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Final Fantasy 7 REMAKE - Non-Spoiler Review




Final Fantasy 7 (FF7) is a masterpiece. What makes it a masterpiece? The combination of in-depth combat mechanics, a strong main scenario, great character development and an incredible soundtrack to boot. FF7 is the physical embodiment of when the stars align. Squaresoft had developed 6 mainline Final Fantasy (FF) games prior to 7, but this is the incredible culmination of everything they had learned from previous games as well as the fortuitous jump to 3D with the Sony Playstation. That was 1997, now we sit in 2020 with Final Fantasy 7 Remake (FF7R) finally being out. This review will remain spoiler free for the Remake but may contain spoilers for the original game so tread carefully if you wish to remain completely spoiler-free.

FF7R opens with a gorgeous cinematic that establishes this game world of Midgar. FF7R is a multi-part series, positioned as a narrative epic by Square that wishes to transcend the original game by telling a story that goes beyond the scope of the original. As such, this particular game only takes place in the oppressive and impressive city of Midgar. A city that is equal parts impressive and eerie. A city that siphons the planets own life force to power itself and provide quality of life for those who live on an upper plate. However, under this plate are the slums; the oppressed and unfortunate. They live in the shadow of the great city and this is where the social divide is very literally felt within the city. Remake shows this much more than the original game had – after the original games incredible opening mission, what was only three screens to the next narrative scenario has been expanded into a whole action set piece in the Remake that only serves to add more realism to the overall narrative and fill in some of the blanks left by the original. The Remake features a nostalgic story that maintains the general flow of the original game with several changes sprinkled throughout. Time is taken to develop characters further, showcasing their strengths and weaknesses to a point where they feel like real people with real problems. In certain Chapters of the game, the world opens up to a point and optional side quests become available, more on them later, but from a narrative perspective these quests add to the lore of the world and feature welcome surprise cameos from the extended universe created within the “Compilation of FF7”. It should be noted that throughout the years, the developers have been clear to say that although this is a Remake, it is so in a very literal sense.

”REMAKE: To make (something) again or differently.”


This quote has to be understood before going into FF7R as if you are expecting a faithful recreation, you may be surprised and caught off guard by the expansion required to turn what was a 5-hour tutorial in the original into a full 40hr FF experience. This is not a Remaster or any other term that can be applied to a faithful recreation, this is something new. But that’s not a bad thing, it provides context to narrative moments that the original missed and provides new plot threads that are downright enthralling. By the end of my 39-hour experience with the game, I felt like one thing must be said, “Final Fantasy is back.” After years of struggling to capture that FF feeling, they’ve managed to return home to Midgar and recapture what a Final Fantasy should feel like; with its engaging combat mechanics, deep characters and engaging story with optional endgame, it truly feels more like a return to form than the supposed franchise reboot that was Final Fantasy XV.


One of the biggest complaints in recent Final Fantasy entries was that combat is either too convoluted or too easy. With FF XIII; its combat system was confusing, clunky, unresponsive and frustrating. Unfortunately, FF XIII was created as a trilogy, similar to FF7R, deserving of expansion which was not received well from the fanbase as the original game suffered so poorly that the sequels were reserved to patching up the issues raised in the first game that stifled it’s push forward narratively. FF XV, thankfully, did not receive sequels but it did receive a fair amount of DLC’s that aimed to fill in the narrative holes and create new gameplay scenarios that pit the player in control of new mechanics. One of the main things that FF is known for is having a varied cast of characters that are interesting and have different gameplay roles, both FF XV and FF XIII take control of casting characters away from the player and you only control the main character from the respective games. This is a trend that FF7R looked to buck as every character that is in the main circle is controllable, from launch you can play as Cloud, Tifa, Barret and Aerith in spectacular fashion by issuing commands from a menu or taking direct control of them at any time. The original game featured turn-based combat that played out more like a chess game, you would wait for a characters Active Time Battle (ATB) bar to fill and then you could make a command to that character. FF7R decides to modernise the combat by making everything play out in a real time action environment but make no mistake, it is just as strategic and challenging as the original. ATB makes a return in FF7R and characters can only use items, magic or special abilities when their ATB bars are full. And how do they do that? By attacking, hack and slashing provides a boost to the ATB that allows you to continue to offense. Blocking also fills the ATB in tight situations where you may not be able to go out on the offense. Returning from the original is also the Materia system, which allows characters to equip certain spells and abilities that can be used in and out of combat. Materia load-outs are vital to surviving some of the hardest boss fights in the game, of which there are many. Command Materia returns too, allowing for unique combinations of abilities and spells that work in tandem, for example a Materia called “Elemental” will add a connected element (be it fire, wind, ice or lightning) to your weapon, however if equipped to your armour it would then provide added resistance to that element. This only scratches the surface of command Materia as it remains a deep system that can be experimented with to provide you with a gameplay advantage. Also providing a player advantage is the “Stagger” system from FF XIII, applying certain attacks to an enemy will disturb them and put them into a “Pressured” state, from here continue the pressure and you have the possibility of Staggering the enemy and providing incredible damage increases to the party. It’s incredibly satisfying when you exploit a boss’ weakness to then Stagger them and deal some incredible damage with Limit Breaks (mega-final attacks) or abilities.

