Not that I ever need an excuse to replay these games, I figured a good project to kill the time until Revelations releases would be to replay and reanalyze the FF7 games across the entire board. The original game, Crisis Core, Remake, Rebirth, and finally Revelations, to sort of try to get a picture of what it all was for and how it all turned out. Taking from @bobmaster and his Mass Effect recap I plan to do this in sections where whatever gameplay chunk I get through I will post about and recap and review the story and gameplay elements that appear in that section.
So with that...
FINAL FANTASY 7 (1997):
The game starts with probably the best opening level in gaming history. You are given a grand view of this very cool futuristic city, a symbol of grand technological progress with a towering pillar standing in the center of it. The camera then zooms into a train station in which characters hop out and beat up the guards on the train platform. A man emerges and turns back towards the camera to wave at someone off screen. In flips a spikey hairs blonde wearing blue, this then becomes the player as we are given control as the other characters run off. Immediately we are attacked and questions continue to escalate. We are only called "EX-SOLDIER" in the battle menu, we are using a sword to fight of dudes with guns, why? Who would fight with a sword if technologically this world has guns and grenades?
Through combat we are shown that this sword man is far stronger than the grunts with guns, often beating them in a single hit. So something is clearly special about our character.
We progress a few screens and we are told about the mission. The facility we are breaking into is a reactor, one of the sources of power in the city, however that power is coming at the cost of the planet's resources. It becomes clear that we've been recruited by eco-terrorists to blow up the reactor and make a environmental statement to the company that runs this place. Our character doesn't seem to care about any of these details and he is just here because they've paid him to do whatever. So again the player is left with questions about who we are and why we would even agree to any of this. Are we playing a bad guy who just takes any job that'll pay him even if that job is evil?
The combat is your standard turn-based affair using the active time battle system, in which every one gets a turn inputing actions but turns happen in a semi-real time style where if you take too long to input commands the enemies will continue to take their turns whenever they come up while you mess around. It's turn based, but adds a bit of urgency in your decision making because later fights will destroy you if you dont have a plan and execute commands quickly. However in the first mission of the game nothing is terribly dangerous and potions drop with enough frequency that you can only die by not paying attention. The danger to the player doesn't reflect the intensity of the context really, but it's enough to teach players the basics and also build interest.
I remember playing this level for the first time and being very off-put by the combat because i had never played an RPG before. I didn't understand the fun potential of a "menu" game, or a game in which everything was just done by selecting from menus. Why couldn't I swing my sword with a sword swing button like most other games I'd played? However by the end of the mission the intensity of the music, the timer that counts down your escape after beating the giant robot scorpion, I was captured by the story and wanted more answers. It's a very good set up to a game and one that I think handles the build up of tension better than any first level I've played since. Especially since it doesn't use flashback sequences to pull the player back from excitement to boring regular game life, the way that something like Persona 5 does.
After you escape the reactor the explosion is quite devastating for 1997, and Cloud walking through the screens of city ruins with people panicking is underrated for the time. You are stopped by a girl who just wants to know what's happened because you seem to be dressed in a uniform. Here you are given dialog options that can change things in the story, though a first time player would never know this, and I certainly didn't. But I do remember thinking about how I could portray Cloud, I could keep him being an asshole, or I could sort of adopt this idea of him being serious in the moments that matter but cool and kind when it counted. Here you can tell the girl to get the fuck outta here, or you can distract her by buying a flower off her. Either way she leaves safely.
Then Cloud is ambushed by guards who know something is up with him, but you are cool so you jump off a bridge onto a train and escape.
So with that...
FINAL FANTASY 7 (1997):
The game starts with probably the best opening level in gaming history. You are given a grand view of this very cool futuristic city, a symbol of grand technological progress with a towering pillar standing in the center of it. The camera then zooms into a train station in which characters hop out and beat up the guards on the train platform. A man emerges and turns back towards the camera to wave at someone off screen. In flips a spikey hairs blonde wearing blue, this then becomes the player as we are given control as the other characters run off. Immediately we are attacked and questions continue to escalate. We are only called "EX-SOLDIER" in the battle menu, we are using a sword to fight of dudes with guns, why? Who would fight with a sword if technologically this world has guns and grenades?
Through combat we are shown that this sword man is far stronger than the grunts with guns, often beating them in a single hit. So something is clearly special about our character.
We progress a few screens and we are told about the mission. The facility we are breaking into is a reactor, one of the sources of power in the city, however that power is coming at the cost of the planet's resources. It becomes clear that we've been recruited by eco-terrorists to blow up the reactor and make a environmental statement to the company that runs this place. Our character doesn't seem to care about any of these details and he is just here because they've paid him to do whatever. So again the player is left with questions about who we are and why we would even agree to any of this. Are we playing a bad guy who just takes any job that'll pay him even if that job is evil?
The combat is your standard turn-based affair using the active time battle system, in which every one gets a turn inputing actions but turns happen in a semi-real time style where if you take too long to input commands the enemies will continue to take their turns whenever they come up while you mess around. It's turn based, but adds a bit of urgency in your decision making because later fights will destroy you if you dont have a plan and execute commands quickly. However in the first mission of the game nothing is terribly dangerous and potions drop with enough frequency that you can only die by not paying attention. The danger to the player doesn't reflect the intensity of the context really, but it's enough to teach players the basics and also build interest.
I remember playing this level for the first time and being very off-put by the combat because i had never played an RPG before. I didn't understand the fun potential of a "menu" game, or a game in which everything was just done by selecting from menus. Why couldn't I swing my sword with a sword swing button like most other games I'd played? However by the end of the mission the intensity of the music, the timer that counts down your escape after beating the giant robot scorpion, I was captured by the story and wanted more answers. It's a very good set up to a game and one that I think handles the build up of tension better than any first level I've played since. Especially since it doesn't use flashback sequences to pull the player back from excitement to boring regular game life, the way that something like Persona 5 does.
After you escape the reactor the explosion is quite devastating for 1997, and Cloud walking through the screens of city ruins with people panicking is underrated for the time. You are stopped by a girl who just wants to know what's happened because you seem to be dressed in a uniform. Here you are given dialog options that can change things in the story, though a first time player would never know this, and I certainly didn't. But I do remember thinking about how I could portray Cloud, I could keep him being an asshole, or I could sort of adopt this idea of him being serious in the moments that matter but cool and kind when it counted. Here you can tell the girl to get the fuck outta here, or you can distract her by buying a flower off her. Either way she leaves safely.
Then Cloud is ambushed by guards who know something is up with him, but you are cool so you jump off a bridge onto a train and escape.