Let's Play Every Final Fantasy Game In Order Of Release [Now Finished: Final Fantasy Tactics]

Anyway, I will later find out that all these lines at the start of the room weren't just various flavorful manners of saying 'something super cool and hella deadly is in that pillar, go get it,' they were actually supposed to hint as to the pulsing of the pillar's light, because this entire sequence is a game of Red Light, Green Light where you're supposed to advance when the light is dim and stop when it glows, because any step taken while it glows will trigger a random encounter.
don't worry omi there was no way you could possibly have known
There is now a giant mass of cables sticking out of the hole in the ground and a save point that wasn't there before!! Of course!! That just makes sense!!! Why would anyone not expect this!!!!

If I ever meet one of the FF8 devs it's on sight.
What you really have to watch out for is when all this starts making sense to you, you've been lost in the junction sauce and there's no going back.
It's not like these encounters are difficult in a traditional sense. I mean, they are when fought 'fairly;' the problem is that because fighting 'fair' involves the risk of a random TPK out of nowhere, I can't afford to do that. So I just Doomtrain through everything, and the chief challenge is to play timing games to avoid GF damage before Doomtraining. This makes the game incredibly swingy in an unpleasant way, where victory is determined by whoever gets to hit first.
Hysterically funny reading this after your insightful commentary on SMT a couple days ago ngl
 

I can see it now
Omicron:*chilling at a cafe*
Man:Hey, so did you know I was on the dev team for FF8?
*cue battle music*

But that joke aside, here's another:
Qustis:*claps* So, what did we learn?
Zell:Don't try to be smart, just use your fists…
*later*
Squall: How many of these dragons are down here-!
*Dragon suddenly dies*
Zell:What!? I used my fists!
 
DISCLAIMER: This is very late in the game to start experimenting, but I decided to avail myself of one of the less basic options provided by the emulator I'm using: a CRT filter. This is intended to bring the image closer to what it would have looked like on a TV at the time of the game's release, rather than the way it is rendered on a modern LCD screen. This is supposed to have certain desirable properties, like a certain 'artistic blur' that makes the characters looks less sharp and pixelated than they have so far. Will it work? I don't know; you tell me. In addition, the CRT filter I'm using creates some details that reflect an old screen, like the way the image curves slightly. It's not particularly intrusive during play, but it's certainly a little strange looking at the still screenshots. Please compare previous updates and give me your feedback as to whether you think it's worth continuing to play it with such filters on.

I'll be honest, I don't get the appeal of CRT scanlines. I just don't. People talk about the effects of blurring the pixels together to make a more cohesive image and in certain cases I even understand what they mean. I still don't like it. Even seeing 4K video of a Sony Trinitron uploaded by a certain insane video producer and streamer I know, watching it while he gushes about just how good it looks, I don't get it. I would never personally choose scanlines over raw pixels for any reason. Something about the constant interruption of the image makes me feel like I'm trying to watch the videogame through a damn flyscreen and it just shits me.

Squall, mentally: "(...What is that blue thing?)"
Rinoa: "What is that light?"
Zell: Watch that light! There's something resonating!"
Squall: "...Let's check out the core. We might find out more about it."
Ominous voice from within the facility: "The blue light leads all to death. Turn back…"

Well, that sure is spooky! We're definitely not heeding that warning though, so let's check out this glowing core whose light keeps pulsating strangely.
Anyway, I will later find out that all these lines at the start of the room weren't just various flavorful manners of saying 'something super cool and hella deadly is in that pillar, go get it,' they were actually supposed to hint as to the pulsing of the pillar's light, because this entire sequence is a game of Red Light, Green Light where you're supposed to advance when the light is dim and stop when it glows, because any step taken while it glows will trigger a random encounter.

Aherm. Well. Like my father always says, when you don't have a head, you have legs.

You are never beating the Himbomi allegations, not even Saul Goodman could get these charges dropped.

Anyway, that's all we can do here. I try to approach the hole in the ground, but we can't do anything with it or interact with it in any way, so all that's left is to leave the dungeon.



OF COURSE NOT, YOU IMBECILES. DO YOU NOT UNDERSTAND HOW FF8 WORKS BY NOW!?

What we have to do here is of course leave the dungeon, interact with another character, then turn around and head back to the dungeon.

