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Limit Breaks: Limit Break (Final Fantasy VIII)

The Limit Break system in Final Fantasy VIII is an advanced version of the Desperation Attack system from Final Fantasy VI. Each character has a unique Limit Break based on their fighting style that becomes available when their HP is low. Limit Breaks can be performed repeatedly if the character's HP remains low, unlike Desperation Attacks which could only be used once per battle. Some Limit Breaks require player skill to achieve maximum damage. Field gameplay lacks treasure chests but rewards include magazines, drawing magic, cards, and sometimes items from NPCs. Town areas can become dangerous like dungeons until current crises are resolved. The world map includes draw points, transportation options like vehicles and chocobos, and a mobile Garden

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0% found this document useful (0 votes)
45 views2 pages

Limit Breaks: Limit Break (Final Fantasy VIII)

The Limit Break system in Final Fantasy VIII is an advanced version of the Desperation Attack system from Final Fantasy VI. Each character has a unique Limit Break based on their fighting style that becomes available when their HP is low. Limit Breaks can be performed repeatedly if the character's HP remains low, unlike Desperation Attacks which could only be used once per battle. Some Limit Breaks require player skill to achieve maximum damage. Field gameplay lacks treasure chests but rewards include magazines, drawing magic, cards, and sometimes items from NPCs. Town areas can become dangerous like dungeons until current crises are resolved. The world map includes draw points, transportation options like vehicles and chocobos, and a mobile Garden

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EDUARD COHEN
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© © All Rights Reserved
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Limit Breaks Edit

Main article: Limit Break (Final Fantasy VIII)

Angelo Cannon, Rinoa's initial Combine Limit Break.


The Limit Break system is a more advanced version of the Desperation Attack system
from Final Fantasy VI. Each character has a unique Limit Break based on their preferred
fighting style that is randomly available when a character's HP is below a certain point.
One notable difference between this system and the Desperation Attack feature in Final
Fantasy VI is that the player can opt to attack normally even if a Limit Break is available.
The chance of a Limit Break becoming available will increase the lower the character's HP
becomes, among other factors, in a system dubbed Crisis Level. While Desperation Attacks
could only be used once per battle, there are no limits to how often Limit Breaks can be
performed, so long as the character remains in critical condition.

Several characters' Limit Break sequences are interactive, requiring the player's skill to
reach its full damage potential; if performed correctly, these interactive Limit Breaks can be
far more powerful than the non-interactive ones.

Field gameplay Edit

The party exploring Winhill.


Final Fantasy VIII doesn't have treasure chests, the player being rewarded with
finding magazines, draw points, Triple Triad cards, and sometimes items from talking to
NPCs. Triggering scenes in towns is not always linear: some optional scenes only happen
if the player returns to a screen after already having visited it previously.

Uniquely in the series until then, the distinction of dungeons and towns is somewhat
blurred. While there are rather few traditional dungeons, town areas become infested with
random encounters and with objectives to fulfill until the current crisis is resolved, and
afterward the area usually returns to being a town.

On the world map draw points are invisible. New to the series, the world map has safe
areas from monsters if the player traverses on roads. Other world map transportation
methods include renting cars which expend fuel, riding the train for which the party must
buy a ticket, riding chocobos—timid creatures tamed in chocobo forests—and even
controlling a mobile Garden that can cross oceans, and an airship that—in a feature
introduced in Final Fantasy VIII—has auto-pilot.

Sidequests and minigames Edit


Triple Triad.
Final Fantasy VIII introduced a minigame that can be played whenever there are NPCs
around; a trading card game Triple Triad that varies from a simple easy-to-play game to a
complicated one. More rules and variations of rules come into play depending on what area
the player is playing in. Rules played within one area are carried to other areas, so the
player will want to be careful what rules to pick up while playing.
Cards won from monsters or by playing NPCs can be turned into various items
using Quezacotl's Card Mod ability, ranging from screws to items capable of being refined
into the most powerful magics in the game. Cards can be obtained via
Quezacotl's Card command to turn targeted monsters into them.
There are sidequests relating to Triple Triad, and some sidequests reward the player with
new cards. Card Club is a secretive club for expert Triple Triad players the player must
impress to face the "Card Master King". Queen of Cards is a traveling card enthusiast who
can commission new cards being made for the game, and affect the rules around the area
she currently resides in.
Other quests include optional locations like Shumi Village and present-day Winhill, pu

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