Final Fantasy VII
Final Fantasy VII was Squaresoft's first Final Fantasy title to appear on the Sony Playstation. Being very avante-guarde for it's time, FF VII used pre-rendered backgrounds to serve as scenery for 3D rendered characters, and made use of their already existing ATB system. Although not terribly innovative in that sense, the game also introduced a unique magic system and a new dynamic to combat, which will be explained in-depth later.
First thing I'd like to put out of the way is this is among the most popular gaming series I'm aware of. Having spawned several different prequels, spin-offs, sequels, and even a feature-length movie, this game certainly left its mark on the gaming, anime, music, and well... Entertainment industry at large.
[img_inline caption="I'm still impressed by the adaptive battle menus." height="265" width="300" align="left"]http://www.teamteabag.com/wp-content/uploads/2008/07/final_fantasy_vii-combat.jpg[/img_inline]
Final Fantasty VII was, and still is, heralded as possibly the best RPGs ever released. As a slave to the ATB system, the game was still very much confined to the fact that it was turn-based. More free-form than other games, sure, but still just turn-based. Stand in line, and bop enough enemies until they all die.
To counter-act this, the game created two new features that gave it some unique life. First, there's the Limit Break system. Limit Breaks are large-scale, powerful attacks that occasionally appear when the player is low on health. The benefit of this as it could be the saving grace you need to win a battle. The issue of this is that you have to sit through the Limit Breaks. FF VII was notorious for long-scaled attack sequences that couldn't be skipped. And the stronger the limit break, the longer the animation.
As well as Limit Breaks, the game introduced Materia, which is an equipped form of magic stone that is allocated to weapon slots. In certain situations, Materia could even be conjoined, so that their effects can be combined. (For example, Double Cast + Attack Magic Materia.) In and of itself, a cool dynamic, but not enough to really say this game went the distance to break away from the old ATB system that's been found since Final Fantasy V.
Gameplay-wise, there's enough diversity with skills and spells to really sink your teeth into, but the game has obviously superior Materia strategies to make most setups appear same-y at or around the end of the game.
[img_inline caption="Looking back now, the game is awfully blocky." height="200" width="265" align="right"]http://www.rampantgames.com/blog/uploaded_images/ff7-700526.jpg[/img_inline]
Graphically speaking, the game is dated, so it looks very bad by today's standards. Even at the time, though, the stark contrast between the pre-rendered backgrounds and the 3D-rendered characters was enough to make any character or situation stick out like a sore thumb. Not always bad, but somewhat killing of immersion and atmosphere.
The cutscenes themselves were top of the line at the time, like Square is so often found to do in this day and age. By today's standards, the visuals were blocky and uninteresting, but that the time they were rich and immersive, if not a little bit bright.
Sound and music were iconic at the time, and still exists very frequently in music, from song re-workings by The Black Mages to the up-to-date Advent Children soundtrack. The game's sounds and music are the stepping stone that made this game seem so alive, as the music was always appropriate and effective. To this day, it is not unusual to hear one or more songs from Final Fantasy VII being played somewhere, or in countless gamers playlists.
The story is where this game really shines. Or would, had the developers fleshed out the events more fully. The game's story follows a soldier named Cloud Strife, a battle hardening warrior, and part of the special-elite-super-military-warriors. Well, he was, except we join him as a member of a resistance group against the government/corporation in power at the time. As the game progresses, we delve into Cloud's history as a SOLDIER and reach the grand goal of the story.
[img_inline caption="No! My brain! Come baaack!" height="200" width="220" align="left"]http://tu.tv/imagenes/videos/f/i/final-fantasy-vii_18_imagenGrande.jpg[/img_inline]
The biggest issue is that as the game progresses, the story unravels, and the player becomes more confused. The plot thickens with sickening jerks and twists that leaves the player more confused in the last hour of the game than the first. Many points which were built were never resolved, only to make a vengeful come-back in the sequent sequels/spin-offs/prequels/side-stuff. By the end of the entire process, the players are left with even more questions and very little resolution.
