While I’ve pitched this as a chronological retrospective on Final Fantasy, it made too much sense to jump ahead with the various games that relate to Final Fantasy VII. Now that I’ve actually played through Final Fantasy VII Remake, I can say that it was a good idea to do it. Having fresh knowledge of them all made it much easier to write this out.
Videogame remakes have been on my mind since I played the reimaginings of Resident Evil 2 and 3 earlier this year. The difference with those is that I didn’t have as much experience with the original source that those were based on, so what I came out of those with was opinions on which one was more effective as a horror game (2 is excellent, 3 is a letdown).
However, since I’ve recently taken a closer look at the original Final Fantasy VII, that familiarity gives me a different lens that makes me unable to compare everything to how it was done before.
I’ll be talking about this game in a fair amount of detail, so if you still want to be surprised by how Remake reinterprets everything, maybe come back and read later. Maybe you could share this article with a friend who’s already played it.
Final Fantasy VII Remake
I was very interested to see what a modern take on FF7 would be. Many of the directorial staff from the original game returned for it, and when creatives return to the same story it’s often either scaled up or used to address different themes.
Actually playing Final Fantasy VII Remake is more like going to see a concert by an old favourite band. They’ll play the hits and have some new and exciting renditions of old songs, but then some of that won’t quite live up to the original quality found in original recordings. There’s also a bunch of new material, some of which is good and some I’m not so sure about.
The band has opted for a much more grandiose sound this time around, since a lot of the dials are turned up here. There’s so much more graphical detail, towns are much larger, characters have bigger personalities, key moments have more dramatic heft, it’s a harder game, and a much longer one too.
It’s strange that this hasn’t been titled “Part 1” because that’s what this is. Square Enix took the first six hours of FF7 and broadened the scope of it to make it into a 30-40 hour epic. Of course there are also some things from later in the original game that have been included, most likely out of an attempt to make this game seem more compelling. For example, Sephiroth shows up a lot more here since you seemingly can’t have Final Fantasy VII without Sephiroth.
I was a little worried that the polluted planet angle would have been a little diluted, but it actually comes in a much more concentrated dosage this time around. Areas outside Midgar look considerably more barren here, Shinra is shown to be just as greedy as ever, and when it’s made clear by the end that Sephiroth is the biggest threat to the planet it’s still mentioned that “this started with Shinra”. It’s reassuring to see this here since so much of it is missing from other FF7-related works.
They’ve done some really good work to add depth to a few of the characters too. Barret is the one that comes across the strongest, as they’ve made him feel like a real political activist here, the sort that would always carry leaflets and posters in their bag just in case. He always has prepared speeches and talking points ready for any moment, and because of that comes across a lot more confident and charismatic. He’s also shown clearly to not be wrong about it all, so you could probably mine a lot of his dialogue for quotes you can pull out in real life.
Aerith shines a lot more in this game, since she’s still the same sort of confident no-nonsense character that she was in the original, it’s just that now she’s a lot funnier. Many of her remarks got a good laugh out of me.
There isn’t much new to Cloud here, and there’s also a sense that a lot of his development is being saved for future parts of Remake, since it didn’t originally happen in Midgar. His traumas are given more focus, but only to acknowledge them. Admittedly the better moments with him are when other characters react to his stoic seriousness, especially Barret and Aerith.
Tifa is the character I’m most disappointed with. It just feels like they’ve taken the same old character from the original and injected her into this game, so compared with everyone else she just seems less interesting. She does get a small arc where she has doubts if the mission to destroy Shinra’s reactors is a good idea, but because of her rather dull characterisation it’s not very interesting to see play out.
Of course even minor characters get a lot more fleshing out. Jessie, Biggs and Wedge have more screen time and at certain parts have more plot-crucial things to do. It also seems to be really going for a 90s throwback thing since Jessie says “psych” a lot. There’s even a lot more minor characters added in, some of which already existed in a novel (I’m sure that gave some FFWiki editor a sigh of relief since they didn’t have to make as many new pages).
Midgar now feels even more like a diverse collective of districts, which helps for sure since everything is so much bigger. Each location has its own distinct aesthetic right down to the colour palettes used. I could see a picture of something close up in either the Sector 7 or Sector 5 slums and tell which location it is. I really liked slowly exploring them too, as this game’s closer third-person moveable camera really lent itself well to these spaces. It would have been nice if there was a first-person view so I could get an even closer look. It really does feel more like a place people live in, especially since you’re given a place to stay in Sector 7 as well. My only frustration was with how townspeople dialogue was handled as it was cool to hear it diegetically as I walked around, but it became a little annoying to hear the same lines again as I went by the same people.
Just about everything in this game is so much bigger. Instead of immediately going into a second reactor attack after finishing the first, there’s more space for downtime with side quests available to take part in, followed by a detour to infiltrate a warehouse. Once I was on my way to the second reactor, I still had to get through two full-sized areas before getting there.
Once I made it to the final segment of the reactor itself, that was when the Air Buster was introduced. In the original game the Air Buster was just a boss that showed up for a fight that lasted a few minutes. In Remake, it’s given a much longer build-up with an opportunity to make choices on how to sabotage it beforehand. Before fighting it members of Shinra appear as gargantuan holographic projections to taunt Cloud and company (and remain doing so throughout the fight). The fight itself is a big and bombastic three-phase boss encounter, one of the more difficult in the game and some of the most fun I had playing it. I’ll get into why I really like the combat a bit later since I want to focus a bit more on the pacing.
