
| # - C | D - I | J - N | O - S | T - Z |
| Genre: 3D / RPG / Menu Based | CDs: 4 (637.6, 603.4, 628.1, 604.7 Megs) | Players: 1 Player |
ESRB:
Teen Animated Violence Mild Language Suggestive Themes |
| Publisher: Squaresoft | Retail Barcode: 6 62248 99904 3 | Memory: 1 - 15 Blocks | |
| Developer: Squaresoft | Sony ID: SLUS-00892, 00908, 00909, 00910 | Accessories: Analog, Vibration | |
| Released: September 9, 1999 | PSRM: 014810, 014820, 014830, 014840 |
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Box Copy A member of the elite military team, Squall is forced into a conflict beyond imagination. To survive, he must contend with a desperate rival, a powerful sorceress, and his own mysterious dreams. Discussion Japanese Role Playing games, for a very long time, were the pinnacle of how things should be done in the genre. Ys, Dragon Quest, Lunar, and Final Fantasy, during the early 8 Bit and 16 Bit days of gaming, ruled with an iron gauntlet and cute marketable creature pet. As systems evolved, the games had to follow, but there was a point in time where all the rules were broken. When the PlayStation came out, most of the rules were broken - it was now cool to game. Everyone wanted in, and game companies wanted in on the new marketplace. Some companies decided to try and re-think their most famous games to appear to a wider audience, not just the true fan base. While it worked for some, other game series began a strange and confusing journey away from their roots. Final Fantasy 8 began Square’s decent into madness, and it is here where we see all their current failings have grown from. This is not typed lightly - there was one point in time, during the PlayStation’s hey day, when I had sworn a blood oath to import every Square game; they could do no wrong, and lack-of-Japanese be damned, I would play every game they released. At about 7 games in, Final Fantasy VIII fell into my arms and I giddily ran home, plopped it in the PSX and began my beloved past time of faking it through a game. Not even an hour in, something seemed wrong. The sensation would never leave me - something just wasn’t right...I plowed through the first disc and a half, and eventually gave up. I didn’t really buy any more imports after that. It wasn’t until over a decade later, with Game-Rave to support, that I realized I never went through the American version to see what I hadn’t figured out. Having witnessed Final Fantasy XIII as an observer, and played FFX for a few depressing hours and swore that off, I knew the problems those games carried HAD to have started somewhere. Imagine my shock when I discovered my previous intuition was dead on. Something wasn’t just wrong with FF8 - there were whole sections of game design that were both fundamentally broken and psychotically evil. First and foremost, if only because it’s the first thing you see, was Square’s abandonment of the ‘chibi’, or cute-style characters. What started off as simply graphical limitations on the NES and Super NES, Square had successfully carried over the chubby little versions of their protagonists into FF7’s map and location screens. Only in-battle did they resemble more ‘normal’ looking human figures. FF8 eradicates them completely; all characters are full sized, fully realized looking no matter what part of the game they’re in. As superficial as this is, it was and still is a huge blow to the series. While they did comeback via a weird amalgamation of both versions-in-one with FF9, after that, they were poof...gone. Which sets up the next problem with our characters; they have become 1 dimensional, teen drama class failures who have no depth, at all. Now, FF7 was no ‘masterp ece’ in this focus either, but FF8 drags it down to all new lows. Squall, our hero and main character, is written to be the absolute, end-all douche bag and Emo cry-baby you could imagine. Very rarely do I want to lean forward and smack a video game character, but damn near the entire cast deserved some sort of iron gauntlet bitch-slap. For 2 CDs, Squall wants nothing to do with anyone, and then like someone turning on a light switch, suddenly falls for Rinoa...and then in the SAME Dialogue session, doesn’t want anything to do with her. Most of Disc 3 is him mentally stabbing himself over her, but the moment anyone makes a comment about their possible relationship, Squall is suddenly bi-polar. There’s also a weird relationship tease between two other characters, but I’m almost positive it would be illegal in real life. Worse still, none of these people ever develop a true personality. They are single character traits given form and sent running in and out of strange, peculiar, and sometimes unrelated, totally throwaway situations. You’ll spend half the game smacking your forehead at the boneheaded conversations they have, and the other half scratching it trying to understand why what you just did had any sort of meaning in the context of the assumed story. The overall premise, without giving too much away, is that there is a person who can send people back in time into other people’s lives, and there are goddesses who want that power. All of this is actually secondary to what the original plot starts out as; you as a new SeeD member - a new soldier in a mercenary army. A solider who gets wrapped up with a bizarre, childish revolutionary group who is going up against another army. We’ll ignore all that and take a closer look to FF8’s battle system set-up; Draw and Junction. Here’s where the game truly falls apart. Take everything you have ever known