Unlike MGS 4, which had an equally jolting story, FF VII was never really resolved. To this day, discussions as to the true nature of Cloud, or Sephiroth (the big bad), Zack, or countless other characters. Nothing is explained in full, and all you have to show for completing the game is spoiler-intense questions, just without the end-game answers.
After the fact, you'll find yourself boggled with too many questions, and no certain answers.
The game has a healthy host of side-quests, which involve such strange actions as breeding ostrich-like birds known as Chocobos, digging through tombs to unearth vampires that join your party, collecting ninjas that exist to steal your Materia, and finding powerful summons and spells that will increase the sheer amount of damage you can churn-out per turn by the end of the game.
[HEADING=2]Final Verdict[/HEADING]
Rent It. This is a slice of gaming history, but it's just that, history. Since then, the elements that have made this game unique have been improved and built-upon, redone with more excellence and refinement, and churned out to a better story. The claims of "Best RPG ever" is a very hollow one, as the game plays and feels as dated as it is. It's not a classic that has survived the test of time.
Also, I'd like to mention that FF VII was my first foray into hardcore gaming, and certainly the object of much nostalgia. Though, the things that make this game notable just aren't notable enough to recommend. Gamers still persist, and fanboy-ism for this title runs rampant in any circle you could possibly look for. The problem is it's fandom that is misplaced. It's not a bad game, it's in-fact, a very decent one. If you're looking for a mediocre gaming experience, look no further. Conversely, if you're looking to have your mind-blown by excellence, shop elsewhere.
Final Fantasy VII was Squaresoft's first Final Fantasy title to appear on the Sony Playstation. Being very avante-guarde for it's time, FF VII used pre-rendered backgrounds to serve as scenery for 3D rendered characters, and made use of their already existing ATB system. Although not terribly innovative in that sense, the game also introduced a unique magic system and a new dynamic to combat, which will be explained in-depth later.
First thing I'd like to put out of the way is this is among the most popular gaming series I'm aware of. Having spawned several different prequels, spin-offs, sequels, and even a feature-length movie, this game certainly left its mark on the gaming, anime, music, and well... Entertainment industry at large.
[img_inline caption="I'm still impressed by the adaptive battle menus." height="265" width="300" align="left"]http://www.teamteabag.com/wp-content/uploads/2008/07/final_fantasy_vii-combat.jpg[/img_inline]
Final Fantasty VII was, and still is, heralded as possibly the best RPGs ever released. As a slave to the ATB system, the game was still very much confined to the fact that it was turn-based. More free-form than other games, sure, but still just turn-based. Stand in line, and bop enough enemies until they all die.
To counter-act this, the game created two new features that gave it some unique life. First, there's the Limit Break system. Limit Breaks are large-scale, powerful attacks that occasionally appear when the player is low on health. The benefit of this as it could be the saving grace you need to win a battle. The issue of this is that you have to sit through the Limit Breaks. FF VII was notorious for long-scaled attack sequences that couldn't be skipped. And the stronger the limit break, the longer the animation.
As well as Limit Breaks, the game introduced Materia, which is an equipped form of magic stone that is allocated to weapon slots. In certain situations, Materia could even be conjoined, so that their effects can be combined. (For example, Double Cast + Attack Magic Materia.) In and of itself, a cool dynamic, but not enough to really say this game went the distance to break away from the old ATB system that's been found since Final Fantasy V.
Gameplay-wise, there's enough diversity with skills and spells to really sink your teeth into, but the game has obviously superior Materia strategies to make most setups appear same-y at or around the end of the game.
[img_inline caption="Looking back now, the game is awfully blocky." height="200" width="265" align="right"]http://www.rampantgames.com/blog/uploaded_images/ff7-700526.jpg[/img_inline]
Graphically speaking, the game is dated, so it looks very bad by today's standards. Even at the time, though, the stark contrast between the pre-rendered backgrounds and the 3D-rendered characters was enough to make any character or situation stick out like a sore thumb. Not always bad, but somewhat killing of immersion and atmosphere.
