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The latest instalment of the highly acclaimed and anticipated Final Fantasy
series. As with most Final Fantasies, expectation for Final Fantasy VIII is
high due to the standards set by each of its predecessors. Personally, I
think such comparison is unfair. Each one of the Final Fantasy is different
than one another in terms of game engine and storyline, while the only
similarity between them are game signatures. Seriously, I think each Final
Fantasy can branch out and create their own series :P Anyway on with the
review...
Gameplay -
Final Fantasy series has always been known to offer a new game engine every
"sequel", and Final Fantasy VIII is no exception. Introducing the "Junction"
and "Draw" systems.
Like Final Fantasy II which diminishes experience points system, Square done
it again by diminishing another RPG tradition using the "Draw" system, magic
points (MP). Unlike many RPGs, the amount of magics you can cast is no
longer measured by MP, but by the amount of magic "drawn" from enemies. You
can draw magic (in some cases, G.Fs) from virtually all the enemies
(including bosses) and "draw points" scattered around the world. When
"drawing" a magic, you'll then have the option to cast it directly or stock
for later use (and junction purposes).
Many complained that stocking basic supplies of magics is really
time-consuming but this is not the case if your status is high. Characters
with low "spiritual" status can only draw a limited amount of magics (in
some cases of drawing high level magics, none), otherwise a particular magic
can be filled in a single bout consisting of around 8 to 9 draw attempts.
Clearly, stocking magics was not an issue for me. But I agree that having
only 4 x 8 magic capacity is really few, but then again why pile your magic
stock with low level magics? Managing your magic can be a real drag,
especially if your switching party members (believe me, you switch party
members a lot!) A great solution to this would be having all types of magic
on every character. By doing so you'll save hours of magic transfer
procedures and if you're low on a particular magic, simply transfer the
magic from another party member that is not in your team (you can't use
their magic when they're not in your party but you can transfer the magic to
a existing party member and use it from there. So much for a realistic
setting :P)
To me, the "Junction" system is like an all in one system which replaces
accessories, armor, and special skills system of most RPGs. Unless a
character is junction with a G.F, a character can only attack with his/her
weapon (Why is that? Don't know, don't ask me). After a character is junction
with a G.F, commands such as Draw, Magic and Item are open to them, special
commands such as Death Sentence, Steal and many more are open to them
provided that the G.F junctioned has and learned the skill. Character
abilities and party abilities such as "encounter halved", "counter attack",
"Strength +40%" and many more (obviously replacing the existence of armour
and accessories) can also be set as well. Magic junction will also be open
for execution. By junction with magics, a character can increase the desired
status dramatically, please note that some magics junction better with
particular status. For example, healing magics junction better with defence
status while offensive magics junction better with attack status such as
Strength and Magic status. There's an option that allows the game to set the
junction automatically for those who are too lazy (like me :P) to junction
manually. You can also junction magic defence and attack, which works
similar to the elemental materia in Final Fantasy VII.
Both "Draw" and "Junction" system are rather easy to get into for seasoned RPG
gamers but might prove to be confusing for beginners (the game has a
"go-anywhere" tutorial in the menu screen to help them). Once you get used
to this game engine you'll find that it has a lot of depth in it (which is a
good thing since simple game engine gets boring faster). However, there is a
downside to this highly original system. Dungeons in the game aren't worth
exploring anymore because of the "Junction" system. The only "treasures"
that can be found are magazines (exciting ain't it?) and a few free items
because there's no need for hidden weapons, accessories and armors anymore.
Personally, I think this is one of the game's major flaw.
