72 reviews liked by sleeping0dragon


When it comes to Final Fantasy VII, I think there tends to be a general fixation on Midgar as a centralized point of identity for the game. And while I do think it's one of the best opening segments in maybe any videogame, what makes it work so well in the grand scheme of things is just how introspective the rest of the game feels when juxtaposed to its explosive sense of grandiosity.

Final Fantasy VII's globe trotting adventure isn't primarily defined by it's sense for theatrics, but by it's mellow tone and somber sensibilities. The towns you come across are oftentimes humble and restrained, carefully crafted with precision point environmental design and delicate cinematography. There's a tender sense of balance to found throughout the whole affair, as it seeks to comfort you just as often as it alienates you. That push-and-pull dynamic it shares with the player is such a key focal point as to what make the worlds of VII and VIII feel so utterly compelling to me, and I can't help but feel that the unquestioned contrast between the science and fantasy elements plays a major factor in how sheerly effective that relationship it is.

Aerith's fate is something I'll never forget, not just because of the effective dramatization found within that one moment, but because of how silent and truly felt her absence is across the rest of the game. A lot of people give this game grief for putting the snowboarding segment not even like twenty minutes later, but the fact that the game just moves on afterwards without dwelling on itself too hard is exactly what I think makes it brilliant. Final Fantasy VII allows its punctual moments to breathe and sink skin deep, and it knows that no amount of self indulgent dialogue commemorating Aerith would ever hit as hard as opening the party screen just to see a missing slot there.

Cloud might not be the person he says he is, but what he becomes through learning to open his heart to other people and show compassion makes him more of a hero than any mere SOLDIER could ever hope to be. He never has any major transformation in regards to physicality and utility, he doesn't have to. Just as he doesn't need to be told by someone that he's finally enough, he always was.

For every magnificent setpiece Final Fantasy VII has, there's a slew of soft spoken moments of beauty that truly make this game what it is, even up to its final moments. It ends the same way it began, a friendly face amidst a writhing future of uncertainty. That faint shimmer of hope shining just as bright as it always has.

For all intents and purposes, Final Fantasy VII Rebirth AKA part 2 of the FF7 project is an outstanding remake that should be praised, critiqued, and enjoyed by fans of the original and newcomers to any JRPG coming from part 1. And for me I have a Midgar-size to unload. First, I’m no expert in determining if a remake and sequel to the first portion of Final Fantasy VII Remake with a massive AAA budget can succeed in its lofty ambitions or at the very least decisively conclude it is better than the first installment. My criteria differ from everyone’s standards, but I’ll try to fairly judge the awesome substance along with detailing what it could improve.

I do want to state before I start that I'm not a fan of FFVII(1997). Doesn’t mean I hate it or it is automatically bad. I favorably look at aspects they brought to the table by evolving from the past entries. What works, what doesn’t, offer evidence behind claims, critique, move on. The series core has a way of continually shifting and embarking on new journeys than retreading old familiar grounds. Sequels are the exception. For what it's worth, the seventh in the series is firmly within my top ten. And I've played over 23 titles in the IP. So I'm average with the lore, story, characters of the world. Devoured the connecting spin-offs, anime, film, and light novels. Heck, my first unofficial entry to the franchise is via Crisis Core for the planet's sake. As a result, I like quite a fair bit of the universe created. I say this early on to defuse any misconceptions of negativity. I’ll try to keep the following text as spoiler free as possible. Failing that, you have my explicit permission to call upon Ramuh to smite me down. Or Ifrit if you prefer scorched BBQ.

Bear with me as I put my mixed feelings first then move onto the good stuff. Merely concerns I had in varying degrees of quality tilting my head at various moments during my adventure.

I’m disappointed to say those who didn’t like the first entries' linear sections, make a dreaded return here. There’s so much padding nearly everywhere. I’m forced to overcome numerous obstacles through a straight path. Impeding my progress. Blocks on the road where I cannot move at my own pace from A to B. Unless I find a solution to my current barriers. Hurdles of screen of tutorials will display providing information on the unique circumstances to progress. From beginning-middle until endgame. The messages never end in both main and side content. Not all of them are frustrating, but I can’t for the life of me praise at least one during a mandatory plot segment. Use a mako vacuum to overcome an obstacle while walking unbearably slow. Rerouting power via cables, climbing passages galore, sling-like Tarzan with grappling wooden/steel beams. Where my buddies consist of a frowning, no-nonsense mercenary, an endearing flower girl, a thug with a gun on his arm, a bartender/pugilist, and a talking dog who must undergo these mundane annoyances. Don’t get me started with unwilling stealth zones in some mandatory and side stuff as well. Stretching the avenue in mindless work of what would otherwise be a normal route with some leeway to explore in a regular dungeon taking the fun and excitement out of my body. An illusion tricking my mind of the ‘ooohhh’ and ‘ahhhing’ of spectacle.

To be fair, I didn’t mind these obstruction elements early on, but when I'm grumbling to repeat yet another ascending rock, ninja labors, and new tutorials to solve my current dilemma. Though, I won’t call them ‘puzzles’ but more like mindless busywork solvable by process of elimination. In effect halting the pacing and making me groan internally once again. The first had these as well, and for what it is worth it's an improvement from XIII and XV’s iterations from the usual hallway simulators and open-world nature. However, I still didn’t like the beeline routes in the remake. Whereas in the original release. I didn't need to spend hours in a dungeon. For example, in one large layout without saying any spoilers. Took me over five hours to complete. In the initial game, the same dungeon took an hour - <- spoilers for the original game inside link. To complete everything. I checked the reported lengths to complete the game and users online said similar times. Not gonna link due to spoilers, but if you check YouTube on dungeon comparison in walkthroughs. Such as mine taking four to five hours to complete the same place. Likewise, one dungeon near the end feels so forced to play as one character and engage in yet no one's surprise a linear path. Taking the haunting vibes in favor of a frustrating if not cute atmosphere marred by boxes… Just no no no. Not to say every dungeon takes that amount of time, but it is something to note going forward. With that said I feel most of these large dense places need to be cut in my honest opinion. I didn’t come here to play a three-hour chunk to reach the next adventure beat.

