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randaccidents ¡ 5 years ago
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Fractured (part one)
So I have fallen into another fandom! @mine-sara-sp‘s shadow people au is just so good though!
A while ago she posted a fic of a vexed Paladin and it got me thinking. This is where that thinking went.
TW: Blood, fighting, panic attacks (somewhat), manipulation
Part 1 // Part 2 // Part 3 // Epilogue
The morning sun had just risen over the horizon and everything was quiet for once on Hermitcraft. With the recent glow ups in New Hermitville – literally, there was glowstone everywhere now – not even the sound of zombies could be heard, allowing all hermits who thought to find the comfort of their beds to have a peaceful awakening.
At least, for most of the sleeping hermits on the server, this was the case. For Wels, not so much.
The buzzing of his communicator woke Wels from his peaceful sleep. Groaning, Wels rolled over in his bed and blearily groped for the infernal device. Rubbing his eyes, Wels’ eyes flicked over the main chat to the two personal message chats that were blowing up his communicator.
Personal message from GoodTimesWithScar
[Scar] Wels vex alert!
[Scar]   bnghyt67sdzfgtyuopgtfjgkadsfxgchvjbknlm;,;lkjhaghjkl;’
[Scar] sorry Keloid licked my communicator
[Scar] where are you Keloid wants you
[Scar] I think Paladin died again
[Scar] youre sleeping arent you?
[Scar] please wake up
[Scar]Keloid is gonna melt me in lava please wake up
[Scar] wake up
[Scar] wake up
[Scar] wake up
[Scar] wake up
[Scar] wake up
[Scar] wake up
[Scar] pls this jrt is hgh they took my elytea
[Scar] wake up
Personal message from Cubfan135
[Cub] Wels vex alert!
[Cub] Avarice is looking for you
[Cub] ohno your asleep arent you
[Cub] Wels wake up
[Cub] Avarice is destroying my villager center
[Cub] Wels
[Cub] Wels my poor villagers
[Cub] How are you still asleep?
[Cub] If I know Scar, and I know Scar, he is spamming you right now
[Cub] Wels please if not for me then do it for the villagers
[Cub] … Wels I know youre awake answer me where are you
There goes his opportunity to pretend to be asleep. Grumbling, Wels rolled out of bed and began preparing for his day. He wasn't in the mood for anything in particular at the moment. If anything, he wanted to go back to sleep. Grabbing his tool set and weapons, Wels headed for the door. Yawning, he almost forgot to put on his armour before he left his mansion.
Shuddering at the memory of his last round trip flight, he quickly doubled back to grab the most important piece; the helmet. Looking at the rest of his armour set, he shrugged. Where he was going, and especially who he was going to meet, he wouldn't need any armour. Shrugging on his elytra, Wels jumped from the highest window in his mansion, gliding lazily towards the portal tower.
As he flew, Wels opened his communicator and idly flipped through the general chat, trying to pinpoint what needed to face his wrath for waking him up so early (the zombies weren't even burning yet!)
Hermitgang
*Welsknight's shadow fell from a high place
[Zedaph] its vex time boys
[BDubs] CUB SCAR YOU GOT INCOMING
[BDubs] AND TELL THEM TO STOP FLYING OVER NEW NEW HERMITVILLE
[Iskall]  I dont think they heard you
[Impulse] I think their working on Concorp things right now
[Grian] Keloid and Avarice just flew past at mach speed and knocked me out of the sky like some kinda vex aeroplane what did I miss
[Iskall] read up
[Grian] oh
[Grian] well their heading the wrong direction we can still warn them
[Impulse] there is no way this chat hasnt warned them yet
[Zedaph] is that Keloid holding Scar up there on the jet?
[Impulse] ...I stand corrected
[BDubs] GET WELS
[Grian] isnt today his sleep day
[Impulse] what
[Impulse ] aw man he sleeps like a rock!
[Tango] you know what this means?
[BDubs] NO TIME FOR THAT INITIATE OPERATION WAKE WELS
[BDubs] WAKE UP WELS
[Iskall] how do you want to do that man hes unshakable
[Zedaph] ¯\_(ツ)_/¯
[Zedaph] WAKE UP WELS
[Tango] ¯\_(ツ)_/¯  WAKE UP WELS
[Impulse] ¯\_(ツ)_/¯ WAKE UP WELS
[Mumbo] Guys stop I cant afk in peace like this
[Tango] WAKE UP WELS
[Grian] Mumbo? Woken from afk? Impossible
[Zedaph] WAKE UP WELS
[Iskall] and here is proof that Wels cannot be woken
[BDubs] DOESNT MEAN WE CANT TRY
[BDubs] WAKE UP WELS
[Iskall] yo bdubs you alright? been using a lot of caps there
[Tango] WAKE UP WELS
[BDubs] I DRANK 5 MONSTER ENERGY AND 7 COFFEE IM GREAT
[Keralis] hes not alright
[Keralis] send help
[Impulse] WAKE UP WELS
[Doc] Alright Im headed over right now dont you run from me
[Zedaph] WAKE UP WELS
[BDubs] NO IM FINE YOU WONT FIND ME ANYWAY
[Keralis] hurry I cant hold him forever
[Tango] WAKE UP WELS
[Doc] I know where everyone is on this server
[Bdubs] CRAP HOW IS HE ALREADY HERE
[Keralis] WE HAVE A RUNNER FOLKS
[Zedaph] WAKE UP WELS
[Mumbo] How did you find my witch farm?
