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Review
It's fair to say that when it comes to RPGs, there's everyone else, and
then there's Square. Nothing has ever approached the Final Fantasy
series as the benchmark against which all RPGs are ultimately judged.
Final Fantasy VII sold more than a million copies in the US, more than
any other RPG ever to hit PlayStation, and deserved every bit of its
success, bringing the series into 3D with style and ambition to spare.
Final Fantasy VIII pushes that envelope even further, and it would be
wrong to say it's not the game that everyone expected. And for a lot of
reasons that's a great blessing. It's also starting to become something
of a curse, because if FFVIII shows anything, it's that RPGs have a
little further to go.
Graphics
It's probably best to start here, because of all FFVIII's good points,
the graphics are easily the strongest. The low-polygon characters of
FFVII are gone, replaced with sometimes surprisingly realistic
high-polygon models that only look better the closer they get. If you're
one of those who thought the angled boxes that Cloud used for hands in
FFVII -- not to mention the positively lethal spikes that stuck off his
head to represent hair -- were a silly distraction, then FFVIII's cast
of Squall, Rinoa, Quistis, Zell and the rest will be a sheer delight.
This is due in a large part to the character animation, which is
beyond great. Whether it's the in-game sequences or the pre-rendered cut
scenes, just squint a little and you could almost swear you're watching
real, live actors. There are scenes in FFVIII (the witch Edea's parade;
a certain scene with Rinoa gasping for breath) that rival anything
you've ever seen in a feature film for scope, detail, and emotional
impact. You will be amazed.
In fact, the overall production design is often jaw dropping. FFVIII
follows FFVII in using realtime 3D characters over pre-rendered
backgrounds, and every new scene is more impressive than the last. Also
like FFVII, FFVIII mixes fantasy elements with a high-tech, sci-fi look,
a world at once unique and instantly recognizable, familiar but full of
surprises.
Simply put, nobody, absolutely nobody does graphics better than
Square, and it's never done a better job than FFVIII.
Sound
Along with the graphics, it's well worth a brief mention that the Final
Fantasy series nearly always has been graced by some of the best music
found in games, and FFVIII is no exception. Much of the impact of the
cut scenes and in-game events is owed to the game's musical score, which
is, in a word, terrific, with nary an out-of-place note (although it
could have done without yet another variation on the FF battle theme --
tradition is one thing, but enough is enough).
Gameplay
Here, unfortunately, is where things start to slip. In many ways, FFVIII
makes a break with Final Fantasy games of the past -- the trouble is, it
doesn't do it quite enough.
First off, the entire magic system is completely different from what
you're used to, and mostly this is to the good. Instead of characters
gaining spells as they increase in experience, they can simply
"draw" spells from enemies, so any character can cast just
about any spell. In fact, spells can be collected and shared among
characters, and there's no such thing as magic points -- you just run
out of a given spell and have to find the right creature to draw more
from.
Also, each character can be "joined" to a category, known
as the Guardian Forces, elemental creatures of great power who confer
all kinds of abilities on the character they're joined to, from esoteric
things like preventing random encounters to more fundamental abilities,
like being able to use items or even attack in combat. Each Guardian has
his or her own set of abilities to give, which are earned as the
Guardian gains experience. However, each character can use only a
limited number of abilities, so carefully doling them out to each party
member becomes a serious strategic puzzle.
If this sounds intensely complicated, it is, but the system also
works very well, enabling you to customize your combat strategy in any
number of different ways. It's exactly the kind of stat keeping that RPG
fanatics love to obsess over. If there's a flaw in the system itself,
it's that most of the Guardian Forces aren't simply given, they have to
be found. Although the locations of many are obvious, it's easy to miss
a couple of important ones. However, that's a relatively minor
complaint.
But it does lead to the major complaint. The most powerful spells in
the game are cast by summoning the Guardian Forces directly -- calling
down these powerful beings to attack your enemies with devastating
elemental spells. Which is all well and good. In fact, by now it's
pretty standard RPG fare. The problem is that the artists and designers
at Square seem to have fallen overly in love with their work. The
Guardian Force attacks are incredibly cinematic sequences that can go on
for nearly a minute, which is amazing the first, oh, 10 or 12 times. But
by the hundredth time you've had to sit through Ifrit slamming his big
lava bomb into the ground, or Shiva throwing out that wave of ice, you
really, REALLY begin to wish you could skip the whole process and
just get to the part where you find out how much damage it did. Even
small battles against common creatures can drag on for minutes, and when
you add in that you're usually getting attacked at random, sometimes
after moving only a step or two, it becomes a real exercise in tedium.
Granted, this is the same as it ever was for RPGs since the first Dragon
Quest, but never before have spell sequences been so complex, involved,
and, well, just plain LONG. It's really become time to either change the
way we play RPGs, or simply stick to simpler battle animations -- at the
very least, make shorter sequences an option, y'know?
Story
In many ways, the story has always been the core of the series' appeal,
with sprawling, melodramatic plotlines, but once again, FFVIII departs
from the norm. True, the current storyline has its apocalyptic side, but
this time it's pretty firmly grounded in a much more intimate, character
driven work. Frankly this is a welcome change -- the world-shattering
events of previous games occasionally overshadowed the more human side
of things.
And FFVIII comes really, really close to pulling it off too. It
follows a group of young cadets, recently graduated members of SeeD, an
elite, freelance mercenary force. Three of them -- ex-instructor Quistis,
hot-headed Zell, and their moody leader, the game's main character,
Squall -- are assigned to help a rebel faction in a nearby kingdom,
headed by a young princess, Rinoa.
From there it naturally gets complicated, but there's no reason to go
into it here and spoil things. Suffice to say there's a lot to like
about the story, and a number of surprises to keep you guessing. The
problem is that the character at the heart of everything, Squall, is
basically a pouty jerk. He's grumpy, abrasive, and doesn't really seem
to give much of a damn about anyone but himself for a pretty significant
portion of the game. Roughly halfway through you find out why (without
going into detail, he had a tough childhood and doesn't want to risk
being close to anyone), but almost every other character had nearly
identical experiences as kids, and none of them grew up to be cold fish.
Further, the blossoming love between Squall and Rinoa -- which,
theoretically, thaws him and eventually redeems him -- seems entirely
one-sided, and you have to wonder what she sees in him. Though Squall
performs some heroic feats to save or protect her, he otherwise seems
only marginally more responsive to Rinoa than he was to Quistis, who's
attraction to him. Squall just blows her off without a thought before
you're even through the first disc. In fact, there's never really a
moment you can point to and think, "Ah, he's changed." And,
considering that the love story is so integral to everything that
happens -- not to mention forming the central image of the box art --
it's incomprehensible why no one says "I love you" to anyone,
ever.
Fortunately, there's plenty of drama to go around, and enough other,
more likable (or at least understandable) characters to root for that
things keep moving and you're pretty unlikely to get bored. However,
it's tough to overlook the fact that FFVIII does break one cardinal
rule: when your story is character centered, you'd better center it on a
character the audience can care about. Squall, unfortunately, just
doesn't fit the bill.
Thanks to IGN for the review
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On the other hand, there's no denying that in many ways Final Fantasy VIII is another high water mark for console RPGs. Certainly, no other game (on PlayStation at least) has ever looked this beautiful, or contained such a sheer volume of places to explore and secrets to ferret out. It also boasts about the trippiest ending sequence ever in the history of videogames, and that alone pretty much makes it worthwhile. It may not exactly convert anyone who's never played an RPG before, but there's enough magic here to make any true believer's toes tingle.