Don’t get me wrong, Square Enix’s work on the title has already been shown earlier in the first part to detail not a 1 to 1 retelling of the same game. Kind of a sequel/modern/recreation/re-imagining take to the past FFVII compilation/universe. Designed as a way to give old and new players a fresh, but familiar take of the aforementioned classic from 1997. Rebirth and the preceding title stretch both the material in ways I'm still coming to grips years later for better or worse.

For comparison, I recorded my entire playthrough, dividing the main scenario, optional content, and dungeon sectors and I can only conclude the dungeons will take at minimum depending on how fast and how thorough you are in exploring and battling or running. At least an hour to three hours on average. For each dungeon. Coming from someone like me who likes to explore a lot and attain as much as I can, that's a pretty long time. When put side-by-side with the extra content I devoured against the story-only segments, I emerged with less than fifty hours for the story, and the rest were completing the countless minigames and non-base content. For a total of 88 hours. And honestly I was tired by the end. Partially due to the fact of the repetitive nature. Finishing 95% of total activities except 2 side quests(which requires mini-game completion), replaying the entire length on hard difficulty with post-game challenges as well. How Long to Beat & the trophy guide will show analogous data to attain 100%. Granted times will vary. Don’t take my hours as definitive. Playstyles will differ. In my case, I don’t idle. And I don’t rush. So the numbers given above are raw gameplay completing activities.

Perhaps instead of climbing, stealth, and other hurdles we face on repeat. I would’ve favored these aspects more if the developers Creative Business Unit I(CBUI) introduced new, unfamiliar, and fun obstacles to overcome than recycling and reusing the same old methods. Letting us use an elevator or slide our way to the top somehow. Instead of sneaky mode, implement a dialogue check at different points if they are disguised. There is already a relationship meter atop our characters' heads to reflect their current status to Cloud, changing depending on answers given to the recipient. Thus I can’t imagine it can’t be too hard to inject for one passage. Heck, it's kind of similar to passing the lie/truth side-scenario in the Dust Bowl. Since there is plenty of clambering, why not include an extensive platforming branch or puzzle tomb to get from one starting place up to the treasure room? Traversal and how to get there would’ve been a wonderful inclusion. Think Assassin’s Creed’s Ezio when hunting for relics in tombs, Lara Croft from Tomb Raider or the titular character from Prince of Persia to avoid many traps. Moreover, the man with a machine gun arm could’ve demolished rock obstacles in my way not repetitively, but if I was trapped in a cave with multiple paths. Blasting different boulders atop could help stop a wave of monsters incoming on our positions. The talking dog could be used to enter smaller entryways to unlock a roadway for my allies. I could think of more possible ones, but I don’t want to litter pages here. Instead, this is to display how I could think of alternate suggestions I thought within 10 minutes. Imagine if everyone who played could say different ideas. Says a lot for an over hundred-hour game to constantly recycle the same old methods. Resulting in predictableness and dullness.

Would benefit immensely from a skip minigame option for both the story and optional content. I don't want to go through a boring repeating button segment. Hitting a specific combination on a controller or the same old solution moving a slowpoke of a cart again. Every single time I go and sync with a summon you have to hit a specific order of presses to bond. I have no idea why I have to do this three times on repeat. And there are more than eight in the game… Furthermore, anytime I have to receive regional lore concerning any place I have to press a timed button and again three times for each place. I need to repeat these mind-numbing routines in a handful of regions. A simple shortcut option would work wonderfully instead of forcing the player to engage with the systems. In Marvel’s Spider-Man 2 I was able to skip their contrived restrictions of familiar button minigames with no sweat nor downtime. To the point, I earned a reward for completing the activity!

Final Fantasy VII: Rebirth isn’t just a JRPG it’s a game spliced with Ubisoft Tower DNA. I kid you not I traveled dozens of these in regions to show nearby locations. I don’t have to unlock them, since you can stumble upon them if you stray from your main objective. But I felt I had to experience everything the game had to offer. Not purely for the story. The side content deserves to be experienced. In a YMMV area. And so climbing the tall structures is nearly the same for everyone. Usually with monsters nearby and barely any change in obstacles soaring to the top. Horizon Zero Dawn uses the same Ubisoft formula except with walking dinosaurs and every time you scale their appendages presents a challenge to get onto the robo-dino. I liked it. Was a fresh take on the formula. Part 2, doesn’t mobilize with creativity and at its most basic form clones the same functional schematic. I wish I could snipe it from far away to activate if something is blocking the antenna. Use a thunder spell, or slap fire spell to destroy vines forming an obstacle. One obstacle I liked was flying to my destination. Though, such an example only occurred in one region. Hence, I feel the developers could’ve created innovative endeavors rather than having to resort back to good old recycling. And I’ve played my decent share of Ubisoft tower games being over 12 entries. If players enjoy these types of rising to the top then I salute you. But for me, Square could do better.

