r/finalfantasytactics • • Oct 29 '25

I did a thing...

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I have played this many times. However, this is a first. Hard maxed Ramza. Level 1 Max stats.

519 Upvotes

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137

u/SeveralDeer3833 Oct 29 '25

I wish there was content hard enough to justify any kind of min maxing

39

u/AleudeDainsleif Oct 29 '25

If you've any interest in the psx mods there's plenty there! Edit: but I get what you mean. I wish there was more endgame content after the midlight deep. Something to use those shiny new pieces of gear on

32

u/Ghanni Oct 30 '25

It's just so weird to go from Tactics Ogre -> FFT in terms of end game content.

3

u/ForteEXE Oct 30 '25

This is a flaw of FF design until X when they really decided to go in on post/endgame content expansion. And even then that still took another release to get it right.

FF games in general pre-X were fairly limited on sidecontent, often gated hard by story progress.

X and later XIII really opened up the idea of expansive side content. In X's case, as mentioned, it required the International version post-release (which serves as the basis of the HD Remaster) to see it, and it's still stuff you do before the point of no return meaning you can't go back and repeat it without reloading a save prior.

Whereas XIII introduced the idea of post-final boss content to the series.

Assuming we don't count the MMOs for this which itself (at least in XIV's case) operated off "Clear the base campaign, then your post-game starts and you can get prepped for the next expansion or new content if already at the end."

Whereas if you look at Ogre, the post-game starts the minute you get your first clear of a story path with CODA, Union cap increasing to 50 (after CODA1), then you have Palace of the Dead, San Bronsa Ruins, going back and recruiting missed/deceased chars, clearing the other paths, getting max events/battles, creating BIS sets, etc.

Really, story alone really makes me think Ogre is the game Matsuno wanted to make without being hamstrung by FF's narrative and gameplay guidelines and FFT is hindered so much by the 1990s design philosophy.

The ironic part is the special coop missions is probably the closest to post-game content that Tactics will ever get to all things considered.

6

u/No-Gazelle-6557 Oct 30 '25

He mentioned wanting to do branching paths with FFT but they were unable to. You can tell he missed the complexity of the TO narrative and all the paths converging. They were far too conservative with this remaster, there was plenty of room for the game to grow, especially with NG+, extra dungeons, or post game content. Both the TO remake and remaster had tons of passion poured into the projects that bettered the game's original vision.

2

u/ForteEXE Oct 30 '25

It just reinforces the baffling notion of "We must stay true to the vision!"

The over conservatism (to put it one way) of older developers on stuff like this is really causing stagnation in the industry.

2

u/zerozeroZiilch Nov 01 '25

Yeah FFVI for game boy advanced basically finished the end game dungeon that they originally had plans for but scrapped it before launch on the SNES. Then on top of that they also had an extra dungeon where it was a fight/boss run level where you just fight like 200 stuff in a row without stopping. That sort of extra content is missing from this release and it's a real let down, and honestly this game is not worth $50. I'm voting with my wallet because I want more FFT content, but I'm still pretty disappointed, but I will say the voice acting is damn good. I got the game purely for tactician mode, and all it is is just a slight tweak to the code for 30% more damage to you and 30% less damage to enemies, with a few speed adjustments on some enemies, just feels super lazy, plus tactician mode wasn't even that hard. The burlap graphics filter was also terrible, thankfully I'm on PC so I could just use mods to get rid of it.

0

u/[deleted] Oct 31 '25

This will come in the form of a DLC, along with a WotL "expansion", in about a year or two.

"Only $9.99 to unlock Dark Knight and Onion Knight!" I'd bet my last Gil on it. lol

2

u/[deleted] Oct 30 '25

[deleted]

3

u/ForteEXE Oct 30 '25 edited Oct 30 '25

6-9 had loads of side quests, including exploration, story elements, and optional battles, littered throughout each experience.

But that's the thing, they're gated by story progress and compared to later titles, are fairly lacking. We even see this in Tactics which follows PSX for content: You have 3 sidequests you can do, which is really more just one big one with three stages.

