Final Fantasy 7 Remake We originally planned to go out this week, but the delay means we have to wait another five weeks. Until then, here are some juicy preview impressions to help you.
After four hours of using Final Fantasy 7, I learned about its four playable characters, explored the revitalized and expanded Midgar city, and correctly grasped the fighting power of the four different parts of the game, we have some important Thoughts and impressions about the highly anticipated remake. There is a lot to say-let's get started.
All four playable characters feel very different
Switching to direct-controlled action-based combat means that Final Fantasy 7 actors not only need different abilities-they also need to move, attack, and feel differently. The good news is that FF7 Remake does indeed distinguish the core actors-Cloud, Barret, Tifa and Aerith all have very different playing sensations.
The openness of FF7's Materia system is still intact-therefore, although Barret is a wandering, clumsy character with unique character matching capabilities, if you do this, you can equip him with magical materials to make him a mage. hope. These four characters are all very interesting, but honestly, Cloud is definitely the character that needs the most care and attention. Therefore, he is definitely the most interesting person. He is definitely the protagonist-while you can switch to anyone, your perspective will switch back to Cloud once the battle is over. No matter how hard you try, you can't explore like Tifa.
By the way, you may notice that I mentioned four playable characters. Some parts of the original Final Fantasy 7 in the remake do include the moment you first meet and compete as Red XIII, but Red will not join the game's playable characters. Instead, he joins the party and fights alongside you as a "guest" party member, just like him, using the recognized favorite actions of fans in the original game.
The purpose of the battle is not as an action RPG, but a continuation of the original turn-based active time battle
Although FF7 Remake is definitely an action RPG, you can't deny it—it's not a complete RPG by itself. When working on the design of the FF7 Remake system, Naoki Hamaguchi, the deputy director responsible for fighting and fighting all the time, focused on only one thing: a turn-based battle that reproduced the original, but with a modern feel.
"The idea of creating a combat system for FF7 Remake actually started with … & # 39; how do we represent and how do we reimagine the core ATB combat system for the modern audience from the original game?" As a result, it became slightly more oriented An action system, but I actually don't want people to forget it, and its core is still the ATB system, "Hamaguchi told VG247.
"This involves charging the ATB meter and using it to use your abilities and items and things like that. Indeed, the action is on top."
The result is a combat system that is very focused on a turn-based basis, so the game has a surprisingly smooth classic mode with action elements fully automated, allowing players to simply focus on selecting attacks and skills from the menu, just like Same as the original game. However, the default option is in the middle: you have a stable real-time action RPG that can be slowed down for crawling so that you can execute skills or give orders to your allies after your character's ATB regulations are powered on.
It also introduces elements of "Final Fantasy 13" by adding a "dislocation" mechanism (this is another development chain of ATB). In this mechanism, the enemy can consume worn out by consumption until it is in a "dislocation" state, so that They are vulnerable to mass destruction. This leads to combat very similar to FF13, especially in the leader: your goal is to stagger them first and then release all the big guns to cause a lot of damage in a short period of time. The design of encounters, especially long boss battles, tends to encourage players to use these mechanisms.
A clever addition to an existing story area usually adds context and justifies distractions
It seems that "Final Fantasy 7 Remastered Edition" will be divided into two different camps in the middle: the content is modern entertainment and instant re-imagination of the original game, and the content is brand new, designed to bring the city of Midgar and the original FF7 This relatively limited section expands into a full-size game.
Our previews from the first, second, and seventh chapters of the game are all re-entertainment of familiar areas and original game stories, and the additions here are smart. After the game started the mission, Cloud spent a long time walking on the wrecked city streets, seeing the cruel consequences of the explosion, he believed that he was just carrying out the explosion. Children cry for their lost parents, caregivers are desperately trying to save lives, and unsympathetic business assholes complain that their working hours have been cancelled. This part of the original game spans four "screens" and a few minutes-in remakes, dragging in these streets is a better time of an hour.
In addition, this section is used to introduce the story elements retained in the original game. The villain Sephiroth looked to Cloud as an illusion and mocked him. The scene around the cloud is distorted, the displayed image is an interesting mystery for newcomers, and for those who know the original story, it is an exciting story with the joy of future changes. Then things returned to normal and the story returned to a familiar path. Sephiroth's introduction is really effective-but hope he does not interfere with the authenticity of this part of the content.
Chapter 7 describes the second Mako Reactor mission of the original game, where Tifa now joins Cloud and Barret. In the original game, this was a simple task that could last 20 minutes; you walked into the reactor, dropped a bomb, slipped out of the reactor, and got caught in a trap that would trigger a surprising boss. In the remake, the entire frame of this task has changed. The alarm sounds and the boss's threat hangs over you from the start, and one of the villains introduces it to your doom. Escaping from the reactor then includes a side disturbance: you must find the key cards and use them on the terminal to disable some of the systems of the automatic killer. Players can choose how to use the key card here-so you can reduce the number of times the boss uses the ultimate weapon or reduce its speed, etc.
