61200
lizard shaman 52250
Session 5453
lizard shaman 1450
lizardfolk 484800
mar/mor/bal 321600
lizard king 11100
Session 5511
steam meph 7350
water ele 35400
water mym 12900
Session 5612
zikran8400
water mym 12900
steam meph 5250
giant shark 23600
kettle11500
pit fiend25000
ice devil11500
Session 5711
hill giant 610800
turrets 22000
fgd 111500
cannons 24000
Session 589
hill giant 712600
hellfire 115000
fire giant 15000
Session 598
hill giants 23600
fire giant 15000
frost giant 13900
storm giant quin15000
parasite behir7200
berserkers 2900

You can see above how they transition from attacking Moonwheat garrison to assorted water themed foes and finally back to the giants on Steel Mountain. The future is full of more giants and mechs, assorted humanoids and elementals and hopefully if they make it to the end celestials.

Almost every session is violent now. We are near the end of the road, the final quarter, so it will be a series of fights with less enemies overall but way more powerful. I am very excited to see what happens. I am particularly interested in the end of the Giant saga, the resolution of the Second Queen's challenge and how they deal with the final Queen. Also there is the small matter of the Crystals of Power, the Doomstones, which may pop off in some fashion...

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Session number versus what level the party were at the time:

session #level
11
22
32
43
53
63
74
84
94
104
115
125
135
145
155
165
176
186
196
206
217
227
237
247
257
267
278
288
299
309
319
329
3310
3410
3510
3610
3711
3811
3911
4012
4112
4212
4312
4412
4513
4613
4713
4814
4914
5014
5114
5214
5314
5414
5514
5614
5715
5815
5915
6016

Obviously I'm using experience points and a less combatative campaign might see players roleplaying for hours and go through multiple sessions at certain levels. Still interesting to see how the progression went; they remained at level 14 so long there because they were stuck in that darned Water Shrine. They still have a ton of fights coming up but they should make it to level 20 at just the right time.

^some of the final maps on Roll20. Not many left to go. It's been a blast!

I don't know how many more games are in this, I was hoping to be finished by summertime. Not that I'm in a mad rush to end it but would like a little break followed by a second campaign hopefully. 6th edition might be gracing us by 2024 or whenever so would be cool to get another long campaign in before then.

I'd love to run another tournament in the game but I think they just don't work at most levels, the various classes are too different. Maybe in the next campaign.

September #9 Shadowheart Origin #6 Honour Mode part 3 Act1:2 almost done

Finishing off Act 1. The party Shadowheart Trickery Cleric 7 Nothing too exciting, my MC is usually fairly balanced and not too specialised ...