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Final Fantasy VII Remake


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3 minutes ago, df0 said:

Sounds probable. It'll definitely make people want to be triggered and jump on the outrage bandwagon, how liberals/leftists/feminists (surely they must be involved with this whole malarky somehow!) are censoring my/your/our videogames. I can already picture all those narcissistic video thumbnails on Youtube how Square RUINED the remake by allowing WOMEN to work on it and CENSORING the game. YOU WILL NOT BELIEVE THIS (I ALMOST DIED) - FEMALE NPC FAIL - WORST REMAKE EVER!!??

 

And that's just on RLLMUK...

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I gave it a chance - wasn't as annoyed by the character 'enhancements' and voice-overs as I thought I would be.

 

The things I was expecting to love - namely the music - I didn't. They have given it a bit of orchestral spit and polish but changed things here and there that just took all the oomph out of it. Most obvious in the title screen music, when the main melody comes in it's like two or three tones higher than it should be? Or something?

 

The awesomeness of the sweeping camera into the train cuts was working, especially with the logo and music synchronising as per the original, but when the camera got to the station the music stopped for dialogue, instead of kicking off immediately like it should have done. My enthusiasm waned a little bit with all of these things. When we got to cutscenes with Heidegger and the Shinra theme was playing away in the background it had taken on the overall effect of elevator music to my ears.

 

As for the visuals, yep its beautiful but when I was running through the areas it felt like the camera was denying me from getting a good view of any of it. I can't really explain how but possibly the size of Cloud combined with a tendency for it to be pointing at the floor just made it feel like I couldn't take in the sights.

 

In combat situations I couldn't often tell if there were still enemies there or not. Especially the little floaty things.

 

Yeaaahhhhh.....  I think I'll probably pass. I may have felt differently if the future delivery of the story had been promised, but they are leaving us all guessing on that front.

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The problem with making this all 3D is that they suddenly have to create side streets/areas, so you end up with super bland areas with the same crates/set dressing everywhere. Not sure it matters, it's just a shame because the original felt so polished as they didn't need to do much to fill out these areas due to a locked camera. I'm sure they could have made these areas look more appealing but that would have added another 5-10 years of development. It's certainly a good compromise that had to happen.

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Played it again today (had the morning off work), the camera really is eratic at times during combat. I hated it in FF15 & they have not really improved on it much in this remake. Locking onto enemies does not even help because if scenery gets in the way you see nothing. It's playable on the normal combat setting but I'm not enjoying the combat. Gourgeus visuals, beautiful music & turn-based combat can be done well just look at Dragon Quest XI which I recently completed. It makes me more disappointed at the classic mode.

 

I'm currently playing Death Stranding (Chapter 5/14) & I was going to rush it to get it finished before FF7 was released but now I think I will take my time and pick this up over the summer.

 

 

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I’m just hyped to be here with you all revelling in FINAL FUCKING FANTASY SEVEN as if it were new again.

 

I managed to get home a night early and fired it up very briefly 15 mins ago but I’m too tired to do it justice.

 

but man, that intro!!! That intro!!!! Them feels.  
 

I am in love All. Over. Again.

 

As a workaholic with a Wow addict for a boss, when I told him the demo landed (or was thinking it would land today, the original release day), he just said - TOIL day Wednesday then? :wub:  he gets it 

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Ok, I just finished a second playthrough and things definitely started to click a little more. The first time I didn't even realise the enemy's attack was appearing above their HP bars long before they executed it. When there's a whole load of information on screen I end up blind to half of it. Honestly, the first time I was attempting to try to read wind-up animations as if it were a Fromsoft boss. Seeing what attack is coming in advance allows you to approach it far more like...a Final Fantasy game. There is a Fromsoft element in that once you hit square and start an attack you're fully committed and you're not going to be able to block, so it rewards a bit of patience instead of button mashing. I started to use the L1 shortcuts a lot which feels a lot better than clicking through menus, although it would be better if you had a pop up so you didn't have to memorise what is linked to each button.

 

I still have a lot of reservations, mostly about future parts, but I imagine I'll be giving this a try at some point over the summer. Once different enemies and abilities roll in, it should get a lot more interesting.

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On 18/02/2020 at 18:02, carlospie said:

The thing is they are going to have to nerf your characters some how between the games, as if they are two-three years apart then everyone will have hit level 99 and unlocked all limit breaks etc. 

 

Or they treat each game as separate and make you start anew each time. 

 

I'm sure they will have some sort of solution in place to overcome this

 

On 18/02/2020 at 19:00, Alex W. said:

They could just implement a level cap in each episode, so they know anyone who makes it on to Episode 2 probably has a level over 10, but definitely has a level under 15.


Apparently the demo’s answer is to have a finite number of fixed encounters in a dungeon. :P It kind of makes sense and ensures everyone has enough experience (and they could get a good estimate of party levels at the end of the episode / start of the next one), but it would make the typical RPG conversation a bit weird: “did you have to do any major levelling before that one boss?” “Uh, I couldn’t...”

