Repeating is, naturally, an exercise. Choosing to review and release the old work of art and look back and say, “You know what? I can do this better. ”
Sometimes that becomes the truth. Sometimes it is a terrible lie. And sometimes, there comes an exit that leaves you wondering, wondering what has just happened and questioning the very nature of what it means to make a video game again. Should it be a skipping of the image, to recreate the work in true modern sounds? Or can remembering be an opportunity to fix old mistakes, correct past wrongs, change your character & # 39;
The Final VII Remake, out April 10 for PlayStation 4, the new video game you are wearing The final concept of VIIThe skin. This remake is still a third-person game that combines fantasy and cyberpunk. Starring the same characters and exploring similar events as the seventh and best known lines The last thought, released in 1997. Yet this game is a completely different creature. For most of its launch time, The Final VII Remake The glorious repetition of The final concept of VIIStory. It's expanding, tweaks, and spreads parts of a game we've never seen before. It takes the first five hours of The final concept of VII—With a tenth of the original game – and then turns it into a 40-hour extravaganza, with a new script, a new battle plan, and all sorts of new characters.
After that it becomes something else entirely.
Days after finishing the game, I still struggle with the results The Final VII RemakeIn conclusion, a warm discussion will be discussed in the coming weeks and months. It is still unclear what the developers of Square Enix are planning to do next, but the conclusion makes it quite clear that the project manager, Tetsuya Nomura, has spent the last several decades as the most creative designer behind Kingdom Hearts, The funniest and most complex story in JRPG history. It's also clear that Square Enix is aware The final concept of VIIGreat cultural impact and you want to take advantage of that. This is a trial that will not work with any other game.
It's hard to determine without spending a lot, so let me give you this: The Final VII Remake is an amazing game, one that any fan of the series should play. I'm not sure people haven't played The final concept of VII they will love it more or find this story more understandable. But if you have a basic acquaintance with the arrival of the Cloud and crew, you may want to appreciate what can make it one of the most memorable experiences we have ever experienced in any medium.
In 2015, a few months after Park Enix first announced that The Final VII Remake done, give us all a catch: It's going to be episodic. In the coming years, Square revealed that this first episode will take place in Midgar only, a circular and unified city of a power company called Shinra. Midgar worked as an introduction from the beginning The final concept of VII, lets you get to know characters like Cloud, Tifa, Aerith, and Barret before they head to the open world to start real a game.
Although Midgar was a lively city – an icon painted in the division of wealth, where the rich lived above the poor – it has always been the food The final concept of VIIGreat course. In the first game, your hero, Cruik-haired, and a practicing aloof mercenary, were working for the Avalanche, a group of eco-activists led by Barret, to fight Shinra. By the time you left Midgar, the story had already become a lot of fun – a game that mimics the world in order to track down against the Sephiroth world champion before calling on the narrator to destroy the world. (He also fought Shinra, but it was a bit of a worry for a second.)
In The final concept of VII, Midgar's assignment took four or maybe five hours to complete. The news is The Final VII Remake leaving the city was controversial, raising all sorts of questions. What were they doing? How can this feel like a complete game?
The answer is simple: Everything is new. In what will be definitely unacceptable news for them The final concept of VII purists, this recall extends to many old scenes and introduces new ones. The structure of the building remains the same — the Avalanche still burns a few wizards; Cloud meets flower girl Aerith for a fall at her church; Your staff is still attacking Shinra's headquarters – but the details are different. It is as if The final concept of VII
In 1997, the streets and pillars of the Midgar were unveiled with full 2D background and solid cutscenes pre-prepared; they are now part of a well-seen city. In the actual game, you had to let your imagination fill in many of Midgar's spaces – the Sector 7 Slums screen; the lower, shiny surface of the plate above it; how each map is linked to another. Now, you can see it all. What was once decided upon in fan imagination is now a seemingly living and breathing city.