Although the original game featured an expansive open world that allowed you to traverse multiple locations, this Remake is set solely in Midgar and lacks some of that openness that you may have expected. However in the original game, Midgar serves as a narrative setup for the larger scenario and a gameplay tutorial that gets you ready for the larger world. As such, FF7R is a full scenario with a beginning, middle and end that doesn’t focus on open-ended game design as the original Midgar also didn’t have this design. Overall, it works incredibly well as environments are beautiful to look at and are incredibly indicative of the original locations and are quite recognisable. There are several chapters in the game that feature some side areas that you can partake in side quests (called Odd Jobs in this particular game), although they may not be the most interesting gameplay sequences in the world they feature incredible character development and provide valuable exclusive rewards that make it entirely worth it. One quest in particular features a small child who has lost her cat friends, Cloud hilariously then has to find three lost cats. This sounds incredibly stupid for the context of FF7 but Remake allows for Cloud to shine in these silly quests as he questions what he is doing and provides voice dialogue for his thought process. It’s a small reward sure, but it only helps to achieve exactly what this Remake was set out to do and that’s provide more time with the characters we love and further develop their personality traits.



FF7 is renowned for its incredible soundtrack that perfectly encapsulates the emotions felt in the scenes they are found in. On original Playstation hardware, there was no voice acting to be heard so the music had fill that huge gap but in the Remake; every main character, side character and even NPCs are full voice acted. This provides a slight conflict of design. You don’t want the Remake to not feature the original soundtrack, however if the original soundtrack is intact then it would serve to overpower the voice dialogue. The Remake strides to create a middle ground that features old tracks remixed into something that’s more akin to a modern soundtrack with multiple versions of tracks that play out during any given scene. As such, many action scenes throughout the game play the iconic battle theme as loud and as epic as possible during battle scenarios but as Cloud and the party adventure throughout the locations, you may hear that same theme but lower in volume and with less instruments. This dynamism is exactly what the Remake needed when it came to re-creating the feeling of the original game and the ambience that can be felt throughout Midgar. It must be noted though that the voice direction is fantastic and with an all-star cast, every character is brought to life in ways 1997 me could only imagine. The only downside I can say here is that sound mixing can be a little hit or miss with a lot scenes where the music does tend to drown out the dialogue and without subtitles, I would not have been able to understand what was said. Sound settings can be changed within the game but I imagine this is something they will either patch into this game or perhaps look at a more refined implementation for the future instalments.

In conclusion, FF7R is almost the masterpiece that the original was. If you look at this game as a brand new product, disregard what you know from the 1997 release and understand that this is a complete re-imagining of the story and characters you will be completely blown away by the scale and ambition on show here. The combat mechanics feel incredibly deep and the game can be very challenging at points. With the improvements to the narrative and character development, it’s hard to deny that the episodic nature they have decided to re-create FF7 with is the right choice. Taking the time to develop the characters further than before and taking the risks to push the narrative further than the original could have possibly gone. If the Remakes future titles keep this level of polish and creative freedom, it could easily overshadow the original but as it stands, it walks a fine line and future instalments will be the make-or-break here.

Final Score: 9/10 

 

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