Alright so you guys might have seen my review for Final Fantasy 7 Remake already and you should know that I really really liked the game coming off the first playthrough.
Since then I finished a second playthrough NG+ to clean up the collections that I missed the first time, and as I did so I began to see some things that I really didn't like and/or disappointed me about the Remake. So I thought I would post them here and see if you all agreed or disagreed.
Let's start with what Remake isn't. Unlike what they promised us at E3, FF7Remake is not as big as a normal Final Fantasy game and is NOT the full fledged Final Fantasy experience they said it was. We all had issues with the fact that this was going to be an episodic game as we knew there was no way it could be as long as a normal Final Fantasy game. But the thing is, FF7Remake isn't even as long as a SHORT Final Fantasy game. This is because there are fundamental things that every FF game has that just isn't here in the Remake.
For Example:
-No ultimate weapons for each character, nor any crazy side quests to get those weapons.
-No ultimate abilities, nor any side quests to get them. Sure there is an extra limit break but getting it is a crazy easy Colosseum fight done in less than 2 minutes per character.
-No Optional areas. Places like Gongaga, ancient forest, wutai, caves, and submarines from the original game. Obviously we are in Midgar only but we visit basically zero new optional locations in the Remake, there could have been so many optional areas like upper plate sectors, new slum towns, shinra labs. Instead we visit the same sectors and slums that appear in the original game even many areas EXTREMELY hand held preventing you for exploring very much.
Those are but a few things that the Remake doesn't have but appear in every other Final Fantasy game. So full fledged FF game Remake is not.
Additionally there are some issues I noticed much more on a second playthrough and a few chapters on Hard that really show cracks in my enjoyment of the game.
Summons kind of suck. They appear so slowly and don't do much, that if you are playing correctly (especially required on hard mode) the summon wont have time to do anything by the time it is summoned and then gets it's ultimate attack. Usually your characters core tactics and magic are what will get the job done, a summon will not save you nor really help and they seem to exist as a spectacle more than anything else.
The lack of evasion is the real challenge for the game. Many enemies are simply too fast, or unleash their attack with too much tracking in order to be evaded. Meaning your first instinct to get out of the way of such things as usually wrong as blocking is the better choice. Perfect example is trying to get away from Hell House's charge attack, or get out of range of Guard Scorpion's EMP pulse. I'm not saying that damage cant be avoided, it can, but only if you are proactively evading attacks. Basically if you aren't already avoiding an upcoming attack, then you will be hit.
Excessive railroading. 90% of the game you are on a track, and the game does not want you going off any of it. This normally doesn't bother me much, I didn't have a problem with the hallways of FF13, but FF7Remake makes a lot of stuff LOOK more explorable than it is. Especially when you go looking for areas in the original game that aren't here. Like the Train tunnel that dead ends with infiinitely spawning guards you can grind for exp from the original game. Try running backwards in the Remake and you are jerked back with a slap saying "NO!" Try to go back to the church after fleeing Reno, "NO!".
No grinding. Okay this is probably just a negative for me, but one thing that made me fall in love with JRPG's in the original game was the ability to grind. My friends used to have contests to see who could get the highest level before you left Midgar. It made me love grinding, love being able to put in work to completely destroy an upcoming boss. It's not for everyone and I get that. And grinding should never be a requirement, but at least let it be an option. Not here though, enemies do not respawn, and the only place to grind is the battle areas and that forces you through cut scenes and loading making it overly annoying.
Challenge through annoyance. Many enemies in the game actively screw with your combat potential. This appears as early as Chapter 3 in which enemies can fly/climb out of reach of your melee characters. While in some situations they will jump to hit flying enemies this is inconsistant as they will not jump to hit an enemy on the wall. Additionally there are a lot of encounters with enemies that will periodically just be immune, but the game seems to make them immune for long periods of time. I had an issues where a crab in the sewers just guarded forever making him immmune to even Barret. And I was forced to hit him with cloud to eat the counter attack and get him out of it, but then it immediately went back into guard again. I know use magic, the problem is on Hard you NEED your MP and it sucks being forced to waste precious MP to kill an enemy you can easily defeat using normal abilities simply because it wants to be a guarding dickhead. Not to mention the robots that have an anti-melee aura around them once staggered, and while stagger they specifically target Barrett with missiles so your time to take advantage of the stagger is wasted.
