- Release Date: September 07, 1999
- Genre: Role-Playing
- Style: Third-Person 3D RPG
- Similar Games: Breath of Fire III (PlayStation), Suikoden (PlayStation), Lunar: Silver Star Story Complete (PlayStation), Final Fantasy VII (PlayStation), Final Fantasy VII (IBM PC Compatible), Shadow Madness (PlayStation), Suikoden II (PlayStation), Final Fantasy Anthology (PlayStation)
Game Description
Quite possibly the most anticipated game of 1999, Final Fantasy VIII continues Square Soft's best selling RPG series. The story follows Squall Leonhart, a serious and reserved gunblade-toting soldier in the special combat unit known as SeeD, and his role in the war against the hostile Galbadians. (Or so it would appear.) Never much for working with others, Squall's journey will introduce him to a variety of new people, some he'll call friends -- others he won't.Of the characters he'll meet, no one will affect Squall's outlook on life more than Rinoa Heartilly, a beautiful young woman who teaches him the meaning of love. Also of note, Laguna Loire represents the game's most mysterious character, an ex-soldier turned journalist who appears to Squall in his dreams. Meanwhile, SeeD candidate Seifer Almasy admires Squall's abilities but sees him as an arch-rival.
Though it bears the Final Fantasy moniker, several differences from previous installments can be found in Final Fantasy VIII, most obviously the overall look. The outlandishly deformed designs composing the likes of Cloud Strife and Barret Wallace (from Final Fantasy VII) have been replaced with a more realistic-looking band of heroes and villains.
Also new to Final Fantasy VIII is the Junction System for magical use. Guardian Forces (GF)s such as
Unlike other Final Fantasy games (and most role-playing games for that matter), magic points are not the limiting factor for casting spells in Final Fantasy VIII. Rather, drawn spells are quantitative; each opponent you face has a type of magic that can be drawn, or taken. For instance, if a character has eight spells of one type and then casts one, he or she is left with seven of that type until more are drawn. Spells can also be junctioned to improve a character's vital statistics such as hit points, offense and defense. For example, junctioning a spell like Full-Life to hit points will make them increase dramatically, especially if you have a lot of them stocked. Similarly, Fire junctioned to attack means bad news to ice monsters just as junctioning Thunder to defense won't make your typical Blitz (a type of thunder monster) very effective. (In such cases, their attacks might even heal you instead!)
Some RPG fans might be alarmed to learn that characters stick with their weapons throughout the course of the entire game. However, by reading the Weapons Monthly magazine and visiting a junk shop, weapons can be upgraded -- but not how you might suspect. Though a fee is involved, it is minimal. The challenge comes in attaining the rare items necessary for the upgrades, which can usually be gained by defeating or stealing from powerful monsters. Incidentally, money is not earned after defeating a monster but rather through Squall's SeeD salary, determined by his performance in field and written tests.
As with most RPGs, experience points (for both the characters and Guardian Forces) are gained after defeating monsters, resulting in higher levels of experience as more are attained. However, as the characters gain experience, so do the monsters. In other words, the level seven Bite Bugs you fight at the beginning of the game will still be just as challenging 93 levels later.
Unlike Final Fantasy VII, which featured many mini-games, few are found in Final Fantasy VIII. However, "Triple Triad" (a card game played with a similar mindset as dominos) can play a major role in your inventory later in the adventure. Each game, available to play as long as there are people around to converse with, pits a party member and non-player character (NPC) against one another with the cards they have in their possession. Strategic placement of cards will earn a player victory and the right to choose one or more of the loser's cards for his or her own collection. "Local rules" may apply, so don't expect the same game every time. Besides through beating a NPC, cards can be obtained by defeating enemies or by utilizing the "card" command during battle, in which a GF must be junctioned to use. Ultimately, the cards can be refined into rare items and spells that help out tremendously in your quest.
Though there may be a few differences, many of the popular features of the franchise return in Final Fantasy VIII. First, Limit Breaks can be enabled at critical moments unleashing a unique and powerful attack from a character. There are also various battle abnormalities inflicted by opponents (i.e., sleep, curse, berserk, confuse and slow), item shops and a variety of vehicles to operate for faster movement on the world map.
