As usual with my writing, this review is going to be focused on Final Fantasy VII Remake’s gameplay, an aspect of which I regard highly but might be easy to overlook for most people who play the game, mainly due to the game’s own fault. I did enjoy the game’s other aspects enough that it motivated me to play the original game to completion and I will leave it at that.

I played this game on a whim during the PC release, so I never got to experience the original PS4 release from which Intergrade apparently made many adjustments (changing animation canceling, adding unblockable telegraphs, changing how some materia work, adding quick retries).

When I first played it, I didn’t expect to like the combat much, I was just here to look at pretty characters and listen to good music cuz I was bored by everything else at the time, but was very pleasantly surprised by the combat system in play, so much so, that after reflecting back on it and replaying it multiple times since, I can easily say that this is best new combat system created within the last decade. A focus on resource management, controlling multiple characters at the same time and coordinating their actions, giving each of them compelling action mechanics that can feed into a game plan involving your full party, and nuanced defense compared to most action games make this one stand out from most of its peers. To try to describe why I like this combat system so much, I’d actually first want to talk about my biggest issue with it:

Enemy Health is too low.

Final Fantasy VII Remake’s battle system was designed by Teruki Endo, a Capcom game designer who has worked on the Monster Hunter series since Monster Hunter Tri. Given that Monster Hunter contains my favorite combat in video games bar none, it’s not a surprise I ended up liking this game so much. There are some shared elements in the design enough to make me suspect something after fighting the Type-0 Behemoth. For one, both of these games go out of their way to de-emphasize i-frames as a defensive mechanic, with Monster Hunter having very few to make you to consider many variables when trying to i-frame attacks, and FF7R choosing to have literally none, thus forcing you to heavily consider which attacks are dodgable and which you are better off blocking, and making your choice of direction and situation really matter when it comes to how you use the roll. The current trend of action games thrives on timing-based mechanics and challenges, this game and Monster Hunter are the only modern action games to my knowledge that deliberately make it so that good timing can’t nullify most attacks in the game, and that’s a breath of fresh air unlike any other for me.

To get back to my criticism of the game’s balancing, another similarity is that both of these games are designed with tanky enemies in mind. Much of the depth is placed in the realm of damage optimization. When the enemies are big damage sponges, players are forced to actually interact with the mechanics that allow them to maximize the damage they get from their openings. It’s an easy way to add a lot of depth to fights and make them really replayable as you learn how to take advantage of the patterns better to set up the perfect punishes. Whereas Monster Hunter creates the depth in its damage-dealing through complex weapon movesets that require precision and monster behavior knowledge to take advantage of, FF7R does it through a bevy of system mechanics that govern enemy states; a Stagger system that borrows heavily from FF13 but adjusting its dynamic to be more suited for a real time action game. However, when the enemies die too fast, most of that depth does not come into play.

So let’s get to the nitty gritty: How does this combat system work and how does high health make the game better?

The core mechanic of the game is ATB, a real time translation of the ATB system from the original where you waited for a bar to fill up before being able to perform any actions (spells, items, so on). In Remake, instead you fill up the ATB bar by controlling a character and hitting enemies or blocking attacks. Your choice of character to control is also the choice of who you are giving ATB to, as the other characters only gain ATB slowly when not being controlled. Carried over from the original, defensive and offensive actions both compete for ATB, but with Remake being more of an action game, damage is generally avoidable (but not always) and thus allowing yourself to lose a lot of HP means losing attack opportunities in the future with spending ATB to heal, as well as Mana which is a limited resource on Hard Mode.

