Revisiting Final Fantasy VII

Final Fantasy VII is a perennially popular game, but one that is almost as fashionable to hate. It’s true that it has its flaws and probably isn’t even the best Final Fantasy game, let alone the best RPG ever made, and it’s probably equally true that the reason for its popularity is because it was many players’ first RPG. But even so, there aren’t many games that have spawned a CGI feature film, an anime short film, several novellas and four spin-off games, and I think the only Final Fantasy that would be more anticipated than XIII would be the much-rumoured FFVII remake. It really is a franchise in its own right.
Anyway, it was the latest chapter in the Compilation of Final Fantasy VII, Crisis Core, that originally got me interested in revisiting this world. The PSP game is very impressive, but I got the feeling that some things were going over my head, given that I’d never finished Final Fantasy VII. I hadn’t finished a Final Fantasy game full stop, with a save at the end of Final Fantasy IV Advance being the closest I’ve got. Yes, I’m ashamed.
Back when it came out I didn’t have a PlayStation and so had little opportunity to play it – I don’t think I even got out of Midgar around release – and my most successful attempt so far was almost three years ago, when I bought a new NTSC copy and actually made it to disc 2 (OMG Aeris dies!!!1) before petering out somewhere on Gaea’s Cliff, about 19 hours in. With custom firmware PSPs supporting multi-disc PS1 games, I worked out how to get my original PS1 save ported to the PSP – it involves a chipped PS2 and some homebrew voodoo -and, after familiarising myself with the abilities that I’d left on the characters, I powered on through the previous sticking point. (more…)
PSP: Console of 2008 so far?
Sony’s having a funny old generation. The PS3 has gone from being cut adrift to right back in it, and despite being the DS’s whipping boy since they came out in 2004, the PSP is now doing respectable numbers (in hardware, at least), is still gaining features through firmware updates and impressive interoperability with the PS3, and, for my money, has had the best games of all the systems so far this year.
I’ve already blogged about the charming Patapon and phenomenal(ly short) God of War, and I’m sure you’re familiar with those recent gems. Crisis Core: Final Fantasy VII is out in the States and looks insanely good for a PSP game; it takes a while to get going and progress from being a fairly monotonous button masher (never thought I’d accuse a Final Fantasy game of being that) to something unique and extremely playable, slightly reminiscent of the real-time-but-not-quite combat of Final Fantasy XII. The strange things that Square’s been doing with this series makes me extremely curious – not to mention anxious – about what FFXIII will do.
Technically it’s a 2007 release, but I’ve also been playing Silent Hill Origins, which is a technically impressive and extremely solid entry to the series, that anyone worried about how a Western development team will handle Silent Hill V should take a good look at. That handful of games, together with the always-excellent homebrew community (check out the brilliant Rorschach to see what people can do), have ensured that the PSP has been my most played machine for the first few months of the year.
Just like the Wii is never going to be in any danger of being caught by the PS3, the DS and PSP are barely really in competition in that respect. But while the Nintendo machines have had a handful of recent good games – Smash Bros. on the Wii; Apollo Justice and Professor Layton on the DS – the Sony machines have shined this year. Nintendo really doesn’t have much confirmed beyond Mario Kart, while we all know about the PS3′s 2008 lineup and the PSP, while perhaps not having much of its own beyond Crisis Core, will profit from association. Bionic Commando Rearmed, for example, is confirmed to be playable on the PSP via Remote Play.
It may be that tepid software sales and rampant piracy has a detrimental effect on the PSP’s future as an independent system, and it’s been accused of being little more than a PS2 port machine in the past (the ironic thing being that several high profile PSP games have now been ported back to PS2), but with any luck its recent software successes will keep the fires burning. Whether as a games machine, a PS3 accessory, or a portable media player (watching films and TV shows on it is great, if occasionally unflattering to the screen’s poor refresh rate), the PSP has been showing itself as a late bloomer.
God, this year’s Sony praise is making me feel a bit sick. I’ll be sure to compensate once Ninja Gaiden 2 is out.
Now that I’ve got Final Fantasy VI Advance, as far as I can tell there are no more big GBA games set for release. If it wasn’t before, it’s now going to be a home for nothing but budget pap. But let’s not mourn; let’s celebrate the life of Nintendo’s little handheld with ten of my favourites, in alphabetical order.
