69 reviews liked by GxBemis


"Give me the best story told in flashbacks of a good-hearted man who inspires a musician, falls in love, goes off to fight in war, is involved in the downfall of a political leader, and is finally reunited with his son after his lover's death."

Forrest Gump

"I mean, the best story told in flashbacks of a good-hearted man who inspires a musician, falls in love, goes off to fight in war, is involved in the downfall of a political leader, and is finally reunited with his son after his lover's death."

Final Fantasy VIII

"Perfection."
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If you'll excuse the corny meme transcribed awkwardly into text, I just wanna say that Laguna is not only the true main character of FFVIII, he is the best main character in the FF series. Endearingly goofy and relatable, he also has some of the best character development squeezed within relatively little screentime (and secondhand accounts from people who've interacted with him).

And if you'll excuse me jumping excitedly from point to point, I have to draw a parallel with another movie (or book, if you prefer): Battle Royale. The entire premise of the story - addressing deliquency among the youth by sending one randomly-selected class a year over to murder island - is such monumentally stupid policy, but it's still an awesome movie because of the way it really explores the character and motivations of everyone in that class through the lens of extreme circumstances. See also exhibit B - Gantz - for a manga whose strength lies in viewing how each character copes with being called into extreme danger, and whose quality arguably plummets once a logical 'plot' starts to reveal itself.

I tend to view FFVIII's much-maligned reveal (you know the one) in much the same way as the above two examples. Ok yeah, it's contrived! But it throws the actions and personalities of every party member into sudden context. These are all orphan child soldiers (which we already knew) carrying various mental and emotional scars which they can't begin to work through because they have no memory of what scarred them in the first place. Quistis' inappropriate behavior towards Squall - and Squall's reluctance to reach out and form any kind of connection - makes more sense. As the only one who still has a memory of their orphanage days, Irvine's reluctance to shoot at Edea makes more sense. And my favorite of the bunch is actually Zell - the kid who deep down is kind of a big dorky nerd but acts loud because he also desires to be cool. He's always the first to protest when the party decides to go against orders, but Seifer knows how to play him like a fiddle ("fine, stay here. I don't want any boy scouts.") It also manifests in him being the de-facto Mr. Exposition when he's in your party, giving you plenty of information about where you're going, resulting in an (optional) subtle bit of character development from Squall who goes from "Thank you Mr Know-It-All Zell" to "I should give this guy more credit".

And that's what I like about the game - big romance aside, the character work isn't grand and sweeping and theatrical - it's just a lot of little moments that subtly shade each person's character. There's isn't a whole lot of point to much of it, but that's what the vast majority of dialogue is like anyway - a lot like what hanging out with friends is like. I do have to say that FFVIII is helped immensely by possibly being the first FF with a truly excellent localized script. It still has its blemishes, but it nails a lot of the nuances that make the subtle character work possible. This is the first time I'm playing the game as a dad, and young Ellone's no-filter "Uncle Laguna says yoo dress weird but you're a nice person!!" is 1000% something a little girl would say.

The intimate character stuff is good, but let's not ignore that the large-scale stuff is phenomenal. This is actually the first FF game I played so I could be speaking with my nostalgia shades on, but this game is probably the one with the best-directed cutscenes, perhaps ever. Practically every setpiece left me with my jaw hanging when I first played it in '99, but even now, between the beach landing at Dollet, the clash of the Gardens, the first glimpse of the city of Esthar, and the scenes on Lunar Base, I'd be hard-pressed to single one out as a favorite - perhaps the creepy Sorceress Parade, with its absolute banger of a soundtrack complete with dancers doing the moves from Michael Jackson's Thriller.

Mechanically the game is controversial, but there's a lot of fun to be had once you get to know its ins and outs - there are so many ways you can tweak your playstyle that will lead to a very different experience of the game. I just finished a self-imposed 'bigamy challenge' where each character stays with the same two randomly-chosen GFs, and it forced me to get really creative with how I approached combat - especially since only two characters had any way of boosting their strength.

Finally, I love FFVIII's world and its lore. It doesn't spell everything out, but you do have access to a ton of optional information that adds context to what you're doing. And - fitting for a game that is all about fate - almost everything is connected to everything else, just waiting for you to talk to the right person and make the right connection. The fact that the movie starring Laguna as the sorceress' knight is the inspiration for Seifer's romantic dream - and ostensibly the reason he uses a gunblade - is something I only caught this time, and the game is all the richer for it.

I know that this review overlooks a lot of flaws - but I know they exist. Perhaps the best way to summarize the issues with the game is that it's kind of a mess. The writing, the pacing, the mechanics, the way the lore is presented - it's all kinda messy. But it's a mess with heart, it's a mess with substance, it's a mess that - like its characters - reveals more and more layers as you peel away the surface, and its a mess that does so many things so exceptionally well that I can't help but love it.

FFVIII is one of the very few games that I've done a complete 360-turn on. The flashy graphics and fantastic cutscenes made a huge impression on me at first. Then for a while I found the game to be rather cringe, the mechanics needlessly complex, and the game generally unrefined compared to its cousins. After four completed playthroughs, the 360-degree turn is complete: it sits second on my list of favorite FF games, a position that is entirely subjective but also entirely earned.

This review contains spoilers

Final Fantasy Marathon Review #4

The spirit of early Final Fantasy always felt like it channelled the appeal of stageplays. This idea might seem unintuitive at first, but it fits the more you think about it: The tiny sprites with their exaggerated animations recreate the experience of watching distant actors from the back of a theatre, only able to make out the broad strokes of their gestures, the melodrama and straightforward personalities recreate the archetypes and emotional simplicity of theatrical personae, even minute gameplay mechanics like walking through walls into the blackness of the background (an extremely common way of hiding secrets in early FF) feels like a metaphorical curtain-pull of an actor walking off stage.

Most of all though, it was Final Fantasy IV which channelled this most confidently, an unsurprising fact when we remember that it was the directorial debut of Takashi Tokita - a man who set off for Tokyo at age 18 with the desire to become an actor, only to find himself working at Square as a graphic designer. In IV most of all we see the use of character positioning and proxemics as an expression of personality, the most creative use of animation yet, and an act-like approach to character appearances, where party members would be swapped out regularly, disappearing for hours, waiting for their next appearance on stage.

As a throwback title, Final Fantasy IX borrows elements of IV: There’s a village of summoners, a monarch turned tyrant by villainous corruption, an 11th hour trip to a different planet where it’s revealed that the protagonist and antagonist are really brothers, fixed jobs with fixed abilities, a return to four party members rather than three. Most importantly, though, it picks up on and plays with this thread of the stageplay. Zorn and Thorn play the arlecchinos in reference to Palom and Porom, slapstick is much more pronounced. The game begins and ends on a play by Lord Avon - a name that references Shakespeare’s title as “The Bard of Avon” - and characters are influenced by his work, most of all Eiko, who grows up in an isolated village and naively tries to emulate his ideal dramatic romance. Certain scenes like the one where Beatrix and Steiner are tricked into a moonlit confession are tropes directly taken from Shakespearean romantic comedy, and the character-switching is similarly act-like in the way IVs was, with certain characters absent for significant chunks of time. Even the (gorgeous, intricate) environments have a certain Tudor stage prop feel (at least in inhabited areas) and the instruments of the OST feel chosen for the theatre’s orchestral pit.

More than any superficial similarities though, IX understands that shifting character dynamics are the heart of any good play, and it feels like the focus of the first half: The bickering of Steiner and Zidane, the slow deconstruction of the former’s conception of knighthood, Zidane’s flirtatious nature that gets gradually replaced with a more committed love and Garnet’s piecemeal embrace of the mannerisms of everyday people. In none of the previous Final Fantasy games did it feel like characters bounced off of and mutually shaped one-another to the same degree that they do here, something I particularly appreciate coming from VIII’s frigidity, and the dialogue can be genuinely witty at times, a quality I feel only VI came close to capturing previously. ATEs are a great idea; they complement the focus on characters by making exploration of a new town something that the party performs simultaneously, and the cutting back-and-forth feeds back into the theatrical feel. The cutesy aesthetic didn’t stop them from embracing existential themes either, Vivi’s struggle with the artificiality of his life and inevitability of his death being an obvious highlight.

It’s a shame that the back half seems to mostly forget about this. Like VIII, so many plot threads don’t receive meaningful resolution, which is especially disappointing when it comes to characters (Freya and Sir Fratley going nowhere gets my pick for the most disappointing), certain late-game character moments feel rushed, like when Zidane goes mad with grief over the revelation that his whole life is a lie, only to walk two rooms down and miraculously get over it and revert to being normal again. There’s a moment in Disc 4 where Zidane yells “I don’t care about this Terra and Gaia stuff!”, and yeah… same buddy. I think it’s especially jarring for this game to stick-shift into typical JRPG abstract concept territory considering the quiet, interpersonal notes that cement the appeal of the story, and I was rolling my eyes extra hard when my party started yelling about their will to live and power of friendship to some nameless god who was introduced in the last 30 minutes of the game.

While the story mostly feels like a wonderful synthesis of the SNES and PS1 eras of Final Fantasy, the turn-based combat fares a lot worse. Let me say something bold; out of the 9 games I’ve played as part of this marathon, this one has the worst combat (except maybe II). Like VIII, animations are sluggish and there are awkward pauses between turns, like the game chugging to figure out who goes next. Unlike VIII, however, the ATB bar doesn’t pause when characters are doing their attacks, which means that turns pile up and create incredibly long gaps between inputting a command and it going off, resulting in horrendous game feel. This is especially obvious in the lategame, where high-level abilities and summons with immense animation times cascade over each other, sometimes taking over a minute for the game to get through a single round of attacks. Never have I seen a stronger argument against the ATB system, and retrospectively it’s obvious why VII and VIII went for three party members instead of four. The extreme slowness of this system is revealed by how strong regen becomes, it’s strong because it keeps going through all the animations, and with how slow they are, you can recover over a thousand HP in a single turn, making auto-regen an insta-pick for lategame.