I find it important to note the value added by attacks not always being avoidable in this system. Most action games stick to completely avoidable damage because heals/HP often represent a number of mistakes you can make before a Game Over, and healing commitments ala Souls usually just means needing to miss on an attack opportunity before commencing with the regular game, which is good for tension. But in FF7R’s case, the fact that healing takes from a dynamic resource which you actively create with your in-game actions gives it enough depth that it justifies having enemies be able to pepper you with chip damage or giving some bosses unavoidable attacks that make you consider protective spells and pressure you to keep your characters always topped up in health.It makes the resource management all that much more demanding when damaging enemies properly isn't the only thing you are thinking about, and the game goes the extra step of giving you a variety of different healing abilities with varying benefits and costs, allowing you to adjust the way you need to play around Health as a resource. An example would be the difference in using Cure, the regular heal that consumes ATB only heals one character at a time, or Pray, which requires two ATB but uses no mana and acts as a wide heal, letting you save mana for other actions but requiring a bigger commitment to use and smaller healing numbers offset by being an AOE heal.

To get into offensive uses of ATB, it’s mainly used to interact with the Stagger system and it’s what makes using all the characters effectively so important. The basic rules of this system is that all enemies have a Stagger bar under their regular health bar, which starts empty and when filled up puts enemies into a Stagger state (BURST in the Japanese version of the game) where the damage dealt is multiplied for a short period of time. The way in which the player increases the Stagger bar is something that can change completely depending on the enemy, but generally to really Stagger efficiently you need to put the enemy in Pressure state (HEAT in Japanese) where the enemy takes multiplied stagger damage. For most enemies hitting them enough or using elemental weaknesses can put them in Pressure state, and then using certain abilities that deal high stagger damage puts them in Stagger very quickly, and from then you use your pure high damage abilities to take advantage of the multiplier…
But an issue arises! Using your ATB bar to induce the Stagger state as quickly as possible often means you don’t have any ATB left to actually do much damage during your short burst window as your regular attacks don’t actually do much damage, making it feel wasteful and causing you to go back to square one trying to fill the stagger bar again. Careful management of all characters is how you play around this.
An example situation early in the game would be to have Cloud induce the Pressure state with his flurry of attacks, but not before you are sure Barret has a bar of ATB ready to hit them with Focused Shot once Pressure is induced, while Cloud saves his bar to deal big damage in the burst window. Another option would be delaying when you induce the stagger, use character specific mechanics or materia setups that give you additional ATB when you need them, and many other possibilities. But the point is that you can easily overspend ATB to achieve Stagger, and the ways you can prevent this and balance this create very compelling moment-to-moment decision making and planning.

All the characters have extra mechanics that add layers to this Stagger system and ATB management. Barret has a big attack on a cooldown which gives an ATB on use, a free bar on short notice whenever needed while the cooldown is up, but it also makes you constantly need to keep Barret’s cooldown in your head while you switch to the other characters who are more efficient at dealing damage on their own so you can be ready to switch back to him when the time is needed. Tifa has a system where she can buff herself and expend those buffs to perform attacks that increase the Stagger damage multiplier, making you need to spend ATB stock her up with buffs before the Stagger is induced and having her do her attacks early in the Burst window in order to give other characters the chance take advantage of the increased damage.

But here’s the thing…optimizing ATB usage, becoming proficient at staggering enemies, and needing to consistently learn how to avoid attacks before their damage burns through your MP reserves isn’t something that will matter if the enemy dies too fast. For FF7R’s normal mode, that is the case most of the time, and even in its Hard Mode I’d say enemy health is still too low.

I think what I find amusing about this flaw is how it really is just enemy health that is the issue. The damage they deal is fine, the underlying mechanical design of nearly all the enemies and bosses is excellent, and the systems of the game scale very well. Installing a mod on the PC version that simply doubles the enemy health, making no other changes, actually makes the game a lot better in my opinion while still feeling very balanced and well paced combat wise. It shows how strong the core design of this game is that you can simply beef up stats like that and the skill ceiling is more than high enough for it to work, giving you the room to push yourself and letting you actually get exposed to the design of the enemies when you need to contend with them for much longer.

I get that this combat system can be pretty difficult to play properly and apparently people complained about bosses taking too long even in the vanilla game normal mode but It’s a massive shame that the game locks hard mode behind a full playthrough and it doesn’t give you many variables to adjust your own difficulty, since level ups are forced and your damage/health is always scaling with it. This wouldn’t be a problem if more difficulty options were present, but if the game really didn’t want extra difficulties, items that limit XP growth could have been cool too. Regardless of this, I still loved the game’s gameplay, and the existence of many challenge mods on PC allows the game to realize its full potential and I really recommend trying 2x HP even on your first playthrough.