There is now a giant mass of cables sticking out of the hole in the ground and a save point that wasn't there before!! Of course!! That just makes sense!!! Why would anyone not expect this!!!!

god what, at least have the damn courtesy to shake the camera around a lot and then transition to this variant of the room after beating Bahamut you psychopaths

And with this, we have reached the bottom.

At the bottom of the ruins, we find a lake, a computer terminal, and some kind of steel cable connected to the machinery above. We actually need 10 steam units to proceed, which means that it is possible to have gone through the entirety of the ruins, with their lethal fixed encounter, only to find out that you never had enough steam to finish in the first place.

I swear I just want to talk to the FF8 devs. I just wanna talk to them. I just. Wanna. Talk to them.

Do you think that maybe the reason we don't get games with Soul any more is because these random acts of sociopathic cruelty acted as load-bearing pillars for the rest of the design? Sin-eaters of code? Perhaps game devs are like dogs and just do things arbitrarily.

The Ultima Weapon decides to set the tone of the fight by slamming its dick on the table with an opener called Pillar of Light, which deals 9,999 damage that cannot be reduced (except by one specific trick) and thus always kills its target, in this case Rinoa.
This is, in truth, an unfortunate decision.

What the Ultima Weapon doesn't know is that I play a lot of card games.


This is like when a character throws a hundred million billion ki blasts and/or a giant beam in Dragonball and raises a gigantic opaque dust cloud and wonders "did I get him...?" only for the smoke to clear revealing the new villain has such a huuuuge powerlevel that all that did 0 Fucking Damage because their number is soooooo high.



That's kinda cheap though, isn't it?

I spent most of VII complaining about the game being too easy. And here, I got so frustrated with FF8's mechanics that I made it easy for myself by first abusing Doomtrain against all the minibosses, and then abusing Holy War against the Ultima Weapon. But this would actually be a challenging fight if I faced it seriously!

In order to be true to myself, I must take on the Ultima Weapon without invincibility.

GOKU NO DON'T GIVE CELL A SENZU BEAN JUST TAKE THE W

You know this is the second time I've seen a piece of Japanese media get weird about making a confession inaudible? The first one is, of all things, in Sonic X. At the end of the show, after spending its entire runtime helplessly pining after Sonic, Amy Rose asks him up front if he actually does love her. Sonic replies… and the sound cuts off so we can't hear what it is. Is that a trope? Is there a third data point so we can make a pattern out of it, or is it just a thing that happens to be in both FF8 and a Sonic animated adaptation?

Yes I've absolutely heard jokes about 'having your confession drowned out by the fireworks' in a context that made it seem tropey and heard about other played-straight examples of confessions getting drowned out or otherwise being inaudible for whatever reason.
 
Zell: "A.k.a 'Battleship Island.'"

Huh. Now there's a reference I definitely didn't get 25 years ago. And a really fucking cool one! The vibes of the Deep Sea Research Center are immaculate. If FF7 was referencing Resident Evil and The Thing, this place feels ripped from B horror flicks like Deep Star 6, Leviathan, Lords of the Deep, and of course The Abyss.

...I wish it was more than vibes.

FF8's upsetting tendency to gesture at ideas rears its ugly head. Bahamut doesn't truck with being called a GF; he seems offended. Doubly so by the idea that his power would be commanded by short-sighted and conflict-prone humans. Draconic pride? Something more? Add to that the ruins at the bottom of the ocean wherein we find Ultima Weapon. Is this...could this once have been this planet's equivalent to the Northern Crater? Did the Ancients, or indeed the lifestream itself develop biomechanical superweapons to fight the infestation of humans? Did some bullheaded scientist open the path down here and have just enough time for a cliche "oh shit" before a pillar of light annihilated every human being working on the platform? And then add in the Eden-Garden thing, and...

Once we reach the bottom with enough steam, Zell offers to take care of the machine himself. He boasts that people call him 'The Machine' when it comes to mechanics. He then proceeds to absolutely fuck it up until steam starts blowing out of every joint in the machine, before saving the day with quick thinking, by which I mean percussive maintenance, by which I mean he punches the machine and that causes it to stop misbehaving and the door to pop open. It's a fun skit. Squall reflects that 'The Machine' is more like a 'Fighting Machine,' and we proceed.

Zell is the heir to a powerful legacy.

The Warmech has suffered a terminal case of Yda.




If there is a machine in your way, it is the monk's job to beat the absolute shit out of it.
 
