#atb spoilers
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good-wine-and-cheese · 10 months ago
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Will I recover? Eventually!
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protect-tobio-tenma · 1 year ago
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Sneak peek of the next ATB chapter. Tenma blushing at Dr Lolo still 😳
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souppunch · 2 years ago
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I cant do this
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astronomenal · 2 years ago
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He’s always had a widow’s peak, I love this detail. 
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i need everyone to look at young tenma with his hair pulled back he looks so stupid god bless
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albino-wildebeest · 8 months ago
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Mother
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This made me think a lot about how Laika can see Ghost for a little while and how hard it must have been to see her daughter's ghost
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tavi-arts · 3 months ago
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Laika's Sacrifice
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Don't cry my love Don't cry my love It's okay It's okay I'm not gone
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2djdanger · 3 months ago
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I love auto translation sm
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suliscool · 11 months ago
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wacky amnesia the bunker theory/headcanon about the monster (first post :])
hello, amnesia tumblr, i am sul. this is the first of hopefully multiple posts. i aim to post theories, headcanons, and maybe even art. anyways.
(spoiler warning, in case you haven't finished the game, or haven't been spoiled yet, somehow. also, i talk about some violent stuff. bunker typical death or injury and whatnot)
i would like to present my theory, with headcanon elements, as to why the beast in ATB doesn't murk Henri during the time he spends in a coma, just kinda- laying in the sickroom. of course, people who are unconscious have this cool ability where they are quiet (most of the time) and since the monster mainly hunts by sound, i think Henri wouldn't really attract much attention, especially since the beast was busy with two or more dozen louder, moving, targets for a while. that's a perfectly valid and cool theory, but it sort of leaves me craving something even more complex and tragic.
hear me out: Lamby over here, during his human, as well as early transformation days, was aware of the fact that his dear friend, Henri Clement, is hurt, unconscious, and fighting for his life in the infirmary. he sat by his side longer than the doctor would stand around, waiting for him to wake up; maybe he even talked to him. as Lambert began transforming into the beast, his thoughts, memories, knowledge, as well as his very understanding of the world around him, slowly became more simplified, animalistic and twisted. what if this normal human knowledge of his bestfren laying in the sickroom became- something a bit different. he's aware that the sickroom contains *something* important to him, like, fragile. by the point of full monsterification he's unable to fully comprehend a concept like Henri Clement, so all he understands is that the location is somehow important, and that the piece of meat laying around is not to be harmed. what if while Henri was unconscious the monster even busted into the sickroom a few times and just kinda- stood around. what if he even took a closer look and recognised Henri, sort of, further associating him with this location. of course, Henri here is a very special case. i just think that this could be similar to the monster's relationship with the rabbit toy, as in Lambert's friendship, care and empathy, towards Henri in this situation were strong enough to halt his violent tendencies and bring back a little bit of his humanity. this only works for the most important people in his life at the time, who i, in my somewhat backed up opinion, believe to be Henri and Lambert's son, who Lamby associates with the rabbit toy. according to the notes in the game, one soldier claimed that he thought the beast had recognised him somehow. buuut that didn't stop Lambert from violently tearing him limb from limb and using his entrails as chapel decorations, did it now.
i don't think that Lambert can recognise Henri during the actual gameplay, at least not until it's too late. this ties into my other theory about the beast having bad eyesight, since Lambert needed glasses back when he was human. idk if anybody else has also had this in the actual game but i have had multiple instances where the beast just walked right past me, if i stayed quiet, hidden under a bed in soldier quarters or something, but the second i shuffled by one inch, he suddenly turned around and yanked Henri out of the hiding place, killing him instantly. things like this have led me to believe that the monster has poor eyesight, increased sense of smell, since he can track victims with open wounds by blood, and, obviously, very sensitive hearing.
