Final Fantasy VIIâs Wikipedia entry is 6,596 words.The Wikipedia entry for William Shakespeare is 5,999 words. Letâs apply One-Hundred-Point Scale Internet Video Game Web Site Score Logic to these two word counts: if we were giving Final Fantasy VII a 10, Shakespeareâs collected works would score a 9.7.
Hello. My name is tim rogers. The above paragraph was only an introduction. I am here today to jump ahead of the curve: September 2012 will mark the fifteenth anniversary of the release of Final Fantasy VII, a game that was many gamersâ first electronic love. I am here to celebrate this anniversary of what continues to be a sacred artifact of a golden era of interactive electronic entertainment.
I will not lie and I will not pose: I like Final Fantasy VII a whole lot. Itâs taken me many years to say that. The introverted month I spent beating that game until it was a horseâs tombstone was one I spent aged eighteen and not having a minute of sex, and I still look back upon it as one of the best wastes of time I have yet to painlessly endure.
I decided to replay the game, recently, for what seemed like a particularly good reason. Itâs definitely not as fantastic an experience fifteen years later. I still donât take back what I said in the previous paragraph. I can never renounce Final Fantasy VIIâs eternal niftiness, because it did things, it went places, and its boss battle theme remains One Of The Coolest Things Ever In Videogames. Having said that, I will proceed to be a nitpicking jerk and publicly âroastâ the game here on Kotaku. Why? Why the heck not?
1. Itâs hard as heck to move around.
Final Fantasy VII is not a three-dimensional video game. Like Resident Evil before it, itâs only pretending. And like Resident Evil before it, it doesnât do a fantastic job of pretending.
A friend who is a genius computer programmer once explained to me how Resident Evil was built upon the source code of Capcomâs Goof Troopâwhich was a 2D game for the Super Nintendo. This blew my mindâand then it blew my mind even harder when he showed me proof and walked me through the details.
I canât begin to get into it without having to Make Stuff Up, so youâll have to bear with me while I fudge it: the two-dimensional ground plane is distorted in some tricky way to make it so the impression of characters moving farther away from and/or closer to the camera appears ânaturalâ, if not realistic (weâll get to the âif not realisticâ part in a bit).
What this boils down to is the bold statement that Final Fantasy VII Is Not A 3D Game. When I first saw this sentence emboldened above a paragraph in Die Hard Game Fan, I called the magazine a âbuzz-killâ and threw it at the wall.
Fifteen years later, itâs me who is the buzz-kill, talking about Resident Evil being the same codebase as Goof Troop
Whatâs with the run button? This is the developers acknowledging that the characterâs default movement speed is too slow.
So: hereâs how the not-3Dness affects Final Fantasy VII in a manner that a thirty-three-year-old with four jobs and no health care is capable of acknowledging and groaning about: the sometimes low-angle perspective tilt of the two-dimensional ground plane necessitates that Final Fantasy VII include a direction-approximation component on the controls.
Keep in mind that Final Fantasy VII was released before the advent of the Dual Shock. Players had to play this thing with just the original PlayStation controllerâs directional buttons. So sometimes chaos happens: you press down and left and your guy sort of flumps over to the upper-left.
Good thing this wasnât an action game! Youâd be running into spikes all of the darn timeâespecially with the way the character leaps forward when you press a directional button from a standing start while holding the ârunâ button.
Speaking of which: whatâs with the run button? This is the developers acknowledging that the characterâs default movement speed is too slow and that players might want to move a little more quickly. That seems like a fundamental flaw, right there.
Resident Evil dealt with character movement in fake 3D much more elegantly: tank controls. They sure didnât have to keep the tank controls even after the game was Actually 3D, though it was a good solution at the time: the camera angle changes and, as long as youâre holding up, your character is still moving forward.
2. Itâs sort of hard to tell where your character is.
Oh no! Iâm still talking about the field map graphics.
Like Myst before it, Final Fantasy VII chose âinteractive postcard collectionâ as its primary graphics delivery format.
In Myst this worked a lot betterâboth because we were four years younger and didnât know any better and because the player experienced the game from a first-person perspective. And the whole game was about looking at stuff and figuring out what was important about the stuff you were looking at.
Playing Final Fantasy VII now, it just looks like a muddy mess. You canât tell where the path is, half the time.
Moreover, all the stuff looked like stuff youâve seen in your real life.
