bib, No need to rub it in! lol.
I don't think I did directly, I think I replied to a reply. I'm really interested to know what you make of it after the ending cutscene. I've always advised people to play twice, and that's where you pick up hints to the disk 3 stuff. It still works on a first play through but you will be surprised how different things seem in the context of the whole plot.
I pretty much agree with everything you said, It's a good overview of the developments, they really do come thick and fast in disk 3, you have also been rather kind in your assessment of the gameplay I think.
The difference is that I love disk 3, like really really love it. I think the world building and themes introduced in disks 1+2 are pretty cohesive, so the fact that it goes bonkers in disk 3 is fine for me. Because its always anchored by that foundation, going to Esthar is like going on an adventure, we hear about it so much, actually getting there is a great pay off. The sudden introduction to this whole civilisation works for me because of the secrecy surrounding the continent. We know that weird sh*t happens there and being able to see it was really satisfying.
Things like the disruption of radio waves shown on disk 1, is actually because Esthar sent Adel into space and her tomb is disrupting the signal. Not only that, Adel's thoughts are broadcast on the Timber screen outside the radio station. Those hints early on are so good when you get the pay off. I am well aware of it's narrative flaws (Odin's plan being nonsense for a start) but I think my pure enthusiasm for it gets me through and just makes me want more. So the big plot points in disk 3 were exactly what I wanted out of it.
I mean, yeah it's
neat that they put references to plot critical elements scattered around the world, but that doesn't excuse the critical path from being presented sloppily. Like to take a completely unrelated example, Call of Duty: Black Ops III's hidden twist of "the narrative is the dying dream of the player character" is a 'neat' idea, but that bit of cleverness doesn't just excuse how sloppily the narrative is presented.
Great works of fiction often have subtle foreshadowing of future events, yes, but they also marry that to narratives that are compelling in their own right. The 'Eureka' moments of realizing the importance of previous information is just icing on the cake.
I think in a way the Battle of the Gardens is sort of akin to facing Andrew Ryan in Hephaestus in Bioshock 1. The rest of the game isn't 'terrible', but its a clear step down because the main antagonist, the driver of the narrative tnesion, has been replaced with one that doesn't have half their prescense. It's not a perfect comparison, since Edea was no Andrew Ryan and there is still a lot of relevant Squall and Rinoa bits that occur in Disc 3, but I just kind of feel it was generally well plotted to that point and then all of a sudden I'm running around doing vague bullshit to kill time before the final dungeon.
I also feel it's disappointing that none of the characters not named Squall or Rinoa get much development Post-Trabia. I was liking the bits and pieces of growth I was seeing, but suddenly they're reduced to set dressing. I think VII, IX, and X were much more equal opportunity in fleshing out their casts.
BTW have you been to tears point? You should go for the music, atmospheric as f*ck. I'll stop before I get into gushing territory lol.
I'm on Disc 4 now, so no. Unless you're talking about Lunatic Pandora itself?
Also what's this shitting on IX? IX was Retro HD before it was cool!
I mean, I like the style of VIII and all, and it's clearly the template for X and XIII, but the style probably wasn't the greatest fit for the limited texture quality of the PSX. I mean...
IX I think designed its character purposefully deformed partly because of the storybook feel of the world they were going for, but also because it just would render better on the PS1.
I feel like it's kinda hard to compare the PSX FFs because they are all trying to do different things:
- FFVII: First 3D FF; throw everything against the wall to create a new vision for what FF can be.
- FFVIII: Take what was learned from creating FFVII and refine it; more complex character models and integration of CG with gameplay.
- FFIX: Utilize the 3D skill from the previous two games to do a (then) modern take on the classic aesthetics and feel of Final Fantasy.
To me, they all to differing degrees accomplish their different goals.