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I do remember the world map being a sphere when I played the game, I think there might have been a toggle option
Mm, there's a few different maps. You press select once (on a controller) to get a 2D map, and twice for a 3D globe map. Or it's the other way around.

That dungeon sounded quite unpleasant to run through. Lots of forced enemy encounters.
 
With the power of love and Doomtrain on our side

And yet I do not see Selphie in your party. Next time you sleep at the Garden, you're gonna be The Ended.

This secret answer, it turns out, is "It's our nature…"

Squall, mentally: "(It's our nature… There is no real reason… Maybe we were born… only to fight.)"

Tonberry King from inside your soul: Do you feel like a hero yet?

This makes the game incredibly swingy in an unpleasant way, where victory is determined by whoever gets to hit first.

Ah, I see FF series has graduated to stealing advanced tech from D&D, not merely monster designs: go second and die.

The very idea of tackling it without Doomtrain sends a shiver down my spine.

You're just feeling your sins crawling up your back.

No, but seriously, this is incredibly funny. I'm now convinced that FFVIII was the foundational text for the creation of Undertale rather than Dragon Quest or what have you. An entire game written to articulate why completionism in FFVIII specifically is not worth it because it will lead to Bad Time all the way down to hell. Any other messages the game may contain are incidental.
 
Anyway, I will later find out that all these lines at the start of the room weren't just various flavorful manners of saying 'something super cool and hella deadly is in that pillar, go get it,' they were actually supposed to hint as to the pulsing of the pillar's light, because this entire sequence is a game of Red Light, Green Light where you're supposed to advance when the light is dim and stop when it glows, because any step taken while it glows will trigger a random encounter.

Aherm. Well. Like my father always says, when you don't have a head, you have legs.

Certified Squall Moment, right there. And you made fun of him for hauling Rinoa across a continent, too.
 
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. . .Does Rinoa really not have any spirit-junction?

An easy fix to make things simpler for you is to buy a bunch of Stat-junction scrolls from the timber pet shop (Or the Esther one) while having Thonberry's shop-expand ability, and just give Ifrit, Shiva, and Quezacotl the five base stat junctioning. Then you can junction the rest of the GFs into whatever loadout you want without having to worry about the five prime stats, which'll stop you from having 'I need to split up my Abilityx4 and speed juctions and hit junction GFs for an even spread, but now my all my spirit junctions are stuck on two people' issue.

From what I recall, it takes until disc 2, after Norg, that you can finally give every party member a junctions in each prime stat. It takes quite a while for it to even be possible, and even then you have to have a pretty specific loadout to make it happen.

At this point you can just spend some of your hard-earned Gil and make it simple. In fact, I'd say that at this point you've got all the tools to decide on how you want your final set up to be, plus or minus some AP/XP grinding.
 
Welcome back, class to Hell. Today's lesson:

The Super Death Nightmare Optional Dungeon From Hell
This has the energy of a teacher who had the shittiest summer vacation ever walking in on the first day of class to tell all the students "fuck you all, I'm here to make my hell your hell".
Gosh, that's a cool setting.
You said it yourself just before the update, if there's one place FFVIII knocks it out of the park it's the setting and the environments.
Most notably, once an enemy is asleep, they will stay asleep until struck by a physical attack. Magical damage does not wake them up, which makes spamming GFs at them an easy win.

Keep that in mind because this is secretly key to this entire update.
Yeah, sleep is generally pretty strong when it works in FF games entirely because magic doesn't wake things up. So, sleep enemy, spam spells, watch as they die to extreme elemental conditions that somehow don't make them jolt awake.
Woo!



Anyway, I will later find out that all these lines at the start of the room weren't just various flavorful manners of saying 'something super cool and hella deadly is in that pillar, go get it,' they were actually supposed to hint as to the pulsing of the pillar's light, because this entire sequence is a game of Red Light, Green Light where you're supposed to advance when the light is dim and stop when it glows, because any step taken while it glows will trigger a random encounter.

Aherm. Well. Like my father always says, when you don't have a head, you have legs.
Ah yes, the real way to handle Red Light Green Light: charge the light swinging a sword like a maniac.
…ah.

