original Nintendo Player’s Guide
Man, I remember that. If not for the Guide, would anyone have ever found out how to get the uber-powerful, but impossible-to-find-on-your-own items like the Moogle Charm and Ultima Shield? Sometimes I think Square had some deal with Nintendo and the other strategy guide companies, to put those items in the game, so that players would have to buy the strategy guides.
broken the game was to play
for sure, it seemed like they threw the gameplay together at the last minute. There wasn’t a lot of planning involved, more like “wouldn’t it be cool if we put this in?”, without any thought about how it would play out as the game progressed. Did they really think that someone was going to be able to utilize all 255 of Gau’s rages? Or all of Strago’s blue magic? Or Realm’s sketching ability? Or all of Shadow’s throwing items? With the character special abilities and all the spells, there’s too much going on. And, as you say, it just degenerates into learning the latest Fire 2/Ice 2/Lightning 2, or Fire 3… etc., then Ultima.
I wish they had just stuck with each character having a set of special abilities, no teaching spells to everybody. And given more thought to the effect the abilities and special items would have on gameplay. This would have made the game more strategic, and given each character more distinction.
I think the characters’ depth is also a bit overemphasized.
I would disagree with this. There is a lot depth to the characters, but there’s not a lot of dialogue. But that is a good thing in this instance, because you don’t have characters endlessly examining their inner life, a la FF8. However, as I said, the story collapses in the World of Ruin - stops being linear, and there’s little interaction between chars. I prefer a linear story. Seems just like they sloughed it off at the last minute.