The AI sucks and the game knows it. Enemies will not target characters at random, at least not for long and instead seem to always prioritize the character you control. Even if they are beating the crap out of Tifa, they will often drop her like a bad break up and immediate b-line straight for whoever you just swapped over to. Needless to say, this makes building that precious ATB gauge frustrating at times because rather than being able to capitialize on the enemy attacking one party member while you build meter for another, the enemies will come charging over to your new character like you insulted their momma. Meanwhile if you as the player want to serve as a distraction and guard or be defensive while the enemies focus you, your AI controlled characters will gladly stand in the background and watch. It's like a bunch of kids watching a fight in high school, they all just watch and posture and talk about how much better they would do in the same fight. Thanks guys.
Finally we have the side quests. They are bad, simply bad. The NPC's are stiff, the quests are utterly boring and mundane, but worst of all they aren't meaningful in reward (except Chadley, he can stay). What do you get from side quests really? Nothing a little bit of gil, maybe a useless accessory. Why couldn't there be meaningful reasons to do these quests? The game talks about building reputation as a merc, so why don't you build that rep? As you grow ranks with the people as a merc, you could take on bigger and better jobs. Like the hunt system in previous games. And utilize more areas! I mean fuck, just because the quest starts in Sector 7 slums, doesn't mean they couldn't let you get on a train to go to the plate and rob a Shrina guardhouse, or dive into the sewers to handle a new monster bigger and badder than Abzu. Side quests can have such potential, and they just waste time here. They offer nothing, they serve no point, hell they don't even award EXP bonuses to give you extra levels. Except Chadley, he can stay.
It's weird because I didn't notice any of this on the first playthrough, I was so blinded with joy of seeing my favorite video game characters in new life. But that quickly falls away with second and third playthroughs as you just start getting annoyed by all the stuff the game DOESN'T do or doesn't let you do.
And Square's words kept nagging me on my second playthrough as I looked at the play clock and realized I was about to finish my second run in about 13hours. "Full Fledged Final Fantasy experience", but where is all the stuff that Final Fantasy games are supposed to have? Where are the secret items, hidden OP materia, super moves, optional areas?
They spoke about expanding Midgar, yet we don't go to Sector 1, 2, 3, 4, 5, or 6 plates, nor do we see the slums of Sectors 1, 2, 3, 4, 8. So what did they expand? How is this Midgar different from the Midgar in the original game? Because we got to see one street on the Sector 7 plate? Because we explore an underground lab a little?
I gotta say, I hope they improve this in the next game.
Since then I finished a second playthrough NG+ to clean up the collections that I missed the first time, and as I did so I began to see some things that I really didn't like and/or disappointed me about the Remake. So I thought I would post them here and see if you all agreed or disagreed.
Let's start with what Remake isn't. Unlike what they promised us at E3, FF7Remake is not as big as a normal Final Fantasy game and is NOT the full fledged Final Fantasy experience they said it was. We all had issues with the fact that this was going to be an episodic game as we knew there was no way it could be as long as a normal Final Fantasy game. But the thing is, FF7Remake isn't even as long as a SHORT Final Fantasy game. This is because there are fundamental things that every FF game has that just isn't here in the Remake.
For Example:
-No ultimate weapons for each character, nor any crazy side quests to get those weapons.
-No ultimate abilities, nor any side quests to get them. Sure there is an extra limit break but getting it is a crazy easy Colosseum fight done in less than 2 minutes per character.
-No Optional areas. Places like Gongaga, ancient forest, wutai, caves, and submarines from the original game. Obviously we are in Midgar only but we visit basically zero new optional locations in the Remake, there could have been so many optional areas like upper plate sectors, new slum towns, shinra labs. Instead we visit the same sectors and slums that appear in the original game even many areas EXTREMELY hand held preventing you for exploring very much.
Those are but a few things that the Remake doesn't have but appear in every other Final Fantasy game. So full fledged FF game Remake is not.
Additionally there are some issues I noticed much more on a second playthrough and a few chapters on Hard that really show cracks in my enjoyment of the game.
Summons kind of suck. They appear so slowly and don't do much, that if you are playing correctly (especially required on hard mode) the summon wont have time to do anything by the time it is summoned and then gets it's ultimate attack. Usually your characters core tactics and magic are what will get the job done, a summon will not save you nor really help and they seem to exist as a spectacle more than anything else.
The lack of evasion is the real challenge for the game. Many enemies are simply too fast, or unleash their attack with too much tracking in order to be evaded. Meaning your first instinct to get out of the way of such things as usually wrong as blocking is the better choice. Perfect example is trying to get away from Hell House's charge attack, or get out of range of Guard Scorpion's EMP pulse. I'm not saying that damage cant be avoided, it can, but only if you are proactively evading attacks. Basically if you aren't already avoiding an upcoming attack, then you will be hit.