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44 minutes ago, RubberJohnny said:

A lot of "I love everything but the gameplay" takes on here and Resetera, I wonder how that's gonna translate to the success of this being some five part thing.


I do worry that square can deliver on this, I think they will be under pressure to ensure they complete the game but they left Deus Ex Mankind Divided after the first game.

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Referring to to “Deus Ex Universe”? The ambitious multimedia project announced after Human Revolution that amounted to a sequel (Mankind Divided) with an online multiplayer component, a mobile game, and some books.

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3 hours ago, Qazimod said:

Apparently the demo’s answer is to have a finite number of fixed encounters in a dungeon. :P It kind of makes sense and ensures everyone has enough experience (and they could get a good estimate of party levels at the end of the episode / start of the next one), but it would make the typical RPG conversation a bit weird: “did you have to do any major levelling before that one boss?” “Uh, I couldn’t...”

 

Hard to get an estimate of the nature of the rpg as a whole from what amounts to a linear opening sequence. I suspect you're right for this first episode, as the majority of midgar was quite linear already, but when the world map is introduced in the next part that's going to be an interesting problem to tackle.

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Found this...okay.

 

On the one hand it was dripping with nostalgia, on the other the battles feel like every other action RPG feels to me; I just feel like i'd rather be playing a proper action game.

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1 hour ago, Wroth said:

 

Hard to get an estimate of the nature of the rpg as a whole from what amounts to a linear opening sequence. I suspect you're right for this first episode, as the majority of midgar was quite linear already, but when the world map is introduced in the next part that's going to be an interesting problem to tackle.


Yeah, I completely agree that the linearity of that sequence may have a lot to do with it - it just makes me wonder about the more complex dungeons later on. They could totally have infinite random battles in future areas, but the original still had random battles in that linear opening sequence... :) 

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A shame, it's a cracking game. I think the whole pre-order competition (basically, the more people pre-ordered the game the more content everybody received) disaster put many people off, and for good reasons.

 

https://www.forbes.com/sites/insertcoin/2015/09/01/deus-ex-mankind-divided-has-the-worst-pre-order-bonus-structure-of-all-time/

 

Quote

 


The campaign is called “Augment Your Pre-Order” (groan) and features a tiered system that actually forces consumers to make a choice about which kind of crap they want bundled with their game at launch. So not only are you paying extra to move up the ranks of the “ladder,” as it were, but at each rung, you have to make a choice about which items you leave behind.

Tier 1 makes you choose between three skin packs/arms loadouts for the game itself.
Tier 2 makes you choose between a digital art book or soundtrack sampler.
Tier 3 finally lets your mind rest and just gives you an extra in-game mission.
Tier 4 makes you choose once more, this time between a digital comic book and a novella.
Tier 5 is a flat-out early release of the game, four days before "official" launch.

Apparently how this works is that the tiers are "unlocked" the more people pre-order, so you're supposed to encourage your friends to do so in order for all of you to maximize your potential for loot. If you want all of it, and don’t want to make any of those precarious decisions, you can shell out $150 for the Collector’s Edition which comes with it all. So, you’re receiving everything listed above for $90, 150% more than the price of the game itself. Enjoy!
 

 

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37 minutes ago, df0 said:

A shame, it's a cracking game. I think the whole pre-order competition (basically, the more people pre-ordered the game the more content everybody received) disaster put many people off, and for good reasons.

 

https://www.forbes.com/sites/insertcoin/2015/09/01/deus-ex-mankind-divided-has-the-worst-pre-order-bonus-structure-of-all-time/

 

Sounds like the worst of Kickstarter 

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So After beating the Demo I have to say I struggled with the boss...... until I figured out how to really Damage it! I have to say I was very impressed with how the boss battle played out! keeping the classic moves in there and letting you know when you F'ed up! I will play through classic mode now and see how it runs I am now hyped for Easter weekend (Long weekend off work too!)

 

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5 hours ago, df0 said:

A shame, it's a cracking game. I think the whole pre-order competition (basically, the more people pre-ordered the game the more content everybody received) disaster put many people off, and for good reasons.

 

https://www.forbes.com/sites/insertcoin/2015/09/01/deus-ex-mankind-divided-has-the-worst-pre-order-bonus-structure-of-all-time/

 


This was also from back in the “traditional console gaming is dead” era of wrongness, where SE were planning on doing everything episodic, Hitman was first of course, then this game was meant to be... then the plan changed if I remember correctly.. 

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I’m amazed at how good and smooth Unreal looks here, but blimey, combat feels like the worst aspects of Crisis Core resurrected. 

 

After gorging on Octopath Traveler this is terrible to play. Sticking it into Classic gear just makes it one of those ‘00s offline MMO JRPGs. Really want to play this for the visuals and such, but the idea of sticking to this type of combat for 40 hours is filling me with dread. Massive disappointment. :/ 

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