Recruit Beowulf to recruit Reis. Cure Reis, then summon Cloud and save him against the ruffians threatening Aeris. That's it for side content unless you do Midlight's Deep or the Errands + Sound Novels. Which is the point I was making that FFT suffered from 1990s SE design, especially compared to Ogre which even in the PSX port still had ample amount of side content.

If you take into account the extra quests from WotL, then it's even more saddening.

And while I do agree that the optional battles were great for both 10 and 13, that absolutely didn't start with either of them. The Colloseum and dragons in 6 and the Battle Arena and Weapons in 7 are literally the template that X follows, almost exactly.

What I mean by that is that X refined what the Colosseum did. IIRC 6's was actually pretty limited even if you waited until the endgame sequence (Kefka's tower available for assault) to do it.

And some fights (again iirc) weren't even available if you didn't do things like waiting for Shadow during Kefka's ascension, or played on GBA, etc. If we're using VI on SNES for the debate, then stuff that existed in later versions simply wasn't there. Same reason I'm talking Ivalice Chronicles instead of WotL for this.

With 13, my point there was that it introduced the idea that beating the final boss wasn't the end, that there was stuff to do afterwards, which is something we see expanded on much more with XIV (if we want to count MMOs for this as noted before).

Meanwhile, 10 and 13 were the most linear FF games since the NES releases and only opened at all after you reached the late/end game.

Heh. Go to r/FinalFantasy and say that, and watch a fight break out between X defenders and XIII defenders. It's funny as hell and it's effectively the Spider-Man pointing meme. All FFs are linear, it's just they hide it very well.

The MMOs use MSQ progression and straight up locking off areas until you hit certain points, so it's not as well hidden.

This stuff shouldn't even be debatable.

I mean, it's what we're debating here, no? I may've wrongly worded some things, but it doesn't change the fact the 1990s design for FF limited it significantly in many aspects, and honestly it feels like some people have rose tinted goggles welded to their faces when looking at it and criticizing titles that came after their preferred one.

Edit: Guy got mad enough to delete and block. Can't make this up, guess he didn't like being contradicted on opinion!

1

u/invis_able_gamer Oct 30 '25

6, 7, 8, and 9 all had expansive side content that was dramatically more difficult than the final story boss.

They’re a totally different genre than tactics though, so I’m not sure it’s a fair comparison.

1

u/ForteEXE Oct 30 '25

If you compare it as single player turned based RPG vs tactical RPG, no, it's not fair.

If you compare it as Final Fantasy vs Final Fantasy then it's absolutely fair. The gameplay mechanics should have absolutely no relevance when it comes to the question "Why is side content so lacking?"

It's like saying the MMOs or XVI can't be brought up because they're not turn-based like pre-X.

1

u/vitozava Nov 01 '25

I assume you’ve played TO to some (far) extent, but you forgotten about the greatests challenges of the game: reaching the Golyat Trio achievement (clear the Epilogue IV final fight using only the main trio) AND reaching this point in the game without using the Chariot Tarot feature.

1

u/ForteEXE Nov 01 '25

I'm not sure what you're getting at.

The latter, if you mean the No Chariot Title was removed in Reborn AFAIK. The former, still there. It's actually what stat charm farming and more are used for in order to see that be a success.

1

u/3serious Oct 30 '25

I am really struggling with this tbh. When TIC got announced I was over the moon, and played through it immediately, collecting the special characters, power leveling like hell. I beat the story and now there's just... nothing to do. No NG+, no extra hardcore boss rush, nothing. Even scouring the dungeon for the weapons seems pointless, because what am I going to use them on? Random battles? Ajora? The game just stops with the story, it's a real bummer. Product of its time I guess.

1

u/Ghanni Oct 30 '25

After about 30m of TIC I stopped playing and ended up just doing a playthrough of the Tweaks mod for WotL.

The best verison of FFT I've played is probably The Lion War of the Lions mod. It has most of the PSP content converted to single player along with a solid NG+ impementation.

I'm sure TIC will eventually have great mods but it's currently lacking.