i think that the beast doesn't realise who Henri is for multiple reasons. first of all, the bunker is dark and Henri is always keeping a distance, unless he's dead (i will get to that). it's very much possible that, if Lambert was nearsighted, everything is just extremely dark and blurry, leaving the monster with no chance of potentially recognising his dear friend. could he recognise Henri if he spoke? maybe, actually. although i still do not think this would result in Henri being saved or *safe* (i will get to that too). the second reason why Lambert cannot reognise Henri, that i've been building up to, is because Henri's location has changed. what if, in his simple little monster brain, Lamby has "rationalised" that Henri is in the sickroom, that he belongs there, even. therefore, another random soldier, who Lambert cannot even see past a blueish blur, out in the open, definitely not in the infirmary, would NOT be Henri to him. dare i say, he wouldn't even think about it, i'm pretty sure. well, he doesn't really think in general, does he.
and at last, the things i was going to get to. i have my own headcanon based on this theory as to what happens after Henri's potential death. you might've noticed that after the beast kills Henri via mauling him, or snapping his neck, it just kinda stands around and OF COURSE this is most definitely just the developers not wanting to animate the beast ripping into Henri as the screen fades to black. i decided to over-interpret it anyway. i like to think that once Henri is dead and within arm's reach for the monster, it can actually recognise him by being able to see his face. this then leads to Lambert, once again, regaining a smidgen of humanity, possibly lamenting Henri's death, before dragging his lifeless corpse back to the infirmary and putting it in the bed that Henri was supposed to be resting in this entire time. this is kind of the same reason why i think that Henri could potentially face an even more grim fate than the monster simply hearing and murdering him, if he heard and recognised Henri's voice. like, what if he still rationalised that Henri is supposed to be in the sickroom and started hunting him with the intent of returning him there? i think Henri *could* get seriously injured, or even die, if, say, the monster decided to drag him across the entire bunker, back to the infirmary. you know, over all that stone, debris, and those loose pieces of wood or metal. maybe trample him a little bit too. even being grabbed results in injury in the game, let alone all of THAT. aaaanyways
this was a bit of a hefty first post, if anybody actually read all of this, then i hope you enjoyed it! i had fun writing it, i sure love gruesome death/injury and tragic stories. have a good day, i'm going to go on a walk now. more posts coming soon! maybe
-- sul
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strangest-blorbo-tourney · 5 days ago
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Strangest blorbo tourney: prelims (propaganda under the cut)
Inside-Track (Astronaut: The Best)
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Vs. Harley (Pokemon: Advanced / Pokeani [the pokemon anime])
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Inside-Track:
Priest to the god of money and capitalism. Values beauty and appearances above all else, to the detriment of national security. Bets against own country's success in a cold war. Multiple times. Talks big about his high standards despite being the single easiest character in the game to please and therefore squeeze money out of. Objectively one of the ugliest men I've ever seen. Seriously, find some gameplay and check out his angry face... His themed discord bot makes fun of you if you don't have any coins. (ATB spoilers from here on) I don't remember whether he was personally responsible for covering up the deaths of all those civilians in the worst war crime the country ever saw, or if he just inherited the responsibility of covering it up from his predecessors, but he did so by nearly killing one of the other gods through sheer force of marketing alone. Part of this scheme involves running a combination cutthroat casino and family fun water park.
Harley:
Only in 15 episodes. Weird fucking cactus furry. Beefs with a ten year old for literally NO reason. Objectively a terrible person, but was so weirdly liked that he ended up not being a one-off rival and got brought back time and time again. Voiced by Sonic the Hedgehog in Japanese. Voiced (partially) by Tony Nominated Broadway Actor Andrew Rannells in english. 4kids was worried about him being a shitty gay stereotype and almost changed his gender before Andrew was like "no give him to me I'll do him right." Literally has no depth to his character except shit I fucking made up about him. There is no reason I should like this stupid twink and yet I cannot look away.
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cielo-den · 10 months ago
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Spoiler for ATB. I just thought of it
And if the recovered body of Atom wakes up.. What happens if they meet?
