By: Pseudo Nim
Square is always thought of as the trend-setter for RPGs, or at least
as far as console RPGs go - after all, we've been treated to fairly
little of their work, other than the previous Final Fantasy title, VII. It
was something entirely different, and, though having its faults,
immensely entertaining for the sometimes excessively traditional
PC RPG genre. Many diehard fanatics hated it for its lack of stat
keeping, non-linearity, side quests and so forth, but a larger
audience, one in excess of more than a million people, simply
liked the game. In my case, I would hesitate to name the single
one thing that I liked about the game - though I could name a few
that I hated; yet, I enjoyed it enough to play it five times over, the
most times I've ever played any game. It goes without saying I was
anxiously awaiting the release of the sequel (though, technically,
this can't be called a sequel since it has absolutely nothing to do
with FF7 - yet, it does have the next number in sequence, so we
might as well call it that.) This time, Square didn't wait a year to
release a PC version: it has been naught but 4 months since the
Playstation release came out in September of 1999. So how does
this game measure up to the current, and past, successes and
failures of the industry? Let us examine that in an intoxicating
amount of detail, rants and praises that follow.
First of all, allow me to warn you, the reader, about one thing. If
you happen to have played the PSX version, and deeply, innately
hated the game for whatever reasons you may have, it would
perhaps be best if you continued no further, and sent any hate
mail based on the first paragraph here . (After all, isn't that
how hate mail always works? Based on the first three lines and
ignoring the rest?) I believe this review might ruffle a few feathers,
but I write (I could use the perpetually abused phrase "from the
heart," but I can't begin to imagine the amount of jokes that'd
generate in #trg, so I'll modify it somewhat) "from the mind."
Whatever the case may be, without further signal noise, let us
proceed to the actual gist of the issue. Though graphics don't make
the game, they represent a larger part of FF8 than of other games,
so I believe that would be a good place to start. Without much
hesitation, I should say FF8 sports some of the best graphics I've
ever seen in a computer game - not counting FMVs. FMVs are a
separate story, and I believe them to be absolutely THE best FMVs
I have ever seen in a computer game, with no exception. The
character animation, detail of all the surrounding elements,
gizmos and thingies, all the intricate detail, up to the decals and
little screws of all the mechanical units and so forth is absolutely
astounding. People look incredible, too - hair animation, muscle
animation, everything is unbelievable. I thought FF7 had amazing
animations, especially in the well-known epic scene at the end of
Disc 1 or during the Junon fight with the Weapon, but this beats it
hands down. I would normally not take screenshots of FMVs, but
these were too amazing to miss, so I chose to forgo my usual
preference for in-game-only shots.
On a downside, and a very important one, Square doesn't seem to
understand how the PC world works. We have had 3D accelerators
for quite some time now, and by now a Voodoo 2 is pretty much
standard. That also means that they could easily use 800x600 in
the game - but you will never see that: the game always runs at
640x480. Granted, the spell effects are so unbelievably amazing
that you'd think they might saturate the lower-end cards - but for
one, I doubt that is the case, and two, I doubt anybody cares. What
might be a more realistic reason, I fear, is that they didn't want (or
understand that they should) re-render all the backgrounds for
higher-resolution PC graphics, and just stretched the lame PSX
backgrounds; and that seriously detracts from the visual lushness
that could've been experienced. As well, FF8 doesn't make use of
antialiasing, and as such, when slower-motion things happen, such
as your characters walking around and the like, you may notice
quite a few jagged edges. The screenshots will portray that (and
amplify that), as well; though, I should say, it isn't quite as
apparent during the game, especially during spellcasting.
Another area where SquareSoft is overstressing the gamers'
tolerance is the interface. A PSX doesn't have a keyboard, we all
know that. But I refuse to believe, no matter how convoluted and
complicated the code, that in the 6 months that they spent "porting
it" they couldn't at least make the user be able to (gasp!) *type in*
his name using keys, rather than hunting for each letter and hitting
'Select'. Similarly, when you have a lot of spells in your inventory,
it'd be pretty nice to be able to press a letter and have the cursor
jump to the first spell with that letter. Also, staying true to the FF7
tradition, there's no Load menu choice, so if you want to load an
earlier save game you have to quit and reload. As well, it appears
SquareSoft went on an interface pruning frenzy, and removed
some elements, which are absolutely redundant, and no
gameplayer would ever even really need - such as, for example, a
Quit menu option. I mean hey, who needs one? After all, you're
supposed to play this game nonstop 24/7, why would you do such a
blasphemous thing as quit? (Works for me, by the way.) Either
way, you have to press Alt+F4 or Ctrl+Q to exit the game.
