So it’s been about
two weeks since I finished Final Fantasy VII Remake. Guess I’d better commit my thoughts to
digital paper, huh?
Here’s the burning
question, asked (metaphorically) to someone with a reputation for slamming
modern Final Fantasy games: what do I think of it? Is it good?
Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh…
I’ve been thinking
for a long time about how to approach this.
Exactly what words I want to use.
And, most importantly, how to sum up my feelings about the game. I would think that the window of
relevancy has slammed shut on my fingers (as of writing, the game’s been out
for more than a month), but that’s never stopped me before. I had to know if this entry in the franchise
was the redemption it so desperately needed, or just another one to throw on
the pile. But because I’m me -- because
I’ve slammed Final Fantasy again and again and again -- I have to be
careful.
Can I be fair? Can I be impartial? Can I be open-minded? Can I remove my biases? Can I keep my preferences from getting in the
way? All those questions and more have
swirled around in my head since release day (and well before it). If I can’t at least appear to be
neutral, then my ethos is borked right out of the gate. Nothing I say will matter if I can’t make a
strong case for myself.
And I’m intensely
wary of that right now -- the reason being that this is, or might be, another The
Last of Us situation. As far as I
know? Outside of a few bumps and
complaints, praise for FF7R is nearly universal. Gamespot
gave it one of their precious 10/10 scores.
The
Metacritic score is sky-high on both the critic and user sides of the
fence. People really, really, really like
the game, and are ready for more.
I wish I could be
one of them.
Just like with The
Last of Us (at least before Naughty
Dog’s crunch culture made the rounds and spoilers
for the sequel made people hate it all of a sudden), I’m in a bad
spot. A spot where I’m in the
minority. A spot where Squeenix handed
out a bunch of rich chocolate, and everybody’s eating the chocolate, and loving
the chocolate, and I’m not one of them because I hate chocolate. It feels like if I speak up, I’ll just get
the usual spate of complaints (inasmuch as one who’s drastically overestimating
his sphere of influence can get complaints). “You’re just biased!” “You don’t like anything!” “You love playing the contrarian, don’t you?” And so on, and so forth. Because apparently, not liking the thing that
others do leads to you getting called an overly sanctimonious asshole…which I
can say from experience.
Here’s the thing,
though: I don’t enjoy feeling this way about FF7R. You think I went in with the hopes of hating
it? The retelling of one of the games
that completely altered the trajectory of my life and ambitions? You think I’d choose to sit down and waste 45
hours of my life on something I was looking to hate? You think I want to suffer with what should
be an entertainment experience? Get
real. I’m here to judge whatever art
comes my way -- learn and evolve from it, all while engaging with it on the
highest levels I can. I want FF to
be good again, for everyone, undeniably.
This isn’t it.
It hurts to say,
but this isn’t it. And now that we’re
locked into this path vis a vis more 7R sequels, I’m worried that it’s still
not going to be it for years and years and years and years.
…
…That all said, it’s
not like this is the worst game I’ve ever played. Far from it.
This franchise can go waaaaaaaaaaaaaaaaaaaaaay lower than FF7R.
There are good
things about this game. It’s a mainline
Squeenix title, so the production values are dancing on Everest’s summit. There are some technical hiccups tainting the
visuals every now and then -- with close-ups on some blocky flowers, as an
example -- but more often than not, there are sights and scenery that’ll make
you stop and take in…uh…sights and scenery. The (important) character models are top-notch,
too, safely straddling the line between photorealism and anime
abstraction. Barret in particular is
unfathomably hot, namely when he takes off his sunglasses.
As always, the one
thing that’s hardest to complain about with these games is the music; I don’t
have the OST on lock, but I wouldn’t dare claim that there aren’t some bangers in
the mix. The Turks battle theme (namely
the second phase of the 1v1 Reno fight) is a personal favorite that gets the
blood pumping. We’ve come a long way
since the days of the polygonal Popeye clones, and it shows; there’s been an
incredible effort in making the scenes and moments we expect have actual
cinematic flair. That’s something worth
appreciating, if not celebrating.
To be sure, this is
a clear step up from the dark days of the FF13 games, and I’d personally
put it above 15 while I’m at it.
