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==Development== Development of ''Final Fantasy VIII'' began in 1997, during the English-language translation of ''Final Fantasy VII''.<ref name="development">{{cite magazine|title=Interview with Nomura, Kitase and Naora |url=http://playstationjapan.tripod.com/ff8iview2.html |archive-url=https://web.archive.org/web/20101012055123/http://playstationjapan.tripod.com/ff8iview2.html |archive-date=2010-10-12 |date=1998-06-05 |magazine=[[Famitsu|Shūkan Famitsu]] |access-date=2011-02-23 |url-status=dead}}</ref> As with much of the production of ''[[Final Fantasy VII|VII]]'', series creator and veteran [[Hironobu Sakaguchi]] served as the [[executive producer]], working primarily on the development of ''[[Final Fantasy: The Spirits Within]]'' and leaving direction of ''Final Fantasy VIII'' to [[Yoshinori Kitase]].<ref name="development2">{{cite journal | author=Staff | date=5 June 1998 | others=Coxon, Sachi (translator) | title=Specials - Interview with Hironobu Sakaguchi | script-title=ja:インタビュー 坂口 博信 | language=ja | trans-title=Interview with Hironobu Sakaguchi | url=http://members.tripod.com/PlayStationJapan/Sakaguchi.html | journal=[[Famitsu Weekly]] | access-date=2006-07-15 | archive-date=June 19, 2009 | archive-url=https://web.archive.org/web/20090619133215/http://members.tripod.com/PlayStationJapan/Sakaguchi.html | url-status=live }}</ref> [[Shinji Hashimoto]] was assigned to be the producer in Sakaguchi's place, while the game and battle system were designed by Kitase and [[Hiroyuki Ito]], respectively.<ref name="development"/><ref name="credits">{{cite video game |title=Final Fantasy VIII |developer=[[Square (video game company)|Square Co., Ltd.]] |publisher=[[Square Electronic Arts L.L.C.]] |date=1999-09-09 |scene=staff credits}}</ref> One of the development difficulties encountered was having three real-time characters exploring an environment at the same time.<ref name="PromoInfo"/> The card game "Triple Triad" was conceived and implemented by programmer Kentarow Yasui.<ref name="battle team">{{cite book | year=1999 | editor=Studio BentStuff | title=Final Fantasy VIII Ultimania | pages=74–75 | publisher=DigiCube/Square Enix | language=ja | isbn=4-925075-49-7}}</ref> The concept was derived from [[trading card]]s which is a popular hobby in some parts of Japan.<ref name="development3"/> "Triple Triad" was meant to keep the player's interest during long stretches without [[cutscene]]s. Originally, it was simply about collecting cards but Yasui considered this too disconnected from the main game and "begged" for the inclusion of an ability to transform cards into items.<ref name="battle team"/> The game's total development costs were approximately {{¥|3 billion|link=yes}} or $30 million (equivalent to ${{Inflation|US|30|1999|r=0}} million in {{Inflation/year|US}}). The staff consisted of about 180 people.<ref name="VIIIqa">{{cite web|url=http://www.final-fantasyviii.com/htmlver/frameset_qa.html |title=Q&A for Final Fantasy VIII |publisher=Final Fantasy VIII European website |date=1999 |access-date=2015-11-06 |archive-url=https://web.archive.org/web/20040503013812/http://www.final-fantasyviii.com/htmlver/qa.html |archive-date=2004-05-03 |url-status=live}}</ref><ref>{{cite web|url=https://www.nowgamer.com/why-is-the-final-fantasy-8-promo-site-still-alive/|title=Why Is The Final Fantasy 8 Promo Site Still Alive?|publisher=NowGamer|date=2015-11-10|access-date=2016-01-10|archive-url=https://web.archive.org/web/20160221112019/http://www.nowgamer.com/why-is-the-final-fantasy-8-promo-site-still-alive/|archive-date=2016-02-21|url-status=dead}}</ref><ref>{{cite book |last1=Wessel |first1=Craig |title=A Parent's Guide to PlayStation Games |publisher=Mars Publishing |year=2000 |isbn=978-0-9675127-5-4 |page=60 |url=https://books.google.com/books?id=1IwyQXPPNfAC |quote=The most recent release in the series, ''Final Fantasy VIII'', is also one of the most lavish productions in video game history, reportedly costing over {{US$|30 million|long=no}} to make.