Tag Archives: Tetra Master

Final Fantasy IX: the sweetest joy and the wildest woe

finanl fantasy 9 last thoughts roundup gd post

Well, here we are. It’s autumn 2016 and raining leaves everywhere, and I’ve now seen Final Fantasy IX to its conclusion. Well, in reality, that was a couple months back when it wasn’t as chilly in the morning and all shades of red, orange, and yellow because I’m slow to write these days.

I think it is officially the…third game in the ironically long-lasting series to get crossed off for the history books. The two others include Final Fantasy VII and Final Fantasy XII. I have also watched–Maker, forgive me–Final Fantasy: The Spirits Within more than once, so perhaps that should count for something. Or maybe I need to really consider never mentioning that publicly ever again. Anyways, this has been a long-time coming, and if any of you reading this blog o’ mine are frequent visitors then you’ll know I’ve been…hmm, actively doesn’t really seem right to use…futilely trying to beat this game since about 2013. Or, if you consider when I actually got my PlayStation 1 copy, then more like the year 2000.

Final Fantasy IX is an RPG that has always managed to grip me with its first several hours of action and adventure and story-telling, and then lose me by the end of the second of four discs. I will continue to stick my flag in the ground and say that this epic adventure is too epic, and that the story should have concluded once Garnet was back in Alexandria, her mother, Queen Brahne, no longer a viable threat. Sure, sure, the whole Kuja side-plot would need some rewriting to make that work, but just have the two go down together and bring on the parades of peace and happiness and Vivi not feeling terrible about his existence. Everything that happens on discs three and four is insane, and I don’t mean crazy in a good. I mean characterized or caused by madness. Honestly, I tried to follow along in earnest, but once we got to the point where we learn that Zidane and Kuja are actually Genomes, sentient soulless beings constructed by Garland for the purpose of acting as hosts for Terran souls when two parallel universes merged…well, I gave up caring. There’s a really good chance I even got some of those details wrong, and I was using an online source.

Here’s the thing. Without its cast, Final Fantasy IX is just another adventure to save the world from destruction. From a single-minded villain. I’ll go out on a limb and say its three most pivotal characters are Zidane, Dagger, and Vivi. Steiner is one note, and that note is amusing and never sways too high or low, but not enough to be top tier. Despite not caring what was happening in the overall plot in the second half of this fever dream, I did care greatly about what was happening to each and with each of these characters, as well as many of the side, almost one-offs, such as Cid and Beatrice. The characters are quirky and troubled, all trying to better themselves or find their place in the world–something I can connect with. Also, those Active Time Events I loved so much? Yeah, they are nearly non-existent in the last two discs, which was a big bummer, as it is in those side snippets that you learn the most about the cast.

As it turns out, despite the number of hours I put into Final Fantasy IX, there are complete sections and quests that I didn’t even dip my toes into, for various reasons. Such as Chocobo Hot & Cold, a mini-game that is so lengthy and involved that it might as well be its own standalone title. Related to this is feeding Kupo Nuts to a Moogle couple and watching their family grow. Now, I did keep up with delivering mail for Mognet, but was unsuccessful in seeing it all the way through; evidently, you can eventually visit the headquarters and save the post office from fading into memory. Dang, that sounds pretty good. I also didn’t fight any of the Treno weapon shop monsters or participate in many games of Tetra Master, content to simply collect the cards, though I’d estimate I didn’t even hit 50% of them by the time credits rolled. There’s even more things I didn’t do, as my focus from disc three forward was on strengthening my team–always Zidane, Vivi, Steiner, and Dagger–and synthesizing good weapons and armor in their fight against Kuja’s evil minions.

Whew. Unsurprisingly, I suspect I have a lot more to say about Final Fantasy IX, but I’d rather wait for those thoughts and revelations to emerge naturally and not force them out through my fingertips. It’s a big game. There’s a lot going on here, and I’m not just talking about mechanics and boss fights and grinding. Vivi’s “who/what am I?” story is handled with such coldness and confusion, and it gets me every time. I still love how perfect the “Dagger Tries” ATE is in Dali. That said, every love connection felt really forced, and that ending cinematic and triumphant reveal was a little too drawn out for my liking. Again, like when I went back to play Primal, I’ve discovered that there’s both good and bad to examine here; real quick, I’m not at all saying that Final Fantasy IX is anything like Primal. In fact, it’s far superior, but both of those games are ones that I played the opening hours over and over again, building them up in my brain and assuming that’s how the entire game went. Nope, nope.

