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Final
Fantasy VIII
Developer:
Square
Publisher:
SquareSoft (1999, PS2)
Gamers
are very familiar with Final Fantasy VIII's many quirks and
failings. The game world is strangely inconsistent, trying to shovel
modern elements into a world that otherwise feels too medieval.
Everything from its story to its battle system is slow, bloated, and
unnecessarily confusing. And yes, Squall is an unlikable jerk, and
his romance with Rinoa is not quite believable, considering it's
meant to be the crux of the game.
There's
a lot that Final Fantasy VIII does wrong, but there's even
more that it does right. There are so many JRPG conventions that
Square deliciously twists that it's almost like relearning how to
approach the genre. At the core of this is the Junction system, which
allows you to use magic spells to increase your stats or modify your
elemental abilities.
This completely shatters the concept of RPG
equipment, which has only occasionally veered beyond the "go to
new town, buy new stuff, sell old stuff" pattern. Since there is
no armor in Final Fantasy VIII, the spells you draw from
enemies let you make your own. Similarly, weapons are primarily
upgraded in the same manner -- there's some new equipment that can be
assembled if you run some enemy hunting quests, but they're presented
as subquests rather than necessary requirements.
Magic
use has also been completely reimagined. Since the original Final
Fantasy, we've been taught to conserve magic as a precious
resource, dwindling to the point where our MP would reach zero and
we'd need to retreat to an inn to recharge.
Yet magic is everywhere
in Final Fantasy VIII -- all you need to do it is draw from
any enemy creature. Of course, the dynamics of this system completely
depend on the enemies on the area -- if they possess Fire magic, you
can go crazy setting enemies ablaze, but if none of them have healing
magic, you'd better conserve your Cure spells.
Similarly,
RPGs have always been trying to seek a balance between magic and
power. Fighters have always been more powerful than magicians, a
point made explicitly clear in Final Fantasy VII, where magic
Materia would weaken your strength and HP stats.
Using magic in Final
Fantasy VIII will weaken whatever statistics that spell is
Junctioned too, again forcing you to be aware of how to formulate
your strategy. It's the same concept as before, just done in a
completely different manner. This is one area that Final Fantasy has
always specialized in -- keeping mechanics familiar yet overturning
them in new and crazy ways, just to keep you on your toes.
It
can be a bit overwhelming, which is why a lot of gamers initially
ignored the system in favor of spamming the summon beasts, each of
which were accompanied by overly long, drawn out cinemas. As such,
there's a strange divide – if you fully understand the ins and outs
of the system, you can totally break the game; but if you don't, it
becomes obnoxiously difficult.
Still, those who like to micromanage
stats and completely beef up the characters -- potentially the same
kind that would find Final Fantasy V to be paradise -- can
feel right at home with Junctioning. So ignore the sloppy romance and
the trashy love ballad that goes along with it -- this is what Final
Fantasy VIII should be known for.
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What about Star Ocean? Tales of Phantasia? The hentai RPGs? the horror RPGs? The intro talks big about "studying" the japanese rpg primers but the content seem more like one person's list of favorite rpg instead of a comprehensive overview.
There's a reason it's called an "opinion" piece... it's this guy's "opinion" of the top 20 JRPGs. And he did define the requirements to be included in the list early on.
To the Author,
Thank for this illumination. Sadly, I don't play as many RPGs as I would like, and Gamasutra continues to inform me about games that I never knew existed. This is no different. I agree and disagree about a few choices, but all-in-all it's a good read. Thanks!
Also, this list needs some Disgaea on it, or just any sort of recognition towards Nippon Ichi Software.
i would agree that the most obvious series not covered (as he did specifically define JRPG for the article) is something from the Tales series.
It really highlights the benefit of the genre, which is an almost absurd level of depth when it comes to atmosphere and a sense of a larger world.
The main frustration of this article is that the games I was not already familiar with are by in large titles that I can't purchase legitimately without throwing down a large amount of cash.
That said, I love ToP. I play both versions of Sakuraba's Solo on the piano :D
I haven't played a JRPG for quite some time (Dragon Quest VIII was my last), the reason being that I find the genre may have already past its best, recent titles just don't seem to have the edge that made many of the games on your list so memorable - though I suppose it could just be a bout of nostalgia kicking in.
Still, one thing's for sure: The article's made me fall in love with Skies of Arcadia again...oh and I had my weekend all planned out. Curse you and your eloquent words!
By the way, isn't Pokémon a JRPG? And I would have mentioned Lufia instead of Final Fantasy VIII. The game starts in the final tower, with your characters at level 70. Back in 1993, that was revolutionary.
Could have dropped FF all but Final Fantasy VI and replaced them with the above.
Final Fantasy V is far from essential.
Really the only one listed here that I don't agree with is Shadow Hearts: Covenant. Didn't care for the ring system much. It makes every action a gamble when things like using items and doing basic attacks shouldn't be.
I'm a huge SMT fan for many reasons and Nocturne had many small but key elements that made it by far my favourite game. One of which having a demon that can cast estoma and riberama for exploration and levelling up. Took a lot of the frustration from random encounters right out but kept a huge level of tension due to the brilliant difficulty level because you always had to be on the ball, and if you were even flicking on 'Auto' was a great feature.
The plot(s) also grabbed me more because not only was it complex, it was dark and sometimes optional. For me a guide is essential for this game because its absolutely huge.
Devil Summoner was also great as it had a fantastic and distinct atmosphere that almost felt tangible at times.
Anyway a fantastic list, some of which I havn't played. You can use this list as a must play quality RPG list.
AND Vagrant Story!?!? OMG and Secret of Mana and oh i'm sure everyone above me said something too that you didn't have. You really shouldn't have combined 4, 6 and 7 into one. And 5, 8, and 12 are HARDLY worth playing. Sorry Kurt, but your list fails.
The author seems heavily biased in favor of Square Enix games. I saw multiple Final Fantasies and such.
Still more into Computer RPGs myself, though.
PS you left one thing out -- its a bigger mystery than not releasing FF V, another Chrono, etc etc combined that Earthbound II(Mother 3 if you prefer) was indefinitely delayed, then pissed away on a Japanese Cell Phone.
Shame on you, NIntendo!!
Other than that I don't have much of a problem with the list at all. I would have grouped all the final fantasies together to make room for some others (yes I know a lot of FF games are very diffrent from each other, so sue me it's still the same name they should be together) but it's a minor gripe.