[Mumbo] How did you even get here???
[Cub] Wels I swear I know you're awake answer me where are you
[Impulse] WAKE UP oh
[Grian] ooo busted
[Impulse] I cant believe that did it
[Grian] my work here is done
[BDubs] YOULL NEVER CATCH ME ALIVE HAHAHAHA
[Tango] but you didnt do anything?
[Grian] exactly
[Cub] Wels hurry up Avarice saw the chat it is this close to smashing me
[Zedaph] did I just see grian flip his elytra like a cape while flying and not die
[Doc] GOT HIM
[Mumbo] Please get out of here
[Scar] please
Any other day he would feel guilty for leaving the Concorp with their shadows. But today he was tired and feeling a tad bit petty. Landing before the portal, he shot a quick message into the chat.
[Wels] Tell them to meet me in the sand mesa temple. They know which
Not bothering to wait for a reply, Wels set his communicator on silent and strode into the portal, heading towards the 'meeting place'. Preoccupied as he was, Wels never saw the stray shadow on the floor that detached itself to follow after him.
~~~
Closing the door of the shadow temple, Wels began preparations to resummon Paladin. Reaching into the chest he had left, he pulled out an armour stand and climbed the podium, humming a sea shanty as he went. Placing the armour stand on the podium, he stepped back to make sure Paladin wasn't summoned quite that fast. He was not in the mood to deal with his ego today. Suddenly, he heard the door open and close behind him. That was fast. “Wait just a bit I’ll have your Shiny for you,” he yelled over his shoulder. Stepping forward, he prepared to summon Paladin and-
Wait. Keloid and Avarice don’t just, open and close doors. They smash them. The person behind him was not Keloid or Avarice. He turned-
and something slid across his throat, cutting off his breath.
Choking, Wels stumbled back, falling onto the stairs. Hands scrabbling at his throat, trying to close the wound, to breathe. Tilting his head to the side, he found an angle that let him breathe shallowly.
“Well, that wasn't what I intended, but it works great for my frustrations.”
Gasping, he looked up and met his bright blue eyed ambusher, idly tracing shapes in the air with its sword. Wels knew this shadow. He was so dead. Shakily, he drew his sword from his tool belt. His ambusher looked down at him through his visor and grinned, stalking forward.
“You think you can fight me as you are now? You make me laugh.” A snarl, and Apex was upon him, sword screeching against his own. Wels found himself struggling to push Apex away, to breathe, breath stolen in the face of a predator. “Good thing I need a laugh right now.”
Apex made a quick movement with its hand, sending Wels’ sword skittering up the stairs onto the podium. Wels barely managed to bring his arms up to block the next sword strike, wheezing in pain as it skittered off something hard. Pain ignored in the adrenaline, in the need to stay alive, Wels scrabbled backwards up the steps, forgetting his injuries, forgetting to breathe, anything to grab the precious sword that would give him a chance. Apex was advancing on him, he can't breathe, where is his sword?
His hand reached back, and he grabbed hold of something made of sticks.
His shadow bubbled, rising out of the floor to become 3D. Yellow eyes flickered open.
*Welsknight’s shadow has been summoned
Paladin stretched lazily, unaware of their surroundings. “Wels hey so about that death I...”
Apex stood before them, Wels on the floor at their feet. This was not normal. “What are you doing Apex?”
The shadow grinned at them lazily, sword in a resting position at their hip. “Why, just releasing some pent up frustrations on unsuspecting players. This doesn't concern you at all. Go back to those creatures you call shadows.”
They almost did. They didn't want to keep Keloid and Avarice waiting too long. But then they made the mistake of looking down.
Wels looked horrible. Paladin could see open wounds on his neck and arms, fresh from the fight. Wels’ breathing was shallow, but his eyes were hyper aware, shuddering between Apex and Paladin.
He looked cornered. Paladin took a step towards him, something tugging at the back of their mind. What was this emotion?
Apex snarled at them threateningly. “Are you challenging me little blacksmith? You’re nothing without your guard dogs following you.” Paladin’s shoulders hiked upwards at the nickname and they hissed in the way that Keloid and Avarice would when angry. Apex flinched at the noise, stabbing their sword downwards towards the floor to mask it, Wels’ whimper of pain going unnoticed in the tension. “You can fight me if you want blacksmith. But I’m not afraid of you.” The sword came back up to point at Paladin’s exposed chest. “You are nothing without those vex, and I will end you.”
