After last week’s appetizer, it’s time for the main course.
I’m not
going to lie, this is probably going to be a long one. I know all about
the whole “recommended word count” for online articles and this post is
going to blow it out of the water. I can also
say for certain there will be spoilers, probably some big ones, for
both the original Final Fantasy VII and the Remake. So, strap in, grab
yourself a beverage and read on because its pretty much illegal to go
anywhere anyway.
In the
first article I posted when I re-started my blog last year, I ranked my
top 10 titles from the previous generation, a list that saw “The Last of
Us” finish in the number 3 spot. I talked about
how that game set a new standard for how a video game could look, sound
and be presented. It raised the bar higher than I had ever seen on a
console before, pushing the PlayStation 3’s hardware to its limits in
every way. Well, the bar has been raised again.
The FFVII remake is unlike anything I have seen or hear before in a
video game.
The
graphics crisp and detailed, you can see the detail in every inch of the
backgrounds, enemies and characters. You can read the fine details on
posters hung throughout the slums, from the Anti-Shinra
messages left by Avalanche to the promotional posters for “Loveless.”
You can look up and see the plate above you, you can clearly make out
individual pieces of scrap metal in garbage piles in the slums and you
can see the grain on the wood in Tifa’s bar.
Words don’t do it justice, here are screenshots:
That’s it
for the graphics, that’s all. I can’t say anymore. The original FFVII
set the same bar 23 years ago. It’s sequels pushed the bar even
further. Other games continued to push and push, Halo,
Doom 3, The Last of Us, and I’m sure there are others. The FF
VII remake is the latest entry on this list. If I had one issue with
it, its that the dubbing is off at times, but I consider that a minor
gripe.
The sound
is just as amazing, the quality is top notch and every track is full of
detail. Every one has tons of depth and they go a long way to making
the world feel alive. The original music is great,
all of it fits perfectly within the aesthetic of the game. But the
standouts here are the updated versions of the classic FFVII tracks.
One of the things that has always put the original in such high esteem
for me is the music, it’s one of my all time favorite
soundtracks. The remixed, remastered, reimagined or re whatever
versions of the songs are all amazing. They did an outstanding job of
adding when they needed to add, altering where they needed to alter and
leaving alone where they needed to leave alone.
The familiar sound cues are all there, although I do have one minor
gripe with the sound design as some of the classic tracks are out of
place. Sometimes this works, but other times its very jarring.
Anyone
who sees or hears this game will agree it looks and sounds great. There
will be less agreement about the changes to the gameplay and story. We
will start with the former. I am just going to
get this out of the way; I really, really, really, really, REALLY, hate
that this isn’t a turn based RPG. I’m sorry, but the whole “turn based
combat is outdated” thing is BS. The same critics that say that are
also usually the first people to flagellate
the latest Persona game as soon as it comes out, perpetuating a double
standard that has existed in the RPG community for some time now. I
think I’ve made it clear that I really don’t like Persona, but turn
based combat isn’t the reason. I reviewed Cosmic
Star Heroine about a year ago and I hadn’t had that much fun with a
game in years, mostly due to the turn based combat. I don’t want every
game I play to be a glorified QuickTime event and it has nothing to do
with not wanting to “get good.” Turn based combat
offers its own challenges, so maybe people that dislike it should “get
good” at creative battle strategy, proper preparation and understanding
the world of the game they are in.
Don’t get
me wrong though, I have no problem with real time combat. I wouldn’t
like it if all the RPGs out there were turn based either, I like a good
mix. I especially don’t have a problem with real
time combat that is done well and fortunately, the FFVII remake does it
extremely well. You take control of one character at a time, with
square activating your regular attack and triangle activating your
special attack. You can bring up a menu to cast spells,
use abilities, use items or assign commands to your other party
members. You can also assign any of these things to quick actions,
which helps. I didn’t like having to bring up the menus at first, but
combat is so fast paced that it almost feels like a reprieve
later on. The characters are balanced and everyone does something
well, Cloud is the bruiser, Tifa strikes quickly but constantly, Barrett
is a tank with a long range attack and Aerith excels at buffs and
debuffs. I wish the AI was a little better, but it
certainly could be worse.
You can
use your regular and special attacks at any time, but you need to use
your ATB gauge for any of the assignable actions. This adds some
strategy and helps the game really feel like Final Fantasy.
The stagger mechanics from Final Fantasy XIII are back as well, but
they are substantially improved and you don’t have to use an extremely
specific type of attack to fill the gauge up. Some enemies are
staggered by physical attacks, some by magic and others
buy exploiting their weaknesses. It’s adds even more strategy and
variety to the combat.
Dodging
is fun and doesn’t rely entirely on timing, which I like. Even the
blocking, which does have a timing component, isn’t so bad because even
if you miss you still block some of the damage. You
aren’t punished too harshly for failing, which removes the frustration
factor. I can’t believe I’m saying this, but I like the combat a lot,
especially the boss battles. I was very worried after the demo, but
these battles are set up in such a way that you
can attack them in a number of ways rather than forcing you to play a
stupid game within a game to exploit a very specific weakness (though
you can do that if you are in to that sort of thing). I’m still a
little disappointed it isn’t turn based. But if
it absolutely had to be in real time, this is as good as I could have
hoped for. Honestly, if this wasn’t called “Final Fantasy VII,” and was
a new IP or even a new Final Fantasy Title, I wouldn’t have had a
second thought about it.
