Reviews from

in the past


When looking at the lenses of remakes, remasters, re-imaginings, reboots, definitive editions, ports, and plenty by the library classifications. It is important to understand where and what kind of vision the original and new are undertaking. Are companies such as Bluepoint trying to faithfully rework a game 1:1 without specific egregious artistic or personal changes in the first's tone and music? Do the budget remakes of Front Mission create a definitive edition? Can both the initial version and separate remakes such as Resident Evil stand side by side with one another? These are difficult questions to ask and honestly, I've seen many arguments for, against and nuance takes in the middle. Depending on the experience of the individual and the context from which is given in claims. The evidence and therefore the response may vary. To this end, I would posit a question. What is Final Fantasy VII Remake(FFVIIR)? Sounds like a dumb question, albeit questioning sprouts and fans, the answer may surprise you. In my eyes, the question is only a part of the whole pie I've been struggling to eat since completing the 2nd installment of the 2024 title called Rebirth. And in pursuit of such answers, I decided to replay FFVII Remake once more. Marking this as my third finished playthrough. I will state beforehand I’m not skilled enough to determine a decisive reply. Rather I've submitted 7 mixed feelings along with 7 praises. To demonstrate why I’m struggling and dearly pray the information presented will help a soul in a similar position. Forgive me if I offend anyone who holds the title near and dear to their hearts. That is not my intent. My troublesome concerns in the following text are not meant to be scathing nor as a rant. And are simply my observations on what could be improved. Followed by what I believe the team does well. With no spoilers as much as possible. Failing that, if at any point I’ve resorted heavily negatively or failing the above. Then you have my express permission to summon a big meteor and channel your energy to land on me and thus yeet me into the lifestream.

First - Faithful to the original, yet evokes new material. Over simply designating it as a remake. The official name should've been called a re-imagining. From the playstation store the description states "... is a reimagining of the iconic original with unforgettable characters, a mind-blowing story, and epic battles." For those confused on the word 'reimagine,' the definition according to merriam webster says "to imagine again or anew, or recreate." A remake by definition is "make anew or in a different form. - Remade." To explain in simpler terms. I perceive the definition to be a higher quality recreating the foremost vision with higher fidelity and optimizing whatever is lacking to a certain extent. A reimagining of this caliber goes beyond the constraints the previous presented to offer something unique and old. Straightaway, please erase notions of 1:1 you will find semblances and fresh adjustments present everywhere. I admit I am poorly ignorant of what the definition in the landscape of video games entailed and expected a remake before a reimagining. A gentle reminder to keep your expectations in check. Funnily enough, If you had talked to my 2020 self he would've given you a frowning face with a "What you talkin bout fool!?" while explaining why this is faithful. Man. Believe me, it is another instance of me desiring to go back in time to slap my past self silly. Regardless, a vital question comes to mind for fresh souls and veterans. Do I need to know the pioneers or titles from the compilation? The short response is no. For unfamiliar dudes. Don't worry this isn't me trying to scare prospective souls for the 2020 JRPG. Context is important, and sure you can gain a great deal more from playing the premier and other connected mediums within the universe. However, leave that to the fans who want something different. As someone who isn't a fan of the earliest yet devoured everything in the compilation minus Dirge. I sound hypocritical. Although I hold the seventh entry in the series in my top ten for the franchise. Don't get me wrong, this isn't me being an arbiter of who and what you can play. Eventually, it is your decision to decide. I love to inform/educate others for those not in the know or out of the loop. The long retort is a 'yes' and 'maybe' for fans and those somewhat familiar with the FF7 universe. Why? Well in a 2020 VG247 interview with the producer Yoshinori Kitase(Who directed the initial version) stated "...all of the lore from the works created after the original, the Compilation of Final Fantasy 7, that's all very much in the base of the canon for the remake, and going forward it will be too." The response was due to a question on how significant the "compilation ideas," will be brought to the table. What does this mean for the modern FF7 project split three ways? Well. in my eyes. They're moving outside a 're-imagining'. delving into territories of the 'reboot' and 'sequel' combination. Smashing like playdoh three qualities to present exciting and bold overhauls with the aged guards in the developer team and fresh blood behind the 1997 release. And does it stick to the landing? Hmm, I don't think I can state it definitively did, but my 2020 aging self and multiple friends, peers, and others dearly enjoy the remake. In that sense, I must articulate that's perfectly valid. But 2024 me posits an uncomfortable realization upon replaying before arriving at my conclusion. And that is...

Second - The linear sections need to take a backseat. A conclusion I reached since I've taken the liberty of recording my whole replay. For transparency, this means I played on classic difficulty and solely focused on the main narrative. Excluding the side-content because I already completed them in 2020. Where I finished a hard mode replay upon polishing off normal mode. I found dissecting the gameplay bits. 10+ linear sections in eighteen total chapters. Meaning player agency to move in an environment usually in a guided manner. Not bad by either means, however, these segments offer a repetitive structure of mandatory fights with some leeway to run past. Instead of opting for a free-form combat encounter at your leisure at any time. A famous example is Chrono Trigger where you had a bunch of areas to opt out of required battles by fleeing and running around mobs. Here we don't get that unless we run a sufficient distance or until each enemies are wiped out. Thereby, stalling players and a focus on rinse-and-repeat combat engagements. To drive the claim deeper these sectors take up 'xx' minutes. Ranging in my experience 20-50 min. Varying depending on the length: short, medium, and long. Includes watching cutscenes interlaced as you progress further in a route. Not noticeable if you partake in the voluntary areas and stop to take a break. An un-fun endeavor in dealing with yet a familiar path to tread and battle. Cutscenes and voiced commentary can only do so much if I'm forced to brawl with mob #1 and mob #2. Taking out the surprise and inducing...

Third - A rampant formulaic structure in abundance on the far side of the spectacle and splendor of the dystopian cyberpunk metropolis of Midgar. The place where the bulk takes place. Before I slash on ahead I must enunciate you control a character initially. Cloud Strife. Mercenary & EX-Soldier. Armed with a hulking greatsword busting from his back, he embarks on a dangerous job with eco-terrorists to stop a megacorporation from harnessing the planet's precious finite resource mako. An eyebrow-raising premise and I'll detail more later. Continuing from my claim earlier. The former is true. And though I'm no expert designer I don't like predictable sequences. The first offered short linear zones capable of completing in achingly fewer occasions than what my results found. Sharing authentic surprises making full use of the shift into 3D. By contrast, I found the measure of guided linear padding districts a chore than a fun participation. To be fair this is looking through the eyes of a replayer, yet for those newcomers this is probably fine. Although coming from Rebirth, I found the developers didn't learn their lesson and continued the practice to disastrous effects. Sure there are moments interspersed where we deal with minor obstacles in the way: switches, pulleys, levers, buttons, time limits and split parties, stealth, and walking passages. Creating opportunities to diversify the run then face another foe formula. Realistic to the point of unnecessary for the sake of immersiveness. Doesn’t make sense to hold a button to stress the act of pushing stuff such as hard levers. Hence, still not sufficient to make me jump in joy saying "GUYS THIS IS AWESOME!" Reality isn't the same as the expectations as I failed earlier above in my 1st point. Cut these chunks 50% to 100% in my opinion. Don't delay my gratification further to catch the next plot scene. Apply enjoyable no obstacles in overcoming or keep them extremely short. And to be frank we do distinguish semblances of these later on: trains, grappling hooks, and controlling big o'l arms, but their exposure is still too long for my tastes. Even slicing extended verticality would've helped in the level designs, slapping a sidequest abruptly can provide benefits.

Fourth - Thus padding becomes a constant companion of mine. From the FFVII Remake Ultimania book. An interview revealed "...in the original game, it takes about 7 hours to go through the Midgar section. In the Remake, the map would need to be in 3D, so there would be much more information to account for as well as minutes pass. To go from one point to another, and all that adds up. Since we knew that we would have to add scenarios to the story too, I knew that the overall gameplay of the Remake would be well enough to cover a whole game." - Tetsuya Nomura(co-director) said. Expanding the JRPG from 7 hours into a AAA term is unprecedented. Can you imagine if Legend of Zelda: Ocarina of Time was cut 1/3 and the 1/3 was blown into a full $70 price tag? The number of resources, man-hours, and sheer effort along with the Square Enix budget + marketing. Of one of the most recognized JRPG brands on Earth and selling millions to this day, with medals of commercial and critical success in the tail-end of 1997 is double eye-brow raising past my hairline. My times in 2020 were 76 hours to 100%, 45hr on a first playthrough plus completing the entire sidequests and 19 for my replay. Close to the submitted averages from How long to beat data. Therefore it is inconceivable for me to imagine entirely the work involved has non-existent padding. The opposite is true adding filler during unnecessary sections. Not bringing out various spoilers, but I dissected the chapters, discovering multiple instances of stretching the seven hours. I've already talked above about the linear pieces, but certain cutscenes need not be extended. I don't want to watch a mysterious guy with cat-like eyes gradually gazing at me, walking slowly and spontaneously whispering in my ear. Appearing as a ghost when you least expect it and serving as a major means to tease the audience. Extra examples inside. Such as a roach add forced skirmishes with a guy who isn't really a friend, but hold up maybe he is because we escaped? But the dude has no depth whatsoever beyond flamboyant actions and liberally using the word 'nakama' as if it's going out of style. Villain points of view in a corporate office were also forced, displayed no nuance, and hit the predictability counter. A single egregious instance is a bald disgusting filthy excuse of a being hungering for the female body was equally disturbing and felt excruciatingly too lengthy. I wanted to gag and run out of the room looking at the poor excuse of a 'man,' constantly as the camera shifted to him.

Fifth - Modifications aren't always better in the plot. Again no spoilers, but I can count on one hand some important moments I feel shouldn't have been revised. The absence of blood, replaced with a [redacted] trail takes out the fear and horror replaced with a sense of befuddlement. And this confusion is greatly enhanced immediately upon our [censored] shifts from their initial personality into apathy. Followed by a sense of bewilderment as continued plotbeats hammer our vision punching a sort of psychosis-like of what is real and unreal into our eyeballs. Lingering repeatedly as the camera oh so slowly focuses on them repeatedly. As a consequence, a major character's presence is overhauled due to the additional scenes pandering to their figure instead of using imagination, stories told by word of mouth to take hold of our party. I understand why these adjustments were made, and it is not horrible to the extent I'm moaning so loudly. Merely closing my eyelids and hmming while simultaneously imagining what is going on in the writer's head. Kazushige Nojima and Motomu Toriyama specifically. Because actively adding and revising these elements felt weaker. Teasing and baiting without explaining concretely. A more isn't always a better case.