Now I wanna get to the enemy design. While the regular encounters and enemies can be very fun too, the game shines brightest during boss fights, of which there are many. The game demonstrates very strongly how the mechanics of staggering change heavily per encounter with its first boss, the Scorpion Sentinel, who changes to a different method of stagger in each of its 4 phases. Initially it works like a regular enemy who just needs to be hit with regular attacks and thunder magic until it goes into Pressure state, before using the ATB you stored to use staggering attacks in the pressure window. Then in the second phase you need to hit a weakpoint on its behind to break a shield that makes attacks bounce off otherwise, successfully breaking the shield puts the boss in a very long Pressure state until the shield regens, allowing you to get multiple Staggers if you use the window correctly. The third phase has him only entering Pressure after performing a highly telegraphed laser attack, making you stock up bar in preparation for the attack and take advantage of Barret’s ability to use two ATB for single powerful attack that fills up their Stagger bar, compared to Cloud who cannot fit in two ATB attacks during the Pressure window to stagger the boss. In the fourth phase the boss begins healing itself and requires you to break its legs in order to induce Stagger and stop its self-heal. It’s a crazy demonstration of mechanical variety and maybe one that happens far too early as most players don’t really get the system yet and sadly the balancing means you can beat it with all this stuff going over your head.

This stuff only gets expanded on with more unique and demanding gimmicks. Two notable ones I wanna mention in this review are Hell House and The Valkyrie.

Hell House requires the player to hit the house with elemental magic based on which attack its using, as each attack it performs will change its attunement to a different element. The interesting thing about this is that often the character being attacked does not have the time to cast said magic after dodging the elemental attacks, so it’s up to the other character to cast the spell while the aggro’d one dodges, meaning your opening is not after the attack but during it. The player actually very directly controls the aggro of enemies in this game since they will always target the character you are controlling upon the start of their attack, and due to the different defensive options available to each character, you have to be very careful about when you control a character as Aerith or Barret have much more limited defense to trade off for their ranged attacks and utility, but you still need to find the right time to control them and generate ATB with them but switching back to a more mobile character in time for the next attack.

The Valkyrie is a very interesting boss in Hard Mode, its a flying robot (with an amazing boss track from guest Ace Combat composer) whose final phase adds an orbital laser that tracks the currently controlled character and detonates upon catching up to them, which is something you’re supposed to use to your advantage as the Valkyrie also shields itself during this phase preventing it from taking much damage or stagger but one can break the shield by hitting it with its own laser. On normal mode its a fairly easy task of simply letting the laser catch up to you during the attacks that leave the Valkyrie floating still, made more interesting by the fact that all of the robot’s attacks control space by leaving sleeping gas clouds and fire spots around the arena limiting the way you can move while dodging its attacks and escaping the laser. However on Hard Mode, the behavior of the orbital laser changes completely, instead it now refuses to detonate even when it reaches your position until the Valkyrie hits the controlled character with another one of its attacks and locking said character in hit/block stun, and the laser will detonate inflicting heavy amounts of unavoidable extra damage. It creates a much more interesting dynamic where you either need to forget about trying to bait the laser entirely, needing to rely on much harder tactic of trying to punish it during certain attack animations that turn on Pressure state, or you can also be creative and try to give Barret a buffet of defensive materia and buffs and to allow him to tank the laser at full health and score a stagger that way, but setting up the situation for that is not easy either and requires heavy investment and sacrifices in other areas.

These are just some of the examples of the creative boss design in this game, but there is so many that test you in so many ways, creating new problems with a system that offers many creative and compelling solutions for you to execute. I would be here all day if I were to write about all of them.

Instead I will move on to touch on the Materia system and my few gripes with the game.