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good-wine-and-cheese · 9 months ago
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If you consider all Tenmas to, at some level, be the same Tenma then its almost funny to count up his trauma quotient. The dude has been surrounded by death. He lost his parents when he was young, he lost his wife (even before Tobio in some variants if I'm getting the read of 03 right), Ochanomizu had a brush with death, and then Tobio is a given....he must think he's cursed or some shit
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protect-tobio-tenma · 1 year ago
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Sneak peak of the next chapter of ATB I found on the creator’s thread account. I can’t speak Japanese so I don’t know what it says but it looks like Ham Bacon (or Ham Egg?) is gonna be at the hospital with Tobio as well.
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bbs-backlog-challenge · 26 days ago
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Fin or Bin: Final Fantasy 10-2
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This is the last Final Fantasy game on the backlog (and at June 2016, the game that has been on there the longest), and I’m going to miss talking about the series’ nomenclature at the top of every post. This one must surely be the most egregious, being Ten Two, distinct from Twelve; a very rare direct FF sequel to a game which had a satisfying if bittersweet ending and did not in any way need a sequel at all.
This game is bad. I’m not going to pretend otherwise, and that’s not a spoiler for the end of the review- from concept through to execution, no part of this product is good. Two years after the events of the first (or, uh… tenth?) game, Yuna finds proof that a certain someone might still be kicking around, and so becomes a Sphere Hunter to follow that rabbit hole as deep as it will go. For those lacking the context, this is the Final Fantasy equivalent of going around garage sales buying up old VHS tapes to hopefully find someone who taped that lost episode of Doctor Who.
Honestly the whole package feels cheaply made and rushed and really just like it only exists because someone at Squenix realised graphics technology had become powerful enough to believably render girls in bikinis and they needed an excuse to do that. It’s flimsy and naff and feels like a Wish knockoff of the original game, using just enough of the same assets to ape it without directly infringing on the copyright.
Gone is the entirely bespoke Sphere Grid method of levelling characters, replaced with a… completely bog-standard Lv1-100 system that has almost no customisation whatsoever. Rather than strategically choosing the best character to swap into battle in a given moment, all three characters are functionally identical under the Dress Sphere system, which acts like a mid-battle class change. You can put monsters on your team now! I don’t know why. Battles are somehow active and hectic but also a sluggish mess, no longer the tactical style employed in the original title, now favouring a return to the old ATB system with added faff. New girl Paine (who I suspect is only here because they couldn’t convince anyone that Lulu would hop around in a swimsuit) is instructed to use the Power Break ability when her turn comes up, and then… proceeds to stand still for another twenty years charging it up before she can use it, even though it was already her turn.
All of the music has been entirely remade from the ground up, with not a single track carried over from the original. Series composer Nobuo Uematsu was not involved at all here, citing his work on other projects as a conflict in the schedule. Running around familiar locations with music that is somewhat similar but not quite right REALLY adds to the knockoff feel, and I suspect his conflicting schedule was ‘holy smokes I will work on literally anything else so I don’t have to waste my time on this’. The music is honestly awful, technically competent but tonally disastrous, and I hate it.
Fin or Bin:
Despite all its flaws, there is still yet something compelling about the game, and I’m not talking about the bikinis. I have tentatively called Ten my favourite FF game before, and it is just fascinating to watch it be so wholly mutilated- to see the same world done in as many wrong ways as could be imagined. I had to see more, I just had to keep going, and that technically makes this a Fin- but I got as far as seeing the ruins of Zanarkand which since the first title have been turned into a tacky tourist destination, and Yuna remarks how it hurts to see something so beloved and meaningful be turned into cashgrab slop, and the sheer lack of self-awareness on display was injurious. I really wanted to get through to the end just to say I had done so, but I think I’m pulling the ripcord.
(Steam)
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styrmwb · 9 months ago
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I beat Final Fantasy VII Rebirth
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There's gonna be spoilers in this just in case you care, hopefully I tagged it correctly, and also yeah this is a long one (I don't have it tagged game ramblings for nothing)
Anyways, loved this game. My gripes with it are very few, but unfortunately one of said gripes is very major and hasn't changed from Remake; but in the effort to Pretend like my thoughts are organized, I'm gonna section this cause sectioning is fun :)
Actually, one thing I wanted to note here (writing this after like, 3 paragraphs), is something that influences a lot of my love for this game is the fact that it... Doesn't suffer from translation problems like the OG. It brings factors that i never truly appreciated into the forefront, and clears up a lot of confusion. I wanted to put this here because I realized it would be weird to say all of my nonsense without clarifying this.