Sixth - Extends to the unfamiliar content. Namely Whispers. No softly saying words to my ears kind. Rather, mysterious entities will show up occasionally. Not a spoiler because these are shown in the official trailer. Without stating too much, the entities follow an old, repetitive pattern. I'm sure you heard it already, but it is a formulaic response once again to obstruct our party. Why? points gently at the wide and above points I've said so far. In essence, these felt needless, fueling countless theory-crafting and driving discussions. Which by itself isn't bad. I love a good talk with possible outcomes and what-ifs. But after finishing Rebirth and replaying, I still cannot find solid reasons for their existence to entice freshbloods into a JRPG. I've come to note their existence as a red-stop light. Stopping my vehicle motion until a certain amount of minutes have passed before I can move forward. Their intervention in most aspects worsens instead of alluring the audience. Removing their presence entirely and organically adding an easier, less complicated-to-understand presence would've been a better solution in my honest opinion. The closest example I could consider is the film Arrival(2016). Again no major beats will be spoiled from the film. But within the cast is introduced to [blank]. We, both the cast and audience try to understand what this [blank] is. By the credits rolling, I came out with a pensive, but nodding my head action. As vaguely as I can put it. I understood the whole picture. Whispers don't give you the tools to understand. Merely dangling a carrot atop your head while you flop around illustrating a starving bunny failing to reach the juicy treat. And as someone who loves lore and connects it to the plot. The single aspect infuriated me and shot my suspension into a black hole.

Seventh - The sidequests offer little to decent value. Ultimately granting a reprieve in the narrative. Looking back on my notes I wondered why I didn't utter exceptional stuff on the optional matter. After reviewing the list and rewards from a guide I realized why. Serving as a means to take a break. And offer chore missions to perform. From my findings, plus five fetch objectives, 10+ extermination assignments, several minigames, missable missions if you fail to carry out preceding jobs beforehand, and requirements. For instance, completing a couple of them in full unlock a party member cutscene with our protagonist. Playing devil's advocate, these operations do serve a purpose. Helping the people in Midgar, specifically the individuals in the slums who are in dire need of their tasks. Not a bad thing. However, the design implementation of fetching materials, and items, and finding stuff becomes boring. fighting unique variants of creatures fought in the plot and never-seen monsters is a nice touch, but consummate rewards can be lacking. They consist of items and equipment of above-average quality with several weapons exclusively gained. To be fair, not all quests suck. I'd bark a handful off the top of my head is notable in the sense of me giving a single thumbs up. Wish they resonated far higher with deep lore connections and barely superficial relationships. Extending to the NPCs you meet as well. Remove missable errands, interject our party members asking Cloud for help, abrupt errands popping up, surprising injecting urgency, followed by relief. Simple tasks removing debris or gently carrying an injured person while slowly commentating juicy gossip would've elevated the non-essential areas into a must-play. Now I'm shaking my head, grimacing to speak anything nice.

Bonus for the Intermission DLC - I'll be blunt I don't enjoy the intermission Yuffie episode. Offered with a pricetag to consumers following the launch months down the line. The cost I paid was $20. I didn't feel it was worth to play. For those not in the know. Here's a description of what it entails in the store page.. "Play as Yuffie after she arrives in Midgar. There, she and another Wutaian operative are to rendezvous with Avalanche HQ, infiltrate the Shinra Building, and steal the conglomerate's most powerful materia. This DLC unfolds over two chapters that are separate from the main narrative, and also adds a combat simulator fight against Weiss to the PlayStation®5 version." I like Yuffie, she offers a naive optimistic view marred by her grudge in a harsh world ruled by a megacorporation. Has clear goals and her infectious go-to attitude hardly fails to bring a grin on my face. However, playing as her I realized the pitfalls specifically the linearity added nothing satisfying. Launching my big ninja shuriken to hit objects in the environment and climbing and overcoming obstacles from battling leaves me a bitter taste I find in wasabi. Outside of a handful of cutscenes with her Wutaian operative who is handsome and cool. Conveying the strange if not interesting dynamic the duo share. And that was easily the strongest aspect displayed along with a lesser extent a tower defense minigame called Fort Condor. What grinds my gears paying $20 is how little the main plot moves. Two plus chapters and a combat simulator I have no interest in. The former is heavily lacking despite trying to intersperse the duo's movements while the main story progresses back in the base FF7 crew. As a consequence, very little I enjoyed besides learning background about her once her mission finishes. A modicum of context for her soon-to-be joining with the main cast in Rebirth. And why she's acting in a certain manner. A lack of meaningful content I paid a substantial amount leaves me full of regret. I wish I had the foresight to travel in time and watch a Let's Play instead. There goes my five hours never returning. For those who adore the fullest extent granted I salute you.

Phew. With utterly nasty stuff out of the way. I can now focus on the best parts. And it's funny, I started my replay in search for validation of my troubled thoughts and came out picking spare facets I revel in.

I - Body gestures, facial expressions, and voice acting beautifully translate the 1997 3D era into the modern enriching our beloved party. The 2020 title wonderfully demonstrates this. The guy with a machine gun arm(Voiced by John Eric Bentley) is easily my favorite dude. Charismatic, body of action, gung-ho yet deep within his tough, gruff exterior lies a loving family dude. His speeches and comradery brighten my days whenever he's on screen. A female martial artist/bartender(Voiced by Britt Baron) is soft-spoken but belays a deep love for her friends. Giving a helping hand to whoever her companions are. Yet her eyeballs and facial expressions along with a fraction of timidness tell a deeper story. She doesn't display her emotions a lot, from her face, but generally her body motions. Baron's voice lends a hidden quality I found myself talking internally "Oh these cheeky buggers." That's the max I'll pass to stop myself from blurting a cool detail. Perhaps the most striking and given the maximum enhanced flair is the flower girl(played by Briana White) our merc meets later on. Wearing fully her emotions on her sleeve, she charges ahead, setting the stage yet doesn't outshine her fellow members. Trying different things and is unafraid to speak her mind with gestures and emoting so gracefully but not to the extent of over-dramatic illustrating Nicholas Cageness as some haters love to slap on him. She exudes a gentle, caring personality in contrast to the people you witness. Endearingly loveable. Complementing their physical presence is a flirty, but kind female, a not-Rambo-like dude, except very friendly and thinks with backups. An affectionate and true-to-heart guy who loves a tasty meal. And last but not least the guy with a huge buster sword on his back who I'll continue to give the benefit of the doubt behind his no-nonsense values but continues to help his comrades for a solid price. The villains to keep things short. I hate them substantially. Good job fellas.

II - Worldbuilding is satisfying to learn. The key to a decent to quality worldbuilding in my opinion is if the player connects to the lore, the relationships individuals have with NPCs, antagonists, and surrounding rules, laws, religion, beliefs, and values, presented in an effective way grabbing hold the audience, never breaking apart, fastening a desire to learn further. Here I had a deeper love for the universe entailed. Misinformation and propaganda became easily digestible and prevalent sifting through what is true and false information. I love the added depth in the NPCs. We behold how they act, their gripes given freely, their daily lives in the slums, what assistance they need, and who is perpetrating the evils nearby causing a disturbance. Adjusting their dialogue as the world moves forward. The cause and effect our colleagues undergo as beats pass. Witnessing the consequences of our actions. Enriching my proficiency. I grasped fear at the sheer scale of devastation. Helpless in my struggle to conjure meaningful methods of assistance. Warmly embraced the power of friendship. Lending a hand to those in need while meeting an angel. And helped a poor guy who seemed to have enough bad luck etched onto his soul.

III - Guided experience of linearity. Didn't mind the linearity at every opportunity. I mentioned before the linear sections needed to take a backseat and it's true. However, I appreciate the decent length and restraint of levels to hold being a maze-esque or overstaying their welcome. Grateful, exploration isn't filled to the brim with useless collectibles, an excess of loot, and a tedious length. Feels just right to be led to my next storybeat without a major hang-up stalling me. Consequently guiding me into a satisfactory mood. The commentary members' sprouts occasionally aid in removing the dullness permeating. Reminds me of FFXIII. This comes as no surprise since the director Motomu Toriyama resides with the FF7 crew. For what it's worth, it is an improvement from the hallway nature prior. Though to be frank I didn't mind them considering it was my official gateway into the franchise heh.

IV - Supplementary characterization made me smile a lot. I remember key specifics from FF7 and to behold my beloved characters now provides increased background, insight into their interpersonal relationships and human characteristics in expanded detail is one of the strongest I adore. Every person receives a modest to larger-than-life expansion for the better I reckon. A flirty armor girl surprised me. In her hidden motivations concerning family and her previous background. A splinter cell obtained considerable screentime that I previously forgot. Wedge endeared me for his loveable nature extending beyond his friends namely cats and tasty meals. Biggs worries a lot and is unable to stop overthinking things. Yet has a heart of gold. I can go on, but I believe the interesting conversations spoken out of fights and during walks heighten the sense of camaraderie and friendship blooming. Heartwarming to witness first impressions mellow out, distrust and suspicions thawing in the face of a common enemy. Giving out a helping hand, handshakes, high-fives with a motion to stand by fellow companions instead of walking away is a powerful show, don't tell. Precious bonds are forging and solidifying and it is awesome viewing these interactions.

V - The cinematography is breathtaking. I vividly remember iconic moments in the past. Thus perceiving them recreated in magnificent care is a sight to behold. Fluid animations, on-the-spot lip-sync, no out-of-character or sharp cuts. Action sequences offer an intense rush following combat during an encounter or moving along the plot. The camera is the star and I am on the edge of my seat looking forward to the next cutscene coming alive. I adore catching my beloved group shine. Panning the screen exhibits landscape shots to breathe in both the sheer beauty of the world and horror. Equally represented. I am thankful the camera doesn't move too fatal parading useless shots. I figure 90%+ of the whole work done by the cinematics is rendering shock and awe. From the biggest to smallest moments. I cannot for the life of me complain about the artistic vision. Pleased to note everything from monsters to humans, made with painstaking clarity and life. Conversations between allies are not too long or too short. Employing no waste. Made me appreciate discussions and commentary in and outside of battles. Body gestures, facial expressions, and voice acting coalesce achieving realism. Gluing on hidden peculiarities I may have missed. Antagonists also share a respectable amount of screen focus. Feeling far in tune with a darker nature behind fake placid expressions. Honestly, I'm clenching my teeth a bit whenever their presence is displayed. Seriously wish I could sockem into pancakes if I had One-Punch-Man's power. Ughhh.

