I dunno... I don't have that much of a problem with it, but it just seemed a little tacked on, as if the script writers suddenly thought 'Oh crap! We forgot to tie their childhoods into the story!'. I think they could've slowly built up to the fact they all used to live at the orpanhage, but without giving too much away beforehand.
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FFXIII-2 *Lightning Tries to Escape Sequel Trailer* Unreleased
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Best: The intro and Seed Examinations. Once I realised how the marks were given I think I re-started the game about four times to get the best possible score... I enjoyed every minute of it.
Worst: GF Cactuar. Until joining this site I could never beat him before he legged it. I refused to finish the game without getting him (cheers Kaiser).
Jumbo Cactuar has the best mustache in all of Final Fantasy.
That's exactly what they did, but they did it in such a clever way you don't even notice it when playing it the first time around. Maybe it was because I used Xplosion when I first got this game and ended up replaying the game imediatly after completing it, thus having the orphanage thing fresh in my mind from the get-go. Also, I think I may have had multiple saves back then - I used to do that a lot as a kid with FFs, so I probably had a save state at the orphanage, or after, and a couple of save states on, say disk 1 or something. That's the only explaination I can think as to why hardly anyone seemed to notice the hints if not at the second playthrough but at least the third or fourth.
The thing I really like about these hints is that they work better in hindsight - any other method would have not only been a spoiler, but would have been cheesey as hell (Disk One: "Hey it feels like I know you"/Disk Two: "Hey, cool! I do know you!"). When you see them the first time, some of them may strike you as odd, but will still be ultimatley meaningless, and others will go straight over your head, but once you know how it all turns out, I'm really shocked that I was the only one who during his later playthrough went; "Oh, that's why Irvine took Selphie's recjection so personally", "Oh, that's how Squall knew Edea's name", "Oh, that's why Irvine couldn't shoot Edea". I'm not even feeling particularly at the moment, and I can still remember this much, and I know that there's a lot more, and that is why the orphanage is one of my favortie twists ever.
Don't forget the very beginning of the game where some strange lady, later revealed to be Ellone, seems to know Squall and Quistis!
I guess, but I don't think you should have to restart the game to realise this, especially as it was integral to the main story, and I don't recall Squall remembering Edea's name? Wasn't this because she was well known anyway (working her way up through the Galbadian ranks and all)?
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FFXIII-2 *Lightning Tries to Escape Sequel Trailer* Unreleased
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^ I take back what I said... tbh, I actually got goosebumps on my second playthrough when it all came together. I guess my point was, that people who never play a second run through will probably never experience this, but then again, maybe they were never fans to begin with?
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FFXIII-2 *Lightning Tries to Escape Sequel Trailer* Unreleased
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I disagree, I think there could have been some creative foreshadowing that could have been played harder for the twist. Like having Squall just mention he knew something he subconsciously remembered about Selphie when he gave her the tour, or Irvine himself could have played it harder, with more careful prodding to see if he can get a reaction. I feel hindsight type plot twists only work when its the main significant plot twist in the story (like Sixth Sense) as opposed to a twist that really has no impact on the game beyond the second disc. By disc 3, you're trying to wrap your head around Ultimecia, Time Compression, and time travel, no one gives a damn about all of them being childhood acquaintances anymore. The twist really had no long lasting impact in the plot beyond changing which side Edea is on, and creating a forced understanding for the player why the party is tight knit. It could actually be written out of the plot and I strongly feel it wouldn't impact the game greatly.
True beauty exists in things that last only for a moment.
Current Mood: And it's been a long December and there's reason to believe. Maybe this year will be better than the last. I can't remember all the times I tried to tell myself. To hold on to these moments as they pass...
Yeah, the Selphie tour was such a missed opportunity to do something neat xD
Yeah. I find most players who are put off by the game for whatever reason end up lumping it down as all-out bad with no redeeming qualities. Very few things haven't done something well. I actually think FF8 does a lot well.
Anyway, my list:
Best: Honestly, the atmosphere. Especially at the beginning of the game. I feel like FF8 has the most chillin' pacing in the whole series. I mean right off you can explore the school, head over to Balamb for some sweet architecture and scenery. In most RPGs, the quiet beginnings usually lead up to a big disaster and the player always is anticipating the change of tone. Not FF8. Chillin'. Even IX's amazing opening has momentum to it that makes it more in line with something like VI or VII. Now, I'm not big on the world traversal in VIII (because they kind of cart you around and you never get the feeling of actually traveling the world and judging your progress by the terrain covered) but I just like how the game gives you instructions and then just is kind of like, 'well let me know when you've done it'. It contrasts well with the 'event' scenes like the parade or the train heist.
Worst: The fourth disc (minus awesome final castle). I can endure terrible plot twists and shaky characterization, but I absolutely hate when exploration-heavy RPGs cut off access to locations as the game winds down. Once you go through Time Compression or whatever it is, everything feels very empty. There really is only one thing to do but I like being able to do everything up to the final boss, leave and do some shopping in my favourite town, and then come back for a world-ending fight. Is it so much to ask? FFIX has this cop-out too, but not to the extent VIII does. (PS: I know why they do it, but that doesn't mean it doesn't suck for me as a player)
It bugged me too; you were basically forced to enter the Castle with not much else to do sidequest wise. Wasn't it due to memory limitations of the disc though? Having to store all the pre-rendered backgrounds of every single city, town and cavern onto one disc (disc 4) would've been impossible. Still though, I get what you mean![]()
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FFXIII-2 *Lightning Tries to Escape Sequel Trailer* Unreleased
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