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Final Fantasy VII Remake

- Developer/publisher Square Enix Format PS4 Release Out now

PS4

Play Final Fantasy VII Remake without having played the original and you’ll probably enjoy it more. The setting, Midgar, is one of gaming’s greatest, if least subtle, social metaphors: a vertical city split between gentrified boulevards and slums quarried from trash heaps hundreds of feet beneath. This is a dystopia fuelled by toxic Mako energy supplied by Shinra, a comically evil megacorp. Beginning in the middle of a raid on a Mako reactor, you take charge of Avalanche, a band of ecowarrior­s fighting to save an ailing planet. There’s Barret, the group’s over-muscled leader; Tifa, a big-sisterly martial artist; Aerith, a flower peddler touched by destiny; and Cloud, a dour super-soldier who is afflicted by mysterious flashbacks. These hallucinat­ions often feature a swordsman named Sephiroth, a fallen war hero turned creature of the apocalypse.

Decked with flourishes but faithful to the designs of their 1997 forebears, the remake’s cast are possibly the most photogenic characters you’ll see this generation. More importantl­y, they are engaging personalit­ies, with simple but gripping motivation­s and plenty of team chemistry. Cloud is a mixed-up youth struggling to play hero, Tifa the childhood friend trying to thaw his reserve while wrestling her doubts about Avalanche’s methods. Aerith is a haunted sweetheart whose tale reaches far back into the planet’s past. Even Barret, a blaxploita­tion caricature Square Enix would have done well to overhaul, is likeable for the ferocity of his principles. Captivatin­g in conversati­on, the characters set the screen on fire in battle, each bringing a distinct style to a fussy but engrossing wedding of real-time and turn-based combat.

Even as a newcomer you may detect the mistakes Square Enix has made in revamping its best-loved RPG: lots of filler, a distractin­g emphasis on superficia­l puzzles and a vivid but obnoxious ending. The first thing you notice as a returning player, meanwhile, is the loss of the original’s fixed perspectiv­es, which cultivated a variety of moods from wonder to claustroph­obia. The remake compensate­s with a greater sense of continuity and bustle – areas flow into one another organicall­y, and the streets are a blur of gossiping NPCs and picturesqu­e scrapyard architectu­re. Mileages will vary over which approach is better; in any case, the real issue is runtime. This remake is the first in a series: the 35-hour story spans the opening of the original game, ending with the cast’s departure from Midgar. Splitting one story into several was a business decision, not an artistic one, and while the writers and designers have worked hard to justify Remake’s bulk, the stretch marks are conspicuou­s.

In the original FFVII, Avalanche mounted two Mako reactor raids in swift succession. In the remake, those core missions are separated by hours of character developmen­t and sidequesti­ng. Cloud’s first brush with Aerith was once a handful of dialogue lines; it’s now a lengthy sequence featuring the gloating apparition of

Sephiroth. Everywhere you go, the geography and chronology have exploded. Areas that once spanned a few backdrops have become murky labyrinths of lever puzzles. Two-step quests have been padded out into chapters.

Much of this is welcome. Avalanche’s visit to Wall Market, Midgar’s red light district, is now a cracking night out reminiscen­t of Sega’s Yakuza games. The idea is once again to infiltrate a crime lord’s mansion by dressing up Cloud as his bride-to-be, but the remake adds some charismati­c new characters, arena fights with diabolical robot houses and a stupendous dance sequence, while clearing away much of the original’s lazy discrimina­tion. Aside from fleshing out locations, the remake adds layers of personalit­y to the core cast, and strengthen­s side characters, like Avalanche underlings Jessie and Wedge, who were little more than talking signposts in the first game. Wedge is a walking fat joke, unfortunat­ely, but there’s a lot to like about Jessie, a bomb-maker after Cloud’s heart (or whatever else she can get). The addition of another romance interest beside Tifa and Aerith creates a slightly cloying harem anime feel, but the flirting is amusing – Cloud is about as emotionall­y articulate as a cabbage, and reacts to being hit on with palpable terror.

Above all, Remake’s story marks the triumphant rebirth of Aerith, one of gaming’s most celebrated damsels in distress. Given her role in the story, it would have been easy to portray her as a tragic princess, so it’s delightful to find that she can be sarcastic, coarse and a prankster. One of the loveliest sequences is an unassuming walkand-talk through a ruined town, Aerith pretending to fall off things while Cloud struggles to make sense of her.

For every such moment, however, there’s a generous dose of filler. If some expanded locations are worthwhile, others, like the sewers, are extravagan­tly boring. The next plot point flies endlessly backward like the exit door in a nightmare, as you search for keycards and switches. Dungeons are clogged with puzzles, most simplistic to the point the accompanyi­ng tutorials feel insulting. You’ll move giant robot hands around so that Aerith can hop onto ledges, aim Tifa as she swings from light fittings, and use Barret’s machine gun to blast open passages in a new laboratory area. These questionab­le pace-changers aside, each Midgar district offers a dreary shopping list of secondary quests such as finding lost cats, justified by Cloud’s skin-deep ‘merc’ persona. There are also X-of-Y monster research missions to complete for new types of materia, the orbs that confer spells and abilities.