VI - Combat runs optimally whereas before they staggered and walked tall. As Michael Higham first coined the term. Transforming two plus decades of the Active Time Battle(ATB) system for the 2020s is no small task. Has to be engaging, and tactical, delving into simple to complex maneuvers. FFVIIR succeeds in this aspect allowing gateways and fans a fresh, but familiar way to eliminate foes. FFXIII stagger mechanic is used, intensifying deadly blows on bosses by increasing their percentage. Spells, items, and abilities fluidly intersect. Defending, attacking, and retreating are viable options. Likewise activating a limit break. Ultimate moves by our members display a spectacle flourish as a coup de grace. A battle system worth revisiting and as someone who didn't tire of it on my 3rd run that says a lot on sheer robustness. Hard mode concentrates the finer aspects of fine-tuning equipment, materia(ability/passive modifiers during the flow of skirmishes), and proper item usage to etch a challenging win past a hard-fought match. Forming not an insurmountable cliff to climb. But a gradual incline passes the conventional rinse and repeat tactics of normal mode. Additionally, VR battles and completing optional objectives serve as a nice segway to learning the tricks of the trade. Granting a deeper fulfillment for those hungry for extended bloodthirsty encounters.

VII - New is cool and I don't care about the ancient material. And even if I did care, there is adequate 'new' content giving me a boatload of incentives to look forward to in the future. Hmph! I was imagining for a lengthy period of a scenario where I didn't play the compilation entries, or original and watched the extended media. Concluding, enough enjoyable parts to satisfy anyone(to varying degrees). In spite of my 7 mixed feelings affecting my overall experience. Yes, it is a remake, yes it is a re-imagining but it doesn't discount my mixed feelings and enjoyment. Instead, it brings perspective, reflection, and a culmination of everything I sought and gained in 2020. Everyone who loves it or almost the entire pie, is in for a tasty treat. My past self most certainly would agree. But my 2024 self I'm moving onwards over my honeymoon phase to realize the cracks forming. On the far side of splendor lies a troubled heart. I find myself beset with multiple questions on what constitutes a viable reimagining/remake/reboot. I'll probably ruminate for years to come constantly re-evaluating the ever-eluding dilemma. For now to answer what I said previously what is Final Fantasy VII Remake? It is a serviceable that could be improved remake striving to uphold, surpass, and capture new and youthful veterans. Regardless of reception, they move to the beat of their drum. Varying in results, what matters is what you think of the title. Feelings strong or minor are fair and valid. And it is as the 2015 E3 trailer prophesies.

"...there are now beginnings of a stir. The reunion at hand may bring joy; it may bring fear. But let us embrace whatever it brings..."

7/10


References and Additional Material:
DF’s 2020 Unpublished review + spoiler thoughts
2020 VG247 interview
2020 FFVII Remake Ultimania book. An interview
FF7R List and Rewards from a Guide
Original title by Michael Higham
FF7 Remake Official trailer
2015 Final Fantasy E3 trailer

“Really sorry about your ass.”

(some spoilers for OG FF7’s first ten hours, no spoilers for FF7R)

I started this review series by listing my absolute favorite games; both because being positive feels good, but also to provide a kind of baseline for what to expect here, I suppose. In that same vein, I feel it’s also important to show contrast: if my favorites are all about pure mechanical expression and smooth, organic interactions, then FF7R, conversely, represents everything that holds games back to me. This thing is so rigid and limited that it somehow manages to feel more outdated than the turn-based 90s RPG it’s remaking. While FF7’s original design-ethos was built on detailed one-off environments, contextual storytelling and intuitive yet flexible battle mechanics, FF7R completely tears down all of these pillars, leaving in their place the kind of nightmare-hyperbole-parody that weebs are describing when they talk about the latest Call of Duty or Uncharted.

Action-adjacent Square RPGs like Dissidia or Crisis Core can have this tendency to not ground your actions in the game world very much — it’s the difference between button presses triggering canned interactions between actors, or throwing out an actual hitbox that I need to connect with the enemy. FF7R feels like the final form of this in the worst possible way: for as gnarly as the impact of Cloud’s flashy sword combos on enemy grunts may look on the surface, there isn’t actually any real physicality to how your attacks throw them around, nor does the addition of square-mashing add anything meaningful mechanically when compared to FF7. You quickly realize that your standard attacks don’t actually do appreciable damage and solely exist to pad out the time between ATB moves, a process that previously moved along on its own. No amount of alibi-action disguises the fact that this is, at its heart, still a turn-based RPG, where enemies weak to fire need to be hit with the fire spell and damage can’t be reliably avoided. You get about five hundred different ways to “parry” attacks, none of which actually require any careful timing on your end, but interact with enemies in ways that are completely arbitrary. The final boss in particular is a hilarious display of just how bad this game wants to look like a Devil May Cry, while still working under NES JRPG rules and refusing to adopt things like consistent telegraphing or hit reactions. In those instances, it’s some of the most shallow and repetitive action-gameplay imaginable.

Countless FF7R skill videos do show how much this new combat system can pop off, since it gives you control over when and how to queue up party attacks and provides some unique states for active positioning on the battlefield. What those videos all have in common though is that they're exclusively shot in the game’s VR challenge missions with precise Materia setups; ideal conditions for the system to shine that flat-out don’t exist in the rest of the game. Campaign mob fights run the gamut from boring to soul-crushingly tedious (those goddamn sewer fish guys,) while any fun you could be having with bosses is knee-capped by absurd damage gating and forced cutscene transitions that will eat any excess damage you put out that moment. This aspect should’ve been a top priority with the boss design considering how much combat revolves around slowly building up this Stagger bar, where the majority of the fight is spent purely setting up the boss for when you can finally lay the smack down (which, just like for FFXIII, already does a lot to make individual actions feel linear and meaningless.) The way all that damage will regularly evaporate into nothing due to factors completely outside your control feels like having a bag of Tetsuya Nomura-shaped bricks dropped right on your nutsack just as you’re about to cum.

Under that light, the proposition of digging into the Materia system and trying to get the most out of it is absolutely laughable. I can’t even begin to tell you how many boss fights I went into only to realize halfway through (after some kind of form-change or mechanical switch-up) that my setup wasn’t optimal, forcing me to either slog and fumble through the rest of the battle, or back out and start from scratch with this new knowledge. All that’s on top of the godforsaken menus you’re forced to work with that hit this abominable sweetspot between clunky stone-age level interface design and the suffocating swathe of meaningless skill trees you’ve come to expect from modern AAA games. How is it possible that healing outside of battle literally takes longer in this game than it did in Final Fantasy (just Final Fantasy. 1. the first one.) on the NES?

FF7R’s final Shinra HQ invasion has to be one of the worst isolated parts of any game I’ve ever played and represents a microcosm for how little it respects your time. Every issue I’ve discussed so far is amplified now that your party is split in half, with no way to quickly transfer setups between the two teams. Fights are now sandwiched between “””platforming””” sections that have Tifa monkey bar-ing by transitioning from one excruciatingly slow canned animation into the next. To get back to what I was saying in that second paragraph: for as much as Uncharted’s climbing for example is brain-dead easy, it at least provides some vague sense that I’m in control of a character in a physical setting, instead of giving commands to a robot on the fucking moon. The least you could say about Uncharted, also, is that it gives you shit to look at. What is the point of remaking the most popular JRPG of all time as this PS4 mega-game when that entails turning all of its handcrafted backgrounds into featureless copy-paste tunnels and compressed-to-shit JPEG skyboxes, all of which now necessitate what feels like hours upon hours of squeeze-through loading?

All that begs the question: what exactly did I push through this trash heap for in the end? I categorically reject the notion that a game this mechanically regressive can still come together purely as a vehicle for cutscenes or something, but even entertaining that idea for a minute has me confused over what the big deal is. My impression is that FF7R managing, against all expectations, to not be some Advent Children-level train wreck sapping any and all life out of these characters, is enough for it to come across as this masterful reexamination of the original story to many players (also that the whole cast is hot.) The reality is that, while some of the dialogue and character interactions does hit, this game is 40 hours long and naturally a lot of that extra time is padded out by your party members giving each other directions to hopefully not get lost in this FFXIII-ass level design. It’s pure filler and adds little of value to the existing story.

FF7R’s most crucial mistake, and why I’ve now realized this remake-series was an awful idea to begin with, is to think that just knowing wider information about a character will automatically make us care about them more. I first played the original in 2015, and back then, the deaths of Biggs, Wedge and Jessie legitimately shocked me. And it’s not because I was particularly attached to those characters — instead, it was all in the execution: sudden, unceremonious, unfair and way too soon. That’s the whole reason it worked, and it was a way to make you hate the faceless corporation that was Shinra that actually felt earned. FF7R not only tries to endear us to Avalanche by giving us exponentially more time with them, it bone-headedly draws out their deaths in a way that’s so corny and obvious it borders on parody. You’d think giving the villains more screen-time would be a harmless at-worst change, but presenting them as these hot badasses only makes this feel even more like some generic Shounen anime and less like the systemic fight against capitalism that was the original.

I’d be lying if I said the way they contextualize this remake within FF7’s overall story wasn’t kind of clever, but my gut tells me this twist is only gonna feel more lame as time passes. It’s already at the point where it derails any and all discussion about the game; where somehow being a little bit meta means all the shit about it that makes me want to off myself is actually intentional and smart. The literal first numero uno side-quest I did in FF7R involved crawling into some back-alley, killing a pack of rats, going back to the quest giver to be told I “didn’t kill the right rats,” heading to the same spot again and finally killing the new rats that just spawned there. The starting area this quest takes place in has to be one of the ugliest sections I’ve seen in any AAA game, with hazy washed out lighting and NPC animation that hasn’t evolved a bit from FFX on the PS2.

The most poignant experience I had in my time playing FF7R was in Wall Market. It's easily the most gassed-up part of the game online, mostly to do with the fact that it’s a vehicle for wacky anime cutscene shenanigans and how the characters ramp up the horny to the max of what a Square Enix game is comfortable with (that Don Corneo confrontation is cringeworthy with all the awkward pauses between lines.) In Wall Market, you can enter this bar. The barkeeper will ask you to sit down and have a drink. You can’t do either of those things; you just stand there as the NPCs around you gaze into the void.

FF7R is not the fully-realized mega budget dream version of Midgar we've all been salivating at the thought of, and it’s not some clever meta commentary either. No, I’m pretty sure it just sucks.

Really a step forward for humanity that fanfiction can no longer just be found on wattpad but you can now buy it for $60

When I first touched down on the Sector 7 Slums, after getting off the train, I cried. It's difficult to really boil down those euphoric feelings floating in my brain, the complete wonder and majesty I was experiencing, or seeing something that I cherish captured in painstakingly incredible detail. This tipping point for me defines the whole game, and surprises me at every turn with how much it genuinely understands and soulfully carries the legacy it now seeks to work atop of and, in some cases, defy.

Simultaneously, it's difficult for me to know where to begin talking about the game from here. There's so much to talk about that is just going to come off as fangirling gushing. And while I'm not ashamed of that, I still don't want to say more than I really need to.

