Griffith
With the streak of a tear, Like morning dew
Well, you're definitely our better angel here (glad it's not just me that thinks Aerith is practically rendered useless in combat), and it's not all as negative as my ranting, but... when I finally went back last night, took your advice and skipped the tournament, I was treated to Red's special character development in this game... as the coolest cat this side of Chester Cheetah (glad they finally worked in the actual area music instead of that awful "fun" track with the wanky guitar). I also managed to win despite not knowing what I was doing and just randomly placing cards until it was over. I actually wanted Red to have his moment, oh well.
So, that really sucked, and so did the rest of the reinterpretation of this trip, which went from a simple, if a bit silly, stowaway mission on a commercial/military vessel that turned out pretty dark ("Sephiroth" murders the entire crew!) to a big dumb goofy pleasure cruise where a bunch of tertiary characters and some monsters showed up (and the cutaway to an infamous Shinra official was as unnecessary as it was embarrassingly cliche and stupid; I guess I won't find him mingling among the ladies on the beach).
That's kind of my issue with this game in a nutshell. Everything is a big, glitzy, amusement park version of the original, but it's also like seeing these events in a fun-house mirror, and the point gets lost and so they're just translating all these checkpoints into a "funner" format out of obligation. Costa Del Sol doesn't look any better.
The first Remake stumbled on something by just deep-diving into Midgar, which is clearly where the developers were taken when they asked themselves the question, "Where do we WANT to go with this?" There was something organic there. It was a Remake, sure, but also sort of a completely different game that infused the themes of FF7 overall, and beyond, into a self-contained Midgar-centric adventure. Basically, it was novel, creative, and therefore a pleasant surprise.
Whereas this feels more like what you'd fear from this project, a point by point retelling scantly translated for modern sensibilities that feels perfunctory and therefore tedious, at least to me so far. This is where they felt they HAD to go with this. I keep getting excited to see what's next, how are they going to portray this, that, etc., but I keep getting disappointed one way or another; too big, too small, rarely just right. Somehow while the scale of everything you see has obviously gotten objectively bigger, the world actually feels relatively smaller (maybe that will change), like all that's there is whatever you're seeing any given moment, but all the walls are cardboard backdrops and there's nothing behind them (I especially got this sense in Junon). Then there's also the matter of whatever reality fuckery they're doing in the background, which I haven't seen a hint of since the opening, because am I reliving all this FF7 crap just so they can retcon it one way or another?
Anyway, I'm STILL engaged and curious to see how it ends, precisely to see where/how they cap it off, and if it will be similar to the last game since I found all that... interesting. My preference would be: When they initially discover the real Sephiroth frozen in the lifestream at the Northern Crater, the black materia is activated and the Weapons awaken. Maybe you could even fight one as a final boss, but then I'm sure there will still be some proto/pseudo-Sephiroth battle. That's about the biggest turn left that you could make into a climax while maintaining enough material for another game since originally disc 3 was basically just the last area and the world in an endgame state. In any case, hopefully the best is yet to come.
So, that really sucked, and so did the rest of the reinterpretation of this trip, which went from a simple, if a bit silly, stowaway mission on a commercial/military vessel that turned out pretty dark ("Sephiroth" murders the entire crew!) to a big dumb goofy pleasure cruise where a bunch of tertiary characters and some monsters showed up (and the cutaway to an infamous Shinra official was as unnecessary as it was embarrassingly cliche and stupid; I guess I won't find him mingling among the ladies on the beach).
That's kind of my issue with this game in a nutshell. Everything is a big, glitzy, amusement park version of the original, but it's also like seeing these events in a fun-house mirror, and the point gets lost and so they're just translating all these checkpoints into a "funner" format out of obligation. Costa Del Sol doesn't look any better.
The first Remake stumbled on something by just deep-diving into Midgar, which is clearly where the developers were taken when they asked themselves the question, "Where do we WANT to go with this?" There was something organic there. It was a Remake, sure, but also sort of a completely different game that infused the themes of FF7 overall, and beyond, into a self-contained Midgar-centric adventure. Basically, it was novel, creative, and therefore a pleasant surprise.
Whereas this feels more like what you'd fear from this project, a point by point retelling scantly translated for modern sensibilities that feels perfunctory and therefore tedious, at least to me so far. This is where they felt they HAD to go with this. I keep getting excited to see what's next, how are they going to portray this, that, etc., but I keep getting disappointed one way or another; too big, too small, rarely just right. Somehow while the scale of everything you see has obviously gotten objectively bigger, the world actually feels relatively smaller (maybe that will change), like all that's there is whatever you're seeing any given moment, but all the walls are cardboard backdrops and there's nothing behind them (I especially got this sense in Junon). Then there's also the matter of whatever reality fuckery they're doing in the background, which I haven't seen a hint of since the opening, because am I reliving all this FF7 crap just so they can retcon it one way or another?
Anyway, I'm STILL engaged and curious to see how it ends, precisely to see where/how they cap it off, and if it will be similar to the last game since I found all that... interesting. My preference would be: When they initially discover the real Sephiroth frozen in the lifestream at the Northern Crater, the black materia is activated and the Weapons awaken. Maybe you could even fight one as a final boss, but then I'm sure there will still be some proto/pseudo-Sephiroth battle. That's about the biggest turn left that you could make into a climax while maintaining enough material for another game since originally disc 3 was basically just the last area and the world in an endgame state. In any case, hopefully the best is yet to come.
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