Multi [PS/X1/SW/PC] FINAL FANTASY VIII Remastered - return of the SEED (3/9/2019)

à đúng, có 1 số chiêu nhanh quá mà nhịp chuyển sang O thì xác định là miss luôn thôi =))
còn cái chiêu gust of wind dance kia thì gần như ai chơi cũng ấn tượng vì nó xuất hiện khá sớm ở đầu game, rất mạnh nhưng cũng max khó, tận 5 6 lần bấm thì phải, chỉ kém các chiêu cuối 1 hit
dc cái là lavitz có đủ chiêu rất sớm, hồi đó thằng bạn nó cũng max rảnh, nó luyện full skill sớm từ đầu game trc khi lavitz chết để xem chiêu cuối flower storm lavitz nó như thế nào :))
Gust of wind dance thì khó vì nhịp nó đổi 2 lần nhanh chậm nhanh chậm nên dễ bị break, mấy chiêu cuối kể cả Blazing Dynamo của thằng Dart nó chỉ nhanh dần chính ra dễ bắt nhịp hơn
 
chơi LOD khó chịu nhất là bị dính confusion ko kịp giải nó tự chém vào người là chỉ có game over
test kiểu chỉ chơi 1 đứa hết game mà dính cái này thì đập mẹ TV luôn
 
Cái đó đúng là ác thật. Còn cái poison với fear thì mình cho hóa rồng.
 
Gust of wind dance thì khó vì nhịp nó đổi 2 lần nhanh chậm nhanh chậm nên dễ bị break, mấy chiêu cuối kể cả Blazing Dynamo của thằng Dart nó chỉ nhanh dần chính ra dễ bắt nhịp hơn

hồi mình chơi, chiêu khó nhất với mình lại là cái chiêu củ chuối maddess hero của thằng dart, chiêu này là chiêu thứ 5 thì phải, k phải 2 chiêu cuối của dart, mình luyện all char đánh addition ngon lành, chỉ riêng chiêu củ chuối này ô vuông nó liền tù tỳ nhau khó nhìn vcc, bực mình mua mợ cái nhẫn auto 10k luyện, h vẫn nhớ tên chiêu này vì quá cay =))
 
game online game mobile game off .... ~_~ nhiều quá bây giờ mới chơi tiếp FF VIII nào
 
Đến giờ mình vẫn đ thể hiểu tại sao Adel là female :3cool_shame:
EGw4VsMX0AQGTGu

EGw4VsJWoAESrfi
 
Vl Adel =)), max dị luôn.
 
Cần quái gì năng lực của phù thủy, Adel dùng cơ bắp cũng khối đứa chết :))
 
Phỏng vấn Kitase về FF8 Remaster HD


Kitase was first asked by Famitsu how he feels about Final Fantasy VIII celebrating its 20th anniversary:

Yoshinori Kitase: I remember how we had more freedom when it comes to in-development changes back then. The FF series has a large development team now. This means after we’re done with the planning, it’s nearly impossible to make changes midway through (Famitsu note: Of course, it was already difficult back then as well). Until after FFVIII, we were in an era where we had more leeway.
Also, the FF series is about fantasy, so we always try to challenge ourseles to avoid monotony. We pushed this concept pretty far with FFVIII, like with the salary system instead of killing monsters for money, or the Draw System.

When asked for an anecdote regarding Final Fantasy VIII‘s development, Kitase answered:

Yoshinori Kitase: FFVIII was the first game where we ever used motion capture at Square. We had no idea what we were doing. We wanted to take data for Squall wielding his Gunblade, and we didn’t realize a light, blade-shaped object would suffice. We instead used a heavy object made of steel, which really felt like a weapon. In the worst case scenario, the motion capture actor could have injured themselves. Thinking about it now gives me cold sweats.

Yoshinori Kitase was also asked by Famitsu how did Eyes on Me end up being in Final Fantasy VIII. It was the first time a theme song was specifically made for a Final Fantasy game:

Yoshinori Kitase: Nomura proposed the idea. I was really surprised when I received his proposal, but after thinking about how we never did that before, I agreed.