They couldn't take those insults to his ability. Their ego did not want to allow it. But Paladin had survived this long with fewer deaths than expected because they knew when to quit. This was not a fight they could win, even if the pulsing knot in their chest rebelled. They stepped away from Wels.
Apex grinned, yellow smile flashing through the impossible corners of the temple. “Smart choice.” They moved, and Paladin’s eyes trailed downwards, locking onto Wels’ panicked ones. The knot in their chest grew tighter-
And in one stroke, they had grabbed a sword from the floor and stabbed Apex through the back with it.
Apex snarled in surprise, whirling around to face them. A clashing screech, and they were locked in combat. Paladin could see Wels dragging himself away from the corner of their eye and a strange relief filled them. Giving a threatening hiss-chirp back, blocked Apex’s blows, looking for an opening to exploit as their training with Wels kicked in.
Parry, parry, thrust, parry, parry, thrust
The rhythm kept them in the fight, preventing Apex from advancing while also retaliating. So it came as a surprise when Apex suddenly twisted its wrist and sent their sword flying to the opposite side of the room. Not wasting a beat, Apex leapt at them, sword swinging in a large arc that sliced across their neck. Paladin staggered backwards at the pain, only barely moving their head to the side to avoid a sword in their skull, sending a straight gash of light across their face. They click-snarled at Apex, whose grin only turned more predatory.
The next swing was intercepted by an axe, followed by a pickaxe which sliced across their chest. Apex barely stumbled as they charged forward yet again, pinning Paladin’s off-handed axe to the floor with one hand. Raising a foot, it was brought down with a snap!, breaking the weapon. A pickaxe at its shoulder brought their attention back to Paladin, and the cycle began anew.
Parry, parry, parRY, PARRY, PARRY
Slices on their arms, light and triangular particles spinning away. Paladin could feel panic start to settle deep in their bones as they fought. They had barely managed to keep themselves between Wels and Apex, but they knew this was a losing fight. A pickaxe was never meant to be a strong weapon against a sword, but they were determined. The knot in their chest would be too painful to bear otherwise they knew. They kept swinging and parrying, what choice did they have?
There is one choice for you dark one.
Bells and tinkling laughter. They knew who this was. The world around them paused, glowing a light blue like a badly rendered photo. They closed their eyes.
The sound of wings, of bells and tinkling laughter grew nearer. The intense sensation of being watched crawled beneath their skin, but they stood firm. They were made for the spotlight, it did not scare them one bit. Not even as the Vex arrived to speak to them again.
We can help you dark one. All you need to do is make a deal.
Keloid and Avarice had warned them more than enough for them to know that this was a bad idea. They snarl-growled at the unseeable entity before them. “No. Haven't I said this enough times? Go away.”
Ah, but you need help don’t you? Look at your summoner, so weak and fragile. We know that he won’t last once you go down.
That made Paladin falter slightly. “But he’ll respawn!”
Humming. But what if this time he doesn't? What then dark one, what then?
They were not thinking straight, they knew that, knew it in the shaking of their hands and the rush of adrenaline, the cold in their bones and the knot in their chest- no, the emotions in their chest that they didn't understand, emotions for their summoner; care? worry? They didn't know, everything was going so wrong-
Calm dark one. We can help. All you need to do, is ASK.
Paladin considered, actually thought about what was being offered. They needed help, they knew. They also knew that the Vex were strong and ancient. But the warnings…
“If I ask for your help, I want to know what I’m getting into first. No sneaky dealings of any sort.”
Laughing bells. If you insist. All we want is a chance to make a deal with your summoner. You will be the conduit to bring him to us.
“And if I don’t?”
You both won’t have a choice. One way or another we will find you.
Paladin ducked their head, opening yellow eyes to glance sideways at Wels. The man had pulled himself to a column. His shirt was ripped, used as makeshift bandages. Red. So much red. They made their decision.
“Alright, I’ll take your deal. Help me.”
Shattering music notes. What do you want us to give you, dark one?
There was no hesitation, the words drawn upwards out from him. “Power. I’ve been the damsel for long enough. Give me the power to protect my family.” They would have hesitated more, but that glance at Wels earlier had solidified a fiery resolve. They wanted to protect their family, and that included Wels whether he liked it or not.
Tinkling glass shards mixed with laughter as power stabbed its way into Paladin. Of course. Now, wake and face your opponent dark one, and remember our deal.
The blue fog faded, the staring spotlights died, the glass was swept away. It was as if the Vex were never there. But Paladin could feel the power rising in their chest, competing with guilt and worry and panic. With a roar, they released it into the air.
Apex stumbled backwards, the roar resonating through memories of darkness, birds, blue. Its grin became more of a grimace as they launched itself at Paladin again, only to be stopped by a sword. Where had they-?