- Advance Wars – While certain developers continue the vain struggle to make an RTS work on any console format (although the GBC has a little-known gem called Warlocked), Nintendo took a Japan-only series from 1988 and did strategy on the GBA. Not real-time, admittedly, but I need an analogy. Regardless, this was most people’s introduction to the Nintendo Wars series and proved to be an excellent fit for the handheld: deep, moreish, and just as easy to play in quick bursts. And that’s the hallmark of a well-made portable game.
- Castlevania: Aria of Sorrow – Choosing a GBA Castlevania is a bit like choosing your favourite child, but if I’m pressed this is my favourite. It doesn’t suffer the issues of Circle of the Moon (i.e. it was visible outside of direct sunlight). It’s also more of a challenge than Harmony of Dissonance, which was a cakewalk after COTM. Throw in the variety of weapons and the addictive soul-collecting system and the third time’s a charm for this series. Still buy them all, though.
- Final Fantasy VI Advance – Ditto what I said about the Castlevanias. These translate amazingly well to the GBA, but FFVI gets my vote simply by being the best 2D Final Fantasy (don’t deny it). FFI/II haven’t aged too well, so they’re out. FFIV and V are both superb, though, especially V with the added customisation of the job system. The thing that this one has over them is just that little extra sheen that comes from being a later game developed on known hardware, and some real flourishes in the storytelling department that don’t come on the older, more linear games. You should still buy all of them.
- Fire Emblem – Another perennial series that made its western debut on the GBA, think of it as Advance Wars goes to Middle-earth. Playing fundamentally the same as Wars, it brings characterisation and more story to the mix, with the unusual trick of permanently killing off characters should they fall in combat. I like it better than Advance Wars as you’re not controlling anonymous soldiers, but unique characters with enough of their own abilities to make that trick of restarting the mission from scratch if you get any of them killed difficult to resist.
- Legend of Zelda: Minish Cap – There has to be a Zelda here, obviously. I picked this over the sterling port of Link to the Past (still a classic) just because of what a surprise it was, arriving with little fanfare and turning out to be a brilliant little Zelda game. Tons to do and featuring the charming animations from Four Swords, and presentationally let down only by the mildly annoying voice samples, it’s a slightly whimsical but no less essential take on the series. Plus it came to Europe first, showing that Nintendo only dislikes us rather than outright hating us.
- Mario & Luigi: Superstar Saga – Speaking of whimsy, this game almost defines the word. It wasn’t long ago that Nintendo kept such a tight grip on their flagship that something like this – to Super Mario RPG as Hot Shots is to Top Gun – would never have happened. It’s a great RPG in its own right, with some recognisable Mario hallmarks, but is also one of those rare games that manages to be funny. It has an Engrish-speaking boss, for God’s sake!
- Metroid Fusion – Super Metroid is my favourite game ever, so I have to have this in here. While it tended to hand-hold – Samus now has an AI companion that tells her where to go – Fusion proved that it still works in 2D, even after the seemingly permanent shift into 3D first person. It also boasts some of the prettiest visuals on the system and brought to the table a truly threatening bad guy. Or girl. Castlevania has done it twice, so can we get a 2D Metroid on the DS, please?
- Super Street Fighter II Turbo Revival – Street Fighter II shouldn’t work so well with two face buttons, but this has been one of my most consistently played GBA games since I got it in 2001. In fact, this summer, when I was tragically limited to my Micro and one game, this is the one I chose. Since the GBA lacks a puzzle game as perfect as Tetris DX, this is my next best thing.
- WarioWare: Twisted! – How many of these games have there been now? However many, this is probably my favourite, even up against the original. The use of a twist sensor is ingenious and the team of course comes up with a couple of hundred inventive ways to use it. For a new twist (ba-dum tish!), play it by spinning yourself, rather than the GBA, in circles.
- Yoshi’s Island: Super Mario Advance 3 – The 2D platformer to rule them all, even twelve years after its release this game still looks and plays wonderfully, and will continue to age better than the early attempts at 3D of its contemporaries. It’s testament to how much talent was poured into this game that even with essentially the same components and art assets, a less able team couldn’t make something nearly as good as the original. For more on the game, read my retrospective.
Unless you want it to die, don’t forget to lobby Nintendo for an English-language version of Rhythm Tengoku. It’s a top game that hardly anyone’s heard of, and the GBA deserves to go out on an original title rather than a SNES port. Even if said port is one of the finest RPGs ever made.