Materia serves as your way of having many different builds and possible playstyles for each character, changing your available toolkit and stats to a considerable degree. The most interesting materia are the ones that let you change the flow of ATB in combat, there are ones that allow a character to spread ATB to other characters by spending ATB themselves, or get a free bar by performing three different ATB commands in sequence. Paired materia and its rarity can also lead to interesting playstyle changes, like one that makes a specific character always do a spell of your choice automatically regardless of their available ATB gauge after the player-controlled character does an ATB command.

As far as magic spells go, I really appreciate how the different magics have different properties attached with variable base damage, making them useful for more than just hitting an elemental weakness. Ice is a delayed bomb attack meaning you can’t use it on a moving target without a plan but it deals the highest damage making it useful even on things that aren’t weak to it, Fire is shot as a projectile and thus the angle needs to be considered if you want to hit a certain part of a boss, while Lightning is hitscan and strikes from the sky, allowing it to hit any enemy part with perfect accuracy but it does the least damage as a tradeoff.

In the Intergrade version, the game handles the need to restart fights to change your materia setup to suit the battle pretty well, giving you a quick restart button for every individual fight. However, what sucks is that the game doesn’t have a Materia preset system which I think the game would really benefit from, having to re-arrange your team’s entire materia setup can be kind of a drag sometimes and it would be great if one could save presets and reuse them quickly.

I also don’t love how the game chooses to teach its enemy mechanics, which involves you casting Assess to get a brief description of the strategy you are supposed to use against them. Sometimes even this description is very vague and not helpful. I honestly think this game would benefit from Doom Eternal style tutorialization, which might be an unpopular opinion but I really think for a game as complex as this one having prompts that give you a general idea of what you’re supposed to do works out a lot better than hoping players bumble their way into understanding the mechanics. I also think many of the move descriptions are lacking and make it easy to miss out on the extra mechanics and nuances of each ability, which you can actually find on the Final Fantasy fandom.com wiki which populates its gameplay pages for the game with detailed info taken from the Japanese Ultimania (god bless whoever translated all that info and put it there). Like did you know that Barrett can press his ability button to cancel the recovery of every ATB command with a quick reload that cuts a couple seconds from his cooldown, or that the transition animation from Operator mode to Punisher mode contains a guardpoint that allows Cloud to his Punisher Mode counter attack without needing to be already in Punisher? There are a lot of hidden details to every character’s mechanics.

One final gripe I’m gonna mention is the aerial combat, though its a minor one as not many enemies fly in the first place. It feels pretty awkward and usually your goal is to use ranged attacks and put them in the ground anyways but I wanna bring it up because the sequel to this game, Final Fantasy VII Rebirth has already been showcased and is overhauling that aspect greatly, making it so characters cannot go into the air automatically by attacking flying enemies and instead you must use specific new synergy attacks or ATB moves that put your character in the air and allow them to go for air combos and dodges while also giving them the ability to cast many abilities in mid-air. One of the bosses they’ve shown explicitly takes advantage of this and is a flying boss from the original that before acted as a way to make you use long range materia, now acts as a way to force you to use all the new aerial combat mechanics to hit it. It’s already making me giddy with excitement for all the potential these mechanics bring.

I really love this game, so much that I find it difficult to write about and describe properly with how many ways it layers its mechanics to create the kind of fun I enjoy. I think it’s already very polished and deep as is, but I am excited to see how they will be refined and expanded upon in the upcoming entries. And if you didn’t feel this way about the combat when you first played this game then I hope reading this has given you some insight into the sheer amount of quality design and inventiveness that I find hiding in its combat system….now if only they would give us better difficulty options in the next game.

Reviewed on Nov 05, 2023


4 Comments


5 months ago

great work saber!

5 months ago

WE MAKING IT OUT OF MIDGAR WITH THIS ONE 🔥🔥🔥

5 months ago

Fantastic review

5 months ago

banger review. i’ve always loved this game’s combat system and hearing that intergrade made significant changes explains a lot about why so many reviews have been more negative than i expected — i only played the game after intergrade was released