The combat, at least, is absorbing all the way to the finish. Square Enix has spent decades trying to adapt FFVII’s Active Time Battle system for modern audiences; this is one of the stronger attempts, though not the best. You control one character at a time, switching with the D-pad (the enemy AI tends to target whoever you’re controllin­g) or giving orders to offhand characters in

While the writers and designers have worked hard to justify Remake’s bulk, the stretch marks are conspicuou­s

menus. Regular attacks and evasive rolls are performed in realtime, care of a fiddly lock-on system. Hitting X triggers slow motion so you can pick abilities and spells that consume chunks of each character’s ATB gauge.

You can perform a small selection of these in realtime using hotkeys – handy against small fry, but it’s better to slow things down when fighting bosses with intricate, element-based defences. In particular, you’ll want to get the most out of the stagger mechanic, whereby picking the right attacks eventually stuns enemies while increasing the damage they receive – an idea lifted from the divisive but influentia­l Final Fantasy XIII. It’s as entertaini­ng as it is awkward, a halfway house between beat-’em-up and party-based combat. Team management isn’t difficult, but it always feels like a chore. Offhand party members move around and attack under their own steam, though they’ll keep spells and abilities in reserve. It’s easy, amid the blizzard of special effects, to lose track of where everybody is and who they’re fighting.

To a degree, this confusion reflects one of Remake’s strengths: each character is a very different fighter, and their signature moves from 1997 have been beautifull­y adapted. Cloud has two duelling stances, one offering speed and reach, the other brute force and a tide-turning parry. Tifa’s trademark ability is Unbridled Strength, which extends her combos and overclocks her heavy attacks. Barret is the default ranged fighter, but his real asset isn’t his gun-arm but his massive health pool, especially given an ability that absorbs damage in place of allies. Aerith, meanwhile, is no wallflower: her staff projectile­s hit hard, and she can surround herself with an Arcane Ward that doubles offensive spells cast inside it.

Backing all this up is the returning materia system, with spell and ability orbs plugged into equipment sockets, gaining levels as they are used, which motivates you to master each one. The lack of class restrictio­ns on materia use allows for different builds without compromisi­ng each character’s particular flavour. Cloud can spec to sabotage enemies with magic or focus solely on damage; Aerith can be a glass cannon or a tanked-up healer. The sore spots are equipment upgrades, which reveal Square Enix’s continued obsession with bombastic visualisat­ions of rather basic unlockable­s. These can be automated, though it’s wise to dive in at least once to assess each weapon’s capabiliti­es.

Sadly, there’s no side-stepping the clumsiness of the ending. Having mostly followed the original plot right up to a climatic assault on Shinra HQ, Remake torpedoes the mood with a Kingdom Hearts- like crescendo that turns the concept of a remake into metaphysic­al soap opera. The idea is intriguing, and the associated battles are a blast, but it’s a terrible disappoint­ment given the delicacy of the rewriting elsewhere. All the goodwill generated by the handling of Aerith, Wall Market and the ATB system evaporates in a blast of sub-Kojima franchise navel-gazing. Even the fetch quests seem appealing by comparison.

The ending marks a split from the events of the 1997 game, pointing towards greater departures in episodes to come. There’s still a planet to save, but we are otherwise in uncharted territory, new and returning players alike. A breathtaki­ng way to polish off the definitive videogame nostalgia project, certainly – padding aside, the first 30 hours of Remake suggest that this is change for the better. By the conclusion, though, you may feel like things are going off the rails in more ways than one.

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 ??  ?? BELOW Once a seedy brothel (and that’s without taking certain pieces of cut content into account), in Remake the Honeybee Inn is more of a cabaret club, staffed by dancers of different genders
BELOW Once a seedy brothel (and that’s without taking certain pieces of cut content into account), in Remake the Honeybee Inn is more of a cabaret club, staffed by dancers of different genders
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 ??  ?? ABOVE For a world consisting mostly of tunnels, factories and detritus, the remake’s Midgar is extraordin­arily vivid, but you’ll be glad of the chance to wander in Aerith’s garden.
LEFT The original’s flimsy motorbike subgame is back, but now feeds into an extra chapter about Jessie’s family, featuring a flamboyant new antagonist whose hairdo is even louder than Cloud’s
ABOVE For a world consisting mostly of tunnels, factories and detritus, the remake’s Midgar is extraordin­arily vivid, but you’ll be glad of the chance to wander in Aerith’s garden. LEFT The original’s flimsy motorbike subgame is back, but now feeds into an extra chapter about Jessie’s family, featuring a flamboyant new antagonist whose hairdo is even louder than Cloud’s
 ??  ?? ABOVE Summons, some unlocked by fighting simulated battles to gather data for a wandering boffin, move and fight autonomous­ly, but you can trigger their big attacks by spending character ATB gauges
ABOVE Summons, some unlocked by fighting simulated battles to gather data for a wandering boffin, move and fight autonomous­ly, but you can trigger their big attacks by spending character ATB gauges
 ??  ?? The English localisati­on is one of Square Enix’s best to date. Cody Christian’s Cloud is steely but vulnerable, and makes a good foil for more playful, empathetic party members like Britt Baron’s Tifa
The English localisati­on is one of Square Enix’s best to date. Cody Christian’s Cloud is steely but vulnerable, and makes a good foil for more playful, empathetic party members like Britt Baron’s Tifa

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