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...continued
At
the heart of every good RPG is a solid combat
system, and FF8 is no exception. Although it does
bear some similarities to its predecessor, there
are sufficient alterations to its inner workings to
warrant an in-depth explanation. Battles are
generally a three-on-three affair, and take place
in a twisted version of real-time, where each
character possesses an energy bar, and can only
perform actions once said bar has been replenished.
While this is nothing new to fans of the series,
what changes the combat dynamic is the introduction
of a completely new element--the Guardian Force. In
essence, a Guardian Force is a low-level deity
that, once equipped, enables characters to perform
non-attack actions, such as using items, casting
magic and so on. A Guardian Force can also be
summoned as a visually spectacular spell of sorts,
which, despite requiring time to perform, can do an
extraordinary amount of damage to opponents. They
are also pets in a sense, in that they can gain
additional abilities, hit points and damage
capabilities, depending on your direction in their
growth. As if this wasn't helpful enough, Guardian
Forces can also be used to bolster a character's
abilities, or create specific attacks, such as fire
or electrical, for appropriately vulnerable
enemies. All in all, Guardian Forces completely
change the flavor of the well-known combat system,
although their lengthy summoning can prove rather
taxing over the course of endless random
encounters.
Another
element that the introduction of Guardian Forces
somewhat revolutionizes is that of spellcasting.
Materia has been completely done away with, and
characters do not possess any innate magic
abilities. Rather, they can use the Guardian Forces
to draw magic from their enemies during combat, or
from predetermined magical fonts. This restricts
the player to only being able to use whatever magic
is contained within their opponents, although such
magic can also be stocked within one's own magical
reserves for later use. This is sometimes
preferable, in fact, as Guardian Forces, once
properly developed, can combine stocked spells to
create more potent versions. This system is
simplistic at first, although as a Guardian Force
develops, the potential for strategic planning
increases, allowing the magical aspect to be as
involved as you wish it to be.
In
the spirit of overhauling familiar elements,
Squaresoft also felt the need to deepen the
complexity of limit breaks. For those unfamiliar
with this element, limit breaks are devastating
attacks characters can perform upon sustaining a
sufficient level of damage. Instead of gaining new
techniques through increased levels, characters now
gain new limit breaks after discovering objects on
the desiccated corpses of fallen opponents. For
instance, Rinoa's limit breaks are executed
by--strangely enough--her magically appearing pet
dog, and as such, she can acquire new limit break
techniques by discovering different editions of Pet
Lover magazines. Like the increased involvement of
magic, the limit break system is also as open to
the player as they wish it to be, as its operation
can be set to either automatic or manual. Once set
to manual, a list of commands can be learned, if
desired, to execute increasingly complex limit
break attacks. For example, Zell, the martial arts
expert, has a particularly nasty hand-to-hand
attack set as his automatic limit break. Switch it
to manual, however, and you can command him to
perform one of several different moves, all
executed by a combination of arrow and letter key
presses. This lends a particularly attractive spice
to the wearisome doldrums of repetitious combat, as
well as giving your characters an adrenalized burst
of opportunity in the face of overwhelming
odds.
Those
who took enjoyment in the plethora of arcade-style
games offered in FF7 might find themselves somewhat
disappointed by the changes brought about in the
series' newest incarnation. Instead of offering a
vast range of diversions at specific moments in
time, FF8 instead tenders two miniature games that
arc throughout the bulk of the title, allowing
players to involve themselves as mildly or as
deeply as they desire. One such source of amusement
is ChocoboWorld, an executable separate from FF8,
playable only once a Chocobo has been discovered
within the main title. Once this has been
accomplished, you send your Chocobo on a mini-quest
across the land doing battle with various monsters
whose spoils can be uploaded to your FF8
character.
The
second principal diversion is the card game Triple
Triad, which very closely parallels that of Magic:
The Gathering in terms of execution. Without
delving too deeply into its details, Triple Triad
cards have numerical values that determine
capturing and defense rules. Although these rules
vary depending on the geographical region, it is
generally understood that the winner of a match may
select a card from the opponent's arsenal to keep
for him or herself. As an interesting side note,
Guardian Forces may eventually acquire the ability
to convert weakened enemies into Triple Triad
cards, and may even convert cards into statistical
benefits. Most any character can be approached on
the street to play, with people from different
regions possessing different types of cards.
Playing such games can often break the monotony of
endless combat, although their visual quality
leaves much to be desired. In fact, this can be
said for several aspects of FF8, marring what is an
otherwise engrossing experience.
Although
Final Fantasy VIII possesses its undeniable list of
problems, it contains a very solid and engrossing
experience for those willing to persist past its
control difficulties and graphical aberrations. The
game remains extremely faithful to the popular
tenets of role-playing while introducing sufficient
elements that spice things up for those who have
become all too familiar with previous installments
of the series. With its similarities both in plot
and character to FF7, gamers might at first glance
be inclined to pass this title up, but in so doing,
would be sacrificing one of the better CRPGs we've
had in a while.
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