In Final Fantasy VII, the postcardsâ themes range from future urban slum to dilapidated train graveyard to craggy mountain to glowy cavern at the core of the earth. The key trick of the graphics is âoverwhelm them with noiseâ, and it blew our hats right off our heads back in 1997.
Playing Final Fantasy VII now, it just looks like a muddy mess. You canât tell where the path is, half the time. You canât see where your guy is, most of the time. And a heck of a lot of the time, youâre going to have to pore over some noisy, glowy, fancy, labyrinthine mish-mash abandoned construction site and wonder where the exit even is before you can decide if youâre supposed to get there by climbing over the ball of yarn or the stack of broken cinder blocks or the fallen girder or what
I once (okay, twice (okay, thrice)) said, of The Elder Scrolls series, that âif your game has fast travel, maybe itâs time to consider the possibility that your slow travel sucksâ. Of Final Fantasy VII, Iâd just like to point out the fact that, when you press the SELECT button, a handy little glowing red arrow appears over the exits of an area.
I know, I know: theyâd settled on this art direction on purpose. Theyâd settled on it because it Looked New, and Looking New was the key to make the money magnet work.
Then they had to stand nervously by as play-testers got lost, stuck, and frustrated. So they put in the Little Red Arrows to make the experience work.
This is a theme we find all over Final Fantasy VII
3. The Cubical Fists
Seriously: these peoplesâ hands look like lunchboxes. Itâs hard to tell the difference between Barretâs regular fist and the hand that is supposed to be a gunâunless heâs doing that little emote animation in which he fires his gun all over the place.
Maybe an âHD Remakeâ of Final Fantasy VII isnât what we need. Yeah, dude: Iâd take a de-make.
Speaking of whichâman oh man does Barret sure fire his gun at the ceiling in friendly buildings a whole lot when he gets upsetâŠduring dialogues between friendly characters. Thatâs a little bit jarring.
Um, anyway: Final Fantasy VII has a bit of a graphical identity crisis. We have a different set of models on the fieldâthe little tiny double-digit-polygon ones with the cubes for hands, the more detailed ones during battle scenes, light-source-shaded versions of the blocky ones for use in less-detailed cut scenes, and the super-elaborate plastic-like action-figurey ones for the marquee cut-scenes.
Itâs worth noting that the marquee cut-scenes were the only parts they showed on the television commercials.
I was a college student at Indiana University in Bloomington, âKirk Hamiltonâs Hometownâ Indiana when Final Fantasy VII was released, and I distinctly remember a super-jocky dudeânot that Iâm dissing him for being jocky: he had a heart of goldâborrowing disc one of the game from me based on the TV commercials. I had already whistled my way through the game by this point, though heyâhere I am owning up to my idiosyncrasies: sometimes I just loved starting up a new game on disc 1 and watching the introduction. So I watched him fire up the game in his dorm room.
I tell you what: when Cloud jumped out of that train, this guy snapped: âWhat the fuck? It was all badass and now it looks like some bullshit.â
To be perfectly honest, I had played through the entire game without a single complaint. So here was this guy who only played Madden on the Genesis (even though he had Madden on the PlayStation), immediately pulling the rug out from under my unadulterated appreciation of the game.
Weâll get back to that guy in a later segment. Spoiler: weâll get back to that guy right at the very end of this piece. (Foreshadowing!)
To close this one off, I just want to say that Final Fantasy VI looks phenomenal even today. It looks amazing. It sounds incredible. Its narrative is arranged with a stupidly-powerful virtuoso. And it uses the same character models for the field, cut scenes, and battles. Just saying. Maybe an âHD Remakeâ of Final Fantasy VII isnât what we need. Yeah, dude: Iâd take a de-make that gives it Final Fantasy VIâs graphical style any day. (Serious as a hotel full of heart attacks.)
4. Multiple characters are always using one character as a container.
Fifteen years after its initial release, I decided to play Final Fantasy VII start to finish for only the third time in my life. This was a couple weeks ago. Well, I sure freaked out a tiny bit right at the beginning when Barret (âJacksonâ) walked right inside of Cloud (âBillyâ) and then vanished. I yelped like a stomped chihuahua.
Itâs like: the more photo-aspirational the backgrounds are, the harder it weirds me out when the narrative has a little fit of narcolepsy and says âOh yeah, youâre playing this video game and this is the guy you move around.â
The game does this over and over and overâyouâll enter, like, a house, and the floor-wood looks sort of real, and thereâs a table and chairs, and then whoaâ-a bunch of dudes nonchalantly spill out of your dude and are like âAlright here we areâ.
