finally back to ff8, early on disc 3. when i started off this game last year i thought there was a chance i'd totally lose the plot and just play a ton of triple triad all the time. that ended up not happening as the story momentum really kept me driving forward through almost all of disc 1 and 2, so i might hit a challenge or two in a new town (and i spent a while during the prison trying to play since that was one place it seemed like might just become unavailable later) but i mostly stayed on the ride...
until now, when i spent about 6 in-game clock hours in a row (and i've reset a lot, so it's considerably more than that overall) traveling the world, catching up on places i might've overlooked (i found a couple more timber maniacs in hotel rooms, for example), talking to npcs again, and trying to collect cards. i've got most of the first 7 pages of cards now, which by my count is 69 out of 77 of those? plus a handful of cards from the last few pages. this has become kind of a hassle as i accidentally taught everyone to play random which means that, even with burning off as much junk as i can from my collection, i still usually end up with really weird decks that can be really scuffed to play, and opponents don't always play what i'm hoping to see either.
i don't think i'll specifically try to complete the whole card log. i did also think about doing it in final fantasy xiv before i took another hiatus from the game halfway through endwalker...there it's similarly an excuse to wander the world and check out things you might not have paid much attention to before. or you could use a guide i guess, but to me that'd defeat the purpose. i'm not trying to get The Perfect File or The Achievement; i'm mostly interested in continuing to explore the space that this game represents. and by that i mean both the "physical" one and its strange systems. you can farm monsters for cards to play triple triad, or farm triple triad battles for items, or do both, and there are even more kinds of interchanging alchemy between items and spell stocks than that which feel convoluted, but in a kind of charmingly empty way like legend of mana, since for as famously "breakable" as the game is, it's not really hard enough (at least to this point) that playing through the story requires much more than raising hp and engaging with the systems in good faith.
the result has a circuitous design that feels like there are many ways to enter and exit the system, and combined with the ability to stack up the gfs and the way assigning menu commands works (you can even overwrite "item"! in fact i've rarely used them as a result! that's really strange for a final fantasy!), it excels even among final fantasy games in feeling to me like there's no "edge" to the system, no point i would expect to reach where the game would seem to run out of ideas to enjoy playing with. i think maybe only 12 surpasses it in that sense, and both are games where the character customization systems reach so far that they fundamentally allow the player to define how they interact with the game in the first place. (even "boost," which encourages you to hide the normal UI to play a minigame, is an example of this.) this also combines nicely with the game's unusual resources; health and magic points don't work in the ways they usually do, and using powerful spells weakens your characters (assuming you have them junctioned, which there are strong incentives to do). it all lends a really interesting sense to the reality-warping concept of the guardian forces. they affect the player too.
though on that note, i still hardly have an idea of what nojima was cooking with this one...in the context of ffx and stranger of paradise (which i'd regard as probably my two favorites of his top line story/scenario credits) it's clear to me he's greatly interested in these dreamlike concepts that are sweepingly emotional at the expense of a more logical kind of plot and worldbuilding development. (this is good. it's a story, not a history essay.) the revelations around edea in the first half of the game seemed to be setting up a kind of inversion of the usual rpg thing where a mother figure is the villain instead of a father (as in ffx, lol), but the beginning of disc 3 shifts away from that at least a bit. the other undercurrent of squall's need for vulnerability and emotional release being crushed under the increasing burdens he's forced to shoulder-the strength of a leader and all that-is probably even more central either way.
i really love selphie though. like, at this point, she's probably in the running for my favorite party member in the series. she almost comes off as out of place at first, but she's really impassioned and serious even with her cheery and positive demeanor. i thought that was really great...and then i learned about her little garden festival website on the balamb computers with custom graphics, where she writes about the places you find timber maniacs magazines and laguna's articles, and cajoles the other party members into giving her material to post too. i like them too, but i really don't want to take her out of my party...hahaha
in their own ways, a lot of the older games i've played since resident evil 1 a couple years ago keep leaving me thinking, "gosh, i'm so glad to be playing this right now." but i have a real soft spot for this era in particular, and over and over these square games and their unique sensibilities keep drawing me all the way in. this is about the closest they really got to making a contemporary-setting kind of game (along with racing lagoon, i suppose) on the platform, and the retro feeling that springs from that 90s style, merging with a different sense of magic and surrealism than preceding games in the series turns into something i find really intoxicating, even as it feels like it's pushing back against the concept of final fantasy itself. even the music, despite all uematsu's hallmarks on display, really shows that off, heavier on melancholy and uncanny moods than his usual fare.
i'm totally in love