THE GOOD:-Innovative Juntioning system to allow complete customization of characters strengths and weaknesses.
-Another beautiful score from Nobou Uematsu to create ambiance for the game's critical points.
-A fully customizable magic system allowing the player to give any character whatever magic they want.
-A cast of memorable characters who are easy to relate to, making the game seem more surreal.
-A brilliantly crafted world incorporating past Final Fantasy themes, and including new exclusive ones.
-A storyline that boasts character growth.
-Fun card game that will keep the player gaming for quite some time.
THE BAD:
-Repetitive Draw system, which makes stocking magic difficult.
-Characters seem to not be entirely fleshed out in back plot, and have been randomly thrown together.
-A few plot holes that leave the player wondering what really happened.
SUMMARY:
I must start off this review by stating that this Final Fantasy title, whilst may not arguably be the best in the series, was one that really stole my heart in my younger gaming days when I would stay up for hours on end playing.
The graphics of this game, for it's time, are simply amazing and were a dramatic step from the blocky characters that the public were presented with in Final Fantasy VII. To compliment the more fleshed out characters, simple things such as picking up a glass of wine from a tray, or two characters hugging can be more accurately portrayed. The addition of resounding footsteps with each foot fall, adds a depth to the characters that could never have previously been imagined. With the full 3D rendered environments, the game comes to life in vivid colour that will leave players with nostalgic memories when they look upon an image of a location they may have visited within the duration of the game, in the future. The full 3D cinematic sequences compliment those climatic parts of the game that just can't accurately capture the emotional moments in normal graphics. Events like Rinoa falling from Balamb Garden, and XATM-092 chasing the party through the deserted streets of Dollet are even more heart stopping as they are brought to life in full motion video.
What would a Final Fantasy title be without the expertise of Nobou Uematsu and his magical genius in creating the right mood for each scene of the game. Moments of urgency are accurately captured in such tracks as A Plank Between One and Perdition, and Dead End. Where romance is given a whole new level with tracks such as Roses and Wine and My Mind. I can't write a review on Final Fantasy VIII without making mention of my all time favorite Final Fantasy track, The Extreme, which creates such an atmosphere for the final battle, that your blood will be racing and sweat will literally pour from your pores.
Battle wise, the system utilized is different to what has previously been seen within a Final Fantasy title (which is typical of Square-Enix -- Squaresoft, at the time). Whilst they remain in an active time battle environment, magic is pivotal to the survival of the characters participating in battle. Not only for it's offensive, defensive or curative uses within battle but also for the junctioning function outside of battle which boosts a characters stats and elemental strengths and weaknesses accordingly. By junctioning Fire to a character's weapon, for example, they will effectively be able to attack with a fire based element to their assault. Junctioning is conducted through the use of Guardian Forces, unique and powerful beings that can also be summoned into battle to assist a party up dire straits. Magic can be junctioned to statuses such as Strength, HP, MP and others of the like, to effectively raise the prowess of the character and make them more battle savvy.
Limit Breaks make a return in the title, and once again are character specific. From the sword/gun slinging Renzokuken, to the Blue Magic of Quistis and the random magic slots of Selphie, each character has their battle strength in relation to their special move which will make selecting your ideal party quite difficult.
One of the strengths of Final Fantasy VIII would have to be its storyline. A military organisation established to assassinate a Sorceress in dire times is the starting point of the game for young Squall Leonheart who is soon to become a SeeD (Elite military unit of the establishment Garden). SeeD are like mercenaries, and are entirely neutral to the political activities of provinces and governments, however for the right fee can be hired out to whoever requests them for military and tactical assistance. Rinoa Heartilly, the lead female of the tale leads a small resistance group in the town of Timber, who are valiantly trying to fight off the grasp that the mighty military nation of Galbadia has over them. A chance meeting at an inauguration ceremony sets the plot heading in the right direction where Squall and company will find themselves facing a dead end at every turn with no chance of survival without a fight.
Now I must say, Squall would have to be one of the first Final Fantasy males to truly develop throughout the course of a game of the franchise. It may be true that the other lead males do change somewhat, but for Squall to go from a reclusive, like talking to a brick wall kind of guy, to having an outward leadership style really makes the game worth the while just to watch how he grows and changes through the course of the storyline.
If you have not yet played Final Fantasy VIII then I would really recommend that you do, for it is a tale that will remain ingrained into your soul for the rest of your life.