Looking around, Apex noticed the glowing blue gauntlets floating in the air around Paladin. The gauntlets moved quickly, each hand grabbing the closest weapon. A blue cloak of the same colour had spawned out of nowhere and draped upon Paladin’s shoulders. Apex’s grimace flipped back into a feral grin. This was what a real challenge looked like.
They sprung into action, hacking away at each weaponed hand. With every hand that fell, another took its place. Every hit that did land bounced off the hard plating of the seemingly cloth-made cloak. But it soon began to tire, invisible strings softening its blows. No one else on the server had kept up with it this long, not even Killjoy. But shadows didn't tire, someone must be helping Paladin. Looking up, Apex met Paladin’s angered glare. But that didn't faze them at all.
What did faze them was the softly glowing blue streaks where they had sliced Paladin earlier. Apex hissed. Vex. That's where the blacksmith’s help had come from. They shuddered as the invisible threads cut deeper. Now that it knew what to look for, they could feel the Vex on its shoulders, weighing it down. It was time to cut their losses.
Apex faked a lunge at Paladin, taking the split second of Paladin being off-balance to make a run for the door. Turning back inside the doorframe, Apex took in the scene they had left. Red on the floor, pillars sliced into, Paladin running towards them.
And Wels was finally open. Apex grinned. Mechanically, they raised their arm, bringing out Biffa’s spare iron sword and threw it, slamming the door behind them.
Paladin howled, jumping to grab the sword. They knew they were too far away, but something carried their momentum forward and they grabbed the sword out of the air, tumbling onto the steps of the podium. They could feel the cloak folding behind them as it smoothed back out from whatever form it took. In that moment, all Paladin could do was breathe.
“Pal-adi-n?” The halting gasp of their name brought them back to the source of their current problem. Prying themselves off the floor, they hurried to Wels’ side, checking on his wounds. Wels was more concerned about other things, physically recoiling at the sight of the blue scars.
“Wha- di-you do?” The question came out gurgled, but understandable. Paladin could only helplessly reach for their summoner, voice pleading for understanding.
“I made a mistake so I could save you.”
Wels seemed to understand, allowing Paladin close to check on him even as fear swam in his eyes. “Vex” he hissed, before coughing painfully into Paladin’s chest. Paladin chirped soothingly as Avarice always did for them, even as the now known panic rose up yet again. Wels was in no condition to move right now. They could look for help, but what if Apex came back? They could try Wels’ communicator, but they had no idea which temple this was. They could be anywhere! What to do what to do what to do
A pricking in their arm brought them back to reality, grounding them. They cooed at Wels in confusion; they could sense no danger here.
Until they saw the lone Vex mob, sitting on the centre podium where shadows were summoned. It cocked its head at the bloodied knights below them, grin permanently stretched wide.
We told you we would find you. Tinkling bells, shattering laughter, a hundred gazes combined as one.
It's time to fulfill your end of the deal.
Blue particles, broken bells, the room bathed in a blue-purple glow as the knights held tight to each other; one protectively and one in fear. The bell tolled.
Not minutes later, Keloid and Avarice burst down the door to find the temple empty, clean of all signs of struggle and missing two fractured knights.
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entergamingxp ¡ 5 years ago
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Final Fantasy 7 Remake Review — For the Reunion
April 6, 2020 6:00 AM EST
23 years after Final Fantasy 7 changed the gaming landscape forever, Final Fantasy 7 Remake seeks to revisit Midgar on a scale we could only dream of.
Final Fantasy 7 Remake is here at last. Hoo boy, where does one even begin?
Say what you will about the original Final Fantasy 7, but its influence on the gaming landscape was massive. It’s not a legacy you can simply ignore, whether you like the game or not. There has been a huge amount of hype and expectation for this remake, and the team at Square Enix has seemingly shown every bit of acknowledgment and respect for that going forward. It’s because of that legacy that I must lay down a couple of points before we begin.
First: I have endeavoured to make this review as spoiler-free as possible. That includes both the events of Remake and of the original. If you don’t know what specifically happens in either, I’ve got you in mind. For those who do know spoilers, I urge you to keep them quiet to fresh players as well. Just go and look up the raw, unspoiled reactions to That Scene from the original; it’s something best preserved for people to experience fresh.
Second: my credentials. I’ve played the original Final Fantasy 7 to completion at least once, and other attempts at playthroughs more than that. This was well after the 1997 release (probably first around 2005), and I went in already knowing about That Scene and other spoilers. FF7’s impact on gaming and JRPGs had been well established by then, so I arrived late. Nonetheless, I thought it to be an excellent game and thoroughly enjoyed my playthrough. It isn’t — and wasn’t — my favourite Final Fantasy game, though it’s never strayed far from the top of the list.
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“It’s inevitable that opinions of Remake from any source or outlet will be coloured by prior attachment and sentiment to Final Fantasy 7 (or lack thereof).”