Now, you no longer have to hunt dungeons, labyrinths and caves for hidden
weapons or spend all your hard earned gil for weapons. In Final Fantasy
VIII, you upgrade your weapons (similar to Seiken Densetsu series) using
items dropped or stolen by enemies. But weapons doesn't really play a big
role in this game, and neither does currency (Rest in an inn? Why waste gil
for that? You wait here while I got draw some Cure spell outside, I'll have
you recharged in no time! :P)
Also, "limit breaks" of Final Fantasy VII are more like desperation moves in
Final Fantasy VIII. In which one can execute a special attack when he/she is
low on HP. There's a trick to get a special attack on every turn too. If
you're low on HP and the special skill is available, skip your turn
repeatedly until it becomes available. That way, you can execute special
moves every turn during your low HP situation. Personally, I would prefer
that these specials moves take a more Final Fantasy VI approach (a special
skill for each person...) instead of the "limit break" approach.
Another thing that is featured on all Final Fantasies are mini games and
special events. Basically, Final Fantasy VIII has two notable mini games
that is the Card game and the "Chocobo's Outing RPG" which can be accessed
via PocketStation. The card game is rather easy to get into but most
importantly, it is fun! Collecting cards has always been my hobby,
collecting cards in Final Fantasy VIII is equally addicting! Cards can be
collected by morphing a near-fatal enemy or won from various NPC
(non-playable characters) by challenging them to a card duel. The AI of the
NPC are really smart which gives a players some excitement besides running
around equally exciting dungeons . The multiple
rules of the card duel such as Same, Plus is just the icing on the cake. And
if you collected all 110 of them, you'll have a star for your hard work LOL.
You can also convert extra cards into items via menu ability.
Chocobo's Outing RPG can be accessed if you have a PocketStation and have
already captured a Kid Chocobo during the actual game. Bearing a rather
childish storyline this mini serves nothing more that just, uh, a mini game
(:P) You control Chocobo along with Momba and Cactus you're trying to
finding your friend Moguri, who is lost in Horror Mountain. And that's the
story.. (what do you expect?) Your chocobo gains levels by defeating enemies
using 'weapons' which consists of a set of numbers. For example, 2531 means
the first attack damages 2 HP to the enemy (from random encounters), and the
second attack attacks 5 HP, simple ain't it? Besides enemies, you'll also
meet with a cactus which will give you valuable treasures that can be
brought back to the "actual" game. Of course like all similar games, your
chocobo has activities of his own (eat, sleep, television, whatever..) After
finishing this mini quest you'll have the Moguri and Chocobo G.F. A waste of
time actually but that's the only way to complete your G.F collection...
Graphics -
While Final Fantasy VIII's graphics don't break new grounds, the CG cinema
sequence are anything but. If there's something about Final Fantasy VIII
that surpasses its predecessor, this is it. Every CG cinema sequence is
great visual treat to RPG fans and non-RPG fans alike, representing one of
RPG greatest moments (if not THE greatest).
Naturally, details on pre-rendered graphics are unmatched by any other, but
I have my gripes on pre-rendered backgrounds. First, it greatly reduces
interactions with the backgrounds (like Final Fantasy VII) therefore all you
need to do is run through the dungeon and if something stands out of the
background, grab it. This makes the game rather linear. Remember when we
play Final Fantasy VI, we run back and forth of the dungeon just to find
switches that allows us to access secret areas? Or the time when we walk
"into" a wall and discover that it paves the way to a secret chamber full
powerful items? Well, don't hope for anything like that here. That is the
price to pay for shiny graphics...
During battle scenes, the graphics changes to full polygon, detail textured
mapped characters and backgrounds. Like its prequel, Final Fantasy VIII's
magics and summon spells are loaded with special graphics effects.
Especially the summon spells which is a very significant improvement over
Final Fantasy VII. About spells, in Final Fantasy VII the camera angles
rotates a lot to provide a different view on a spell effect, in Final
Fantasy VIII's case, the camera doesn't rotate as much as the prequel. Of
course, the battle field camera angle changes on every bout, but it rarely
rotate from it (or doesn't) making spells less exciting than Final Fantasy
VII's (summon spells aside).
It is not secret that Final Fantasy VIII main draw point is visual
presentation. This may offend a few Final Fantasy worshippers but Final
Fantasy VII and VIII will be a lot more enjoyable if the game still stays in
2D!! Don't send me hate mail for this, it's my opinion and I'm sure many
have the same opinion too.