Gameplay
Rebirth (and Remake) is what I think is What modern FF should be. I absolutely love this style of combat so much. I do wish there was a very small passive ATB charge cause sometimes I get stuck in a situation where I can't do anything, but other than that the rotation of hack and slash then classic menu, and switch between party members is so fun, in the best of times I can make a really cool action scene, everyone showing off their own moves; it's a blast. I'll go a little deeper into the characters when I go to That section, but overall I found everyone really fun in some way, even though end game I ended up using the same party as I did in Remake (and also the OG VII lmfao).
I know to some/possibly most, the amount of open world (and Chadley) and the side quests might feel like a bunch of fluff and garbage, but I actually kinda really enjoyed it? I loved how the world intel all changed slightly as you progressed. Moogles as an example, annoying as they were, did add an extra level of challenge every time you saw them. When you had to catch a chocobo, it was a different style of stealth minigame. Summon crystals all had increasingly complicated patterns. Hell, even the towers were slightly different every time with how you had to climb or even reach them! I think this being the strength solidifies itself when I think of my least favorite intels being the Fiend Intel, because I think they were the most samey the entire game through. The side quests I compare to XVI. XVI's side quests were... like XIV. A LOT of dialogue, run here, more dialogue, fight one enemy or gather 6 items, then go back. Rebirth's quests felt... a little more alive? A little more varied? Sure, side quests are usually going to be the same in these styles of game, but I think of chasing a dog through the region while the dialogue happens along the way, I think of the options to gather more resources than the bare minimum for different rewards and dialogues, picking different flowers, having to pay attention to notes, having to interact with the minigames: it all felt more interesting and like I actually wanted to do them. The varied nature of everything is what made me enjoy it.
Oh and Queen's Blood? Greatest FF card game don't even @ me I had so much fun with it it better stay
Characters
One of my favorite parts of Rebirth is how much it helped or made me love the cast. Even characters that I did not care about or possibly actively disliked, this game made me enjoy. Main characters were all expanded on, side characters were silly, and brought back into relevance when I would never expect (Like holy shit I swear every named NPC from Remake came back which is so cool), and they all make the journey an absolute joy to take, and the world as colorful as FFVII SHOULD be. But let me talk about a cast that went from "yeah I like them" to possibly one of my favorite parties in the entire franchise.
Cloud
I honestly already considered him my favorite character in VII (which is a very hard thing to admit without the fear of people thinking you like him for the wrong reasons), and Rebirth being essentially half the game lets me get to see why again. A man who presents himself as serious and uncaring, but OOPS he actually does care and is really silly but unfortunately has some major mental problems! (please help him he is NOT ok). Sure, they kinda speed up his realization of certain aspects, and maybe they go a Little too hard on the fact that Something Isn't Right, but I really enjoyed seeing his declining mental state, its effect on the world, and his relationships with the party. The Sephiroth juice is intense at this point in the story, and I am very excited to see him in the next game. His gameplay is classic yet fun, with big swordy slashes and huge hits that don't have to be slow (they're sometimes slow).
Barret
My favorite part of Barret in Rebirth compared to Remake is how he didn't wear his sunglasses for most of the game. He's open, he's feeling, he's emotional; he's the big tough softy I love. This is where him and Cloud's relationship really gets to shine, where you can tell there is respect, trust, and concern between both of them. The Gold Saucer and side quests are where I think this is at its strongest, and I love seeing it. His gameplay makes him a really fun support, and just like Remake I had him as a sort of paladin healy tanky type, staying behind with GUN as he takes care of the party, which is really fun and consistent.