Sometimes, the output is better than the real thing. It's always difficult for a game developer to get past what's locked in the player's mind after years of thinking. However The Final VII RemakeThe Midgar is a must-see experience – with a show that I can spend hours hanging around.
Not only was this city built and passed over the earth. The exchange of dialogues took seconds to read through the text bubbles on it The final concept of VII cutscenes for several minutes on The Final VII Remake. Auction strips that were trimmed in The final concept of VII they are now being thoroughly scrutinized, while chunks of the ridiculous old game have been revisited, such as the Honeybee Inn, which in the actual game is a startling start. Once again, it's something new – a highlight of a game that is incredibly progressive. (Who would have thought JRPG could talk about sexual overflow?) Enemies that were lost in the original game files can suddenly turn into little bosses, while others may surprise you with funny twists.
Most importantly, Square Enix is finally settled The final concept of VIIEnglish text. As before Kotaku Producer Tim Roger has more detailed
You should be impressed by the discacity. Here is Square Enix, which is finally listening to thousands upon thousands of requests to be repeated The final concept of VII, and change everything except paper. It would have been far more obvious to duplicate the first game with new graphics – converting old polyyonal figures into beautiful models, retrieving text, and changing the world while slowly changing. However The Final VII Remake not all interest in re-learning the old field. In fact, this recollection can sometimes even get to the point of deviating from the original game's storyline, and even though it doesn't do anything as dramatic as, kill Cloud in the first act, The Final VII Remake it shows a level of pride that I didn't expect.
The changes are not great. Beams that hold a few screens inside The final concept of VII– It's like a tunnel just before the Sector 5 corridor and sanitation – sometimes it can take an hour to complete, which is a worry. Bosses that lasted about 30 seconds in the first game are now cows or robots with different weaknesses and multiple stages – sometimes boring, sometimes boring. New side claims are often very loud, and mini games (ducks! Pull over! Coliseum!) Can be fun but also feel like there are items on the back of the box. I have enjoyed the battles of choice against expensive monsters that appear The final concept of VII, like queen Shiva. Shoot yourself in a VR simulator run by a Shinra intern called Chadley and you'll be able to unite these mysterious animals (and chocobos) during a difficult encounter.
The Final VII RemakeThe new script and others have added scenes showing characters that were once empty without faces and names – in particular, Avalanche members Jessie, Wedge, and Biggs (heard back The last thought The character is Gideon Emery, which can be a little disturbing – keep me heard Final concept XII& # 39; Baltier). In the first games, these characters were short on paper and came out of the story as soon as they entered. Here, they are almost as important as your large team. It's a lot easier to empathize with the Midgar class struggle when people feel real – especially now that their faces are so nostalgic.
Fans may be puzzled by the addition of some strange new characters – why, don't you remember Chocobo Sam? – but they all serve to help develop a great foundation or to add life to Midgar itself. Only a few of these new game remnants feel overpowered, like one late-game sequel involving Don Corneo henchman whose emotional tone is never as bad as the game thinks it is. (He is portrayed as an aloof pendudo-villain with a painful backstory, but his personality is strong, just boring.) Other scenes, like the chapter where Cloud goes to the house of Josie's hero and learns why he fights Shinra, are exciting additions to the story, enhanced by the voice over of notch and spectacular views of Midgar.
The Final VII Remake Hints of old mysteries, giving Cloud more details and Flashbacks (similar to the original game), while adding some exciting new questions. At the beginning of the story, your heroes are introduced to a group of good looking spirits that appear and disappear throughout the game. Their identity is a big question throughout The Final VII Remake. The answer – and the solution – changed my view of everything.
Sometimes, the purpose of a video game renaming is to make the game more interesting for today's viewers – review graphics, control controls, and make them play on any new Xbox or PlayStation product recently. The Final VII Remake you are different. The Final VII Remake it invites you to think about what, really should be liberated.
