FFXII: Revenant Wings (13) – Ch. 6 – Fran Is Whelmed

Last time on Let’s Play Revenant Wings, we scurried around playing sidequests in the shattered remnants of the Skysea. Now, at last, it’s time to catch up with the leading man and his long-suffering copilot!

Their ship, the Strahl, has moored beneath a vertical village named “Heaven’s Vigil”:

The strahl tucked under a cliff at the edge of an island

The northern sky island is called Arda, Heaven’s Pillar. “Arda” is from Tolkien, although in his world it means, well, the world.)

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FFXII – Revenant Wings (10) – Ch. 5 – Vaan Loses It

In our last Let’s Play Revenant Wings, I predicted we’d fail to save another hugely significant crystal from the Judge of Wings. Boy, was I wrong. It was an island approximately the size of Australia that bit the dust. Also, tomboy and all-around go-getter Filo was put in her place with a well-timed Damsel in Distress mission.

Now that that’s out of the way, Clan Potholder can get on with the business of trying and failing to save the world. Go us!

Airship lying on jungle

Chapter Five fades in with our airship resting on some jungle treetops. The camera pans down to show our party scattered around a grassy clearing, sitting or standing in a daze.

I wonder if anyone in this crew knows how to repair an airship.

Chapter 5: Stranded. Location: Tswarra, Isle of the Lost

Signs point to “No.”

The music of Depressing Things Just Happened kicks in. I never thought I’d say this, but I feel a sudden pang of longing for Ondore’s lies. He’d be alliterating all over the aftermath of Bahamut’s smackdown with his florid prose.

On the bright side, I can now stop checking every few lines of this playthrough to make sure I haven’t accidentally written “Sandsea” in place of “Skysea.”

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FFXII: Revenant Wings (9) Chapter 4 Cont’d – Fire & Water

Last time on Let’s Play Revenant Wings, we took a break from our vitally important mission to enjoy canoodling canoeing around the Skysea, catching some rays at Port Marilith, and participating in Rikken’s scavenger hunt. There’s always time for sidequests before saving the world, after all.

Then the party wearied of Penelo’s reminders that we had a job to do. So now we’re back on the Path of Plot Advancement, chasing after rumors of the Judge of Wings.

Yaiph Caverns - A scalding cavern of lava and flame rising from a rocky outcropping extending to the southeast of the skysea. Ruins fill the cavern, forming a crude trail to the temple hidden deep within.

Back in Port Marilith, an aegyl mentioned “the shrine that lies beneath the waves.” So I was all set for an underwater dungeon, possibly using a barrel, diving helmet, or submarine.

FFV: Submerged Tower of Walse

However, it turns out that Yapih Caverns are adjacent to the Skysea, not under it, and they’re full of molten lava. This is a sure recipe for a Krakatoa-style eruption if seawater ever seeps in.

Which would be awesome.

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FFXII: Revenant Wings (4) Chapter 3 – Flappers in Distress

The Golden Vaanity bobs gently above Zephyr, the Windward Isles, aka that very first dungeon which will later be tinged with a sense of homelike nostalgia because you can squish all the starter monsters there like bubble wrap:

[World Map]

We sail away, flush with the sweet taste of victory and the knowledge that we thoroughly cased the joint whumped some baddies who thought it would be fun to use inept angels for target practice.

Where to next, Llyud? I keep wanting to call you Lloyd.

*finds official render of Llyud*

Official 3D Render of Llyud

I’d quote George Takei’s favorite quote, but he’s a little young. Ahem.

He says we need to trot ourselves over to the next island to defend a giant crystal that the Judge of Wings wants to swipe.

I’m sure this quest will in no way resemble the “We Suck” segments of Final Fantasy III, IV, and V, wherein we totally failed to prevent the villains from stealing and/or smashing the Crystals of Light.

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FFXII Revenant Wings (2) – Chapter 2 – Flap, Flap

So, this week, I’m back from a convention and have 5000 more words of a novella draft to write, and…

Dog from Up movie saying "Squirrel!"

Revenant Wings is proving to be surprisingly distracting for such a lightweight game. Apparently I was in the mood for mental popcorn.

An exultant FMV makes us feel like we’ve achieved something despite the blasphemy of not having a world map. (Just kidding; I played far too many early games without world maps to care.)

I should stop yik yakking and sit back to enjoy the most uplifting, pretty FMV that a teeny tiny DS screen can manage. In 2x magnification, but still.

Woo hoo! Wave at Bhujerba (?) as we fly by!

Airship flying past Bhujerba

No idea what we’re flying into here… Mist? Balthier’s aftershave? Exploded sparkly vampires?