This is relative in the world being a checklist and lifeless at times. All regions barely have anyone in their region to converse and interact with when roaming. Most if not all quest givers are located in their respective cities and towns. And yes there are other denizens within the settlements to converse with, but it is all located mostly with other people. This is painful to witness and experience when I am on the road and admiring the landscape and come across new mobs, but see the same types once I travel enough in a region. Expanding on the checklist most if not all side activities boil down to extermination monsters, fetch chores in retrieving an ingredient from the said place or creature, and returning to the employer. Variations will exist sometimes like following a person delving into one more stealth section or traversing on a mount. But most boil down to boring design. Some of which made me excavate using my chocobo’s senses to follow a trail and then dig for the item. One assignment had me use a sort of radar to find the exact location. No arrow at all except a circle pulsing. I think if the world was more populated adding in travelers. Not allocating all job-givers in a single location within settlements and introducing better sidequest implementation. The execution of which leaves a lot to be desired. Better investigations. Reduction in fetches in favor of already having the item in our stock or bartering for it while giving off a lore bit during discussion. Increase variation in fiend secondary objectives than the standard pressure, stagger, and kill everyone. Or remove them entirely. Such a lack of meaningful implementation leaves me filled with busy work and more like a chore than a fulfilling endeavor to look forward to. Leaving me in a state of confusion and bewilderment.

I did not like the restricted freedom in traversal, whether on foot or on mounts. Regions you encounter being large zones to freely travel there’s a steady amount of verticality to head towards whether above or low normal elevation. Nevertheless, I hit multiple invisible walls constantly as I tried to jump from a very tall cliff to the bottom since some places I traversed didn’t land where I was supposed to. I tried jumping off a cliff only to fail, thereby I had to go all the way around before finally landing on my destination. This is infuriating. Why can’t I jump from the tallest point and suffer an HP cost or none? The year is 2024 and I can’t believe I have to say this, but the game has no shortage of invisible walls. Pressing a button on your controller will help speed you down a sharp incline only if there are ‘steps.’ Without these you’re SOL. What’s baffling is two mounts circumventing these issues entirely, but my character, an EX-soldier can’t land from a high elevation? Square Enix please play Xenoblade Chronicles and take notes.

By extension, I don’t like having to manually gather materials anytime on foot or a mount. Yet when I acquired traversal vehicles later on I could gather them automatically. I’m again mystified why I can auto-pick them up through a mount but have to resort to manual pick-ups of materials I may need. The devs clearly knew earlier on. Except I'm forced once again to enlist with tediousness. And trust me the game litters the world with common, uncommon, and rare materials to freely transmute as if I'm some impromptu full metal alchemist. Good luck trying to get the right ones if you can’t find them for some quests requiring key items to be made.

Without saying spoilers. A new addition to the remake is Interlude sequences. These consist of playable sections using a certain character I won’t name. But suffice it to say I feel their global inclusion needs to be overhauled. Similar, but different from ones like FFVIII. There we could battle, earn experience, change our equipment, interact, talk to both the citizenry, and volunteer in fun activities. Here we barely interact with the world and are stuck in a linear pattern to complete before we're back on the main content. And this is a mandatory story. So you can’t bypass it. It is like teasing older veterans on you know what, but you actually can’t do much of anything. A missed opportunity to interest both old and new in the figure which I like quite a fair bit. Remember what I said previously about padding? We could use the AAA budget in the interlude, please. Not less than ten minute moments.

I feel the pacing and major villain suffer in consistency as I absorbed and devoured as much of the game. The former(pacing) is tangled in a web of Ubisoft towers with poor sidequest implementation coupled with an absence of quality of life regarding countless button assignments leaves me fatigued despite resting on days to embrace a slow-burn plot that doesn’t hit their strides until later on. The latter(villain) and extends to minor antagonists feel like someone teasing me from far away. As if “Na na na you can’t get me.” Accurate from the original yet becomes more infuriating with the lack of any real achievement upon fighting them. By achievement, only a small modicum of advancement, fluff, and perchance a bit of drama details emerge to move the group along and ascertain with one another “ All right so what have we learned, and what can we do better?” Reusing the same old trick again when moving on. Although, some segments do spice up the encounters to be different and unique. The fact I only saw their interactions change and the climax propelling faster near the endgame. And not in the middle of the game’s story. There’s a lot of focus on padding unnecessary content without giving proper characterization. One chapter takes place in a cave and after voice lines are given from an enemy encounter, I have control of my members only to realize they barely engage in banter. Calling out their moves sure and mottos yes. But nothing to extend their relationship further with bonds. Maddening to witness going through multiple sections with nothing but silence as my companion. While in reverse when finishing some side activities I am treated to some pure development straight from the heart. And here I am left wondering what in the gates hell is going on with my non-existent friendly banter. Did they run out of expenses for more voice lines? Or was it all used for Chadley's (a friendly NPC from the preceding entry) budget because his face is the most I’ve seen whenever I initiate any side activity… wish some of the money went into a M&*(New NPC) budget.

Perhaps the biggest offender to me is the motivation to complete the main story. Any game worth their salt needs to have a compelling plot. We can reduce this simple notion to some regular examples. Revenge, stop ‘x’ person, find out why I have missing memories, find a method for ‘y’ idea. Etc etc. Within the 2024 title, our task is to stop someone who-I-shall-not-name but you can probably figure out who. Along with the goal of saving the planet is sorely lacking. The turtle pace narrative walks instead of blazes. Out of the total 14 chapters, only the chapter [blank] finally moved the glaciers out of my way in my opinion. Some of which were merely a warm-up. By the end, I didn’t feel like I reached a definitive answer to my motivation at the start and was left helpless, confused, and horribly misled.

Lastly, maybe a hot take, I couldn’t help but feel a decent amount of camera work stayed too far on certain antagonists as if to give importance or impending doom. The former of which I don’t need to know the layout of a room before hitting the dude's clothing drip or his lips. The latter of which relates to my point on the villain as if poking at the player to remember they are still a grave and present threat looming over their heads. And the ‘headaches’ we receive frequently to distort our reality into a green filter television flashback in ala schizophrenia leaves me groaning every time I see it. I know the man is in pain. I know he is suffering. Yes, I will expect another occurrence again in the following cutscene. With minor variations in between. Makes me think of splendor shots as if the cutscene director wants their audience to embrace the spectacle. And to its credit, some very impressive moments took my breath away. However, not every shot or angle is up to par and I’m sad to report the camera work at times feels excessive to the point of unnecessary.