I’m most certainly not ready to commit to another entry in the series at this point. In fact, the only other one I have in my grasp that hasn’t seen its credits roll is Final Fantasy VIII, and I’m missing one of the middle discs because I was young and dumb once and loaned it to a “friend” who ended up moving away with it, which really puts a nail in that quest’s coffin. I would certainly love to dive deeper and play one of the older titles; that NES Classic Edition coming out this holiday season comes packed with the original Final Fantasy, as well as 29 other retro titles. Hmm. Also, perhaps one day, far, far down the road of life, I’ll give Final Fantasy IX another swing since it is now available on Steam and has a tempting list of Achievements to pop.

Until then, I’ll just cast “Sleep” on myself and crawl under a tent as a Moogle softly sings me to safety, to slumber.

Final Fantasy IX’s middle ground really drags

final fantasy 9 disc 3 slow start

I am freaking out. Not in a way that anyone would know by looking at me, but on the inside, and the inside of my insides, I am freaking out. It’s October 2015, and I’ve still not completed Final Fantasy IX, a game I set out to take down in 2013 and then, upon failing that, put in the crosshairs once more for this stretch of three hundred and sixty-five days. I could present y’all with a list of excuses, of things that got in the way and stole my limited attention span away, but it doesn’t matter. I’m in charge of this ship, and I have two months and change left to see Final Fantasy IX‘s credits roll, as well as every Active Time Event unfold.

Unfortunately, after an epic finish to Final Fantasy IX‘s second disc, which saw the ragtag group of adventurers battling the Soulcage at the Iifa Tree and then witnessing the power of Bahamut, the start to the third disc really drags. It’s got a ton of great stuff in it, but it’s all turtle-pace storytelling and character development, for nearly every character, and there’s little freedom put in the player’s hands, which means a lot of reading, watching, and doing as whoever is in charge currently says.

There’s some playful–and Broadway play-like–silliness involving a found love letter, wherein everyone who comes across it misinterprets its meaning. Next, you travel to Treno to participate in a card tournament; since I’m terrible at Tetra Master, I found myself nervously saving a lot and reloading when I’d lose a rare card to an opponent. After that, there’s the fall of Alexandria, and one could get through this seeing little action, but I did at least discover a bookshelf and hidden Tantarian in it, which awards everyone with lots of AP upon defeat; it’s a tough, long-winded battle, but worth it in the end. Lastly, there’s some action and cutscenes and rebuilding of Alexandria, with the plot pushing forward to have everyone go after Kuja with a smoldering passion, but not before trying to restore Regent Cid to human form. Spoilers: it doesn’t work.

After all that, I’m back to actively controlling my party–all members, too, even Quina–and exploring the world of Final Fantasy IX. Plot-wise, we’re off to the Black Mage Village. However, I can’t head directly there just yet. I mean, technically, yes, I totally can, now that I’m riding the ocean in style on the Blue Narciss, but my brain won’t let me. See, there’s abilities to be earned for all these party members by equipping all sorts of gear, and that means a whole lot of easy, but mindless grinding to do. I can’t not do it, I’m sorry. I need for every party member to have as many options as possible when it comes to abilities and spells to cast. Sometimes this means equipping weaker armor or weapons just to permanently learn these things. I’m sure there’s a saying that relates wells here, like to go forward, one must tumble backwards for a bit.

I think what I need to do is put aside Super Mario Maker, Fantasy Life, and Pokémon Shuffle as my late night, pre-bed gaming fix this week and focus squarely–pun intended–on getting my team up to snuff so that they can move and do actual story stuff. I care about these people and what trouble concerns their land, but I also care about earning enough AP for Steiner to learn Level Up so he can constantly level up faster, as well as Dagger to get every summon locked under her belt. You never know when you’ll need to cast that Odin or Ifrit, but you’ll be glad you can when the moment arises.

Final Fantasy IX‘s credits or bust.

Level-5’s short story about an attack of tokusatsu shows

attack of the friday monsters review

Attack of the Friday Monsters! A Tokyo Tale is not really a game. It has a couple game-like elements to it, such as collecting glims to craft monster trading cards and battling with friends to gain power and superiority over them, but it’s more or less a short story about being a kid in a Tokyo suburb in the 1970s when tokusatsu shows were wildly popular. These are the type of television programming where giant monsters battle against larger-than-life heroes against a bustling city skyline. Think Kamen Rider and Power Rangers mixed with kaiju monster flicks like Gamera. I’m aware of them, but they’re not my kind of go-to entertainment choice…unless they are being poked and prodded by Joel and Crow via Mystery Science Theater 3000.