Lastly, I’ve also seen or played most spinoffs (notably Advent Children, Last Order, and Crisis Core). That’s a little less pertinent to this review, but fans of those products can take heart: there are nods to these in the game, as well as style choices that reflect them in places.
Hopefully, now you can approach my words on Final Fantasy 7 Remake with the full context of my connection to the original. It’s inevitable that opinions of Remake from any source or outlet will be coloured by prior attachment and sentiment to Final Fantasy 7 (or lack thereof). As such, take my words as a guideline and use them to make an educated decision of where you’ll land.
Remake Part One
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If you’re an FF7 fan reading this review, you’re probably here to find out how much of the game is present. Remake has been split into multiple parts after all, and this is just the first. Square Enix did this to cut as little as possible from the game, sparing no expense in remaking it to the fullest. Having now finished, I can say that they achieved that aim so far.
Content wise, there is a full game here, and my playtime ended at 43 hours. This entailed playing on Normal from start to finish along with being thorough and doing as much side content as I could. Further, additional perks and content become available once the credits roll. If you’re worried that you’re paying full price for an unfinished game, don’t; this is as much a full release as any newly numbered Final Fantasy title, and without Final Fantasy 15’s wealth of DLC required to make it whole.
“Pretty much every locale, scene, and story beat from the original is present in Remake.”
That said, Remake takes place entirely in Midgar, in contrast to the five to ten hours spent there in FF7. Pretty much every locale, scene, and story beat from the original is present in Remake. The additional time is primarily spent to bolster these moments, expanding on dungeons or smaller areas to give them the same scope. A tremendous amount of attention and care has been given to every facet, though. Character banter and dialogues are numerous, with a lot more cutscenes and chances for each to express themselves. Much of the runtime is used well, with new areas and events feeling interesting and consistent with Midgar’s style. Only a small fraction feels like genuine filler.
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Final Fantasy 7 Remake is fairly linear at first. You’ll proceed through a chapter in a fairly direct fashion, with some side areas and branching paths to explore for treasure and extra fights. Once you move to the next chapter, you likely won’t be coming back. There’s a handful of areas where the game opens up, allowing you to explore a more populated area and take part in side quests and mini-games. One area relatively late in the game opens up quite a bit more, bridging a couple of areas together and allowing an open-ended respite before funneling you towards the final few chapters.
You’ll gain access to a chapter selection function once you beat the game, however. This lets you go back with an experience/AP gain increase and find anything you missed, as well as access the post-game content. I’ll come back to specifics later. So, how does it play?
Mechanics, Materia, and More
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Final Fantasy 7 Remake continues the trend of Square Enix games becoming more cinematic and action-heavy in battles. If their aim is to make a playable Advent Children, they’re getting pretty close. This time around, the Active Time Battle (ATB) system of old has been merged into this for a pretty compelling take on an action/RPG.
You start the game as the main character Cloud. Combat will consist of utilizing his basic attacks, as well as manually guarding or dodging incoming damage. Your ATB gauge fills over time and increases when you strike, at which point you can open a menu to expend it. Time slows dramatically in the menu, letting you select from abilities, magic, and items. You can hold up to two bars of ATB (with the option of a third later), and every menu action requires at least one to use. These abilities and spells can be interrupted, but they hit considerably harder than your basic attacks. The damage difference is noticeable, so don’t come in expecting a pure action game; you’ll need the turn-based menu abilities to progress.
Once you get other party members, you can freely swap between them with a D-pad press. Characters you aren’t controlling will play defensive and try to get attacks in when safe. You’ll be the one ordering them to use menu abilities as they build ATB, though, and it becomes quite intuitive to cycle through them as you need.
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To keep things fresh, each party member has a set of different mechanics and playstyles. All have an attack string and guard/dodge options, but that’s where similarities end. The triangle button is dedicated to the character’s unique actions. Cloud swaps to a slow-moving, hard-hitting Punisher stance, Tifa has finisher attacks based on the stacks of an ability she has, and so on.
“Of the handful of hybrid action/RPG systems the series has tried, Final Fantasy 7 Remake definitely feels the most well-done.”
Charging time is pretty slow if you aren’t getting in the thick of it, but this also leaves you quite vulnerable to attack. Guarding is a trade-off, as it slows your passive ATB gain dramatically, so trying to stay aggressive and dodging smartly is encouraged. This is further compounded by each enemy having a break meter below their health; hit them enough or with certain attacks and you’ll pressure them, which usually stuns them and makes them take more break damage. Max it out, and you’ll stagger them, wherein they’re completely stunned and take a large increase to all incoming damage for a time.
Of the handful of hybrid action/RPG systems the series has tried, Final Fantasy 7 Remake definitely feels the most well-done. It avoids the spamming of items from Final Fantasy 15 and ends up feeling like a Final Fantasy 13 that you actually control.