Astounding. Though I should mention that Alt+Tab works very well,
and even though Square claims that might generate visual
artifacts, I've yet to see them. Rare to see a game that properly
switches to Windows apps.
As we were taught in elementary school essay writing, 'text should
flow from paragraph to paragraph', and this is a lame attempt at
juxtaposing two paragraphs. Spellcasting in FF8 is a very mixed
blessing. On the one hand, you're unlikely to find anything this
beautiful in any game out on the market right now. Water effects,
fire effects, ice, lightning, non-elemental - all of those were
lovingly worked on by the graphics artists and are absolutely
stunning to watch. However, the effect, unfortunately, does wear
thin after a hundred or two castings. Some might actually start to
hate it after three or four. Just to give you an idea, the animation
of Shiva, the ice elemental, takes approximately 15 seconds to
play out - while the animation of Eden, the most powerful
Guardian Force in the game, takes a full 76 seconds. Of course, the
more powerful the Guardian Force, the more likely you are to
have a tolerance as to the length of the animation - but an option
to shorten them may have been quite nice. Same thing for movies:
you cannot skip them, which can get to be quite a drag, especially
for the intro movie (though, again, it does look absolutely ILM
[Industrial Light and Magic - the people who brought us all the Star
Wars effects]). Though fortunately, once you discover the GF ability
called 'Boost', it will entertain you endlessly, or for at least another
couple of hundred castings, as you mindlessly smash the 'A' button
to make your GF execute an additional 500 points of damage.
Next up on the list is the modified magic system. To fill you in, in
Final Fantasy VII, you would equip what was known as Materia
(the easiest parallel would be spells in traditional RPGs) which
would add certain capabilities to your character. There were
several types of Materia - Summon, Command, Independent,
Support, Spell. Without going into too much detail, they would do
things such as allow your character to heal himself, summon
certain creatures, automatically retaliate when attacked without
needing an extra turn, cast minor elemental spells, and so forth. In
FF8, while the idea of having spells was kept, the way it was
implemented was drastically changed. Now, the main item in the
inventory of any character is the Guardian Force (or GF, as it is
referred to in the game, and which is often cause for some rather
amusing associations). There are many GFs in the game, but the
main similarity in them is that they don't come to you asking for
wisdom and guidance, but you have to either defeat them or Draw
them from your opponents - more on Drawing later on. That can be
quite a drag, since you will often not think about drawing it from
an opponent, but in general, appears to be a good system.
Drawing is new to Final Fantasy, and it works thusly. When you
fight an enemy, whether a boss or a regular enemy, you can draw
magic (or a GF) from him, and Stock it in your character's magic
inventory. You can then cast the Stocked spell using the Magic
menu. The upside of this is that a character is not limited to the
extremely low number of Materia slots like in FF7; on the other
hand, drawing too much magic (different kinds) becomes
extremely cumbersome in the sense that it's absolutely impossible
to find anything in the menu anymore. On the other hand, once
you junction a GF, you can attach drawn magic to certain
characteristics, be that stats like Strength or Vitality, elemental
attack/defense, status attack/defense and so forth. As well, as you
draw more of the junctioned magic, its effect will increase. So, for
example, if you junction Fire to Elemental Attack, and obtain a
25% in the statistic window, that will mean that you have a 25%
chance of inflicting Fire damage on your opponent when attacking
physically. As you play on, you might draw 40 more Fire magics
from enemies, and that statistic will automatically rise with each
new magic joined. You aren't only limited to drawing from
monsters, too - often, you will run across Draw Points, which look
like several intertwining pink streams, but they aren't quite as
frequent, and can only be used once, while the monsters can be
drawn from indefinitely.