The problems don’t stop there. Trance is criticised by everyone who plays this game for reasons so obvious I feel I don’t need to repeat them. The game is incredibly easy, even for PS1 standards (In the PS1 trilogy, I game overed twice in VII, once in VIII, and never in IX) with boss design rarely venturing beyond the basics of a single-target foe targeting one element and maybe inflicting a status effect every now and then. I wish the game took as much in terms of gameplay from IV as it did from the story; as I’ve progressed through these games I gain more and more appreciation for how fast IV was to give you high-level spells and abilities, but IX is the polar opposite: “-aga” spells are reserved for only the final portion of the game, the accumulation of abilities is a slow burn due to how it all has to be funnelled through the equipment system - a lot of which are just “resist x status effect” or “do more damage to x enemy type” or “gain more xp or gold” and so on. Only a handful actually change the way you strategise within an encounter. The only part I like is how it forces you into certain character combinations. For example, an early combo of Vivi, Zidane, Freya and Quina results in a strain on healing, where Freya’s regen needs to be relied on until Quina can learn some healing, whereas a later combination featuring both Dagger and Eiko leaves you flush with healing options but strained on non-MP intensive damage options. That being said, having set jobs and character combinations should allow for more tightly designed battles, but I feel that things have only marginally gone in that direction. The SNES titles felt more tight simply because they were more willing to put the player into scenarios that they could conceivably be underleveled for. Large margins for error resulting from a lack of difficulty will always result in a game that feels loose to some extent, and the product is one of the least engaging turn-based systems I’ve played in this series.

It’s clear to me that this will be one of those games that evokes fond memories, but isn’t as fun to actually go back to and play. I still think overall this is one of the better games I’ve played in this series thanks to its appealing character interactions and theming and backgrounds, but not my favourite.

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Previous FF Marathon Reviews:
VIII
VII
V

This review contains spoilers

Final Fantasy Marathon Review #3

I respect the subversiveness of this game a lot and it’s laudable that Square went for something so experimental right off the heels of FFVII, but I would be lying if I thought the result was very successful - for every interesting thing it does there’s ample flaws to compensate - or at least, things I don’t think work well. The way this game is composed readily opens itself up to saying that any given flaw is part of the overall point, especially in the narrative, and I do think that aspect of it is interesting, but for me at least I wasn’t drawn to a lot of these interpretations so the result was fairly mixed.

The junction system is tragically close to being amazing. It’s understandable that so many misunderstand it considering it’s one of the most poorly tutorialized mechanics I’ve seen in recent memory, the UI is a nightmare, GFs default to learning useless skills and it’s incredibly unintuitive to hoard magic instead of using it, but the fundamental idea behind it is great. Instead of a traditional levelling and MP system, you have a sort of magical economy - triple triad cards get turned into items, those items get turned into magic, low-level magic gets converted into high-level magic, it’s this glue that binds the disparate mechanics together and it makes decision-making (at least in theory) more interesting when you are essentially sacrificing your stats to cast strong magic. I like the implications it has for character switching too; instead of individual builds, you essentially have three different loadouts that you pass around the cast, which feels quite flexible when it’s working.

It’s a shame the whole thing is largely undermined by the ability to draw an infinite amount of magic out of a single enemy, and it’s this more than anything which ruins the system for me. You can’t have a resource economy and then give the player an easy, low-risk way to max out the resource as long as they’re willing to stand around for a bit. This could be defended by saying that drawing a max stack out of an enemy is this system’s equivalent to grinding and shouldn’t be considered intended play, but I don’t find that defence very convincing. In a traditional system, it’s quite clear when you’re grinding, walking back and forth and trying to get into encounters instead of progressing. Whereas here, there’s nothing to signpost or demarcate any stopping point to drawing - because it’s confined to a single encounter, you just keep doing it until you get bored or max out the magic. For me it was often the latter, and the game was very unengagingly easy as a result, but I think I would still say that overall, the combat in this is much more interesting than VII’s.

Weirdly though, it’s more so the minutiae which brings down the gameplay for me. I immediately noticed something off about the game feel and that never really went away: Loading screens are even longer than VII, attack and spell animations feel much slower with less weight, I found myself getting annoyed with the pre-rendered backgrounds a lot more here than VII, often it was confusing where I had to go to progress, where screen transition zones were and what was traversable (shoutout to the random crane you have to walk on at the start of Disc 4) and interacting with the background was a lot more fiddly and unresponsive (shoutout to the random floor tile you have to interact with to find the sniper in Deling City). Environments and scenario design are also quite poor: You go from a repetitive, copy-paste, maze-like sewer level in Deling City into a prison escape with copy-paste floors that all look the same, into searching for Cid by tediously going through every room in Balamb Garden, into an annoying sequence where you search repetitive, copy-paste rooms and corridors in Galbadia Garden to find keycards, into Esthar City - which has a cool design but is excruciating to traverse with its long, empty, and narrow footpaths. You can’t tell me I’m misremembering VII and that it had the same issues either! I played it for the first time last week and this really made me appreciate how hand-crafted all of VII’s environments feel in comparison.

As for the story and characters… I feel this game really suffers from how slow it is to get going, it’s not until well into Disc 2 that the main cast starts to have a real rapport, which isn’t a problem in terms of internal narrative, considering they’ve literally forgotten their history with one-another, but on a meta-experiential level it does result in a first disc where it feels like there’s no chemistry between the characters or much characterisation or backstory for any of them besides Rinoa, which especially stings coming straight from VII, where the cast have instant cohesion and all generally feel like they have an authentic place in the world distinct from their function as party members (with the deliberate exception of Cloud). I think a lot of this is just a result of having 5 out of the 6 party members be SeeDs who have spent their whole lives inside the Garden with little connection to the outside world - there are no moments like Nanaki’s arc in Cosmo Canyon in VII, for example.

The worldbuilding feels very thin too. Very basic questions about the world like what the Galbadian’s whole deal is and why they worship the sorceress or… what the hell even is a sorceress and where do their powers come from and how does Edea transfer her powers to Rinoa “without realising it”?… what is “Guardian Force” and why does it make you forget things and what is the relationship between GFs and the civilizations of the world? What is so special about SeeDs for them to be considered such a powerful force when it seems like anyone can use GFs? Don’t even get me started on “time compression”... only some of these questions get answered and even they arrive only dozens of hours after they get raised. I recognise that, to some degree, this is the point. Squall and the player are supposed to feel like they’re being jostled about by forces bigger than them, but it’s really unsatisfying when you’re just sitting through text laden with jargon that you don’t have a meaningful grasp on. Again, I like the disregard for narrative conventions in principle, but it feels like there’s so many narrative dead-ends here that my good-will for this exercise runs thin pretty quickly. Laguna is probably the worst of these, the game creates this intrigue in the relationship between him and the party and so much time is devoted to these flashback sequences and it amounts to… he’s just the president of Esthar? He’s not important to the plot at all? You’re telling me passionate doo-gooder himbo Laguna didn’t search for his daughter-figure Ellone for like, over a decade because he was “busy”? That’s actually what he says, he was “busy”. Seifer also goes nowhere, we learn basically nothing about his deeper emotional state or his motivations for doing what he does and he undergoes no development and barely appears past Disc 1 (despite being on the cover of the game!). Cid and NORG’s whole plot point is glossed over and then discarded, Zell gets the setup for an arc but no followthrough, you get the point.

On the bright side, the emotional core of Squall and Rinoa’s romance is actually quite good and feels like a successful execution of that disregard for convention. Instead of Cloud and Aerith’s instant storybook chemistry, Squall and Rinoa don’t care for each other at first and their personalities clash heavily. It’s only after considerable time has passed and Rinoa is gone that Squall realises he actually loves her, and I love how this complements the overarching themes about yearning for the past which is already gone. It’s a much more realistic portrayal of romantic feelings; taking someone for granted and thinking you don’t care about them until they’re gone and you realise they were actually incredibly important to you and wanting them back.

Gotta give it props for having the best battle theme and the best boss theme too. Even if I prefer VII’s soundtrack overall, this one is pretty damn good.

I should also mention triple triad since it’s such a large part of the game. It’s decent, I like the flavour of it more than the act of playing it. I think it gets pretty uninteresting once you have a roster of top-tier cards and you can kinda invalidate anyone with weaker cards, and the rules are there to make things more interesting with this in mind. It’s cool how different regions have different rules (bizarrely one of the most grounded details of the worldbuilding) though some of the lategame rules are kinda bullshit. Once you start combining closed with same/plus and random, it feels like you can just lose based on bad luck a lot more, maybe I just suck though!

There’s some really diehard fans of this one so I hope I can come back sometime and appreciate it more. Knowing in advance that IX will play it relatively safe might make me appreciate the weirdness here a lot more in retrospect, but for now, I like it, just not a lot. But onto IX we go!

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Previous FF Reviews
FFV
FFVII

The experience of playing Suzerain is that of discovering Wikipedia for the first time, in a very literal sense: Within the first minute of gameplay, I clicked on the first bit of blue text that I encountered to discover that behind the text, there was an entire encyclopedia of knowledge to consume. In an approximately hour-long frenzy of jumping from link to link, desperately wishing that I could open browser tabs as if it was really Wikipedia, it became clear that understanding this web of links was somewhat of a logic puzzle in its own right.

In a sense, it was almost like a social studies test for a reality I’d never before encountered. What was this world, and how did the pieces and players fit together on a geopolitical level? Little by little you can piece this together from the more obvious information provided — you can stumble upon Karlos Marcia’s wiki entry fairly quickly, and from there you can figure out who is the USSR allegory, who is the China allegory, and so on and so forth, building in your head the political relationship map upon which this world is constructed — a task that can be monumental at times, given that you are essentially handed 100 years of international history and tasked to figure out how it all fits together — but a task that is deeply rewarding and satisfying. It was all worth it when, upon meeting the character of Bernard Circas, I immediately was able to place him within the context of Sordland as someone who seems to me to be analogous to a Bernie Sanders figure but half a century earlier (okay, at least a little of this is due to his name) and became an insufferable Bernie Bro in this fictional universe. This is not to say that Suzerain relies upon 1:1 real world analogues — usually there are important reshufflings of overlapping interests in a way that gives the geopolitics of this world the feel of a collage, where each nation has been cut up into slivers and pasted back together in a new and interesting, yet all too familiar, arrangement. For any comparison that I make, I’m sure there’s someone willing to contest it on the grounds that I am emphasizing some similarities too much and some differences too little, or vice versa, and I can’t for certain say that they’re wrong. Unless it’s Karlos Marcia. That one’s just straightforwardly obvious.

It is a key accomplishment of this game that somehow, despite the immense breadth of the political directions in which you can go, it never quite feels as if the game is sacrificing anything to make it happen. In a game that is all about politics, the depth of the politics are what counts the most, and I could not be more pleased with this game than I am on that front. Even my beloved Disco Elysium does not feel as if it has as thorough of a grasp on the systems of ideology that interweave with one another on a national and international scale, despite its marked triumphs in being one of the approximately three games out there that have good writing. (At least one of the others is Pentiment, for the record, and I cannot quite decide on the third.)