Story -
In Japan, japanese Final Fantasy fans have an odd belief that the odd
numbered Final Fantasy emphasises on gameplay while the even numbered Final
Fantasy relies on storyline. It's an odd belief but it still stands true
even today. Final Fantasy VIII's storyline is nothing short of
amazing, and stands as one of the best of the series. While it still follows
Final Fantasy VII's footsteps of providing rather confusing storyline, it is
better in terms of character portraying and have a hefty dosage of love
issues thrown in for good measures. But I still can't help but felt that it
is somehow influenced by the movie "Titanic", don't you think?
It starts out as a rather boring story, which tells the story of Squall
Leonhart, a student of Garden, home of the famous SeeD mercenaries. After a
"practice" duel with arch nemesis Seifer Almasy, Squall was then admitted to
the school infirmary (which clearly indicates that you're controlling a
loser. :P Just kidding) After you qualified as a SeeD member, you're then
given orders by your employer (the Garden, of course) to go to Timber
village to assist a renaissance group the "Timber Owls" to aid them in their
struggle to resist the Galbania armies foul rule. But during the journey to
Timber, you and your party was mysteriously transported to "another world"
in which you suddenly assume the role of Laguna Loire, a Galbania soldier.
Though the game starts out slow, it later turns into a very engaging
storyline packed with lots of plot twists, actions and of course, romance
(hence the game logo). I wouldn't say that Final Fantasy VIII's storyline is
better than Final Fantasy VI, but the least I could say is that they're both
great in different ways.
I took a special liking to the characters of the games. Each one of them
shows a different personality, although Squall's "don't care about nothing"
personality in the beginning of the game does irritated me for a while. My
favorite characters would be Selphie and Zell, as both shows a really
care-free and cheerful attitude which I really admire. The character designs
aren't bad either, while I still prefer Yoshitaka Amano's really devilish
character designs, Tetsuya Nomura's design does give the characters a
cleaner more polished look. But clearly girls dig Nomura's designs (if you
saw girls ripping Final Fantasy VIII promotion posters in japanese subway
stations, you'll know that Squall is the cause :P)
Control -
It's pretty clear that the game was designed to take full advantage of the
Dual-Shock controller. It supports both analog controls and the rumble
feature of the controller. Controls will be a lot more smoother with the
analog control. While it still supports the conventional control, trust
me you won't be pleased with it. While controlling movements is easy,
positioning your self to switch switches, talk to yokels and be rather
tedious on both type of controls. Which is kind of funny. Rumble feature is
well executed with the controller rumbling along a summon spell or a
critical attack, and for those who aren't used to shaking controllers the
rumble feature can be turned off.
Sound -
Sound effects are really sweet in the game. Sound effects like explosions,
roars, thunder-cracks, are really nicely executed. It pains me to say, that
the soundtrack falls short of my expectations. Especially the dungeon
soundtracks, which doesn't match the quality of Nobuo Uematsu's past works.
There's also a slew of "Eyes On Me" spin-offs. But there are still some
excellent tracks, so don't be too sad just yet. "Eyes On Me" is a rather nice
track (albeit with a My Heart Will Go On feel) but then my friend says the
lyric are just plain stupid in some parts. "Fithos Lusec Wecos Vinosec" is
probably my favourite song, it makes me what to rip flesh (Just Kidding :P),
although I still have no idea what does it mean.. oh, well.
Overall -
Final Fantasy VIII is an excellent game, but it is still far from perfect.
Game engine changes such as the "Draw" and "Junction" system, the "Salary"
system, might not appeal to everyone. But the excellent storyline, CG cinema
sequence will keep you glued to your console for hours. Personally, the game
engine is right up my alley but I heard a lot of complaints about it. To each
his own, I guess.
Reviewed by Kamiaki (a_kamiya@hotmail.com) and Kenhiro (k_ikari@hotmail.com)
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