And what would a Final Fantasy game be without a few
Unfortunately, most Americans won't be able to take part in
Roots & Influences
There's no doubt about it -- Final Fantasy VIII was THE most anticipated game of 1999.Final Fantasy made its first splash on the 8-bit Nintendo around the late '80s. Since then, the series has skyrocketed through the 16-bit era on the Super Nintendo with two sequels (Final Fantasy II and Final Fantasy III, the latter known as IV in Japan and now the 32-bit era). Up until the
This changed with the release of Final Fantasy VII. With a complex and involved story-line, beautiful graphics, and loads of mini-games, Square Soft had achieved the mainstream stardom they'd always wanted and single-handedly crafted the RPG genre into a widely accepted way of gaming.
The success of the Final Fantasy series made the decision to create this title a no-brainer. Though it sticks with many conventions seen in previous RPGs and franchise games, there is a great deal of originality featured in Final Fantasy VIII. In many ways, it incorporates a lot of aspects from other games, blends it together and comes out as something entirely different.
Its story comes in the way of a romance saga rather than a conventional good guy vs. bad guy scenario (though that element is in there). The theme is love; the ability to find one's self and how love can change you, especially in a time of crisis.
Review: Overall
Call me crazy, but I was a bit disappointed with Final Fantasy VII. While I do consider it a great game and recognize its influence (Shadow Madness), it never grabbed me quite as much as Final Fantasy III or even the NES original. Therefore, I tried not to get my hopes up for Final Fantasy VIII. As a result, I was totally blown away.The most obvious improvement comes through the new realistic approach to character animation. Part of my problem with Final Fantasy VII was the fact that a bunch of -- let's face it -- downright cute characters were thrown into a dark world that contrasted greatly with their design. With Final Fantasy VIII's central theme of love, such a look to the characters would have made Squall and Rinoa's touching relationship seem about as serious as the one between Kermit and
Speaking of the story, one of my biggest concerns going in was that, well, we'd get another one like that in Final Fantasy VII, which was probably the main reason I quit playing it after 20 hours. Though noteworthy attempts were made at character development and it obviously appealed to many, there was nothing that grabbed me and made me want to play past disc one.
Final Fantasy VIII, however, is quite the exception. While by no means perfect, this story succeeds in doing something that its predecessor did not: making me care. I don't think I've ever played a game where my attitudes toward the characters changed so greatly. To be honest, I hated Squall for the first ten hours or so. Sure, he may look cool with that combination gun and sword (appropriately called a "gunblade"), but his cold, uncaring attitude toward others makes him downright unlikable for quite some time. His newly acquired role as an elite SeeD mercenary is all he cares about. But then he meets Rinoa.
I don't think I'm spoiling anything for you by saying that she changes his outlook on life. The change is gradual as the beautiful young princess (I never could quite figure out what she was the princess of exactly) goes from client to love interest. Still, it's easy to criticize this series of events, gradual as it may be. After all, we're talking about a drastic change of personality in a 17-year-old who has had his cold attitude for as long as he can remember. Can ONE person truly change such a young man? Well, if you believe in the magic of fate at least half as much as you do the magic of the Demi spell, then I'd have to answer that question with a resounding yes.
Besides this relationship, there is also a great mystery on the side. At times, the party blacks out and goes into a dream-like state. The funny thing is, they all have the SAME dream involving a small band of characters led by Laguna Loire, who seems to represent Squall -- as strange as it may sound -- by being his total opposite. As the story progresses, though, everything comes together and actually makes sense.
Of course, there are legitimate factors that make the story a little less than spectacular at times. Sometimes you'll encounter a plot element that seems to disrupt the core storyline (which is so full of twists and turns it'd be unfair to outright explain) for seemingly no other reason than to make the game longer. Case in point: a rather useless outing with a character called NORG.
