#and the version of aerith’s theme when you meet her in the church?? so fucking good
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ok listen i love both aerith and tifa’s theme’s dearly, they’re both gorgeous pieces of music in their own different ways and i’m literally trying to learn aerith’s theme on the piano rn
but idk man, tifa’s theme just feels like coming home, as corny as that sounds. aerith’s has that beautiful, gut-wrenching, bittersweet tone to it, but tifa’s is so warm. i literally can’t think of a better word to describe it—it just immediately makes me feel calm when i hear it
that’s just my random two cents jdkddkfnjd don’t mind me
#final fantasy music in general is just.....so good#and all the variations of these themes in ff7r? nut-worthy#like fuuuuuck when tifa’s theme in a minor key started playing when we went back to the sector 7 slums after everything.....fuck man#the CHILLS#and the version of aerith’s theme when you meet her in the church?? so fucking good#dont mind me im vibin#shush sar
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[REVIEW] Final Fantasy VII: Remake
WARNING: This review contains spoilers for both Final Fantasy VII (1997) as well as Final Fantasy VII: Remake (2020).
Introduction
Before I get into things, I feel like this review deserves a little bit of context.
Final Fantasy VII (1997) is my favorite video game of all time. As a kid, I liked my Game Boy games; Pokémon Red and Link’s Awakening were good fun as I passed summer days at my grandparents’ house. However, it wasn’t until I played Final Fantasy VII that I fell in love with video games and realized the platform’s potential as an art form. The game packed a full and impactful punch – a vast and varied world to explore, an engrossing and gripping story, characters whose lives are changed forever, stunning graphics (at the time), a simple yet deep combat system, and a new way of keeping things fresh at every turn. All of this spanned across four discs and fifty hours of a completely riveting gaming experience.
Video games have been my foremost hobby and passion since my first foray into this wonderful adventure, and thus it isn’t a stretch to say that Final Fantasy VII helped define who I am as a person. So, let me be the first person to say that I was nervous when Final Fantasy VII: Remake was announced. I wasn’t one of those people who obnoxiously kept asking for it, nor did I even really want it. The odds of this remake meeting the sky-high expectations set by the original were astronomically low, and the thought of recreating my first love in a modern gaming culture where games are more popular, more culturally relevant, and more heavily scrutinized than ever before was downright terrifying. Imagine that the thing you loved and championed for the most was vilified in the social media era. Indirectly, the part of you which that thing helped to define would be vilified, too. If, in the middle of the remake’s development cycle, Square were to suddenly announce that the plug was pulled on the project and it would never see the light of day, I wouldn’t have been upset because I was so fearful of being disappointed. Nothing could have eased this fear – not the news of the old guard getting together to make this game, not the breathtaking visual previews, or the overwhelmingly well received gameplay demo. I needed to see for myself if Square could re-capture lightning in a bottle.
The point that I’m hoping to illustrate here is that this isn’t a Kingdom Hearts III (2019) situation where Square could have put prison gruel on my plate and I’d still eat it up like a well-seasoned filet mignon simply because I’m happy it exists. Quite the opposite, in fact. Upon popping the disc in, I went in with a strict and critical mindset because this game had to be absolutely stellar; anything else would be a massive disappointment.
With that set up, and a thirty-eight hour escapade from the Sector 1 Reactor to the highway out of Midgar in the books, let’s get into it. I’ll be covering and assigning subjective scores to each of the following categories: Visuals, Sound, World, Gameplay, Characterization, Story, Ending. At the end, I’ll deliver concluding thoughts and attempt a final subjective score.
Visuals
We’ll start with the bells and whistles. Visuals, and then sound.
I’ve always been one to say that graphics are a low priority in the world of video games, that the “game�� part is what should grip you moreso than the “video” part. In fact, I haven’t adhered to this more loudly than when defending the 1997 original because no game has been subject to more “polygon graphics” and “Dorito hair” memes.
All that said, good graphics are one hell of a cherry to have on top. And this game’s cherry is a sweet one.
Square Enix has always been at the forefront of graphical prowess for pretty much their entire history; they tend to set the bar in this department when it comes to a new Final Fantasy installment and this remake is no exception.
It’s pretty simple here: Everything. Looks. Fucking. Amazing.
