Final Fantasy II (1988)
The Emperor of Palamecia is bent on world
domination. Having already conquered and subjugated much of the world, his eye
is fixed on the kingdom of Fynn, who stand in fierce opposition against him.
After leading an all-out assault with an army of monsters from Hell itself,
Fynn is finally conquered. Four youths, Firion, Maria, Guy and Leon, are cut
down by imperial soldiers as they flee their fallen kingdom. Revived in the
town of Altair, the youths join the Wild Rose rebellion, the last vestige of
hope against the Emperor’s plans. Together they journey across the world to
defeat the Emperor and the Palamecian Empire…
Think of your favourite story. It can be from any media. A movie, a
book, a TV show, video game, whatever it may be, just think on it for a moment.
Who are the characters? Who’s the hero, the villain, the sidekick? Is there a
supporting cast? Is there a love interest? What kind of story is it? Action,
fantasy, romance, horror? How does it start? What happens in between? How does
it end? Think of the moments that made you fall in love with the story in the
first place. A moment of intense action, or two characters interacting with one
another on a deep and meaningful level. Was there music playing? Or maybe you
had music playing in your head to suit the mood? Now think of how that story
was constructed. Who came up with the idea? Who wrote it down? How did it come
to be? Got all that? Okay. Now ask yourself; why is it your
favourite story?
As a child, I used to be engrossed in all different kinds of stories. I
can vividly remember visits to the cinema to see the latest family film, often
one made by Disney, or catching one of the many Saturday morning cartoons that
kicked off the weekend following another gruelling week at school. I also
remember the multitude of books and comics that introduced me to a wide range
of genres. Goosebumps and Point Horror with its variety
of horror stories and tropes, the wonderful and cautionary tales written by
Roald Dahl. Even Sonic the Comic, the UK
adaptation of Sonic the Hedgehog, managed to tell compelling stories whilst
stamping a firm British identity onto Japanese property (Sonic’s transformation
into Super Sonic turned him insane and the Chaos Emeralds having the bizarre
side effect of turning people into hippies being two examples).
And yes, this also included video games. Games today have a strong
focus on stories, but it’s worth noting that even games in the 80s and 90s took
time to tell a good story if it had one. Adventure games such as Simon
the Sorcerer, Beneath A Steel Sky and The Secret of Monkey Island are still etched
firmly into my mind, including the sometimes-ridiculous puzzle solutions. The
run-and-gun adventures of Turrican and Shadow of the Beast came packaged with
manuals that detailed stories of loss and revenge alongside the required
‘how-to-play’ instructions. Sonic the Hedgehog, a game whose
main goal is essentially to keep pressing the Right button until you reach the
goal, was about the titular hero saving his friends and home from the
machinations of Dr. Eggman; a story of nature VS industry that the likes of
Tolkien told decades earlier.
When it comes right down to the essentials of a story, you’ll find that
almost all follow the same pattern. A character’s life is thrown upside down by
another person or events out of their control, and we follow them on their
quest to overcome the obstacles thrown their way. On their journey, they’ll
meet more characters who’ll join them on their quest or offer support from the side-lines.
We’ll visit strange new worlds and learn more about how those worlds function.
Eventually, all comes to a head in a dramatic conclusion where the main
character’s life is forever changed. If it sounds dramatic, that’s because it
is. The drama is the hook that draws us in, but the setting is what makes it
unique. It could be something as grandiose as a band of fantasy characters
setting forth to destroy an evil artifact or a woman running from her wedding
day to reconnect with old friends. Neil Gaiman, author of American
Gods, Coraline, The Sandman and many other works, once said this about stories:
“We who make stories know that we tell lies for a living. But
they are good lies that say true things, and we owe it to our readers to build
them as best we can. Because somewhere out there is someone who needs that
story. Someone who will grow up with a different landscape, who without that
story will be a different person. And who with that story may have hope, or
wisdom, or kindness, or comfort.”
There is a story for everyone. And
though the story may not be real, what it teaches us is.
The first story that had a great impact
on me at a young age was Star Wars. A story that featured fantastic
space battles, a vast galaxy of planets and aliens, a small rebellion squaring
off against an oppressive empire and duels with space swords. How could an
impressionable 6-year-old resist? Within a short period I’d seen the original
trilogy on repeat, started a collection of Star Wars memorabilia which I
still have to this day, read books set in the Star Wars universe and of course
played games that expanded on the stories of the trilogy. Luke Skywalker was my
first hero and I looked up to him with appropriately starry eyes. Darth Vader
was my first villain and his mere presence sent a chill down my spine. Han
Solo, Princess Leia, Obi-Wan Kenobi, Chewbacca, R2-D2, C-3PO, Grand Moff
Tarkin. All characters firmly etched into my memory. The battle of the Death
Star, Luke’s training on Dagobah, the inevitable clash between Vader and Luke,
father and son (spoiler, I guess). Star Wars is one of the few
properties that I can quote, recall and relive over and over again.