I hope my mixed feelings aren't a turnoff. Think of them as major concerns that severely impacted my overall experience. Merely trying to say the above text could be better and improved from what didn’t work out for me. Not to be taken as the ultimate egregious stain upon the landscape of gaming or JRPGs in general. And if some take that to heart well you have my permission to send Bahamut to obliterate me. Besides, the game could be far worse… like full of microtransactions, bugs, and crashes, improper balancing, nonsensical narrative, boring characters, a weak villain, etc. Yet I'm glad to report the game is nothing like those horrible examples. Anyway, now is the time for the awesome stuff. With our party exiting Midgar and embracing the wild wilderness outside the yoke of Shinra’s capital. To find answers and well hunt someone-who-I-again-shall-not-name.

Rebirth is faithful and bold. Excelling in recreating some of my favorite spots back in the original and enhancing nearly everything from combat, music, cutscenes, bonds between friends, etc. I could imagine. The over-and-beyond soundtrack and great range in the countless voice actors to the satisfying combat are nearly the same as the first installment but the addition of synergy skills adds a new tactical layer of syncing up with my ally and delivering punishing blows. And the pleasing visual aesthetic of seeing Kalm, the first town you visit is breathtaking, but more so for every city/town you visit as well. Like by the lifestream seeing Junon with a big freaking cannon jutting out into the ocean still gives me shivers. Cosmo Canyon, a place if anyone ever visited the Grand Canyon in America is of a comparable breadth and scale except steampunked and teeming with monsters, but futuristic with windmills and strapped to the rocky cliffside and denizens living freely without the yoke of oppression from Shinra. Without a doubt, the locations are given maxed attention in both scale and exploration to freely travel between several layers of a city. Don’t get me started on the jungles of Gongaga. I embraced my inner gaga over there.

Characters by far receive adequate characterization and some of their development is hidden in their sidequests. The quality of which is just as satisfying to witness once you earn the end of a side objective. My man with a machine gun easily hits powerful lines almost every time he reflects or delivers passionate speeches. Played by John Eric Bentley, he delivers words like a critical point past midpoint and hidden within a cutscene delving deep into his past providing not only proper development but nuance in his self-reflections concerning others. Most of all he’s not afraid to say it and I deeply admire him. Making his actions later on with his comrades heartwarming. Briana White who voices Aerith equally delivers an emotional range from funny and wholesome to genuinely gripping me with her performances. I saw neither cringe nor an inadequacy of tone in any of my allies in general and as a result, the cutscenes pertaining to each of my comrades' screen time were enjoyable. Heck, the talking dog rises past mountains and bites the cosmos zenith delivering one of the funniest scenes in the game. To the point, I prefer this version’s take than the old one haha. And the sheer range they undergo, once I learn new facets of their personality, is both amusing and shocking. I also feel there’s a greater emotional spectrum at play here concerning the main cast. Tifa and Aerith’s budding friendship is heartening to observe as are the darker feelings my cabal undergoes when the narrative dips back into the dark hold of Shinra’s all-encompassing reach over the planet. For every nice moment my group encounters a looming shadow is stalking them. And I like how not all is fine and dilly dally. Makes the cast relatable and human. Although, I wish Cloud would emote a bit. His facial expression is too stoic at times, but when he does delve into more emotions oh it is a sight…

The cinematography is oh my lord exceptionally well done. I know I groaned about the slow burn early on, and some camera work being excessive but goodness, when you cross after the midpoint. The story cutscenes set the tone right - Clean sequences, no hard cuts constantly to confuse the viewer on the action moments and landing the poignant spots when needed. With the voice actors enhancing these scenes to the limit. Various points during the endgame were magical and beautiful. The flow of which offers a nice break from the usual humor and fluff from the side scenarios reeling back the curtain of the main adventure. But I must say, one long sidequest chain being proto-relics regarding the super boss is pretty sick and the attention to detail and care is lovingly crafted. Fans of the series will take special gratification in experiencing all their quirks and epicness.

No copy-paste for enemies and most environments. By the end of my journey I found a total of 230 unique enemies. No different colored variations or slight increases in HP and power differences either. These mobs will chew and spit you out if you’re not careful. On normal difficulty I found the balance to be justtttt right. Didn’t find battles too easy or too insurmountable. Environments for the most part didn’t repeat as if the 3D artists got lazy. Every area you visit, be it a city/town or a hidden place tucked away reveals something beautiful and mesmerizing. I can’t count the number of times I admired the land and embraced the call of nature. Screw the main assignment and subsidiary content. I’m becoming a photographer! Heck check out some of these shots.

No complaints whatsoever for part 2 shatters the limit break on soundscape design. I would equate it similarly to how FFXVI composition goes but differently. I can’t help but notice whenever I gather new intel the music would dynamically change. Specifically towers. Vocals and instrumentals are more fleshed out as you embrace more intel and my god almighty I'm reminded of whenever FFXIV introduces a new trailer for their expansion you don’t get the full trailer, instead you get a teaser before getting the full course meal. Essentially we listen to an adequate sampler then upon reward hear a better-improved version as I progressed in each region is incredible. And good lord almighty Masashi Hamauzu and Mitsuto Suzuki the composers hit the baseball flying into a homerun reaching outer space. It's phenomenal. No copy-paste and recycling of old tracks. You will undoubtedly hear new remixes, arrangements, instrumentals, vocals and so much more while playing. Shifting and changing as I played more and more. Battles, sidejobs, new areas, main story, and cutscenes all have their unique flair of variety. Resonating with my ears. By the time I entered one weird region called Gongaga, I put my controller down and had my hands over my eyes. Silently listening to powerful emotional moments brought by flute wind and percussion instruments among others I can’t for the life of me identify due to screaming internally how a track touches my heart. For those who played a certain title in the FF7 compilation I 100% felt one person's spirit manifested and oh so pure. The feeling is Indescribable. And then I'm treated to a bow wow wow as if I'm suddenly transported onto a jolly happy place filled with children chorusing a heartwarming rendition to give me enough incentive to conquer anything and everyone in my path. Move over final boss. Once I’m listening to the beat of the bow wow I am unstoppable!