And yet the combination of depth and breadth do not sacrifice flexibility in any way: It is easy to feel as if the game railroads you when you are on your first attempt at running Sordland. It is shocking, then, to rewind time and discover that the only thing that railroaded you in any direction were the consequences of your previous decisions. If you appeal to nationalists, the left will trust you less. If you undermine business interests, they will plot against you, even if you later choose to ally with them in other ways. The ripples you cause, as a person with immense power in this newly post-fascist country, will shake and consume you if you do not pay close attention to them — and yet, they are fully the fault of you, and no others.

That is not to say that you have sole agency within the scope of the game’s world. Quite the opposite — every single character and source of information must be approached with an awareness that they have their own goals and agendas, and with the knowledge that there is no such thing as an impartial truth in the world of Sordland’s politics: Truth is a powerful thing, and in the game of politics, power is everything. A monopoly on truth is a monopoly on power, and thus each faction seeks to establish such a monopoly through apparatuses of the press, the party, and the people. (Damn, didn’t think I could pull that alliteration off, but I came through somehow!) It is your job to analyze the plurality of truths and data put out by everyone from the media to NATO — sorry, I mean ATO, the very subtle analogue — to your own governmental reports, and determine who can be trusted about what. This is a point which I feel is likely to trip up players of this game, as it is reasonable to assume that the reports you receive from your own government are just a mechanical trapping to communicate to the player the impacts of their decisions, and of course they play this role as well — but even within this mechanical scope, there is room for bias and subjectivity to be introduced, and as such further muddle the waters of your political decisions and their outcomes.

It is reminiscent of Pentiment in a very significant sense here: There is no external arbiter of truth. Where a lesser game would tell you definitively that your policy was good or bad on a range of various metrics, Suzerain does not let you have an easy out on this front. Did you make a mistake, or is that just what the cryptofash of the NFP want you to believe? Are you about to be invaded and do you need to reinforce your armies, or is that the paranoid blustering of a general used to the former fascist leader’s policy of ruling with an iron fist? Are you failing the people on social reform, or is that just the ever-critical eye of the radical, er, Radicals (I refer to the news outlet here) assuming bad faith on the part of your government where it does not exist? All of these answers are sincerely difficult ones to answer at times as no faction is flat and single-dimensional but instead contain a multitude of material interests that intersect and conflict in sometimes truly spectacular fashion.

There is a certain thing that the game does that must be emphasized — it is a vital point that cannot be overlooked that the game, as with the various parties and outlets and people within it, holds its own set of political biases and beliefs. It is deeply easy to forget this given how flexible the game systems are politically and how naturally the systems within this world fit together. It is also, paradoxically, harder to notice this broader scope of bias because of how explicitly the game narratively and mechanically draws your notice to this bias in the more cramped scope of the in-game entities. We know that the biases of "Geopolitico", the neoliberal internationalist pro-capital news outlet, exist — but that news outlet’s text (and set of biases!) comes from a team of writers that are themselves just as subject to bias as any else. At times, I think you can start to feel the impacts of this on what is viewed within the realm of possibility.

However, I mostly emphasize this so as to swing right back around and say that I think the writers do an excellent job of legitimately allowing a plurality of politics to arise naturally as the player engages with the game, in a way that feels as if immense effort went into trying to avoid undue ideological encroachment upon the world of Suzerain. Look, much of what you are tasked with doing is to figure out the goals of each faction and organization within the politics of the game, and evaluate with that knowledge whether you can trust what they have to say on an issue. Apply that same process to the writers of this game, and I think it is clear that this game is a fantastic good-faith effort to faithfully reproduce the infinite complexities of our real life geopolitical situation in a fictionalized frame that gives us the unique opportunity to recontextualize our own politics within a world free of the easy mental shorthands which have been ingrained into our minds. This game makes you grapple with your own politics conceptually and practically, and it seems equally likely that on any front you might come out convinced of your wrongness or convicted of your rightness.

Who knows — perhaps the fascists and/or social conservatives out there that played Suzerain might disagree with me on all that. Regardless, the fact that this game exists in concept, let alone was executed to such near perfection, is an absolute anomaly in the field of media that is gaming. The prose and dialogue are often understated as compared to other text-heavy games, yet feel consistently high-quality in their restraint. It gives me a significant amount of hope for the medium: Between this, Pentiment, and Disco Elysium, it seems more and more that we are getting text-heavy games just on the fringe of the mainstream indie scene that are competently written, with an eye for politics, systems, and narratives alike. If any of these things are interesting to you, it is hard to think that playing Suzerain is something you could possibly regret, even if you do not ultimately love it like I do. For my part, I played this game obsessively, a full 10 hour run in one setting, and at 6:45 am, when I was finally released after 9 years of unjust prison and the author of my biography revealed her name, I could not hold back the tears.

- - -

As an endnote, let me caution you to stay far away from any online forums where people discuss this game. Due to its proximity to games like Europa Universalis etc, the fanbase of this game is largely made up of polcomp types, i.e. reactionaries who mostly understand politics as a choice between equally valid aesthetics, i.e. the most insufferable people on this planet.

Remember that moment in Breath of the Wild's tutorial where you have to chop down a tree and then use it as a bridge to cross a river? Remember thinking 'woah, that was neat!' and then not doing that again for the rest of your 80-hour playthrough? Remember when you unlocked Revali's Gale and then realized you would never have to actually work to gain height again? Remember how everyone, even Breath of the Wild's biggest fans, unanimously considered Eventide Island the best part of the entire game?

It wasn't until I played Rain World, a game so dedicated to its survivalist philosophy that it forces you to become intimately familiar with every facet of how its world works if you want to make even the slightest bit of progress, that I fully realized why all of this stuff bothered me so much. At first it was simple: what good was one of the most robust physics systems ever conceived without any challenges that tested your mastery over it? But Rain World, by counterexample, honed this down, helping me understand just how much Breath of the Wild takes every opportunity possible to provide you with means to avoid actually feeling like you're part of Hyrule. The first item you're handed prevents fall damage from ever being an issue. Beating any of the Divine Beasts "rewards" you with ways to avoid engaging in climbing and combat for the rest of your adventure. Harsh climates may pose a threat at first, but, quickly enough, you'll find clothes that (using a menu!!) completely neutralize them. There's a difference in philosophy here that doesn't necessarily come down to their respective levels of difficulty: Breath of the Wild gives you abilities, while Rain World gives you tools. Breath of the Wild makes you lord of your environment, while Rain World puts you at the mercy of it. I could grasp why so many were enchanted by the former, but, for me, Rain World was enchanting, and Breath of the Wild was boring. Why would I chop down a tree and waste my axe's durability when I could, with the press of a button, raise a magic platform out of the water and use that instead? Obviously, the game deserved credit for even allowing you to do any of these things, but I'd rather see a Hyrule where Link felt just as governed by the forces of nature as everybody else.

The last thing I wanted this game to be was more Breath of the Wild (in my eyes there was already far too much of it) and, at first glance, it is. Same Link, same Hyrule, same aesthetic, same general structure. Squint and it passes as an extensive set of DLC for the 2017 release, but, it's only a few hours into the Great Sky Islands when these potential fears get put to rest for good. For me, it happened as I walked out of the penultimate tutorial shrine, stepped onto a Zonai Wing, and used it to fly all the way back to the Temple of Time. Because here's the big open secret that nobody (except for me, apparently) wants to admit: traversal in Breath of the Wild sucks. Having to walk every five seconds to manage your stamina isn't fun, climbing isn't fun, and hopefully I don't have to tell you that fast travel isn't fun. Y'know what is fun, though? Shield surfing. Even though it's generally impractical, usually ending in a broken shield rather than any sort of speedy forward movement, I still found myself doing it nearly every time I was on top of a steep enough hill. Something about just letting it fly and relinquishing control over to the game's physics and hoping for the best never got old, and Tears of the Kingdom is like if they designed an entire game around shield surfing. Zonai Devices are essentially adaptations of traditional Zelda items into the open-air formula, as each has a specific intended use- a spring helps you gain height, a wheel moves objects, and a head targets enemies- but can be creatively applied to other, potentially unrelated scenarios. Whereas Breath of the Wild felt like a set of mechanics without any real structure to encourage you to get the most out of them (and that was a large part of its mass appeal, I get it) Tears comes with one built in. Whenever you're running or swimming or climbing a long distance without first constructing some kind of car or boat or hovercraft, you're losing. And while these vehicles could have just turned out to be another way to bypass Hyrule's rules, they're really the opposite, as Link never feels more at the mercy of his environment than when he's piloting one. Gliders have to be initially propelled in some fashion since they can't gain momentum from a sitting position, fans move your craft in circles instead of forward if placed at a slightly off angle, wheels get caught on awkward terrain, boats are in danger of sinking if their cargo isn't balanced correctly. Controlling a vehicle always means going toe-to-toe with the game's physics, and it's the simple fact that nothing seems to work perfectly that makes this game great. Ultrahand was a turn off at first because of how long it felt like it took to build anything, but, somehow, even this flaw turns into a strength. I often found myself getting impatient and slapping a vehicle together haphazardly, which tends to lead to the most entertaining results. The best parts of the open-air Zeldas are when a harebrained scheme somehow works (or fails in humorous fashion) and figuring out the nuances of how every device works by watching them move around in ways I didn't expect is some of the most pure fun I've had with a game in a long time. Likewise, it's no surprise that you can't purchase any specific device individually and instead have to work with what the gacha dispensaries provide you with, as it's really about making-do rather than having a clean solution for any particular problem. If Breath of the Wild was about giving you ways to manipulate your environment, Tears of the Kingdom is about giving you ways to be manipulated by your environment.