I think I'd like to describe another scene, a bit of small spoilers ahead. There's a point of falling action where the cast has to decide what the next option should be. In the middle of the night you walk out to see Barret in the garden, thinking about what keeps him going. He talks to you about his reverence for the people he's known, implying that he's lost them. He tells a history of the wonderful happiness each of them brought, that he continues marching forward with. It's such a powerful characterizing moment for Barret. It as well is a heartfelt honest telling of how these characters act, and respond to what's in front of them.

There's a moment where the game goes full on against its legacy, cutting the threads metacontextually to forge a path of its own. That path is laid in with a next-level orchestration that blissfully captures the energy, and a combat system that is absolutely excellent and is tested to its complete limits here. The final bosses, like ones before, offer incredible tactics and balancing acts between the ATB management and correct positioning. And I fucking loved every single minute of it.

There are a few niggles of course. The pacing is off-center and leads to a lot of parts that outstay their welcome. The combat system while I can heap praise and honestly analyze in a lot more detail than I'm putting here, has issues in terms of feedback both in learning the systems as well as enemy telegraphs. There's also full-on meme additions that really should've been left to the cutting board.

Either way, FF7R surpasses all my memories and feelings of the original. Despite barely taking up like 15-20% of the original game's plotline, it exceeds the entire game. I really can't wait for the unknown adventure ahead.

This review contains spoilers

I often think about how much Square's 2005 Final Fantasy VII tech demo cursed the company to a decade of fans groveling at their feet for a remake, something that prior to that demo was not really talked about all that much. At least not at such a scale, or to the point that every E3 came with people joking about its supposed appearance or lack thereof, something that Metroid Prime 4 has more or less embodied today. Repeated attempts to quell fans and explain in no uncertain terms that it was just a demo did little quiet the discussion, and Square eventually changed tact and asserted a remake would not be possible unless it could top the original, a proposition they framed as being so risky and improbable that it'd just kill the company.

While selling IPs for pennies on the dollar to invest in NFTs right before a market crash, an insider trading scandal, and flops like Forspoken have put Square in a bad position, they've been able to weather these hits and stave off total ruin. For now, at least. Modern game development is fucked. It's so fucked that Final Fantasy VII Remake is a project Square is now willing to take a chance on, but it is only sustainable as three separate projects aiming to cover the entirety of what was a 40 hour mid-90s video game. It is not simply a matter of being able to top the original creatively and financially, it's replicating a game from an era where less got you more in a time where more means less.

And in a lot of ways, Remake both succeeds and fails at this. All the key beats are here, like storming the Mako reactor, the Sector 7 plate falling, the high speed motorcycle chase out of Midgar and into the wide open plains of Gaia... But what was originally a three to five hour segment of a much larger game has now been pulled like rubber, stretched so thin it is nearly transparent to suit a full gameplay experience. Midgar is a big place, you simply cannot invest in the amount of assets needed to portray it in the modern day and have enough time and budget left to design a whole open world and numerous dungeons and towns with their own bespoke aesthetics, and the cost is that Remake at times feels bloated.

Portions of the original that took mere minutes are now elongated into full chapters, like the Sector 5 underpass, which has mutated into a dungeon the player must traverse several times. Pre-existing dungeons like Shinra HQ are so massive that they have a tendency to overstay their welcome, and moments of urgency in the story are broken up with prolonged periods of downtime that adversely affect the pacing.

Square has had a real side quest problem for a while now. They often feel dry and inorganic, presented as checklists of things to do rather than being an obscure but natural part of a larger, living world. Though they are not mandatory, they're often presented in a way that feels it, a nagging green icon and the promise of a reward too good to pass up if only you're willing to put in some work. Aerith is probably being dissected (or worse) by Hojo but uh, I gotta run this Uber Eats order to Chocobo Sam.

This is something I hope Rebirth will address by covering a comparatively much larger portion of the original's story. I also hope it further explores Remake's most interesting aspect, which is it's almost Cabin in the Woods-like meta narrative about being a remake.

I often see people complain when a remake deviates from the source material, but provided the original is still readily available - as is the case with Final Fantasy VII - then the idea of a 1:1 remake becomes profoundly boring to me. A reverence for and understanding of the original is of course necessary, but I'd prefer a remake actually say something new rather than be a straight retread. And so Remake to me is perfectly titled, not just in how it embodies being a remake as a product but by exploring how self-aware characters are attempting to remake their own story.

Sephiroth has apparently already lived the events of Final Fantasy VII, and spends much of this game coercing Cloud as he had in the original, using him a puppet and setting him against the fates so that hey may break causality. This doesn't just benefit Sephiroth by helping him avoid eating shit in the Northern Crater a second time, it also presents Cloud and his company the opportunity to fight him without facing the same consequences they did the last time, even if they may not be as acutely aware of what those consequences are.

Except for Aerith, who subtly displays her own level of awareness for the original timeline, knowing people's names before they're given and generally displaying a level of precognition over minor aspects of her world that seem unimportant on a surface level but nevertheless betray her placement in Remake's continuity. For her, the opportunity to defy destiny is a decision made with considerably less confidence as she knows what her sacrifice accomplishes.

Naturally, the fates, or "whispers" as they're known, physically intervene when events begin to deviate. Wedge survives plate fall, so that fucker's gotta get thrown out a window. Hojo nearly spoils Cloud on the reveal that he's not a member of SOLDIER, so he gets whisked away while going "Ohhhh my, how faaaascinating~" like a weird like freak. In a way, the whispers represent the very boring fans that want Final Fantasy VII but more prettier, who dislike any chance taken with the material and will react violently when presented with something different. For Square to move past the baggage of FFVII, they too must destroy the expectations placed upon them and venture into uncharted territory.

Suffice it to say, I'm pretty happy with these creative choices and found myself far more invested in Remake because of them. It's a good counterbalance to all the bloat and actually left me interested enough to push through some of Remake's more tedious lows just to see where everything was going.

On the more mechanical end, Remake is pretty solid. A complaint I had about of the original is that characters largely felt the same despite ostensibly slotting into traditional job classes, with the key differentiating factor being what materia was equipped to them. Conversely, Remake provides each party member their own play style, and it adds a lot of diversity to combat. The materia system remains largely unaltered, serving as a sort of common point between the games to keep players grounded early on, while the new take on the ATB system feels like a near perfect answer to Final Fantasy moving away from turn-based gameplay.

I think Remake also deserves a lot of praise for how well it translates the visual design of the original. There's an alternate reality out there where this game was made for the PS3 and adopted a more grounded aesthetic akin to Advant Children, and thank god I don't live in it. I also adore the soundtrack. Subtle things like making sure the bits of metallic percussion in the battle theme are still there, the incorporation of the Shinra theme in Crazy Motorcycle Chase adding a nice narrative tie, or just my own Pavlovian conditioning resulting in me getting hyped as hell anytime J-E-N-O-V-A starts playing... it's good stuff.

Final Fantasy VII Remake would not exist were it not for that tech demo, and I don't mean that to say the possibility of a remake wasn't there until E3 2005. Rather, its themes are a direct response to the albatross that hung from Square's neck in the decade following. What artistic value would there be in doing a by-the-numbers remake, going through the motions from start to finish? It'd make a lot of people happy, sure, but I can't imagine it being anything other than bloodless.


Final Fantasy VII é um clássico por uma razão, se colocando em 1997 no lançamento do jogo ele parecia algo feito por extra-terrestres, eu o considero uma obra-prima atemporal, mesmo com seus infâmes modelos LEGO, isso passa longe de ser algo que ofusque a qualidade também extra-terrestre em tudo que o jogo oferece, seja em matéria (rs) de gameplay, história, personagens, world-building e claro, sua trilha sonora. Enfim pude jogar seu remake, após 3 árduos e dolorosos anos de espera com alguma esperança dele vir pra Xbox, tive que chutar o balde e dar um jeito de jogá-lo logo.

Eu encaro FFVII Remake como um testemunho ao legado do jogo e um presente aos fãs. Cada detalhezinho, refêrencia, fore-shadowing é meticulosamente colocado pra tirar sorrisos o tempo todo, a história é bem fiel ao original, expandindo e detalhando tudo que podia durante suas aproximadas 30 horas de jogo (tempo no qual finalizei). O jogo todo é uma ótima representação do trecho de Midgar dando atenção a mais no que precisava, e trazendo uma boa gama de novidades, especialmente em seu último capítulo, no qual toma um rumo interessantíssimo. Ele segue um formato de lineriaridade parecido com o do Final Fantasy XIII, é basicamente seguir pra frente até o fim, revisitando alguns lugares poucas vezes. As dungeons são longas, algumas até arrastadas, mas o jogo consegue se sustentar na história, com várias e várias cutscenes. Eu considero o Cloud um dos melhores protagonistas/personagens da história dos jogos, seu arco pessoal é absolutamente incrível, é um personagem complexo, cheio de camadas e com várias justificativas pra ele agir dessa forma, e o remake conseguiu trazer ainda mais profundidade ao personagem nesse ponto da história, já que agora podemos ver suas expressões mais vivas do que nunca, e o resto não fica pra trás, Tifa, Aerith e Barret dão um show. Os antagonistas da Shinra agora são menos caricatos e mais realistas, e os Turks foram muito bem utilizados aqui. E como não poderia faltar, um dos maiores vilões não só da história dos jogos, mas na ficção toda, Sephiroth, cada cena que o bicho aparece é grandiosa e memorável.

O gameplay é muito bom, sua mistura de action com turno acaba por ter um gameplay bem dinâmico e fluído, dando um baile no FFXV. Achei o jogo deveras fácil na dificuldade normal, mas isso contra inimigos comuns, já os chefes são bastante desafiadores. Não tem um do qual eu não tenha gostado, todas as batalhas são incríveis elevadas ainda mais pelo espetáculo visual com as diferentes fases e cutscenes cinematográficas. A trilha sonora... meu Deus do céu, as vezes eu me perguntava se meus ouvidos eram dignos de ouvir isso. Final Fantasy VII tem a minha possível trilha sonora favorita de todos os tempos, Nobuo Uematsu é um gênio e mesmo com o MIDI, ele fez mágica com sua música no jogo original. Aqui meus amigos, temos a consultoria do homem com faixas orquestradas, uma mais absolutamente incrível que a outra, algumas até me tiraram lágrimas, é simplesmente inesquecível.

O único defeito do jogo e pelo que vejo é um consenso, é o quão chatinho ele pode ser fora das batalhas as vezes. Os puzzles são bestinhas e interagimos toda hora com dispositivos, alavancas e coisas tediantes assim. O fato do jogo ser linear acaba dando uma manchada a mais por conta do tanto que temos que esperar em ações scriptadas, poderiam dosar melhor isso, mas não é algo que prejudique o produto final, de resto é o fino do fino em todos os outros setores. Final Fantasy VII Remake é um grande jogo, estou feliz demais por finalmente ter zerado, mal posso esperar pra ver o rumo que essa história vai tomar já que vão cometer a insanidade de fazer 3 jogos, e isso que que o Rebirth tem promessa de 100 horas de conteúdo, quem sabe eles consigam fazer algo ainda mais grandioso com a história deste clássico.