Take Aerith, for example. In chapter one recap, Cloud and Aerith climb onto the ruined roof of Midgar's 5th District as they emerge from a group of Shinra security guards. In the original game, this is a nice little moment – 10 seconds of withdrawal when Cloud mocks Aerith as tiredly as she jumps. In The Final VII Remake, it's breathtaking.
Aerith is one of the most developed in this project. In 1997, he was introduced as a formidable alliance, but confusing English texts lost many of his fine lines. On the way back, it feels like a whole new human being – a spiritually beautiful floral painter who is free to crack a joke as he connects with the planet. The final concept of VIIAerith & # 39; s fun!The Final VII RemakeAerith is a lovely goofball. The setback gives her more time to talk and interact with other characters, including fun scenes of her friend and young Cloud's friend. At those times, you get a chance to get to know him in the form of English The final concept of VII he never gave up.
Or, take the fight. The final concept of VII have random encounters with battles designed for repentance; everybody knows that. But was it something the developers wanted to install or something they felt compelled to add to the game due to technical limitations? It was like a The last thought What custom did they have to follow?
Fighting in Japanese role-playing games started as something of a metaphor. The memory restriction on the release of the video service had made it impossible to assign all the individual enemies to the map, so it took place in a separate battlefield. Each of the first ten articles The last thought games have an unforeseen random encounter – as you move around in a dangerous area, the screen suddenly shifts, and is then shifted to a battle screen where your characters are gathered in front of your enemies, each attacking when it's their turn.
The final concept of VIIOur battles feature a thrilling success, similar to the unique triumphs of each character, but they have happened many times in the same way as the last six games. The Final VII Remake say: Break that. There is no turning back. No more invisible monsters. Technology has enhanced the imagery of the past.
Fighting in this remake happens in real time, very much Final concept XV either Kingdom Hearts, on the enemies you can see as you wander through the Midgar shacks and circles. You break down enemies using short range Cloud or Tifa attacks and several Barret or Aerith attacks, creating an "ATB gauge" (named after the The last thought combat system: active time wars) that allow you to cast spells, use objects, or perform special abilities. Your efficiency in battle is enhanced by your gear, the development of your weapon, and your materia, small crystals that can be linked to weapons and armor to protect magical power and improve your skills.
Spamming skills like Cloud & # 39; s uber-powerful Triple Slash will work well for you, but the most effective way to get rid of enemies is to calm them down. Opposing enemies, the mechanic was transformed from Final concept XIII, knocking them to the ground and paralyzing them for a few seconds while increasing your injury by a large percentage (usually 160%). Different enemies in between The Final VII Remake they tend to be swallowed in different ways. Some will simply fall to the ground when you do enough damage to them, or when you make a spell point to their weak spot. Some require a slightly different strategy – for example, a single flying enemy, will tend to release their air attack.
A solid combat system that only occasionally pulls through the space shuttle (there are so many robots in many oh categories) or a filler hole (do we really need some sewage levels?). An alliance is that you can control one member of a party at a time. Anyone out of control spends battles standing around, occasionally beating monsters but mostly waiting for you to command them to use spells or abilities. The purpose of the program obviously makes you feel like the main character is a commanding character – the characters also invite lines like "It's my turn" when you change yourself in control – but when you get used to it, you just feel like your friends are hiding.
There are some ways to change the ally's performance, such as an active Auto-Cure materia that will make a party member heal anyone who's red, but it's not good. Some kind of weird AI (or at least a materia like Auto-Cure) would have done wonders. While playing, I found myself losing badly Final concept XIIThe Gambit is a pure program, where you can build your own character for each character (meaning: "if you see an enemy, be quick"). Granted, that was a very different game, though The Final VII RemakeFailing team members feel like they are being oppressed.
It all makes one question: Is this better than fighting in repentance? Too bad? You will not find yourself getting into trouble with a mental attack – as I did when I first started The final concept of VII comparisons – but don't miss some of the heavy-duty tactics of real game managers. (The equally used "classical mode" of the game is not a poor idea of the game.) Turning to a new battlefield for each face-to-face option on the menu screen would feel a bit bordering on these cutting-edge products, but it's still interesting to see video game embeddings choose to completely change their keyword mechanic.