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If this seems basic, there are further ways to supplement your moves. New abilities are gained in two ways: learned from specific weapons, or gained by equipping materia. Weapons are spaced out throughout the game, and each has a specific ability. Use that ability in battle a handful of times and you’ll achieve proficiency with it, whereupon you can use it regardless of your weapon.
Materia is the major noteworthy mechanic from FF7, and it’s been carried over almost identically to Remake. You’ll find materia orbs as you explore, and these can be set to slots in weapons or armor to gain their abilities. Furthermore, you’ll level the materia through AP gained after battles. A Fire materia will grant the Fire spell to the character while held, for example, and can be leveled up to access Fira and Firaga. Materia can be freely exchanged between characters out of battle, and most strategies for tougher fights will hinge on your setup. Different materia types can offer passive buffs, active abilities, or even massive summons that can be used only in specific fights.
At first, you won’t have much materia to play with, and even fewer slots in your gear to equip them. Cue Remake’s weapon upgrade system. Every time a character levels up, they’ll get 5 SP to spend, with bonus SP available from side objectives later. Each weapon has a unique “core” skill tree, and SP unlocks nodes on it. Each unlock grants the weapon new passive stats, modifiers, or even materia slots. At certain level thresholds, you’ll gain access to new sub-cores to further customize them.
What’s more, each individual weapon gets all your SP retroactively, so no need to pick and choose which to invest in. This means that if you like Cloud’s Buster Sword, you can absolutely keep it relevant throughout the entire game. All weapons have their own unique identity now, with stat priorities and abilities that you can prioritize based on circumstance or playstyle. The build options are quite diverse, and since you can reset them for a small gil fee, there’s no wrong way to approach it.
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All these systems are in service of allowing you to customize your characters for the battles to come. Each ability has its uses, and there’s a good selection of materia to play around with. What I found most limiting about the battles, then, is the action parts.
Those who played the demo might have expressed some misgivings about the lack of variety in Cloud’s moveset. For those who feel that this is pretty basic, I’m sorry to say that it won’t get that much more diverse. Almost every ability and materia is one selected from the menu, not in your basic attacks. The different playable characters and conditions of encounters might shake things up, but it’s the ATB spenders that receive most of your attention.
I found this especially disappointing because my expectations were set quite high from the outset. Exploring down a side path in Chapter 2, mere minutes after where the demo ended, I found the Deadly Dodge materia; this changed Cloud’s attack string immediately after a dodge into a larger AoE one. Finding this so early eased my fears that the combat would feel similar for the whole runtime, then! Surely there would be other modifiers like it if I got this one so early?
Nope! This is almost the only materia like it in the whole game.
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Much later, you can get the Parry materia (which lets you do a short hop and strike back if using dodge while guarding), and that’s about it. All other materia like it is simply a passive effect or occasional long cooldown. Otherwise, it’s all menu abilities that require ATB. This was tremendously disappointing to discover, and more options like that to personalize my general moveset would have been so much nicer to have. Even something like a perfect guard would have been great, though at least Cloud’s Punisher mode has counters on block. Perhaps that’s on me for coming to Final Fantasy 7 Remake having just played Devil May Cry 3, but that’s how I felt regardless.
That misgiving aside, the battles are nonetheless fun experiences. Bosses in particular tend to be larger than life affairs, with multiple parts to attack and various phases of the fight that change their mechanics. Again, those who played the demo will be pleased to note that more bosses play in the vein of Scorpion Sentinel than not. Some encounters can be pretty challenging, though for every game over I encountered (maybe half a dozen), a quick adjustment to my materia loadout and shift in strategy saw me triumph next time.
“There was a hell of a lot to love about the battles in Final Fantasy 7 Remake, and even if I had been hoping for more, it still stands out as a damn good time.”
Even regular enemies have individual mechanics. The circumstances by which the pressure and stagger systems are applied is unique to most enemies, so learning and exploiting their weaknesses makes the experience much smoother. There was a hell of a lot to love about the battles in Final Fantasy 7 Remake, and even if I had been hoping for more, it still stands out as a damn good time.
Mini-games are also interspersed throughout Final Fantasy 7 Remake. Most are variations of what was in the original, but there’s been a few added just to break up the routine. They were enjoyable for the most part, so there’s not much to say about them save that I appreciate the inclusion. There’s also a coliseum, letting you fight specialized groups under set conditions in exchange for unique rewards.
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After the credits roll, you’ll gain access to the Chapter Select and can revisit any part of the game. You’ll also unlock Hard Mode, which doesn’t serve as a difficulty selection for a new game; instead, you can activate it when accessing Chapter Select. Hard Mode locks out your items and stops MP recovery from rest spots, but offers unique collectibles in exchange. New battles are added to the coliseum also. Those who want more even after the game is over shall find there’s at least a little to check out.