Tifa
This game does wonders for Tifa enjoyers (it's me I'm Tifa enjoyers), giving her a lot of focus and emphasis on that caring, observant nature that is her strongest suit. Her concern for Cloud and friendship with Aerith feel very strong here and it makes me happy to see. Her gameplay had her in my party the entire time no other reason, her fast attacks, dodges, ATB filling, and stagger damage multiplier being extremely huge in every single fight.
Aerith
The big one. Honestly, I'm gonna keep my real big story thoughts for later, but I will say I loved seeing her enjoy life, the open world, and helping others in the side quests. She's a great character to see happy :) Also, her scene in the Gold Saucer is probably now one of my favorite scenes in the entire series. It was so fucking stunning that I cannot get enough of it. Unfortunately, her gameplay is easily my least favorite out of the group, as her slow attacks and dodging (yes I know she has an ability to boost her attacks but that takes a while to get to) makes her kind of a slog in my hands, and better off in the computer's.
Red XIII
One of two characters that I did not expect to grow to love as much as I did. I'll prob mention this again later, but... I didn't REALLY know the extent of his change when I played the original. Yeah, I knew he was young for his race, but he always felt like just that wise grumpy dog man (some of this could be on me not reading well enough but between poor translation and Advent Children and the fact he didn't make it into DFFOO I'm gonna give myself a break). Rebirth showed me how much of a joy Red is. Despite the trauma and pain he went through, he's silly, he's excited for life, he has fun and loves his family. But also, despite this and his youth, he doesn't COMPLETELY lose his knowledge and wise nature after his reveal; he just relaxes more. I care about Red so much more than I originally did now because this change was made clearer. His gameplay is also really fun, fast attacks, strong defenses, and even stronger abilities (stardust ray my beloved).
Yuffie
We already got a good amount of Yuffie in Intergrade, so having her again here felt like anyone else from last game. However, I do absolutely love how she was integrated into the main plot instead of just being Girl in Forest. She served as great comic relief (and literally says this!) for her appearance in the story (although I do think there were a couple occasions where it was a bit much but that's ok her arc is next game), and I really enjoyed that she started to become a cared for member of the group (really shown by Cloud in the Skywheel date and her and Barret's relationship). Gameplay was just as fun as Intergrade, the throwing/ninjutsu swapping being a joy, and I loved using her doppelganger attack in combination with elemental weaknesses and Sonic Boom. Yuffie was key for some of the harder fights, the MVP fr fr.
Cait Sith
The other of two characters I did not expect to enjoy, and Cait Sith here is the absolute king of it, as I DID NOT like him in the OG. But here? He's a larger character, he's more sympathetic, he's a little more understandable, and his gameplay doesn't suck shit lmfao. His betrayal I think was done a lot cleaner this time around, where he really Felt like part of the group, and his return was done pretty smoothly but honestly doing anything other than being like "hi hello I'm back!" while Cloud beats the shit out of Aerith is an improvement I really enjoyed his melee/ranged nature being similar to Cloud, and his heavy hitting attacks. Despite the fact that he still had RNG, it was RNG that felt good no matter what and I appreciated that.
Cid and Vincent
Our poor poor "you're not allowed yet" boys. No gameplay section here cause they ain't got any! But that's ok, because for what little role they had, I really enjoyed their presence. Early Cid was very interesting to me, and while i do feel like he loses a little not being introduced as a complete dickwad, I still love having Cid around and giving him a little more connection to the party. He didn't seem as aggressive and %#*^-y, but I kinda hope we get more of that in part 3 when Rocket Town happens. Vincent, similar to Yuffie, gets tied into the story in such a great way. Getting to fight him was super super cool, and I loved that small amount of comic relief he gives by being Overly edgy yet out of touch with the world. I'm very excited to see where both of them go.
Zack
It took me some time to... Accept what Remake did to the timeline. Once I did, I was all in on the train for more Zack. I love Zack! He's my other favorite VII character other than Cloud! This game gave me more Zack, and I appreciate it for that. Not to mention his whole interactions with Aerith and Cloud made me very happy and filled a void in my heart I needed (that fucking synergy attack between the two of them???? DUUUUUDE) Unfortunately however; he didn't get to... get the story treatment I would have liked. Gameplay wise; I don't care much for his charge mechanic, sadly.