}}</ref> Following the turbulent development of ''Final Fantasy VII'', there was a shake-up of Square's localization process. ''Final Fantasy VIII'' was the first title to have extensive communication between the Japanese and North American teams during the process. Lead translator [[Richard Honeywood]] wrote a text parser that would automatically convert text from English [[ASCII]] to Shift JIS format required by the game engine's compiler, streamlining the translation process dramatically.<ref name="localization">{{cite web|work=1UP.com |date=April 28, 2011 |access-date=October 8, 2013 |author=Fenlon, Wesley |title=The Rise of Squaresoft Localization |url=http://www.1up.com/features/squaresoft-localization |page=4|archive-url=https://web.archive.org/web/20111103170744/http://www.1up.com/features/squaresoft-localization?pager.offset=3 |archive-date=2011-11-03 |url-status=dead}}</ref> The game was the first major project of [[Alexander O. Smith]], who would later earn acclaim for his work on ''[[Vagrant Story]]''.<ref name="-">{{cite web|url=http://www.usgamer.net/articles/true-tales-from-localization-hell/|title=True Tales from Localization Hell|author=Mackey, Bob|website=[[Eurogamer|USGamer]]|date=2016-08-02|access-date=2019-06-05|archive-url=https://web.archive.org/web/20160805164120/http://www.usgamer.net/articles/true-tales-from-localization-hell/|archive-date=2016-08-05|url-status=live}}</ref> Smith said that due to a lack of communication with the development team, they were surprised that an IT employee used [[GameShark]] to access text files for localizing to Western audiences.<ref name="gama">{{cite web |url=http://www.gamasutra.com/php-bin/news_index.php?story=25985 |title=Interview: Kajiya Productions on Translating Final Fantasy |author=Jeriaska |website=Gamasutra |date=2011-11-16 |access-date=2016-02-13 |url-status=dead |archive-url=https://web.archive.org/web/20130513123741/http://www.gamasutra.com/php-bin/news_index.php?story=25985 |archive-date=2013-05-13}}</ref> The translation was finished by September 1999.<ref name="localization"/> The game's European release was delayed due to necessary graphical changes; the cited example was the removal of a [[Nazi]]-like uniform.<ref name="VIIIqa"/>{{Dead link|date=April 2024}} ===Visual design=== From the beginning, Kitase knew he wanted a thematic combination of fantasy and realism. To this end, he aimed to include a cast of characters who appeared to be ordinary people. Character designer and battle visual director [[Tetsuya Nomura]] and art director [[Yusuke Naora]] strove to achieve this impression through the inclusion of realistically proportioned characters, a departure from the [[super deformed]] designs used in the previous title. Additionally, Naora attempted to enhance the realism of the world through predominantly bright lighting effects with shadows distributed as appropriate. Other measures taken included implementing rental cars for travel in-game,<ref name="development"/> and the use of [[motion capture]] technology to give the game's characters lifelike movements in the game's [[full motion video]] sequences.<ref name="development3">{{cite journal |journal=[[Official UK PlayStation Magazine]] |title=Final Fantasy VIII Kitase, Nojima, Naora and Nomura Interview |date=February 2001 |issue=71 |url=http://www.ffshrine.org/ff8/ff8_interview.php |access-date=2009-11-15}}</ref> The FMV sequences were created by a team of roughly 35 people, with the total cinematic run-time being estimated at over an hour, approximately 20 minutes longer than the FMV sequences in ''VII''.<ref name="PromoInfo">{{cite web|url=https://www.vg247.com/2015/11/06/1999-final-fantasy-8-promo-website-somehow-still-active-awesome/|title=1999 Final Fantasy 8 promo website somehow still active, awesome|author=Hillier, Brenna|website=[[VG247]]|date=2015-11-06|access-date=2016-01-10|archive-url=https://web.archive.org/web/20161207083248/http://www.vg247.com/2015/11/06/1999-final-fantasy-8-promo-website-somehow-still-active-awesome/|archive-date=2016-12-07|url-status=live}}</ref> [[Motion capture]] was used to give a general realism to character movement, but the team favored manual animation over relying on motion capture. A major challenge was the technical advances made since the release of ''VII'', and the aim for more realistic characters.