We’ll start with the character designs. All stay true to the original; the biggest liberties that Square decided to take were Barret’s sunglasses to highlight that renegade, demolitionist aesthetic (he may or may not wear them indoors a bit too much, but I digress) and Tifa’s new stockings and sports bra underneath her iconic white tank to give her more of that sporty, martial artist look. Both are welcome additions. Zooming out and taking a look at the entire cast, everyone looks absolutely brilliant in their 2020 self.
Facial expressions, lip syncing, and body language are of course impeccable and life-like for all characters throughout the game’s entirety. It’s important to note, too, that Square pushed the envelope so much on these character models that it’s often hard to distinguish whether or not in-game models or pre-rendered models are being used in cutscenes.
Animations both in battle and out of it are extremely fluid and well-done. Battle particles and visuals are flashy and distinct without being overbearing or stealing the limelight away from the gameplay itself. Between Kingdom Hearts III and now this game, it’s probably fair to say that all of the chatter surrounding Square’s adoption of Unreal Engine 4 can now be put to rest.
I’ll cover the visual quality of Midgar itself in the “World” section, but as you can probably imagine, I was blown away by that, too.
Visuals Score: 10/10
Sound
Let’s begin with the voiceover quality (I played in English). This is actually a harder obstacle for Square to tackle than people realize, I think. These aren’t brand new characters. People know them already. The original game’s dialogue was done completely in text, so if you’re Square, you face this challenge where your players have a distinct voice in their head for these characters based on their appearances, backgrounds, personalities and choices of words. Can you capture that exactly?
I think Square did a great job, for the most part. You can hear Cloud’s fake apathy, the sincerity underneath his front of not caring. There’s a distance and mysterious quality to his voice that I think is so essential to his character. Barret is likely the weakest in terms of vocal performance; when he gets loud, I can’t get the Internet’s early comparisons to Robert Downey Jr. in Tropic Thunder (2008) out of my head. However, when speaking at a normal tone, and especially when speaking at a somber tone, I think he’s absolutely perfect. Gruff and tough, yet absolutely empathetic and passionate. Tifa likely has the strongest vocal performance, perfectly capturing a character who is pensive and struggling to identify what’s right amidst the chaos around her while being put in the position of needing to be the voice of reason. Aerith’s voice is higher pitched and carries more whimsy than I had imagined, but I also really like this version because it paints Aerith as this ordinary, innocent and playful woman which is true to her initial characterization before we find out that she is connected to something much, much deeper. The rest of the characters are voiced beautifully, from the Shinra crew, to the entirety of Avalanche (shoutouts to getting Badger from Breaking Bad to play Wedge, how absolutely perfect), to the random scared citizens we meet amongst the slums.
Moving onto the soundtrack... just wow. Nobuo Uematsu, you brilliant son of a bitch.
I’m of the opinion that Final Fantasy VII boasts the second best soundtrack in the franchise, second only to Final Fantasy IX (2000), and I really didn’t see where it had room to improve. Imagine if all of The Beatles were alive and said today, “Yeah, we’re going to remake Abbey Road, and make it even better.” Like... how? How do you improve upon a masterpiece? The potential and possibility is just outside of our comprehension, right? And yet, they would probably find a way.
Similarly, in a 2020 landscape in which Nobuo has a lot more tools, tricks, and experience up his sleeve, he managed to churn out a reimagined soundtrack that builds upon the core strengths of the original to create something new and grand. For example, from the jump, we can compare the Bombing Mission tracks. The original is fantastic, and a classic – a spunky baseline combined with anxiety-inducing synth horns create the perfect ambience for the mission at hand while setting up Midgar’s feel of a grungy, electric city. Nobuo’s version for the remake utilizes a sweeping orchestra to create the exact same feeling but with a much fuller sound fitting for a modern game.
Of course, plenty of new tracks were created for this game as well such as the score for the Wall Market sections, and certainly deserve their place amongst the old songs that we fell in love with before. Because of this, no two areas of Midgar felt the same (which can happen in a world where everything is called a sector and a number), and areas from the original took on that received their own theme took on a life of their own. Finally, the collectible jazz tracks were an amazing touch that provided an alternative look at the game’s iconic themes without breaking the immersion of the world too much.
A few of my personal favorites from throughout the game:
The Airbuster – A remake of Final Fantasy VII’s boss theme, and it just... slaps, as the kids say.
Critical Shot – An alternate battle theme that we first heard in the trailers which was simply a lot of fun to fight to
Tifa’s Theme – Seventh Heaven – The iconic piano track blossoms into a wonderful and iconic orchestral experience. Beautifully done.
