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{{trope}}
Examples of [[{{TOPLEVELPAGE}}]] in ''[[{{SUBPAGENAME}}]]'' include:
* In [[Final Fantasy I (Video Game)|the first]] ''[[Final Fantasy (Franchise)|Final Fantasy]]'', given the randomization of damage, frequency of encounters, and general [[Nintendo Hard|Nintendo Hardness]] of that game, pretty much every enemy is a Bat. Especially the 9 billion enemy types that can poison you. Or paralyze you.▼
▲* In [[Final Fantasy I
** None of those hold a candle to the Sorcerers in the first game, which had a random chance to instantly kill you with every attack. Nothing like getting ambushed and losing your entire party before you can even take a turn to make you call them "Goddamned Sorcerers!"
*** Even worse than the Sorcerers are the Imps, which enjoy starting the battle by barraging you with instant-kill spells. They travel in huge packs, and frequently attack from behind, usually killing off half your party before you can make a move. Oh, and they hang out in the same cave as the Sorcerers. It's a fun place to visit.
** In a less battle-oriented sense, the bats are still annoying from a room in the first dungeon to the most pointlessly sprawling caves, little bats move around, often blocking your way. If you're in a slim corridor, the chances of the bat moving right where you were trying to walk around the damn thing become exponentially higher. Get out of my way, you goddamn bat!
*** [[Fridge Logic]]: {{spoiler|The bats are humans trapped in a [[Baleful Polymorph]], and they're desperately trying to get your attention to warn you about Chaos.}}
* Pretty much anything in ''[[
** Castle Kasion has giant turtles that are immune to physical attacks, and require level 2 ice magic to be properly dealt with. You can't run from the buggers either, and you're not likely to have that high an MP count at the time, so when you run out, an encounter with a turtle is an instant game over. Goddamned Turtles.
*** And to add insult to injury, those random encounter Giant Turtles (Adamantoise) are exactly the same as the last real boss (Excluding a little joke boss) you fought. In the last Dungeon. Worse, in the last Dungeon the best way to do damage to them was using an Item from a Chest. You've likely already used it up. Meaning that you have a chance of running into a random encounter stronger than the last boss!
** Any of the Parasite type enemies in ''FFII'' are Bats, but it's the Giga Parasites that are really Goddamned. First, an explanation of their context: They appear early in the [[Bonus Level of Heaven|Soul of Rebirth mode]], where the player has the ability to save at any time from the menu--but that's their only advantage. The player has, in the Giga-Parasite-phase of the dungeon, half a party that is drastically, horribly underleveled and underequipped for the threat level the enemies pose, an inventory of pretty much zilch, and several floors of dungeon before they reach a safe zone where they can recover. And ''every'' enemy--that is not an exaggeration, ''every single last one of them''--is almost impossible to flee from and capable of causing a [[Total Party Kill]]. Except for these Giga Parasites, which hit for piddling damage compared to what their [[Demonic Spiders]] and [[Boss in Mook Clothing]] brethren can do--the catch is that their attacks also drain MP. A ''lot'' of MP. They're fast and have low HP, which means that after the first or second round, the fight's over and the player won--but the parasites got in a few hits, and now Minwu has no MP, meaning that the player ''will have to reset the game anyways'', because while Soul Of Rebirth is difficult, Soul of Rebirth without any healing or offensive magic is ''suicide.'' Goddamned parasites.
* In ''[[
** Other annoyances are the Evil Dreamers in the Sylph's Cave. They're fast little buggers that can come in groups of up to six and thus all of them generally get the first turn. They have three moves--a weak fire spell, global sleep, and global silence. They like to cast the status spells most often--which have loooooong animations--and even though their spells are weak enough not to connect all that often, after being hit with six of them, the odds of a good percentage of your party being downed are high. So after sitting through that, you get to slooowly get the party back up and slooowly pick them off, as the Evil Dreamers have much more HP than they deserve. You get nothing of value for killing them, either, and when they AREN'T coming in huge packs, it's because they're accompanying the Malboros. This is just so wonderful.
*** The Sylph's Cave has something even worse: Goddamned Toads. Coming in groups of three to six, and they're just like the Goddamned Bats mentioned above, only they cast the awful Toad spell in place of Bloodthirst, meaning that you'll almost always have to do some magical cleanup after you escape.
* The Shinra Mansion in ''[[
** No love for the frog monsters who can cast the frog status ''with a basic attack'' and cast 'frog song' enemy skill which both frogs all party members and casts sleep (thus preventing you from trying to do any damage to them). Prepare to throw your controller at the wall whenever they attack from both sides.
