Final Fantasy VII Remake Intergrade
100% done - 80 hours flat. Longpost. No spoiler markings, but this is long and big enough for you to be safe just scrolling past it I think.
A lot of mixed feelings on this one.
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Maybe the most positive thing I can say about it is that the game looks fantastic. Matching the visual flair of a game presented on matte paintings is a tall order, but Remake realizes the look most of the time. Slums abandoned and filled with random junk, Wall Market is bustling, the Shinra Building in particular looks even more sleek and imposing than I imagined as a kid (and little touches like highlighting all the Shinra heads in a propaganda piece
except for Palmer who just gets a stock background because the space division is that unimportant is just a great touch). Just stellar work. The pre-rendered action sequences are just as exciting - The escape bike sequence at the end of the game is blow your socks off bombastic. Occasionally little things are lost, like the uniqueness of the robo hand from the sector 5-6 passage in the original in exchange becoming... a set of robot hands scattered about for... some reason, but that's more the exception.
Combat is smooth as butter and like the rest of the game just a fucking spectacle, man. I favored controlling Cloud for having what felt like the most complete moveset and Barret for situations where long-range, more reserved play was called for. There are some issues I have with the combat system. The game being so stingy as to charge you MP on starting a cast instead of when you've finished is irking in a game where poise is not particularly clear. Not the entire cast felt as rewarding to play - I admit to never giving Aerith's whole moveset a real try and while Tifa still felt fun to play for her speed I was bothered by her lack of an ATB dump move and Divekick's frustrating range limitations. Aerial attacks, btw, felt kinda ass in the game, and if I had the option I usually switched to Barret (or Aerith) rather than hoping my character would jump to slice/punch.
Materia on the whole felt a little worse than in the original. FF7R is very conservative about handing out support (blue) materia - in general the game makes you work your butt off for them. Magnify works better than All imo, reducing the penalty for multi-targeting on level up instead of controlling just a raw number of casts, but there are so few to find in the game, although even if you did find more, you'd be in a tough spot because the game is
chocked to the gills with independent (purple) and command (yellow) materia that are competing with your precious few materia slots. 'tho that said, some seem way better than others - there's the [Stat] up stuff which always good ofc but among the mountain of 'ATB [some effect]' materia, some stand out. ATB Stagger for instance is so damn good as to feel mandatory. First Strike is fun for getting fight off to a quick start, although my teammates not being proactive in spending their bar in trivial encounters is a little bothersome (was there an AI-control option, ala Tales-style I missed?). Warding materia is just Added Effect from the OG FF7 but
worse for some reason

- You can only use it defensively whereas Added Effect could be used offensively to inflict status - I don't know why Square-Enix went that direction with it.
I did enjoy the weapon changes. Giving weapons different strengths as you level them incentivizes switching around, which I did. Unfortunately, I didn't see a convenient summary of all the weapons' current unlocks and I didn't memorize all their abilities so I tended to rely on just the information provided on the equipment screen which is woefully inadequate, I know. Crit rate/damage boosts, stat increases at high/low HP, base grounded/aerial attack enhancements, elemental offensive/defensive enhancements, MP restore on taking critical damage, HP restore on hitting staggered enemies or on killing them are all stuff that's not captured on the equipment summary. I'll add that I found navigating the menu a little more cumbersome here than in the original. I'm also surprised there's no character materia swap option like in the OG for when people leave/enter the party, instead forcing you to handle manually.
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As for the writing, I think the character writing is pretty on-point. Cloud is still an awkward, taciturn loner, Barret's a
little crazy and overzealous while still ultimately being a big, black teddy bear, Aerith's playful, teasing, and ever-busy. Tifa's maybe a little more tender and less tough than I imagined, but the rest of the supporting cast is as goofy and/or serious as I would expect from Final Fantasy VII. Same deal for the voice work: Ayumi Ito's soft voice isn't helping my Tifa impression (she has a few harsher lines though, which do sound good!), and everyone else is fine. Mayaa Sakamoto was my initial stand-out for how expressive she was - She's an industry GOAT after all. I cooled on her a little over time. Not sure why. --- My favorite, new scene is probably in the elevator when climbing the Shinra building where Tifa remarks how she's realizing that the people in the place they're attacking are just ordinary folks trying to survive. Barret's response misses the mark, talking about how they're still at Shinra so still liable blahblahblah, which Tifa affirms with a tone implying that's not the response she was looking for. Cloud puts her back on track reminding her they're here for Aerith, which actually snaps Tifa back into the right mindset and as a bit of character work sets up Cloud over Barret as the to-be party leader. --- Also, just an aside, one of the things I like in Remake is how plausible the character designs are. JRPGs, especially big budget ones, have a tendency to overdesign its cast
relative to the common man. I think there were moments of this in Remake, but ordinary people just doing their jobs felt very correct esp. when wandering the Shinra building.
