Part 37: Part Thirty-Seven: Shifting Gears
Part Thirty-Seven: Shifting Gears
Having left the hellish environs of the D-District Prison, everyone pulls up to this intersection in the desert.
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Selphie then runs over to that metal thing, whatever it is.
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I think Seifer might have mentioned something, but Quistis seems to really expect Squall to know.
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Who told Irvine? And why wasn't he in prison?
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Anyway, Squall needs to take a minute to think about what to do.
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Galbadia's kind of got us on our back foot on this one.
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Well, that's a wrench in the works.
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Now we have a chance to walk around a bit and hear what everyone else has to say.
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There's an Aero draw point over here. Might as well.
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Now, back to taking to people. Zell's not got much to say, but it is interesting to see him not chomping at the bit.
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Irvine's scared to piss off the sorceress.
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Rinoa will just go along with the plan, but seems to implicitly favour going to the missile base.
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Quistis is stating the obvious, but it's true. Attacking Trabia as well is a pretty big shift, since they're not really attached to the whole attempt on the sorceress's life. That's just whatever vendetta she has against Gardens.
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Since we're the responsible party here, let's make the classic Squall play and run away from our problems.
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Unfortunately, we can't actually leave this map. Let's go talk to Selphie.
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Selphie's not wrong, and Squall knows it, but he's scared of something happening to them.
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There's no way the B-team is just going to let him off the hook for it, either.
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No hands go up, but I couldn't get a shot without the next text box starting.
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I think that a big part of why Rinoa comes with the party here is because she understands how responsible she is for everything going on. It's similar to what happened in Deling City.
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The fact that Squall doesn't voice his concerns or objections, again, informs a lot of the character interaction here.
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The conversation about who's doing what is cut short by the missiles.
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Selphie, naturally, takes this pretty hard.
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For now, it's back to talking to everyone.
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Rinoa and Quistis are both pretty clear here.
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Zell and Irvine are a little less thematically inclined.
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Back to Selphie.
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It wasn't something I paid attention to while playing, but everyone except Selphie is facing away from Squall here.
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Squall doesn't want to do it, but he'll do it anyway. That's just how he is.
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This is the party I'll be taking back to Balamb with me. Squall, since he's got to go; Rinoa, since it's still Squall's responsibility to protect her, as per the contract; and Quistis, since she knows the most about Garden and might still have some pull. I think this party is most thematically appropriate, but it also has some other effects that made me choose it.
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Naturally.
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Let's go.
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This is true, and it's a pretty big change. This is a pretty big turning point for both the game, story-wise, and for Squall, personally.
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This is also a change. Until now, we've always had very detailed plans laid out beforehand.
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Squall seems confident in his choice of party.
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And with that, everyone gets in their cars and gets ready to go.
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Everyone in this game just loves to be on the damn train.
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You can't leave this map, either.
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Let's go take that train, then.
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As luck would have it, it's unoccupied.
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Don't mind if I do.
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This guy doesn't seem to be a fan.
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Squall's not impressed by one G-Soldier.
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He keeps up for a while, though.
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After chasing the train for a bit, the guy trips and faceplants.
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Quistis is pretty great.