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AngryRobotsInc
Aug 2, 2011

I probably played more Triple Triad than I did the entire rest of the game proper. Friend of mine convinced me to play XIV with him almost solely by going "It's got Triple Triad in it".

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AngryRobotsInc
Aug 2, 2011

Final Fantasy VIII is completely beatable without even really delving too deeply into the systems. Just fight or run as you feel necessary from fights as per JRPG standards, futz about with the draw, junction, and GF systems, and don't care about or even really notice the enemy scaling, and stumble on sidequests. It is a pretty bog standard level of difficulty for a JRPG at that level.

Just treating it as a standard JRPG with some bolted on mechanics strikes me as the 'intended' way to play. Those mechanics are hilariously busted, though, once you really look at them, and why the game because hella easy once you really use them.

The other intended way to play is to view the rest of the game as just a vehicle to more Triple Triad.

AngryRobotsInc fucked around with this message at 13:16 on Feb 16, 2022

AngryRobotsInc
Aug 2, 2011

Randallteal posted:

The first time I played it I'm pretty sure I didn't know what level scaling was, got all of my magic from drawing and had a horrible rats nest of spells on every character, and basically just summoned GFs constantly in combat and it still basically worked out fine.

Yeah, it is very much designed so you don't need to know the ins and outs of the various systems (I sure as gently caress didn't know there was a GF compatibility mechanic for summoning speed until way later). It's when you do figure those systems out that the game becomes Easy Peasy Lemon Squeezy because they are completely busted in the player's favor. Which is why even just messing about with them works out just fine.

AngryRobotsInc
Aug 2, 2011

Yeah, the second you even touch refining magic the game is busted wide open, because welp it's not even the end of the first act and now I have several thousand HP and perma-Limit Breaks.

AngryRobotsInc
Aug 2, 2011

You can get the charge time for summoning a GF down to like 3 seconds or so, with compatibility. That's the only effect it has. It is a pretty hilariously complex system for basically nothing. Using different spells raises or lowers compatibility. Using different GFs lowers compatibility, with some having a boosted effect (like Shiva and Ifrit give +20 to themselves, -1.6 to every GF that's not one of the two, but -10 to their opposite). Except Eden, which gives +2 to itself, and +1 to every other GF. And they all have items that will raise their compatibility, but lower others'.

So much....for so little.

AngryRobotsInc
Aug 2, 2011

Honestly, the best way to play it for the 'intended' experience is like you're coming in fresh, and pretend you never even glanced at a guide. Especially no deep dive mechanics guides. Interact with the various mechanics as you like, and as feels necessary. Maybe you find a game breaking combo! If so, cool. If not, it's not going to make it unwinnable or anything.

AngryRobotsInc
Aug 2, 2011

jiggerypokery posted:

I am not sure about this but... with "amnesia greens" you can remove a GF ability... I think that they can't learn it again once you do that but I am not sure.

It's card mod that really breaks the game. Refining magic from items isn't as wild and saves grindy magic drawing.

Some abilities are relearnable through items, some aren't.

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AngryRobotsInc
Aug 2, 2011

And if you're completely batshit crazy (I have done this) you off Squall and Zell during the Dollet sequence, and level Seifer nonstop so you get a gaggle of GF abilities while your "Avoiding exp gains" options are still pretty much limited to "Card or run".

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