Game Ramblings #110 – Final Fantasy VII Remake

More Info from Square-Enix

  • Genre: Action RPG
  • Platform: PS4

I think it’s a disservice to this game that they called it Final Fantasy VII Remake. Sure it’s taking the core of the original game and literally remaking it. However, it’s only Midgar, but it’s so much more than that (and I’ll get back to that). It’s taken what was a relatively inconsequential setting and made it into a full-length experience that doesn’t feel stretched. It’s completely turned the gameplay on its head and made it a completely different gameplay experience. I went in with somewhat high hopes that the gameplay itself would feel good in a more modern style, but I wasn’t expecting the rest, and I come out having finished it completely floored at how great the game was.

In a lot of ways, this feels like a lot of lessons learned from the past couple mainline FF titles.

13 took a lot of flack, and rightfully so, for having a very linear start, but moreso that it just didn’t feel alive. 7R is just as linear, but the pieces are so full of life. The 7 slums? It’s more than just a bar now. There’s apartments and shops and people going about their daily life. Wall Market? Now it feels like a grungy Vegas instead of just a collection of buildings with neon on them. While things are generally go point A to B, there’s so much more there than in 13 that it works so much better.

Some little things add a lot of depth to this. Ya there’s side quests, but they’re all voice acted. The characters you meet and help feel like living people, instead of just an exclamation point to start at. Seventh Heaven wasn’t just the bar for story reasons, it felt like a community center for the sector 7 slums. The upper plate wasn’t just a vague section for rich folks that was mostly unseen, but in your interactions with its people on a few occasions it was clearly a place that mostly existed for your average Shinra worker. All of this helped pad out the world, so instead of being linear and dead, it felt like a full world, even without open exploration.

15 had a combat system that went way off the beaten path for this series. It was sort of action-based, and sort of turn based. However, the action being centered around holding a button to do automatic chains worked well, but was kind of strange. The action system in 7R feels a lot more direct, and importantly a lot more defense-oriented. Basic attacks are direct inputs, but in a way that makes sense for the character. Cloud and Tifa are a button press to attack, but that makes no sense for a machine gun or magic streams for Barrett and Aerith. So…..they don’t. They hold to attack, and it just makes sense. All of that charges up the ATB meters, which is where the rhythm of a turn-based system comes into play.

I don’t know that I’ve played an action RPG that’s so seamlessly integrated a sort of turn-based rhythm, but it works really well here. I tended to jump around to the person that felt most natural to my current needs in the fight to really aggressively charge an ATB meter, but I was always using the other party members abilities at the same time. Hitting the skills button, watching the game slow down to super slo-mo, and planning out which ability or magic power to use felt really good. It gave important points where I could slow down and breathe, plan out my moves a bit, then get right back into the action.

The defensive aspects are also way out in the forefront here. Dodging large attacks is super important to avoid wasting healing. Blocking smaller damage becomes a really important source of ATB charging. Parrying attacks with Cloud becomes an important way to cause enemies to stagger. Using your magic dealers to cast slows or poisons or sleeps or stuns becomes an important way to mitigate group fights to allow you to focus on important targets. As a whole, it lets you treat the defensive side of things as a tool in combat, rather than a necessity to simply reduce damage.

The game also definitely borrows from 13 in its use of a stagger mechanic that comes into play primarily on bosses. Hitting the enemies will increase a stagger meter, which on completion allows for serious damage output. General attacking will eventually fill it, but you’re encouraged to really lay into weaknesses to fill it faster. Some of these are tactical (swap between magic and physical attacks when an enemy has barrier or shield up), some of these are practical (use lightning on enemy robots), some of these are defensive (blocking a melee attack boosts stagger). However, it all feels straight out of 13 where smart use of staggering is often the end goal to do large damage, rather than simply focusing on spam attacks.

This all comes together into some of the most consistently great boss fights I’ve ever seen in an RPG. Every boss had its own little mechanics to deal with, weaknesses to find, opportunities to attack. The thing that really impressed me though is that the fights found the magical place where they were long fights – generally 5+ minute affairs – with multiple phases, but they never felt like a grind. They weren’t necessarily easy and you’d die if you weren’t paying attention, but they felt fair. Blindly using your resources wasn’t a good plan of attack, but resources aren’t so rare that you simply hold onto them forever out of fear. This is all helped by the fact that the stress of dying wasn’t there. They’ve embraced the modern touch from 15 of having checkpoints immediately before any fight sequence, so a death means you don’t lose progress – you simply try again. It leaves fights in a place where they can be challenging and fun and capable of making you think on your feet and being mechanically heavy and you just go along and enjoy the ride.