Yet at its core, the original Star
Wars, or Episode IV: A New Hope as we know it now, holds the very
fundamentals that make a great story. So fundamental in fact that it is used
today in film and literary studies to outline the ‘hero’s journey’, where a
character is thrown out of his normal environment to pursue a quest that will
change him by the end. So successful was this story that many, many, MANY other
stories have tried to emulate the formula Star Wars perfected with
varying degrees of success. Even to this day, you will find a large-scale
property trying to build upon the foundations that Star Wars had laid
down.
Why bring this up? Because Final
Fantasy is one of those properties. The whole series is peppered with
references to Star Wars, from lines of dialogue to character names. A
majority of the main numbered entries feature an empire acting either as a
primary antagonist or a universal one, whether it be the Garlean Empire from XIV
or the Gestahlian Empire in VI. Some even have empires in all but
name, like the Shinra Corporation in VII. We’ll talk more about those as
we come to them. But if anything, some entries are so much like Star Wars that
it’s quite apparent even on a surface level. A popular talking point is that Final
Fantasy XII is the most like Star Wars out of all the main entries.
I respectfully disagree. In my opinion, the entry that can be most compared to Star
Wars in Final Fantasy II.
Reading into the production of II, it
makes the most sense. Released hot off the heels of its first entry, Square had
big ambitions with the blossoming Final Fantasy franchise. The initial
pitch for the second entry was a conflict over the succession in a royal
family, a tale of political intrigue that would later be recycled for the Romancing
Saga series. Rather than this, Square seemingly opted for a story that
would be more familiar and popular. A tale of a brutal Empire set on world
conquest, eliminating any and all in their path. A tale of a band of rebels
brought together by the Empire’s machinations and dedicating their lives to see
them defeated. The central villain of the whole piece simply being called The
Emperor. It doesn’t really get more Star Wars than that, does it? It
sounds like I’m being overly critical of II because of this, but it’s
hard not to talk about these similarities when they are so apparent. One of the
major events in the game involves infiltrating the Dreadnaught, the
Empire’s airship and superweapon whose main purpose is to subjugate the world
population through its mere presence alone. Does that sound familiar to you at
all?
It's arguable, of course, whether or not
Square Enix borrowed or outright lifted scenarios straight from Star Wars or
not. But you can hardly criticize them for using a formula that works. An
underdog story is one that always gets us rooting, and what can be more
underdog than a small group of teenagers rebelling against the oppressive reign
of their elders or rulers. Whether it be the Rebel Alliance against the
Galactic Empire, the Wolverines fighting the Russians, or Kevin Bacon showing
the power of dance to ignorant adults, the idea of rebellion is one that hooks
us in right from the get-go. It works in movies, in television, books, and it
certainly works in video games where you can take control of the rebels
themselves. So yeah, why not borrow from one of the grandest stories of all
time? Why the hell not?
And it’s not as if Final Fantasy II is
the only entry in the franchise that does this. As mentioned above, it’s a
story beat that is often repeated in the series and one we’ll come across again
as this playthrough goes on. But why this story in particular? And why has this
story persisted and endured for as long as it has? If I were to borrow from my
own experience, it would probably be down to the idea that deep down we all
have a part of us that wishes to rebel. That wants to speak up or speak out
against our betters, elders or authority figures, fight back against oppressors
or regimes. Like a wish fulfilment, if you will. And this can be in our
personal lives or ones imagined in our head where we’re some kind of hero. This
is where videos games and Final Fantasy succeed by allowing us to fulfil
that wish.
But even more so than the wish
fulfilment fantasy, there’s the drive of a good story. We have the setting and
the goal in mind, but what good are they if the story falls flat? How many
times have you watched, read or played a story that engrossed you from the
beginning only to completely flub it at the end? Or a story that has a
fantastic beginning and end but meanders aimlessly in the middle without much
development or action? A story told badly sticks with you just as much as a
good one. Why is that? Maybe because you can imagine how better the story could
have been told. How many times have you been unsatisfied with how a story
turned out and proceeded to rewrite it in your head? Or maybe you even delved
deep into fan fiction to find an alternative telling of the fiction you’d just
read? Moreover, have you ever tried a
different story, something that you’re not entirely familiar with, but found
yourself returning to one you’ve read before or to another that is essentially
the same one but with different coats of paint?
Not that that’s a bad thing to do at
all. Say what you will about Final Fantasy II (and from a gameplay
perspective, I certainly have!) but it took a familiar formula and played
around with its expectations just enough to make it unique. Yes, there’s an
evil Empire set on world domination. Yes, there’s a rebel group whose
determined to stop them. Yes, there are characters of questionable reputation
who may or may not help you in your quest. But at least in Star Wars, Darth
Vader nor the Emperor summoned monsters and abominations from Hell itself to
subjugate the world. Nor did the final battle that had the world at stake take
place in the palace of Satan. However, Star Wars didn’t give you much
time to mourn or contemplate the destruction of Alderaan at the hands of the
Death Star. Final Fantasy II, on the other hand, has many towns and
cities you visit destroyed in the blink of an eye by the Cyclone, another of
The Emperor’s weapons of mass destruction. And should you try to go back to
visit one of those cities? You can’t. Nothing happens. The houses, the
buildings and the people living in them are gone for good. There’s nothing you
can do about it.