I understand that the plot here hinges on Cloud having a couple of emotional issues and being a bit of a pathological liar who has displaced someone elseâs experiences on top of his own, and I respect that, though if you try to tell me this thing here is some kind of a metaphor, I will kick you really hard on the side of your shoe. (Then Iâll apologize.)
If you try to tell me this thing here is some kind of a metaphor, I will kick you really hard on the side of your shoe.
If I may use another Japanese role-playing game as an example, Dragon Quest II had characters following you around the world map all the way back in 1987. Thatâs 25 years ago! (Happy 25th Birthday, Dragon Quest II.) Why Final Fantasy never had your party members following you on the field map is anyoneâs guess (my guess: graphical limitations), though by Final Fantasy VII, with its drastic shift toward futuristic sci-fi visuals, it must have started to seem like a missing element to . . . somebody, because Final Fantasy VIII sure did have all your party members on the screen at all times. And they were taller! They all looked like actual humans.
5. The menu cursor sounds are certainly not optimized for high-volume enjoyment.
Final Fantasy VIIâs music is mixed to audiophile specifications. You can throw a truckload of bass at it and it never crackles or distorts. It is, quite frankly, one of the greatest sound-design achievements in video games. I would know, because I am a jerk, and I enjoy expensive headphones more than I enjoy eating or breathing.
https://www.youtube.com/watch?v=XcsEfkNeRm0
With my Astro A40 headphones on my comically large head and turned up to the maximum, the boss battle theme of Final Fantasy VII is loud enough and perfect enough to cure impotence.
Itâs a shame that the menu cursor sounds are so bad.
They are weirdly compressed. They clip. They distort. They squeeze off right at the tip of the sound wave, and thereâs this popping momentary silence, a razorâs edge before a popping momentary eardrum-stab. The sounds are lame and awful.
I played Final Fantasy VII for the first time in a dorm room, and also in my parentsâ house. Nearly my entire experience with the game was with a pair of headphones. So, no, Iâm not talking about just the version available on the PlayStation Network.
Lord, it is an awful cacophony. You sure have to scroll through a lot of menus in that darn game. And you sure have to scroll through a lot of menus while fighting important battles. The more important the battle, the more rocking the music, the louder you turn the game up . . . the more menus you have to scroll through, the more times you have to hear those horribly compressed squeaks and dings, the deafer you become.
Iâm sure thereâs a technical reason the menu sounds are so badly mixed. Still, I canât excuse it.
My neighbor here in Oakland, California is a Reverse Vampire, so I have to stay quiet during my gaming hours. Thatâs why the Astro A40 (fantastic product, by the way). I figure, with surround sound headphones, I might as well turn the game up and get pumped.
The boss battle theme of Final Fantasy VII is loud enough and perfect enough to cure impotence. Itâs a shame that the menu cursor sounds are so bad. .
And thereâs that perfect music, and those awful cursor sounds. I am cry. And then Cloudâs sword rips through a guy, andâgah! For a few milliseconds too many, it sounds like The Incredible Hulk running his too-long fingernails down a dusty chalkboard.
Call me a nitpicker if you want, though I double-dog dare you to put Final Fantasy VII in, turn your surround system up loud enough for the neighbors to call the cops, and not go so deaf you canât hear the cops pounding the door down.
And for the recordâI have played Final Fantasy VI at just as high a volume, and the cursor sounds are sublime.
6. The thing with Cloud cross-dressing. (And the other stuff like it.)
First of all, I think weâd be best off if we stopped calling it âcross-dressingâ and just called it âwearing a dressâ, the way we call wearing a shirt âwearing a shirtâ or wearing jeans âwearing jeansâ.
Now that thatâs out of the way, hereâs what I donât like about the âCloud Cross-Dressesâ scene: itâs a sudden, silly tonal shift. Those can be cool sometimes, though in Final Fantasy VII it comes as a shoehorned-in tangential distraction at a point where the story was just starting to pick up mountains of steam.
I genuinely love the idea of a story taking a sharp detour into a colorful, weird place. I love the idea of Final Fantasy VII, a game that from this particular plot point will barrel forward into dark territory, chilling out and being funny for a while. It just doesnât mesh thematically. Itâs jarring and dumb. Why does Cloud have to dress up like a woman to infiltrate a lowly slum brothel? This is a guy who blew up a (not-)nuclear power plant with a bomb. Why canât he just run into the place and rough the dude up to get his girl back?