* In ''[[
* ''[[
** ... but there's plenty of in the chocobo race. Apparently, these seagull-like creatures are jealous of their large golden-feathered cousins the chocobo, and will fly like homing missiles directly towards you. This wouldn't be such a big deal if it weren't for the fact that the chocobo is damned hard to steer, and to get the ultimate weapon for your main character you need to avoid hitting these birds AND hit as many balloons as possible. No, these birds can't actually do any damage to you, but they'll probably force you to cause a lot of damage to your [[
* People often complain about Tonberries being nerfed in Final Fantasy X-2. However, by the point you can meet them, they have more HP than anything you'll fight (Including bosses) for a long time (9999), they can be encountered randomly anywhere in the Mushroom Rock Road, can kill or severely injure your characters in one hit and give terrible EXP rewards.
* ''[[
** Note we haven't even gotten started on ''combat''. Remember the chigoes? Not only can you not target them at first, but regular attacks and most magic spells are pretty much ineffective. They can, however, get one-shotted by [[Limit Break|weaponskills]] or physical attack Job Abilities. Then we have colibri and imps, the former of which can mimic most spells cast on it back immediately, and the latter can detect by sight no matter what, and also regularly silences and disables use of Job Abilities and weaponskills, while casting all sorts of Black Magic, normally of the Area-of-Effect type. This is made up for their stupidly weak defense, but that's a moot point when a party of mid-60s goes up against an 80-81 Heraldic Imp...
** [http://wiki.ffxiclopedia.org/wiki/Amphiptere Amphipteres] are a new addition. Not only are they hard to spot unless you look up all the time(Similar to Yovra, UFO-ish enemies in the last areas of ''CoP''), but they have a special move that has them stop attacking, but also constantly knocks players back a set distance.
* The Abysteels from ''[[
** The Baknamies can be just as bad, mainly for having a buttload of high powered attack options and always coming in groups of three or more.
*** Not to mention their godly dodging skills. Baknamies who are one hit away from death can parry five or six attacks in a row many times.
**** And they steal your loot, too.
**** And some start off being invisible.
* ''[[Final Fantasy Tactics
** Speaking of [[Whoring]], there's also the purple turtles who will ''constantly'' spam their special move that inflicts Disable on any unit who use stabbing/slashing weapons like swords, katanas, etc. If you even try to cure Disable, they'll just inflict it again. Oh and it never misses.
** Oh god, the Blackwinds in [[Bonus Dungeon|Brightmoon Tor]]. Just when you think the [[The Computer Is a Cheating Bastard|the AI's dozen free turns are up]], they cast a spell that gives protect and Haste to EVERYTHING, tripling the number of turns you have to wait before your first action.
* ''[[
** Chocobos. The yellow variety is fairly frequent in the early game, where you can't do jack for damage. They have decent attack, movement of six panels, and can heal themselves and anything surrounding them. The black and red varieties, while unable to heal, have even more amazing mobility (Fly and Ignore Height, respectively), and both have crazy-strong ranged attacks.
** Ahriman. The two stronger forms have skills that cost no MP, and can cause instant doom, petrification, and permanent Brave decreasing, which affects the strength of knight swords, katanas, and bare-handed strikes, as well as your counter abilities.
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* ''Final Fantasy Fables: Chocobo's Dungeon'': Coeurls get two actions per turn and have special moves that inflict Silence or Halt, but can easily be felled in one or two hits. Elementals take only 1 damage from most attacks and have moderate attack power, but have only 3 or 4 HP maximum and are subject to status effects like most enemies.
* Crisis Core is filled with them too. Movers, who talk reduced damage from everything, have huge health, a powerful combo breaking melee and strong electrical spell you can't cancel them out of by hitting. Sahagin, who mainly just jump out of reach to attack you at inopportune moments, Swarms of insects with huge physical defense and insta-death attacks with 100% effectiveness. There's less than a handful of items in the game that can instant death.
* Carteaoraptors and Carteaosaurs in [[
** On that subject, Microchus are basically the same, but worse. The real problem is that they're a much more durable than you'd expect from a [[Ridiculously Cute Critter]]. (they have around 100,000 HP, ''each'') And you have to deal with them while fighting an [[Boss in Mook Clothing|Ochu]]. Did I mention he's an [[Enemy Summoner]] [[It Got Worse|AND can buff them?]]
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