Also The Final VII RemakeProduction rates are really impressive. The soundtrack, a new take on Nobuo Uematsu's first inspirational music, is packed with precise bangers including funky elements in characters like Aerith and Tifa. Some settings feel straight out Unread, completing the jump to the death that crosses the falling rubble. Midgar is just as fun as one would expect, and this performance gives us a very close-up view that helps to see the city class struggle more.
During one sequence, late in the game, as you climb one of Midgar's pillars in hopes of reaching Shinra's headquarters in the city center, the views are hard to believe. In the past two decades, a number of fans have tried to think of whether 3D removal has been completely eliminated The final concept of VII it might look like. Surprisingly, the game far exceeds expectations, except for a few quirks.
There are load issues for those who pay attention to that kind of thing, which can lead to doors and walls that look weird. There's also a persistent, annoying sound that cuts off the names of the characters when you're not facing them as they speak. During the battle, some stock lines of conversation can be worn, or I've enjoyed hearing Barret yell "Asshole!" in Fat Chocobo.
The Final VII Remake I ran independently when I first introduced the PS4, and even though the console sounded like a jet engine, I didn't mind. I just raised the volume. Midgar was calling.
For the last few years, I have been very worried about the condition of The Final VII Remake project. I was skeptical about the decision to break the game in episodes, and I was very worried when we heard that the first game only took place in Midgar. After all, I've played it The final concept of VII half a dozen times. Midgar burns to my memory. How can they make the whole game in that four-hour sequence?
Playing The Final VII Remake, then, it was a new experience. As I was battling the relentless waves of Shinra soldiers and helping with the local activities of the Midgar shack dwellers, I somehow felt like I was passing by. Well, we just got off the train – now we're off to Sector 7. Now it's time to replicate another reaction. And so on. And so on. Although I enjoyed getting the new cutscenes and were amazed by the sight of Shinra's sound, I always knew when it would follow. Cloud collapse. Wall Market. Grave tomb. A great escape. It's a strange concept, playing a game that feels completely new but not completely predictable at the same time.
I was surprised by the small moments – the challenging battles, the lively dialogues, the new explosive clips. I rotated the camera and tried to capture all the visuals and sounds of Midgar. The Final VII Remake undoubtedly a good video game, and at the equivalent of a moment, I had a lot of fun.
But I was hoping that in the end, I felt dissatisfied. Every Flashback in the ruined Nibelheim Cloud town or suggestions about a Sephiroth reunion with a Reunion reunion is just a reminder that we won't actually see those scenes in the game. Every new character or extended hole felt like it took time to be put into the caves of The final concept of VII little did I know that I would not be here, like Junon, a port city built on the edge of the main road you visited shortly before Midgar. I wanted to see The Final VII RemakeWe've taken the Costa del Sol beach resort, or theme park for the glorious plane, the Golden Saucer. I was determined to burst into tears … of course, I wouldn't ruin one thing. (You probably know this.)
After that I got to the edge and realized that, without destroying anything, game developers often asked what it meant to re-do a video game. How much should you cling to hope? What, if any, creators owe their biggest fans, those who have worked for so many years requesting such a release?
When I reached out for the credits, The Final VII Remake you left me at the same time happy and confused. I still want to see the rest of the game, but, taking in the excitement and seeing the amazing effect of the sequel, I think I understand what the developers are trying to do – and why it should have been introduced and released in this way. The answer, of course, is that revenge can be whatever its creators want to be.
The Final VII Remake not something I expected. It is a beautiful, passionate, beautiful, courageous trial in a game that millions of people fondly remember. Sometimes it feels like a 20-year weight loss is expected, but it's dealt with that aplomb block. I can't wait to see what's next. As a great man named Barret Wallace once said: There is no descent from this train.
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