<ref name="development3"/> A major issue with the cutscenes was having real-time character models moving across environments within an FMV.<ref name="PromoInfo"/> In an interview with ''[[Famitsu]]'', Naora described that the game was generally designed to be a "bright, fresh ''Final Fantasy''".<ref name="development"/> The main reason was that the team had dealt extensively with dark and "weird" imagery with ''VII''.<ref name="development3"/> The designers felt a need to invert the atmosphere of previous games in the series, which had feelings of "light emerging from darkness".<ref name="development"/> This decision was easy for the developers to make, because most of them had worked on ''Final Fantasy VII'' and felt that a new direction was acceptable.<ref name="development3"/> The world designs were also developed with the knowledge that most of the staff were now used to [[computer graphics]], which was not the case with ''VII''.<ref name="development"/> The developers also noted that with ''Final Fantasy VIII'', they attempted to "mix future, real life and fantasy".<ref name="development"/> As part of a theme desired by Kitase to give the game a foreign atmosphere, various designs were given to its locations using the style of internationally familiar places, while also maintaining a [[fantasy]] atmosphere. Inspiration ranged from [[Ancient Egyptian architecture|ancient Egyptian]] and [[Ancient Greek architecture|Greek architecture]], to the city of Paris, France, to an idealized futuristic European society. Flags were also given to some factions, their designs based on the group's history and culture.<ref name="sheila">{{cite book | year=1999 | editor=Studio BentStuff | title=Final Fantasy VIII Ultimania | pages=354–355 | publisher=DigiCube/Square Enix | language=ja | isbn=4-925075-49-7}}</ref> To maintain a foreign atmosphere, the characters of the game were designed to have predominantly European appearances. The first ''Final Fantasy VIII'' character created was Squall. Desiring to add a unique angle to Squall's appearance and emphasize his role as the central character, Nomura gave him a scar across his brow and the bridge of his nose. As there was not yet a detailed history conceived for the character, Nomura left the explanation for Squall's scar to scenario writer [[Kazushige Nojima]]. Squall was given a gunblade, a fictional [[revolver]]–[[sword]] hybrid that functions primarily as a sword, with an added damaging vibration feature activated by use of its gun mechanism,<ref name="gunblade">{{cite book | year=1999 | editor=Studio BentStuff | title=Final Fantasy VIII Ultimania | page=43 | publisher=DigiCube/SquareEnix | language=ja | isbn=4-925075-49-7}}</ref> similar to a vibroblade.<ref>{{cite magazine |last=Samoon |first=Evan |date=July 2008 |title=Gun Show: A real military expert takes aim at videogame weaponry to reveal the good, the bad, and the just plain silly |magazine=Electronic Gaming Monthly |issue=230 |page=49}}</ref> His character design was complemented by a fur lining along the collar of his jacket, incorporated by Nomura as a challenge for the game's full motion video designers.<ref name="sheila"/> Additionally, some designs Nomura had previously drawn, but had not yet used in a ''Final Fantasy'' game, were incorporated into ''Final Fantasy VIII''. These were the designs of Edea, [[Fujin (Final Fantasy VIII)|Fujin]] and [[Characters of Final Fantasy VIII#Raijin|Raijin]]. The latter two had originally been designed for use in ''Final Fantasy VII'', but with the inclusion of the [[Characters of Final Fantasy VII#The Turks|Turks]] characters in that game, it was felt that Fujin and Raijin were unnecessary. Nomura had designed Edea before the development of ''VII'', based on the style of [[Yoshitaka Amano]].