However, the biggest surprise is how they steered the story, as it presents a lot of potential changes to the original, and this is where I get into spoiler territory:

Spoiler

There’s some obvious addition to the character depth here, whether it’s the Avalanche side members or the general relationship between the core party. That was always going to happen. This remake was taking a 5 hour introductory section of the original and making it into its own standalone 30 hour game. However, there’s a few specific things that lead me to believe remake part 2 is going to be a much larger change than this one.

The first big change is that Zack Fair appears to be alive in some form. They show him in his last stand from Crisis Core, but by the end he’s shown alive and carrying Cloud back to Midgar. There’s some amount of implication that this exists in a sort of parallel timeline, which opens up the interesting possibilities of either jumping between timelines or straight out changing the past.

The second big change is a question over whether or not the party is even on the original timeline by the end of the game. Throughout the game, the party now goes up against creatures called Whispers that attempt to keep people on their destined path. During the last stretch, the party is fighting against the leader of this group, and ultimately trying to forge their own path. Part of the fight is the player seeing flashes of events that are fated to occur, including the death of Aerith. However, it’s implied that these visions are the events that will occur, if the party does not defeat the creatures that control fate. In defeating fate, it seems like the party should now have control over their path.

I’ve also had friends speculating that what we aren’t seeing isn’t actually a retelling of the original story, but a potential alternate timeline in itself. A few times throughout the game, it’s hinted at that this Aerith has some ability to see what’s going on in the future, or at least knows more than she’s letting on. If she’s able to see across timelines, it could easily explain this game being a different timeline entirely where the Whispers are trying to keep it in alignment with the original game’s timeline.

Those things are huge potential changes to the original story. Is the party going to be able to meet with the living Zack? Is Aerith going to live because the timeline has now been changed, or is that still inevitable? If Zack can be alive in some alternate timeline, can other events be turned back, like the destruction of the sector 7 plate? The story has been setup in a way that part 2 could be a completely different game than the original. I’m hoping that Square really decides to go all in on what they’ve setup, and avoids taking the easy way out to appease nostalgia.

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It was absolutely stunning that this game was made, and even more stunning that it came out in the form it did. Square avoided going for a straight nostalgic remake, and rewrote the book about what FF7 means. In doing so, they’ve crafted an experience that feels somewhat familiar in story, completely modern in execution, and leaves some room in the story for them to finish leaving nostalgia behind and craft a really compelling new story for the gang. This took what was already an intriguing world, and elevated it to a new level that feels completely alive. They’ve crafted what is one of the best blends of action and turn-based role-playing that I’ve ever had my hands on. They’ve also done it with modern technology, giving them the most seamless blend of visual fidelity and story telling tools that they could ever hope for. My hope for part 2 is that they continue to push the boundaries for the game instead of falling back on nostalgia, but this one has certainly pushed me from a place of cautious hope to a complete state of hype to see what ends up being in store.

Game Ramblings #88.3 – Revisiting Kingdom Hearts – Kingdom Hearts 3

More Info from Square-Enix

  • Genre: Action RPG
  • Platform: PS4

I finally got around to KH3. Ya I skipped some of the side games, and ya I should go back and play Birth by Sleep on a TV, but frankly I was ready to get this one off the list. KH3 was a bit of an oddball – it combines bits and pieces of all the past games while adding a ton of cinematic flare now possible on current generation hardware. What comes out of it falls somewhere between great and complete disaster, which I suppose could be said for a lot of this series as a whole.

This is really the game that finally feels like a modern experience. If there’s one thing that really speaks next-gen to me, it’s not necessarily new complex gameplay elements, or flashy new effects, but of worlds that feel alive and cinematic scenes that look like the game world. Kingdom Hearts 3 finally delivers on that. Visually, it’s definitely a looker, but importantly the worlds feel believable. Whether it’s San Fransokyo from Big Hero 6 or the world of Toy Story, these worlds no longer feel reminiscent of the movies, but actually feel exactly like the movies. It’s completely uncanny. The style also lends well to spectacular cinematic elements in traversal, such as wall running up Mount Olympus during a boss fight, dodging fire and rocks, instead of simply being somewhere vaguely in the area.