But, perhaps the bigger accomplishment here is that Tears somehow manages to justify reusing Breath of the Wild's map. Since the main theme this time around is efficient traversal, an entirely new Hyrule would have likely resulted in players neglecting vehicles to exhaustively explore each region first, whereas now you're already familiar with points of interest and the onus of enjoyment is shifted from the destination to the journey. And if you've forgotten where you should be going, the game makes sure to remind you, as the bubbulfrog and stable quests, which you'll want to activate ASAP, are located in Akkala and Hebra, two of the last areas I went to the first time I played Breath of the Wild, respectively. You're essentially nudged into doing a breadth-first search of the world instead of a depth-first one, and when your players are reaching the exterior of the map before the interior, you're free to fill that interior with... challenges! Despite my Breath of the Wild veteranship, my first dozen or so hours of Tears had me run up a tree to escape angry bokoblins, struggle against a stone talus in a cave because I was used to fighting them in open areas, and be genuinely perplexed on how to reach a floating shrine. Likewise, I actually felt like I had to prepare and come back to the siege on Lurelin Village, the Great Deku Tree quest, and that test-your-strength bell ringing minigame. It never gets especially difficult (not that I expected or even wanted it to) but there's clearly an effort to set up hurdles that players may not be able to jump on their first lap around the track. And while you could argue that these are simply iterative improvements, to me they're complimentary to the vehicle construction's philosophy of being restricted by the wild instead of empowered by it. Fuse does a good chunk of the heavy lifting here, and marks a shift away from pure sandbox and towards survival-sandbox, as all it really is is menu-free crafting. It's not only enjoyable on a base level, fostering experimentation for both useful and useless combinations to the same degree, but it also provides a sense of scarcity that wasn't really present in Breath of the Wild. Gems are no longer abstract materials that exist only to be sold or traded in exchange for armor, but real objects that have a real effect when fused. Drops from keese, chuchus, and moblins actually feel valuable. Elemental arrows aren't gifted via chests, but created on the fly depending on the situation. This time around, you scavenge with purpose. Out of bombs? Find a cave. Need stronger weapons? Kill stronger monsters. Want to upgrade your battery? Test your luck mining Zonaite in the depths. Revali's Gale exists in this game, though you don't perform it by waiting for a cooldown and then holding the jump button, instead by burning a pinecone using wood and flint that you had to harvest from somewhere in the world. Unfortunately, the presence of unlimited fast travel, universal menu use, and generous autosave means that this survivalist mindset isn't seen through to its fullest potential. It feels like a very Miyamotian design choice to subtract as little from a character's inherent moveset as possible in between games, so hopefully the next Zelda will star a new Link (on a new, more powerful console.) But one persistent ability stings more than the rest: the paraglider. Replacing it would've been easy- a shield fused with some kind of cloth could have been made to have the same effect, and I can only imagine how much more interesting this game would've gotten if descents actually took planning. But, even when you get to the point where nothing can realistically touch you, your other powers never stop feeling like tools and not abilities. There's a reason why this game's runes don't have cooldowns- all of them require external factors to actually be useful. Whereas Sheikah Slate bombs provided a consistent source of weaponless damage, stasis could be used on enemies directly, and cryonis, while requiring a body of water, always produced a static pillar indifferent to its source's movement, their Purah Pad equivalents call for more awareness. Ultrahand necessitates an understanding of how environmental building blocks could potentially fit together to achieve a specific goal, fuse relies on extrapolating an object's behavior and reasoning out as to how it would work when attached to a weapon or shield, and ascend extends your arsenal of means of creative traversal, asking you to survey the surroundings around a height that you want to reach without having to climb. Maybe I'm just lacking a certain creative ligament, but recall's main use for me was to retrieve devices that fell off of a cliff as I was trying to use them, which, to be fair, happens all the time, but it's still disappointing that there's not much to it outside of the puzzles designed around it. Even so, it doesn't break the throughline that happens to be my best guess as to why I enjoy messing around with the chemistry system in this game so much more than in Breath of the Wild: everything you're able to do here comes directly from the world itself.

And what a world it is! Caves were a no-brainer for a sequel, but their implementation here is fantastic. Add an underworld and all of a sudden your overworld doesn't feel bland anymore; constantly checking just around the corner for ways that natural features might open up or connect to others. Bubbulfrogs, at first, felt too carrot-on-a-stick-y to me, but the reward for collecting them is so insignificant that their main purpose instead becomes just to mark caves as fully explored on your map. Unless, of course, you go for all of them, which I personally have no desire to do. If you imagine a scale of collectables from shrines, which you're given enough tools to find all of without an egregious time commitment, to koroks, which you should be institutionalized if you even consider 100%ing, caves sit comfortably in the middle. Their quantity is limited to the point that they're all sufficiently detailed and memorable, but high enough that I feel like I could replay this game and still make significant new discoveries, which was very much not the case for my second run of Breath of the Wild. That sentiment also extends to the depths, which is the only location in either of these games where Link actually feels out of his element, and thus automatically the most enjoyable to explore. In the dark, surrounded by bizarre, hard-to-internalize geography, with tough enemies and an actually punishing status effect... or, what would be one if the game didn't chicken out and make gloom poisoning curable simply by going outside. Though, that's really only the tip of the iceberg in terms of the not-so-invisible hand of modern Nintendo's design philosophy inevitably making its presence known. Every beach has a sail, every hill a sled, every sky island enough materials to get to the next without hitch. When vehicles are this fun to use by themselves, I don't mind all that much, though it does occasionally feel like I'm just doing something the game wants me to do instead of playing by my own rules. It bothers me more in shrines, which, unfortunately, took a massive hit in between games. I've always held the opinion that they don't have to contain amazing puzzles, but should instead serve to prod players towards ways of interacting with open-air mechanics that they might not have thought of themselves. Unfortunately, here, they're neither, being solvable about five seconds after you walk in the door, and teaching you things that you'd already known, or, even worse, wish you'd discovered yourself. I felt pretty damn clever the first time I fused a spring to my shield and surfed on it to gain height, but that feeling was diminished when I was given a pre-fused spring/shield after beating a combat shrine. There's enough going on in the overworld at this point that I'd honestly have been fine if shrines were done away with altogether, except for maybe those mini-Eventide immersive sim ones, which were great all the way through. The lost koroks and crystal missions (because, let's be real, they're the same thing) turn out to be better puzzles than anything inside a shrine without even needing a loading screen or a change of scenery. Didn't think it was possible, but the story is somehow also a downgrade. Breath of the Wild's memories meant that Zelda herself could be characterized in a variety of ways depending on which order you found them in. It didn't do much for me personally, but at least it was going for something. Tears's just feel like watching a series of cutscenes out of order, and by the time you've seen two or three of them you know exactly where the story's going, and also that it's godawful. I'm not sure if it's the dreadful voice acting, or just holdovers from Skyward Sword's writing staff, but it's bizarre to see a series struggle this hard with sentimentality when it used to come so naturally to it. Chibi Link waving bye to his grandma while leaving Outset Island makes me feel more than all of the cutscenes in both of these games do combined. Not that it actually matters, of course, until it starts affecting the gameplay. Locking you into scripted sequences for every Divine Beast was already an egregious clash against player freedom, but they at least made sense logistically. Link could easily reach Vah Medoh by himself if it was in this game, and you actually can get to the water temple (and possibly the others... I didn't bother to check) without completing the corresponding sidequest, only to be arbitrarily rejected from starting the dungeon. Considering the sages only grant you slightly better versions of things you can already do, going through the dungeons without unlocking any of them could've been an enjoyable challenge on subsequent playthroughs. Unfortunately, it's not the only aspect of the game left out of the player's hands.

Waypoints still have no place in a Zelda game. Sidequest lists still have no place in a Zelda game. Loading screen tips still have no place in a Zelda game. And don't get it twisted: this is my favorite game with "Zelda" in its title since '02, but it's still not a Zelda game. Breath of the Wild's marketing as a modern reimagining of Zelda 1 has always struck me as phony, because, aside from not being confined to the series's formula, they're not at all alike. That game, to me, is characterized less by unlimited freedom and more by the fact that you had to find everything yourself, whereas every point of interest in both of the open-air Zeldas is signposted to some degree. Even if you love these games, you have to admit that the appeal has shifted. It's not about exploring to learn more about the world anymore, it's about exploring to find unique scenarios. Aside from a certain way that the depths and overworld are connected (that took me an embarrassingly long time to put together) there's nothing to figure out here. I don't want Impa to tell me that geoglyphs should be viewed from the sky, I want to see them on the ground and logically reason that out for myself. Talking to villagers used to be one of my favorite parts of Zelda games, but now it's something that I actively avoid doing. But this general overhaul isn't my problem; my problem is that Nintendo thinks that no aspects of the previous games are worth carrying over. What if certain caves had Dark Souls-style illusory walls, and you could get the Lens of Truth at some point to see through them? What if there was one guardian left alive in the deepest wilds of Hyrule that you could just stumble upon? What if there was an especially difficult, especially complex shrine somewhere in the world that no NPC even hinted at? Why is there still no hookshot? It feels like Nintendo's terrified to implement anything unique that some players might miss, but the point of a world this vast should be to conceal secrets. I want to travel to a far-off outskirt of the map and find something that doesn't exist anywhere else. A Link to the Past gives me that feeling. The Wind Waker gives me that feeling. Neither of the open-air games do. The closest Tears comes is with the Misko treasures (which are much more fun if you haven't found the hints leading to them) and the costumes in the depths (which are much more fun if you haven't found the maps pointing to them.) And not because of the reward, but because they're housed in cave systems and defunct buildings that are architecturally distinct enough to feel memorable. Exploration in this game is far more varied than in Breath of the Wild, but this Hyrule still doesn't feel mysterious. I can't help my mind from drifting back to Rain World, which went the distance to fill every corner of its universe with unique entities that most players won't even see, let alone meaningfully interact with, part of the reason why it'll continue running laps around every other open world until the end of time. This game consistently delighted me, but it never enchanted me. We may never see a traditional Zelda again, and, if we don't, I'll genuinely feel like something is missing from the series (alongside an actual soundtrack.) If Tears of the Kingdom was, like, 20% more cryptic, I think it'd be my favorite game of all time, but, if I'm being honest with you, it comes pretty close anyway.

