The Final Fantasy Project: Final Fantasy III, part 3

Artwork from a sketch by Yoshitaka Amano
Let’s recap, shall we? When I left off, I was in a cave full of friendly vikings. My options at this point seemed fairly simple:
- Remain forever in this happy place full of vikings, which presumably would mean plenty of mead, lots of singing, fun times in general, and maybe the occasional raiding party against coastal villagers unable to put up an adequate defense. Eventually we might even reach North America!
- Go back to the whole “saving the world” bit based on some vague thread of fulminating darkness overtaking the world.
The correct option seems clear, and yet for some reason I still wound up heading back to that Light Warrior thing. What can I say? I love hanging out with vikings, sure, but I am a sucker for fulminating darkness.
There’s not a whole lot to do in the cave other than pilfer every available bit of treasure, possibly taking a slight detour back to the gnomish village to get another copy of Aero. While there’s not much else of interest here, though, the vikings do agree to give you a ship if you can quell the super-angry dragon off in the sea right now. Seems like a lark; we’ll do it.
The Final Fantasy Project: Final Fantasy III, part 2

Artwork from a sketch by Yoshitaka Amano
Easy come, easy go. After a quest to retrieve an airship that took all of ten seconds, you are deprived of your first airship shortly thereafter. Yes, your constrained little world opens up by smashing your airship into a rock, revealing a much bigger world than you had thought you occupied. This is a regular theme in this game, as it happens; you think you know what the world looks like, but soon thereafter you get something bigger. It’s also the first of many airships that you ruin, but let’s not talk about that.
The important thing is that this opens up a path to head south and to Cid’s hometown, where he promises that he can conveniently build you a replacement airship if you can just get him an engine. So we have a long-term goal, and astonishingly it doesn’t really involve the crystal at this point. Sure, we’re supposed to be saving the world from darkness, but it’s not yet clear how we’re going to go about doing that. Is there darkness in the optional little side-dungeon in Kazus (which I’ve been calling “the second town” the whole time because of laziness)? Nope, just some Mythril Swords and a chance to wear out that job sickness.
Hard Project: Silent Hill

The hills are alive with mist monsters and nurses.
I have a deep love of Silent Hill. Part of this is due to being from New England; sleepy little resort towns being drowned by mists are less “unexpected horror” and more “standard window dressing” around here. I am fairly certain I’ve driven through towns that could fit the description of the eponymous town with one or two details changed.
But that’s not the heart of the reasons, obviously; what I really love about the series is its slow, grinding, oppressive psychological horror. It’s that sense of wrenching and grinding awfulness, the idea that you’re trapped in a town that is actively malevolent, wearing down your defenses and your sense of boundaries until you no longer know what you’re trying to do. The whole thing just wears at you, player and character alike, leaving you with the slow rolling burn that’s so valuable in horror.
Unfortunately, the series has been faltering in recent years. Silent Hill 4 started a downward trend, and of the four subsequent installments the only one that’s received fairly strong praise is the remake of the first Silent Hill. So why is this horror franchise so difficult to keep alive, especially when it’s got some of the strongest horror games ever as a foundation?