PS: Eu comprando um PS5 porque sei que não vou me aguentar.mkv

Gostaria de iniciar esse textinho com meus elogios, então vamos começar ressaltando os valores do jogo.

Primeiramente, ostenta uma trilha sonora tão boa quanto o esperado e tem gráficos bem bonitos (a iluminação é ótima). Mas o que eu mais apreciei não está no audiovisual, e sim na gameplay, pois o que me cativou no jogo foi as batalhas.

Remodelando a jogabilidade para algo mais fluído, eles conseguiram um resultado fascinante. Porque os confrontos em tempo real são muito dinâmicos, mas ao mesmo tempo preservam um pouco o formato de turnos com aquelas barras de ação. É extremamente divertido e muito bem bolado, nunca vi nada do tipo. Além de único e criativo, honra o estilo do jogo original. Foi uma excelente adaptação, as bossfights são bem empolgantes.

No texto, eu até gostei de como o mistério é alimentado com o Sephiroth aqui e ali, mas o que eu mais aprecio de verdade é o Cloud. O caso dele é muito interessante, pois ele é colocado naquele papel genérico de protagonista edgy e desapegado, só que o restante da obra não dá pano pra esse arquétipo. Toda a história e os personagens que o cercam só o arrastam pra rotinas mundanas comuns e situações cada vez mais embaraçosas, então o jogo subverte totalmente o ideal de protagonista e brinca muito com o personagem. Eu adorei isso e acredito que possa ser um excelente trabalho de personagem se esse fator for bem desenvolvido e deixar de ser apenas cômico.

Encerrando os elogios, dou uma moral pro Barret, que faz um ótimo papel na party, e digo que a reta final teve uma crescente interessante (os últimos momentos são bem empolgantes).

Agora, iniciando os problemas do jogo, vamos começar com o maior deles: Fora das batalhas, tudo é extremamente travado e mecânico.

Diferente da gameplay, não foi conduzida uma boa adaptação nos dramas e nos momentos sérios da história. Há dezenas de passagens pacatas que tentam nos conectar com o mundo e os personagens, mas nenhuma delas é nem um pouco natural. São momentos importantes pra criar atmosfera, retratar ambientes e aproximar os personagens, só que é tudo MUITO artificial e nada orgânico. A atuação é extremamente forçada e caricata, a direção só começou a ser ativa na reta final do jogo (nas partes mais tensas), e nenhuma das relações dos personagens passa nenhuma credibilidade. Os dramas chegam a ser cômicos de tão plásticos.

Eu entendo que há uma forte suspensão de descrença e que não deve-se exigir realismo desse tipo de obra, mas toda a parte viva da história PRECISA EXALAR VIDA. E nesse quesito, é um fracasso total. Existe um conflito de tom estridente na estrutura do jogo, onde ela acerta num propósito (ação e batalhas) e falha no outro (dramas e atmosfera).

Sinto que o formato do jogo foi elaborado visando totalmente as missões principais e os momentos em que a história progride com ação (onde há muito valor de gameplay) mas negligenciando completamente a transposição desses momentos autênticos. Eu não joguei o jogo original, mas consigo visualizar esses momentos funcionando melhor no estilo de RPG limitado dos anos 90, então deduzo que eles tiveram muita dificuldade com a tradução dessas partes pra um modelo cuja escrita vai além de uma caixa de texto.

Bom... Mudando um pouco o tópico, eu realmente gostaria de falar sobre a Tifa. Nenhum personagem aqui é muito bom, mas vejo valor no Cloud e no Barret. Como citei antes, eles agregam para a história. Porém, faço questão de manifestar minha decepção gigante com a eternamente louvada heroína desse jogo. A Tifa é um dos personagens mais rasos e genéricos que eu já vi na vida. Não houve o mínimo de esforço pra conceber essa figura, gosto de brincar dizendo que a personalidade dela é definida por "gostosa". É tão fácil visualizar como ela poderia ter um carisma meio desleixado que relaciona bem com a função de brawler dela e traria virtude pro grupo, mas é apenas a menina gentil genérica sem um pingo de encanto, até o visual dela é sem identidade. A Aerith não é muito elogiável também, mas acredito que a figura meiga dela comunique melhor com o papel que ela exerce na história, então tá perdoado.

Enfim... Voltando um pouco à gameplay, também queria manifestar minha insatisfação com tudo que não se encaixa nas batalhas boas que citei lá em cima. Pois fora da ação, o jogo se resume a apêndices pra enrolar o ritmo da história e puzzles extremamente travados e sem graça nenhuma. Os momentos que se destacam mesmo são as missões dos reatores e o resgate à Aerith, todo jogo fora disso é simplesmente triste.

E sendo chato aqui pra dar um toquezinho final nos meus problemas, eis uma instância que eu nunca imaginaria falhar: A legenda. Com um mínimo conhecimento de japonês, já foi evidente pra mim que a tradução não estava coletando com precisão os diálogos. Muito esquisito.

Conclusão:
A experiência é muito 8 ou 80. De missões empolgantes com ótimas batalhas e maravilhosa trilha sonora, pra puzzles chatos e dramas mecânicos com personagens muito mal transpostos. O ritmo é uma montanha russa.

5.5/10

Final Fantasy VII wasn't the nostalgic gem for me that it seems to be for so many others. I only got around to playing the original about a year ago and enjoyed it for what it was, so I was ready to adore the remake.

All Square Enix needed to do was follow the script's core beats and flesh it out, while fully realizing the setting's world, ambiance and characters..and they did! The visuals were stunning and the added interactions between characters added some much needed depth and characterization. And since I'm not a huge fan of turn-based combat I really appreciated the change to a real time action battle system, which boostered my enjoyment on top of many other improvements.

However, filler is a major problem here. I appreciate added scenes and dialogue but some of them are frankly boring at times and dragging on for way too long, thus ruining the pacing a lot of times. Either make the game shorter or make the padding enjoyable. The side quests are almost all basic filler fetch quests. "Go here, kill x enemies, come back, go somewhere else, repeat.", so at some point I just stopped bothering with them.

Also, the further the story progressed, the harder did the "remake" deviate from the original's story and developments. But the worst changes were made in the last chapter. The immense retcon to the story honestly bothered me more than I thought it would. The "everyone will be alive and happy" set up really feels cheap to me.

I'm happy for folks enjoying the "remake" and getting hyped for the sequels, but personally, I'm not feeling it. The thought of a more convoluted story and a bloated, open-world experience doesn't really appeal to me.

Not just a bad remake, a bad game in general

They sure did make one of these!

Filled with mixed feelings across the board. The narrative is, broadly speaking, really enjoyable. It's endearing to encounter these characters again in such a new format. Cloud is perfectly communicated as a tryhard, Barrett is a fanatic with the glasses on and a soulful man with the glasses off, Tifa and Aerith are cute. All the key dynamics are beautiful and they feel right. The things that exist in the original game are broadly done right.

Mechanically, it's sort of… muddled. I was surprised to find I actually really enjoyed the action rpg format. I’m a KH nerd, I’m still a sucker. But KH has the advantage of multiple worlds and environments to explore. There’s opportunities to engage with the mechanics and the enemies at your own leisure. By comparison, FF7R is… very linear. Your opportunities to level up or engage with its combat without main-line progression is limited to specific locations, all out of the way of each other. Shinra combat simulators, Collesseums, small enemy zones just outside of limited sidequest chapters. And the sidequest chapters often fall into things I thought we all know got tedious in these kinds of rpgs, chasing down rats and so on. I understand and even sympathize with needing to add time to the clock, to make the purchase worth it, but... man. I just want more character beats. On the other hand, your reward for finishing quests being more character moments is really charming as well. I guess my main issue is that I find exploring Midgar as the city so interesting and fulfilling, while the emptier monster sections feel so constrained and repetitive. Hated Train Graveyard, hated the freeways. I guess it really comes down to the map design. There's so many sections where I just end up staring at the minimap rather than actually looking at the game around me. When the level design is singing, I am in love with the combat and I'm thrilled in each enemy encounter. When the level design is failing, I was constantly begging for the chapter to end.

And then you get to the (I assume well known at this point) rebuild-esque shenanigans, where complicated characters kind of just start repeating the same sort of "I defy my fate" or "the future can be bright" voice lines that just bum me out in a way. While the weird dynamic of the anti-retcon ghosts helping or hindering the party initially makes some interesting narrative complications, the ultimate result is a narrative that just kind of loses my interest compared to the normal intimacy found in the original FF7.

Approaching FF7 decades after the original was a genuinely beautiful experience. I was consistently excited to talk about it, I was never bored or annoyed, all the overhype and preexisting fandom expectations melted away into experiencing Just One Of The Greatest Games Of All Time. FF7Remake looks gorgeous, feels great, and offers so many interesting character moments and divergences. But its broader narrative of trying to reconcile with that overwhelming fan response? Just ultimately kind of goes nowhere for me.

See you in three years when Rebirth gets on PC.

A strange and conflicted work shot through with the ecstasy and excitement of the return to the familiar, but there's also a trepidation felt in terms of what's to come. The game mourns with the player as things slow down, to spend more time with those familiar faces, and to, (sacrilege), potentially rescue them from fate. What starts as a fantasy of reclaiming lost time becomes a radical rejection of narrative telics; we all saw the end of the world last time, and the Remake is playing with exactly the same deck of cards. Like Anno's Evangelion Rebuilds, eternal recurrence leads to eternal difference. What's next is totally unknown.

The battle system is both indebted to the past (active time battle) and explores the less popular algorithmic models of the past 15 years or so. What could feel weightless and automated is fixed to every nail biting decision, and what could then feel too slow instead becomes positively musical: when 'things are working' it's not because you're winning but because you're finally working within its rhythms. It's a state of tension and elation, of arriving and diving off again, and it's so addictive you almost wish there was no story.

reviewing again because it is just so fucking frustrating to me how little respect this game has for its source material or anything that made any aspects of it interesting. they ruin sephiroth, they ruin zack, they make wedge biggs and jessie's involvement in the story infinitely more boring and mean so much less to the story by, ironically, trying to make them more than what they were. as someone who loves the original story and thinks the original visual presentation leaves a lot to be desired, it's frustrating on such a deep level that i can hardly articulate. i would give a kidney for an actual remake of final fantasy 7 instead of this fanfiction that has the effort and respect that a 14 year old who just wants to see zack and cloud and sephiroth all kiss would give to the original story.
would maybe be less mad if the actual remake we were getting wasn't a mobile game with lootboxes

giving the game a star and a half for characterizing cloud well in a world where kingdom hearts and advent children has made him more brooding than goofy and for being an actually good premise even if the execution is lacking, but that's all i really have positive to say about ff7r other than "it looks nice". you can get a better remake experience by using the new character models/cosmos fmv mods if you own the game on pc

this was made to gaslight people into thinking advent children and crisis core are good

I love the original FF7 a lot but this metanarrative thing they tried to pull off in this game was so stupid that it felt like a bad fanfiction by the end.

