Going back to the start

It’s a promo image; I just wish they were more interesting combiners to promote.
I was excited for the launch of the Combiner Wars subline for Transformers, because I really like giant robots that transform and I really like when those giant transforming robots themselves transform into combined robots. But I was also apprehensive, because I had a pretty strong feeling that it was going to mean a whole bunch of the same thing we see every time. And sure enough, we have another Optimus Prime, and the first two combiners are the Aerialbots and the Stunticons.
This was not altogether surprising. As we prepare for another Spider-man movie that yet again sets the clock back to the earliest stories, it’s worth asking the question of why we keep feeling the need to retell these stories until we’re all blue in the face. It’s not that there’s a problem with remaking things; I quite like when someone takes something familiar and puts a new twist on it. I am, however, less thrilled when that “new twist” is just an update in the time of release.
The Final Fantasy Project: Final Fantasy V, part 6

Artwork from a sketch by Yoshitaka Amano
The party has a boat again, which is a good thing. It’s impossible to imagine that the fate which befell the last boat will also befall this one, due in no small part to the fact that this boat is not being pulled along by a sea serpent. With this boat, we can hopefully prevent the last crystal from shattering, which would both be the first successful effort that the group had made thus far and also be kind of a failure anyway.
I mean, we’re down to saving a quarter of the world-preserving crystals here, somehow I don’t think the one still working will make the other three better.
Still, no point in not trying, right? Off we go, and to the great surprise of absolutely no one, there are only a handful of locations to go to that we haven’t already visited, thus making the process of locating the Earth Crystal chiefly a matter of finding which one has something relevant to do there. At least it’s consistent?
The Final Fantasy Project: Final Fantasy V, part 5

Artwork from a sketch by Yoshitaka Amano
I made a passing comment at the end of the last article that I think deserves to be unpacked a little bit, because it’s the basic problem that every single Final Fantasy game since Final Fantasy V has been trying to solve. How do you allow characters to share abilities while still making all of the diverse classes available be worthwhile for something unique?
The reason this comes up is because of things like Beastmaster. As a class, Beastmaster is pretty awful. Its big tricks aren’t useful, it doesn’t provied more damage or healing than any other class, and the one thing it has in its favor is the ability to control an enemy. That sounds pretty screamingly useful, to boot… but then you realize that there’s no need to actually put that ability on a Beastmaster. Why would you not just grind for a little bit on Beastmaster, unlock Control, and then never touch it again?
Such is the plight of several jobs in the game. Such is, in fact, the plight of several jobs in every game, but this is the point where the struggles begin. In Final Fantasy III, there were a couple of classes you could get away with never using, but a majority of those jobs were useful somewhere even if you weren’t likely to use them from start to finish. In Final Fantasy V, even decent jobs pale compared to the jobs that combine nicely with other jobs.
If you’re playing Final Fantasy XIV, your world got rocked pretty thoroughly a couple weeks back. The conclusion to the game’s big storyline hit, and it has pretty staggering implications for the game as a whole and the setting that you’re roleplaying in. It is, in short, a big deal.