Square Enix revealed more Final Fantasy VII: Remake footage including gameplay and an extended trailer with some fan favorites making their appearances! Check them out!
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Square Enix revealed more Final Fantasy VII: Remake footage including gameplay and an extended trailer with some fan favorites making their appearances! Check them out!
Its honestly looking pretty good despite a few questionable changes.
For the combat video, ignoring the obnoxious hype man, combat has some potential. I was curious to see how certain mechanics would work, and while I feel the Remake is going to follow the original and make magic under perform over Limit Break abilities, it has a nice medium between being a ARPG with some actual command based actions. My only real concern so far is that the Scorpion Armor boss fight really seemed like it was dragging in places, making me fear the game is going to go a bit overboard with cinematics and played out events during boss battles in the hopes of raising tension. The video kept skipping forward a lot throughout the fight, and I'm thinking to myself how I could have probably beaten the original version in the half the time frame as this video.
I know the game will only cover Midgard, but I'm kind of concerned this means the game is going to suffer from some design issues I've witnessed over the years from SE. Either this game is going to get overloaded with silly side content much like FFXV was, or they're going to pull a FFX/XIII and over-emphasize everything to stretch out this plot much longer than they need to, meaning we might get bogged down with drawn out boss battles and characters repeating themselves a bit too much. Granted, its difficult to tell from just a trailer. We'll find out next year it seems.
Also, I'm not really digging the arrangement for Fight On!/Those who Fight On. It needs that heavier rock and roll sound.
Guard Scorpion suddenly got a lot more hench.
Just checked out the audio finally. I really liked the music and how it was still really 'there' despite voice acting and sound effects going on everywhere. That's key for me with the music, voice acting has always overtaken it and in this case there's a better balance than there was in FFXIII where the music was given a back seat despite being awesome.
I agree that I will miss the old boss battle music with the electric guitar but I feel like the guitar would have done the opposite, forced them on the back foot with voice acting or alternatively forced them to lower the music whenever they talk or something which would suck. So I'm okay with it all.
Tifa. :love:
The only audio I think that will get on my nerves is Barret's voice. In my head he was always more... cleaner voiced, less gravely. Still sounded the same otherwise, but yeah. I can see his voice grating on me after a while, but that's a minor gripe.
Battle system looks cool, but battle systems were pretty much never the most important thing for me in FF games as most of them can be cheesed to insane degrees anyway.
That is more or less what I was thinking. Dragging out the battles for more flash - which is cool, to an extent - but overstaying its welcome could be a difficult thing to balance. The battles should not be longer than Crisis Core's or Dirge of Cerberus' and that one seemed to be. Maybe every battle has a good length fitting itself. I cannot imagine fighting Palmer for 10 minutes. if he is even a playable boss battle in one of the remake installments. Or fighting the Turks for so long.
And while the voice actor is not all that bad this will be so the Japanese voice over for me without George Newbern. But I need that for the actual story anyway so fine by me.
It looks really great. The fighting system seems really great and I like the characters' design.
You need to remember that this boss fight is effectively a tutorial, tutorial bosses always take longer and have more going on. I don't expect every single battle to have scenes like that where they walk you through the process of finding a weakness and exploiting it. Also, fights always seem faster when you're actually involved in them, at least in my experience. Your mind is going through processes instead of just sitting there watching.
Regardless, I'm not against long boss fights so long as they are engaging and satisfying. There are games where you spend considerably longer than what we saw in that video when facing a boss and I don't see why FF can't be amongst those if they play it out right.
It's also the iconic "we're gonna show this at all the trade shows" Scorpion Guard fight. Of course they're gonna jazz that one up in particular.
It is not the "tutorial" touch adding length that bothers me but overall the length of the battle completely without the "teaching you" aspect. If enemies are so resilient to attacks now and are jumping around like a crazy monkeys and crawling all over the wall or smoking a cigarette this lengthens the battle and I just don't think random mobs that have no right to exist story-wise like Materia Keeper, Schizo or all those other freaks should get such over-exposition. Maybe they don't but I am just afraid they do. Especially for spider-like things like the Materia Keeper I can imagine them to make him crawl around the mountain walls and stuff. Cool idea. But at one point I just want to go on. Final Fantasy XV also had boss battles where I really wondered why they were as long as they were. If they do it with a bit more purpose, fine but if it just unnecessarily drags out things I don't need it to be plastered in my seat. The story does that for me. The final battle, sure. But hopefully they have a solid length for exactly the battles that deserve it, e.g. (ok) Guard Scorpion for being the first one, Jenova, WEAPON and Sephiroth.
Has anybody noticed how Marlene's face looks incredibly similiar to what it looked liked in AC, slighty younger and with a slight cartoony touch? I am happy to see that for every character that gets that attention.
