Play With the Prose VII–Challenge 1: Bret Highum

This will be my fourth Play with the Prose contest. I’ve made the semifinals once and the finals twice, but remain a bridesmaid. This time around we have 17 contestants. The moderator’s prompt this season is to write like previous contestants. There may even be a week where other people have to write like me! While that seems bound for lots of in-jokes, the themes should be general enough.

There will be 12 challenges, I think. Top 8 make the playoffs. This might be the strongest group of writers yet. Wish me luck.

The first challenge was to write like Bret Highum. Or specifically, about an emotionally repressed redneck.
Continue reading Play With the Prose VII–Challenge 1: Bret Highum

8. Edgar Rigs a Coin Toss

In many early RPGs, you started at the castle. The king was just the king and he gave you money. Here, you start in a somewhat shady town and then head off to the castle. And the king has feelings. And we learn about them in an incredibly effective cut scene that not only develops two important characters, but sets up another significant plot point with Setzer later in the game. Briefly, we learn that Edgar and Sabin’s dad, the former king, was likely murdered by the Empire. Sabin’s pissed about the local apathy towards this and wants to run away and fight. Edgar wants to as well, but feels a strong responsibility to his people, even if they are naive and oblivious. So he makes a proposal to soften tensions with his brother.

Smart dad!

Continue reading 8. Edgar Rigs a Coin Toss

9. Kefka Destroys the World

“…It’s The End of the World As We Know It”

Kefka is the big bad. If that wasn’t obvious by his little tantrum in Thamasa, it’s exceedingly clear once Gestahl starts getting cold feet at the warring triad on the Floating Continent. Kefka’s aims go from “be worshiped as Gods” to “obliterate everything” in a hurry, and Gestahl’s forced to put his rabid dog down.

Unfortunately for him, Kefka knows the rules to this game a bit better than he does.

I do believe that's the only play left in the playbook, my liege.
I do believe that’s the only play left in the playbook.

Continue reading 9. Kefka Destroys the World

13. Breaking Celes Out

A trend I’ve noticed with my entries so far is that I can’t help but compare Final Fantasy VI to previous games in the genre. But today, it’s in a good way. Dragon Warrior was the first I played, and you went the quest alone. You never faced more than one enemy per battle, and that eventually got stale. But Dragon Warrior II improved upon this, only having you start the game alone, forcing you to find allies. Sometimes you did run into multiple enemies, and the increase in strategy was welcome. Dragon Warrior IV played around with this as well, sometimes having you fight alone, sometimes with groups of 2, 3, or 4.

Final Fantasy VI plays around with this constantly, which is one of the reason the game doesn’t get stale for a long time. You begin the game with just a couple of people in your party, and it steadily grows. But there are several times where your group is forced to split up. The first time is after you go to the Returner’s Hideout. When I learned I’d be going to South Figaro alone with Locke, I was excited.

While there’s no battles you have to fight while alone, you certainly can. And you will almost certainly lose. The best strategy is to pull an Indiana Jones and find an enemy to help you blend in.

Continue reading 13. Breaking Celes Out