The cutscenes themselves were top of the line at the time, like Square is so often found to do in this day and age. By today's standards, the visuals were blocky and uninteresting, but that the time they were rich and immersive, if not a little bit bright.
Sound and music were iconic at the time, and still exists very frequently in music, from song re-workings by The Black Mages to the up-to-date Advent Children soundtrack. The game's sounds and music are the stepping stone that made this game seem so alive, as the music was always appropriate and effective. To this day, it is not unusual to hear one or more songs from Final Fantasy VII being played somewhere, or in countless gamers playlists.
The story is where this game really shines. Or would, had the developers fleshed out the events more fully. The game's story follows a soldier named Cloud Strife, a battle hardening warrior, and part of the special-elite-super-military-warriors. Well, he was, except we join him as a member of a resistance group against the government/corporation in power at the time. As the game progresses, we delve into Cloud's history as a SOLDIER and reach the grand goal of the story.
[img_inline caption="No! My brain! Come baaack!" height="200" width="220" align="left"]http://tu.tv/imagenes/videos/f/i/final-fantasy-vii_18_imagenGrande.jpg[/img_inline]
The biggest issue is that as the game progresses, the story unravels, and the player becomes more confused. The plot thickens with sickening jerks and twists that leaves the player more confused in the last hour of the game than the first. Many points which were built were never resolved, only to make a vengeful come-back in the sequent sequels/spin-offs/prequels/side-stuff. By the end of the entire process, the players are left with even more questions and very little resolution.
Unlike MGS 4, which had an equally jolting story, FF VII was never really resolved. To this day, discussions as to the true nature of Cloud, or Sephiroth (the big bad), Zack, or countless other characters. Nothing is explained in full, and all you have to show for completing the game is spoiler-intense questions, just without the end-game answers.
After the fact, you'll find yourself boggled with too many questions, and no certain answers.
The game has a healthy host of side-quests, which involve such strange actions as breeding ostrich-like birds known as Chocobos, digging through tombs to unearth vampires that join your party, collecting ninjas that exist to steal your Materia, and finding powerful summons and spells that will increase the sheer amount of damage you can churn-out per turn by the end of the game.
[HEADING=2]Final Verdict[/HEADING]
Rent It. This is a slice of gaming history, but it's just that, history. Since then, the elements that have made this game unique have been improved and built-upon, redone with more excellence and refinement, and churned out to a better story. The claims of "Best RPG ever" is a very hollow one, as the game plays and feels as dated as it is. It's not a classic that has survived the test of time.
Also, I'd like to mention that FF VII was my first foray into hardcore gaming, and certainly the object of much nostalgia. Though, the things that make this game notable just aren't notable enough to recommend. Gamers still persist, and fanboy-ism for this title runs rampant in any circle you could possibly look for. The problem is it's fandom that is misplaced. It's not a bad game, it's in-fact, a very decent one. If you're looking for a mediocre gaming experience, look no further. Conversely, if you're looking to have your mind-blown by excellence, shop elsewhere.
Title Logo - http://img513.imageshack.us/img513/1804/finalfantasyviilogohk6.jpg
Adaptive Menus - http://www.teamteabag.com/wp-content/uploads/2008/07/final_fantasy_vii-combat.jpg
Awfully Blocky - http://www.rampantgames.com/blog/uploaded_images/ff7-700526.jpg
My brain! - http://tu.tv/imagenes/videos/f/i/final-fantasy-vii_18_imagenGrande.jpg
Adaptive Menus - http://www.teamteabag.com/wp-content/uploads/2008/07/final_fantasy_vii-combat.jpg
Awfully Blocky - http://www.rampantgames.com/blog/uploaded_images/ff7-700526.jpg
My brain! - http://tu.tv/imagenes/videos/f/i/final-fantasy-vii_18_imagenGrande.jpg