So here's the thing. If you'll recall, when we select a Summon, there is a brief charge-up time, during which the summoner's HP bar is replaced with the summon's, like so:

During that window, damage taken by the character is inflicted on the GF instead. I had completely forgotten about this system because, in these sixty hours or so of game, it has barely been relevant even once. But it's relevant now. It takes Rinoa about one turn to summon Doomtrain, during which the Ruby Dragon is liable to strike her, and over the past three encounters, it's been getting some damage in… And I cannot heal that damage mid-fight. Cura spells only target the character even when cast during summoning, and GF healing items are only usable outside of battle, and we have not had a break between GF fights.

This means that this time, when the dragon gets in another hit before Rinoa can summon Doomtrain, that is enough to KO the GF. And that means I now have to fight the dragon fairly.

It goes poorly.
...Is this the first time in the entire playthrough the whole "GFs have their own HP bar and can get KOed" has actually come into play? I guess that's one way to handle them, gauntlet of powerful enemies that actually take them down + GF actually worth using instead of just attacking or casting.
Yeah so it turns out there was a third hidden option we could select, hidden except for a random dot. Why? Fuck you, that's why.
FINAL FANTASY VIII EVERYBODY
We fight Bahamut in what seems to be the inside of the pillar, a vast dark space filled with screens.

Bahamut: "I am… Bahamut"
Squall: "The great GF… Bahamut."
Bahamut: "...GF? I…? Using my powers… It is you humans… I fear…"

Once again, we're getting some tantalizing GF-related dialogue that doesn't go on long enough to get anywhere. Squall has clearly heard the name Bahamut before; he seems to know it as a GF, which suggests that the dragon king is a figure of legend. But the way Bahamut is surprised by the reference to him as a 'GF' seems to suggest he's heard of this concept before, but he fears humans using his power? We won't get more than this, unfortunately.
This just sounds like more reasons to want a full FFVIII Remake to me. If FFVII can go "here's a seventeen hour sidequest for a side character with two lines" with its remake, surely a remake of FFVIII would let us get deeper into the sauce on the lore.
Bahamut immediately brings power to the table with Ability x 4, which allows a character to have up to 4 passives, and Forbidden Magic Refinement, which allows us to refine ultimate spells, although the rates at pitiful - one Ultima Stone refines into 1 Ultima, and we have acquired a mere 4 of those in the game so far. We'd need some kind of massive source of Ultima Stones for it to matter, but how likely are we to get that?
Haha yeah, where would you ever get massive sources of rare and powerful items for refining into ultimate spells

Surely there aren't super high tier trading cards that magically refine into ridiculous amounts of items or anything
Anyway, that's all we can do here. I try to approach the hole in the ground, but we can't do anything with it or interact with it in any way, so all that's left is to leave the dungeon.



OF COURSE NOT, YOU IMBECILES. DO YOU NOT UNDERSTAND HOW FF8 WORKS BY NOW!?

What we have to do here is of course leave the dungeon, interact with another character, then turn around and head back to the dungeon.
FINAL

FANTASY

VIII

EVERYBODYYYYYYYYYYYY
You see, what these ancient ruins has is unavoidable encounters. By which I mean encounters that look like random encounters, but (having had to reload and go through this twice) they're actually fixed; they trigger on specific floor tiles, cannot be avoided with Enc-None, and cannot be run away from. They must be defeated in order to progress.

And boy, they're a doozy. It starts with three Tri-Face encounters on the top floor of the ruins; they're dangerous mainly because they can inflict Confuse. Then we move on to Grendel and Imp duos, where Grendel functions as a powerful physical attacker while Imp casts status effect magic. As long as we don't sleepwalk through them, both of these are fine… But then the Behemoths start coming in, and they cast Meteor, which hits hard enough to threaten the party.
My first thought is Initiative skill + anything that can disable the enemy quickly, like casting/junctioning sleep attack, or using Doomtrain... but I can see that's not quite how things went.
At the bottom of the ruins, we find a lake, a computer terminal, and some kind of steel cable connected to the machinery above. We actually need 10 steam units to proceed, which means that it is possible to have gone through the entirety of the ruins, with their lethal fixed encounter, only to find out that you never had enough steam to finish in the first place.

I swear I just want to talk to the FF8 devs. I just wanna talk to them. I just. Wanna. Talk to them.
F I N A L-

Alright joke's getting old, point is there are some wild game design decisions in this game.
And it looks like it has a superboss-like status. The game tauts it as "the strongest, ultimate monster." What is its origin? Who cares? It's there, so we must fight it.