It’s also worth noting that this is probably the best mix of pure new content and pure Disney fandom experience that I think I’ve seen in the series. As a fan of KH, it was great to finally have visibility on both the Keyblade Graveyard, as well as some of the worlds behind Xehanort, and they gave a LOT of time at the end to him. At the same time, they quite literally remade Let it Go within the lore of KH3, which is a huge shot of Disney fandom adrenaline to be hit by. Every moment felt like I was seeing some new cool thing that brought me back to a movie or character I wanted to see more of, and given the lore of the series I was frankly surprised at how well it pulled together.

What gets lost in all of this though is the Final Fantasy connection. The folks from FF10 are nowhere to be seen on Destiny Islands. The FF cast members in Radiant Garden no longer appear. There’s no resolution to the plot between Cloud and Sephiroth in KH2. While the progression of the game lore kind of forces it in this direction, this game is now more accurately described as Disney + Square, not Disney + Final Fantasy. It’s not a deal breaker, but it’s definitely a disappointment.

Combat is a bit of a mixed bag, and it’s definitely a mash up of past games.

  • Core combat is still how it’s been since KH1, and it still has its issues with targeting and lock ons. It’s straight hack and slash, but the combo count trends more towards KH2 so it’s generally effective and easy to pull off.
  • Your partners are still kind of useless, but now your party occasionally grows up to 5 characters, which is kind of neat.
  • Magic and mana regen has been pulled in from KH2, which is a huge perk.
  • The Flowmotion system from Dream Drop Distance is there again, but it’s been neutered by the removal of most of its triggers, so it’s kind of useless.
  • Dream Eaters have been merged into the Summon system from past games, and the summons use both a full mana bar and are still kind of useless.
  • The dark form from KH2 still pops up from time to time, and is still kind of annoying when it shows up. Since it now gets in the way of triggering other group attacks, it’s particularly flow breaking.
  • Fortunately the dark form is hilariously effective against bosses, so when it pops up in a boss fight it’s pretty much an instant win.

Basically, mixed bag.

However, it’s the special attacks like the tea cups above that are the most egregious. These are basically triggered group attacks that do a ton of damage and effectively provide you with immunity. They are hilariously overpowered and completely unbalance combat in most situations. There are encounters where it’s pretty obvious that things were balanced around these, so it’s particularly bad that they become a bit of a necessity. In Kingdom Hearts fashion, it’s another case of something that is flashy and cool that gets used way too much, and quickly becomes annoying and necessary.

In good news, the non-standard stuff is way better in this game. The Gummi ship sequence is now a pseudo open space experience. Combat is triggered by the player by chasing after Heartless ships, and some of the sequences turn into large scale boss fights. It provides a lot more gameplay than simply the annoying experience flying between worlds, and becomes an entire great change of pace after a bunch of RPG combat. Some worlds also provide their own entire experiences. The obvious example is the Caribbean world, which now has an entire Assassin’s Creed 4-style pirate ship gameplay experience, including ship upgrades, boat to boat combat, and plenty of small islands to hop off at and explore for treasure.

The improvements to the meta experience are really what make this feel like that modern experience. The game goes back and forth between extremely linear sequences and semi-open exploration, so there’s enough of a change in pace going on to allow for some breathing room as I went through the game.

So, many games and more hours than I care to admit later, I’ve gotten through the Xehanort story. I still couldn’t tell you most of what happened, because quite frankly the lore is batshit. I couldn’t tell you I really enjoyed the gameplay a lot of the time, because quite frankly the combat really isn’t that good. But did I enjoy it all anyway? Hell ya I did. These games are the most spectacularly stupid mix of Disney and JRPG aesthetic possible, and now that technology has caught up to that, it was a sight to behold.