Because the game is trying to fill time, I guess.
Most of the time, when Final Fantasy VII is killing time, itâs doing it so painlessly. The characters are written with personality (and translated into English with a little too much personality, sometimes), and they have occasional funny lines which yield moments of levity. Itâs not all a funeral (except during that funeral scene).
My biggest gripes with the story are the moments when the game tries to be funny.
You spend the first eight to 10 hours of the game in the city of Midgar, a science-fiction metropolis that, once you leave, you will not be able to re-enter for the rest of the game. For the greater part of The Midgar Segment, the game holds your hand and yanks your arm toward the next great action-packed melodramatic set piece. And itâs fantastic. The gameâs self-confidence is enormous.
Then youâre dressing up like a woman for cheap âlaughsâ. Then you have to participate in a squats contest with some cartoonishly homosexual bodybuilders in order to win a wig with which to complete your outfit. Now, Iâm not a homosexual, though by age eighteen Iâd been called one so many times by kids at school that I was truly sympathetic, and this whole segment just felt near-indescribably gross and stupid.
The atmosphere of the âWall Marketâ area in which the cross-dressing-item scavenger hunt takes place is so wonderfully realized, with little neo-Tokyo-ish noodle shops in which you can order food and everything. Maybe they could have done something neater here? Oh, well.
From this point in the story on out, my biggest gripes with the story are the moments when the game tries to be funny. It spends so much time deliciously wallowing in hokey melodramaâand itâs genuinely entertaining in thatâand then itâs like, âOh hey, you have to get a whistle to call a dolphin to give you a boost to get up into this doorâ. Or âOh, hey, your talking tiger character has to dress up as a human and walk on two legsâ. Again: Iâm all for sudden comedic tonal shifts, though these are âcomedicâ tonal shifts that feel written by a chain-smoker who took his wife to the bank the day after their wedding and called it a âhoneymoonâ.
7. The character designs are sort of lame.
Seriously, look at these guys. This looks like the sort of thing kids in my seventh-grade art class were doing with their colored pencils.
Now you know what an âexecutive producerâ does: he runs his finger down the Yellow Pages of Modern Culture, and says, âput a sassy little girl in there, somewhere.â
Imagine, if you will, a five-year-old speaking the following words, full of the fire of kindergarten creativity:
âThis is CLOUD STRIFE. He has a sword and itâs SEVEN FEET LONG and it weighs EIGHTY POUNDS.â
Now try, if you will, to focus your eyes on the part of this illustration that does not include an adult human. Look at those goofs. What did they throw those goofs into this game for? âFan-serviceâ. In case you didnât already, now you know what an âexecutive producerâ does: he runs his finger down the Yellow Pages of Modern Culture, and says, âput a sassy little girl in there, somewhereâ. And then thereâs the one character whoâs a red tiger-thing who can speak using human words. And then thereâs the character whoâs a little cat with a megaphone riding on a large robotic stuffed monster.
Thereâs a scene where that little cat with a megaphone riding on a large robotic stuffed monster dies, though since thereâs another character remote-controlling him, he doesnât actually âdieâ. They play dramatic music; he gives a little speech: he stays behind Finishing The Fight as a building collapses. Then, as soon as you get outside, heâs back. Itâs just another avatar. How did he get there so quickly? Itâs dumb.
What if Red XIIIâthe Big Catâwere just a human who had been the subject of numerous scientific experiments? What if Cait Sithâthe remote-controlled plush cat-thingâhad been, like, a terminator-looking cyborg? Well, my friends, that simply wouldnât have looked Nutty Enough. Imagine the kindergartner again: âHe has a sword and itâs SEVEN FEET LONG.â And so on, and so on.
Developer interviews at the time Final Fantasy VII came out yielded a nugget that resonates even today: they chose Tetsuya Nomura to design the characters because they didnât feel that until-then series artist Yoshitaka Amanoâs style would âtranslate wellâ into polygons. Had it even translated well into pixels? Had these people ever seen the final bosses of their own darn games? Iâm sure if you asked 10 people what the final boss of Final Fantasy IV was, youâd get nine different responses (probably two responses would be âa cockroachâ).