It's a cool distraction process, and it's nice that additional choices can also affect iconic moments and classic bosses. It also makes sense to find as many key cards as the boss is a damaged sponge and the contact process lasts more than ten minutes.
What's even stranger is how this task works. The reactor is beautifully designed, but if you look closely, you will find that the key card swipe follows a very linear pattern; before entering the quadrangular room, you will climb up some stairs and pass through some corridors. Some enemy soldiers are guarding the terminal here. Kill them, then use the key card found on the way, and then enter another set of stairs and corridors to repeat the pattern again. You performed it several times.
The area design here is reminiscent of Final Fantasy 10 and Final Fantasy 13, the latter being criticized for being too linear, but so is this part of the original FF7. In this case, it's faithful, and the remake softens the repetitiveness of the area through sharp battles and character interactions throughout the mission (really fun and flattering). I think it can, but keep in mind that I'm one of the people who can accept most of the linearity of FF13.
… But we know nothing about the whole new aspect of the game
If any aspect of the hands-on operation is worrying, it is the lack of any Is not In the original game. From what I've seen, it's clear now that the development team is disappointed with this: the game faithfully reproduces the original FF7 character, the location and the moment are carefully designed to reimagine the game in your memory rather than in the moment It's respectful, smart, and after great fighting, to be honest, it has the charm of an annual competitor. But the rest is.
Square Enix has opted not to show the other half, just for a few short teases. We have seen a glimpse of the Midgar slums, which may be more open in the form of FF15, but only provide some screenshots. The description of some optional missions and the interpreter explaining the nature of these missions did raise some slight alarm bells: acquisition missions, hunting. Frankly, the same thing fills the open Pulse area of FF13 and almost the entire FF15.
Similarly, all the games I play are full of action and intense sense, but the original FF7 game is full of downtime, in which case the concert retreats, and the game takes some time to get familiar with the characters. The remake has done a great job, so hopefully these moments will fulfill the original promise and features so far.
This is what I really want to see now, and I will look forward to them most when I need to review the game. The Midgar portion of the original FF7 takes up to six or seven hours and is slow, so even with these areas and events expanding significantly, the game needs more volume to achieve Square's goals and promises. A "large" Final Fantasy game. For now, these things (half of the game) are still relatively unknown.
FF7's derivatives are still classic-
All children in the 1980s and 1990s will remember the compilation of "Final Fantasy 7", which is the expansion of the FF7 universe through a series of products. Among them are "The Last Order", anime, "Advent Children", a full CG movie, novel, manga and a whole set of games, including a mobile prequel released only in Japan and a completely disgusting starring Vincent Third Person Shooting Game Sequel. Final Fantasy 7 has a lot.
Final Fantasy 7 remake director Tetsuya Nomura has previously stated that the remake will not share continuity with compiled titles-but that doesn't mean that everything they introduce is abandoned from the FF7 world. In fact, during the heavy braking process, we heard the new arrangement "The Promised Land", which is the music of the movie sequel Advent Children.
Producer Yoshinori Kitase said, "Everything created after the original game," Compilation of Final Fantasy 7 "is completely a classic in the remake and will continue to be so in the future."
Character writing and translation are incredible
The writing and translation team behind FF7 Remake is busy. Not only do they have to expand these beloved characters without annoying them, but sometimes there is a huge gap between the original Japanese text and Western translation, while Western literature, although beloved, has a lot of freedom in characters and details . The FF7 remake is perhaps the most surprising of all, as writing and translation work together to provide a "best of both worlds" combination.
Barret is an outstanding character-still as loud and excessive as he was in the original game, but more thoughtful and philosophical than the original Western translation portrayed. Some people may be skeptical of his missionary tone, but I think it's a perfect fit, and he managed to play a profound and effective comedic effect at the same time.
The English dubbing is much more uncomfortable than I wanted, but the actual role is very good. These iconic characters seem to have achieved justice, and as a result of expansion, many incidental characters seem certain to reap huge gains. For example, Shinra's head of security and the relatively small villain Heidigger may have as much hands-on work in my original game as in the original game-he feels his role is more fulfilling.
The dynamic music is great, but hope for a lot of changes
As FF7 Remake seamlessly transitions between exploration and battle, developers face an interesting question: how to deal with the soundtrack of the game. The answer is an excellent "dynamic" soundtrack in which the game switches between various music states based on what happens. Areas like Mako Reactor will have a calming music exploration version, a fast-paced combat version, and an intensive version in between. Tracks blend seamlessly from one to another-great.
This means that the music is different in some cases. You can hardly hear the classic battle theme in Mako Reactor, as the area now has the original version of the ready-to-use Mako Reactor theme. The original combat melody was often used, but slipped into multiple tracks.
The dynamic music is great, but the pitch changes I hear during the hands-on process are as much as I did on the same unforgettable topics, which really made me think. I really hope that the orchestra has as good composers as Masashi Hamauzu and Mitsuto Suzuki. Even if the arrangement of the old songs is very good, I also hope that the original sound has the confidence to play with high-quality and original music. In this sense, I think the soundtrack reflects a wider range of games.
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