I never gained a sense of accomplishment from "breaking" the game because battles were pathetically easy to begin with. Once I grasped FFVIII's systems, the game became a cakewalk. However, in my mind, FFVIII lacks everything but experimentation. This, combined with a solid difficulty curve and smart encounter design, would motivate the player to explore the system in order to overcome their challenges. Ideally, understanding the Junction system would lead to informed experimentation and compelling "risk vs. There are no interesting situations-enemies Junctioning their own spells or un-Junctioning your spells, for example-to encourage the player to think outside of the box or use their full repertoire of abilities. The encounter design almost does a disservice to the Junction system. Yes, it offers a high degree of flexibility, but the player is never really incentivized to take advantage of said flexibility, since there are very few battles that require anything but brute force. In theory, it's very interesting in practice, it's a mess that feels as though it were implemented without any regard for difficulty. On a side note, I never entirely agreed with the praise for the Junction system. Ironically, I'd consider it to be a better realization of the " fantasy based on reality" concept than Final Fantasy XV was. Together, Naora and Nomura's artistic powers created a world that seamlessly blends archaic, modern, and futuristic design philosophies and remains unique decades later. Nomura's designs are some of the best he's produced: his characters-hip, sleek, mysterious, and quirky-are memorable, and his monsters-grotesque, frightening, strange, and beautiful-inspire both fear and admiration. Yusuke Naora's art direction is fantastic it's a testament to his talent that so many disparate elements-motor vehicles, sleepy small towns, Gothic castles, and futuristic technology-can exist in harmony without feeling disjointed or out-of-place. In my eyes, Nomura was at the height of his artistic powers during this era.įinal Fantasy VIII's artistic merit is undeniable. And still remains as one of the best selling entries in the franchise.Ĭo-signed. So yeah, FF8 was a big seller back in the day. Unfortunately, while the gaming market has expanded, FF hasn't really shown as much growth as a series. Comparable titles of that standing today are selling a lot more than 8 million. However what's important to note here, and is often lost in context, is that 8 million in the time of FF8 isn't quite the same as 8 million today.įor that time, 8 million meant it was basically a juggernaut in the market relative to other titles. Even taking into account first runs, it'll drop to fourth at worst once XV is done selling (that's probably going to either settle in behind or ahead of VII and is probably well ahead of that 8.1 million by now). Final Fantasy XII - Revenant Wings (DS) - 1 millionįF8 has always been one of the best selling titles and is only one of four FF titles that sold above 8 million. The Final Fantasy Legend (GB) - 1.1 millionĢ4. Final Fantasy Crystal Chronicles (GC) - 1.32 millionĢ3. Final Fantasy III (NES) - 1.40 millionĢ0. Dirge of Cerberus - Final Fantasy VII (PS2) - 1.50 millionġ9. Final Fantasy Tactics Advance (GBA) - 1.71 millionġ8. Final Fantasy IV (SNES) - 1.77 millionġ7. Dissidia Final Fantasy (PSP) - 1.90 millionġ6. Final Fantasy Tactics (PS1) - 2.49 millionġ3. Crisis Core - Final Fantasy VII (PSP) - 2.50 millionġ2. Final Fantasy VI (SNES) - 2.90 millionġ1. Final Fantasy XIII (PS3/360) - 6.80 millionĦ. Final Fantasy XV (PS4/One/PC) - 8.1 millionĥ. Final Fantasy VIII (PS1) - 8.53 millionĤ. Click to shrink.Final Fantasy series sales (excluding remasters):ġ.
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