Even back in 1997, this art didnât get me hyped for the game the way Final Fantasy VIâs mind-blowing watercolor illustrations did.
Screenshots of the cut-scenes . . . sure. Iâll admit that those got me.
Oh, and let me talk about Tifa for one second here: those breasts. Mother of God. I named her âBooberitaâ in my most recent playthrough, because, hey! Laughing at it is better than crying about it . . . right? No, not right. Why canât this lady at least be wearing normal clothes? She walks around in the snow in a tank top and hotpants. With suspenders. So the women in Final Fantasy VII are: tank top hotpants suspenders boobs, pink ankle-length fairy dress and massive blue eyes, socially awkward ninja girl with A Distinctive Weapon (giant windmill shuriken boomerang). Okay.
8. There is no card game.
Final Fantasy VIII and Final Fantasy IX had card games. Final Fantasy X had a card gameâonly they pretended the characters were playing a sport (Blitzball). Final Fantasy VIIâs mini-game element is a hodgepodge of weird little half-baked brownies floating in flat Pepsi.
Thereâs Chocobo racing, which is at least visually brilliant. Yet you have little control over your bird and winning is, at the end of the day, just a matter of grinding.
Thereâs a submarine mini-game that isnât as good as Treasures of the Deep, a motorcycle mini-game that isnât as good as Super Hang-On, and a snowboarding mini-game that isnât as good as Cool Boarders, and those are all pretty neat, until you considered that they felt horrible compared to any given moment in Super Mario 64, which had been out for a year at the time.
So this raises a question: were Squaresoft trying to make an âomnigameââa game which contained many other games? Were they trying to make The Only Game Youâll Need To Play? It sure felt like it: they contained all of the mini-games in an area called The Gold Saucer, finally seamlessly uniting Final Fantasy VII and Las Vegas. They even gave you a neat little rollercoaster-themed on-rails shooting game and a battle arena with depth of complex rules.
It feels like the last of many things slapped onto a wall, beheld with a shrug and a âThat Oughta Do Itâ.
The thing is, the âUser Experienceâ here sucks. Nothing ties it all up together. If you succeed (like a maniac) at the battle arena, you get prizes like a âMasamuneâ, which is uber-villain Sephirothâs sword, though only in name: you canât equip it. Itâs just a tick on a neverending item list. Itâs Just There.
Meanwhile, Final Fantasy VI had a battle arena tied irremovably to the core of the game. The world had ended, people were psychos, and this was Beyond Thunderdome. Thematically, it made sense: all the worldâs fantastic artifacts had collected here, and you could fight to possibly win them. You can score some hot stuff in the arena.
You can score some hot stuff in Final Fantasy VIIâs arena, tooâdonât get me wrong. Itâs just more of an anomaly that it even exists. I get that itâs supposed to be some arcade-game version of the gameâ battle system. Itâs just that it feels like the last of many things slapped onto a wall, beheld with a shrug and a âThat Oughta Do Itâ.
Final Fantasy VIII had a brilliant card game, present from its very beginning. The rules were deep and strange. You could challenge any inhabitant of the world to cards. You could play the whole game through cards. It was incredibly nifty. Final Fantasy IX took this and ran with it. Final Fantasy X took it and ran so far away that no one knew what was what anymore.
Final Fantasy VIIâs optional elements come to feel like slapped-on distractions. By the time they introduce a boss who has Literally A Million Hit Points and who you have to kill in less than fifteen minutes, even the Pro Chocobo Racer is bound to laugh the challenge off. And then thereâs Ruby Weapon, the other boss with Literally A Million Hit Points (Editorâs note: Actually, 800,000.), and you have to kill it with just one randomly-selected party member.
Of course, the way to beat that boss is to break the game system deliberately, slowly, and decisively, through careful study of every possible facet of the battle system. The opening thrust of developing a strategy to kill Ruby Weapon is: equip one party member, save the game, enter the fight . . . and reset if Ruby Weapon selects any party member other than your contender.
So letâs take a look at 1997 Me: I am eighteen years old, and the internet is Starting To Be A Thing. Thereâs a website called Imagine Games Network. After pulling a cord several times to engage the motor of my telnet client and kicking the generator to access my @indiana.edu email address, I type some words at the resident RPG person, Francesa Reyes (who I just followed on Twitter), asking, âHey, have you killed Ruby Weapon? If so (and if not), do you have any idea how one is supposed to kill Ruby Weapon?â
Her response was that she thinks itâs meant to be impossible.