The Ultima Weapon decides to set the tone of the fight by slamming its dick on the table with an opener called Pillar of Light, which deals 9,999 damage that cannot be reduced (except by one specific trick) and thus always kills its target, in this case Rinoa.
Ah yes, the moment you know it's a superboss: when it opens with scripted attacks that are "you die instantly, hope you got your starts figured out in advance.

...Out of morbid curiosity, was there a save point anywhere near the Ultima Weapon, or was a PS1 player expected to walk all the way down here every time to re challenge it if they wiped?
This turns out to be incredibly easy.

For a while now, I've decided to go against the common wisdom of how to handle character Junctions. Previously, I had three "packages" of GFs and spells that were character-agnostic, so that I could just swap them over whenever my party got shuffled. This, however, was actually extremely tedious because of how frequently such swaps are and how inconsistent the transfers can be (like during the Laguna flashbacks, which break Junctions). In frustration, I decided to test out a method suggested by @Egleris, where I assign each character a certain number of GFs and then do not touch it ever. And this has been less frustrating. It's seriously lowered the burden of constantly swapping characters. The feelings that all these GFs that aren't currently in the party are 'missing out' on AP and XP has been pretty annoying, and it's cut down on the amount of Junctioning I can actually do, which is one of the reasons why I'm having trouble with high-end monsters.

It's also the power limiter that is the only thing keeping me in check. If I take the Ultima Weapon seriously and come at it without a cheat item but 'merely' with my full power, junctioning the entire GF roster across my party of three, well… Look at these numbers:
...Now see, I didn't realize you were still doing that thing, which while a neat enough suggestion... yeah, does kinda nerf your capabilities. There's a big difference between splitting everything across six party members, and just super-powering your main 3 with sets of GFs that cover every important stat for junctions.
Now, of course, I want to take a look at the animation for our two new summons, Bahamut and Eden. However, their animations are so long and so complex (Eden clocks out at a whopping minute and a half) that using screenshots is unfeasible, so I will instead link YouTube videos.
Is Eden the new longest summon/attack animation in the series at this point? Knights of the Round was a bit shorter, iirc.
 
Anyway, I will later find out that all these lines at the start of the room weren't just various flavorful manners of saying 'something super cool and hella deadly is in that pillar, go get it,' they were actually supposed to hint as to the pulsing of the pillar's light, because this entire sequence is a game of Red Light, Green Light where you're supposed to advance when the light is dim and stop when it glows, because any step taken while it glows will trigger a random encounter.
The game guide also gave an alternate trick to get through the gauntlet. When you win a battle, make sure you push in the direction you wish to walk just as the fight ends. That ensures that you'll be walking as you transition back to the main screen and the core can start glowing, letting you get several steps in. However, if you pause for too long, the glow will return, and you'll trigger an encounter as soon as you move.
 
Selphie-Ultimecia art by ArlequineLunaire
Remember that joke theory a while back where Ultimecia is actually Selphie's future self (or should I say future 'selph'?)
Well, since we've already seen Ultimecia so this doesn't count as a spoiler, I got inspired:



Liking the name 'Selphimecia' personally
 
I've just realised that combining Selphie's bob hair with Ultimecia's big feathered collar and long slit dress kinda makes her look like an old-timey film star. All that's missing is the smoking pipe and ending every sentence with "dahling".

Incidentally, I also gave her a train track-patterned necklace and tattoo, on top of making her wings look like train silhouettes and the Doomtrain background
 
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If anyone was wondering, Eden's galaxy-destroying attack in FFXIV. Not much difference from the FFVIII version.

In FFXIV, it's used as the mid-battle DPS check resolution. As in if you meet the DPS check requirement, it just does moderately high raidwide damage, but isn't especially dangerous (especially since you can just heal back up afterwards). It also lasts long enough that it acts as a mid-battle cooldown reset; I suspect that is the secondary purpose of including that animation, with the primary purpose being FFVIII fanservice.
 
That's really interesting stuff! I really wish we had more insight into the science of GFs, paramagic and drawing, because it's clear it's supposed to be important to the background of the setting and not just our characters but it's very vague. The fact that Battleship Island was roaming the seas and experimenting on GFs to figure out how to Draw, which means, implicitly, that they couldn't just obtain that knowledge from Dr Odine or Balamb Garden, this is proprietary technology that's somehow being kept a secret. How does that work? Wish I'd know! Interesting worldbuilding element, though.
That raises some interesting questions. Modern GF use was pioneered by Odine who works for Esthar which was either trying to conquer everyone or completely isolationist at the time and has been isolationist since. Neither lends itself to sharing powerful occult military technology and clearly it's not common knowledge or this place wouldn't exist. So... How did it make its way into our protagonits' curriculum?

