I kinda wished this game had a meatier story to it, but even with the tiny bit of story this actually has it took me over 70 hours to beat so maybe this was for the best. I suppose the team spent all of their energy working on the gameplay and didn't concern themselves with the story too much.

The gameplay is actually really good. It can be very satisfying and fun trying to figure out team compositions that won't end up with your guys just getting slaughtered. Figuring it out can be pretty difficult at times, but once you have some good teams the battles become very entertaining.

I did feel the game was getting to be a little too long at around the 60hr mark, and with the way every section of the game more or less feels like going through several "villains of the week" so to speak, in that you just go to a place, beat up bad guy and recruit more people, and not much else, well it was getting a little repetitive. But I thought it was all worth it because the last few battles of the game are some of the most entertaining ones.

Also gay marriage.

Decent little game.

This game has a really neat thing going for it with the way the squad system works and how you are able to give them orders and directions in order to complete missions in a strategic way, however it's very easy to just utilize the default setup for your AI squad's routes and just brute force your way through missions so I wish they put a little more effort into making sure you had to be smart and tactical.

Another thing is that around the final third of the game you start getting Doms, and they basically almost trivialize every mission from there on out because they are so much better than the Zakus and Goufs that it's ridiculous.

All in all good game, final two missions are stellar and a lot of fun. Could have used some more MS and weapon variety, but still enjoyed it. Can definitely recommend it to any Gundam fan.

Went into this game expecting a much improved version of the original's Midgar arc, and came out with the realization that sometimes less is more.

For the most part FF7R is perfectly good game. Especially in the combat aspect, considering I was expecting it to be dull and brainless, but I ended up liking the combat quite a bit, even if I thought a lot of the enemies or bosses were extremely annoying to fight. I just really appreciated how radically different each character felt, which made them all fun to use.

My main issue with the game is I just felt that outside of the Wall Market section, every attempt to expand or pad out the story was extremely dull and uninteresting. There were so many times I just wished I could end some new section of the game to continue to the next part of the story.

This issue affected the ending the most for me, because I absolutely hated the final boss(es) and how even after escaping Midgar it felt like the game just kept going and going. Gotta give props to the game for giving you the "this is the point of no return" notice -three separate times-.

I don't even have a problem with the 'ghosts' and the whole 'fate' plot element, I just felt like having a big huge epic boss fight for no other reason than "it's the end of the game so you gotta have one" was really annoying, and especially what came AFTER that, it just seemed like the devs were blowing their load way too early.

Lastly, and probably my #1 biggest gripe is that the soundtrack is extremely forgettable. Pretty much every new rendition of a song feels inferior to the original, ESPECIALLY J-E-N-O-V-A. FF7's original soundtrack is so memorable, but the orchestral renditions of Remake just seem like noise to me.

I went into this game expecting caveman Devil May Cry and I was not disappointed. Seems to me like the game has the same vibe and soul as DMC, even in how Zan calling himself "The Super Ultra Sexy Hero" reminded me of stuff like "Smokin' Sexy Style".

The controls and combat are pretty primitive and janky but honestly it still works surprisingly well. I also have to applaud the devs for actually including a lock-on mode, which helps mitigate a lot of the bad camera in the game, most of the time.

I imagine back in the day the game was seen as more of a 3D beat-em'-up of sorts but nowadays it's easier to compare it to character action games.

Sadly the game's main story is pretty short, beatable in about just a couple hours depending on how well you do, and there's not much else to do besides beat the game again in a higher difficulty. Not surprising that a PS1 game of this nature lacks in extra content but I still would have appreciated maybe a longer story mode.

Wonderful little game.

Going into it I was surprised at how little story it has, instead mostly just focused on bite-sized short stories for your recruitable characters and an undercooked overarching plot with the whole ragnarok thing.

This wasn't an issue for me however, as I'm a huge fan of Tri-Ace's habit of having games with tons of recruitable funny little guys with not much depth to their story yet they always end up being oddly charming right out of the gate. Sure characters aren't developed that much, but I grew pretty attached to a bunch of the characters I recruited and used them over the 'main' story characters. Specifically, I beat the game with Aelia, Suou, and Yumei in my party.

The battle system is probably the most striking aspect of this game and I have to say I fell in love with the battle system and would love to see more games done in this style. It was always so satisfying getting all your allies to combo and air juggle enemies.