Pivoting to minigames, some of which are truly enjoyable to the extent I kept coming back. Out of more than a dozen to play around with. Without any contest. I must say Queen’s Blood(QB) reigns supreme. Fans of the series know about the Triple Triad, a 3x3 grid where you and one other player duke it out card style to win. QB is similar except we have a bigger grid to manage along with more cards to fiddle around with. Up to fifteen. I won’t go into explaining the mechanics, rather I want to say how satisfying it is to go through the side content and challenge QB players who have a passion for the cards. Bonus points for the team to cheekily take great notes from The Witcher 3’s Gwent pre-match camera angles cause man Cloud and whoever he faces offers a mean frowning “Come and get some!” face-off before entering the battle stage. And thankfully enough the difficulty is balanced I would say. There’s an interesting questline integrated into beating new and experienced veterans only to secure the thrilling conclusion near the end. Such care and thought only deserve every ounce of praise in my eyes. Rules feel fair, thankfully not overly complex. Large assortment of cards to collect and over thirty people to challenge and partake in special survival and puzzle matches too! Seriously makes me wonder if we'll face off a new big bad villain with a card game in the next installment. I can't wait! I need this version in FFXIV please!

Anyway, here are other fantastic ones to try. Leapfrog aka Frogger is a nice way to avoid the spinning beams. Fort Condor goes all out on low poly tower defense. Running Wild is like Rocket League, except with animals. 3D-Brawler is an awesome boxing game using poly characters of our members vs poly enemies. Galactic Saviors is an on-rail shooter ala star-fox kind. Can’t forget a full course Chocobo racing with separate tournaments to enter. Honestly, that one feels like its own game with different races to enter. Heck, there’s even a Wall-E-like Tower defense, but you can input your gambits. I could list extra, but I’ll refrain.

Despite what I said earlier about the padding of both story and optional content. To play devil's advocate against myself I do think on the flip side. The result of engaging with the subsidiary content reveals vital characterization for your companions. I touched on the notion with a machine gun guy. But to expand further without getting into the nitty gritty. If a player finishes all the main story content before moving into a new region and decides to complete remaining the side missions within the area. They are treated to an aftermath of story events prior about my friends. Mostly at the conclusion. Sometimes calling back to familiar NPCs we met and knew about in the past game. Making their presence feel more alive in developing their interpersonal relationships. We also get payoffs on some unanswered inquiries regarding our side-cast in the midpoint. Reveal startling lore bombs on what we know of the planet and as you dove deeper reveal further details. By endgame, I ultimately liked the ambition and deviations shifting outside the norm conceptually and with respect to certain areas to old material in a modern form. But can’t help but think their execution needs work to make it fun and gratifying. If I am treated to a tedious quest design only to reveal a paragraph of lines of development from the main cast to the side cast or vice-versa within the entire product to give me joy. Then I think something needs to change to make the long-term experience enjoyable and not half-and-half.

A triple ‘A’ JRPG remake of this caliber is a sight to behold. However, in my honest opinion, it could be improved a lot. Despite the praise I stated previously, it is not without imperfections. My numerous mixed feelings severely impacted my overall experience to the point I found underneath the splendor lies a stern absence of respecting the player’s time and freedom to participate in its padded nature. A shortage of quality-of-life features like a simple skip minigame(than a reduction in difficulty, from the latest patch) or lessening the involuntary barriers during linear slices. Would’ve done wonders to not forcibly engage with the long dungeons included thereby halting the pacing and breaking the momentum of the plot beats. And an ending I'm frankly disappointed at which I’ll explain more in a separate spoiler link regarding a breakdown why. Though I am glad many enjoyed this title greatly, I can't help but feel wary if I constantly fill the Square Enix’s CBUI heads with clouds of praise without fair critique. That is why I find this title enormously troublesome to rate fairly. After spending weeks bashing my head back and forth, plus reading what my friends had to say and reading those on the other side praising/enjoying/loving everything Rebirth has to offer. I am still shaking my head in distress. Furthermore, I don’t like being baited or teased endlessly, and inside the 2024 title clearly showed plenty. If you’re onboard with that and more such as exploding your suspension of disbelief at times then you will have no problem turning off your brain here. I’m still kinda looking forward to the last entry, but the bigger question I’ve been asking myself is if this remake/re-imagining is something all other companies will take heavy inspiration from and I believe they should for the right reasons. Left unsaid I hope my overall conclusion doesn’t deter the game from prospective buyers. My intention is never to be harsh on a game from which fans adore everything the remake offers. But to inform with evidence what worked well and what didn’t for me. And pray the information helps someone.

5.7/10

Additional Material:
FFVII - Rebirth Ending Analysis - good defense on why this works - ending spoilers
My spoiler thoughts on FFVII Rebirth. Every chapter breakdown - same warning as above

I like Unicorn Overlord, but I'm also a bit torn on it as well.

The gameplay is the one major aspect of the game which I don't have much to criticize - it's just great in general. The map design is very solid but the highlight of Unicorn Overlord's gameplay the sheer breadth of options that the game gives the player, making it the closest thing the genre really has to a sandbox. It goes beyond just having - the gambit system that Unicorn Overlord has also allows players to customize their gameplay experience through creating formations of units and a wide variety of ways to micromanage how units act - and a skilled player can utilize the gambit system and clever formations to completely break the game wide open in a way that feels incredibly fun. The time limit and valor points being gained by defeating enemies is a great way to encourage aggression from the player, and the latter being capped at 10 points encourages the careful use of Valor skills. The game isn't especially difficult (outside of the final boss which is a pretty absurd difficulty spike), but it is challenging enough (on Expert) to demand that the player respect its mechanics.