<ref name="sheila"/> For the Guardian Forces, Nomura felt they should be unique beings, without clothes or other human-like concepts. This was problematic, as he did not want them to "become the actual monsters", so he took great care in their design. Leviathan was the first GF, created as a test and included in a [[game demo]]. After it received a positive reaction from players, Nomura decided to create the remaining sequences in a similar fashion.<ref name="sheila"/> ===Story development=== The plot of ''Final Fantasy VIII'' was conceived by Kitase, with the story and the characters provided by Nomura and the actual scenario written by Nojima.<ref name="development"/><ref name="credits"/> During the game's pre-production, Nomura suggested the game be given a "school days" feel. Nojima already had a story in mind in which the main characters were the same age; their ideas meshed, taking form as the "Garden" military academies. Nojima planned that the two playable parties featured in the game (Squall's present day group and Laguna's group from the past) would be highly contrasted with one another. This idea was conveyed through the age and experience of Laguna's group, versus the youth and naïveté of Squall's group.<ref name="sheila"/> Nojima has expressed that the dynamic of players' relationships with the protagonist is important to him. Both ''Final Fantasy VII'' and ''VIII'' feature reserved, quiet protagonists in the form of [[Cloud Strife]] and Squall. With ''VIII'', however, Nojima worked to give players actual insight into what the character was thinking, a direct contrast with his handling of ''VII'', which encouraged the player to speculate.<ref name="interviews">{{cite web|year=2001 |title=Behind The Game The Creators |url=http://www.square-enix-usa.com/games/FFX/btg/creators.html#1 |publisher=Square Enix North America |access-date=2006-04-12 |url-status=dead |archive-url=https://web.archive.org/web/20060209085217/http://www.square-enix-usa.com/games/FFX/btg/creators.html |archive-date=February 9, 2006}}</ref> ===Other media=== In March 1999, one month after the game's release, ''[[Final Fantasy VIII Ultimania]]'' was published, a book that features an in-depth guide to ''Final Fantasy VIII'' and interviews with the [[video game developer|developers]].<ref>{{cite book | year=1999 | editor=Studio BentStuff | title=Final Fantasy VIII Ultimania | publisher=DigiCube/Square Enix | language=ja | isbn=4-925075-49-7}}</ref> An [[origami]] book was released in November 1999.<ref>{{cite book | year=1999 | editor=Square | title=Final Fantasy VIII Origami Book | publisher=DigiCube | language=ja | isbn=4-925075-59-4}}</ref> Later on September 22, a [[CD-ROM]] titled ''Final Fantasy VIII Desktop Accessories'' was released. It contains [[icon (computing)|desktop icons]], [[computer wallpaper]]s, [[screensaver]]s, and an [[e-mail]] application. It additionally features a stand-alone edition of the "Triple Triad" minigame, which allowed players to compete against one another via a [[local area network]].<ref>{{cite web | author=Sato, Yukiyoshi Ike | title=New FFVIII CD-ROM Announced | date=1999-09-01 | url=http://www.gamespot.com/ps/rpg/finalfantasy8/news.html?sid=2448835 | archive-url=https://web.archive.org/web/20060916205827/http://www.gamespot.com/ps/rpg/finalfantasy8/news.html?sid=2448835 | archive-date=2006-09-16 | website=[[GameSpot]] | access-date=2007-01-08}}</ref> Also in 1999, the ballroom dance scene of ''Final Fantasy VIII'' was featured as a [[technology demo|technical demo]] for the [[PlayStation 2]].<ref>{{cite web|author=Nelson, Randy |date=1999-03-02 |title=PS2: Demos to Die For |url=http://ps2.ign.com/articles/072/072823p1.html |work=[[IGN]] |access-date=2007-09-15 |url-status=live |archive-url=https://web.archive.org/web/20070708190944/http://ps2.ign.com/articles/072/072823p1.html |archive-date=2007-07-08}}</ref> In 2000, a [[personal computer|PC]] version was released for [[Windows]]. This port featured smoother graphics, enhanced audio, and the inclusion of ''[[Chocobo World]]'', a minigame starring Boko, a Chocobo featured in one of the [[quest (video gaming)|side-quests]] in ''Final Fantasy VIII''.