The broader strokes of the expansions and changes are the bigger mixed bag. The suspense and thrill of Jenova's escape in chapter 17 is ruined when you wander through a labyrinth that Hojo has built into the Shinra building for... some reason. On the other hand, turning the sector 7 plate climb in chapter 15 into a whole-ass level while 'Fires of Resistance' blares in the background and you cut down Shinra soldiers is exciting as shit, even if it kinda undercuts the surprise of the attack (plus that stupid scene at the start of chapter 16 where the party ""hides"" on top of a truck going into the basement of Shinra HQ and none of the dumbass troops bother looking up wtf guys; well at least the fights after that were fun).
Some parts of the game feel stretched for no particularly good reason. The journey to sector 6 at the start of chapter 9 with the robo-hand puzzles isn't
bad but it doesn't add much to the fabric of the experience. Same deal with the trip to the #5 reactor in chapters 5 and 6 which probably could have been cut in half without losing much (especially those subway jogs, maaan). At least it added the Crab Warden boss fight which was baller as hell. The long stretch in chapter 7 for selecting parts to weaken the Airbuster seemed a bit much but I can see people enjoying it. Wandering the slums as Aerith to find Marlene in chapter 12 felt a stretch just to evenly add content through the game - Like a lot of things, the OG already paced this well. It's just something we didn't need to see. Chapter 13 felt largely unnecessary - prompted by some dumb remark from Tifa about "maybe Shinra will just let her go" and Elmyra asking the team to not make a fuss by going in guns blazing (the OG didn't handle this well either iirc; if Shinra were willing to abduct Aerith, were they really just incapable of doing it for so long; and where was Elmyra going to hide with Marlene if shit went bad). Kinda just a clumsy attempt to shoehorn in what I'm told is Dirge of Cerberus content into the game for no good reason (who cares about a secret facility under the sector 7 slums that has no relation to the plot?). Chapter 4 was alright as an extension of the Avalanche crew's characters - It's really just the stupid 3rd class SOLDIER character (Roche?) that I think could have been excised entirely and nothing would have been lost.
The plate drop was a misfire in Remake. Aside from the padding I mentioned from above, it feels like the devs missed what made the original work. In the OG, the plate drop is a largely quick affair. As far as we knew, there was no time or opportunity for people to evacuate. The plate dropped as citizens audibly screamed and the camera pulled back and up to the Shinra Building where the president can be seen watching the scene unfold as he's listening to classical music and... sipping wine iirc? Great scene. Immediately makes you hate Shinra's fucking guts, if you didn't already. The bits humanizing the Turks here are also mistimed imo. I think the OG's approach as presenting them purely as ruthless executors and only later, once the situation's cooled, revealing that they're actually kinda goofy, is the better play. I think the OG used Elena's intro as a counterpoint, showing her as overly serious compared to the veterans on the team who don't want to do anything past the orders given and otherwise just want to relax. It was a good transition to making them funnier and more human at the right time.
The existence of other Avalanche cels feels... kinda stupid and unnecessary. The
existence of other resistance makes sense, I guess, from a world-building perspective, but I feel like they're generally used to solve problems that didn't need a solution or that Remake created. Why was a resistance cell just around to save Cloud and co. in chapter 4's bomb material extraction? They could have just
left after a showdown before reinforcements arrived or something. Why did the mayor need to be a collaborator? I guess the devs couldn't think of any other way to fit in keycard upgrading from the OG? And then that spurred on the plot point about Avalanche having a fucking
helicopter that they'd share with the group to help them escape Shinra Building. Where the fuck did they get and
hide a helicopter? What was wrong with the original solution of the gang improvising the truck/bike escape like they still kinda do? --- Imo, Avalanche always worked better as the brainchild of an angry man (Barret) desperate at the end of his rope, resorting to eco-terrorism to resist an ever-encroaching coprorate overlord. We didn't need other cels.