Flying in golden sparklies

I love the refreshing Phon Coast theme; I can almost hear that blue jay sound effect that someone must’ve imagined sounded like a seagull.

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Final Fantasy VII Recap, Ep VII: Rocket Science and Ninja Hijinks

Last time on Let’s Play Final Fantasy VII, we picked up a ninja in a random encounter and stuffed her in a Bag of Holding, cruelly refused to tell Zack’s parents what happened to him, visited Nanaki’s people and had our hearts wrenched, visited the hometown of Tifa and Cloud and had our heebies jeebied, and picked up one of Hojo’s lab experiments taking a nap in a casket. (As opposed to Morgan Freeman’s Vincent taking a bath in a casket.)

Then we headed into the mountains north of Nibelheim where—

Use Trine on this
AUUUGH I haven’t saved in an hour blammmity blam blam flail flail hack slash bite maul… oh. Oops. There was a really powerful blue magic spell that we could’ve learned from this thing, wasn’t there?

Moving right along…

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FFVII Recap, Ep. III: Fun Storming the Castle

Last time, we psychoanalyzed the most blockheaded hero in the history of gaming…

…and put him through his paces as a cross-dresser and champion of put-upon sex workers (in which task he failed miserably, since we left Don Corneo alive with his family jewels intact. Phooey).

Reluctantly, I must set Wall Market frivolity aside and get back to saving the Planet.

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Final Fantasy VI Recap, Ep. III: Screaming Across the Sky

Before I jump in with the next segment of the walkthrough, I need to back up and reiterate something that commenter inked_compass observed about the last scene, when our scattered party reunites in  Narshe: “More of the Returners talking about Terra rather than to her. Good job guys.”

It’s also true of Celes. Locke bursts in to report that Celes told him there’s an Imperial army marching on Narshe. Celes doesn’t say a word then or when Locke, Cyan and Edgar argue over whether she’s an Imperial spy:

FFVI: Celes Joined Returners

The ex-general’s silence raises an intriguing question: Has she joined the Returners? All she’s said in-game is that she is, or was, General Celes, now “nothing but a traitor.” Those could be the words of a loyal soldier smitten with shame or sorrow at having been cast out. And Locke strikes me as the sort to assume the best of people.

Whatever Celes is thinking, I hope to see her and Terra speak up for themselves and display more autonomy soon.

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Final Fantasy VI Recap, Ep II: Are We There Yet?

Before I launch into the next leg of my Let’s Play Final Fantasy VI playthrough, I’d just like to note that FFVI’s washed-out chocobo design is redeemed by its music of pure techno awesome:

I defy you not to bob your head while listening to that with headphones. Or, to quote a couple commenters on the above video:

question: What is it about riding giant chickens that restricts random battles? ~ The Zeldaniac

Picture this, if you’re an enemy and you hear this song, are you going to interrupt it by attacking the guy riding the chicken, or are you just going to dance? ~ hoodedbro1001

Now back to our regularly-scheduled playthrough.

So, in our opening FFVI sonata, our heroes Edgar, Locke, Sabin and Terra had reached the rebel hideout of the Returners. We had just imbibed our first Backstory Dump courtesy of Banon, the rebel leader, when news arrived that the town of S. Figaro was under attack and that imperial forces were headed our way.

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Let’s Play Final Fantasy VI, Ep. I: Hope and Free Will

I’m laaaate starting my FFVI gameblog, although I started it at the beginning of the month.

Opening FMV analysis time!

When I first started playing Final Fantasy in the VII-VIII-X era, I was mildly bemused by a series whose releases seemed at first  to have almost nothing in common but their titles and big yellow birds. As I’ve worked my way backwards, I’ve enjoyed that “click” of recognition whenever I spot recurring elements: FFXII’s glossair ring airships, the trains of FFVII and VIII, the Evil Empire (“empire bad, kingdom good,” as we first learned all the way back in FFII), and the tragic/unearthly damsel. FFVI’s mechs, however, are almost a first for the series (I say almost, since Doctor Lugae, the Hojo lookalike in FFIV, drove one in his boss battle).

It’s interesting to see how the old FF character classes of white mage, black mage, fighter, thief, ranger, ninja, summoner, monk and berserker are submerged yet remain visible beneath the surface. (Coming to the franchise so late, I was  puzzled about fans calling Tifa a monk, or Cid a dragoon, or why Kimahri was blue. Now I understand!)

Like any good opening FMV of the mature FF years, this one raises all sorts of questions about who-what-where-why that will only become intelligible on a replay.

I pause to listen to a orchestral performance of Terra’s theme, since my emulator makes it sound less than the perfect bit of music it is. Then, onward.

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