I'm far less fond of Unicorn Overlord's story and characters, though. I'd say that the story is slightly below passable - there's nothing in the game's writing that's egregiously awful like Fire Emblem: Fates or Engage, but on the flip side there's not that much of Unicorn Overlord's main plot that rises above mediocrity. The core conflict is between a blue-haired lord who might as well have come from Fire Emblem fighting to liberate his homeland against a generic evil empire with very little nuance. Outside of the main villains which are generically evil, enemy motivations generally boil down to either mind control or a half-hearted attempt at giving the enemies a sympathetic motivation (if I have to hear another backstory about how the enemy enslaved an entire village to get money for their sister or something else like it I'm going to scream). Whilst a simple fantasy story isn't inherently an issue in of itself, it still has to provide a reason for the player to care about what is happening - comparing Unicorn Overlord's story to Fire Emblem: The Sacred Stones and the motivation of it's main villain really shows how much this game's plot falls short.

The character writing is a little better, but I think it's still only passable at best. In general, whilst I think the rapport system is great conceptually, both with it utilizing rapports that aren't constrained to three conversations each and having the rapports occur in a wide variety of locations, which are both things that Fire Emblem's support system could benefit from, I feel that Unicorn Overlord's character writing is spread very thinly, both due to it having a very large cast and from most of its rapports (outside of Alain who has the personality of stale bread) only being one conversation long. Many rapports have a decent hook, but then ends abruptly before the conversation can explore both its ideas and the characters' worldviews in further detail or escalate any interpersonal conflicts - a good example of this is with the rapport chain between Berengaria and Virginia, where Berengaria sneaks off to hunt bandits, Virginia chastises her for doing so which leads to a very short debate, and the rapport just ends without much in the way of escalation. As such, the characters end up being fairly charming but also pretty shallow.

All in all, the best way I'd describe Unicorn Overlord is that it's the SRPG equivalent to a Mario game or Breath of the Wild - the story does its job of facilitating great gameplay, but if one's looking for a compelling narrative or deep characters, then they'll probably be disappointed.

Death is something that no one will escape. Not only do we have to face our own deaths but we also deal with the pain of loved ones losing their lives as well. Learning how to live, heal, and grow through loss, tragedy, and acceptance that this will happen to you and all your loved ones is not easily overcome. There is no one way to go about it, there is no correct path to take, nor is there any timetable for the healing or acceptance. After a loved one dies or knowing you will be gone soon, some will lean on others(this is what MOST of the cast does in this game, also its what I would do), some will go into their shell, and for some they cannot handle the magnitude of some losses. Death is not something that most feel comfortable openly talking about, but Persona 3 Reload puts death front and center of their narrative and shows all the effects it can bring on the most excellent cast of characters I’ve ever experienced in gaming. While this game comes with a trigger warning for suicide, bullying, and death (and believe me by the end I was thoroughly depressed) and the content matter is uncomfortable I think its something that needs to be addressed and talked about more. This game needs to be heard and played. Its message is powerful and very real.

Persona 3 Reload has 4 things that single handedly make this a 5 star game. The first two of which I’ve already touched on. First this is my favorite cast in my 3 decades of playing video games. Every character is well written, likable, believable, and relatable. The main cast specifically has 6 characters (The MC, Aigis, Yukari, Misuru, Shinji, and Akihiko) that would be worthy of being the main character of a game. Even the villains, while clearly on the wrong side of things, have relatable, believable reasons for their actions. You will be hard pressed to find a better set of characters in the medium. Secondly is the story which goes in tandem with the characters to make a story that I will remember in detail for the rest of my life.

While I mentioned death is at the forefront of the game, the story to me is more about how to deal with tragedy, sacrifice, love, and ultimately the bonds we forge with the people in our lives. To me it is about how the bonds we forge make life worth it and while death will ultimately end it in sadness it only hurts because of how good the journey was making it more than worth the pain at the end.

Our main cast have been devastated with tragedies before the game even starts. The MC is an orphan, Junpei has a big spoiler happen to him that broke my heart, Yukari’s father has passed, Akihiko’s entire family is gone, Aigis is searching for a reason to live, Mitsuru has dealt with death from her family as well as having to deal with ultimate demons that her family left her with, shinji has no family, Amada lost his parents while in elementary school, Koromaru’s owner recently passed, and they all deal with multiple spoiler losses that affect them all throughout the story. They learn to grow and heal by leaning on and loving each other becoming the family that they all had been missing. I want to go much deeper into the story but it is hard without just spoiling everything but please please play this game to find out what happens for yourself. It is heart wrenching, emotionally draining, downright depressing, but it also has heart warming, uplifting moments, hilarious moments, genuine beautiful moments that again make the journey worth it. I won't spoil the ending either but it was a beautiful tragic bitter sweet moment with major ramifications for all the major characters you meet along the way. I literally couldn’t believe everything I had just witnessed… Also the MC went through and accomplished more than pretty much any protagonist in any game ever.

The 3rd and 4th thing that immediately elevate this to a 5 star for me are the music and art style. Baby Baby Baby Baby Baby Baby!!! One of the most electric and amazing soundtracks gaming has to offer can be found in Persona 3 Reload. “Full Moon Full Life” “Joy” “It’s Going Down Now” “Mass Destruction” are all stand out hits but the Final Boss Theme is by far my favorite in the series so far. When the velvet room hits in the track it immediately became my favorite. The UI is something to behold. It is flashy and beautiful. It captures the spirit of the series very similar to Persona 5’s interface. The characters are unique and well designed and there are some really awesome shadow designs as well.