In many ways, I don't understand it. This is likely the longest review I've written on this site, but everything above is just an attempt at rationalization as to how this game was able to capture me for four months of nightly sessions when I got sick of Breath of the Wild about a third of the way in. I bounced between an eight and a nine throughout my playthrough, but I don't think I can earnestly not consider this game one of my favorites when it contains so many activities that I just love doing. I love exploring caves. I love trying new fuse combinations. I love picking up korok hitchhikers. I love gathering my party of sages. I love putting my map together in the depths. I love sailing to new sky islands. I love chucking shock fruits at a lizalfos standing in a knee-high pond until it dies. I love watching bots take out monster camps for me. I love using Sidon's ability and making my water warrior marbled gohma hammer do 200 damage. I love riding a Half-Life 2 airboat through flooded tunnels. I love perching a Zonai Cannon on top of a hill at just the right height to stunlock an ice talus. I love driving a monster truck around and sniping bokoblins with Yunobo. I love ascending to the top of mountains. It's not the risky endeavor I asked for back in 2020, and it's still far cry from Nintendo's best sequels- Majora's Mask, Yoshi's Island, and even Mario Sunshine- which may straight up piss off faithfuls of the original. I have a hard time imagining any fans of Breath of the Wild outright disliking this game, though it has succeeded in converting a skeptic in yours truly to the religion of open-air Zelda. It's nowhere near perfect, but perfection is overrated anyway.

there is one point in this whole game where everything the game is attempting comes together - the political intrigue, as derivative as it is, is executed deftly, with excellent, focused characterisation, the melodrama is sufficiently melodic and dramatic, the combat both human and eikonic flows beautifully, the spectacle so beautiful, the visuals genuinely breathtaking - the battle against Bahamut over the skies of Twinside. the game until then is a series of peaks and valleys, intentionally so, long periods of breathing room in between the kaiju battles where millions of dollars evaporate on screen. after this point however, the valley is so deep, the character of Barnabas Tharmr genuinely sleep inducing. the final boss ascends somewhat, but fails to summit higher than the Twinside encounter, leaving this hollow feeling in the difference.

what leaves me wanting is the feeling that this game does not have any meaningful contributions to fantasy fiction or to the japanese role playing game, which i have come to expect from the final fantasy mainline series - a game that is excellent at just catching up to the shadows it wants to chase, but too afraid to cast its own lest it makes known that it cannot shine brighter than its influences.

on a funnier note it's so crazy that they portray Archduke Elwin as this perfect angel regarding the treatment of bearers in Rosaria when the first bearer you meet in the game is so scared at having dropped a single apple, and his slave owner proceeds to chastise him for not bowing to Clive. Elwin is a loveable character for being a good father to Clive and Joshua, it is not necessary to characterise him as a progressive paragon to make the player like him - clear evidence of the game's lack of confidence in its own themes at times it saddens me

Final Fantasy Versus XIII refuses to die, while Final Fantasy XV struggles to be born. The end result is a game that never quite figures out what it wants to be - or perhaps more accurately, given what we know about its agonizing development cycle, wasn't ever allowed to be what it wants to be.

The dark and moody story of Noctis's ascension to the throne strangulates the carefree and sunny atmosphere of the road-trip, while the road-trip's precedence above almost all else in the game means the pathos at the core of the game's original concept is never given the time to grow and thrive. Both suffer, both fall flat, and not even a relatively strong finale to this grand series of missteps can erase the trail of skewed and stumbling footprints that it leaves in its wake.

Even the game's attempts at forging a strong emotional core, rooted in the rapport between the main party, is squandered by the final act. The game appears to harbor musings on the ephemeral nature of "better days," but said transience is neutered (if not outright butchered) by the game giving you a convenient way to return to said "better days" at literally any time. Perhaps more perplexingly, the bulk of the open world content is only available after said return to the past, as if the game wants us to stay focused on the past and the good times therein rather than reflect on days gone by in the wake of one's transitional period from innocent, wayward youth to the responsibilities of adulthood. Above all else Final Fantasy XV attempts to concern itself with the abstract concept of legacy as it struggles to piece together something cohesive out of its fragmented being, and yet all that which came before is not allowed to remain just that.

Would Nomura's vision for Final Fantasy Versus XIII have yielded a better game than the product that Tabata's direction eventually delivered? Would Final Fantasy XV have been able to prosper the way it truly wanted to if it were unfettered by the ideas and concepts it was forced to wear as its skin?

I don't know, and we'll probably never know. One thing is for certain: I think I would have preferred to see a game that knows what it's about and is given the room to fully commit to it, for better or for worse.

(9-year-old's review, typed by his dad)

(adopts old-sounding voice) My son recently began— Dad, type it.

My son recently began his wonderful journey into his nice, wonderful, bean-covered world, and also there's purple stuff underground, don't go in there. And in the sky, baby islands. Nonononono I said "they be islands".

(Drops fancy voice) And also there's this weird goat, who's name is ROAR-oo. And also there's a boat in the sky. You have to hop on rocks. Bye.

[Dad's Note: When he said "Rauru", he didn't say the word "ROAR", he roared as loud as he could, and then said "oooo".]

I’m gonna start this off by getting right to the heart. What Final Fantasy VIII is all about, is the reconciliation between the self and its relationship with time. This relationship and its characteristics refer specifically to the changes in the self’s relation to time as historical advances are made to the interconnectivity of physical places, communication, and people as byproducts of the increasing demands of world-wide capitalist economy and its impacts on culture.

The concept of the annihilation of space by time, or time-space compression, is an idea posited by Karl Marx in 1857 that continued to be applied, articulated, and changed by writers and theorists as a global economy continued to form through modern history, which created the incentive to overcome both the spatial and communication barriers by which space between people, places, and thought had been previously manifest. These advances include things like transportation (railroads, cars, jets), communication channels (fax, radio, phone), and most recently online communication, or construction of non-physical spaces based on information transfer and delivery.

Keep in mind the fundamental striking changes to the world design of VIII from past games includes all these things that are shown to the player right from the start—trains running automatically between locations, rental cars available to the player, as well as the narrative’s emphasis on satellite, radio, and cable-based communications, and most importantly, the online forums and pages running on the school’s closed network servers.

Final Fantasy VIII’s fundamental design was actually heavily inspired by internet forums, as scenario writer Nojima recently discussed his experience with using a personal computer to search for online discussions about previous games he’d worked on for the first time, and how impacted he was to see all kinds of criticisms on his use of character death and tragedy and the “overuse of flashbacks” as a narrative device, all of which directly affected the decisions made during the narrative development of VIII. It doesn’t just stop there either, as VIII is really the first game to begin a trend in the series where the narrative is made of hints and clues at hidden information, context, and details to serve the main storyline, something directly designed to bolster online and forum discussions among players. Do you remember the datalog of FFXIII? Did you ever realize that whole thing began with VIII? The ‘tutorial’ section of the menu has sections among sections detailing not just the various unexplained aspects of the game systems, but information about characters, locations, plot events, and the history of the world that go mostly unspoken during the game, key terms with which to read the several intended playthroughs of the game and to put pieces together with others.

I wholly believe that the direct exposure to other people and places via the internet as an extension of previous historical accelerations and compressions of time and their subsequent erasure of borders and discreet identities in time and space directly informs the themes, message, and the narrative and mechanical design of Final Fantasy VIII.
“We are entering a space which is speed-space…[a] time of electronic transmission…and therefore, man is present not via his physical presence, but via programming.”

NARRATIVE 1 - VHS

I think a lot of people will agree that the narrative and plot of FFVIII has a unique flair to it. It took me some time to realize how to describe it, but I think I’ve reached something I’m satisfied with. The plot of FFVIII, from the beginning, feels compressed, with events happening of wildly ranging content, tones, fictional genres, compiled together in tight bouts of non-sequitur editing. What it really feels like, is an old, worn-out inherited VHS tape that’s seen years of use and rewriting between various films and programs, to the extent that you can no longer tell where one film ends and the next begins. Storylines and cinema modes blend together, events unpredictable in nature only loosely related to the ones immediately surrounding them dissolve with the seams between so worn out that the lack of cuts itself is jarring (note the cinematics’ consistent, heavy use of dissolves) and characters appear to change fundamental roles based not on character or plot developments but on the tape’s runtime itself, dictated by the speed of the dream, as if resembling a worn-out existential footprint of a person’s interests and entertainment dispositions over a long period of time. The plot of FFVIII grabs from ranges of Hollywood films between Star Wars to minutes of Jurassic Park to Saving Private Ryan, Aliens to hints of Harry Potter (unreleased as of ff8’s release), Titanic, etc. Each section feels iconic, but they all feel like different, unrelated works stitched together, bound by culture and speed.

What effect does living in that kind of existence have on a person? Final Fantasy VIII has large swaths of time the player can experience, if they so choose, between important plot events, where nothing important happens and time seems to feel like a paranoid stand-still, as if frozen between actions but never at rest, where players are pulled along mainly by interest in the trading card game system. But when plot events happen, they happen fast, in intense succession, one after another. Final Fantasy VIII is a story about young people, especially Squall, being consistently overwhelmed by events they have no control over, by a world that deems all the elements of discrete eras of history as totally equivalent, permitted to happen simultaneously.

Unlike a typical narrative’s sense of time where at any moment that the present takes place the threat of the unknown would come from the future, the characters of VIII are attacked from all sides, so little is their grasp on both the grand scope of time and the minuteness of its intervals. VIII is a story where enemies become mothers (your own), and not in the Luke Skywalker sense. Relationships are given unknown meanings, and then immediately dropped, recontextualized, and then decontextualized. No form of understanding about the nature of this world is stable. It is a dream where your own personal reality rewrites itself so fast and frequently as everything changes and morphs all around you.

“When we think of speed, we say it’s the means of getting from here to there fast…But I say no to this. It’s a milieu, a milieu in which we participate only indirectly through the videotape machine after recording, through information science and [programmed] systems.”

MECHANICS 1 – Deconsolidation and Assembly

The act of dealing with that world, where everything is connected to the point where nothing is any more relevant than anything else, is to acknowledge its implicit existential anxiety and death anxiety.

More than anything else, I think, the makeup of Final Fantasy VIII’s world and mechanics design is that of a consolidated, disassembled world, where everything remains clumped together in chunks, but nothing is really pre-built for the player. The content, from quests to acquirable resources are concentrated in select points along the map. Rather than spread across the map so the player is led to find the Necessary Keys ala Dragon Quest, as it were, they are in distinct points the player is meant to remember and return to should they seek those properties. Even the system of magic itself implies that magic, the most important resource of this world, is located along concentrated areas that spurt out from physical locations, or from the monsters who originate from the moon. Item drops only come from specific monsters and have very specific uses, and monsters themselves are often limited to specific continents or areas. But it isn’t just content that’s consolidated, the rules of the game themselves are. Each new Guardian Force (summon) acquisition and new type of magic has the power to fundamentally change how the game works for the player and the psychology of the battles and exploration, exactly the same as how Triple Triad’s (card game side mode) rulesets change as you travel.

You might have heard the complaint that Final Fantasy VIII is easy to break, but in truth, you cannot break Final Fantasy VIII because you cannot break something that is not yet assembled. The assembly of its elements is entirely up to the player, with what you do in the game, what you find, what you explore, how you allocate things, and what affordances you define each element with. And none of these decisions are permanent; the game can be rewritten any time and as many times as you choose.