Gameplay is fun at times although it’s just kinda mindless hack n’ slash and the side content is abhorrent.

This game is so disappointing that I wish I could go back in time and stop SQEX from showing that Tech demo back in 2005 and hyping the idea of a FF7 Remake.

The only thing FFVII Rebirth now needs to do in order to surpass the original is to have Cloud and Sephiroth do a twerk off butt naked, oiled up and excited to settle their fued that spanned 20 years to further push FF7's themes pertaining staying true to one's self and breaking the boundaries that hide your real image from others with One Winged Angel playing in the background

Flawed in so many ways and filled with irritating AAA bloat, but I have literally been physically unable to get it out of my head for nearly a year.

One day I'll write something more substantive about this strange, stupid, smart, weird game. For now, I'll just say that I was 110% convinced I would hate this and it ended up being a game that sometimes, a year on, I'll just sit and think about for an hour. It's magical when that happens.

I truly miss that steel sky.

fans love to make erroneous arguments about how detractors dislike the game cos it's different, but the problem has always been that those differences amount to nothing of substance. if they're not completely insignificant they're fakeouts or walked back, if they're not fakeouts or walked back they're jj abrams mystery box bullshit to keep the online dustcloud with arms and legs kicking and howling about The Implications for another four years. this is a game more concerned with how to capture will they/won't they Engagement than its own thematic core; an impressively meticulous effort moored in goopy fanservice and speculation bait

control freak energy from top to bottom, sanitized to an extent that you'd think square report directly to the health department, and guided by one of the medium's most overbearing directorial hands. all slick and shiny bombast and spectacle, perfect skin, compilation pilled navel gazing, and endlessly wrested control. thirty long hours of red light green light meandering thru kidzbop cover acts of familiar events and environments before shunting all responsibility for unpacking anything it might have to say onto the next game

big win for folks who wanted tifa to be a noodle armed simp and sephiroth to have the presence of yakuza kiwami majima

“The reunion at hand may bring joy. It may bring fear. But let us embrace whatever it brings.”

As early as that original E3 2015 trailer, Final Fantasy VII Remake labored to clarify its mission statement: “We’re about to take some artistic liberties, please bear with us.” If you listen past the fluffy prose, it becomes clear that this narrator isn’t actually part of the game’s fiction: when they speak of “us” and “them,” they’re literally describing our perspective on the original game, the “silence” following in its wake, every “remembrance” since (Advent Children, Crisis Core, etc.) and the natural fervor resulting from that very announcement. As we all know by now, the final game would go on to completely defy traditional understandings of that “Remake” moniker, literalizing its meta context in the form of the “Whispers” (the plot ghosts) — it’s a “remake” in the sense that the events of the original FF7 are literally set in motion again (supposedly in some alternate timeline,) only for Cloud’s party to eventually destroy the Whispers, defying the boundaries set by that game and leaving the door open for Remakes Part 2 and 3 to go off in a completely new direction.

I, too, gave that aspect of FF7R a reluctant nod of acknowledgement in my original review for the title, which was a more traditional and comprehensive look at its failings as a game first-and-foremost. If you’re reading this, it should be clear by now that that was not enough to exorcise my demon; if FF7R wants to be a cheeky little meta prank this badly, it seems only appropriate to look at it again primarily in this larger meta-context for its third anniversary. And the statement I want to lead in with is that leaving that proverbial door open for any upcoming games to realize the potential of its message was giving it way too much fucking credit.

FF7R wants to have its cake and eat it, too. Three years on, I’m still floored at the amount of hypocrisy and hubris in literally constructing an entire plot around the message “please have faith in our original ideas uwu” while leaning this obsessively on your past and succumbing to the shallowest trends. Think about the premise of redoing Midgar with current technology — a 3D camera with polygonal environments means seeing the world from the kinds of angles and at an intimate scale unthinkable on the PS1. It could mean more granular interactions with your surroundings, NPCs that genuinely inhabit the space instead of being mere exposition delivery bots. It could mean a more seamless flow to the experience, letting the player dictate more autonomously how they transition between locations or conveying story while maintaining player control.

Instead, FF7R copies the original’s design scope almost verbatim, placing a giant magnifying glass over its limitations when coupled with these jarring new production values. You have bartenders verbally offering you a seat, yet all you can actually do is stand around and watch them cycle through their idle animation as they repeat that one line of dialogue. You can transition between rooms without the game cutting to black now, but that’s accomplished via squeeze-through loading tunnels that will not benefit from any future hardware improvements. Environment traversal is now expressed via bespoke gameplay for those sections, but the way that works in practice is that you hold up on the analog stick for five minutes at a time as you watch Tifa robotically climb across an entire room of monkey bars — and do you really want me to talk about the part with the robot hand?

Some environments now invite you to hang out in them for longer stretches, but the new activities on offer here include highlights such as “have quest giver tell you to kill some rats, go to dead-end circular combat arena, kill rats, return to quest giver, be told you ‘didn’t kill the right rats,’ literally go back the exact same way, kill the new set of rats that just spawned there, return to quest giver again and receive your reward.” Combat now takes place within the game world in real-time, but the only way for you to decipher the properties of any given attack still is to read the big dumb name popping up over the enemy’s head, with no consistent indication for how these attacks conform to any of your defensive options, be it your three different parry moves or the non-functional dodge roll. This is a game that puts you up against flying opponents, but is somehow reluctant to give its characters anything in the way of aerial mobility, so what you’re left with is either linearly throwing out some kind of ranged option or watching your one robotic alibi air combo play out. This is a game that goes to the length of eliminating the original’s instanced combat transitions, yet it also makes you watch its characters slowly throw out potions one-by-one to heal outside of combat, with no way to have these kinds of items take effect immediately on pressing the button the way it literally worked in Final Fantasy 1 on the NES. (https://twitter.com/wondermagenta/status/1286438919916093444)

Instead of focusing on how hard I’m nitpicking, I really want you to think about just how absurd all this shit is. Consider FF7R’s approach to loading specifically: consider that it literally re-released on the PS5, a console whose entire premise is “we know what an SSD is,” only a year later, yet the game’s flaws are so deeply embedded in shortsighted design that a whole generational leap can’t salvage them. This remake was dreamt about for a solid decade before its eventual announcement, and yet somehow it manifested into a game that feels so much more outdated than its source material. It’s “upscaled PS2 JRPG (derogatory.)”

Consider further how much more intimate you could get with these characters now that you’re spending so much more time in this setting. They could’ve gone for a Mass Effect-esque structure, where you inhabit Midgar a day at a time, watching your crew progress and go through various personal struggles — the game is even hinting at this by giving Cloud his own apartment! Instead, you’re still bound to a rigid progression of events and set pieces, now padded by vapid exposition. You now regularly spend PS1-FF7-Midgar-level stretches of time simply running through linear tunnels, and somehow the only type of dialogue that void is filled with is “damn I hope we don’t get lost in this linear tunnel.” You have locked doors that are opened by flipping a single switch within the same room, characters regularly making observations that don’t actually match their surroundings in a way that makes them sound like complete himbos and a general disregard for the player’s intelligence.

In a sense, this game does actually cater to our current-day sensibilities in its Marvel-fication: more, more, more of “thing you already love,” thematic focus be damned. How ironic that this game desperately contorts itself around some vague message about the value of artistic freedom in its final act, meanwhile the way there is paved by shoving tear-jerk origin stories into the framework of every random background character the original presented that contribute absolutely nothing to any kind of overarching message. We literally will not be “free” until we realize that stories like this or Kingdom Hearts can be spun ad infinitum — Square have effectively proven you can reuse the same iconography for 20 years in slightly different scenarios, and people will show up. This game wants to be all meta, yet it never actually analyzes or challenges its source material, it’s all empty reverence.

What this means is that almost every “original idea” in FF7R either directly undermines the original’s pacing, drama and charm, or fails to be compelling on its own terms. This is why any charitability toward future entries in this series feels misplaced: so many resources at their disposal, so much talent eager to put their mark on a monumental game, so much distance to analyze its legacy from… and this is what you come up with? You may be inclined to call this game brave for being so explicit in its intentions and willing to subvert expectations with its finale, but there’s nothing “brave” about grafting these hollow-ass platitudes onto a shallow, rigid, predictable 40-hour fan service vehicle. The creative team here may have attempted to kill the burden of fan expectation alongside those plot ghosts, but the only thing they truly eviscerated is my interest in their games.

If you reached the end of this post and feel disappointed at how many points I remade from my original review, you may have some understanding of how I felt when I rolled credits on FF7R. Damn this meta shit is easy. 🤪

EDIT: had to bump up the score by half a star because I couldn't justify having this at the same level as TLOU2.

I couldn't get very far with this game before getting absolutely fatigued with it but I think it utterly fails at capturing the aspect of ff7 I really like the most.

Other than the fact that the original is one of the most earnestly introspective games, had commentaries on nearly every archetype presented in the game, is chock full of content and plot with perfect pace, and manages to utterly demasculate and break down the shounen jrpg hero figure, the original final fantasy VII bucked the tone of the action hero fantasy by both playing up the heroism and swashbuckling with a thick, palpable layer of melancholic and innocent irony.

Irony is often something cynical, something too adult or hardened. A way of coping with the world. But the irony in ff7 was pure, a kind of return to the true nature of what people are. It's not judgmental, it doesn't have expectations, and it's not cynical or bitter. It's simply a sense of peace, with life, oneself, loss, defeat, heroics, struggle, hardship, passion, all the products of friction between a human being and the world around them.

The remake simply lacks that tonally. For the best possible example I can think, watch the moment in the original game near the beginning after the first bombing mission, where every exit of the screen Cloud tries to exit through, he gets cut off by troops and the player is presented with the choice of running or fighting at each turn. It's a straight swashbuckling scene, the hero is cornered at every turn and the choices are weighed against him over and over, and like some of those great heroic stories and films, the hero's not really in any danger; we've seen cloud oneshot those goons earlier with ease, it's purely an aesthetic situation. Yet, the music is utterly at conflict with the scene. It's somber, it's innocent, it's complicated, and very, very subtle. There's something amiss. The scene begs the player to expect a deconstruction, a demasculation, and the undoing of what people know and expect from the game without overtly stating it. It acts as the prelude for the game later changing its own writing and having the player reevaluate what it stands for.

