Thursday, October 2, 2014

Final Fantasy VIII (1999) Review



Lucas Versantvoort / 7 September 2014

When Final Fantasy VIII came out, expectations were huge, because Final Fantasy VII had rocked the western world when it came out in 1997. That game was and is one of the most well-received video games in history, so a sequel would unfairly have to live up to those expectations. Two years later, FFVIII emerged. For the record, if you’re reading this, you’re probably already familiar with the story, so I’m not going to try and summarize the plot and characters. Considering FFVIII, that would be pretty nightmarish…
            Now, for me, FFVIII is a pretty mixed bag. There is one thing I really like and quite a few other things I don’t like. What I like the most, and what kept me coming back time and again (though never finishing it), is the story structure and set pieces. Mind you, with this I don’t mean the quality of the story itself or the characters, but the literal structuring of the story, the various locations you visit and the various types of missions you undertake. This is where the length of a typical Final Fantasy add greatly to the experience, because as you progress the story you get a great sense of grandeur. It’s easy to look back at all you’ve done and admire the grandness of the adventure. As for the set pieces, that is where FFVIII truly shines. You begin your adventure slowly of course, being just another SeeD of Balamb Garden. You undertake some training missions, typical tutorial stuff to get you used to the combat system, game world and characters. Then a war breaks out and you invade a town using a boat in some sort of Normandy-esque mission setup. Once that’s done, you’re promoted and you’re set off on another mission. You go to another town, take an underwater train to another town where you’re to help a resistance group. This triggers a mission where you execute an admittedly overly complicated plan to isolate one train cart from the rest, but the uniqueness factor helps. Then you go to another town for an assassination attempt on a sorceress. Later, you’re prisoned in a desert prison, go to the moon in a rocket for a Space Odyssey-esque sequence, the list goes on. This is what FFVIII did better than FFVII: exciting mission setups. Although FFVII had the motorbike chase and the Golden Saucer, etc. the game could get monotonous as you were basically going from a to b without a lot of variation. FFVIII breaks up this monotony by implementing the missions mentioned above, among many other things. What I described above is just disc 1. Even when I didn’t understand or care about the story, all these different missions were what kept me coming back to this game again and again, despite its many shortcomings…
            Unfortunately, I’ve never been able to really get into the story itself and the characters. Whereas at first, the story is relatively simple and straightforward, it soon devolves into an overly complicated tale about time warps, time travel and time compression. I mean, I’m not opposed to time travel plots, but the surrealism factor just becomes too much as the story goes on. I know, blaming a Final Fantasy game for being too fantastical is like blaming the Resident Evil series for being too focused on horror. It’s just what these series do. However in FFVIII’s case, I feel my criticisms are valid, because the story begins simple without a lot of focus on surreal elements like time compression, magical hidden cities, etc. Because those story elements are introduced later, it’s harder to get adjusted and to take it seriously.
Squall displaying all kinds of emotions
            There’s also a plot twist late in the game that’s really pushing it in the Suspension of Disbelief department. It turns out that Squall and co. all grew up in the same orphanage and so, they all knew each other as kids. But, you might ask, why don’t any of them remember that? Well, I’ve got two words for you: JRPG Amnesia. The writers come up with some lame excuse as to why they forgot: apparently using the GF’s (literally Guardian Forces, summoned creatures who help you in combat) causes the user to slowly lose his/her memories. Why? How? I don’t know.
            As for the characters, I don’t know. Squall and Rinoa at least change throughout the story, but the rest of the cast… I don’t even really remember if each one of them had important subplots. I know how they behaved generally, but it’s hard to immediately become fond of Zell or Selphie when Zell is the one who can’t handle Seifer, one of the bad guys, calling him ‘chicken wuss’ and when Selphie acts like a typical, overly happy schoolgirl. When the three of you board the train early in the game, they’re both so excited about the concept of a train ride, that it’s hard to take them seriously. Perhaps the fact that I remember so little about the characters despite my playing the game multiple times is all that needs to be said.
Also, these Final Fantasy games had the habit of allowing you to occasionally choose what the main character would say…even though what you say has no impact on the development of the story. It’s just a way for the player to kind of add a piece of his own personality to the game, to increase a sense of immersion. But in FFVIII, what you have Squall say can actually be detrimental to his character development. You can usually choose between a sort of empathetic response and a brooding, not-giving-a-shit response which is more in line with the brooding Squall earlier in the game. However, because Squall changes and becomes more open, etc., continually choosing the brooding responses will make it seem as if he’s not changing at all. Just one of many design flaws.
Draw...draw...draw...
Speaking of design flaws, let’s discuss the battle system. Now, it’s obvious they tried to change the formula and that I can respect, but the new system is so complicated and downright strange that you are treated to countless tutorials. What is perhaps the most downright annoying aspect is the Draw system. To use magic, you have to stock magic. You do this by ‘drawing’ it from enemies during combat. What this means is that you have to find the enemy who has the spell you want, let him wail on you while you keep drawing magic. You can only stock a limited amount per spell (100). Furthermore, as you progress through the story, certain spells will of course become too weak to use. Why use Fire when you can cast Fira or Firaga? This can mean that all your drawing of every spell might be for nothing.
All in all, the one thing that I really like about this game is the story structure. There are many impressive, well-designed missions, especially considering the fact it was made on the PS1 which wasn’t exactly a technical powerhouse. Plot-wise, character-wise, combat-wise, I have a lot of problems with it. Nonetheless, despite its (many) flaws, it’s a game I found myself returning to every once in a while.


Images:

http://i.imgur.com/9D5WSWe.jpg
http://www.twinfinite.net/wp-content/uploads/2014/01/final-fantasy-8-battle.jpg

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