Lastly, Famitsu asked Kitase what would he do if many fans asked for a “Final Fantasy VIII Remake”:

Yoshinori Kitase: Well, Final Fantasy VII Remake isn’t even out yet (bitter smile). Personally speaking, if the young staff members at Square Enix say they want to do a Final Fantasy VIII Remake then I’d like it to happen. FFVII Remake was born because everyone currently at Square Enix wanted to remake FFVII with our current technology. So rather than me, I hope the young staff will do a remake.

Full interview với Nojima
Kazushige Nojima started the interview by sharing how unlike Final Fantasy VII, Final Fantasy VIII didn’t have a multitude of projects related to it since its original release, so he didn’t have any occasion to look back on the game. Thinking about it now, a part of himself believes he could’ve done more with the game’s scenario.

Kazushige Nojima: In order to make the scenario work as a game, many changes happened to it during development. There are big differences compared to what we initially thought about, and what we ended up doing.

The fact that Final Fantasy VIII followed the worldwide successful Final Fantasy VII also greatly influenced him:

Kazushige Nojima: Final Fantasy VII was a huge success outside Japan. So right from the start of Final Fantasy VIII’s development, one of our main objectives was making something that would be popular overseas. We didn’t have this in mind at all when making FFVII. So I changed my way of writing. For example, in Japanese, you can make a character speak without revealing their gender. You can use that, and make a reveal later about how that character was actually a woman. This isn’t possible in English as the translation will always use either “He” or “She”. Another example would be jokes. Until then, I only thought about Japanese players, so puns were not a problem. But I heard the translators had a lot of trouble with that when translating FFVII. So we tried our best to write FFVIII‘s scenario in a way that would be easier to translate.

Nojima also shared how he was helping with the overseas version of FFVII when FFVIII was in early development. So he doesn’t remember being on the team yet when Square decided FFVIII would have “Love” and “Academy School” as its themes. He also remembers how himself, Yoshinari Kitase, and the advertising producer on the game, had no idea what “love” as a theme actually means. So they chatted a lot about it.

As for the reason why Square went with “love” as a theme, they wanted a fitting theme to depict a realistic story and characters. For this goal, they also aimed to make the characters’ expression more realistic, but they couldn’t do much without going over their budget. There’s also how each character uses a high amount of polygons, meaning they couldn’t display more than a certain number of characters at the same time. This is something that affects screenplay and thus the story.

At the same time, Final Fantasy VIII was according to Nojima the first step which made himself and the staff realize “this is how we’ll make games from now”, slowly getting closer to the expressiveness and realism they wished. And then they reached Final Fantasy X, where characters were fully voiced fo the first time, allowing for even more expressiveness. Nojima is also happy overall with how they managed to properly show Squall’s growth and how he gradually becomes more expressive, until CD3 where he openly shows he loves Rinoa.

Later on in the interview, Nojima further explained how fan feedback and impressions on FFVII influenced his work on FFVIII:

Kazushige Nojima: With the bonus I got with FFVII, I bought a PC and started browsing the net. I was curious about what players thought of Square’s games so I started reading FFVII bulletin boards. The negative remarks which came back the most where “there’s too many flashbacks” and “the story is too sad”. Taking this into account, I decided to write for FFVIII a story where none of the main characters would die. And I really like using flashbacks, giving puzzle pieces to the players. And then make the players realize what really happened later on. Trying to have less falshbacks is how I thought about the story trick with Laguna’s parts. These scenes makes you believe they’re happening at the same time, but you only realize later on they’re actually flashbacks.

As we already reported, Nojima also revealed how the parts where you control Laguna were initially supposed to be much longer:

Kazushige Nojima: At first, Laguna’s parts were much bigger. They were making around half of Final Fantasy VIII. But as development went on, they got shorter and shorter. The staff worked really hard to make a map for Laguna’s parts too, but in the end it’s barely used in the final game. I always felt bad about that and couldn’t apologize enough to the staff.

When asked for his favorite character, Nojima answered it’s probably Rinoa. One development story Nojima remembers is all the angry remarks the women on the development team brought up when they were working on the dance party scene. They explained how a girl wearing such a short dress would never move the way Rinoa initially did. So they changed her motion patterns to reflect that. Nojima also regrets they didn’t ask more for the women in the staff’s opinion when they were discussing the “love” theme of the game. He also didn’t believe some of Rinoa’s lines, like her “hug hug” lines, would become this famous.