Though all the sections I mentioned are much larger than how they were in Final Fantasy VII, I didn’t really feel as though they were padded out. Just before I got bored of each area I was able to move onto a new part. Where I felt it really started to slow down was when I reached Wall Market. It’s the structure of it that really got to me, since characters would dangle the way forward in front of me and then say “but first you have to go and do something else for me”. I get that’s how videogames often work, but it happened too often here and I was getting a little sick of it.
Then it was followed by a sewer area that seemed to go on forever, and after that a train graveyard that felt like it existed only to pad out the game. I wonder if this is because I had recently played the original game. I really felt the length as I’d seen a shorter version of it. I’m absolutely certain that they’ve done this so that this first part is roughly just as long as the original game so people don’t feel ripped off (it actually took me longer since I did a lot of sidequests).
Thankfully some areas after this manage to justify their larger size. The race to stop the Sector 7 plate from falling becomes a much more desperate climb that seems even more tragic when the party fails to stop it. The journey up the wall to reach the game’s final area becomes a moment to pause and see the destruction that Shinra has caused by dropping the plate. It gives a moment for the party to really lay out their motivations, by showing what they want to prevent in the future. However I do wish that I didn’t have an extended stay in Hojo’s laboratory, it’s a good thing that I enjoyed Remake’s combat a lot.
It’s an action RPG combat system this time around, where button presses initiate attacks immediately, and any incoming enemy attacks must be dodged or blocked. When player attacks hit an enemy it builds up a bar which can be spent to use abilities, spells or items. What I love about this is that it brings back the same sort of tension found in turn based games, once the bar’s been spent it has to be built back up again, so care needs to be taken when deciding between big damage abilities or healing spells/items. It did bring about some tense moments where I had to choose between finishing off a weakened boss with a big attack or helping my party recover.
There’s also a stagger bar on every enemy, something which the game has lifted from Final Fantasy XIII. In this game it’s essentially a bar that fills up by just damaging the enemy or doing more specific actions in battle. Once the bar fills up, the enemy is temporarily stunned and takes a lot more damage than normal. It felt great to do this in FF13 and it still feels good here, as it’s a moment when the pressure’s eased off and I was able to do some really big damage.
The game almost requires a player to be constantly engaging with these systems, which meant that I actually found some of it quite hard as I was getting used to it. Air Buster is actually the moment where I found I had to do that. It’s also followed by a really good battle against Reno which shows that switching to an action RPG system lends itself really well for a 1v1 fight.
They did put a lot of minigames in here as well, but they’re mostly bad. I guess that’s true to the original game. The one I disliked the most was a stealth sequence where Cloud has to sneak out of Aerith’s house. The more realistic movement in Remake made it extremely difficult to maneuver around the collections of small items on the floor. The bike chase is still fun at least.
As usual this game is full of excellent music. Masashi Hamauzu and his team have done some brilliant work here but this is really where my metaphor of this being like seeing an old band came from. There’s some great variations of music from the original, such as an exciting take on Fight On, or a rework of the Turks Theme as a boss music. However most of the high points of the music are still when it’s playing with things from the original game. That said there is a new theme to represent Avalanche which sounds great, and ends up with a great melancholic reprise during the climb towards Shinra tower. It’s also very funny to me that Masashi Hamauzu has managed to work in some of his score for Dirge of Cerberus. Just listen to this and this for comparison.
I’ve made this sound like a big tribute act with absolute reverence to itself. For what I’ve mentioned it largely does do that, but the end of this game makes some huge changes that are foreshadowed throughout beforehand. It’s the sort of thing that has me very excited for what comes next in subsequent games.
There are a bunch of moments where it looks like things are going to play out very differently, but then a horde of ghosts show up to ensure that the events of the original game happen. They are eventually revealed to be “Whispers”, arbiters of fate who ensure destiny runs its course. The party eventually decides to fight against these Whispers, and that becomes the penultimate boss fight, but before you fight them the party sees visions of the future which are events that happen later in the original game such as Aerith’s death and Meteor heading towards the world. Those visions are described as “what would happen if we lose today”, so the party fights against the whispers and works to essentially prevent the events of Final Fantasy VII from happening! In the end they seemingly succeed, after the game throws in a fight with Sephiroth because the developers got a little impatient (though the version of One-Winged Angel made for it is stellar).
I would probably have been okay with a new version that stayed mostly true to the original, though I’d still have complaints if it had the same pacing as this. But how this game ends up feels like a clear statement that going forward, things are going to be done a little differently. Before I started Final Fantasy VII Remake, I was thinking about moments I would have liked to have seen recreated and most of them were not in the Midgar section this game is based on. Now that I’ve seen this ending I don’t care about that anymore, I want to see what new things they’re hiding up their sleeve. The end of this game brought in some big dramatic changes and I’m hungry for more of those. I’ve already played Final Fantasy VII before.
With that ending I’m very glad I went through the original Final Fantasy VII beforehand. If I didn’t already have that knowledge going in the ending would have meant nothing to me. Weirdly part of the ending involved a recreation of a scene from Crisis Core, so I can imagine a new player just being very lost to what’s going on.
After having played a bunch of older games in chronological order until the mid-90s, suddenly jumping ahead to Final Fantasy VII Remake feels almost overwhelming. A lot of differences that would have just accumulated over the course of many games have now just all appeared at once like I’ve suddenly jumped into a videogame timehole where I’m seeing the future. Soon I will have to go back in time and start up Final Fantasy Tactics, which I hope I enjoy.
Until next time!