Well, I sure killed the darn thing. It only took me two weeks and I only cried twice. So began my career of feeling cooler than video game journalists.
When Final Fantasy VIII came out, there was that card system. It was attached to a story miraculously more vapid than Twilight, so I couldnât care too much, though I did acknowledge its niftiness and kill Omega Weapon long before any of my (two RPG-playing) friends had even cleared the main story. I guess Final Fantasy VII would have benefitted from some meta-experience that was more holistically designed.
9. It doesnât even look like the sword is going through Aeris.
So Aeris dies at the end of disc one of Final Fantasy VII. The cut scene is ropy and plasticky. Your characters just stand around while Aeris kneels in the middle of a room. Sheâs praying. Then Sephiroth appearsâbecause . . . why not? And he runs her right through with a sword.
It looks unsettlingly theatrical. Thereâs a stage-play-ishness in the way Sephirothâs sword seems to slide under her arm.
I didnât cry when Aeris died. I thought she was sort of a doofus.
She doesnât bleed, much less spurt a geyser of blood. Mind you, this moment arrived four whole years after Mortal Kombat. It was a little hard for guys my age to feel any catharsis without a little bit of red gush. We didnât need to see vertebrae danglingâletâs not get carried away. A little blood would have been nice.
That, or a shriek. I know that Final Fantasy VII had no voice acting, and it was possibly a stylistic choiceânot just a data limitation. Still, Kefka had a laugh in Final Fantasy VI, and they used that over and over. One tiny shriek out of Aeris would have been more than enough.
Everyone talks about The Death Of Aerisâaka âThe Spoilerâ (to hear tell of it from Legacy Internetizens such as myself, it was The First Thing Anyone Ever Spoiled On The Internet)âand says it was the first time a video game made them cry. Not me! The first time a video game made me cry was Ninja Gaiden: those birds, man! They appear out of nowhere and slam into you at a sharp angle just as youâre about to jump.
I didnât cry when Aeris died. I thought she was sort of a doofus. A magical precious fairy doofus. If sheâd have shrieked, though, that would have gotten at least a for-reals backslash-face out of me.
Actually, you know whatâall the marquee cut-scenes have, at best, that stage-play quality about them. At worst, theyâre . . . the ending. Who in the flaming heck knows what is happening, there? Itâs some sort of pyrotechnic show, a face in the sky, a title card that says â500 Years Laterâ, and a shot of wilderness (ProTip: When you donât know what just happened at the end of your story, set the epilogue â500 Years Laterâ).
Go ahead and try to tell me what is going on in the ending of Final Fantasy VII. I dare you to do it without sounding like you own a comic book store.
People didnât talk about Final Fantasy VIIâs ending: they screamed about it. The swooning response to their pooped-out CGI McNugget no doubt endowed Squaresoft with Great Courage . . . and a new sense of direction: toward games that were All Graphics, All The Time.
10. I am not sure it has to be a role-playing game.
Fifteen years on, the fans clamor for a remake of Final Fantasy VII. Square-Enix claims that no high-definition remake project is in the works. No one believes that, given Japanese game companiesâ track records lying about something and then announcing the opposite several weeks later. So it goes, that a Final Fantasy VII remake is forever Just Around The Corner.
Iâm pretty sure it could be a third-person shooter. Give Cloud a shotgun instead of a big sword. Make it in Unreal. Iâm only 20% joking, here: I donât think itâs the mechanical particulars of Final Fantasy VII that resonate with people. Itâs the characters. Itâs the relative smallness of the storyâs scale against the relative hugeness of its scope. Itâs the interactive methods with which the story delivers its twists and punchesâmost often through the mechanism of repeated flashbacks to One Fateful Dayâitâs the love triangle; itâs the sudden tragic death of one of its most precious characters less than halfway through. Itâs âlittleâ things like how you are stuck in the awesome back-of-box-tacular metropolis of Midgar for ten hours, until you yearn to breathe free, and then they kick you out and tell you you canât go back in, and you start to miss the place. Itâs about how the yarny narrative sends you off on weird little time-wasting tangents that end up being just as enjoyable as the rest of the experience. Itâs a fun world to live in for a while.
Itâs justâyeah, you can equip âMateriaâ crystals into slots in your weapons, and these little crystals grow and level up as you fight. They level up, and you earn new skills and new . . . stuff. The more you play the game, the gentler its mechanics become.
