Final Fantasy 7: The Original, The Remake, The Legacy

I was unsure if I was going to enjoy this when I played it last night but by the end of it I was ready to keep going and see more.

The enemy encounters feel a bit like a slog until you discover the Optimal Way to tackle each one and then they’re fun. The scorpion boss either has too much health or I don’t do enough damage or I just haven’t discovered the Optimal Way to kill it yet because it goes on too long for it’s own good.

I’m also interested in seeing how the other characters play because by the end of the demo I had defaulted to Cloud being my damage guy and Barrett being my healer/support guy which is probably how they wanted you to play in the demo but I want to see more abilities and see what the other character’s secondary fighting stances are like. Between the low damage/high damage stances, the abilities/spells/items/summons/limits, and different strength/weaknesses based on enemy types I think there’s plenty of fresh wrinkles to the battle system to keep it interesting throughout (assuming they keep up with encounter and enemy designs).

Game’s pretty and runs well. I hope there is a post-release dlc that includes fixed camera angles and a true turn-based battle mode because wouldn’t that be silly.

I really do not like this battle system

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it does have too much health but i started doing a lot more damage when i focused on staggering it as much as possible. you get a huge damage buff while it’s down, so save limit breaks and an atb bar so you can unload on it as soon as it staggers

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Yeah, I’ve watched a few people go through it and it’s just a bit too complex and not well-signaled between doing it right and doing it wrong. It reminded me of FFXIII in that respect.

I don’t remember any significant enemy design like this in FFXV, did I completely miss it? It makes a huge difference from that game even though this shares the same weird button press/attack animation disconnect.

The one boss fight in this demo is far more structured, detailed, and difficult than any boss fight in XV imo

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yeah, it gives me hope

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I really do miss the days when a boss fight meant “big strong enemy, hit/shoot it until it falls down”. Too often these days, boss fights are all just scripted puzzle encounters anymore. You have THIRTY SECONDS to solve the Shape-O Ball, Mr. Bond… OR YOU DIE!

I blame Quake, really.

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bosses in RPGs are supposed to be resource management and feeling like you’re barely hanging on, not afk until you can destroy the core.

Daphny watched me play it and basically said everything I was going to but there was a wrestler in the WWF in the '90s named Ahmed Johnson whose gimmick was that he was an angry black man and hurt people for real and that’s exactly the amount of racism it feels like Barret is channeling. I had basically the same reaction to the demo I did to seeing the midgar tech demo for the PS3, which is that it was really cool for about 10 minutes. It had neat stuff along the way but I was thoroughly unimpressed with actually playing it. Maybe if classic mode had worked for me I would’ve liked it more (i played ff15 in wait mode) but I am glad to see the combat has big Final Fantasy XIII energy with staggering and ATB actions

the whole hide behind the rubble thing is so contrived and awkwardly implemented

like it works and I guess it’s fine but it’s probably the weakest part of the demo imo

damn i sure am glad these ceiling beams that can withstand exactly 1 blast dropped just when i needed them

in ffxiv there are some fights where a barrier drops that you need to stand behind, but they can get destroyed if you’re not careful! that would have been way more interesting

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ok so when do we get the FFVI remake that was promised to us at SIGGRAPH

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It was fairly crude but the idea of having even lightly cast environ cover/obstacles is good to me, because at length this type of battling (without the input, response depth of a good hack n slash character action) can get kinda dull. Even basic stuff like requiring Barrett to shoot long ranged targets helps. I’m fine with the gaminess of it, my concern is that their camera makes these elements work in the moment and was pretty short of good direction.

I really, genuinely hope they do FFVI next, I think it’d be really neat at this budget and I’m actually surprised by the extent of my own curiosity here

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VIII or bust

just imagining how good a ffviii remake with this budget and approach would be…

it would be… so good…

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I’m admittedly a 6 is sacrosanct-er but, always repelled by this idea.

Bottled down, you can quickly trace SQEX as they are known back to the VII epicenter, so however right or wrong they get this remake there’s a lot of ingrained DNA, surface shit.

The old psx cinematics still give a solid look that interprets the earlier styles and Amano

I don’t ever want to see any of this in the same (well, exact) hands of a VII remake

Kitase helming again would be best, but he’s bound to this remake for who knows how long. It’s hard to imagine not coming out like Dissidia or FFIV DS (which I do like), neither would represent the grit and texture of VI’s story/world/characters/“art” well.

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i think VIII done in the exact style we’re seeing here would honestly really be great, yeah. i started replaying it on Switch and i’m surprised by how well-thought-out the whole game is. i really don’t remember much of it, even though i played it at release, but it’s really subtle in all these ways that i think i was too young and dumb to understand on my first playthrough (i.e. Balamb Garden pulling out of the warzone because the government they were hired by didn’t give them a big enough grant [because Gardens are technically non-profit lol]). a modern touch would really make the game soar.

as for VI, i feel like out of all the games in the series, V and VI are well-liked but mostly forgotten. they were the games that drew people my age into the genre, but VII was the real draw and money maker, so its immediate predecessor gets overlooked by most, i think.

i feel like it would be really cool if they kept the Amano aesthetic.

i’ll keep harping on this, too; why has no one made a game that is fully just cel-shaded Amano art? his work looks so good when it’s animated.

my assumption is that its cost prohibitive and would not have mass appeal because gamers have terrible taste and would say everyone looks like a girl or something.

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VI is fairly perfect as a state of the art 16 bit game. on its own terms it is complete and internally coherent.

the reason so many people want a VII remake, aside from just having big boners for cloud, is because the game has aged poorly compared to practically any other entry in the series.

(you could say the same thing I said of VI of VIII as well lol but idc I just want to see its ridiculous bombastic melodrama redone with the most obscenely high budget possible)

I’d also kill for a remake of IV that looked and felt just like the CG intro for IV DS

none of these things will ever come to pass of course

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This is the same exact sentiment post I was about to make. If you could hold super close to that level of presentation, maybe then

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yeah, definitely. there are things about IV that would be pretty incredible when blown up to a large scale.

tbh, just play FFXIV, because that’s basically what a lot of the game feels like to me.

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