Sephiroth
I don't have much to say here. Sephiroth is Sephiroth. He appears, says "pee your pants cloud", then fucks off, and he's really good at that, and that's what he's supposed to be. My grudges against him aren't against him and more against who's writing him. Playing him was hype though, and I enjoyed his counter mechanic which I feel got later reincarnated into Red.
As for people other than in the playable cast, Dio was incredibly fun, Elena felt like a treat and a more threatening than the original but still showing that silly nature (pink gun???? no tactical advantage whatsoever I love it), Hojo is still the scum of the earth as he should be (he never gets better!), I got to actually understand what Bugenhagen is, and so on and so on. Nobody was worse than their original appearance and I loved that.
ALSO CISSNEI GANG RISE UP WE LOVE OUR GIRL AND I'M SO GLAD SHE GOT TO RETURN
Story
So. This is the big part. If I had to choose where my biggest gripe with the game would be, it would be in the aspect of story. This is the Exact Same Gripe I had with Remake, that being the aspect of whispers, alternate timelines, and whatever Sephiroth is cooking. This being.... I don't really like it? I don't think it adds anything?? It's confusing, intentionally vague, and it really ruins the flow that these games have otherwise. Cause aside from this singular (big) aspect? Dude! This game fucks! It takes every story beat that was in the original, and expands on it in a way that i feel makes me love the story and world way more! I feel like a lot of aspects got tied together a lot more smoothly (although again, I also attribute this to not terrible translation), and every experience that I expected from the original was a joy to watch in this game. The swamp, Junon, the boat, Costa del Sol, the Gold Saucer, Cosmo Canyon, Nibelheim, the Temple of the Ancients. These were all done so well. All of the side content and side stories were really fun, added a lot of character to the world. And with the slight changes they did make, like with Cait Sith's arc being changed to be more sympathetic instead of blackmailing and Cloud being controlled by Sephiroth NOT beating Aerith I think were actually done really tastefully and improved the experience (actually thinking about it Dyne's just felt like they wanted to hurt Barret more why would they do that). I just... I wish if they were going to do this whole alternate timeline dealy, they were a little more clear on it? i wish I could feel like it actually mattered to this series, but what i get is "oh wow the unknown journey" that turns into "yeah here are these extra bits that are confusing and don't change anything and actually instead ruin the impact of one of the most well known scenes in video game history)
With that I will talk about the ending. I was willing to ignore the fact that we didn't get to walk through the City of the Ancients more. I was still shaking and nervous until the very end, thinking "oh man what's going to happen???? oh fuck!!!" and what i was instead rewarded with was a constant whiplash of emotions and confusion that left me numb to what should have torn my heart out. I shouldn't have to be left wondering if a character truly died or not for the sake of "OHHH MAN TIMELINESSSSS WORLDS???" that didn't DO anything when I could have gotten either a successful changing of timeline, or a 4K edition of something to tear my heart out, and hearing the absolute pain in Cloud's voice in his speech afterwards. I am Really Hoping that part 3 will clear this up, and retroactively improve an ending and story beats that I think single-handedly knock this game down from a 10/10. I shouldn't have faith in them, cause they've beefed two endings in a row, but I do, because they've shown that everything else they can create are honestly perfect.
Graphics
shortest section in the world this game is beautiful the landscapes are beautiful the characters are beautiful (or ugly when they needed to be and it still worked) my eyes were given a treat this entire 80 hours
Music
shortest section in the world this soundtrack is amazing hamauzu and suzuki cooked and made so many good songs
it's like they knew tifa's theme was one of my favorites and proceeded to give me 20 versions of it also gold saucer getting individual remixes???? a top 5 battle on the big bridge? NO PROMISES TO KEEP???????? GOD FUCKING DAMN.