<ref name="cbworld">{{cite book | year=1999 | editor=Square Electronic Arts | title=Final Fantasy VIII North American instruction manual | pages=38–40 | publisher=Square Electronic Arts | id=SLUS-00892GH}}</ref> For most North American and European players, the PC version of the game was the only means of playing ''Chocobo World'', as the game was originally designed to be played via the [[PocketStation]], a handheld console never released outside Japan.<ref name="cbworld"/><ref name="cbworld2">{{cite web |author=Calderman, Dan |year=2000 |title=Chocobo World Playable on PC |url=http://www.rpgamer.com/news/Q1-2000/010600c.html |website=RPGamer |access-date=2006-08-10 |url-status=dead |archive-url=https://web.archive.org/web/20070930033223/http://www.rpgamer.com/news/Q1-2000/010600c.html |archive-date=2007-09-30}}</ref><ref name="pocketstation">{{cite web|date=2009-09-23 |title=FFVIII PocketStation Opens Up Chocobo World |url=http://psx.ign.com/articles/068/068855p1.html |work=[[IGN]] |access-date=2006-08-10 |url-status=live |archive-url=https://web.archive.org/web/20060810103735/http://psx.ign.com/articles/068/068855p1.html |archive-date=2006-08-10}}</ref> ''Final Fantasy VIII'' was released on the Sony's Greatest Hits on August 28, 2000.<ref>{{cite web | url=https://squarehaven.com/news/2000/08/28/Final-Fantasy-VIII-joins-Greatest-Hits-line | title=Square Haven News / Final Fantasy VIII joins Greatest Hits line | access-date=January 15, 2023 | archive-date=January 15, 2023 | archive-url=https://web.archive.org/web/20230115030920/https://squarehaven.com/news/2000/08/28/Final-Fantasy-VIII-joins-Greatest-Hits-line | url-status=live }}</ref> In 2009, the title was added to the [[PlayStation Store]] on the [[PlayStation Network]].<ref>{{cite web|work=[[IGN]] |access-date=2009-11-24 |url=http://ps3.ign.com/articles/102/1027979p1.html |title=TGS 09: Final Fantasy XIII PS3 Bundle |author=Clements, Ryan |date=September 24, 2009 |url-status=live |archive-url=https://web.archive.org/web/20110507231111/http://ps3.ign.com/articles/102/1027979p1.html |archive-date=2011-05-07}}</ref><ref>{{cite web |title=FINAL FANTASY VIII (PSOne Classic) |url=https://store.playstation.com/en-us/product/UP9000-NPUJ00892_00-0000000000000001 |website=[[PlayStation Store]] |date=December 17, 2009 |access-date=24 April 2020 |archive-date=April 26, 2020 |archive-url=https://web.archive.org/web/20200426141932/https://store.playstation.com/en-us/product/UP9000-NPUJ00892_00-0000000000000001 |url-status=live }}</ref> ''Final Fantasy VIII'' was re-released as part of the ''Final Fantasy 25th Anniversary Ultimate Box'' Japanese package in December 2012.<ref>{{cite web|url=http://andriasang.com/con2j5/ff_ultimate_box_game_list/ |title=Full Final Fantasy 25th Anniversary Ultimate Box Game List |website=Andriasang |author=Gantayat, Anoop |date=August 31, 2012 |access-date=September 2, 2012 |url-status=dead |archive-url=https://web.archive.org/web/20121019130607/http://andriasang.com/con2j5/ff_ultimate_box_game_list/ |archive-date=October 19, 2012}}</ref> An upscaled PC version was released on [[Steam (service)|Steam]] on December 5, 2013.<ref>{{cite web|last=Ashcraft |first=Brian |title=First Look at Hi-Res Final Fantasy VIII for PC |url=http://kotaku.com/first-look-at-hi-res-final-fantasy-viii-for-pc-508161832 |website=Kotaku |date=May 17, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130607235548/http://kotaku.com/first-look-at-hi-res-final-fantasy-viii-for-pc-508161832 |archive-date=2013-06-07}}</ref><ref>{{cite web|title=Final Fantasy VIII Returns to PC in HD |url=http://www.animenewsnetwork.com/interest/2013-05-18/final-fantasy-viii-returns-to-pc-in-hd |website=[[Anime News Network]] |url-status=live |archive-url=https://web.archive.org/web/20130607042824/http://www.animenewsnetwork.com/interest/2013-05-18/final-fantasy-viii-returns-to-pc-in-hd |archive-date=2013-06-07}}</ref> ===Music=== {{Main|Music of Final Fantasy VIII}} Regular series composer [[Nobuo Uematsu]] wrote the soundtrack for ''Final Fantasy VIII''. He tried to base the songs on the emotional content of the scenes in which they would be played, asserting that expressing the emotions he desired was more important than improving skills, because "I think it will be a shame if we won't be able to cry as we play our own game". He could not determine a character's emotions solely based on the plot, instead using images of appearance and attire: "It's important to know when their emotions are at their height, but it usually takes until a month before release for them to finish the ending dialog...!"