Regarding the combat mechanics, obviously everyone has 'Attack' on Square and can then use tactical mode for spells and other moves that use the ATB or MP.
But note on Triangle ever character seems to have a command unique to them. Cloud changes between two combat 'modes', Barrett has 'Overdrive,' Aerith has 'Tempest' etc. So there's a cool extra little system.
Tifa's combat looks slick. All her fighting animations are so good.
Square Enix pretty much reassured any doubts I had about the game. The combat system looks vastly improved over the trainwreck that was Final Fantasy XV, and they've even implemented the Stagger mechanic from XIII which I'm a huge fan of.
The game looks incredible. Can't wait to play this on PS4 in March.
And VII!
They managed to look beyond the cries of "KEEP IT TURN BASED" and identify what people actually loved about VII's battle systems, and kept that in place. And, dare I say it, even expanded and improved upon it? By reducing the 'attack' button to a small damage thing that just helps charge your proper abilities, there's gonna be so much less attack-spamming your way through the game and way more incentive to use your cool stuff.
Whether this is actually Sephiroth speaking through the JENOVA-S-cell connection with Cloud or Cloud just imagining he is hearing Sephiroth while Sephiroth is still asleep I am glad they actually mae Sephiroth say "Cloud". When he was in the state of awakening while running around with Jenova in the original he had no idea who Cloud was and that does not fit the grudge he is holding over getting beaten by random blue guard who went all loser turns hero. It makes it more believable they are actually nemesi.
Definitely. It seems like they've taken some nods from XII (being able to pause combat to select an ability or target for attack, I think?), XIII (the stagger meter), and XV (actually attacking the enemy yourself). I'm really impressed because I was worried this was going to be like XV where magic was almost a non-factor and combat mostly consisted of holding O to attack and using warp-strikes. This game seems to have a lot more nuance.
I think both turn based and action combat can be executed well, but it really does look promising. Although based on what you've said...I wonder if you'll be able to use 4x Cut Materia to just spam attacks throughout the rest of the game. I loved doing that in the original VII.
I couldn't tell, but I know the way it worked in XIII is that it also allowed you to knock enemies up into the air for even more damage. I really enjoyed that but I feel like FF7R will have a different approach to it.
In the FFXIII demo that released in Japan you had to press a button to launch enemies in to the air when they staggered. They changed it to an automatic thing in the actual release. Maybe in the FF7R certain characters will have to spend an ATB slot to use a move with launch capabilities?
On paper I like the compromise they're meeting between turn-based and action RPG for combat (and including the stagger system for bonus points). Will have to see how it feels though, but right now I'm down with the concept.
Wow, looks amazing so far! Great blend of action and tactical battles.
My concern really stems from the issue that I was actually getting a little bored after awhile as the battle went on, and the more concerning factor that the video is obviously edited down for the sake of time with noticeable cuts. Even as a tutorial/first epic boss fight, dragging this fight out to a ten minute mark feels a bit concerning for me. I mean it looks like Cloud and Barret are doing comparable damage to their PS1 counterparts, but Guard Scorpion seem to have the health pool of a boss from second disc of the original. I'm all for the tactical changes like the new defensive mode, its ability to move out of range forcing you to use Barret and magic to strike, and cover mechanics for the Tail attack; but the video gave the impression their might be a lot of "rinse and repeat" elements at play here. Looking at the rest of the trailer, I feel like the Guard Buster boss seems to have a few cinematic style shenanigans going on as well. This is all well and good for a first time fight many fans feel is one of the game's most memorable, but if every boss fight is going to be like this, then I feel its going to kill some of the pacing. VII was always one of the faster battle systems, so having it start taking cues from Kingdom Heart's more self-indulgent cinematic fights seems a bit concerning.
Another interesting bit for me is that he seems to rescue Jessie by doing the bike minigame down the tunnels. Looks like we'll be having that mini-game happen more than once.
I hope Chaos looks like in Dirge of Cerberus but I guess we will not find that out in any trailer. And definitely not in the trailers for Cloud Strife's awesome Midgar Quest.
Yeah I suspect the bombing missions are going to be quite a bit longer in the remake, and probably a bunch of downtime in between them so you can hang out and get to know your Avalanche buddies and explore Midgar.
The PlayStation Pre-Order Text is lying to me. They tell me I can pre-order an action-roleplaying game with former SOLDIER Cloud Strife and not dead SOLDIER Zack Fair + Tifa Lockheart memories facade using mercenary and former random blue ShinRa guard Cloud Strife.
I liked how Jessie looked and that's a good thing.
*sigh*
I suppose it's finally time to get that PS4 now...