Unorganized Ramblings/Finale
I really did have a lot of fun with this game. I didn't feel soured until the end for the most part, even during some frustrating game segments (fuck you Rufus and Odin and then Odin again and also that last Fort Condor). I really appreciate getting to see the wider world of FFVII in a modern sense, and I think overall I appreciate what I didn't previously a lot more. I also loved how with the addition of a card game and Gilgamesh, it got to match up with VIII and IX, the other 2 PS1 FFs to really feel like a unified FF vision. This game kept the silliness that the original had on top of its incredibly dark setting for something that I love to describe as the same vibe as Yakuza. I laughed seeing Red get a whole scene instead of a single bit in his person outfit, and then cried at a newfound caring for Cloud, Tifa, and Barret seeing Jessie's poster in the Gold Saucer. The vibes were immaculate and I'm really really excited to see what they do for the final part (which is going to be called Reunion I'm betting my left materia on it)
9/10. The peak of modern FF gameplay that enhances a classic, but fails its mission of being different.
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wandringaesthetic · 9 months ago
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Regarding the open world, the world map, and Final Fantasy VII: Rebirth
(no/minor spoilers, this is about world maps, I'm in chapter 9)
Gamers tend to call either Final Fantasies I thru IX or I thru X "classic" Final Fantasy. They mourned the turn-based or ATB based combat once it was gone after X, or they mourned the world map, gone after IX.
They also mourned pretty much every other change to the series before and after that, so they weren't necessarily right. Final Fantasy is a series defined more by crisis than identity and I personally wouldn't have it any other way. But the series *has* been even more difficult to define post about 2001, whereas before one could at least point to gameplay and structural similarities. Through the years, I've played and thought about Final Fantasy an amount that is probably actually insane, and my most honest answer to the question of "What makes a Final Fantasy a Final Fantasy?" is "checking most of the boxes on a list of about 50 things."
But anyway, the world map. The problem was, once it was gone, nothing really replaced it. Nothing made the gamer feel like they were trotting over the entire globe like that.
The world map was always a sort of placeholder, a conceit that was accepted because we don't have enough memory and budget to render an entire globe to scale. The map offers the illusion of being nonlinear, but isn't actually. You are driven in a certain direction in a certain order, dictated by what sort of transportation is available to you. Original Flavor PS1 FFVII offers a couple of detours that can be tackled whenever or not at all (Fort Condor, Wutai), but not many because it would interfere with the plot and with game balance.
Final Fantasy VII was the first Final Fantasy I played, the first JRPG I played, and also the first video game I had played in several years when I first played it. Midgar already felt huge. Stepping onto the world map was awe-inspiring. (Or... It was once I figured out what I was looking at. The polygons rendered Midgar as a huge but not to scale alien disc on a blighted landscape. It took some getting used to.) If you were already impressed, you ain't seen nothing yet. There is so much more. The world is your oyster.
I would argue that no other Final Fantasy has recreated that sense of scale. It's the time to world map (ttwm) that does it. You have trekked through several hours of city and reactor and slum before the game needs to resort to shorthand to render its world.
Final Fantasy Remake extends the Midgar section to its own full game, and Rebirth recreates that feeling of opening up onto something proportionately just as big.
But also, at this point in gaming history, in the year of our lord 2024, most of us have played an open world game. I am not an expert on these, since the only ones I've played are Horizon Zero Dawn and Forbidden West, but even I have done enough to feel Open World Fatigue. As soon as I climbed the first communication tower, I was putting my face in my hands, saying ohhhh noooo it's an open world game.
Or, well, is it? It's subdivided into regions and chapters. Some chapters aren't or mostly aren't on the world map, you spend a lot of time in towns and dungeons. You can check all of your boxes in one region and then advance the plot and move on to the next. It feels a bit more manageable and directed than a "standard" open world. But it does follow the "about eight different sets of things to find" format.
Is this good? Bad? Indifferent? Is this just what video games are now? I've enjoyed it, but I'm willing to extend this world and set of characters and even developers more time than I would most, since they probably literally redirected the course of my life and all. I cannot be an impartial judge, probably of any Final Fantasy but maybe especially of this one.