I don't care about nomura ghosts, action combat, new scenes, or any other changes as long as the game gets that one aspect right. That one tone that only the original ever had. I couldn't detect it, so I gave up. I could be wrong, and maybe find that core spirit somewhere else in the game if I come back to it. Or maybe the remake just plain goes for something else, and maybe that's worth it in the end. Still, I feel something's missing.

Also a few other notes, the sidequests Suck ass. Going from ff14 ARR to 7r felt like I was moonlighting one job for an even shittier one. Not recommended!

All else said, that combat system is like the complete evolution of what kingdom hearts started on the ps2. I'm happy it's gotten this far. Mechanically this game plays like everything I wanted when I was 12.

Final fantasy has always been a game about putting all your ideas and the sum total of everything you have to say about a theme and design into one game. Every game in the series is both the first and final game in its own franchise. Those designs and ideas could have anything, any kinds of gameplay systems or plot ideas as long as it grandly tells a story with roleplaying and mechanics. I welcome the real time combat, as it's the series trying to understand and remix what else is out there and put its own spin on things by creating a newly aestheticized experience of combat. Final fantasy 20 might have no combat it in at all. Be ready for it!

Story about some tree-hugging terrorists enacting violence upon the true heroes of our age: Titans of industry.

This review contains spoilers

[Flagged for spoilers because I briefly talk about the ending and the story overall]

While I usually don't tend to go back to games I played a long time ago (or games I rated four stars or lower) to give them lengthy reviews, I figured it could be a good time to make an exception, and do something like Square Enix did by dropping a remake of Crisis Core a year leading up to Rebirth, so everyone gets to know who Zack is, and get my genuine thoughts of the Remake project in general out there. Because when I'm done with Rebirth I get the feeling I'm gonna wish I had done this before.

Final Fantasy VII is one of my favorite games in the world. My Hall of Favorites might shift around a lot, but the original FFVII is one of those games that remains in the Top 3 consistently, and while I also think I should save that story for a review of that game, I'm gonna save it for an eventual revisit.

Let's go back to mid 2019, where the first trailers after a long period of radio silence were first starting to drop. It was a special time to be an FFVII enjoyer, but also one of uncertainty, as by this point we had already been confirmed that the Remake wouldn't be the full game. There was also the concern that anyone would have when their favorite piece of media is being remade, "Are they going to fuck it up somehow?"

Months later, it's 2020, the game is finally out, and it feels as magical as we all envisioned it. Midgar has never looked better, and the first couple of chapters are the strongest first impression a game could give. It feels good to play, every character has their own unique way of being controlled, and the materia system is surprisingly well implemented, there was that care I was hoping to see put into a game of this caliber.
Hell, even the new sections were proving to be interesting, and the new characters (Roche, I'm looking at you) or more well-developed returning ones (Avalanche guys I'm also looking at you) are ticking all the right boxes. It's clear that good characterization was a priority when making this game because they all feel like their best versions from all those years of the Compilation, and the music feels as fantastic and special as its MIDI versions were, it was feeling like Heaven.

But something is not quite right, Sephiroth is showing up earlier on, like waaaaaaaaaaay earlier on, and while I don't think that's necessarily a bad thing, I think he's the only one whose characterization gets hurt by this a lot more. It's true that Sephiroth might not be the mysterious figure he once was in the Original and that now everyone knows who he is, but I truly feel like him showing up as hallucinations kind of serve no purpose (aside from maybe setting up things for those who haven't played the original) until nearly the end of the game where he actually shows up in the flesh.

But ok, if that was the only issue, I would let it slide, however, now there are weird looking Ghosts showing up every now and then, what the fuck is up with that?

Like I said, segments that were in the original return shining even brighter, the Honey Bee Inn Dance number, Infiltrating Corneo's Mansion, Train Graveyard, The Fall of the Plate, Infiltrating Shinra's HQ (SPECIALLY if you take the Stairs), It's all there, and it's a treat to watch... until the weird ghosts, now known as Whispers start becoming more and more present in the story, I'm sure that by now, you might have seen overblown hatred for them, which honestly I kind of feel its justified. They feel like a meta mockery put there by the writers directed at the fans that wanted nothing changed in "their" story, and that they are the ones in charge of everything. At the time, I thought it was borderline arrogant, and I would have a lower respect for VII Remake, if it wasn't because of the ending, hear me out on this, I promise I'll explain what I mean by that in a moment

The final chapter of Remake which should lead to the events of the main party leaving Midgar, is where the storytelling grabs you by the balls and doesn't let go, not only it becomes a bizarre festival of references from the original and other points of the Compilation, they also tossed Sephiroth in there as a final boss because I assume they just didn't want to close off the game without giving players the chance to square up with him even if it's not entirely consistent with the rest of the story. But once he's defeated, is where the actual hand of the story gets shown, and where things once again click for me

Not only the Avalanche gang is still alive, but Zack somehow also is, the heavy implication that things might not play out the way we expect them to, is surprisingly brought up. Once again, the mysteries and story beats of FFVII are once again that, mysteries. It's once again a game you can be spoiled on, it's a new story I'm invested in, and I want to see how it develops, in what new ways I get impressed and get my heartstrings tugged.

If it wasn't clear enough for me before, it's clear enough now:

This isn't a remake, it's a retelling of the original Final Fantasy VII, and it's entire compilation

Which makes me bring up the question again of "Did they manage to fuck it up?", it might be a yes for some, a no for others, whatever you think you are valid for doing so even if we disagree.
It's personally hard for me to answer, because I just don't know how to answer it, maybe I won't be able to do it until I finish Rebirth. Hell, maybe I won't be able to answer it until the Trilogy itself is finished. But all I know is that I'm on board, and if they DO fuck it up, the original will still be there for me, with its goofy translation mistakes and its outdated, but charming look. But for the time being, there is no getting off this train I'm on.

Corridor Simulator VII is terribly inconsistent.

Where to start with this game? it's a hard one to review because while I don't completely hate it, I don't remotely like it either. It's a mix of things that don't really work together leaving a bit of a flat experience for me if you look past the Final Fantasy VII aesthetic and nostalgia involved in it's creation.

For those unaware Final Fantasy VII remake is, obviously a remake of Final Fantasy VII, originally a Playstation 1 game released in 1997. I say Remake, it only actually covers the part of the original game set in Midgar which was only a few hours but has been dragged out into a 30-40 hour experience. It is being sold episodic and while I don't have a problem with this as a principal. I do have a problem with it in execution because so much of the game is inconsistent.

The game is incredibly linear, I'm not talking about story, I have no problem with that, i'm talking about level design. It is awful. Awful! Past the first chapter which was the game highlight for me it's just incredibly narrow corridors leading from one place to the next with very little to explore or do. These corridors are also filled with slow forced walking sections or narrow gaps Cloud has to slowly shimmy through like he's in Uncharted or Tomb raider destroying the pacing completely. The few branching paths you meet you are often railroaded past "this way Cloud!" without being allowed to explore. These few side paths are often just corridors to arena rooms anyway for obvious later side quests.

Speaking of which, Side quests! Cool right? A chance to see more of Midgar and meet cool characters? wrong. These are terrible. There are 20 plus in the game and every. Single. One. is. boring. Meet a forgettable character, have mundane dialogue, backtrack through a narrow corridor to above mentioned obvious side quest area, kill monster variant, come back. Repeat. there is no soul to them at all, they feel thrown in to extend the game length, no more, no less. while I understand a lot of RPGs use this kind of formula they might at least be funny or have memorable characters, these all just feel bland like created by committee or for an mmo.

Fighting the above mentioned monsters is also a let down for me. I love action RPGS, I love turn based RPGs, I dislike whatever this is. It's a jack of both and master of none. You have three party members to swap between on the fly, each can attack, block, dodge, use a variety of skills and magic and you can pause the game to select abilities and order characters to use moves. Sounds great? wrong.

The dodge is useless. It has no invincibility frames so doing a last minute well timed dodge like most action games is a waste of time, you'll get hit anyway and can only use it for slow obvious attacks. Block lessens damage but you take a huge amount anyway and you can't cancel out of attacks to block so if you're committed you're taking huge damage. the game seems designed to make sure you're taking damage.
The AI is just intentionally bad. Your team mates can't do anything on their own but some basic attacking occasionally and sit like lemmings most of the time. Square Enix solved this themselves years ago with the gambit system on Playstation 2 yet have weirdly regressed. Enemy AI just swarms your controlled character forcing you to constantly swap characters for breathing room. All I want to do is play as Tifa but I can't do that to use the combat effectively. She is also the only fun character to use in combat (Barrett especially is so boring) Don't even get me started on the stagger system where enemies take almost no damage unless you assess them and use the right magic on them. Not got those equipped? a boss fight can take like 40 minutes unless you reload your game. It gives you options on what you want to use, then often forces you another way anyway. Throw in how useless and limited summons are, (they may as well not be in the game) and how terrible the camera often is keeping track, especially in narrow confines and flying enemies and the combat is just disappointing :(

I really dislike it and yet I can see where it could have been fantastically fun but it feels like they hamstrung themselves and the whole game feels like that. Expanded story could have been wonderful but it's often cringey or bland. Bigger Midgar would be great, but it's a linear corridor simulator. Action combat could be exciting but it's instead got shoe horned in mechanics that slow it all down and leave it in a genre limbo.

This brings me to the visuals. This game is gorgeous, the character models look amazing, better than the Advent Children CG movie and Chapter 1 is also stunning for detailed areas, brickwork and textures. So why do some other parts look so awful? there seems to be a texture issue especially in Chapters 3 and 8 but can happen any time where the walls, junk or posters are so blurry sections of it look like a Playstation 2 background. For a game that's so linear and small in level scope that shouldn't be happening. See what I mean? Inconsistent.

Lastly the ending is absolute garbage. A lot of the added content is appalling or cringe worthy but the ending just felt like they wanted to make Advent Children 2 rather than a FFVII remake and Barrett is just an awful stereotype the whole way through.

Overall I'm aware i'm probably in the minority but I just don't like it that much. By chapter 14 I dropped the difficulty down to easy, not because it was hard, it's not, it's just tedious. Easy at least allowed me to combo in as Tifa and made that more fun to see it through to the end. I'm glad I played it and saw it through to the end but it just wasn't the game I wanted I guess, it felt like Final Fantasy XIII crossed with Kingdom Hearts and that is not a sentence I ever want to write again. I have no interest in playing this again or the next part.

+ Expanded character development about Avalanche is a (mostly) welcome addition.
+ Tifa is at least semi fun in combat when you can use her.
+ The nostalgia of playing a new FFVII game is great, especially when some of the iconic music fires up.
+ The game is gorgeous...

