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Final Fantasy VII: Remake (2020, Playstation 4) Review


REMADE TO LAST


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For the first time in a long time I finish a Final Fantasy-game wanting more. It feels kind of bittersweet. One part of the reason is that, as all fans already know, the Final Fantasy VII Remake does not conclude the story of the original Final Fantasy VII. Many of the spectacular sights are still unseen, and some plot developments are still ahead of us. We have a long way - more than three quarters - to go, and I assume the developer, Square Enix, will try to wrap it up as a trilogy, or possibly quadrilogy.

Another big part of the success is how all the production values work with the writing to shape an opera of amity and love. It's uplifting to see such disparate characters bonding in the face of an insurmountable threat. The remake is paced almost like the season of a TV-series, ending with a good cliffhanger that promises bigger things to come. Watching the end credits roll for this first part reminds me of the emptiness I felt after each entry of Peter Jackson's Lord of the Rings-trilogy. I can't wait to see what's next.


It's been roughly sixteen years since I first crossed paths with the original. That's long enough for me to forget most of the plot details. From what I can recall, this remake both deepens and expands upon what the original established, but is very careful about not veering too far from its roots. The updated visuals are gorgeous, particularly the stunning, more realistic character models with expressive faces. But aside from that, the new fluid camera highlights details in the redesigned world I'd never considered before.

For instance, I'd never pondered how oppressive the city of Midgar really is. Just tilt the camera slightly upwards and you'll see what I mean. Imagine living in the slums of a city that covers most of the skybox with gigantic platforms, blotting out the sun. Every nitty-gritty detail around you makes life hard to bear; the complete lack of greenery, the monsters in the junkyard and the rickety buildings that seem put together by trickle-down debris. If it's an eyesore, well, then that's exactly the point.


Even the combat pays tribute to its roots and expands upon them. When I played old JRPG:s with turned-based fighting, like the original Final Fantasy VII (released in 1997), I tried to visualize how the battles really played out in my mind. In no way did I believe the characters actually stood firm in line, awaiting their turn to act.

This remake evolves them into real-time action brawls - very challenging ones to boot - that eerily brings to mind my awkward imaginations. You now have direct control over every character, blocking and dodgerolling out of the way to find an opening in the enemy's guard. This runs the risk of eliminating most tactical thinking, but by pausing the battle you may issue orders and ponder what to do next. Combat in a Final Fantasy game has rarely felt this fulfilling.


For the most part, it takes similar liberties with the story, which feels like an elaboration of what was already in place. Some of the prolonged runtime is dedicated to characters expressing more of their personalities through added cutscenes or in-engine banter. Whether funny, tragic or exciting, the added nuances makes every character arc more organic than instrumental. Even parts of the originally undeveloped supporting cast is given their due, but - with one or maybe two exceptions - do not measure up to the high bar set by the main quartet.

Whether you're familiar with Final Fantasy VII or not, you should know this remake takes place entirely within the city of Midgar, a futuristic city towering to the skies. The workers live in poverty far beneath the secluded elite. The city is powered by Mako, a sort of planetary lifeblood that's supposed to provide clean and limitless energy. But some people have heard the planet's cries of pain, and decided to do something about it. Environmentalism wasn't new in 1997, but far from the mainstream movement it's become today.


In this charmingly naive take on mature affairs, you control a few members of Avalanche, a band of merry eco-terrorists dead set on disrupting the affairs of a corrupt power company. As the game begins you're already well on your way towards blowing up one of their reactors. Although you can control anyone in the party during combat, the story revolves around Cloud Strife (voiced by Cody Christian), an ex-soldier and  mercenary with a chip on his shoulder. He's hired to deal with any resistance leading up to their goal.

A bit obnoxious and antagonistic at first, he hesitantly blossoms as soon as he reunites with his childhood friend Tifa Lockhart (Britt Baron). She's a fit and feisty bar owner in the Sector 7 slums with a soft spot for Cloud, who struggles to express that the feeling's mutual. Another party member - everyone's favorite big, badass brute - is Barret Wallace (John Eric Bentley), who is the impassioned leader of your Avalanche cell. The fourth and final member joins later, a florist girl named Aerith Gainsborough (Briana White). She has a mysterious past, and inspires Cloud to embrace the plight of Avalanche as something more than just a job.


The original's importance to the early Sony Playstation success story is hard to overstate. This update, released at the tail end of the PS4 life cycle, won't feel as significant. In terms of quality, however, it essentially turns the original into LEGO Final Fantasy. Without sacrificing much of the charm, it adds tons of immersion and atmosphere. It treats each character more profoundly, making it into a story potentially more heartfelt than even the original. The writing and directing is surprisingly good and restrained, even though it fails to avoid certain memeable pitfalls, like an abundance of anime grunts and people asking one another: "You okay?"

Long sections of the game progress with more urgency than most JRPG:s, making the game step out of its comfort zone to instead deliver long stretches of action-heavy thrillrides. For once, I never stopped to grind for character levels, unless you count the optional sidequests in settlements.


These side missions feel a bit lacklustre, as you essentially play uninteresting short story vignettes that end up in run-of-the-mill combat encounters. The intrusion of most mini-games feel equally dull. Yakuza this is not, and exploration off the beaten path often feels like a letdown, although I was pleasantly surprised to find a perfectly serviceable dart board in Tifa's bar.

Calmer offshoots like these exist for restocking purposes and more in-depth character bonding. Then the action ramps up with long, exhausting runs towards a pressing matter, invariably culminating in a tough boss battle. This gives the drama a cinematic feel, well-staged and paced, and it never lets you off the hook until the dust settles. For the most part, the storytellers are in complete control of their audience.


The combat is a genuine delight, and a series highpoint. Some of the harder boss fights are crazy trials of endurance, like the arena fight against an animated house. I had a great time perfecting strategies by switching from one character to the next, chaining different staggering abilites together. Each and every character contribute in a very specific way. The ones you don't control auto-attack and try to stay alive, but to unleash their potential you need to take direct control.

The game perfectly balances the enemy difficulty with your level progress, and whenever I got defeated, I had plenty of tweaking opportunities to exact revenge. Simply put, the game provides you with many fun upgrade mechanics. The materia system remains the ace in the hole, allowing you to allot unique abilities and spells into equipment slots to spice up combat. These then slowly evolve into more powerful versions the longer you keep them equipped. The weapons can also be tweaked with stat boosts to further specify each character's role in the team.



Fans might express disappointment in that we don't get the full story, but just consider what we get instead. The remake goes above and beyond the original regarding character, environments and plot details. Final Fantasy VII was always held aloft as a moving storyline told through the viewpoint of a few endearing characters. This is the foundation Square Enix expands upon, elevating the emotions futher by beautifully orchestrated renditions of Nobuo Uematsu's old melodies. And the city of Midgar has never felt so up close and personal, bringing us closer to the action.

My previous experiences with Final Fantasy stories tell me they tend to go overboard sooner or later, and yet, Square Enix often pulls it together. Thanks to the episodic format, this game ends before that happens. I've always held the studio aloft as masters of melodrama, which is a backhanded compliment. I know melodrama is often scorned, but I mean it with some degree of genuine admiration. It can be effective, and as operatic as these stories get, the music is often so good that it guides our emotions to the right place. And when it works - sometimes against our better judgment - it does wonders for the experience. 

Final Fantasy VII Remake ranks as a prime example of Square Enix getting most of their facets together to deliver an awe-inspiring piece of entertainment. I would've been fine settling with the original and moving on, but now that the remake is here, I cannot wait to play the rest. And after this, God only knows if I'll be able to return to the LEGO-characters, random encounters and weird logics of '97.

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