Anyways, after a total of three hours, I’m happy to have played Attack of the Friday Monsters!, but I wish it had been more. You control a young boy named Sohta living in a small town in the Tokyo suburbs. Your parents send you out on a simple delivery errand, with your Mom reminding you as you go that today is Friday, which means the monsters come out. She says it quite casually, and everyone in town is fine with the fact that this happens. As you explore the town, you meet some other kids and become friends with them. They teach Sohta how to play Monster Cards, which is based around Rock, Paper, Scissors, with some additional elements to it to determine ties. When you beat someone at Monster Cards, you become their master, now able to cast a silly spell on them to cause them to fall down dramatically. It’s pretty whimsical and innocent, reminding me a bit of my one time playing…you know, I no longer remember the name of the card game. Had something to do with spells and potions.

I played through Attack of the Friday Monsters! over two nights, but one could bang it out in a single setting. However, there is no reason to rush. Take your time and bask in the sereneness of the town, listen to the cicadas, watch the train chug on by. Setting is the star here. I found the story to be pretty light-hearted and teetering on nonsensical, but never offensive. There’s a couple of real cute moments, and keeping the Japanese voiceover work is always good. Also, that opening theme song is stellar. Quests overlap in the same style that mysteries opened and resolved in the Professor Layton series, and your reward for finishing up a task is always more glims. The monster cards are pretty cool looking in terms of art design, and you can combine multiple copies to increase the strength of one card, but other than that…the minigame is probably about 60% luck and 40% skill and never stressful or demanding that you grind for stronger cards. Just give it a go, and good luck.

The game’s titular attack was also a bit of a letdown, in how it ultimately played out. Visually, it’s a lot of fun. But honestly, I was expecting more giant monster stuff throughout, and there’s really only one instance of it, and you are basically a tiny part of the play. After the credits roll, you are placed back in town, free to run around and collect more glims, as well as battle your friends with Monster Cards. I did a quick tour of every place open once more to get what I could, but did not pick up any new quests to do, and so it seems like the only way now to get more glims is to win the card minigame over and over, which, if it was more like Tetra Master, I’d be into. Oh snap. But alas, it’s nothing to write home about.

So yeah, Attack of the Friday Monsters!, a really charming and peaceful tale about being a kid and creating your own world of fun–but just that. A tale.

How to play Caravan in Fallout: New Vegas

Currently on my third playthrough of Fallout: New Vegas, I’ve logged somewhere around 120+ hours in the Mojave Wasteland, and, amazingly, I only won my first game of Caravan last night. Now, this wasn’t my first time trying to earn some extra bottle caps in a friendly card game between strangers, but each time I did try I’d end up throwing cards down misinformed, losing quickly without any notion as to why. I even looked up a few videos and tutorials online, and the dang thing still did not click. Until, without warning, it did, and then I won three games in a row against NCR ambassador Dennis Crocker, unlocking this pretty gem:


Know When to Fold Them (10G): Won 3 games of Caravan.

Unlike other Caravan players, Crocker will continue to play even when he runs out of caps, and each win still counts as a win. So far, I’ve beat him 11 times. Just need to do so another…uh, 19 more times to unlock the Caravan Master Achievement.

Right. How to play Caravan. The point of the game is to create three stacks of cards equaling 26. Your opponent is also trying to do this so the speedier you can get there, the better. This is why it’s important to have as many 10s, 9s, and 7s in your Caravan deck because 10 + 9 + 7 = 26 exactly. A Caravan deck must consist of at least 30 cards, and many online tutorials suggest taking out everything from your deck that is not a 10, 9, or 7 before playing; however, this can be very time-consuming, and I found it fine to just hit “random deck”. Once a match begins, before you play your first card, you have the opportunity to discard as many cards from your hand as you want, and I did this until my hand was mostly filled with 10s, 9s, 8s, 7s, and 6s. Face cards like Kings and Queens won’t help you, same with Aces despite what you might assume, so drop those like they’re laced with cazador poison.

After you’ve discarded enough to get a good handful of desired cards, try to place a 10 (of any suit) in each of the three rows first. Next, try to place a 9 beneath each 10 (it has to go below as cards can then only be played in descending order). Lastly, aim for a 7 below the 9 in each column to make for a perfect 26; more than likely, your opponent is still struggling to build strong Caravans on their end, and then you’ve won a match in a matter of a few turns. Rinse and repeat.

It sounds simpler than it first appears to be, and the biggest problem for me was that I kept trying to place cards next to the first card I played, only to have them turn up red and “unplayable.” I couldn’t figure out what I was doing wrong, and decided that Caravan was not for me despite my love for many in-game card games like Triple Triad, Tetra Master, and Xeno Card. I’m glad I went back to try again, and now I’ve got some grinding to do for that “win 30 games of Caravan” Achievement, with victory match #30 being the last match of Caravan I’ll ever play.