Unfortunately, what I said above doesn't come in too useful, or at
least at the beginning of the game. Why, might you ask? In the
specific example that I gave above, it assumes that you execute a
physical attack on your enemy, whether with a gun, a sword, a
whip, a fist, or whatever else can inflict pain. In FF8, though,
almost never (at least at the beginning) will you use physical
attacks - simply for the reason that they don't do nearly as much
damage as they should to make them worthy. Even with upgraded
weapons, I don't seem to be able to do over 500 damage with the
special 'trigger' move of Squall - and that, to bosses that have
16,000 HP or more. Incidentally, in FF8, whenever you do happen
to attack using your sword, you can virtually double the normal
amount of damage that it inflicts if you press the trigger button (E
by default) just at the right time - that is, when the blade just starts
to touch the opponent. Another complaint that I have about normal
attacks is that limit breaks are extremely hard to achieve. I'm
dead-set on always having my characters at no less than 50%
health, and limit breaks just don't occur there, or occur very rarely:
the main amount of limit breaks occurs when your character's HP
are in the yellow, i.e. below 25%. Not cool.
The story is where SquareSoft always shines, in the best of times
and in the worst of times. The story of FF7 fascinated many and
kept them glued to the screen of their TVs and their PCs for hours
unend, battling the forces of evil, the Shinra, the Weapons, and all
that bad stuff taken together. FF8 differs little: while I haven't
finished the game yet, so far, the story (while not exactly out of a
Hitchcock movie, where, to put it lamely, when someone opens a
door you can't be sure it'll be opened all the way - much less about
what's on the other side) is quite wonderful. As many might know,
the theme is based around love (the "touchy-feely stuff"), and
revolves around Squall, a newcomer to the ranks of SeeD, an elite
for-hire mercenary force. Before we go on, however, allow me a
quick sidetrack. Why is it that SquareSoft's main characters are
consistently named after weather effects? First Cloud, now Squall?
And more, why does the adverse competing power always have a
similar name? First Sephiroth, now Seifer? Anyway, moving on. As
the story unfolds, at a first glance, you see an arrogant young man,
caring little about those around him, and brushing off any
emotional approaches from anyone as irrelevant and 'soft'. But as
the background of his childhood is revealed throughout the game,
you realize that he isn't an arrogant asshole, but rather nothing but
a scared child, who lost his sister in early childhood and spent
most of it searching for her, needing her guidance, protection and
loyalty. For those of you into Japanimation, think of Ikari Shinji -
that was the first thing I thought of. So as he moves through the
world of FF8, Squall realizes more and more that he isn't alone,
and he can't be alone forever, and more and more does he go
deep into himself, searching, looking for his real self. His
emotional problems are often revealed in quotes like "... Why
doesn't someone come and tell me what to do...? Wait...
someone? That means I'll be relying on others again..." and so
forth. It just so happens, as well, that he can't meditate in peace,
either - an evil sorceress (didn't see that one coming) is trying to
take over the world (didn't see that one coming), and he is more or
less the only person that can save the world (didn't see that one
coming), along with his ragtag band of friends and comrades.
Interestingly, parallels can be drawn between characters from FF8
and FF7 - Quistis = Tifa, Rinoa = Barrett, Irvine = Vincent, Sefie =
Yuffie and Zell = Barrett. Though, fortunately, they are significantly
more articulate - the translation is much better than FF7 - and you
will no longer see phrases like "Shinra're the VERMIN for killing
the Planet! Guess that'd make you King VERMIN! So shu'up
jackass!" Of course, the dialogue isn't of the intricate depth and
quality of Planescape: Torment, but recall that this isn't so much a
thinking and philosophical RPG inasmuch it is an action and, to a
degree, emotional one.
So, what else is in the game? (This is the stuff-I-forgot department).
First of all, the Card Game. If you played Magic: The Gathering
back in high school, you'll probably think this is familiar. Well, it's
not, that's what I thought too. But it is the best analogy: you have
monsters, and you make them fight. Sort of like gladiators, but not
quite. You have monster cards, of varying levels, and each card
has 4 digits on it, aligned in a north-south-east-west fashion.
