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Final Fantasy VIII PlayStation

Final Fantasy VIII PlayStation
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4.8 out of 5.0 stars 72 Ratings (49 Reviews)

Product Description: Final Fantasy VIII

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 gunbladetoting 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...
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 gunbladetoting 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 exsoldier turned journalist who appears to Squall in his dreams. Meanwhile, SeeD candidate Seifer Almasy admires Squall's abilities but sees him as an archrival.

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 realisticlooking band of heroes and villains.

Also new to Final Fantasy VIII is the Junction System for magical use. Guardian Forces (GF)s such as Ifrit and Shiva, gods and goddesses who allowed previous Final Fantasy characters to use their powers through Materia, are still available and must be obtained in order to utilize certain features of the Junction System. In order to earn possession of a GF, the force itself must be defeated or "drawn" from a boss monster. Other less predictable methods can be used as well. Once a character has obtained a GF, he or she can summon it during a battle, unleashing its power and then proceeding to draw magical abilities from enemies. GFs grow stronger with each battle and will eventually bestow special abilities to the character who junctions it.

Unlike other Final Fantasy games (and most roleplaying 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 FullLife 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 minigames, 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 nonplayer 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 Chocobos? In addition to utilizing their services in the game, fans of the burdenbearing birds who also happen to own a PocketStation (as of the game's release, only available in Japan) have the opportunity to play "Chocobo World." This simplelooking yet epic journey involves a Chocobo named Boco and Final Fantasy favorite Mog.

Unfortunately, most Americans won't be able to take part in Boco's adventure. We'll just have to settle for the four discs of gameplay comprising Final Fantasy VIII. ~ Christopher Michael Baker, All Game Guide

Product Specification: Final Fantasy VIII

Genre:Role-Playing
Style:Third-Person 3D RPG
Platform:PlayStation
Release Date:1999-09-07
Number of Same Screen Players:1

User Reviews: Final Fantasy VIII

  • Overall:

    Final Fantasy 8

    By Yahoo! Shopping User  Mar 20, 2002 | 6 out of 7 found this Final Fantasy VIII review helpful

    It is the second best final fantasy in the world. The story line is sweet with squall and Zell and the rest they rule the game with monster that u will never belive. War is a harsh thing and the battle does not end till u beat the game. The sound is ...great and it goes the best with the movies in it. The control makes it look real if u are a first time player. i have beat it u will feel great. The fun factor is a 10 out of 5. People how hate final fantasy needs to back off and leave the game alone.."If u can not stand the heat get out of the kitch." This is one of the rgp's for ps 1. The card game is sweet.!! by: " Zeb the greatest game player ever alive" Read more Less

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    Final Fantasy VIII PlayStation

    By Yahoo! Shopping User  Oct 18, 2006 | 3 out of 3 found this Final Fantasy VIII review helpful

    Pros: Stunning graphics, great soundtrack, imaginative environments, addictive and absorbing, 4 discs of play, plenty of replay value

    Cons: Hit and miss new ideas, initially quite daunting, over - complicated 'Junction' system, not a patch on FFVII

    When Squaresoft decided to release Final Fantasy VII (the first 32-bit instalment of their enduring RPG series) on a global scale, it is unlikely that even the most optimistic of developers could have predicted the success that would follow. 30,000,...000 sales, two-and-a-half years and a mass of expectancy later, the brave souls at Square released a follow up. Brave being the operative word; Final Fantasy VIII was not only very different to its immediate predecessor, it also strayed radically from many of the basic concepts maintained throughout the series’ 12 year history. Whilst a lot of the playing mechanics have been tweaked or altered, the basic premise of Final Fantasy VIII remains true to its earlier siblings – travel the world slaying a myriad of monsters, completing set tasks, exploring towns and dungeons and having a good old natter with anyone who’ll give you the time of day. As is now customary with all Final Fantasy games, things begin on a relatively small scale. The player is introduced to the 17 year-old, reclusive loner that is Squall Leonheart, whom it soon becomes apparent is the story’s central figure. He is a student at Balamb Garden, which is essentially a military college, and aspires to become a cadet in SeeD – a special combat unit. The college is very much the central hub in the early stages of the game, impressing with its variety and depth; a visit to the library is helpful for gaining general information, as is checking Squall’s ‘desk’ (a computer network). If on the other hand you fancy something a little more taxing, you can exorcise a few beasties in the battle arena, or challenge a random student to a game of ‘Triple Triad’ cards (more on that a little later). With extended play, the storyline begins to open out, stretching to the familiarly-epic proportions gamers have come to associate with the Final Fantasy titles; Squall meets a host of friendly faces to aid him on his journey, as well as inevitably running into some troublesome foes, most notably the Galbadian Army and the powerful, spell-binding Princess Edea. FFVIII throws a host of new ideas into the mixing pot, so credit to the developers for taking the series down a more original path. But to be brutally honest, it is primarily the new features that cause FFVIII the greatest hindrance. The most positive and notable inclusion comes in the form of a series of dream/flashback sections – Squall and his party will at set points, collapse into a form of deep sleep, and it’s at these intervals that the player gets to control a second lead character – the fabulously-named Laguna Loire; a mysterious soldier turned journalist, who gradually seems to be forming a closer and closer link to Squall as these ‘dream’ sequences continue. They are very well implemented and genuinely fascinating. Final Fantasy’s trademark mystical beasts return under the guise of ‘Guardian Forces’ (or GF’s) – these creatures can be equipped to one party member at a time, and gift a wide range of abilities and attributes, as well as their own battle moves; FF mainstays Shiva and Ifrit perform Ice and Fire-based attacks respectively, whilst the inclusion of status-chaging guardian’s adds some weight; Carbunkle casts a magic-reflecting barrier on your party, whilst Cerberus grants the ability to use three magic's in a single turn rather than just the one. On a more negative note, certain parts of the game just seem to have been overcomplicated for the sake of adding a bit more depth and playing time – money cannot be attained from defeating monsters like in previous games; instead you must take a series of SeeD written examinations to earn a set salary – didn’t anyone tell the developers that this was meant to be fun? Also, certain rare items and pieces of equipment must be attained before you can buy something as simple as a new weapon. Final Fantasy VIII uses a new ‘Junction’ system, which is clever in theory as it allows individual character Read more Less

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