As the March release of Final Fantasy XIII draws nearer, it
seems
appropriate to look back on what the popular Japanese RPG
series was up
to a decade ago in Final Fantasy VIII, recently released on
PSN for
download to the PS3 and PSP.
Final Fantasy VIII
Square Enix
PSP, PS3 (PlayStation Network download)
Justin Hoeger
The main character is Squall Leonhart, a gifted but socially
aloof student at Balamb Garden, a school for the elite SeeD
corps of mercenaries.
The game's first couple of hours are spent on Squall's final
exam, a live combat exercise.
After that, he and some fellow SeeD agents are given an
assignment to help a resistance group free their backwater
town, an assignment that turns into a quest to save the world
from a wicked sorceress.
The story is interesting, and the characters, while prone to
teen drama, make for a memorable cast.
Final Fantasy VIII makes some pretty drastic departures from
longstanding Final Fantasy tropes, and in so doing it
delivers one of the more intricate game-play experiences in
the series.
Instead of gaining money from defeated enemies, the player's
party pulls down a regular salary from the Garden.
Instead of many pieces of equipment, there are only weapon
upgrades.
Instead of the familiar magic point system for casting
spells, magic is drawn from monsters during battle, found at
draw points scattered around the world or refined from items
and lower-level spells.
Characters can carry up to 100 of each spell, which are used
up like consumable items; they can also be traded between
party members.
Spells serve another purpose as well: When attached - or
Junctioned - to one of a character's core statistics, such as
strength or hit points, the right spell can boost that
statistic to varying degrees.
Spells also can be Junctioned to allow their effects - such
as poison and blindness, or fire and ice elemental damage -
to be passed on or guarded against.
This system offers an intricate way to customise each
character, but makes it easy to transfer their bonuses to
another if needed.
To Junction magic to anything, however, a character must
first have Junctioned a Guardian Force.
These powerful beings can be summoned for battle, but their
real utility is the many abilities they can learn and impart
to their users.
The downside to this Junctioning is that it makes the six
main characters more or less blank slates.
Each of these wonder teens has a unique attack that can be
called on in times of danger, but other than that, there's
little difference between them. - MCT
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