There's a board, on which the cards are laid, and depending on
the rules of the game, there might be or might not be spaces that
boost or retract from a card's digits. The idea is, that once
someone puts down a card, you want to match his card with a card
of a higher value on the side that touches it: so if someone puts
down a card that has a 3 on top, you'd want to put a card right
above it with a 4 on the bottom (or higher). There are also other
things you can do, such as defeat not one but multiple cards,
through Combos, Pluses and others; but those are more advanced
rules, and they serve no purpose other than unnecessarily
complicate this explanation. As you travel around the world, you
will gain new cards, and will encounter different opponents of
varying strengths - and some will teach you new rules, whether
bad or good. Once you learn the new rules, you will distribute
them to all other players you play with, so watch out that you don't
distribute rules you hate to play with, such as Random (which no
longer allows you to choose your deck of cards, but they are
picked at random instead). However, should you happen to
distribute an inconvenient rule, you can look for the Queen of
Cards, a woman that will revoke a rule from a region for a fee.
Of course, this review wouldn't be complete without outlining
where SquareSoft really dropped the ball. These have been
mentioned throughout the review, but I reiterate them here, for I
think they are extremely important, and as Square prepares itself
(and the series) for the exciting, uncharted, and terrifyingly
unknown foray into the double digits (after all, nobody's ever had
10.0 versions of anything, aside from Omnipage and Autocad -
everybody else just jumped on the lame 2000 bandwagon). Why
did I skip over FF9, which was just recently announced? Mainly
because it wouldn't sound cool to say 'the terrifyingly unknown
foray into the digit 9'. Nonetheless, nothing would rejoice me more
than a proper port of FF9 - but, unfortunately, it's still being
developed for the original PlayStation, so I don't think we can
really hope for that: all factors noted, Square doesn't seem to be
keen on re-rendering its backgrounds for PC users, even though
the current hardware is absolutely capable of displaying
higher-resolution graphics. In addition, if anything, they could at
least code in a keyboard interface. And, perhaps, make the Save
menu not look quite as PlayStation'ish - what's up with the two
memory-card-looking slots? Ah, but I'm not done yet. As a few
recent reviews pointed out, the music sounds much better on the
PSX than it does on the PC. The fact that I believe the reviewers
were playing with a SoundBlaster 16 is irrelevant; more to the
point, what happened to SoundFonts? Final Fantasy VII used a
4MB SoundFont, so fishing out an extra 8MB of RAM for my
SoundBlaster AWE32 was worth every minute spent disassembling
the old 386 - the sound difference, in my view, was just as drastic
as switching from FM synthesis to wavetable. Nothing of the sort in
FF8. Apart from that, maybe a button to skip FMVs once the player
saw them at least once.
There is much more to FF8 than what I was able to describe in this
short little blurb. (Though, I surmise, most readers wouldn't think
that this was incredibly short). From going deeper into the story, to
the character evolution, to the GFs and the incredible array of
abilities they can learn, to the secrets, the optional quests, and all
the intricate little details that make FF8 what it is, all of that can't
possibly be fit into a four-page review. I also acknowledge there
are a few reviews out at the moment that bash the game in many
ways, some of which I acknowledged in my review, and some of
which I think are despicably close-minded and, sometimes, even
moronic. Let that not be a symbol of closed-mindedness, however;
I believe that everyone has a right to form his own opinion, and
this outlines mine. And, on a side note, if anything, SquareSoft
showed us, yet again, that it IS, in fact, possible to produce
amazing-quality computer graphics which approach reality,
without having ambiguosly gay characters hated by all - such as
the famous Jar Jar Binx. Let this be a tribute to his demise (which,
unfortunately, hasn't happened yet - perhaps in a few years,
though).
For a post-scriptum, I rather wish I could rate story a few points
higher than the max, same as the Fun Factor and Game Play. But
my editor won't let me.
Ratings:
[ 15/20 ] Graphics
[ 30/30 ] Gameplay
[ 13/15 ] Sound
[ 20/20 ] Fun Factor
[ 05/05 ] Story
[ 10/10 ] Overall Impression
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