Excessive railroading. 90% of the game you are on a track, and the game does not want you going off any of it. This normally doesn't bother me much, I didn't have a problem with the hallways of FF13, but FF7Remake makes a lot of stuff LOOK more explorable than it is. Especially when you go looking for areas in the original game that aren't here. Like the Train tunnel that dead ends with infiinitely spawning guards you can grind for exp from the original game. Try running backwards in the Remake and you are jerked back with a slap saying "NO!" Try to go back to the church after fleeing Reno, "NO!".
No grinding. Okay this is probably just a negative for me, but one thing that made me fall in love with JRPG's in the original game was the ability to grind. My friends used to have contests to see who could get the highest level before you left Midgar. It made me love grinding, love being able to put in work to completely destroy an upcoming boss. It's not for everyone and I get that. And grinding should never be a requirement, but at least let it be an option. Not here though, enemies do not respawn, and the only place to grind is the battle areas and that forces you through cut scenes and loading making it overly annoying.
Challenge through annoyance. Many enemies in the game actively screw with your combat potential. This appears as early as Chapter 3 in which enemies can fly/climb out of reach of your melee characters. While in some situations they will jump to hit flying enemies this is inconsistant as they will not jump to hit an enemy on the wall. Additionally there are a lot of encounters with enemies that will periodically just be immune, but the game seems to make them immune for long periods of time. I had an issues where a crab in the sewers just guarded forever making him immmune to even Barret. And I was forced to hit him with cloud to eat the counter attack and get him out of it, but then it immediately went back into guard again. I know use magic, the problem is on Hard you NEED your MP and it sucks being forced to waste precious MP to kill an enemy you can easily defeat using normal abilities simply because it wants to be a guarding dickhead. Not to mention the robots that have an anti-melee aura around them once staggered, and while stagger they specifically target Barrett with missiles so your time to take advantage of the stagger is wasted.
The AI sucks and the game knows it. Enemies will not target characters at random, at least not for long and instead seem to always prioritize the character you control. Even if they are beating the crap out of Tifa, they will often drop her like a bad break up and immediate b-line straight for whoever you just swapped over to. Needless to say, this makes building that precious ATB gauge frustrating at times because rather than being able to capitialize on the enemy attacking one party member while you build meter for another, the enemies will come charging over to your new character like you insulted their momma. Meanwhile if you as the player want to serve as a distraction and guard or be defensive while the enemies focus you, your AI controlled characters will gladly stand in the background and watch. It's like a bunch of kids watching a fight in high school, they all just watch and posture and talk about how much better they would do in the same fight. Thanks guys.
Finally we have the side quests. They are bad, simply bad. The NPC's are stiff, the quests are utterly boring and mundane, but worst of all they aren't meaningful in reward (except Chadley, he can stay). What do you get from side quests really? Nothing a little bit of gil, maybe a useless accessory. Why couldn't there be meaningful reasons to do these quests? The game talks about building reputation as a merc, so why don't you build that rep? As you grow ranks with the people as a merc, you could take on bigger and better jobs. Like the hunt system in previous games. And utilize more areas! I mean fuck, just because the quest starts in Sector 7 slums, doesn't mean they couldn't let you get on a train to go to the plate and rob a Shrina guardhouse, or dive into the sewers to handle a new monster bigger and badder than Abzu. Side quests can have such potential, and they just waste time here. They offer nothing, they serve no point, hell they don't even award EXP bonuses to give you extra levels. Except Chadley, he can stay.
It's weird because I didn't notice any of this on the first playthrough, I was so blinded with joy of seeing my favorite video game characters in new life. But that quickly falls away with second and third playthroughs as you just start getting annoyed by all the stuff the game DOESN'T do or doesn't let you do.
And Square's words kept nagging me on my second playthrough as I looked at the play clock and realized I was about to finish my second run in about 13hours. "Full Fledged Final Fantasy experience", but where is all the stuff that Final Fantasy games are supposed to have? Where are the secret items, hidden OP materia, super moves, optional areas?
They spoke about expanding Midgar, yet we don't go to Sector 1, 2, 3, 4, 5, or 6 plates, nor do we see the slums of Sectors 1, 2, 3, 4, 8. So what did they expand? How is this Midgar different from the Midgar in the original game? Because we got to see one street on the Sector 7 plate? Because we explore an underground lab a little?
I gotta say, I hope they improve this in the next game.