CONTEXTUALIZATION – Putting VIII into Perspective of the Series

Put simply, the identity of Final Fantasy is that it attempts to encapsulate everything that can be said regarding a theme using both fantasy and role-playing mechanics within a single game. They are a lot like the Star Wars films in how those films cover an extremely broad and encompassing range of visual, cinematographic, and mythological elements taken from various sources and put together to form a narrative that explores narrative. Final Fantasy games are all encompassing works of the same kind; each game is both the first work and the last work in a series that explores the art of game-driven narrative.

I would like now to break down each game in the series until VIII and paint them as a specific type of Final Fantasy with regards to how each approaches its interpretation and style of roleplaying to demonstrate the path taken to get to VIII's approach.

1 Final Dungeon Fantasy

A game mainly driven by individual dungeons that require the player to explore and plan routes through several times until coming away with the most important treasure, a narrative key, that applies itself in some way to the overworld, itself a large dungeon. This form of dungeon diving heavily tests resource management and planning as well as managing encounter based risk and reward.

2 Final Campaign Fantasy

A game that serves a narrative campaign about rebellion first and foremost, and requires the player to consistently return to a specific location as they seek the resources and keys necessary to develop a resistance strong enough against an empire. Rather than resource management, the behavior of the player is heavily tracked and used to shape the growth of the characters nonlinearly which requires appropriate use of spells and weaponry to modify characters temporarily and permanently to approach the challenges.

3 Final Exploration Fantasy

A story centered around a freewheeling party exploring both a shifting world and their own shifting selves. Tasks are found on volition and approached through an economy of mechanical roles.

4 Final Theater Fantasy

A game that defines all mechanics and roles of its participants by and for narrative, and allows the player to be the discoverer and actor of their interplay.

5 Final Television Fantasy

A game about approaching challenges by not just trying different classes and mechanical roles but by combining their aspects and seeing their effects. An episodic costume narrative directed by the player with a party as cast members in on-going production.

6 Final Opera Fantasy

An extension of the fourth game's theater, developed into a full multi-character parallel storied narrative where each character is less defined by role and more by personal quirks and distance from the former games' magic, never being able to take ownership of it.

7 Final Everything Fantasy

7 is like a culmination and convergence of so many things and ideas. It feels like it contains so many settings, story genres, and pieces as an urban fantasy. From sidewalks and ceos, mythical creatures, crazed scientists and test subjects, caves of natural wonder, haunted mansions, a “princess”-like and a “knight”-like, lost magic cities, amusement parks, giant robots, kaiju, space, special soldiers, secret agents, aliens, I mean the list just goes on, and it all works because none of these things take up too much of the time and the pace is fast enough to be riveting but with deep enough character writing and psychology between the turnarounds to keep consistent interest on a main through-line.

Final fantasy VII is the fantasy of everything, contextualized by the concept of the lifestream, where all life and concepts flow through the planet in a physical, manifested way. Anything can happen because it’s part of the same stream of planetary existence, like a wave that comes and goes.

8 Final RPG Fantasy

How do you go past “everything”? What do you look toward once you’ve created a story about the concept of “everything”? The answer VIII arrives at, is to look at the container itself, the RPG wrapper that houses the content of the game. Whereas VII asked what are all the things we can put and keep in an RPG, VIII asks what is an RPG? How does an RPG present and deliver its ideas?

To play Final Fantasy VIII is to create questions and follow lines of thought. The game itself houses multiple choice tests (as the main characters are students) that help determine the salary level the player receives. Each of these tests is not only designed to test the player’s understanding of the game, but to give them ideas for things to experiment with, questions to follow up on and experiment within the game’s almost carelessly open and flexible system.

Each character is a momentary collection of spells that determine what they’re good at. Each spell a question of how to make a character either stronger or more resistant. And each potential of each spell is determined by what god-creatures you’ve pacted with or spotted and fished in each battle. But, the decisions you can make for what you want to be good at are also determined by what GFs you have found and what abilities you've invested in. For example, you might prioritize HP and junction cures to HP, but then you find that you're rarely doing limit breaks because limits are tied to low HP, and have their own kind of system for chaining limits by manipulating windows. You would be ignoring a system of the combat and never hitting your characters' true potential, not to mention having slow battles. But, then you get the spell Aura, which lets you do limits at higher HP. But you find that with that high HP, you don't really ever heal high enough to take advantage of it because your magic stat is low. And when you do heal, your max hp diminishes anyway. You have a specific idea about how HP and healing works, until you get an ability that instantly heals an ally to full without any resource limit, and suddenly you have a completely different understanding of opportunity costs, statistical uses, and how spells can be used. There's many abilities in the game that offer (or threaten) to change the way the game can or should be played, and each stat has its own little functions worth discovering.

Even the difficulty of the game is entirely dependent on how much time one spends digging into the game, with enemies leveling up with the player’s party and the speed of level-ups being on a linear scale, rather than exponential (1000 exp to level up at all times, regardless of current level), which puts a pressure on the player to keep their builds up against the speed of the game's power scale. You might think to avoid killing creatures and gaining experience and focus entirely on getting spells, which many do to "break" the game, but this prevents you from being able to draw higher level magic as your level (and magic ability) determine your capabilities with that. Without high enough levels, enemy monsters won't even have high level magic on them to take from at all, and without killing monsters and only ending battles in other ways, you'll never get the monster parts and drops to turn into either magic or new weapons, and neither will your GFs learn new abilities and stat relationships or develop summon compatibilities. Although you can bypass some of that by delving into the card game, another system of intricate and shifting rulesets, which leads me to my next point.

MECHANICS 2 - Neuroplasticity

All the (consolidated) parts of Final Fantasy VIII, although scattered and very missable, are not any of them necessary toward completing the game because the system is designed to work around missing components.

You can ignore triple triad and focus on drawing magic and making builds from monster drop items. You can make your GFs focus on summon damage and boosts over junctioned stats and play the game carefully using summons and summon items, or you might never use those items at all. You might prioritize disposable high damage items over high level magic and build characters around that.

You might have one character build defensive and manipulate them to stay in low health to get limit breaks off of them. Doing that implies that you have access to a defense boosting GF, which are missable. You can plan a party around anything given what stat junctions you have available. You might have a party that's weak or strong against various elements at random times depending on what the auto junction system chooses for you, or you might be in complete control of the elemental and status properties of everyone around you.

Even the pocket playstation peripheral, something I thought was a downside of the game as without it certain items and summons can't be obtained. But having a better understanding of the game let me realize that it's entirely in the spirit of the game since everything in the game is an optional, circumventable thing that helps you define what kind of rpg you're playing. It's not a complete, self-contained "final fantasy", I thought, if it has these things outside the game. But, it doesn't need to have it, and besides, what ambition to have a separate monocolor tiny game screen with the potential to bring game altering items into the game that you can acquire by adventuring while outside.

To add onto the chocobo pocketstation game point, what it is is a tiny little random dungeon navigator and battler with small events that can help you level up a small chocobo in the real game and grow a summon in real time, while it nets you items from all over the game, even when you wouldn't be able to get them normally. Sometimes these items can help you get lategame GFs early. But this doesn't break the difficulty curve as it would in a normal rpg, because the game is balanced not around standard difficulty but on a risk/reward system where danger is beneficial, all boons are expendable and disposable, and everything around you is on the same growth curve as you.

All this to say that, while I think Final Fantasy had been leaning toward this direction for some time with V's class change system, VI's magic learning system and VII's materia system, but VIII is the first to fully embrace a difficulty designed around broadness. Instead of a series of challenges that test you on your ability to use available resources, growth choices made, or special items and weapons found via exploration, VIII is all about improvisation and just seeing what you can do and how you can play with it. This is reinforced by both a growth structure based on impermanence and redefinability and a world and system structure of circumventable machinery, where the pleasure is in the rewiring. It's the emphasis on how, not on performing optimally but on enjoying the act and actually paying attention and recognizing the struts, rails, and artifice of the play. In that sense, the game might be the first and only truly mechanically Brechtian RPG.

NARRATIVE 2 - Characters Who Exist Between the Frames

Given the state of impermanence and redefinability of the game’s mechanical construction, in a world where everything is permitted to exist at once in one concentrated mass dilated over a stretch of bending time, characters live and breathe in the spaces between time. If timecode dictates the law of this world the way it does relationships, events, and reality, then it is between units of time that characters find their existence.

The key visual motif of this game is the fade. Locations, characters, and places in time are introduced by fading, cascading shots. It is a visual dilation between disparate moments, a morphing of person to place, the inner to outer and back again, and it is constant across this game’s narrative framing.

Yet the characters when introduced are always given these very specific, quiet moments. Beautifully rendered short, intimate cg, completely voiceless, pointmark each new character’s introduction to the story. It’s such a unique feeling watching these, like learning about somebody without hearing them say anything, an interview of gestures, small movements, and diegetic environmental sound. It’s these moments that stand out throughout the game as in the heat of narrative choice, climax, and expositions where characters are put through the wringer and make mistakes, change, remember things, forget things; characters have developments in this game so quickly sometimes or have stunning redefining moments and reevaluations that it sometimes does feel absurd, surreal, and many have criticized this style of narrative development, but it's entirely appropriate for this game’s theme and story, a story where young adult development is characterized by the existential speed of the present, the claustrophobia of the past and the future closing on you at both sides, the baggage of the parent, the realization of your own eminent death, the reconciliation or lackthereof of a society and history that feels alien and unmalleable, of time itself that seems hostile and alive. To live here is to have surrendered yourself to it, to be a participant of the self-annihilation of its very existence, so there is no self, really, to separate from the out-of-control plot spiraling across the drama of all ages, except for only those that can be captured by these tiny, seemingly trivial moments, these small things that carry so much meaning about a person. And isn’t that ultimately the way you’ll be remembered? When a person is gone and all their life is part of the lives of all the other people’s lives, we remember those small bits, right? The way they move their hair or gaze into the sky or stumble on some rocks. It’s the moments between that can breathe.

MECHANICS 3 - Bargaining with Time

Much has been said about the drawing system of Final Fantasy VIII. I stand by that it is one of the most misunderstood mechanics in all RPG history. The regurgitated complaint is that it's slow, it's a waste of time, it's repetitive, and lastly that it's a required exercise in tedium as a replacement for traditional experience based stat growth. Such complaints or that the idea that the game was unplayable before the option to speed up time in the remaster (or that it improves the game) are untrue, and can be dispelled easily with an idea that might explain the mechanic better.