Aerith’s Theme – Sector 5 Church – This one’s a bit of an outlier; it’s not actually listed on the FF7R OST and is in fact original to Nobuo’s Final Fantasy VII piano collections, but it’s the perfect example of music tying a ribbon onto a scene. Cloud falling into the Sector 5 Church and meeting Aerith is something I’ve seen countless times, but I was still moved to tears by how beautifully everything comes together.
On Our Way (Collectible Jazz Track) – We get the Kalm theme early with this one. Man, oh, man that saxophone.
Sound Score: 10/10
World
To be honest, it was basically a given that Square was going to nail the bells and whistles. Square-Enix games rarely, if ever, disappoint in the audiovisual department. With those out of the way, we can start moving to the meat of the review: How well did Square-Enix recreate this iconic world? In the case of this edition of the Remake, did they manage to bring Midgar to life in an acceptable way?
I’m going to make a confession. After the bombing mission, I felt bored. In fact, I turned the game off and called it a night. This isn’t to say that the bombing mission wasn’t recreated beautifully – it certainly was – it’s just that I've been conditioned by the original game to associate Midgar with being this slow, uninteresting opening act of the Final Fantasy VII story and that the bombing mission is just the first step to leaving Midgar so that I can start the real adventure.
And then, I got to Sector 7.
Holy shit.
I hadn’t really put much thought into how many levers Square had at their disposal to bring Midgar to life. Sector 7 served as the first of many slaps to the face that absolutely nothing was off limits, and whatever Square was going to touch was turning into gold. What in the 1997 edition was simply one screen with the bar, a couple shops, and an apartment or two we could enter was transformed into a full-on city. A grid of streets, avenues, and alleyways littered with townsfolk whose conversations about recent plot points we could overhear as we passed by, which created a pulse within the slums. A bevy of different stores and buildings to explore. A fresh cast of characters and NPCs to converse with which deepened our connection to these slums. And the plate. I could talk for hours about this – in the original, such a big deal is made of the two layers of Midgar, and how the top plate on which the privileged live blocks out the sky and pollutes the air for the slums below. But we literally never see the freaking thing because obviously, how could they show it in a top-down view? And yet, in this remake, it’s very much omnipresent. The steel sky of dread and inequality spans omnipresent across the slums we traverse (I unashamedly spent a legitimate five minutes just staring up at it, like “Holy crap. There it is...” as if I were a kid catching Santa Claus on Christmas night).
And of course, Sector 7 was just the tip of the iceberg. Sector 5 got a very similar treatment in addition to perfectly recreating Aerith’s house while capturing its vibes of being a diamond in the rough. Shinra HQ was downright gorgeous and more grand than we could have imagined. Something that stood out to me was Square’s ability to expand on areas from the original Midgar that were total afterthoughts – the journey from Sector 5 to the Sector 7 playground which in the original was a couple unremarkable screens became a winding stretch worth hours of exploration, puzzles, and battle. Other originally miniscule areas like the train graveyard, the sewers underneath Wall Market, and the climb up to Shinra HQ all got a similar treatment. Square didn’t stop there, either, introducing new areas such as a brief foray to the suburbs topside of the plate which showed new light upon this electric city. Honestly, what floored me the most was just how much life there was in all of Midgar. The conversations that the city’s inhabitants in virtually all areas that we pass through served to not only give Midgar a heartbeat, but also to make us as the player truly feel the gravity of our actions.
Truly, Square’s brilliance shone bright here – the bland and boring original Midgar only served as a blank canvas for the city to be invigorated in grand fashion for this remake.
World Score: 10/10
Gameplay
This is possibly the most important section. All the bells and whistles about this game are great, and the setting was recreated beautifully while capturing every vibe of the original and then some... but in the end, this is a video game, and aesthetics and soundscape don’t mean anything if your game isn’t fun.
Square-Enix had a monumental challenge before them when having to come up with a combat system for this remake. On the one hand, you have the classic Final Fantasy ATB system which longtime fans of the series absolutely love; this rewards tactical thinking, preparation, and methodically planning out and expending turns and resources to reach the outcome that you desire. On the other hand, turn based combat isn’t exactly premium gaming in 2020. I’m a Final Fantasy purist and even I can admit that. We’re just not as limited anymore. Developers have the ability to create these fantastic action-based games with better responsiveness, flow, and hitbox/hurtbox technology than ever before, and this style of gaming is obviously a lot more appealing and rewarding to a wider audience of players who frankly know better in this day and age.