- .....except when it isn't texture wise.
- Narrow corridor, forced walking, crevice crawling moments are horrendous.
- Side quests are laughably dull.
- Combat is no fun. Intentionally road blocks any fun you could have, camera is terrible, summons are useless, stagger is a chore.
- New content is just padding. Ending to the game is terrible.
- Roche.

Despite what backloggd may say I’ve actually played this game 4 times now, and it’s really been cemented as one of my favorites of all time. I adore everything about this game. Start to finish it’s a constant joy to play! Since i honestly don't know where to start here, I'm just gonna go everywhere. So prepare your eyes for me to fucking gush as much as i can about how much i love this game for a couple paragraphs!

I love how this game takes the first 5 or so hours of the original ff7 and makes it into a 30 hour game where i have never once felt bored while playing, I adore its story and characters, Cloud’s one of my favorite protags of all time here, Barrett's such a bro (and a great dad!), Tifa’s lovely, Take one wild guess on how i feel about Aerith (spoiler alert i adore her too), the Avalanche gang is so fun to speak with, every antagonist- except corneo- is either threatening and terrifying like Sephiroth and Hojo or really damn fun to see like Reno and Rude or even both like Rufus Shinra (more on him later). When the story does finally change up from the original, its a giant middle finger to Gamers™ that just complain that remakes “shouldn’t do anything different” from their originals and honestly I love that! I love that it's so explicit that Cloud & co. literally KILL the game’s representation of those complainers! But yeah i love this games story that is and isn’t taken from the original, love the characters so much it's got one of my favorite casts out there.

Graphics are beautiful, yeah, but also the settings themselves are amazing! These towns and areas actually feel so lived in, the way you just overhear conversations while walking by, the kids in the towns playing, the fact you can talk to so many people, and that isn't really scratching the surface for me it feels! Small point but again it's great.

On this playthrough specifically thoughts occurred to me when dancing with Andrea Rhodea, and yes while one of those thoughts was “Damn Andrea’s pretty hot” and, yeah, he is, the real thought is that this game is so genuine with how it puts scenes across. Especially in wall market it really is unashamed and holds absolutely nothing back, basking in the absurdity and comedy of Andrea and Cloud’s dance was one of my favorite moments of this playthrough and i had a giant stupid grin on my face the entire time

This game has some of my favorite combat out there and it only gets better each and every playthrough. Every time I play I get better and better with the games near limitless possibilities when it comes to how you approach some combat situations and it makes it even better when the game shuts half of them down. This is to say, I wanna talk about Rufus Shinra, who is my favorite boss in any game ever. This fight is so fucking sick, the fact its a 1-on-1 (I guess 2-on-1) between Cloud and Rufus, the amazing song, paired with the cocky, confident and AWESOME character himself makes for a great vibe from second 1. But my favorite part comes when you try to attack him and he counters you. Like, first playthrough when that happened I kinda just sat mouth agape cause no other fight directly counters like that except the final fight with Sephiroth. Every phase ups the ante in this fight, from it first just being him and his dog and then going to him shooting coins that turn into lasers somehow at you and then speeding across the helipad with his guns? It's so fucking awesome. He punishes you for every single move that isn’t carefully planned out or executed when his guard is down, especially when Darkstar is still on the field. Despite how much I've gushed about this fight in particular, I don't want to take away from the other boss fights as well. From the Scorpion Sentinel to Sephiroth, I had so much fun with the games combat and also had so many fantastic moments in this playthrough where I was able to just make everything align well and end a phase or beat a boss in one stagger, and exploiting an enemies weakness will never not be satisfying as hell to me. Intensely satisfying moments like those are what really make FF7R’s combat for me.

Just as a last thing before I cap this absolutely gushy little “”””review”””” off, I can’t go without talking about its soundtrack and how it uses it. Its arrangement of the original’s tracks in an orchestral form is glorious, and especially in bosses the music changing every phase really keeps the urgency high and keeps the tracks from getting at all grating. Hard for me to talk about music at all in depth though so just know it’s got one of my favorite OST’s out there!

Final Fantasy 7 Remake is a game I adore in its entirety despite it being my intro to Final Fantasy 7 and even Final Fantasy in general. I am so excited for Rebirth next year, and I’m just as excited to get into the rest of the world of FF7 now that I’ve resolved to finally complete the original and Crisis Core. Even then however, I feel like I have a special attachment to this game that no other FF is ever going to replicate outside of maybe rebirth and the last part of 7 remake. But who knows! I still have a lot to go and this series has surprised me with stuff I love so many times already!

I don't say this kind of thing lightly so believe me when I say, Final Fantasy 7 Remake is the most bisexual Triple A Game I have ever played

Also Cid the wife abuser isn't in it, so, instantly better than the original

i wish people would stop talking about the ending. the final fantasy vii remake is so much more than its ending.

um bom remake que potencializa o que antes foi realizado na obra original; pra quem tiver interesse sobre um pouco da minha visão sobre ff7 remake, tem esse vídeo que comento sobre o jogo:
https://www.youtube.com/watch?v=GXYD6Wn78oY


Possible GOAT material. Think about it nearly every day and could talk about it forever. May even come back and write a book explaining why, who knows.

Everyone in it is beautiful that’s all that matters for now

Being a FFIX kid, and only having played the original FFVII many years after its cultural impact, I never had the reverence and attachment for it that would warrant much excitement for a remake, which is why it came as shock to me how much I ended up resonating with FF7R. Beyond cementing even further the strengths of FFVII's iconography and imagery that accompanies the opening hours of the game, FF7R manages to tap into an expanded lens of Midgar's intersectionality and its cast of characters that, while not overtly present in the original, seemingly was always there hidden in plain sight, recontextualized through the nostalgia brought in by the players familiar with the source material.

Besides the low poly textures and PS2 looking NPCs, much of FF7R's structure and design feels like a mish mash of 3 console generations with the occasional next gen setpiece thrown inbetween, that ends up shifting the focus from the bombastic high definition spectacle and graphical prowess long expected from a FFVII remake into a more intimate and contained retelling of Midgar's, unfortunately, still and ever increasingly relevant message. Being able to walk freely through the cheerful impoverished Sector 7 or the vibrant and lively Yakuza-y Wall Market and experiencing the lives of its residents through the eyes of a fully 3D controllable Cloud who is always able to look up and be reminded of how much better it could be for these people, conveys so much more than what was ever possible in the original's restricted camera and fast paced storytelling, and after spending so many hours in enclosed repetitive industrialized and wreckage filled grey hallways, being greeted with the rare beautfiul vista respite, like a glimpse at the full sky or Aerith's flower garden, makes the pathos of Midgar that ever more impactful as you storm the Shinra building in the grand finale.

Unlike the Compilation of FFVII's failure to capture the essence of the original, FF7R perfectly translates the old lego characters into fully realized HD versions with manneurisms and personalities more fitting of the modern age players sensibilities, while still retaining their simplicity and core motivations that defined FFVII. Witnessing the earnestness and sincerity between the protagonists as they recreate memorable and iconic scenes from the original in a much more cinematic flavor felt like watching a movie sucessfully reinterpret the text from a book into the visual medium, much more so than whatever Advent Children was, and it's easy to see that the team behind the remake genuinely understood and cared for the source material, keeping in all the weird, funny, cute and serious overtones and plot beats from FFVII. With a much bigger emphasis on the interaction and communication between the main cast, which extends itself into a dynamic and interchangeable fast paced combat that fully realizes the abstracted nature of the original's action and further elevates the comradery in and out of fights, FF7R addresses a major criticism I have had with FFVII and fills in the gaps of how these characters perceive and understand each other, with much more established motivations and fears that make use of the player's knowledge of this story and its outcome, and boy do they play to that as hard as they can.

The surrealness and magic that surrounds every interaction between Cloud and Aerith in the remake is greatly exacerbated by The Biggest Twist in Videogame History™, so much so that I had to keep myself from bursting into tears during that initial treck from the church to Aerith's house every time she opened her mouth. FF7R is very self aware of its nature as a remake, and it's fascinating how it utilizes the preconceptions of its player base to exponentiate its emotionality, which makes the moments when it pulls the rug on you that ever more impactful. As the distaste for videogame remakes continues to increase, sentiment as I'm sure many on this website share, I find it commendable that Square would analyze the fandom's idealization of FFVII and its characters, literalize it in FF7R and then immediately throw out the window the prospects of faithfully recreating the most conveted remake of all time. There are definitely added moments that do not stick the landing here, but FF7R explicitly makes the case very early on that it is in no way a replacement for FFVII. It felt liberating to see these characters free themselves from the shackles of the franchise and end up in uncharted territory, and while I have no idea what that will entail for the quality of the next episodes, the ambiguity and mystery of it all is definitely more enticing than pandering to an audience that would never be fully satisfied with the end result.

FF7R is an odd beast. A lot of its original content is subpar and undercuts the source material, like Jessie's big spotlight that undermines Aerith's talent for making Cloud uncomfortable, or Leslie's sewer detour that pads out what was supposed to be an urgent dash for Shinra's building. ​My apprehensions towards the future of this project remains ever present, judging from my experience with episodic content that most of the time fails to create a cohesive whole, with each subsequent episode shifting priorities and distancing themselves from the previous one. FF7R's release at the intersection between old and new gen also doesn't bode well for its future, and i'm deeply terrified of whatever Nomura-isms will inevitably happen in the next episodes. But considering I went into this one filled with cynicism and doubt, and got out of it feeling a newly found adoration for Final Fantasy that I hadn't in a very long time and an appreciation for the irony and snark devoid storytelling where the terrorists are the good guys and the bad guys are obvious and uncomplicated evil doers, I can say that the Final Fantasy VII Remake experience, for now, has been a resounding success.

in the original Final Fantasy VII, Sephiroth is an imposing figure steeped in mystery - you only see him in flashbacks, everyone talks about him like the unachievable height of humanity, and for a while all you see is the calamity left in his wake. Bodies senselessly slaughtered, trails of blood tracing his path. The corpse of a dreadful monster, effortlessly defeated and strung up like he's taunting you.

in FFVII R, he shows up in the first 20mins and goes "muahaha im so fuckin ominous"

Enjoyment - 9/10
Difficulty - 6/10

My first playthrough was in 2020, and returning two years later on HARD difficulty was a huge confidence check. Nevertheless, I managed to platinum Final Fantasy VII Remake. Along with the HARD playthrough, I had to do some miscellaneous trophies like getting praised by Jessie, ranking first on the darts leaderboard, obtaining all weapons abilities and music discs, and completing all quests (you need a second set of quests for a specific chapter to do this, the PSNProfiles guide is really helpful)! Dressed to the Nines was a bit annoying, but it was easy when consulting the guide.

After completing two full playthroughs, cutscenes and all, I would highly recommend this game! As someone who isn't an avid fan of FF, Final Fantasy VII Remake tempts me to become one.
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