Following that, Nojima was asked which FFVIII character’s lines were the most difficult to write. He cited Quistis and Squall. Squall was the hardest because making him silent would just make him Cloud. But they also needed to take into consideration players who like dialogue choices, to influence Squall’s behavior. This is how Squall ended up being a character who doesn’t say his opinion much but speaks a lot in his mind. And Squall is the complete opposite of Laguna, who says everything he thinks.

Nojima mentioned there’s also a contrast with their comrades. Rinoa at some points says she can’t understand Squall unless he says what he’s thinking, meanwhile Kiros and Wald always understand Laguna before he even says anything. All these elements are ways to reflect the “love” theme of FFVIII.

When speaking about Irvine and the reveals related to the character, Nojima also explained how he always aim to surprise players this way. Without these surprises, the stories wouldn’t have an impact and Final Fantasy games would just be about the battle systems.

When asked about what defines a Final Fantasy game, Nojima answered:

Kazushige Nojima: I don’t know what is a Final Fantasy-like game is either (laughs). But what I know though is when something doesn’t feel like a Final Fantasy game. It’s like instinct. I think while it’s a major series, we work on Final Fantasy like independant developers would. I think Nomura would say the same thing. We never go for a straightfoward route. Or sometimes we make it seem so, but we actually do huge changes. If you can feel this when playing a Final Fantasy game, it means it’s a Final Fantasy-like Final Fantasy game. It’s also possible one day we’ll do a “classic” Final Fantasy game that will definitly be accepted by everyone, with no changes. Maybe we’d need to force ourselves to do it though (laughs). Because we always strongly feel we need to do something new.

Nojima believes the worldwide love for Final Fantasy is explained with how Square Enix always challenges themselves and make each game different, creating heated debate among fans on which game is their favorite. Nojima also mentioned that when attending overseas events, fans often tell him FFVIII is their favorite. He’s quite happy about it and he believes it was worth it back then to think so hard about what overseas fans would like.

Ending the interview, Nojima shared this message for both old-time fans and those discovering Final Fantasy VIII with the remastered version:

Kazushige Nojima: Until FFVII, it kinda felt as if we were students making games. FFVII‘s success made us realize we’re developing awesome games, making FFVIII the first time we really wanted to challenge ourselves. FFVIII is obviously a huge part of the FF series history, but I believe it’s also one of the most important games of that era as a whole. So I hope people will be able to feel that era when playing the game today.

Cốt truyện buồn cũng bị chỉ trích nhé:2cool_confident:
Kazushige Nojima: With the bonus I got with FFVII, I bought a PC and started browsing the net. I was curious about what players thought of Square’s games so I started reading FFVII bulletin boards. The negative remarks which came back the most where “there’s too many flashbacks” and “the story is too sad”.
 
Chỉnh sửa cuối:
Cốt truyện buồn cũng bị chỉ trích nhé:2cool_confident:
Kazushige Nojima: With the bonus I got with FFVII, I bought a PC and started browsing the net. I was curious about what players thought of Square’s games so I started reading FFVII bulletin boards. The negative remarks which came back the most where “there’s too many flashbacks” and “the story is too sad”.
FF XVI chuẩn bị có cả phịch nhau nhé =)).
 
FF16 sẽ là nam chính cuồng sát, nữ chính cuồng dâm
2 anh chị yêu nhao nhưng éo chịch nhau nhé, chịch đứa khác =))
 
FF16 sẽ là nam chính cuồng sát, nữ chính cuồng dâm
2 anh chị yêu nhao nhưng éo chịch nhau nhé, chịch đứa khác =))
Mình méo tin có ngày FF main serie dán mác Mature :2cool_confident:
 
FF làm gì dám dán mác Mature quên đi =)).
 
Để dành cho news IP, tha hồ tung hoành :))
 
FF đám game mobile ko thằng nào làm ra hồn cả. Chơi BE cốt truyện chán thí mẹ luôn, mà cứ lâu lâu mới nhỏ giọt part mới... Nhân vật thì nhiều quá, làm không có cảm giác kết nối với đám main luôn.
 
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