When the combat works, it works; there’s a certain magic in being able
to go ham with Cloud and Tifa’s offense, or landing a big hit with Barret’s
blasts, or even double-casting magic with Aerith. It takes a little while to get used to
managing the ATB and skills/menu, but by endgame weaving my way through and
commanding the party felt natural.
More to the
point? 7R is at its best when you
actually have to learn the fight instead of mashing through or relying
on raw statistical power. Granted it’s
not as if getting those BIG NUMBERS for your characters is impossible (there’s
more to customization this time around besides Materia-slotting, which I
appreciate), but the most satisfaction comes from applying the knowledge you
gain mid-fight. This is going to sound
biased coming from a dilettante of fighting games, but if we have to
abandon turn-based combat, then the more fighting-game-like it becomes, the
better off we’ll be.
Rest assured; I
gnawed my fingers down to the bone over how bad the story would get. The story, the characterization, the
dialogue, the writing from scene-to-scene and overall. Having finished the game, I can confirm that
it’s not the train wreck this company has a talent for putting out. There’s been an effort to inject life and
charisma into the cast, and it shows with scenes that (intentionally) got some laughs out of
me. Some of the character interactions
are definitely a highlight, either as raw entertainment or as a way to flesh
them out beyond their PS1 incarnations.
I’m not going to call this game subtle by ANY means, but I appreciate
the elevator scene during the first bombing run where a panicky Barret picks up
on Cloud’s stoicism and actually takes a lesson from the “ex-SOLDIER”.
The scars from Kingdom
Hearts III (and other KH games…and other FF games while we’re
at it) led me to believe that Squeenix has only gotten worse at storytelling
over time, even within the 10-ish year span from The Lightning Saga (HRRRRRRRRRRGKH)
on. Even so, there are things in this
remake that a jaded, black-hearted grump like me can appreciate about this
game. There are signs that things have
gotten better. The men and women behind
it have gotten better. The game, from an
objective perspective -- such as it is -- is better than what we’ve gotten in
years.
I’m just so
goddamn bored by it.
Is this a better
entry than most modern Squeenix fare?
Yes. That doesn’t mean it’s not
riddled with problems. Moreover, just
because the game is better doesn’t mean that it’s got a high score; more like
it’s moving toward par. Towards
acceptable. Towards average. It’s a matter of net worth. When you take the good and the bad and mix
them in a pot, the end result is what matters -- and the end result, to me, is
a game that’s got too many issues to reach that TENOUTTATEN space. It is, however, a game that
successfully put me to sleep a couple of times.
I said that this
was another TLOU situation, and I meant it. One of my complaints for that game -- which
carries over to three out of four Uncharted games -- is that it’s too
damn long for the story it’s trying to tell.
7R works the same way. For
those unaware, the Midgar section of the original so lavishly reproduced here
only takes about 5 hours to clear. How
do you stretch that into a full, standard-length JRPG? The obvious answer, and the point that’s
gotten the most complaints, is to pad everything. The filler sidequests have rightfully gotten
slammed, because they kill the pacing of the game. They’re not the only issue, though. 7R moves at a depressingly slow clip,
with overlong areas prone to throwing progress-blocking obstacles in your way. Dunkey brought up the
robot arm navigation, but it’s far from the only example; whereas the original
game had Cloud, Tifa, and Barret pressing buttons simultaneously in a reactor once,
this game has you doing the same thing multiple times with increasing
difficulty and dialogue in between.
Because…excitement?
Every time there’s
something I can praise, there’s something -- or many more things -- that I can
complain about. But since I’m talking
about speed, let’s follow through on that.
The pacing of this game is uneven.
Events and interactions that could have been resolved quickly drag on
forever, be it traversing a sector, clearing a dungeon gimmick, or just getting
through a cutscene. That last one’s a
real killer, because it feels like a lot of times, these scenes aren’t
providing you with any new information.
Yes, effort has been made to characterize the cast for the modern day,
but not it’s to the point where the devs overcorrected. Overdid it.