So, Square did their best Dora impression and said “Why not both?”
And from it came perfection.
Yes, I said “perfection”. Square was somehow able to find a way to make old school and new school tango, and they are wonderful dance partners.
A brief summary for those who are out of the loop: In a normal state, combat plays a lot similarly to a lot of action-based games we know and love today (think God of War, Kingdom Hearts, Dark Souls). You can move around freely, guard, dodge, and attack to your heart’s content. There are elements here that are absolutely necessary in a modern video game that were missing in the original Final Fantasy VII: Constant engagement. Real-time skill expression.
The traditional Final Fantasy players don’t get left out either. By playing through combat normally – attacking, blocking, and dodging – the player builds up their ATB gauge. Once their ATB is full, they can enter Tactical Mode, which slows down time dramatically and allows the player to use their character’s skills, magic, summons, and items.
And the absolutely beautiful thing? You need both standard play as well as Tactical Mode to succeed in combat. The necessity of standard play is obvious – you need to be able to run around, attack, and defend to thrive in combat. But you won’t get anywhere with tougher enemies just by whacking them. You need to use your ATB gauge in order to pack a significant punch to enemies, to discover and exploit their weaknesses, and to heal up your party.
Speaking of the party, I deeply enjoyed being able to switch seamlessly between controlling the party members with the push of a button. AI-controlled party members’ ATB gauges fill up more slowly, which means constant switching, assigning ATB usage, and moving to the next party member are key to maximizing effectiveness. Hooray for even more avenues for skill expression!
And let me just take a second to gush. Perhaps my biggest criticism of the original Final Fantasy VII is that literally every character is pretty much the same in battle. Yes, their base stats vary slightly, as do their Limit Breaks, but aside from that, with enough materia and stat increase item shenanigans (and it doesn’t take much), every character plays and feels the same in combat.
Square completely shattered that criticism in this remake. Every character feels unique and satisfying to play:
What’s remarkable to me about playing as Cloud is how well Square nailed the speed at which he plays at. ‘Cause think about it, right? Dude’s holding a sword that weighs 80-100 lbs, so his attacks and moveset have to be able look and feel like they pack a heavy punch. But at the same time, we know that Cloud’s no rook, and he has some dexterity and speed to him. To find this balance, his combos from beginning to middle a great tempo and good flash, and they finish with a visible powerful and empathetic smash.
Tifa is far and away my favorite character to play as. Honoring her Final Fantasy monk inspiration, Square designed Tifa in such a way that she feels like she came straight out of a fighting game. Lightning quick, an emphasis on combos, and get this – you can animation cancel. As an example, I was fighting a boss and already had Unbridled Strength (damage boost) and Haste (ATB buildup boost) activated on Tifa. I dodged the boss’s frontal cleave with Focused Strike, strung some basic attacks together, threw in Overpower which links with your basic attacks, and finished by using Whirling Uppercut then canceling the landing animation by using Divekick. That’s. Insane.
Square nailed Barret’s awkward role as the supporty-ranged tank. His damage isn’t great, but he plays at a safe range and is your best bet to take down units at a far distance. He has some ridiculous HP and defensive stats and is a solid magic user so he was honestly great to switch to when my higher DPS characters needed a breather to get healed up.
Okay first of all, thank God they gave Aerith a magic-based ranged basic attack. The sound of her whacking something in the original to the tune of, like, 12 damage will haunt my dreams forever. Aerith feels fantastic to play as well. I draw comparisons to the Final Fantasy XIV black mage – switch to Aerith, set up an Arcane Ward (doubles spellcasts!), don’t move, and watch as her ridiculous magic abilities burn enemies down. She’s also great to leave on AI-controlled standby so that she can attack safely from a distance and heal up the party as needed.
The battles themselves were great; each boss felt unique and had a weakness to discover and exploit. Seamlessly weaving in cutscenes and dialogue added a cinematic flair that was just another cherry on top of an amazing combat system. The typical monsters and trash mobs that we came across were all unique as well, and their variants encountered later in the game added twists of required tactical thinking.