<ref name="lim">Maeda, Yoshitake (1999). ''Final Fantasy VIII Original Soundtrack (Limited Edition)''. [[DigiCube]].</ref> When IGN Music stated that the music of ''Final Fantasy VIII'' was very dark and perhaps influenced by the plot of the game, Uematsu said that "the atmosphere of music varies depending on story line, of course, but it's also my intention to put various types of music into one game".<ref name="IGNUEMATSUinterview"/> The absence of character themes found in the previous two games was due to Uematsu finding those of ''Final Fantasy VI'' and ''VII'' ineffective. Uematsu considers it reasonable to have character themes if each character has a "highlight" in the game, but he found ''Final Fantasy VIII'' only focused on Squall Leonhart and [[Rinoa Heartilly]] as a couple, resulting in the "Eyes on Me" theme.<ref name="IGNUEMATSUinterview">{{cite web |url=http://music.ign.com/articles/741/741101p1.html |title=Twelve Days of Final Fantasy XII: Nobuo Uematsu Interview |work=IGN |access-date=2007-03-30 |url-status=dead |archive-url=https://web.archive.org/web/20061207213918/http://music.ign.com/articles/741/741101p1.html |archive-date=2006-12-07}}</ref> The original soundtrack was released on four [[compact disc]]s by [[DigiCube]] in Japan on March 10, 1999, and by [[Square Electronic Arts]] in North America as ''Final Fantasy VIII Music Collection'' in January 2000.<ref name="RPGFMC">{{cite web|url=http://www.rpgfan.com/soundtracks/ff8music/index.html |title=Final Fantasy VIII Music Collection |website=[[RPGFan]] |date=2000-06-23 |access-date=2007-03-27 |url-status=live |archive-url=https://web.archive.org/web/20130817170655/http://rpgfan.com/soundtracks/ff8music/index.html |archive-date=2013-08-17}}</ref> It was republished worldwide by Square Enix on May 10, 2004.<ref name="RPGFFF8OST">{{cite web|url=http://rpgfan.com/soundtracks/ff8ost/index.html |title=Final Fantasy VIII OST |last=Schweitzer |first=Ben |date=2006-06-17 |website=RPGFan |access-date=2009-10-10 |url-status=live |archive-url=https://web.archive.org/web/20090901222731/http://www.rpgfan.com/soundtracks/ff8ost/index.html |archive-date=2009-09-01}}</ref> An album of [[orchestra]]l [[arrangement]]s of selected tracks from the game was released under the title ''Fithos Lusec Wecos Vinosec Final Fantasy VIII'' on November 19, 1999, by DigiCube, and subsequently published on July 22, 2004, by [[Square Enix]]. The pieces were arranged and conducted by [[Shirō Hamaguchi]] for a live orchestra.<ref name="RPGFFLWV">{{cite web|author=Chandran, Neal |date=2009-07-27 |title=Final Fantasy VIII Fithos Lusec Wecos Vinosec |url=http://www.rpgfan.com/soundtracks/ff8flwv/index.html |website=RPGFan |access-date=2006-04-18 |url-status=live |archive-url=https://web.archive.org/web/20060502033230/http://rpgfan.com/soundtracks/ff8flwv/index.html |archive-date=2006-05-02}}</ref> A collection of [[piano]] arrangements performed by Shinko Ogata was released under the title ''Piano Collections: Final Fantasy VIII'' by DigiCube on January 21, 2000, and subsequently re-published by Square Enix on July 22, 2004.