The gameplay loop is extremely solid and satisfying. It doesn’t reinvent the wheel but it does require strategy and with knowledge of the persona system you can make the MC wildly overpowered. I always appreciate JRPG’S where you don't just use a physical attack all the way through the game except on bosses and this game definitely isn’t that. The life sim aspects of the game are awesome as well. I will say there are a few social links that I didn't care for at all like the kid in your class whose whole arc is simping for his teacher and “The Gourmet King” who has a touching moment but for 90% he’s a pompous asshole that eats a lot. However there are some truly great and touching social links as well that make it well worth your time to invest in all of them.

My one and literally only complaint in this game is that you have way too many things to juggle during the day time to try and complete and very few night time options. This is especially true during the late game. If day and night was more balanced I would say this is a perfect game.

The story (mostly spoiler stuff that I really want to talk about but wont) really touched me, hit me, hurt me, made me want to cry, made me laugh, and most of all made me think quite a bit, both about the game and about life in general. Not many games have made me do half of that stuff. I haven’t even mentioned the twist and turns this game throws at you, Strega, Pharos, Tarturus, love interests, and so many other things that if I mention this would turn into a 100,00 word review. This is one of the few games I think everyone should play before it's their turn to face death.

It made many lists for me!!

It easily made my top 100! Spoiler you're going to have to scroll way down to find it.
https://www.backloggd.com/u/DVince89/list/my-favorite-100-video-game-of-all-time/

My games i played in 2024 ranked
https://www.backloggd.com/u/DVince89/list/games-i-played-in-2024-ranked-1/

My games of each year
https://www.backloggd.com/u/DVince89/list/my-game-of-the-year-1985-present/

Best Soundtracks in games
https://www.backloggd.com/u/DVince89/list/my-favorite-sounds-tracks-in-video-games-no-order/

Best Box Arts
https://www.backloggd.com/u/DVince89/list/my-favorite-box-arts-of-all-time-ranked/

This game is everything I wanted in a remake since i have never actually finished the original FES verison, this was my opportunity to finally play it with modern graphics and changes. Personally I didnt mind the gameplay loop of going to Tartarus reach the road block and continue the story because I really enjoyed the pacing because I felt there were fewer parts that felt like a slog compared to persona 5 not to mention there isn't a cat nagging at you to go to sleep every day so it feels like you have more control in your free time in that regard. As of the date I'm writing this review, this is my favorite cast and story of the series due to how strong the overall plot and the synergy of the team with this overarching theme the story tells and its execution is done really well. The cast is probably my favorite in the series because of their synergy and their interactions through the story (Junpei is da man 😎). The recasting of the voice actors was a great move since all the major cutscenes of the game are great and give the same emotion and maybe even stronger than FES/portable. This is definitely the definitive version to play the game if you are playing it for the first time or if you played FES/Portable before. There is a very high chance you will cry at this game

By far can say Reload is the best way to play P3 now for myself. I don't think the OST replaces the original, but aside from that my few biggest gripes were them not bringing some QOL's in from other entries. Didn't bother changing up fortunes earlier in the game, making it pretty hard to max slink still compared to 4G/5R, did during the night.. but that didn't come until November 11th. There's one block in Tartarus Reload that is absolutely awful to traverse, I did not think they could make Tartarus worse in Reload, but they pulled that off.

Voice acting was incredible, scenes/animations fantastic, gameplay overhaul was very needed and made it an absolute blast to play again, though a bit on the easy side even on merciless. I hope theurgies(think limit breaks) makes it way into new mainline titles going forward, those were fun, same with characteristics(character specific passives).

The new events with the male chars and Strega were handled pretty great too, changed my mind on a few characters in general lol. I can definitely say my cons with FES weren't here in Reload, except for Tartarus still being a slog.

The Good Life is a rather odd game. It sets itself in a small British town with a mystery to solve, while also attempting to be a “life RPG” similar to games like Stardew Valley and My Time At Portia. It describes itself as a “Debt Repayment RPG”, which doesn’t really fit the game at all – the debt is a reason for your character’s motivation, but it doesn’t have any relevance to the gameplay.

Naomi, a journalist from New York, is sent to “the happiest town in the world” to try and figure out the mysteries and secrets the town holds. Early on you discover that the residents can turn into cats and dogs, then gain the ability yourself to turn into either as much as you want. As you’re getting used to it, a murder happens and you try to solve that.

The gameplay itself is a “crafting” type game. You find items by scrounging around the map (a lot are gained by going through bins) or killing animals. These can then be turned into other materials and then those materials can be used to construct things like outfits or garden furniture. Unfortunately, the drop rate for a lot of things is extremely low. It’s the kind of game where you need (for example) rabbit fur, but only get rabbit meat from the first 20 you kill. Gathering materials is not fun at all, and as it’s only required for a small amount of main missions, you’ll likely just ignore it altogether. I spent most of the game wearing a ruffled dress that was needed for a mission.

You have multiple stats to keep up, like HP, health (this is separate from hit points and determines vulnerability to things like colds), hunger, charisma, stress. Some of it is always on the HUD while other times, it’s completely hidden. Most of this is managed by eating food. You can cook, but the amount of time required to get the resources means you’ll just buy it.

The rest of the gameplay is mainly fetch quests, and the gameplay itself isn’t really fun, it’s just really slow and clunky. Turning into a cat or dog sounds great, but the cat form is barely used (you can jump up buildings but it’s used around twice) and the dog is mainly used for tracking scents. The cat can jump higher than dog/human, but it’s very wonky.

Photography is another important aspect, you start with a sepia-toned camera but can buy a better one, along with a telescopic or wide angle lens. Objects are highlighted so you know what you’re taking a picture of. Some quests will ask for photos of certain objects or people. There is also a “social media” app that you can upload photos to, where your photos will get likes. If your photo matches any of the current hashtags, it will get more likes (and likes translate directly into money).