Basically, FF7R in
a lot of ways is racing…well, causally walking…toward the same conclusions we
drew about these people back in 1997. Relative to the runtime, there’s not enough
new information provided each time to outweigh the old. Barret gets some good scenes, but he’s
exactly the same guy I knew back when I watched my brother’s first
playthrough. Tifa is exactly who I
thought she was, only with more scenes telling us as much. Same fore Aerith. Same for Cloud. By the halfway point, I was internally going “Yeah,
okay, I get it, thanks” whenever the game tried to sell me
on the cast.
It would have
helped, immensely, if there was a stronger push in the plot -- a sort of
narrative urgency. But it’s not there. Sure, plenty of that’s owed to the
pace-breaking padding along the way.
Part of that’s owed to the lack of new information (I’m legitimately
intrigued by them playing up the conflict with Wutai and Shinra’s mind-numbing
propaganda, and wish there was a bigger focus on that). Part of that comes from the devs retreading
ground I’ve walked along personally at least four times in my life. Part of that comes from the deluge of Advent
Children-level, lavish action scenes -- fun to look at for a bit, but basically
the visual equivalent of a sack of bacon cheeseburgers. But the real sin is that the actual plot
is treated way too similarly to a Kingdom Hearts game…which by extension
means that Squeenix still doesn’t know how to write.
I’m not going to
talk about the ending now, outside of saying that a certain one-winged angel
was mishandled from start to finish.
Honestly, even with all the buzz around the ending (the one thing that
people complained about the loudest), it didn’t hit me as hard as it could
have.
That’s actually not
a good thing.
I would think that
art -- the best of it, at least -- is supposed to leave an impression on you. Have an impact. Make you feel emotion. By the time I started my solo trek with
Aerith, I was on my way toward mentally checking out. The sudden assault of lame sidequests only
hastened the fall. No matter how much
Squeenix boated about the crossdressing quest, it was too late. By then, the game had become less of an
adventure and more of an obligation.
Punch in, punch out. Game start,
game clear.
There’s stuff I can
praise the game for, certainly. But
every time I think about talking about this game, more complaints than
compliments come to mind. I feel like I’ve
implied as much with this very post; virtually everything, even the music, has
something gripe-worthy about it. The
combat is especially aggravating at times, a mix of poor execution and bad
design. Why is the AI so bad? Why does something as crucial as the ATB
gauge fill so slowly for the partners you have to rely on? Why can enemies just casually walk out of my
spells’ area of effect? Why are flying
enemies such a pain in the ass? Why are
there so many attacks that stun you and leave you helpless? The list goes on.
And I’m sorry, but
Midgar doesn’t really do it for me. It’s
fine in both the original and the remake, but in the original’s case, the grimy
future aesthetic was offset by the (seeming) scale of the world, and the
variability of the environments. In the
remake? Outside of a few places like the
reactors, Aerith’s house, and the Shinra building, it’s a bunch of junk-filled
slums. Junk, dilapidation, urban
decay. Dingy subway tunnels and sewers
are supposed to be our respite.
By the way, those sewers? You have to go through them twice. Praise be to Squeenix for blessing us with
such magnanimity.
Not all of my
issues are equal in severity (or credibility, at least in terms of “objectivity”). But there are enough of them that they pile
up over time, and become too hard to ignore.
With all that in mind, it’s kind of a moot point. What I’m doing here isn’t trying to drag people
down to my level, and convincing them a game that they like is somehow trash
and they’re trash for liking trash like the trash they are. At best, I’m only trying to rationalize my
feelings. Explain how I reached the
conclusions I did.
Like it
matters. I’m only typing out these words
-- with more to come, guaranteed -- to give form to my feelings. Really, though, those feelings are what
matter most. What I felt in those
moments, all the way up to the end credits, are what’ll stick with me. What drives me to do what I do. So, I’ll be honest: when those credits
rolled? When the Squeenix logo crawled
its way up the screen? I was laying
there on my couch, slumped, deflated, eyes half-shut. For a brief moment, my thoughts of “Yeah,
okay, whatever” and “Finally, I’m done” and “I need to go to the store” gave
way. Why? So I could give that logo a stealthy yet
committal middle finger.
*sigh*
You know what? It’s pretty fitting that the game’s theme
song is titled “Hollow”. Because by the
time I was through, that’s the only thing I could feel.
See you around.
(Maybe next time I
can talk about games I actually like.)
No comments:
Post a Comment