Imagine if each enemy in the game had only a limited amount of spell stocks, for example, if the bats at the start of the game had just a limit of 15 fires, and perhaps the triwing miniboss had 50 fires, blizzards, and thunders each. The expectation of “grinding by drawing” would be dead, and by explicitly disallowing players the opportunity to ruin their own enjoyment of the game by abusing a mechanic for “optimal growth and spell stocking” the game would have a much better sense of natural pace. And I mean, when you think about, even with that limitation you STILL could grind endlessly and pick up as many spells as you want, because the enemies are still random encounters you can grind. So what’s the difference, why does allowing a player to get ~infinite spells from a single encounter make it any worse than allowing a player to get a limited amount of spells from an infinitely repeatable encounter? The difference is player psychology, and how players perceive the game is to be played based on pre-established conditions of the genre. I’ve never seen a player of an rpg complain that a game demands that they grind by allowing infinite enemy encounters to occur in a designated area, because it’s understood unless the player explicitly desires a statistical advantage through repetitive actions, they are not meant to walk around and battle endlessly for optimal growth and item/resource availability.

But that still leaves the question, why design the game that way, why design it so that each enemy is an endless dispenser of spells and that spell stock is the foremost determiner of character statistic ability?

To answer this, first, what is drawing spells? Why have a magic system set up like this at all? I think the main benefits of this mechanic in terms of player emotion are that:
1- It gives each individual battle the ability to permanently change, for better or worse, your character’s potential capabilities, weaknesses and strengths. In other terms, their invisible, implied ambiguous class. Of course, there are no character classes in Final Fantasy VIII, and they haven’t been in the series at this point since V, but there are still minute decisions to tool and retool every character in the game based on available resources that can instantly completely change how your characters act, fight, and interact in terms of battles. Every single battle in the game has the potential to change this, either by having the player spend lots of magic spell stocks during the fight for casting and thus losing their junctioned stat strengths, or by acquiring an unknown amount of new spells, or even discovering an unknown spell altogether that gives new potential both as an ability to cast during battle and as an ability that might redefine or change your strategies completely. One of my biggest problems with many JRPGs is there is too much inconsequential time spent in battle, and that time actually feels inconsequential. Sure, technically experience points are consequential since they can permanently change your characters for the better once you get enough, but gaining experience is always the same reward (the only variable being amount), and always in the upward direction, and is always applied the same way by the game system. Spell stocks all have different stat relationships based on the spell, which itself is a form of discovery that’s pretty fun.

2- It creates a decision-making point. In each battle, you have the option to spend a character turn being useless for the sake of acquiring resources, and doing this consecutively leaves you open for more attacks by the enemy. You cannot predict the exact quantity you’ll receive each turn, so there’s a bit of a gamble involved, and it creates a risk/reward system of staying longer or choosing not to end battles to get more out of them. Drawing is also a skill. It’s not an option available at all times; it costs a full menu slot of which there are only four available and this never changes during the game (a big change from VII’s everything-window resizing itself), and the game makes this point from the beginning by starting you off with 4 available command skills in addition to Draw.

Additionally, the outcome of a successful Draw is dependent on magic stats/junctions, so there is incentive to do things like specialize characters for drawing, have mages geared toward drawing, or even make your characters physical stats weaker so as not to end battles too quickly. There is also the fact that your character level determines Drawing success/failure, and a lot of spells have a minimum level to acquire, which also actually means if you want to take advantage of battle spell drawing you cannot keep yourself intentionally underlevel (though you don’t have to take advantage of it; there are other ways of playing the game), and that if you have a specialized draw character, you still want to keep their level up, and in this game experience is primarily determined by who gets the last hit in battle, which means you still want them to attack every once in a while…
At the same time though, Draw is still useful as a command for characters with weak magic stats. You could always cast a Drawn spell instead of stocking it, kind of excitingly using the enemy spell against themselves right away in the heat of battle, and the power of that spell isn’t determined by character magic stats since it’s not really being casted from that character. Instead spells casted this way are given random strength, which could be useful in fights where physical fighters can’t use their attacks, need to get an elemental weakness out, or do anything spur-of-the-moment.

At the same time though, there is a huge flaw with the implementation of this mechanic, and I think it’s responsible for the reason this mechanic is misunderstood as something expected to be abused to the point of “making the game boring”. And that’s that, for about half of the game, the enemies simply don’t do enough damage per turn to create a legitimate threat to the player’s risk of standing around, drawing. Because players don’t feel a risk or danger, the only real risk until enemies become stronger is the passage of time, which is where the concept of perceived intended grind comes from. The game is not difficult enough in general to necessitate wasting your time with excessive drawing anyway, yet players cannot know that when starting the game or anticipating the next challenge. To be frank, the root of this issue stems from the ATB system and Final Fantasy’s approach to enemy design at this stage in general: from VI on, FF games had battles that were more about performance, expression and a horizontal power system where you could defeat enemies in multiple ways, which would actually help define the characters and their journeys, as well as create the cinematic character-driven narrative layer to the moment-to-moment gameplay. Making the enemies too hard would limit player incentive to experiment, and would lower the potential ways to solve encounters, so lowering the minimum requirement for defeating enemies makes sense. When the ATB system gets involved, though, you get the situation where if the player doesn’t truly go for ending the fight quickly and just does the minimum physical attack, the battles can very easily stall, where nobody does much damage, and the thrill of engagement is all but gone. This unfortunate result, combined with Final Fantasy’s popularization of prioritizing lengthy/showy battle animations over quicker alternatives or text, and the fact that all battles open in completely separate scenes from the exploration scene, disorienting the player if the battle takes too long (upon which re-orientating yourself by moving around to get your bearings will likely create another battle with step-based encounters), ALL are kind of the reason 70% of post FFVII JRPGs can feel like a slog to play. But that digression aside, adding the Draw system onto that low-risk and time-(in)sensitive battle foundation makes the first half of the game not live up to the risk in the risk/reward system the game is setting up.

Later games do have this element in them actually, FFIX basically has the Draw command in the form of a Steal system. It used to be that enemies had only one item players could steal, but in IX enemies have a whole table of items with harder and rarer to steal things at the top, which are really enticing since items and equipment have lots of functions in that game, similar to the magic system of VIII. Although in both games you can forgo a turn for the risk of getting hit more for the chance of scoring something good that can permanently change or increase your abilities in the game, the difference is that in IX the things enemies hold are actually limited! Look at that!

Then, in XII, you have a somewhat different thing but still a battle risk/reward subsystem where you can fight consecutive enemies by aggroing them and increase your chances of getting items and equipments and drops the higher your enemy chain is, and the more you fight and get more enemies involved the higher the risk gets for aggroing a strong enemy or overwhelming yourself in numbers. Continuing to reason 3…

3-It’s sick as hell. I don’t know what it is, and normally I don’t even care much for battle animations and particle effects, but the Draw animation is just super cool to me, and just conceptually, the idea of extracting magic essence from enemies and using it yourself in myriad ways is dope.
And if we go back to my previous point of the lack of pressure in damage turning the main motivater of risk to time, as much as I dislike it, in a game about dealing with time, with a sense of time that’s simultaneously instantly fast and endlessly frozen, isn’t it kind of apt? The anxiety of the draw state, the gambler’s addiction of staying in place just to get more, the fact that moving forward with the game and finishing encounters is something the player has to decide and actively cause, not just passively wait for things to end, well it all kind of fits thematically, I think.

One last addendum I'm gonna add here is that the way money is made in the game is also based on time, since you get a salary based on the time spent moving around in the game. Since the salary amount is determined only partially, minimally by battling, and mostly on quizzes taken that test and encourage experimentation with the game systems, it creates another horizontally structured optional progression path.

NARRATIVE 3 - Space as Final Respite, or: The Scarcity of Quiet

With my view of this story being explicitly about teenagers coming to terms with a hostile world defined by the simultaneity of time, the climax of the story is its calmest point.

I don’t want to give away too much about it in case there are readers who haven’t experienced it. But I will say that it’s a sequence that seems to come out of nowhere, has several twists, and barely explains itself. Yet it absolutely works.
Everywhere on the surface of the world of this game, there is the feeling of restlessness. Like I said before, the story sequences are accelerations of what feel like events occurring miles apart in time, the moments between them, to me at least, feel like environments defined by a freeze-frame energy. Everything is either a calm-before-the-storm, or the fallout right after a catastrophe, and in most cases, both. At rest, there is no rest, except for in space.

That being said, the scene in space technically is neither peaceful nor calm in its context. It’s very tense. BUT, it’s the one chapter in the game where the two main characters can just exist, and live by their own volition, separate from the propellants of time. The motivating factors behind Squall and Rinoa are very pure, and in that sense, it’s a rebellion against the forms of logic that construct the space the narrative defines itself in. It’s a hug in the void, interrupted only by a dragon.

MECHANICS 4 - You Are Still Playing the Game When It’s Shut Off

Final Fantasy VIII is built for external discussions. The storytelling style being based around events and relationships hinted at, the proto FFXIII datalog, the way junctioning allows for different players to have completely different play styles and setups, the fact that the card game rules scatter around and spread in unique, random ways along the towns and areas you play it at, leading to completely different rules ecosystems across the world in each save file. But I think the most interesting parts to this fact are two things.

First, the sidequest design in this game, specifically the ones you find on the overworld, and the way they’re populated along the map feel way more “you read this on a forum or heard it from a friend” than anything in the series prior, like with the invisible monkey stuff or the lake (if you know, you know), but it has a certain flavor all its own. There’s surprisingly very few of them and they’re all sort of funky in the sense that they feel abruptly distinct and don’t make sense until you ‘get’ them. It feels very protogenic to the kinds of things that would spread in early 2000s game design and sensibilities (in my opinion).

Second, with the inclusion of money being determined by something distinctly outside of the gameplay loop (optional exams), to the point that they’re in a section of the menu labeled ‘Tutorial’, I think is the game kind of encouraging the player to engage the game outside of the game and to think on their own by burying sorts of layers within the game’s construction. I think this is the first Final Fantasy where I felt the systems of combat, exploration, and character growth were distinct among themselves within the game, and could feel where each one ended and started. It’s the first Final Fantasy where I went out of my way to hunt down specific type of enemies based on their habitats to find a specific item. It’s also the first Final Fantasy where I went out of my way to construct a specific type of weapon I read about in a magazine and where going to a store meant more than just spending the gold I had for what they had on offer.

NARRATIVE 4 - The End on Tape

Potential spoilers for this section if you have not seen the ending.

“Reflect on your...childhood…your sensation...your words...your emotions.......Time...it will not wait...no matter...how hard you hold on...it escapes you...and......."-Ultimecia’s final words

What place does mortality have in a world where everything exists at the same time; if in the Vonnegut sense, you only need to look in a certain direction to see someone gone still standing, still doing what they’ve always been doing?