Has Eshtar been secretly backing Balamb Garden this whole time or did Cid find a way to steal the technique?
 
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You see, what these ancient ruins has is unavoidable encounters. By which I mean encounters that look like random encounters, but (having had to reload and go through this twice) they're actually fixed; they trigger on specific floor tiles, cannot be avoided with Enc-None, and cannot be run away from. They must be defeated in order to progress.
This is what happens when you let Zell break things. If you do things the 'right' way and don't let him wallop the machine, you lose the fixed encounters (per floor: Tri-Face, Grendel and Imp, Behemoth, Ruby Dragons and Iron Giants) and only have the normal encounters that you can Enc-None to pass.
The Ultima Weapon is dead again, and it wasn't even difficult.
Ultima Weapon's primary difficulty comes from being actually very fast (at level 50: 85 Speed; at level 100: 145 Speed), having a OHKO move, and not having a programmed moveset, which means it can absolutely chain Light Pillar three times in a row and murder your party if you get really unlucky.
 
Forbidden Magic Refinement, which allows us to refine ultimate spells, although the rates at pitiful - one Ultima Stone refines into 1 Ultima, and we have acquired a mere 4 of those in the game so far. We'd need some kind of massive source of Ultima Stones for it to matter, but how likely are we to get that?
The item you want here is the Energy Crystal, which is dropped by the Elnoye and the Ruby Dragon (for the latter, the probability is low, but it can be changed to around 50% if you equip the "Rare Item" ability Bahamut has); each one refines into 3 Ultima, which isn't much, but still better return than the Ultima Stone. To farm from the Elnoye, you would need to fight the fixed one in Esthar that was mentioned by the thread before - it is infinitely repeatable and, as you've seen, with a team that is sporting Status-Atk Death, not that hard to do. Ruby Dragon can obviously be found on the Island Closest to Hell, and while there you have to contend with the other monsters on the island and getting tons of EXP in the process, it might be the better idea, as the other drop it has, the Fury Fragment, can be refined into Aura. Of course, the Elnoye only drops Energy Crystals, so if you don't care about Aura, only Ultima, it's the better deal.

Alternatively, once Siren hits level 100, she'll be able to refine 100 Cursed Spikes into 1 Dark Matter with "Tool Refine"; Dark Matter has a lot of uses, and refining into 100 Ultima is one of them. Cursed Spikes can be mugged from Tri-Face (either 6 or 8 per mug), and are dropped from the Marlboro (the probability is low, but it can be changed to around 50% if you equip the "Rare Item" ability Bahamut has), so the best place to hunt for them (well, outside of saving at the entrance of the undersea research center) is the Island Closest to Heaven. Grandidi Forest also has the Forbidden who can drop them (alongside the Marlboro), but the issue there is that equipping Rare Item, while it increases the chances of Cursed Spikes drop from Marlboro, decreases (if only slightly, 10% or so) the chance of Cursed Spikes drop from the Forbidden. Meanwhile, the Marlboro will drop 10 Cursed Spikes if it does so, which is more than any other monster. The Tri-Face, if you have Rare Item on, has a 50% chance of dropping 8 as well (should you kill it with repeated failed mug attempts - the mug chance is only 25%). So, overall the Island Closest to Heaven has better returns.

Of course, you can refine 1 Curse Spike from 1 Tri-Face card, and 1 Energy Crystal from 10 Elnoye cards. That'll take a lot longer, but some people prefer it. There's no other real way of collecting Ultima outside of drawing it from Draw Points (well, and from Ultima Weapon).

Breath is always an instant TPK, even at full health.
The way to deal with this is by just… Praying that Ruby Dragon won't use Breathe on its opening turn
Well... see, the thing is, despite how it looks, this is a physical attack.

As such, having AutoProtect equipped (from Bahamut), or just casting Protect on the team, would halve the damage; also, having high VIT helps reduce its impact (that's why Squall was surviving at first, because he had Metldown junctioned to VIT), and of course, as is true for ALL physical attacks in the game, the Defend ability (which Brothers and Cactuar have) would fully nullify all of the damage from it.