<ref name="RPGFPiano">{{cite web|url=http://www.rpgfan.com/soundtracks/ff8piano/index.html |title=Piano Collections Final Fantasy VIII |author1=Bradley, Ryan|author2=Gann, Patrick |website=RPGFan |date=2004-02-25 |access-date=2007-03-27 |url-status=live |archive-url=https://web.archive.org/web/20070329111918/http://www.rpgfan.com/soundtracks/ff8piano/index.html |archive-date=2007-03-29}}</ref> The score is best known for two songs: "Liberi Fatali", a [[Latin]] [[choir|choral]] piece that is played during the introduction to the game, and "Eyes On Me", a [[popular music|pop song]] serving as the game's theme, performed by Chinese singer [[Faye Wong]]. Near the end of the production of ''Final Fantasy VII'', the developers suggested to use a singer, but abandoned the idea due to a lack of reasoning based on the game's theme and storyline.<ref name="DitL_interview">{{cite web|title=A Day in the Life of Final Fantasy's Nobuo Uematsu |last=Mielke |first=James |url=http://www.1up.com/do/feature?pager.offset=0&cId=3166165 |website=[[1UP.com]] |date=2008-02-15 |access-date=2008-08-05 |url-status=dead |archive-url=https://archive.today/20120716121043/http://www.1up.com/do/feature?pager.offset=0&cId=3166165 |archive-date=2012-07-16}}</ref> However, Nobuo Uematsu thought a [[ballad]] would closely relate to the theme and characters of ''Final Fantasy VIII''. This resulted in the game's developers sharing "countless" artists, eventually deciding on Wong. Uematsu claims "her voice and mood seem to match my image of the song exactly", and that her ethnicity "fits the international image of ''Final Fantasy''". After negotiations were made, "Eyes on Me" was recorded in Hong Kong with an orchestra.<ref name="lim"/> The song was released as a [[CD single]] in Japan and sold over 400,000 copies,<ref>{{cite web | author=Staff | title=Nobuo Uematsu's Profile | url=http://na.square-enix.com/uematsu/profile/index.html | publisher=Square Enix USA | access-date=2009-12-01 | archive-url=https://web.archive.org/web/20120601114456/http://na.square-enix.com/uematsu/profile/index.html | archive-date=2012-06-01}}</ref> setting the record for highest-selling [[video game music]] disc ever released in that country at the time. "Liberi Fatali" was played during the [[2004 Summer Olympics]] in [[Athens]] during the women's synchronized swimming event.<ref>{{cite web|url=http://www.ign.com/articles/2008/12/19/top-ten-jrpg-composers?page=6 |title=Top Ten JRPG Composers |author=Sullivan, Meghan |page=6 |work=[[IGN]] |access-date=2009-11-24 |date=2008-12-18 |url-status=live |archive-url=https://web.archive.org/web/20121019063236/http://www.ign.com/articles/2008/12/19/top-ten-jrpg-composers?page=6 |archive-date=2012-10-19}}</ref> The music of ''Final Fantasy VIII'' has appeared in various official [[Final Fantasy concerts|''Final Fantasy'' concerts]]. These include 2002's ''20020220 Music from FINAL FANTASY'', in which the [[Tokyo Philharmonic Orchestra]] played "Liberi Fatali", "Don't Be Afraid", "Love Grows", and "The Man with the Machine Gun", the 2004 ''Tour de Japon'' series, which featured "The Oath", the ''Dear Friends'' series that began that same year and included "Liberi Fatali" and "Love Grows", and the 2005 ''More Friends'' concert, which included "Maybe I'm a Lion".<ref>{{cite web|url=http://www.rpgfan.com/soundtracks/20020220/index.html |title=20020220 – Music from FINAL FANTASY |website=RPGFan |access-date=2007-04-01 |url-status=live |archive-url=https://web.archive.org/web/20130120065018/http://rpgfan.com/soundtracks/20020220/index.html |archive-date=2013-01-20}}</ref><ref>{{cite web |url=http://www.squareenixmusic.com/albums/dvds/tourdejapon.shtml |title=Album Information – Tour de Japon: Music from Final Fantasy DVD |publisher=SquareEnixMusic |access-date=2007-04-01 |url-status=dead |archive-url=https://web.archive.org/web/20130120065505/http://www.squareenixmusic.com/albums/dvds/tourdejapon.shtml |archive-date=2013-01-20}}</ref><ref>{{cite web|author=Schneider, Peer |year=2004 |title=Dear Friends: Music From Final Fantasy |url=http://music.ign.com/articles/513/513292p1.html |website=IGN |access-date=2007-04-01 |url-status=dead |archive-url=https://web.archive.org/web/20070322135336/http://music.ign.com/articles/513/513292p1.html |archive-date=2007-03-22}}</ref><ref name="RPGFMF">{{cite web|author=Gann, Patrick |title=More Friends music from Final Fantasy ~Los Angeles Live 2005~ |url=http://rpgfan.com/soundtracks/ffmorela/index.html |website=RPGFan |date=2006-04-05 |access-date=2008-05-20 |url-status=live |archive-url=https://web.archive.org/web/20130120065107/http://rpgfan.com/soundtracks/ffmorela/index.html |archive-date=2013-01-20}}</ref> More recent concerts include the ''Voices – Music from Final Fantasy'' 2006 concert showcasing "Liberi Fatali", "Fisherman's Horizon", and "Eyes on Me" and the international ''Distant Worlds'' concert tour that continues to date, which includes "Liberi Fatali", "Fisherman's Horizon", "Man with the Machine Gun", and "Love Grows".