Game Ramblings #91 – Dragon Quest Builders 2

More Info from Square-Enix

  • Genre: Action RPG / Sandbox Builder
  • Platform: Switch
  • Also Available On: PS4

Playing this game was all sorts of breaking my usual tendencies. I would typically buy this game on PS4 for better performance, but opted for the Switch for handheld convenience. I don’t really like builders like Minecraft, but the story and goal-focused gameplay really looked interesting to me. I would typically shelve a game after reaching end credits, but I’m already hours past that point and still playing. Really I think all of those things and the quality of the core game itself have helped me to really enjoy this game a lot more than I really expected I would.

This game was a relaxing pleasure. Sometimes there’s combat, sometimes there’s building, and sometimes you just sit there and work on your community.

Where the first Builders was a sequel to Dragon Quest 1, this is a sequel to Dragon Quest 2. It picks up some time after the original game, the player becomes friends with the resurrected final boss of that game, and a buddy copy adventure ensues, with the player being the builder and Malroth being the smasher. It’s all a little bit absurd, and it provides just enough of a grounding to the DQ world to really drive the fact that this game has goals and progress and a reason to march forward.

I’ve never really been a big fan of Minecraft, which makes this game perhaps a weird target for me to play. I just never really dealt well with the open ended nature of the game, and never really felt like putting together my own list of goals to move toward. DQB2 solves a lot of that for me by providing even a small overlay of goals to head towards. I’ll just do a quick walk through of the sort of opening little bit of time in the game where you learn to build basics, learn to gather followers, and learn to farm to provide yourself food. How it works in this game is important to why it clicked more than Minecraft.

Automation through your villagers becomes super important to the improved flow of this game over your typical building-type games. Focus on what’s important next, not what you’ve already done.

Eating to keep away from hunger is important in both games, as is the act of creating farms to sustain this growth. The first part is building farms, and importantly equipment for it. In Minecraft? You’ve got to know some recipe or figure it out, then build out some stuff with an interface that is cool to see a few times, but becomes tedious over time. In DQB2? You learn recipes and automatically batch build them in an easy to use menu. Cool, you’ve got a farm. In Minecraft? Manually grab things every time. In DQB2? Recruit followers to your island who will keep the farm in shape, plant new crops, pick grown crops, and put them in storage for you. Cool, now you’ve got some food, and can eat it raw or cook it. In Minecraft? Get on that yourself. In DQB2? Cook a thing once to learn it, then have a cooking follower do it for you, and grab from storage as needed.

I suppose the high level of all of this is that once you do something once, and it becomes automated. This allows you to focus on what’s next, instead of having an ever growing list of things that you have to do on routine. You learn to farm, setup the basics, then automate it. You later learn to mine, setup the basics, then automate it. Hell, as you start to explore smaller side islands you can gain perks that give you infinite resources of some types, which completely removes the tedious nature of having to find more and more and more of basic resources. The nature of all this is that the repetition is removed, and you’re basically focused on always doing new cool things.

The fact that this ties into a light action RPG layer also helps a lot. In general exploration, there’s simple party-based hack and slash combat. You’ve got some light gearing to provide a nice power curve. You’ve got some tools to provide enhanced exploration as the game goes on. Basically, that progression curve of action RPGs is there enough to provide a push forward. Where this really comes into play is the base defenses that grow more complex as the game goes on.

Base defense becomes really important later in the game, to the point where it becomes the focal point of a large segment of building.

The base defenses are effectively tower defense while mobile. On your side, you’ve got your base defenses and your base followers. Followers can be geared up using the same recipes used to create player gear to make them more effective. Base defenses are the real meat though. This runs the gamut from simple spikes and ballistas to more fun magic traps, whether it’s fire, wind, or ice. These provide a really fun way to meld customizing your base through the heavy builder gameplay with the combat mechanics and more typical ARPG elements. As distractions along the way they also provided periods of strategy and pace changing that broke up the monotony of exploring and digging for resources.

Sometimes the food even comes to you.

I think at the end of it all, I’m surprised how well just a few small changes to the core Minecraft loop got me to play the game in a different disguise. Giving me goals, giving me a story, automating monotony – those are all things that are small in theory but huge in practice. Having played the original Builders, this is also a huge push forward just for this series. The first one felt like a half step in this direction, but the sequel really smoothed out the game. It’s gone from being a neat variant on an idea to being something that I don’t want to put down, and honestly I can’t say that I saw that coming.