However, you wouldn't know that it's a physical attack from looking at it; that's a trick that FFVIII is going to pull out again with some bosses you have yet to face, by the way. I won't tell you which ones to avoid spoilers - just, if it seems like an attack is busting past defenses, check whether Protect does anything against it. Or just have Bahamut on Squall and always keep Auto-Protect active; I do that. Just one of the many reasons why Bahamut is the best GF - and FFVIII has the coolest looking version, as well. Also, check what his card refines into!

Anyway, now that you've faced the full power of the Ruby Dragon, would you say that it is the strongest random encounter in the game, or do you still think the Marlboro is more dangerous? I don't think any other monster can be argued as a contender, but it's interesting to see what you feel is the most dangerous of the two.

the first enemy asset reuse I've seen in the game so far, which is genuinely impressive:
I think the fact that the only enemy assets reuse in the game are of this sort - the Elvoret was a boss, the Elnoye is a random encounter, and a couple other bosses also have a single random encounter variant - adds to the game's exploration feeling.

And, speaking of monster variants and the lack of reused monster sprites, do you think you've seen enough now of the monster rooster to confirm whether the initial impression that the FFVIII monsters have more personality than any previous entries hold water? Or do you feel like, progressing through the game, the monsters' originality went down? I'd be curious to hear your opinion on the matter.

Even after the first Holy War wears off and I cast Aura before reapplying it, I have the unpleasant surprise to find out that Angel Wing is itself a status effect, meaning Rinoa is 'immune' to it while invincible.
Yeah, this is a known issue. How you do it is that you have Rinoa enter Angel Wing first, and then turn her invincible. Her repeated Meteor will kill anything in the game before the invincibility has time to run out.

Eden, though.

That thing is insane.
So it is. You have speculated on how the abilities Eden has might make or break whether it's a good enough reward, but have you considered the Boost ability? If you don't remember, it's the ability which, if you press Select when a summon animation starts, lets you press Square to increase a counter that is then used as a multiplier for the GF's power, starting from 75(%) and capping at 250(%). I seem to remember (although I can't find the quote right now) that you abandoned the ability after trying it out, because of difficulty handling the "stop pressing Square the moment the red X appears, or you'll lose all of your progress" with proper timing; however, Eden gives you enough time to do the button-mashing more carefully, so you should be able to reach 250 with its summon easily enough. I would suggest you try - it'll be amusing to see what you think of the results. And whether that makes you consider Eden's attack power something worth mentioning when judging if it's a good enough prize to have.
 
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So let's enter this facility.



Squall, mentally: "(...What is that blue thing?)"
Rinoa: "What is that light?"
Zell: Watch that light! There's something resonating!"
Squall: "...Let's check out the core. We might find out more about it."
Ominous voice from within the facility: "The blue light leads all to death. Turn back…"

Well, that sure is spooky! We're definitely not heeding that warning though, so let's check out this glowing core whose light keeps pulsating strangely.
Despite the deeply confusing interaction with Bahamut, there actually is an important life lesson tucked away in this dungeon, one that's easy to miss. Fortunately, you have me on hand to unpack it for the audience:

If you enter an old, ruined, overgrown military-industrial facility in the middle of nowhere, and you see an unnatural sharp, bright blue glow from some pulsating source in a giant wrecked machine, and someone yells "that blue light will kill you, turn back", absolutely do not listen, there are amazing goodies inside the blue light that they want to keep for themselves.
 
I'll be honest, I don't get the appeal of CRT scanlines. I just don't. People talk about the effects of blurring the pixels together to make a more cohesive image and in certain cases I even understand what they mean. I still don't like it. Even seeing 4K video of a Sony Trinitron uploaded by a certain insane video producer and streamer I know, watching it while he gushes about just how good it looks, I don't get it. I would never personally choose scanlines over raw pixels for any reason. Something about the constant interruption of the image makes me feel like I'm trying to watch the videogame through a damn flyscreen and it just shits me.

For what it's worth, while I too also generally prefer raw pixels over most CRT filters, there are cases where some amount of simulation is necessary for proper effect. The false translucency via dithering one can see in many Genesis and Saturn games, for example, or more obscurely the color effect some old computer games could do on composite monitors despite using video hardware that technically wasn't capable of that range of colors.

With that said, most scanline filters are complete ass and lazy about it and there's only been a handful I find worthwhile.
 
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