This is one way in which video games are
more effective in the wish fulfilment of stories. After this happened in the
game, I felt motivated more than ever to stop The Emperor and bring his
destructive campaign to an end. Alongside this, however, came a sense of dread.
The Emperor had shown his hand and willingness to wipe out the world just
because he could. He could just as easily wipe out the friends and family you’d
come to know and love, something that became even more pronounced when he
assumed the throne of Hell. Yet there was a compelling drive to see this
through no matter what, even if I felt scared or apprehensive. It’s a common
beat in many stories, the ‘all is lost’ moment where the hero or heroes suffer a
devastating loss that they must overcome for their own sake and the sake of the
world at large. Do the heroes cave and give in to their fear and anxieties or
will they overcome?
The more I think about it, the more I
realise that many of my favourite stories follow the atypical hero’s journey. How
the main character of the story comes from humble beginnings to rise and become
a hero, or is thrown into a situation or conflict beyond their comprehension
and must overcome through arduous trials. Whether it be Tony Stark building a
suit of armour to not only protect the world but to keep his heart going or Frodo
Baggins resisting temptation whilst carrying the Ring of Power to Mordor, these
stories persist and endure past their mediums and into the public
consciousness. We know all about Iron Man and Frodo Baggins, but it’s not just
grandiose and bombastic stories that endure. So many feature grounded settings
and characters that are far more relatable, from rom-coms to sitcoms, serial
dramas and historical epics. Yet through each of these stories we can see the
same journey taking place in some for or other.
And why does this journey endure after
so many years? Why have so many different forms of media relied so heavily on
this structure? Again, it could be a wish-fulfilment on our part, or it could
be that the formula just works. For me personally, it’s because the hero’s
journey is one I’ve relived over and over again for mainly the same reason. The
idea of overcoming one’s failures, trials or hinderances, of leaving the safety
of your comfort zone and becoming something or someone else entirely. Yes, the
stories that I’ve come to know and love are mainly of a grand nature, whether
they be a story of rebels fighting against an empire or superheroes seeking to
end a world-domination plot. But at their core, the messaging and thematics are
more or less the same but written in different styles. It’s why I’ve seen,
played, read and experienced these stories so many times on repeat, as I’m sure
you may have done with your favourite stories.
Returning to what Neil Gaiman said
earlier, stories are lies we tell ourselves to learn the truth. What better
truth is there than you can overcome? You can become more than what you are
now? Firion, Maria, Guy and Leon all lost their home and families at the hands
of The Emperor, but they overcame their tragedy to take up arms and ultimately
defeat him. And even on the journey they took to get to there, they experienced
even more loss and devastation by losing friends and seeing the world almost
ended. Yet they persisted. They gathered the courage they had to see their
story through to the end and save the world. It's bombastic in its storytelling
yet it speaks a truth we all should know.
And for many years, despite my relying
on these stories as a form of escapism or wish-fulfilment, I was too sunk into
my comfort zone to ever even consider doing anything out of the ordinary. ‘It’ll
never happen’, ‘There’s no point’, ‘Why bother?’. All thoughts that entered my
head at the mere prospect of doing something different. It wasn’t until many
years had passed that I realised that there was a point, that it could happen,
that I should try. All it takes is one step after all. A leap of faith, if you
will. But the courage in taking that step took years to bear fruit. Yet here I
am, typing these words out on a computer screen in the middle of a rainstorm
and under a warm, heated blanket in the Japanese winter telling you that it was
worth the leap.
I think back again to my favourite stories,
to the moment where the hero decides he has to do something and make a change
that will impact the rest of his life. Is that what happened? Is that where I
am now? I’ve no idea. My story is still playing out. Hell, everything I’ve just
said still feels surreal in a way. And of course, I have spiced it up to make
it more interesting to read. ‘We tell lies for a living’, thank you, Neil. But
the principle remains. We need stories to give us hope, comfort or just to
excite us if only for a little while. That is in their very nature. Whatever
your favourite story is, it’s your favourite story for a reason. I hope that it
helps you in some way or another, that it gives you the comfort you deserve.
And if you ever do decide to take that leap forward because of it, I wish you
nothing but the best.
Now if you’ll excuse, I’m off to watch Star
Wars for the umpteenth time. Or maybe I’ll play more Final Fantasy. Those
empires aren’t going to topple themselves.

Great episode Dave. I think many people would get a lot from your premise, and could find motivation to 'take that step' to develop themselves and realise their potential. You are a great example mate. Well done.
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