Edit: I didn't talk about the ghosts. Uh, mostly annoying, I think. Like with Sephiroth appearing in chapter 2, killing the momentum with a dumb, forced walking section, and then giving a seemingly generic evil villain speech before disappearing, I want to believe in the series for, outside of these scenes, getting the individual character writing mostly right, but from some misfires in expanding the game otherwise, I'm not sure how much of the bad stuff is just a consequence bloat killing the pacing and how much is the writers actually not being that smart. I'll see if they can deliver in a 'freerer' FF7R2. I've not heard positive things about Rebirth in that regard though lol
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Worst part of the game, I think, are the forced walking sections are the worst. There's a lot of that AAA garbo stuff in this game - ducking under obstacles, sidewalking through a thin passage, following another character across the terrain at speeds that can range from a light jog to the slowest possible speed in the engine, and ofc good old fashioned 'fuck you - just walk here because we think it makes sense for the character to not run here'. I
HATE this shit. The worst one in the game is stamped on my brain thanks to playing the game twice - When you first arrive in the sector 5 slums, Aerith and Cloud stop to watch a long TV broadcast and then take the path to Elmyra's house, stopping no fewer than four times: Once to talk to a shopkeep, then to talk to a kid on the roof, then to talk to a group of children, and finally to talk to an orphanage manager. Each time you have to manually follow Aerith and stop for the conversation. That you cannot skip these sequences offends me and as a general rule I think a cutscene is preferable.
Unless you know exactly what you're doing, these kinds of slowdowns always fail for me. In the entire game, exactly
two work: 1) At the start of chapter 8 after leaving the church with Aerith, you travel along the rooftops to evade Shinra's pursuit. This sequence is a good opportunity to introduce the Aerith character properly to the player and is good nostalgia-bait for being in the original game (and playable), but the biggest reason why this doesn't get tedious fast is because you're
doing a lot during this scene - hopping across gaps, climbing/descending ladders, looking where the next place to advance could be. It gives me something to do. 2) In chapter 15 during the climb of the sector 7 plate with Barret and Tifa, you have a brief (10 second?) stint crossing a thin, iron beam. At this point, you have nothing to do except turn the camera and look at the absolute devastation below you. Visual (horrifying) marvel. Incidentally, it only works once lol, because I just wanted to go fast next time, but it worked!
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Last thing I want to talk about is the OST. I'm generally apprehensive about wholesale orchestral arranagements of video game music. I think these can work - See FF12 Zodiac Age's arrangement of Sakimoto's soundtrack - But the OST needs to stylistically align in order for this approach to work. In FF12's case, Sakimoto's instrumentation largely aligned with what you'd find in traditional orchestras so the transition is easy, even good as I think Zodiac Age's sound is a straight upgrade for, like, everything. In something like FF7 where the OST relies a lot on synthesizers and unusual instrumentation for its melodies (FF7 used an
accordion prominently in its main theme!), this is a tougher challenge.
Remake makes it work, often anyway. The OST's enormous, for one, so that there are more tracks customized for each scene. Some old compositions like Bombing Mission are reimagined wrt instruments. Some stuff like the Main Theme is reimagined in tone (I thought the game was blowing its load in chapter 3 using it as theme for the slums and I still kinda do think that or at least that it's not a great fit). Jenova's theme compromises by still using synthesizers to replicate the alien feel and it tries its best at matching the original's inhuman pace for percussion. One Winged Angel's remixes are still marginalizing the bells that reference Those Chosen By the Planet, for some reason, but the composition's still compelling on its own, if a little weaker for also sounding a bit repetitive. The theme of Shinra is a little worse too for losing the menacing choruses. Transforming Yuffie's theme from the music of some kid playing a game to a sweeping, youthful adventure theme seems like the most obvious move in retrospect and it totally works. Most of the battle music works in general, especially the arrangements of the main battle theme for mini-bosses and the main boss theme of the OG - the arrangements just kinda up the ante for phase shifts in the battles and that's all you need to do.
A lot of 'W's to chalk for original compositions. I like Hamauzu's work from FFX and hearing his brand of backing and suspense-building music for the battle atop the sector 7 pillar is both nostalgic and satisfying. Shima's bomastic action piece as you're climbing the plate, as I mentioned earlier, is exciting as hell and would leave the entire chapter much a-lacking without it. The track that plays in the lobby of the Shinra Building, by Imamura, I could only describe as SMT-like in how smooth and gray it sounds (although impressions seem to vary wildly on this one, from reading comments on it). Biggest whiff imo is the Wall Market music. The new track fits the more bustling nightlife compard to the more rundown (if still active) version of the city from the OG, but I didn't like it much. Incidentally, I felt the weird techno remix of the original Wall Market music used in the sector 6 express passageway is kinda whack and the
actual new track for that zone, shown at the start before
sharing it with the Wall Market remix for some reason, is way better - At least as an exciting piece of music. It didn't strike me as fitting well lol but I liked the piece a lot.
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Alright, I think I could say more but that's enough for now. Wanted to get all this down while it's fresh.