Jan 20, 2014 21:50
Big City Lights
The group boarded a train at the Far East Galbadia Station and rode the rails to the capital city of the land, Deling City. In comparison to the cities and areas I've thus far visited, Deling City is a hub of life. Neon signs glowed like torches in the night, an army of motor cars served as public transportation, and there was even a triumphal arch that towered over the center of the city.
After some initial exploration, I directed the gang in the direction of General Caraway's Mansion, where presumably Squall and company would learn the details of the assassination plot. However, when I arrived at the location the party was stopped by a guard at the front of the property. Instead of being admitted to the mansion the group was asked first to complete another task. The guard informed the party that it must head to the Tomb of the Unknown King where a student had gone missing. However, the objective was not to find and return with this student, rather the group was asked to find evidence of said student's presence in this mysterious tomb. Specifically, the guard required an ID number which I would shortly discover had been stamped onto a sword. Apparently this was all a task to determine whether or not these SeeDs were up to snuff for General Caraway. I guess the blessing of both Balamb and Galbadia Garden wasn't enough. Sheesh.
Keepers of the Tomb
The Tomb of the Unknown King is relatively close to Deling City but if not properly prepared the random encounters can become cumbersome, fortunately my stable is a fine-tuned fighting machine and even the obnoxious Shoot and Dribble attack of the muscled Wendigo did little to slow my trek.
Just as the party came to the entrance of the tomb a pair of students fled from it. Undeterred I pushed the gang forward. I knew from previous experience that this area could become a frustrating slog if entered into haphazardly, but I had come armed with all the necessary tools to hasten the journey.
Without much trouble I located the student ID number in question, defeated both Sacred and Minotaur to possess the Guardian Force, Brothers, and slew half a dozen Blobra for good measure. It was time to return to General Caraway's Mansion and begin this mission in earnest.
The Board is Set, the Pieces are Moving
Squall may be a brooding anti-hero but that doesn't mean he's stupid. The botched attempt to kidnap President Vinzer Deling and the bizarre appearance of a sorceress set into motion a series of events that led the party to the this point, but the question remained as to who was truly pulling the strings in this increasingly complex drama. Headmasters Cid and Martine seem to be on the same page, united against the actions of both President Vinzer Deling and this mysterious sorceress. General Caraway, too, is on board with the plan to assassinate the sorceress but his stance on Vinzer Deling and the continued occupation of Timber by Galbadian forces is less obvious; after all General Caraway is the head of the Galbadian military. Is this merely an opportunistic power grab? Are Squall, Zell, and the rest of the gang merely pawns in a larger game?
While the group waited for General Caraway inside the mansion, Rinoa grew impatient. She made a couple of comments that revealed a familiarity with the house and General Caraway himself. Rinoa departed the room in search of the general and then Selphie, of all people, revealed to her cohorts that General Caraway was in fact Rinoa's father. Shortly thereafter Caraway strolled into the room with an air of condescension and self importance, Rinoa was not with him. General Caraway began to explain the assassination plot, a plot that he would not allow his daughter to play a part, citing her lack of formal training.
He revealed that the Sorceress's name is Edea, a point which stirred some brief inner dialogue for Squall. General Caraway went on to explain that a parade would be held for Sorceress Edea and it was then that the SeeDs would strike. Quistis, Selphie, and Zell would comprise the Gateway Team, responsible for trapping the sorceress beneath the triumphal arch. Squall and Irvine would serve as the Sniper Team meant to deliver the kill shot once the sorceress' parade vehicle was halted beneath the arch. A simple enough plan, I suppose, if executed quickly.
The Road to Hell is Paved with Good Intentions
The seeds of failure were planted almost immediately, after Squall and Irvine departed for their position Rinoa stormed back into the room and began telling the others about a half-crocked plan to slap an Odine Bangle onto the wrist of Sorceress Edea. Quistis wasn't impressed with the plan or lack there of and verbally laid into Rinoa, dismissing her strategy as the result of a father-daughter rivalry. Quistis then led Selphie and Zell out of the mansion.
