'Final Fantasy VII Remake': a personal insight into why nostalgia might not be enough to sustain a project

The starting idea of ​​this remake of 'Final Fantasy VII' -which has been on its feet and has taken different forms since the times of Playstation 2- assumes, it must be admitted, a series of complicated risks of successfully solving it. The purpose of Square Enix, after injecting you with state-of-the-art graphics and mechanics, is to turn that mythical title, which appeared in 1997 for the first Playstation, into a serial remake but not as episodes that end up forming a total game, but each installment with its 40 or 50 hours of play, valid by itself.

An idea, as we say, that makes paper tremble on paper: the first fragment of the game, three or four hours in Midgar, transformed into a complete set and that ends by necessity will continue. However, the result can be described as satisfactory: after all, Midgar is an entire city, and there are many hidden possibilities in it. At times the game indeed betrays its nature as a product eagerly stretched to reach a minimum (that Xanadú of the role-playing durations of forty hours), but in general terms, it is successful.

Square Enix has achieved this not only from a fantastic technical finish but from a creative approach to existing material. Innovations have not been sought horizontally (let's stretch this scenario as much as possible), but vertically (let's add new elements), and these new elements come from multiple points. For example, there are linear and guided parts, as was the Midgar section in the original 'Final Fantasy VII.' Still, there are others with great freedom to explore adjacent areas and fulfill secondary assignments. This growth of the city occurs naturally and organically. Of course, the idea does not always work: the stage design is sometimes rampant and pasillo, and it is perceived that Midgar has not been created from scratch but as an expansion of something that already existed. It is an already historic Square Enix problem. Still, here it is even more evident, where there are scenarios (especially dungeons, massive sewers all equal to each other, stations and laboratories) that are cloned in a somewhat reluctant way.

And side missions don't always have the quality you'd expect, though again, long-time fans of the franchise can't be said to be surprised by that, accustomed to the occasional and inevitable purring among commissions outside of the primary mission. Also, they are structured in such a way that they disappear if you continue advancing so that the feeling of total freedom is quickly lost. It is something that gives life and three-dimensionality to the game, that is indisputable, and generates the pleasant atmosphere that we are facing something alive and real. It is an excellent way to expand the city coherently, and the Mercado Muro is the best example. The fighting as a spearhead

Without a doubt, the most striking aspect of this new installment in the spectacular renewed graphics. These play to connect with the memories of the viewer in a way as faithful as the plot itself, which tells the same story from 'Final Fantasy VII': the mercenary with improved powers Cloud Strife participates, first as an employee. Then as a friend, in the Fight between a corporation that is depleting the planet's resources and a group of eco-terrorists trying to stop it.

The redesign of the graphics is appropriate to the ambition as a nostalgic high-flying vehicle of the remake, but it does not always work from the technical section. In essence, there are elements of the scenarios with very poor textures, which surprises in such a cool game visually. Some funds are hastily settled, and the supporting characters do not reach the level of detail of the protagonists. They are just small details that do not miss a game where the detail, animations, and expressiveness that has been injected into the main characters impress.

And this graphic improvement affects not only settings and characters but also the combats, perhaps the most significant difference between the original game and this new version, the one that has been worked on more thoroughly and the one that offers more possibilities to delve deeper into the mechanics. , beyond secondary missions, sometimes somewhat repetitive. Going back to a simple turn-based system by now, something that would have possibly damaged the game's lofty trading ambitions would have been counterproductive. so it draws on a mix of turn-based action that takes inspiration from some of the latest games in the franchise - like ' FF XV'- and, above all, in the 'Dissidia.'

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Status L forever - Apr 19, 2020, 2:59 PM - Add Reply

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