<ref name="VOICESSEMO">{{cite web|url=http://www.squareenixmusic.com/concerts/voices.shtml |title=VOICES – Music from Final Fantasy |publisher=Square Enix Music Online |access-date=2009-06-04 |url-status=live |archive-url=https://web.archive.org/web/20130120065405/http://www.squareenixmusic.com/concerts/voices.shtml |archive-date=2013-01-20}}</ref><ref name="DWSETLIST">{{cite web|url=http://www.dallassymphony.com/Ticket/ProductionDetail.aspx?perf=10709&kw=distant+worlds |title=Concert Events- Music from Final Fantasy |publisher=Dallas Symphony Orchestra |access-date=2009-06-07 |archive-url=https://web.archive.org/web/20090627104034/http://www.dallassymphony.com/Ticket/ProductionDetail.aspx?perf=10709&kw=distant+worlds |archive-date=2009-06-27 |url-status=dead}}</ref> Several of these concerts have produced live albums as well.<ref name="RPGF20020220">{{cite web|author1=Bogdanowicz, Robert|author2=Maas, Liz |title=20020220 – Music from Final Fantasy |url=http://rpgfan.com/soundtracks/20020220/index.html |website=RPGFan |date=2002-06-23 |access-date=2008-04-25 |url-status=live |archive-url=https://web.archive.org/web/20130120065018/http://rpgfan.com/soundtracks/20020220/index.html |archive-date=2013-01-20}}</ref> Music from the game has also been played in non ''Final Fantasy''-specific concerts such as the ''[[Play! A Video Game Symphony]]'' world tour from 2006 onwards, for which Nobuo Uematsu composed the opening fanfare that accompanies each performance.<ref name="NSPLAY">{{Cite journal|url=http://www.n-sider.com/contentview.php?contentid=352 |title=Play! A Video Game Symphony |last=Daiker |first=Brandon |date=2006-05-27 |website=N-Sider |access-date=2008-04-08 |url-status=live |archive-url=https://web.archive.org/web/20130125053157/http://www.ymm.co.jp/ |archive-date=2013-01-25}}</ref> ===''Final Fantasy VIII Remastered''=== A remastered version of ''Final Fantasy VIII'' was released in September 2019. The remaster, which features high definition graphics and improved character models, was produced in collaboration with [[Dotemu]] and [[Access Games]],<ref>{{Cite web |url=https://twitter.com/Dotemu/status/1138449556717297669 |title=Tweet |access-date=June 11, 2019 |archive-url=https://web.archive.org/web/20190809152812/https://twitter.com/Dotemu/status/1138449556717297669 |archive-date=August 9, 2019 |url-status=live}}</ref> and was released on [[Nintendo Switch]], [[PlayStation 4]], [[Windows]], and [[Xbox One]].<ref>{{cite web |last1=Reynolds |first1=Matthew |title=Final Fantasy 8 is finally being remastered for new platforms |url=https://www.eurogamer.net/articles/2019-06-11-final-fantasy-8-is-finally-being-ported |website=Eurogamer |date=June 11, 2019 |publisher=Gamer Network |access-date=11 June 2019 |archive-url=https://web.archive.org/web/20190624124056/https://www.eurogamer.net/articles/2019-06-11-final-fantasy-8-is-finally-being-ported |archive-date=June 24, 2019 |url-status=live}}</ref> It was later ported to [[Android (operating system)|Android]] and [[iOS]], and released on March 24, 2021.<ref>{{cite web |last1=Bankhurst |first1=Adam |title=Final Fantasy 8 Remastered Release Date Announced |url=https://www.ign.com/articles/2019/08/20/final-fantasy-8-remastered-release-date-announced |website=IGN |access-date=20 August 2019 |archive-url=https://web.archive.org/web/20190820011449/https://www.ign.com/articles/2019/08/20/final-fantasy-8-remastered-release-date-announced |archive-date=August 20, 2019 |url-status=live}}</ref>
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