Overall, Final Fantasy 7 Remake kept my attention for the whole runtime. The only real lapses were a few areas of traversal that were overly drawn out, and some of the side quests felt a little mundane. Even so, these featured additional cutscenes and conversations with the cast that really furthered the attachment to the world, so it at least felt worth it to do them once finished.
Tifa fans should do all the side quests in Chapter 3. Just saying.
Regardless, it was an enjoyable game to play. A little more concession to action mechanics would be great, but the hybridised action/RPG implementation was otherwise very impressive. Square Enix definitely seems to have arrived at a happy medium that previous Final Fantasy titles didn’t manage, and I hope they continue with it.
Presenting: Midgar!
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Presentation is the shining star of Final Fantasy 7 Remake. The demo made it clear that Square Enix wasn’t messing around, and it’s honestly one of the most graphically striking games I’ve ever seen. If any concerns were had about that level being impossible to maintain consistently, they certainly kept it close. Some of the larger open areas — particularly the slums — suffer from character pop-in, delayed loading on textures (if they aren’t just rough or muddy outright) and other small nitpicks. In addition, some cutscenes with minor NPCs talking to party members can be pretty jarring. They simply cannot match the level of fidelity achieved in rendering the main cast or other notable characters.
When the main cast is the focus and the set pieces are rolling, though? It’s far and away beyond anything else the series — or Square Enix in general — has produced. There’s a lot more daytime than the original game, so there’s enough colour variety to keep it from looking bland. Mechanical dieselpunk designs weave into gritty but “lived-in” slum streets. A pristine plate sector at night gives way to rusting maintenance structures underneath. The tall, clean and imposing Shinra HQ is met with the garish lights and noise of Wall Market. Midgar is a fantastically designed place and a treat to explore.
It’s not just the city itself that is well designed, though. To Square Enix’s credit, they have taken the sometimes goofy enemy designs from the original and kept them completely intact. High fidelity or no, it’s not afraid to take an enemy that is just a spiky dancing frog and have it make sense. There are even character dialogue and bestiary entries that further suggest how they work or came to be. If things didn’t have to be changed, they weren’t; they were just reimagined and made to fit.
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“Midgar is a fantastically designed place and a treat to explore.”
All of this visual and design splendour is furthered by the audio quality. From start to finish, the voice acting and direction is stellar. Shelving the voice actors that played the characters previously was unexpected, but the new cast absolutely nails their roles. Most have emotional moments or serious scenes that the actors manage to capture effortlessly. Even the NPCs and minor characters have quality voice acting. Shoutouts, in particular, have to be given to Barret’s VA for one particularly memorable scene, and to Hojo who is suitably creepy and sinister in every appearance.
Last but not least on the presentation front: the music. Oh man, the music. NieR: Automata laid the groundwork for implementing dynamic tracks, adding layers as needed to change the tone of the same track at just the right moment. Everything that was learned from that game was applied wholeheartedly to Final Fantasy 7 Remake, and then some. Musical cues and stings are on point, highlighting crucial moments in the best possible way.
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The original soundtrack is regarded as one of the finest works of legendary composer Nobuo Uematsu. Now, most of those tracks have been remixed or remastered in a slew of creative ways, but they almost always fit the tone required well. Some see multiple variations in different areas to wholly distinct effects. Music in the boss fights tends to really stand out, as the longer battles allow them to build up and crescendo during later phases. You know that the music is a highlight when songs are one of the main collectibles and each is a separate remix from their actual game appearance, all done in the style of music that might actually be made in Midgar’s setting. Genius.
There’s quite a lot to unpack and respect about the game on presentation. But all that presentation is in service of one thing: telling the story.
Reunions
I fully intend to avoid spoilers, so I will keep this section relatively brief.
The story of the original Final Fantasy 7 is one of the major elements that left a mark in gaming. These characters, their world, and their tales are iconic and beloved. Every moment of that story has been retained in full, just as Square Enix originally intended. Some trailers have hinted at adjustments and new developments — especially the launch trailer, which I encourage you not to watch for fear of spoilers — but this accuracy was paramount to the developers.
It’s safe to say that they achieved this. Every notable character, conversation, or location from the original game is included in Remake in some way. There’ll be adjustments, of course; they’re displayed in high fidelity and voice acted this time, so concessions will need to be made. But it’s all here, and the attention to detail in places was honestly staggering.
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With that said, Square Enix had no intention of just retelling the same story verbatim. Additional scenes and moments have been sprinkled all throughout, with at least one early chapter composed entirely of new events. All of it builds on the original framework, strengthening it further. There’s more character growth, banter, and interactions between the cast than ever before. It ends up making them feel so much more real and believable. Even characters I wasn’t certain about initially won me over by the credits. This isn’t limited to the cast either, and gives the same treatment to villains and NPCs.