I'm writing this review 27h46m into the game, at the third to last battle event in the game.

If you've played Fire Emblem Three Houses, the general flow of this game is pretty similar: You go through a calendar scheduling classes for your students, improving their stats and making them learn skills; then about every month or so there's an event where you have to go into combat.

Problem with this game is that the combat is absolutely miserable. Battles consist of the player having to choose from one of four suggestions from your students as to what action to take in battle, and you can only take that one action per turn. Later on there's passive skills as well as some other mechanics that allow you to do some extra stuff per turn but you're mostly limited to one action each turn.

But even then sometimes your students will refuse to suggest using their multi-target skills on groups of enemies or your healer simply will not bring up their healing spell despite stubbornly suggesting using it turns before back when you didn't need it.

No matter how far you get into the game and no matter how many skills your students learn, you will always feel just as weak as you did in your very first fight, and your students' attacks will always feel like wet noodles. However, since the game has pretty little combat all things considered, the game feels the need to make it so that every single enemy in the game takes an obscene amount of time to kill.

The game lets each of your seven students have four different skill loadouts, I suppose the intention being that you must build 28 different loadouts for any possible scenario. The issue being that that is such a hassle to do, and the massive skill list inspires such choice paralysis that I found it very difficult to tackle this the way the game apparently wanted me to.

The game has a system where you can start over from the beginning with several bonuses after each restart so that every future run is easier than the last. I figured this meant it was gonna be a somewhat short game that required several runs to achieve the best ending. However the game ended up being decently long and the bad endings really easy to avoid.

The story was also just deeply uninteresting. None of your students are outright awful characters and I didn't really dislike any of them but they're all pretty dull and generic and this made it pretty hard to care about the story, since the majority of it is so focused on them and their problems.

I was so close to beating the game that I figured I could just power through, but the game hits such a huge difficulty spike in the last few months of the game that I just lost all patience for the game. Enemies were now able to decimate my party with very little effort and battles could easily take over thirty minutes each.

As I said, the story wasn't interesting in the slightest so at that point I felt it just wasn't worth wasting any more of my time with this game.

I was pretty intrigued by the admittedly amazing cover and the raising-sim-like mechanics of the classroom, but I would suggest anyone who's curious about this game to just avoid it.

This game is so much better than every other mainline SMT before it. It's a game that perfects SMT 1 & 2's post-apocalyptic setting and also manages to populate it with really cool characters and story.

The previous three SMT games had this huge issue where even if they had cool ideas and settings, or even really engaging and exciting gameplay, they always fell flat on having little to no plot or really shallow characters, but SMT4 excels in every aspect.

On the first hour of the game alone, your three companions already show off so much character and personality that I personally got attached to them almost immediately, and it was such a treat to have them accompany you for the majority of your journey.

Another thing worthy of mention is how for the first time in the series I actually had a hard time picking which alignment I wanted to follow. Not only were both Jonathan and Walter two characters I really liked and cared about, but the things that both routes would have you do were equally troubling and awful in their own ways. I ended up (accidentally) on the Law route after (also accidentally) triggering the "White" ending, and although I thought I was heading towards Chaos, I actually felt pretty satisfied with the conclusion of the Law route. It was a bittersweet ending but I understood there wasn't going to be an ending where nobody got screwed over so I accepted it.

I think if I had to make a complaint about this game is that I wish it did more with the Kingdom of Mikado. I thought the juxtaposition of Mikado's medieval aesthetic and all the modern, technological stuff from Tokyo, the terminals and the gauntlets was really interesting and I wish Mikado got more development.

Everything tells me this game should be better than the original. It has better stages and graphics, better music and a better cast in my opinion, but the issue is that this game is much, much more difficult than the first one, so I can never really decide which of the two I prefer.

It's still a pretty good game but the second half is pretty annoying which how crazy it gets and how easy it is to die.

Also kind sucks no port of this game besides the dreamcast version has Morrigan.

Combat system is really cool, unfortunately everything else is absolutely abysmal.

The only good Mortal Kombat game

This was the only game I ever got on release date as a kid. My dad picked me up from school and went straight to the local Costco to pick it up.

This game has Yuri so it's the best Fire Emblem by default.

Couldn't get into this game back on the PS3.

Couldn't get into it again on the Switch.

Big DMC fan so I wanted to like this since it's also really popular but it's just not for me.