What makes The Good Place interesting is the intrigue and mystery around it. Something I kind of like is that it’s a view of the UK from a non-British developer. As a result, things are a bit off. The food available in the game included things like hedgehog pie, red squirrel stew, red deer burgers (which some people might have, but it’s called venison), and pork scratchings are described as being great when you bite into them and pork juices flow out. I’m not sure if the food is stuff they think we eat, or if some are there purely as a use for the in-game animals. I also found it fascinating that they added models for grit bins, but seem to be unaware of what they are as they’re marked up as “rubbish bins”.

Then there’s the mystery of what is going on. The story just gets crazier and crazier as you progress, with some amusing moments. For how the game looks, there’s also a surprising amount of swearing. I was a bit let down by how it’s resolved, but the ending was entertaining enough that it didn’t really matter.

The Good Life is a rather frustrating, slow and clunky game that just had an intriguing vibe to it that makes you want to see the story through to the end.

The manager of a book store is visited by a variety of locals that are struggling with various supernatural issues. With an aloof personality and a physical inability to leave his store, the manager does what he can to help these people in need with the resources he has around him.

Spent a month or so with this on and off and its a difficult beast to really describe. There's a risk in fantasy stories to get bogged down in details and world-building and sometimes this runs the risk of doing that. But the majority of cases ultimately work because the game is more interested in examining the personal struggles of these characters than those magical systems. The first case alone is an excellent tragedy about school bullying and the extreme emotions that drives a person towards.

What also helps is that the structure of the mysteries is entirely reliant on what the players are willing to research. Since the Store Manager can't leave his store, he can only solve cases through combing through books and reading online. The majority of clues depend on remembering which books on the shelves might be relevant to this situation. All other information requires the Store Manager's supporting cast to explore the world. This helps the other characters get show off their internal workings so we can understand where they're coming from.

Still, I think the game's major problems can be demonstrated by tracking the steam achievements. 60% of players completed the first deduction. 35% completed the first case. All remaining cases hover around 15% completion. There's a HUGE drop between all of those numbers. But that consistent 15% is interesting. People that stuck with the game past chapter 1 really committed to it. Its slow, its plodding, it takes a LONG time for the characters to show off their personalities. And this isn't helped by the somewhat flawed translation the game is dealing with. But there's something really charming waiting if you're willing to put in the effort. Me, I'm a maniac who'll commit games for way longer than I should. I can't blame anyone who chooses to bail, particularly a slow-burn like this. But an urban fantasy game dripping with that Persona 5 aesthetic is just exactly my cup of tea.

Also the climax of the final case is maybe one of the funniest ways I've ever seen heroes turn the tables on a villain I've ever seen. I've never laughed so hard at one dipshit's utter confusion.

I'll preface this by saying I'm not really a big Final Fantasy but understand why longtime fans are upset with the big shakeup. That said, I quite enjoyed this albeit I think it's a flawed game with a metric ton of missed potential.

The story itself is all over the place, sometimes it’s a 9/10 others its a 6, I feel like the story is trying to emulate GOT while being a FF game making it not really feel like it has identity. The game has high peaks but I don’t think they are heights of the JRPG genre. While the story is never offensive I just don’t feel like it left me with that much to feel emotionally attached to and resonate with its themes which I play the JRPG genre for.

I also felt the pacing was abysmal at some points with what felt like side quests interwoven into the main quest to pad the playtime. Side quests were also either mid as hell or pretty decent (especially decent towards the end of the game).

The character performances were fantastic, and I need more British dubbing in my games. Ben Starr gave an amazing performance as Clive but I feel like the whole cast did a good job. That being said, I wish they focused a bit more on other characters. I loved Clive but Dion, Joshua, Cid and Jill all could’ve used more development/playability to make them better.

The game truly shines with its sheer spectacle, the Eikon fights are incredible, Bahamut, Ultimalius and Titan are all amazing fights. Soken's masterful OST adds a lot to these fights and throughout the game. While not always consistent the music is pretty great throughout the game.

The gameplay on the other hand is a mixed bag. It boils down to not having enough combos to make it interesting enough. Early game the gameplay was abysmal, mid game I actually really enjoyed it once I had three Eikons and abilities I enjoyed and by the end it just felt repetitive. Would’ve liked to see more variety in combos and elemental weaknesses.

The world itself and art direction was okay but I actually liked the ending, but I'm a big fan of bittersweet ambiguous endings.

A solid 8/10, I think that the game has a lot of heart, it’s a flawed game with missed potential but I got a lot of enjoyment out of it. I was skeptical when I heard mixed fan reception but while it’s no modern day JRPG classic like Xenoblade Chronicles 3 it’s certainly a good experience (also Harry Lloyd playing the big villain in a place called Origin is a hilarious coincidence considering both games released within a year of each other).

Admittedly I had some doubts and fears about this game since it was touted as much smaller game along with Kiryu stepping back into the protagonist role again but safe to say Gaiden really hits the mark for me.

Taking place years after Yakuza 6, Kiryu is thrust back into the new identity as Joryu in a sort of Interquel around Y7 to Y8. Really dig the new agent style a lot with being able to pull out more tricks out that would make James bond blush. It's nice to RGG rework the dragon of dojima fighting style completely along with bringing back some heat moves from pre Dragon engine games.

I spent a good majority of my time in the side content along with Awesome arena fights which takes Clan creator from Y6 but Improves upon it significantly. A lot of the new characters were very memorable (Akame, Shishido and Tsurono) and I honestly legit Teared up at the ending of the game. I'm very excited to see the direction RGG is taking this series by the time Infinite wealth drops in January next year. But yeah a Good game all around.