basic profile

The bare fundamentals on Quistis Trepe, as provided by in-game data. Perhaps only useful for those wholly unfamiliar. Absolutely no blood type or kabalarians analysis.

failure and sympathy

All of my essays here will be attempts to interrogate myself about why I feel the way I do about Quistis, partially in the hope to understand it myself and partially in the hope that you might also come to share my fond feelings. This piece is particularly about that. Here I discuss how Quistis's impressive resume (see her basic profile) and her failures are highlighted in the game.

leadership qualities

Talk to a fucking wall.

the substitute

When Quistis talks about failure, so awfully often she's referencing what she should have done for someone else. A lot of my work here is speculation about why that is, and what it could mean, particularly given her solitary romantic ending.

learning to love the princess

Yes, there are other women in the game. Turns out they're pretty great, but I didn't always think so.

gestures, postures, ensembles

She talks and walks. Each character in FFVIII has movements that express their underlying personalities, and Quistis is no exception.

limit break

When under extreme duress our heroes are suddenly able to draw on unique abilities. The term for those abilities, limit break, is a pun: it's being at the very limit of what they can endure that allows them to exceed what they were previously capable of. For dear instructor Trepe, that limit break is a throw back to Final Fantasy's blue magic, the only kind exclusively linked to the abilities of monsters in the world. It's humorously undignified -- and also telling of the character's interests.

quote comparison

Important dialogues with Quistis litter the previous essays, but this particular work regards comparing her optional dialogue choices. They are optional because it is optional to include her in your combat party in the circumstances that would prompt her commentary, and as such, the writers of the game have a challenge: what the characters say has to fulfill equivalent dialogue functions, such as recommending particular courses of action or reacting to similar features of the current surroundings to notify the player; and they have to pertain to the unique character of the speaker in question. I don't include the whole script, but I note some places where I think the differences are sufficiently striking and interesting.