I have only a couple points of discomfort with the new combat system, and they’re both very minor ones. First, the fact that skills/spells (and even Limit Breaks!) can be interrupted by enemy actions could be extremely frustrating – especially if there were larger amounts of enemies present, your character could get juggled quite easily. Filling up your ATB gauge and readying a skill just for it to be interrupted because some demon hound ran up and smacked you in the head has to be the least “Final Fantasy” feeling ever. That being said, this is easily where you can throw the term “skill expression” right back at me. The second point of discomfort is that enemies were very clearly agro’d to whoever you control as the player. This made playing a ranged character like Aerith annoying at times, because, dammit, I just want to DPS without hordes of monsters running at me! Again, “skill expression” is a double edged sword, but I found it a little strange that enemies would drop what they’re doing, stop fighting Cloud, and start running at Barret just because I switched to him.
Zooming out to other facets of gameplay! I really enjoyed how materia was implemented which may just be a derivative of how smart the combat system was that Square created, but I think Square really hit the mark of having to carefully plan out your party’s materia loadout and envisioning how it would execute in battle. The weapon level-up system adds an extra layer of depth and reminds me of Final Fantasy IX’s skill learning system, which is great. Finally, the large amount of minigames and side quests available added a good deal of variety to the game, without being overly complicated or time consuming.
This was probably the most enjoyable game in the Final Fantasy series from a pure “this is a fun game” standpoint.
Gameplay Score: 10/10 (would honestly be an 11 if such a thing were real)
Characterization
The Final Fantasy series is typically at the top of its class for its character building and development, but I was still slightly nervous heading into this remake that Nomura wouldn’t recapture that magic accurately. Maybe I was conditioned from Final Fantasy XIII (2009) and Final Fantasy XV, but I was especially worried about Cloud. “Please don’t make Cloud this typical brooding, angsty emo Final Fantasy protagonist,” I remember thinking to myself. Because that’s not who he is. Cloud Strife is a dork. He’s a dork who adapts incredibly poorly to new situations and puts on a front of apathy when uncomfortable, but he doesn’t hate the world.
I should have put more faith in the fact that the original game’s character designer became the remake’s director. For the most part, I truly feel like the cast’s Act I character arcs played out and were shown as they should be. Cloud starts out apathetic but that front really begins to melt after he meets Aerith. Aerith herself comes off as this fun and innocent girl but progressively drops more and more hints that she’s part of something much bigger. Barret begins as the loud and rambunctious leader figure which gives way to a total empath who’s still trying to process just what he’s been caught up in. Tifa is shown with her typical slow and steady struggle to come to terms with what has to be done to make things right in the world after traumatic childhood events made her averse to it all.
The rest of the cast’s characters were painted beautifully. Sephiroth made more appearances than normal in this Midgar section (more on that later), but we still don’t understand a word that’s coming out of his mouth. We see the distinct division in those under the Shinra umbrella between those who have morals and those who sip the Kool-Aid. We’re introduced to a new cast of characters in the slums who are working tirelessly to make life better for those around them despite being dealt a terrible hand, and they function to strengthen both the main cast and the story as a whole.
A particular gem that I was delighted by were the interactions between characters. The original was somewhat limited in this department, but we can visibly see the cast grow closer as the remake goes on. Cloud goes from being disinterested and saying “For a price” to any request that Avalanche have for him, to selflessly agreeing to help Barret search for his friends and family post-plate drop, to poking fun at his old self in front using his old “For a price” motto. Additionally, because the areas of Midgar to travel between locations were expanded immensely, things like conversations between characters with no other purpose but character development were added in as we made our way through these winding stretches. That’s a huge advantage that a modern voiced game has over the original that had to use text for dialogue – we had to literally stop everything in order for an interaction between characters to occur. Now, they can just be thrown in wherever. We see more high fives, cheers, ribs, jokes. hugs, and tender moments than ever before. And to me, what this establishes for the cast as a whole is such a beautiful change of pace from a classic Final Fantasy game. This isn’t just a collection of individuals with aligning goals. These are friends.
This in particular makes me really excited for future installments; we now have evidence that these characters are everything that they should be. That baseline allows for more interactions and development, and even the most hardcore old school Final Fantasy VII fans will get to know and enjoy these characters on a deeper level.
Characterization: 10/10
Story
Too often did I get one of my friends to try the original Final Fantasy VII, hoping they’d fall in love too, only for them to lose interest before leaving Midgar because that part of the game is downright boring. Everything is dark and dreary, we don’t really care about the people of the Slums so we don’t feel the empathy to want to help them, the story crawls along, the deaths we see are of characters we only knew briefly, and all of it seems for naught because we find out Sephiroth is the much bigger threat; not some greedy electric company.
But much like with the design of Midgar itself, I hadn’t really put much thought with just how much they can build upon that unexciting first act.
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