The fact that this is only a chunk of the complete tale means that certain events, characters, and flashbacks have been brought forward in the timeline. You’ll be seeing Cloud get headaches or recall memories of his hometown right out the gate… and that’s to say nothing of Sephiroth. Even so, all of these concessions are handled with the same care as the rest of the game, so their placement fits and strengthens the whole. Better to portray these scenes and build up the characters now than have them appear out of nowhere 10 hours into a second game, right?
Now… thus far, I’ve been talking purely about parts that primarily concern the original work. If this praise was also true of the wholly original plot threads and changes, I’d have no issues whatsoever with Remake’s story. Unfortunately, that isn’t the case. Far from it.
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Early on, there will be a couple of divergences to the story that seem to be setting up a new sub-plot. These divergences increase in volume over time, and grow exponentially in the last two chapters. All the original beats remain, but they’re interspersed with these divergences, leading to a new climax and expanded conclusion.
“Genuinely, I was loving my time with it. But if the game had been a tasty meal up until that point, the final section soured it.”
And here is where it all started to come apart for me. For a brief while, I was ripped out of Final Fantasy 7 and dumped heavily into an unholy marriage of Advent Children and Kingdom Hearts. It was awkward, it was confusing, and it left me shaking my head in dismay. It felt massively out of place.
Did this part have to change so dramatically? Maybe. It wasn’t a true climax or game-ending point in the original, after all, and I expected some new conclusion and an added boss or two to cap off this experience. Yet, until now, it had been such a solid remake that made measured changes to supplement the classic story. Here, at the eleventh hour, it jarringly erupted into a massive spectacle that honestly felt like underdeveloped fanfiction.
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When I say spectacle, I mean that it was spectacular to behold in terms of graphics, sound, scale… but it comes at a huge cost, and that cost is the integrity of the story going forward. This finale and the accompanying changes have massive implications for the future installments of Remake, all of which feel like they’re going to ride the divergence train at full speed away from the classic plot. Suddenly, the insane turns that things like Dirge of Cerberus took are looking far more likely in the future.
I had been enjoying Final Fantasy 7 Remake throughout the entire runtime, whether it was new or old material. Genuinely, I was loving my time with it. But if the game had been a tasty meal up until that point, the final section soured it. This isn’t just because they tried something new, either; I could easily forgive it if it was just a new thread that tried, landed flat, and wrapped up. No, this sudden divergence has ramifications that could potentially change all future installments in dramatic ways from what was expected, and I now find myself lacking confidence that it can succeed.
In conclusion: old stuff? Great! Supplementary additions to old stuff? Also great! Character writing, development, and worldbuilding? Excellent! Brand new stuff? Middling at best, potentially disastrous at worst. Most of my grievances with the game are almost entirely to do with that final section. I fully admit to bias in the kinds of stories and developments I like, so your mileage may vary. But I cannot say I walked away from the ending feeling happy.
A Final Fantasy For Fans and First-Timers
One of the big questions approaching this game is, inevitably, “Should I play this if I haven’t played the original?” That’s an easy answer: yes. Everything is here that made Final Fantasy 7 such a stand out of its era, delivered with some of the finest presentation we’ve seen in triple-A video game development. It’s a fun action/RPG hybrid with solid gameplay systems, a strong story, and a set of well-realized characters that suitably develop and bond over time. Fans of the original will inevitably spot more references or appreciate the extra nods, but even newcomers should be able to slip in and find plenty to enjoy.
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Next: should you play this now, before the other parts come out? That’s a more tentative response, but yes. Had I not walked away from the ending with such mixed feelings, it would’ve been easy to recommend. Even without knowledge of the source material, the main story and throughline here is clear to follow and wraps up nicely. It’s mostly the setup of larger threads and what’s to come that have me so hesitant to recommend it, and I don’t think the ending was handled well. Buyer be warned, regardless.
“Final Fantasy 7 Remake is arguably the best non-MMO Final Fantasy game released in a very long time.”
Final Fantasy 7 Remake doesn’t replace the original. That’ll be true even when all parts have been fully released. Final Fantasy 7 will be a generational touchstone of gaming with a legacy that has lasted decades, and will remain long after the hype for Remake has cooled. I don’t foresee that same legacy being granted to Remake once the dust has settled, but it nonetheless stands with Resident Evil 2 Remake as a testament to the quality such a project can aspire to.
This is still one of the most excellently presented games I’ve ever experienced, and with a few tweaks for the next installment, that excellence might extend to gameplay and story too. Whatever misgivings I may have going into future releases, it’s undeniable that this was an enjoyable 42 hours marred by a single bad one. Even so, Final Fantasy 7 Remake is arguably the best non-MMO Final Fantasy game released in a very long time. Despite my qualms, it’s been a welcome Reunion.
April 6, 2020 6:00 AM EST
from EnterGamingXP https://entergamingxp.com/2020/04/final-fantasy-7-remake-review-for-the-reunion/?utm_source=rss&utm_medium=rss&utm_campaign=final-fantasy-7-remake-review-for-the-reunion
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