Also, suspension of disbelief is a must; some things must be taken with a grain of salt. Your fighters are so tough that they can survive a nuclear-caliber explosion or the triple assault of being lifted into the air and severely dropped (via the Aero spell). Then, of course, there's the fact that defeated villains come back later, even stronger and more powerful than before. Still, the story in Final Fantasy VIII is as cohesive and believable as any other video game of its time.
Final Fantasy VIII is very cinematic in appearance, as the fabulous full-motion video (FMV) scenes combine seamlessly with gameplay. At times, you might actually forget that this IS indeed a video game. To further enhance this, the gameplay is perhaps the most unique of any RPG ever created. Sure, you've got random encounters (many more than the press releases would have you believe), hit points, experience points, side-quests and a bunch of general running around to fulfill objectives. But the similarities end there.
The most remarkable new innovation is undoubtedly the Junction System. Securing and "junctioning" Guardian Forces (GFs) allows characters to use magic and other special abilities. Depending on the experience of the GF equipped, magic can be junctioned to improve statistics. This system is quite complicated and takes a while to master (heck, I was still learning things about it on disc four), but the help it provides proves almost essential to your ultimate success.
Summoning a GF during battle will activate an all-out assault by the entity on the unfortunate monsters at its mercy. Throughout the first couple of discs, it's very tempting to utilize the GFs for easy victories and experience. Unfortunately, the GF attacks average about 30 seconds each. While these animations might be beautiful, after you see them a time or two you'll be wishing there was a way that you could fast forward through it. There's not. So plan on at least two -- possibly as many as five -- hours of your quest being composed of watching your GFs do their thing. Fortunately, many Guardian Forces come equipped with an ability called "boost" that can be learned; it allows for some interactivity during their summoning process by repeatedly hitting the Square button when instructed. By doing so, you'll increase the attack power of the GF.
The use of magic in Final Fantasy VIII is perhaps the most unique system ever utilized in an RPG. Don't count on visiting magic shops or watching your MP in this game. Instead, you'll attain magic by drawing it from monsters or draw points found throughout the world or by refining lesser magic spells and cards earned in the card game, Triple Triad. And don't go thinking that once you have a spell it's yours forever. You only have as many as you can draw or refine. As a result, you'll spend a considerable amount of time drawing magic, which can get a bit tedious at times. However, things ease up a bit later once you've played the card game a few times and have plenty of refining material.
And believe me, Triple Triad is one addictive mini-game! In fact, the night I purchased Final Fantasy VIII, all I found myself doing was trying to win a round. Little did I realize the utter worthlessness of your initial hand. It's not until you get a few rare cards (player and GF cards) that you can count on winning more games and increasing your inventory of spells and rare items.
With these rare items, another difference from standard RPGs presents itself: you only have one weapon throughout the entire game! Using the rare items, though, it can be refined into something more powerful at junk shops. Unfortunately, some of these rare items are only attainable by defeating the proper monsters. This can be a time-consuming process because as you level up and become powerful enough to defeat them, the monsters will have become stronger as well. There's also a matter of finding the item-carrying monsters, which can be quite a chore in itself.
But, of course, the whole game is a quite a chore -- a very enjoyable one at that. There's so much to do, so many things to get and so many potential side-quests that in order to complete the game in full a strategy guide is absolutely essential. Even with the guide, it took me nearly 60 hours of game time to complete it (add another eight or ten hours to that to compensate for lost fights) -- and I didn't even do everything.
The final battle is perhaps the most involved and stressful fight with which I have ever taken part. After two unsuccessful attempts at least 15 minutes into the battle, victory was mine the third time -- a mere 90 minutes later. The boss you must defeat seems unbeatable, always popping up with another incarnation just when you think you can breathe. I honestly don't think I've ever cheered myself so enthusiastically after beating a game as I did upon completion of Final Fantasy VIII. Fortunately, Square awards your efforts with a 23-minute ending (15 of it in FMV) that very well could be the finest conclusion of any game up to its time. You might even want to tape it!
What it all comes down to is that Final Fantasy VIII is THE must-have RPG for the