about RPGs in general, and just toss it out the window. Draw is the new way you acquire Magic and many of your Monster Summons (Guardian Force in the game). Essentially, it’s the “Steal” option from Final Fantasy 6, but you stock all your magic now, not items. That means you want to go cast happy with Fire, you need to keep drawing Fire from the enemy that has it. So essentially, instead of grinding for permanent stats, you have to grind for a disposable property. Even worse, you Junction the Magic to your Stats - this is how you earn bonuses and raise your percentages. Which means...if you want to keep high stats, you need to keep the Magic stocked. If there was ever a brutal meaning of the word “Time Sink”, this it. More peculiar still, is that you can literally do nothing but Attack unless you Junction a Guardian Force to the character. Each of these Guardian’s have Compatibility Meters; the more a certain character uses that GF, the better their attacks will be. Which would be great, but to make sure you didn’t just permanently slap a few to each character, you are often forced to use different characters. Once you’re switched up, you will need to transfer everything to the new chosen character. Every time you swap characters...every....single...time. Micromanaging should be fun, if not offer a deeper sense of role-playing and game challenge. Instead it feels like you’re doing something the game itself should be doing instead. Much like the absolutely useless Grid system in Final Fantasy X, too much of your game session is looking at grey test boxes when it should be exploring a rich world. Which is the other area
that Final Fantasy 8 falls flat; exploration. Many jabs have been taken
at Final Fantasy XIII’s severe lack of exploration; you would have
thought it started with the one-way street that was Final Fantasy X. As
it turns out, they were already tweaking it in 8. It is true you can run
around the world map, but once you start to actually move around, you
realize you really can’t go anywhere abroad. Each location is closed off
by either natural walls or military blocks. Once you do actually get a
real, actual airship that can take you anywhere, there’s only a smidgen
of game left; it acts as a last minute double back for anything you
missed. All of that said, it’s
fairly depressing that such a mess is wrapped up in some of the absolute
most beautiful graphics the PlayStation ever spit out. Great use of
translucent effects, excellent texture works, some truly inspired and
awe inducing locales wrapped up in a great, if not perfect musical
score. |
Trivia
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Variants / Misprints So we have three known variants for Final Fantasy 8. The first is your standard Greatest Hits release; black and silver art, no change in PSRM, SLUS has the GH added to it. It's important to point out that the Brady Games Hint Book only came with the first print runs. The 2nd Variant comes after Square and Enix merged into one company. Disc art is changed, Logos are replaced, and the Copyright information is updated on the back. PSRM numbers now end in 1 rather than 0, and the SLUS numbers stay the same. The third variant is essentially the same as the second, only now the ESRB information is redone and swapped with the Copyright text. For whatever reason, the information on the CDs were updated, too. If you look closely, the "Left side" ESRB discs have a full lower line of text, where the "Right side" ESRB has text that is shorter and centered.
As it turns out, there IS a Silver Variant Bottom Variant. Thanks to the Game Rave readers, once again we have the variant scans you all demand. The Silver Bottom is the exact same as the previous release, just with Silver Discs.
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Final Fantasy VIII
"Greatest Hits" Squaresoft Variant - Info the Same, GH Added to SLUS Final Fantasy VIII
"Greatest Hits" Square-Enix Variant - PSRMs now end in 1, Same GH
SLUS Final Fantasy VIII
"Greatest Hits" Square-Enix, ESRB - PSRMS have 1 at the end, Same GH
SLUS Final Fantasy VIII
"Greatest Hits" Square-Enix Silver Bottoms, Same As above,
But Silver |
| Ads Our first ad is from prior to launch. During the PSX and Super NES Years, Squaresoft usually tried to keep things as simple as possible when it came to their RPG covers, and this is no different. Just the logo and the legal crap. Absolutely beautiful ad; one, it knows the fan base needs no fancy stuff. Second, by revealing nothing, it attempts to create curiosity by not revealing anything. Square was in a transitional state at this junction, and it was refreshing to see them bring their more sparse Japanese style of ad make it stateside. With the 2nd ad, we have a great example of just how much hoopla was coming down the pipe with the game. Large car dealership, 9 different game stores, and who knows what else all burst from the page. While the contest itself isn't anything big now-a-days, take a look at that roster of stores. Electronics Boutique became EB Games, Babbages and Funcoland merged into GameStop, and then EB and GameStop merged into one huge company. Kay Bee Toys is no longer around, Hollywood Video is gone, Warehouse Music is now a really poor web-site version of its old self, and Best Buy has been struggling on and off. It's amazing what 12 years in the industry does to a company. Finally, a usual ad for the Guide Book form Brady Games. |
Ad - Toyota Give-A-Way (1 Page)
Ad - Brady Games Guide (1 Page)
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