On the way to their position Irvine engaged Squall in a philosophical conversation about the meaning of their mission, it was the first time his character showed anything that resembled depth. General Caraway accompanied both teams to their respective positions and then departed, shortly thereafter Quistis decided that she was too hard on Rinoa and resolved to head back to the mansion and make amends. Zell and Selphie were glabbergasted by the decision but accompanied Quistis back to the mansion just the same.
The player was treated to a short scene between General Caraway and Rinoa in which the latter gave her father the silent treatment, he in turn attempted to lock her into the room for her own safety. Rinoa though managed to slip out and just as she did Quistis and company entered the room only to be trapped inside. The wheels had officially started to come off of this plan.
Rinoa, eager to prove herself, set off for the Presidential Residence where Sorceress Edea awaited the start of the parade. Rinoa's plan failed spectacularly when Edea hit her with a blast of light which caused the Forest Owl's leader to hover momentarily. An FMV played which showcased Sorceress Edea impressive rack -- oh yes, she also displayed an ability to walk through solid doors -- most impressive. Next Edea addressed the crowd that had gathered outside the Presidential Residence. President Vinzer Deling was at her side (clearly he'd recovered form his shock at the television station) and Rinoa shambled onto the balcony in some kind of trance.
Sorceress Edea delivered a sardonic and ominous speech, the meaning of which seemed to be lost on the crowd. When President Deling attempted to dissuade her from using such cryptic threats he was held aloft by the sorceress and quickly murdered. Then Edea brought to life a pair of Iguions who leaped from the triumphal arch and cornered Rinoa.
Out of the Fire and Into the Frying Pan
While Irvine and Squall awaited the start of the parade, Quistis used her brains to figure out a puzzle and escape Caraway's Mansion through a secret passageway that led through the sewers of Deling City. The group had no time to waste as sounds from above indicated that the festivities were now underway. A beautiful street level FMV was intercut with gameplay as the Sniper Team ran to get into position. It is revealed that Seifer is indeed in the employ of Sorceress Edea as he stood proudly a top her float brandishing his gunblade.
Irvine and Squall reached Rinoa in time to defeat the pair of Iguions that Edea had brought to life, from one of the reptilian baddies I was able to draw the GF Carbunkle which will be a useful little devil going forward. Rinoa was a bit of a mess once the ordeal was over and sought sympathy from Squall who was less than responsive and ushered the trio to their position on the clock tower. Squall located the sniper rifle and handed it off to Irvine who became oddly quiet. Squall informed Rinoa that Seifer was still alive but that he may have to kill him should the mission go awry. Squall then noticed that Irvine had been too quiet and shortly discovered that Galbadia Garden's resident sharpshooter had a serious case of the nerves.
Meanwhile, Quistis, Selphie, and Zell fought their way through a labyrinth of gates, water wheels, and tunnels inside the sewer system. The SeeDs arrived just in time to slam the gate down on Sorceress Edea as the player is treated to another series of beautiful FMV sequences. The Gateway Team did their part and trapped the sorceress' parade float but a top the clock tower Irvine struggled to steel his nerves. I enjoyed this scene in the game as I think it was important to the development of both Squall and Irvine's characters. Irvine's trepidation was in stark contrast his cocky, cavalier attitude and the moment of doubt forced Squall into a true position of leadership.
All Hell Breaks Loose
The delay cost our heroes as Sorceress Edea was able to stop the would be kill shot which forced Squall to attack her and Seifer head on. Squall easily dispatched Seifer and was then joined by Rinoa and Irvine to battle Sorceress Edea. The player is awarded with a bounty of 20 AP if Edea is defeated but if you thought it would be that easy then you've never played a Final Fantasy game. Down but not out, Edea mustered up several large shards of ice and hurled them at Squall. One of the ice shards tore through Squall's chest and as he fell from the float, Rinoa looked on in horror.
So ended disc one.
seed,
gateway team,
disc 1,
review,
sorceress edea,
final fantasy viii,
president vinzer deling,
rinoa,
seifer,
quistis,
sacred,
headmaster cid,
zell,
squaresoft,
minotaur,
brothers,
general caraway,
carbunkle,
far east galbadia train station,
ff8,
commentary,
deling city,
squall,
selphie,
final fantasy 8,
sniper team,
headmaster martine,
ffviii,
irvine,
disc one