The Final Fantasy Project: Final Fantasy IV, part 4

Artwork from a sketch by Yoshitaka Amano
The last time around for this column, things really picked up in Final Fantasy IV. Betrayals, loss, sabotage, and other unpleasant events! It was nifty. For the audience, anyway. For Cecil, it’s kind of a pile of crap, as he’s lost literally everything yet again and now has no idea where in the hell he is. If you told him he had died and gone to hell, it would be pretty believable.
What little good news Cecil has at the moment (i.e. the fact that he’s not dead) is quickly undone once you realize where you are. Remember the very beginning of the game, when Cecil was returning from a successful campaign to steal the crystal from Mysidia? Yep. Here we are, back again. It’s not mentioned at any point if the people in Mysidia tend to hold grudges, but given that plenty of people will cast status spells on you and otherwise ruin poor solitary Cecil’s day, I’m going to go ahead and say that they do.
Hard Project: Front Mission

Oh, they did all right. I don’t trip over my own feet all that often.
I like Front Mission a lot. Except I don’t, not really; I like the tiny amount of it that I’ve played a lot, which amounts to two officially localized games, two other games handled as a fan translation project, and a whole lot of carefully researched side materials. It’s possible that there’s something within the other chunk of the games and supplementary materials that would change my entire viewpoint, I don’t know, but you’d think that there would be more than a fragment of the 11-game-strong series over here.
The entire franchise appears to be consigned to die the death of a small yappy dog now, and while I’m sad about that, I can kind of understand it. Sure, the people in charge had ideas about where to take the franchise next, and that’s a good thing. But the overall scope of the thing is a hard project to take on, and after the by-all-accounts-execrable Front Mission Evolved, perhaps the challenge was just too great for too little reward.
The Final Fantasy Project: Final Fantasy IV, part 3
Tellah’s left the party, but in his place, we have Edward. You know, the character who has long been seen as so catastrophically useless that his very uselessness is seen as a punchline. In other words, the game continues to be Cecil and his Amazingly Unhelpful Companions, right down to the fact that Edward joins at a remarkably low level and is thus outpaced by a child in overall progression. Then again, it’s not like he was lining up for battle before his home was assaulted, so I suppose it’s not really his fault.
A bit of grinding is advisable, helped substantially by the fact that the ruins of the castle still contain HP and MP restoration springs for free. Despite that, the world map outside of the castle is home to enemies that shan’t help substantially; it’s better to try and get in a bit of level buffing via the Antlion’s Den. That means hopping on Edward’s complimentary royal hovercraft and taking a ride over rocks and shoals to the northeast. It’s a fairly short trip.
Once you get the idea in your head that characters should be flawed, you don’t immediately know how to go about making that a thing. So you wind up with characters who have cabinet flaws, and over time you solve those flaws, and then suddenly your character isn’t flawed any longer. You’re right back to boring old square one, but you can’t not address the cabinet flaw, right? The whole reason it’s there just cries out to be addressed and rectified!