I read the ending in a particular way that I’ll try to explain. Squall finds himself transmitted by some signal into a cracked endless desert. In the Baudrillardian sense, this is the desert of the real. The crossing of all time, the eradication of distance between discreteness, and the overbombardment of information and signal—the noise of their reality of life—has created in its diametric the frayed husk of an opposite reality. No sound can be heard, and no signal perceived; no truth distinguishable from a soup of signs, signifiers, and contexts, there is no context found here at all, it is the Desert.

The hero wanders alone, unable to hold on to what mattered to him most. Unable to hold on to himself. Without context, without other things to compare itself to, the self disintegrates. The land shrinks until there is nowhere left to wander, because the act of wandering itself loses context, loses meaning, loses discreteness in relation to other things.

The signal/noise dichotomy is best represented by the violent montage sequence, the meshing, cutting, liquifying, re-editing as the picture itself fails to hold on to memory, fails to filter memory, fails to understand memory. And with neither memory, context, or structured/discernable reality, death comes without life beginning, and life arrives without death completing it, intermittently and together.

And the only solution to the hero’s purgatory of time, mortality, and context, is, as completely corny and as silly as it sounds, it’s just love. It’s just what matters to people, to be held and accepted. That’s the signal. It’s a beautiful image, with the clouds parting and the flowers coming back, when the two find each other again despite all odds. Because even if this whole loop will start again, Edea will begin SeeD, will become the sorceress, time draws in on itself, the characters are divided without knowing each other, and everybody is lost and alone in a sea of anxiety and noise, and the war comes from every side of time again, this one moment will still be there, and the game is asking the player to recognize the importance of that feeling. It ends with acceptance of that feeling across time, even for Seifer, who finally feels at ease with himself without actually changing, and especially Laguna, who finally gets to express what he’s always wanted to. A lost kind of love that’s continued across generations connected by a song and unspoken feelings.

Finally the whole thing culminates in a video recording of a celebration where everyone is present. It’s almost as if this one piece of footage, this is all that is allowed to exist outside of the loop that the timeline of the game is predicated on. Unlike the other forms of information transmission and transportation the game is fixed on, I think this one final tape shows a reality where everybody is at ease, being themselves, in the moment (and the headmaster’s Robin Williams face has suddenly fully transformed into a Phillip Seymour Hoffman). It’s an immortalization of the many lives that were there, granting them separation from the other many signals, noises, contexts, and realities of present, past, and future times. It ends only when the machine does, as the battery dies, the viewpoint is switched to Rinoa’s, and Squall is allowed to exist once more, present in the moment seen to Rinoa, flying toward a Lunar exit.

A send-off to 1999 and the entire millennium before it, as RPGs, rendering technology, and fiction storytelling on the digital medium won’t ever be quite the same.

My Own Timeline

I wanna take this part and talk a bit about my relationship with this game, and with games in general, over time.
I grew up at a time when PS1 games had just fully phased out and were unavailable in stores. I never had much money as a kid so getting games was a very infrequent thing, until the next gen consoles would come out and make the previous generations games discount and I could play catch-up.

Most of my relationship with games at that time was over the internet, watching videos of others older than I explaining about games and their relationships with them. Much can and has been said about the early years of YouTube and video game discussion, the immature humor, the overstretched personas, the ridiculous rants, embarrassing skits, and how generally mean spirited a lot of it was. But when I was a kid, that's all I had to go to to learn more and engage in what was absolutely the most fascinating topic out there, video games I cannot play.

Playstation 1 games, especially, felt like they were mystic artifacts, there was always an air of magic to them. I think my very first exposure to final fantasy was the FF8 intro cutscene. I thought the quick shots in that trailer-style intro were scenes from an actual movie, I remember googling for a place to watch the full thing. Then I remember finding Midgar and images depicting FF7's industrial black city and wondering how the hell it all fit together. The boxarts were always so intriguing and cinematic, but the resolution on my screen and old images and maybe just my dumb baby head would read into them the completely wrong way. I thought FF7s box was depicting a hero with a giant sword approaching a dark castle. I thought it was amazing. I could barely see or understand gameplay screenshots and just went off of text descriptions of it, and it always sounded more interesting and out there than the limited worlds being rendered in real time on my PS2. Besides 2000's Wikipedia and fan wikis I only had YouTubers to go off of for any context about these strange things that seemed so much better than the games I was playing then.

And who else to convince me of the superiority of the past than the growing number of men on the internet reminiscing about the games of their youth? And I fell for it, I just believed older games were better than anything next gen. I like to think of this now as a kind of big brother effect I experienced. I didn't have any older siblings and was an only child for a long time, so I sometimes feel jealous when I hear of others' experiences with older siblings passing down or sharing in video game experiences. Since I had no guide in the world of games, looking back now it kind of felt like I was relying on online video creators for a kind of parasocial game-themed relationship.

By allowing those kinds of people to be my guides in childhood escapist experiences, I had unknowingly allowed myself to swallow whole-sale all kinds of things, things that were not so good, and I just believed in the opinions others had for experiences I didn't have myself, for games I never played or movies I'd never watched. Most of my experience with Final Fantasy VIII for the longest time was with The Spoony One's review series on the game. It's funny to me now looking back and seeing how completely wrong most of his points about the game are, how he misreads its design choices and intentions, and kind of just complains.

Yet I can't really bring myself to hate it. I guess part of me just grew up in that culture, much as I disapprove of it now, and when I sit down and watch something like it from that time period I still find it kind of relaxing. Just to sit down, settle in, and listen to someone take me on a personal comedic journey that edits between gameplay footage, historical context, criticisms and anecdotes, and anything else that could happen on a screen. It's crazy, even if literally all of the content within that structure is horrible, it still feels comfortable somehow just through its format, its structure. I can't come to hate the things that taught me about all the games I wouldn't have been able to wonder and dream about, learn about, and eventually bring myself to try to experience on my own, even if I reject its message and outdated grossness.

That's the internet though, isn't it? The place where the past and future exist simultaneously, all directions to be experienced all at once. The turn of the millennium, the birth of the forum, the voices turning, all things must pass and all things must come, now at the same time.

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“We program a computer or a videotape machine to record a telecast in our absence, to be able to watch it the next day. Here we have a discovery: the olden space-time was an extensive space, a space where duration of time was valued. Whatever was short-lived was considered an evil-something pejorative. To last a short time was to not be present; it was negative. Today…new technologies lead us to discover the equivalent of the infinitely small in time. In previous times, we were conscious, with telescopes, of the infinite large, and with microscopes, of the infinitely small. Today, high speed machines, electronic machines, allow us to comprehend the same thing in regard to time. There is an infinitely long time which is that of history, of carbon-14, which enables us to date extremely ancient artifacts. Then, we have an infinitely short time, which is that of technology’s billionths of seconds. I think the present finds us squarely between these two times. We are living in both the extensive time of the cities of stories, of memories, or archives, or writing, and the intensive time of the new technologies. That’s the ‘program of absence’, that’s how we program our definitive absence, because we’ll never be present in that billionth of a second.”

All quotations about speed/time by Paul Virilio.

this review has now been five years in the making since I picked it up on launch day in 2016, with an over four-year gap where I couldn't touch the game at all. just a high schooler at the time, this was my first eighth gen title after spending the last three years playing only retro stuff, and my first significant open-world game as well. it's hung over my ps4 like a spectre since I got it... a massive 80 GB of space dedicated to a game I couldn't convince myself to finish. given that I'm clearing out my shelved games as the year comes to a close, I finally managed to pop it in and pick up where I left off, right at the start of two hours of absolutely atrocious gameplay that reminded me of why I put it down in the first place.

when I first played it, the sense of scale in the open world was still novel to me as to paper over the issues with it (it's crazy to think that I got to play botw just months after this). driving around in the regalia and listening to the banter immersed me into this world even as the plot started to lose me amidst its many poorly-explained events. the combat enthralled me as well, as the warp made the action snappy and the frequent links, parries, and assists kept me on my toes. I couldn't help but endlessly pursue side content, explore optional dungeons, and take on dangerous hunts. the interplay between the protagonists reeled me in further with how real they felt and how comforting their campfires were. in a lot of ways I still feel this is the game's crowning achievement: creating a "dudes rock" modern fantasy adventure that involves you in the minutiae of the characters' lives.

of course the game is blatantly unfinished, and once I got to the linear sections of the game it couldn't hold my attention anymore. the supporting cast shows a remarkable lack of empathy to noctis as he transitions from sort-of-a-dick to complete tragic hero, and bombards you with cutscenes chewing him out. I felt legitimately angry at the tonal whiplash at the time I got to these scenes and it drastically decreased my interest in continuing. every time I managed to pick it up I would get plunged into some compulsory combat sequence and then get subjected to more cutscenes I didn't care about. eventually I couldn't rationalize picking it up at all; it simply wasn't fun anymore.

that placed me right at the start of chapter 12 when I picked it up recently, and thus after about half an hour I got placed into the infamous chapter 13. no party members, warping, or swords, and instead wandering through endless identical hallways while magically killing simple enemies from afar and sneaking in some half-hearted stealth sections. what bothered me most about this part is that with the combat stripped back, I realized just how bare-bones it was prior in the game. at the end of the day whether swinging a sword or using the ring, it's just a matter of holding circle and dodging occasionally. warping adds speed and damage multipliers that enhance the experience quite a bit, and switching out elemental weapons to capitalize on weaknesses adds a bit of rigor and memorization, but these alone can't deliver combat that completely satisfies on a mechanical level. once noct's powers were restored and the gang was back together, it definitely felt like a more fleshed-out combat engine, but I couldn't help but think that the core of it simply doesn't have much variety or depth.

having now finished, I can at least say despite how terrible the back quarter is, the final bosses are good, and noctis looks great in his more mature form. at the end there's a moment where you get to look back on all of the pictures prompto has taken over the course of the game, and scrolling through these made so many memories flow back. it's odd to think that all of that fun was crammed into 30 hours, a remarkably short amount of time given "open world action rpg," with an extra five hours tacked on after that that wasn't great. even with such a forlorn end to the game, I didn't feel like I understood the characters any deeper than I did prior, or even the overarching plot (I watched kingsglaive as well, and at the end I literally did not comprehend a single second of what happened). I was tempted to jump back into the open world in order to begin trophy hunting, as the platinum isn't that bad, but I'm worried that the positive memories I do have will be wiped away. it's a weird feeling to have about a game I was so attached to when it came out, and I still don't quite know how to comprehend it.