How much did the old world maps have to do, really? They were just some scenery and random encounters as you moved from point A to point B. The "sets" of things to do in the new world sometimes feel contrived, but they give the huge areas purpose and give motivation for exploration. They make the world manageable without reducing its scale. I would be intrigued to see what an original Final Fantasy did with this format.
So is this the answer to Final Fantasy's identity problem? Is the open world the new world map? I'm a little chagrined to see Final Fantasy follow the pack on this one, and to follow pretty far behind at that. But FFVII Rebirth is so often so weird and goofy and has such a bizarre number and variety of minigames that I can't say it doesn't have its own identity. And after all, FF didn't do the world map first. It was taking cues from Dragon Quest and Ultima.
I can't help comparing Rebirth to Final Fantasy XVI, a game I overall enjoyed but have some mixed feelings about. I'm just having a lot more FUN with Rebirth. I haven't read any reviews and have avoided most coverage for Rebirth, not just because I want to be free of spoilers, but because I want a pristine mind, free of strangers' opinions on it, until I've judged for myself, but one can live under only so large of a rock. I've seen the metacritic score and a thumbnail with a bunch of 10 outta 10s on it. I gather Rebirth is being reviewed a little better, as well as selling at least a little better, than XVI. (Which reviewed and sold decently. I know subtlety is hard, but do not take the wrong message from me here, quit it with your FINAL FANTASY XVI is a WRETCHED FAILURE thumbnails)
Not speaking to the quality of FFXVI for now, I'm afraid Squeenix and maybe gaming at large is going to take the wrong message from this. More remakes, play it safe, play to nostalgia. And that SUCKS, because I can't even say Remake and Rebirth are low effort, low risk cash grabs. Rebirth is constantly doing The Most. So much more than it ever had to and possibly pissing a lot of people off by the end by changing things. (I'll find out just how much after, uh, 20 to 50 more hours of gameplay)
So what is the right message? Chop your open world into manageable chunks? Maybe what people mean when they complain about linearity is that they want rewarding exploration? Is Open World just being late to the party or is that the secret ingredient that would shut up people who have been saying Final Fantasy doesn't feel like Final Fantasy anymore for years?
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metaknight · 9 months ago
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If you didn't go to town on Tifa's piano what are you even doing
ANyways I have some thoughts about the FFVII Rebirth gameplay so far (no story spoilers)
I really want to like Active battle mode like the first game, but it is INFURIATING that your other characters' ATB gauges aren't filling as they attack. It doesn't matter at all in normal battles, but if I'm fighting a boss and need a lot of heals, Aerith is literally never ready to heal me or use spells or abilities of any kind. It should not be this frustrating to use spells, because it makes the player want to just brute force everything.
I know the game wants you to keep switching between characters, but why? It's FUN to just play as Cloud or Red and bash things - I don't WANT to keep playing as Aerith, I want her to be my support character. It just seems like a very strange decision.
Also, items not being available unless your ATB gauge is full? Insanity that I have to use a gauge on an ANTIDOTE. Someone please tell me if I'm missing something or playing this wrong.
Also the quests in the Kalm area having such hard enemies like the White Terror and Quetzacoatl - I just feel like it was a strange decision to have such incredibly difficult enemies for otherwise simple fetch quests. Honestly just switching to Classic Mode and Easy for these guys because the alternative is too frustrating.
Last thought is that it was overwhelming at first to have the sphere grid on top of every other customization option in the game, but I think I'm understanding better now that it's a pretty small grid and you have to buy special upgrade items to use it, so that's a little less daunting now.
Chadley drops a LOT of exploration stuff on you at once when you meet him again but I'm coming around to it and like the world/lore expansion. It's just also hard as a veteran player cause you're like "I wanna go see the rest of the game and how they've adapted it!!!!" but also want to be completionist with all of the side quests and exploration points.
This is all a lot of complaining so I should also just say that I'm enjoying the heck out of it, I just think fighting could be more streamlined and difficulty levels more consistent.
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