Final Fantasy VII Remake - Review, it's back to Midgar

Final Fantasy VII Remake - Review, it's back to Midgar

At a time when remakes are all the rage, it seems that the canons of analysis have changed a bit: although the games should be analyzed for what they are, regardless of all the remakes of such important titles unfortunately oblige us to have to know the original work. Yet one has to think: what happens when the original is so big, deepened with other media such as films and spin-offs, as to make the source material so vast and not too well organized? Final Fantasy VII entered history for many reasons: the first chapter of the series to approach 3D, as well as being the first Final Fantasy to move into a modern setting, and which has many interesting and current features, even if you think more than 20 years ago . Final Fantasy VII Remake, despite some changes, sees the return of big names at the helm: the script returns Kazushige Nojima, while Tetsuya Nomura takes the reins of the direction (as well as working, as at the time, on the character design). Last change in production, now entrusted to former director Yoshinori Kitase, while Nobuo Uematsu exceptionally returns to work on music. The game, as has been known for some time, will also be episodic: nothing devastating, simply the story told in 1998, now greatly expanded, will be divided into various chapters, and this will be released on April 10th will include the whole story relegated to Midgar.



A promise is a promise

The game itself has a strong nostalgic component: from the first minutes you can see how the fidelity to the original has been really studied in detail. The staff behind the game, obviously being the same as the original, know where to move and it shows from the first minutes. The progress of the story constantly introduces novelties, without upsetting the plot but orbiting around the original chapter without ever leaving the trajectory. With a conservative attitude - at least as far as the plot is concerned - the game has notes of freshness that allow you to digest all the contents that it also brings to the new generations.



Final Fantasy VII Remake delves into every single character aspect of supporting and non-supporting characters.

The first real novelty that is immediately found just starting the game concerns the characterization of the characters: for more than known reasons, Final Fantasy VII had failed to let us discover many of those characters positioned in the game, relegating them to useful specks for advancing of history but soon forgotten. In this remake, on the contrary, the game deepens every single character aspect: all the characters, from supporting actors to extras, are more outlined and well structured, making it much easier to empathize with them and giving a feeling of breadth and vitality to the game itself. All the deepening of the character of the game is therefore entrusted to dialogues strategically placed in the game, capable of revealing facets that will be useful for new players to define the game itself, and fundamental for long-time fans to discover new details - so well finished to fit perfectly - on his beloved characters. All this is obviously used to describe, but at the same time dilutes an experience that surely would have worked even without it: nothing negative, God forbid, but certainly particular since it slows down some gaming sessions.

Final Fantasy VII Remake - Review, it's back to Midgar

The last note linked to the story touches on themes that would otherwise become spoilers. Suffice it to say, however, that the game's ending, a little to conclude this first episode, a little to put new meat on the fire, could be particular for old fans. Personally, however, I found the approach fresh and modern, intriguing enough to look forward to more but at the same time not too different from what I expected. The really interesting and at times courageous thing was the way in which the plot leads us to this ending, a lot intriguing to discover and certainly ingenious (but we will have the opportunity to talk about this separately). There is certainly no lack of that touch of fan service that could make you scream with joy (or anger).



Let's take a ride

In terms of gameplay the game uses a recipe that it perfectly blends classicism and modernity: the title uses a real-time combat system for attacks with weapons and movement, while it passes to a freeze of the game (with consequent choice) for the use of skills, spells and objects. Not recommended but present a "classic" mode, which automates all movements and basic attacks but forces the player to easy difficulty. The characters you will use will also be able to count on different weapons: each of them will have a skill branch that will allow you to unlock active and passive skills, as well as expand the slots of the matter. Although then you can farm the necessary points to unlock the skills, except for an indefinite accumulation of these you will find yourself having to choose which one to focus on and achieve mastery, giving an RPG imprint of excellent manufacture.

Final Fantasy VII Remake - Review, it's back to Midgar

Final Fantasy VII Remake has fantastic gameplay that is sure to be loved by jRPG fans

For the rest the game remains very linear: you will not have ample room to maneuver, and you will have to go through long corridors that will lead you to fights, cities and other corridors. Despite everything, this doesn't differ that much from the original, and Midgar's excellent characterization allows for a lot of time to waste in the city. New roads and an interesting level design fascinates both from an aesthetic and technical point of view, while on the bottom they stand out highly detailed Mako Reactors ready to remind us where we are. Inside, there are also characters who manage to give an imprint to the city: each of them will in fact have their say, will talk about things consistent with the moment and will offer their own point of view, really adding a level of detail such as to feel Midgar alive. . Even the aesthetics of these characters, depending on which area of ​​the city we will visit, gives a feedback that identifies itself, in no uncertain terms, even more than it was in the original. Apart from the nostalgic magone, a system of secondary missions manages to make the experience close to 50 hours, expandable through the endgame (which we will talk about later).



Final Fantasy VII Remake puts in place a fantastic gameplay, at the limit of perfection and that will surely be loved by jRPG fans: the choice of skills, the materials, the way in which you will have to use the various characters (both directly and through commands) creates a gameplay such that it is not only capable of engulfing the player from the very first moments, but bodes well for how it could evolve in future episodes of the series. For example, during the game you will have to make the most of the techniques of the characters in use to target enemies above, rather than using the speed of Tifa to assault multiple enemies in rapid sequence. In short, everything is meticulously structured, adding where it should and remaining faithful where it can.

Final Fantasy VII Remake - Review, it's back to Midgar

It's hard to stand on two feet

Once you have learned to walk well, the game unfortunately has to concede the idea of ​​structuring an endgame as Final Fantasy commands: the fact of having a "truncated" game obviously forces the script not to be able to invent an outlet. Here then comes the difficult mode: in this game session, in addition to changing specific dynamics that will make clashes with enemies more difficult, you will be able to replay the various chapters, complete secondary missions or enjoy the exclusive contents dedicated to the mode . During these sessions, as well as obviously being able to revisit the chapters as you see fit, you will also have a growth in terms of Experience and greater Points, such as to give those who love platinum the right space to master every single role-playing dynamic in the best possible way. .

Final Fantasy VII Remake offers a graphic rendering at the limits of the console: L 'U he shows his muscles especially in the characterization of the city, showing some flaws only in rare cases (which do not affect the game itself). Everything else is put into place in a fantastic way, from the expressions of the characters to the lines of dialogue.

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