The
Materia system is back and it’s largely unchanged from the original,
which I think is a good thing. There aren’t nearly the variety of magic
or summon abilities, but there are far more command and
passive materias to balance them out. The only major changed here is
that summon materia gets its own dedicated slot, each character can
equip one and you can use it once per battle, but only during
“dangerous” battles. It’s a little disappointing, but they
are all very powerful and would be overkill against normal foes anyway.
Navigating
the world is fun and rarely feels like a chore. Those who played the
original will have some familiarity with the layout, but there are
enough new areas to keep things fresh. All of the new
areas make sense within the context of the game and none of them feel
tacked on or unnecessary. The game is a bit linear, but I kind of
expected that. RPGs without a world map always tend to feel that way
and even for those that do have overworlds, the first
five to ten hours of these games are usually linear. That’s often by
design, the first few hours of RPGs are usually spent establishing the
plot and helping the player get to know the combat systems. Since this
is essentially the first five to 10 hours of
an RPG stretched into 40, I’m not surprised.
The game
may be linear, but its so well paced and there is so much to look at
that it rarely feels that way. I personally was worried it would fall
into the same trap as Final Fantasy XIII, with its
endless, sterile corridors, but that didn’t happen here. If I had one
gripe, its that the side missions are all fairly redundant. Go here,
find/kill this, go back. There aren’t that many of them, but it did get
noticeable after a while. They aren’t the
best part of the game, but they aren’t awful either and they don’t tend
to last that long. There were worse ways to pad out the game, for what
its worth.
And those
worse ways would have involved adding unnecessary, cannon destroying
crap to the story. Look, there are definitely changes made to the
storyline from the original. This is not a shot for shot
remake and that really comes through with the plot. What I think they
did masterfully here is make changes to the plot that feel major without
actually having a major impact on the overarching story. There is a
massive exception, which we will get to later,
but most of the changes are welcome. In my previous post I talked
about the added exposition around Biggs, Wedge and Jessie, which is
great. Other sections, like Wall Market and Sector 5, have been fleshed
out into several hour areas. You learn a lot more
about their denizens and they feel like essential destinations as
opposed to comic relief or speed bumps respectively.
Some of
the added sections reference story elements that were introduced into
the FFVII universe after the original game, whether it was via Dirge of
Cerberus, Advent Children, Crisis Core or some of
the other side games. One specific example is the underground testing
facility the party finds beneath sector 7 after the plate collapses,
which is an allusion to the Deepground facility from Dirge. Again,
adding stuff like that was the perfect way to pad
out the game. It doesn’t change the story too much, but it adds
relevant sections to the story. Other changes are minor changes to the
order of events. You meet Rude much earlier and you fight Reno in the
church rather than just talking trash to him, things
like that. Cloud has his first Sephiroth-related hallucinations after
the first mission, which I was a bit conflicted about. In the original,
you don’t even actually see Sephi until the Kalm flashback, which
really feels like a big moment. By now, however,
even people who have never played the original know what he looks like
and how important he is to the story, so its probably the right call.
They also do a way better job showing what Cloud is experiencing during
the hallucinations, so there’s that.
I did
have some issues with story elements they added though. I talked last
week about some of it, like the addition of Roche and the Wutai war
subplot. But the biggest change to the story comes in
the form of the ghosts that randomly attack the party. They show up
seemingly at random to pester you, preventing you from whatever goal it
is you are working towards at the time. I really can’t say anymore
without completely spoiling the plot, I will just
say that the twist at the end of all of this is...weird. I can’t call
it anything else, its bizarre and I’m not sure it was the correct
decision. I can say without a doubt that experienced FFVII players will
find it off-putting and new players will likely
find it confusing. All I am going to say is there are characters still
alive that were not at this point in the original.
So, what
does that all mean? Personally, I think Square did a better job than I
ever thought they would. They managed to make a game that will appeal
to both fans of the original and new fans. This
is an entirely new game in terms of play style, but it did justice to
the the classic characters of the original. I absolutely loved the
remake and I certainly think its worth playing through, even if you
never played the original. Hell, it might be better
for those who haven’t. Because at the end of the day, this is an
incomplete story. As someone who has played the original and all its
supplements several times over, I couldn’t help but shake the feeling
that I was missing something. I could understand
breaking the game in half even, but this was too much. The remake ends
just when the plot of the original was really starting to take off and I
found that frustrating and the bizarre twist didn’t help. That, more
than the new combat or linear exploration,
are what keeps the FFVII Remake out of the tippy top, upper echelon of
all time great games. But its still phenomenal, a game I consider a
“new classic” and a contender for my top 100 games of all time. For the
second part of the series, which will start
right where the original game opened up and started taking off from a
plot standpoint, the sky will be the limit.
9.5/10
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