Maybe the Internet wouldnât have exploded . . . if, fifteen years ago, Final Fantasy VII hadnât had battles.
By the time Final Fantasy VII came out, the Final Fantasy and Dragon Quest series had firmly established the fundamentals of the âJapanese role-playing gameâ: one of those fundamentals was that if you want to win, you have to spend plenty of time walking around in circles to get into repetitive fights to train your characters so they become stronger. Many legendary Japanese RPG developers have admitted that, back in the 1980s, this was a way to prevent players from blowing through a game in a weekend and trading it back in.
Seriously, look at this âformula guideâ for Dragon Warrrior. Look at the thoughtfulness behind its math. It is a gently, simply, purely designed game system. Now hear this: when they released the Gameboy Color remake of Dragon Quest, they halved half of the numbers, effectively making the game waltz-through-able. Why does this work? Because the world is consistent and the story feels natural, thatâs why.
Final Fantasy VII had this âworld-feelingâ in spades. The whole experience is sticky with the glue of togetherness. Who didnât groan at least a hundred times when a random battle came up, their first time through the game? When a Dragon Ageâs writer suggested that players should be able to skip combat in games, the internet exploded.
Maybe it wouldnât have exploded . . . if, fifteen years ago, Final Fantasy VII hadnât had battles. The game world and plot are certainly well-realized-enough to make for a lengthy and enjoyable interactive entertainment.
Iâm just going to leave that last paragraph there and move on to this anecdote:
Remember that âjockyâ guy I mentioned earlier? He wanted to try Final Fantasy VII because the commercials made it look âawesomeâ. So he tried it. Eventually he was asking me for disc two. Then, he asked for disc three. The next time he paid me a visit, he was visibly upset.
âDude, can you come over and help me out right quick?â
I vaguely suspected he needed assistance with calculus. No, though: it wasnât calculus. It was the final J.E.N.O.V.A boss in Final Fantasy VII
âThis jerk is tearing me a new one.â
It turned out heâd gotten all the way to the gameâs penultimate boss without ever equipping a materia.
âHow the . . . how did you get this far? Didnât you die a lot?â
âYeah.â
âHow did you beat all the bossesâ
âI got a lot of game overs. I just kept trying.â
Before even setting foot in that final dungeon, I raced and bred chocobos. I wanted to be the very bestâthe best there ever was. I got that Gold Chocobo, and I went right where IGN had told me to go: the island in the north. And I got the âKnights of the Roundâ summon materia. Using that summon, I sure as heck did stomp my way through the final dungeon. Robot King Arthur and his knights told J.E.N.O.V.A to S.T.F.U. Sephiroth went down like an aspirin: just one summon and the jerk was cold. The music hadnât even gotten to The Good Part.
It wouldnât be until three years later that I borrowed a friendâs Final Fantasy VII soundtrack CD and heard âOne-Winged Angelâ, the final boss music, in all its splendor. In playing Final Fantasy VII the way Final Fantasy had trained me to play Final Fantasy, I had missed a piece of music which is, in all the ways that matter, better than the totality of the âspectacularâ CG ending.
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In the last fifteen years, itâs become super-cool to hate on Final Fantasy VII. Seriously: go to any hip nightclub in any modern metropolis. The hot girls holding martini glasses tittering alongside hot guys also holding martini glasses are making jokes about how the materia system is broken and Red XIIIâs character is underdeveloped. The above has been my attempt to blend in.
This is one of my favorite games.
In closing, this is one of my favorite games. This is one game I enjoyed more than almost any other game Iâve ever played in my life. If I were the editor-in-chief of a Large Video Game Website, Iâd give it a 10 out of 10, and Iâd start the review with the words âSorry, momâ.
Happy Birthday, Final Fantasy VII. And to everyone in the audience on my wavelength, play Blue Dragon, Lost Odyssey, and Last Story, if you havenât already.
tim rogers is is someone you can follow on twitter; he likes final fantasy vii a lot! you can hear him and his friendsâ weekly video-game-related podcast at insert credit dot com. (and for the record, this article is shorter than the final fantasy vii wikipedia entry. [Editorâs Note: Thanks, Tim!] If you would like to listen to tim and his compatriots at action button dot net have an hour-long structured discussion of final fantasy seven, check this right here out.)
Screencaps of Final Fantasy VII via FantasyAnime.com