Skyblade
02-05-2015, 05:08 AM
Disclaimer: For purposes of this thread, all ability systems based around acquiring enemy skills and permanently learning them will be grouped together as "Blue Magic", regardless of what the game in question may call them.
I was playing through FFX-2 HD, and I was working on my Gun Mages, and I was struck by the oddities of the Blue Magic distribution in the game. Over half of the skills come from endgame or boss enemies, rendering you with just a handful of Blue Bullet spells for the main game.
It got me thinking about what was the best Blue Magic in the franchise. Not the best Blue Mages, but the magic itself. So rather than discussing style or personality, let's talk about the utility and balance.
I'm not honestly sure which game has the best system. Several games come to the top in particular areas, but I'm not sure which is actually the best overall. So I'm just going to review my thoughts on the systems here:
FFV made a good beginning, and I remember liking it, but it could be odd at times. Acquisition of some wasn't straightforward, and the abilities were frequently scattered all over the place, with some spells having up to ten different sources. This did make it easier to acquire, which was probably important for the introduction to the system, but it makes the hunt feel a little less special. Plus, some of the spells were not fantastic.
Not a lot of experience with Strago, so chip in with your thoughts on his abilities and learner's vision.
FFVII has, in my opinion, the best distribution of Blue Magic spells. You have a host of fantastic spells available from early on, and they maintain a steady stream throughout the game. I don't even mind the minor backtracking for a few once you obtain Manipulate, I think it's handled fairly well. The majority of them are really solid at the time you obtain them, though several are clearly outclassed later on. However, FFVII fails with the distribution of the system itself, as the Enemy Skill Materia are scattered throughout the world, and there can be quite a bit of annoying backtracking to build the ones you acquired later up to full power. You've been through that grind once, it just gets annoying after that.
FFVIII was the first game that really experimented with how you acquired the spells, getting rid of any relation to battle in exchange for "use item dropped from monster". Unfortunately, this system conflicted with the Card and Item Refining systems, which in turn meant that the spells were obtained haphazardly throughout the game and any connection to their original owner was completely forgotten.
I don't have a lot of experience with FFIX's system, so feel free to bring up the pros and cons those of you who are fans of Quina.
FFX had a pretty nifty idea with letting you claim the abilities from your enemies at your own pace, but unfortunately they were tied to a Limit Break system, vastly ruining their potential, as well as rendering the majority of the skills simply worthless.
FFX-2 had really excellent distribution of the Blue Magic learning ability. The Gun Mage is available really early in the game after a quick sidequest, and you have instant access to most of Spira to explore for abilities. But, unless you get a confusion ability really early (thank you Psychic dressphere), you're going to get a grand total of three spells during the first chapter of the game. Most of the spells are tied to bosses that will only appear once or twice, so you can miss a lot of them, in addition to having to wait a long time.
The Tactics Advance games were really solid overall, having some incredibly powerful spells peppered all across the game. They were, however, fairly tedious to learn since it was on a per-character basis and you might have as many as a dozen Humes to train in the spells.
The Vampire job in Bravely Default is obtained really late in the game, making acquisition of the Genome abilities a bit more grind-heavy than usual. Also, while there are some fantastic abilities, with the exception of the rare StreetPass spells, they're all physical-based, making the Vampire's well rounded stat distribution a bit of a mystery. This game did take the excellent approach of making the spells party-wide, so acquisition by any one character learned the spell for the team, a very welcome change.
So, which game had your favorite system? What aspects would you combine from across the series to make the ultimate Blue Magic? What are the best spells in the series? Feel free to share your thoughts!
I was playing through FFX-2 HD, and I was working on my Gun Mages, and I was struck by the oddities of the Blue Magic distribution in the game. Over half of the skills come from endgame or boss enemies, rendering you with just a handful of Blue Bullet spells for the main game.
It got me thinking about what was the best Blue Magic in the franchise. Not the best Blue Mages, but the magic itself. So rather than discussing style or personality, let's talk about the utility and balance.
I'm not honestly sure which game has the best system. Several games come to the top in particular areas, but I'm not sure which is actually the best overall. So I'm just going to review my thoughts on the systems here:
FFV made a good beginning, and I remember liking it, but it could be odd at times. Acquisition of some wasn't straightforward, and the abilities were frequently scattered all over the place, with some spells having up to ten different sources. This did make it easier to acquire, which was probably important for the introduction to the system, but it makes the hunt feel a little less special. Plus, some of the spells were not fantastic.
Not a lot of experience with Strago, so chip in with your thoughts on his abilities and learner's vision.
FFVII has, in my opinion, the best distribution of Blue Magic spells. You have a host of fantastic spells available from early on, and they maintain a steady stream throughout the game. I don't even mind the minor backtracking for a few once you obtain Manipulate, I think it's handled fairly well. The majority of them are really solid at the time you obtain them, though several are clearly outclassed later on. However, FFVII fails with the distribution of the system itself, as the Enemy Skill Materia are scattered throughout the world, and there can be quite a bit of annoying backtracking to build the ones you acquired later up to full power. You've been through that grind once, it just gets annoying after that.
FFVIII was the first game that really experimented with how you acquired the spells, getting rid of any relation to battle in exchange for "use item dropped from monster". Unfortunately, this system conflicted with the Card and Item Refining systems, which in turn meant that the spells were obtained haphazardly throughout the game and any connection to their original owner was completely forgotten.
I don't have a lot of experience with FFIX's system, so feel free to bring up the pros and cons those of you who are fans of Quina.
FFX had a pretty nifty idea with letting you claim the abilities from your enemies at your own pace, but unfortunately they were tied to a Limit Break system, vastly ruining their potential, as well as rendering the majority of the skills simply worthless.
FFX-2 had really excellent distribution of the Blue Magic learning ability. The Gun Mage is available really early in the game after a quick sidequest, and you have instant access to most of Spira to explore for abilities. But, unless you get a confusion ability really early (thank you Psychic dressphere), you're going to get a grand total of three spells during the first chapter of the game. Most of the spells are tied to bosses that will only appear once or twice, so you can miss a lot of them, in addition to having to wait a long time.
The Tactics Advance games were really solid overall, having some incredibly powerful spells peppered all across the game. They were, however, fairly tedious to learn since it was on a per-character basis and you might have as many as a dozen Humes to train in the spells.
The Vampire job in Bravely Default is obtained really late in the game, making acquisition of the Genome abilities a bit more grind-heavy than usual. Also, while there are some fantastic abilities, with the exception of the rare StreetPass spells, they're all physical-based, making the Vampire's well rounded stat distribution a bit of a mystery. This game did take the excellent approach of making the spells party-wide, so acquisition by any one character learned the spell for the team, a very welcome change.
So, which game had your favorite system? What aspects would you combine from across the series to make the ultimate Blue Magic? What are the best spells in the series? Feel free to share your thoughts!