It’s always a risk when deciding on your games of the year before 31st December (and especially before 25th December) that something will come along that could or should have made the list, had you only played it a month before. So instead of going back and messing with the whole list, here’s a handful of latecomers that deserve a mention and had a shout of making the list:
- Final Fantasy V Advance (GBA) – The first of two Final Fantasies, and one from back in the glory years which FFIV began a year earlier (yes, they used to make one a year). RPGs and portables often aren’t the best of bedfellows, but couple this with a Game Boy Micro and you have a top combination. A machine small enough for you to forget that you have it and a deep game that actually lets you make decent progress on the commute go together nicely, and it helps that this is one of the stronger instalments in the series. Bring on FFVI Advance in February!
- Final Fantasy XII (PS2) – FFXI aside, this is probably the biggest breaks from the formula for a major series that I’ve ever seen. At first I wasn’t completely convinced by the MMORPG influence (MMO combat is completely inane, and the only reason to do it is because it’s with real people – why would I play it with AI characters?), but a few hours in, once you have a party and the Gambit system in place, it just clicks. Had I played it earlier this could probably have made the top five.
- Viva Piñata (360) – If I was doing special awards this would have been a shoo-in for both surprise of the year and best game nobody played. I certainly expected it to be rubbish, but quite the contrary. Playing like a cross between The Sims and Animal Crossing (neither of which I’m a massive fan of, oddly), it’s surprisingly addictive and paced well enough that you never go long without unlocking a new Pi?ata or other item, ensuring that you have an incentive to keep playing. Best of all, it’s an Animal Crossing-style game that doesn’t use a real-time clock, so you sidestep the issue of having to go back to a weed-filled garden after a few days of downtime.
All of those are worth a look. And I’m so glad that bloody feature is out of the way for another year.
It took its sweet time, but Final Fantasy VII: Advent Children – the CGI film arm of the new Final Fantasy VII triptych – is finally out (legally) in the West. I last saw it when I was in Japan seven months ago and can’t imagine why an English dub would take that long to record, but at least it’s here and I don’t have to rely on a typo-ridden fansub to understand most of it.
My impressions of the movie itself haven’t changed, even with the slightly better translation. I enjoyed it but it remains quite esoteric, assuming prior knowledge of the games by, for example, not even naming most of the original protagonists. The DVD addresses this slightly with the 25-minute ‘Reminiscence of Final Fantasy VII’ feature which gives an abridged history, but even that is hard to follow and more useful for those like me who played a lot of the game but never finished it. Obviously it contains major spoilers for those who plan to finish it and somehow don’t know how it ends.
What will draw many people to this is the spectacular CGI. While characters fall short of looking completely lifelike as they did in the previous Final Fantasy movie, The Spirits Within, for my money they’re the best “realistic” CG humans on film so far, and since the whole thing is styled like an anime (no real hair can be that spiky) the occasional flaky animation doesn’t tend to detract. How does a person look when they’re backflipping off a skyscraper, anyway?
Either way, Advent Children remains an action-packed movie with some of the best high-flying combat scenes since The Matrix. It’s enjoyable as a purely visceral experience, which is probably why most exposition scenes are brushed aside in a few minutes to make room for another motorcycle chase. Not exactly deep, obviously, but good fun. Fanboy pornography, basically, and entertaining despite its vapid nature.
…gets a big “meh” from me.
Though presumably necessary, making a player sit there for the best part of two hours while PlayOnline installs itself and then downloads updates, then while FFXI installs itself (an hour) and downloads even more updates (took me 40 minutes, but I know someone who was there for 90), and then letting them go through a convoluted registration process which requires a USB keyboard before you let them even create a character isn’t particularly endearing. Neither is sucking up 6GB of the hard drive but still requiring the disc to play.
When I finally got into Vana’diel I still wasn’t very impressed. The game is over two years old and looks it, really not showing off the 360. That’s not unforgiveable in itself, but what is is that there’s slowdown in it when it looks as drab and generic as it does. In the introductory flyby I noticed quite a lot of juddering. The interface is clunky and I had to find and download the PDF manual to work out how to log out since the searchable support database in the game is for the PC version. I know it’s a beta but still, it’s not exactly polished.
I’ll make sure to give it another try while I can play it for nothing but if Microsoft really want a great MMO to show off Live they need to flash the cash and get Blizzard on board, even if having the Final Fantasy name in the roster must be nice. Five million players can’t be wrong.
On a more positive note, my HDTV shipped! Yay!