208 Reviews liked by FingerCaesar


At Long Last, Divinity Original Sin 3: Baldo's Gate has graced us and saved teh RPG genre and gameing industry in turn. Given that this masterwork spent three years in early access it is about as polished as one would expect, especially towards the end. When I benched Shädowheart the hedgehog out of the party early on and magically ended up with her macguffin artifact she'd been secretive and possessive of in my inventory so that the open-ended narrative where your choices matter™ would still play out as intended I knew I was playing a proper successor to Dragon Age Origins, but what really convinced me were all the dialogue options tagged as [Halfling] validating me for picking the best race, which made no actual difference but nevermind that (Arcanum is small time compared to this!!!). The Combat? incredible, I had no clue about 5E DND rules so finding out about concentration for instance blew me away, not being able to cast both cloudkill and haste truly made my wizard feel powerful and added so much more depth, how could Knights of the Chalice even hope to compare...? However there's no ♀tabaxi romance option (most important aspect of arpeegees as we all know) so the game fkin suxx0rz. End of line.

Nothing immerses me more in immersive first-person games than having to witness an immersive DOOM 2016 first-person animation each time I pick up an audiolog, sadly they didn't go all the way and implement laborious canned animations for picking up every individual item like in the beloved immersive first-person game THIEF 2014. The maintenance level was the dark spooky area in the OG, so naturally the brilliant minds at [REDACTED] made sure that it was the most well-lit place in the game while the rest of this authentic Prey remake looked like Doom 3. You can't write notes on the map because that's lost technology (just like free-aiming or going prone) and we need to have platform parity for the sake of the five people who backed the kickstarter of a remake of a PC game to play it on their Xbox One back in 2016.

you know how trash this remaster is when you realize they straight up removed the option to disable your webcam in-game for the license mugshot, resulting in taking a blank picture after every race, like they literally removed the option for no fucking reason

racing game equivalent of watching paint dry


Max Payne, mythical hero of legend, born&raised in Texas (DO NOT FALL FOR THE SWEDISH PROPAGANDA)

finally, a good driving physics instead of shitty ass poser gt4's

This was some of the edgelordiest shit I have ever attempted to play.

Why did I stay up late to see the "true ending."
You see everything the game has to throw at you in the first 30 minutes. 1 ending is all it takes. Don't repeat me and my friends' mistake. Don't 100% it- Don't play it.
Spiteful and ugly. You will not come out of this a better person or even a happy person.

Wow, the dialogue writing is spectacular! And the voice cast? Oh man! This is some serious talent that I'm sure wont be wasted on a game that's 90% statutory rape jokes!

I think this genuinely might be the worst game I've ever played, EVERYONE LIKES THIS??? WHAT??? I WOULD GIVE THIS 0/5 IF I COULD! WHAT THE HELL MAN!

Hello We made the alleged worst part of the game as overwrought as possible and turned parts of it into James Cameron's Avatar (complete with epic ethereal female vocal soundtrack, just like you fondly remember), while also keeping everyone's favorite chapter Residue Processing completely intact. That'll be 19,99 macaronis + tip please, well worth teh price because otherwise you cant install that steam workshop mod that restores On A Rail, now can you...?

reviewing again because it is just so fucking frustrating to me how little respect this game has for its source material or anything that made any aspects of it interesting. they ruin sephiroth, they ruin zack, they make wedge biggs and jessie's involvement in the story infinitely more boring and mean so much less to the story by, ironically, trying to make them more than what they were. as someone who loves the original story and thinks the original visual presentation leaves a lot to be desired, it's frustrating on such a deep level that i can hardly articulate. i would give a kidney for an actual remake of final fantasy 7 instead of this fanfiction that has the effort and respect that a 14 year old who just wants to see zack and cloud and sephiroth all kiss would give to the original story.
would maybe be less mad if the actual remake we were getting wasn't a mobile game with lootboxes

giving the game a star and a half for characterizing cloud well in a world where kingdom hearts and advent children has made him more brooding than goofy and for being an actually good premise even if the execution is lacking, but that's all i really have positive to say about ff7r other than "it looks nice". you can get a better remake experience by using the new character models/cosmos fmv mods if you own the game on pc

“The reunion at hand may bring joy. It may bring fear. But let us embrace whatever it brings.”

As early as that original E3 2015 trailer, Final Fantasy VII Remake labored to clarify its mission statement: “We’re about to take some artistic liberties, please bear with us.” If you listen past the fluffy prose, it becomes clear that this narrator isn’t actually part of the game’s fiction: when they speak of “us” and “them,” they’re literally describing our perspective on the original game, the “silence” following in its wake, every “remembrance” since (Advent Children, Crisis Core, etc.) and the natural fervor resulting from that very announcement. As we all know by now, the final game would go on to completely defy traditional understandings of that “Remake” moniker, literalizing its meta context in the form of the “Whispers” (the plot ghosts) — it’s a “remake” in the sense that the events of the original FF7 are literally set in motion again (supposedly in some alternate timeline,) only for Cloud’s party to eventually destroy the Whispers, defying the boundaries set by that game and leaving the door open for Remakes Part 2 and 3 to go off in a completely new direction.

I, too, gave that aspect of FF7R a reluctant nod of acknowledgement in my original review for the title, which was a more traditional and comprehensive look at its failings as a game first-and-foremost. If you’re reading this, it should be clear by now that that was not enough to exorcise my demon; if FF7R wants to be a cheeky little meta prank this badly, it seems only appropriate to look at it again primarily in this larger meta-context for its third anniversary. And the statement I want to lead in with is that leaving that proverbial door open for any upcoming games to realize the potential of its message was giving it way too much fucking credit.

FF7R wants to have its cake and eat it, too. Three years on, I’m still floored at the amount of hypocrisy and hubris in literally constructing an entire plot around the message “please have faith in our original ideas uwu” while leaning this obsessively on your past and succumbing to the shallowest trends. Think about the premise of redoing Midgar with current technology — a 3D camera with polygonal environments means seeing the world from the kinds of angles and at an intimate scale unthinkable on the PS1. It could mean more granular interactions with your surroundings, NPCs that genuinely inhabit the space instead of being mere exposition delivery bots. It could mean a more seamless flow to the experience, letting the player dictate more autonomously how they transition between locations or conveying story while maintaining player control.

Instead, FF7R copies the original’s design scope almost verbatim, placing a giant magnifying glass over its limitations when coupled with these jarring new production values. You have bartenders verbally offering you a seat, yet all you can actually do is stand around and watch them cycle through their idle animation as they repeat that one line of dialogue. You can transition between rooms without the game cutting to black now, but that’s accomplished via squeeze-through loading tunnels that will not benefit from any future hardware improvements. Environment traversal is now expressed via bespoke gameplay for those sections, but the way that works in practice is that you hold up on the analog stick for five minutes at a time as you watch Tifa robotically climb across an entire room of monkey bars — and do you really want me to talk about the part with the robot hand?

Some environments now invite you to hang out in them for longer stretches, but the new activities on offer here include highlights such as “have quest giver tell you to kill some rats, go to dead-end circular combat arena, kill rats, return to quest giver, be told you ‘didn’t kill the right rats,’ literally go back the exact same way, kill the new set of rats that just spawned there, return to quest giver again and receive your reward.” Combat now takes place within the game world in real-time, but the only way for you to decipher the properties of any given attack still is to read the big dumb name popping up over the enemy’s head, with no consistent indication for how these attacks conform to any of your defensive options, be it your three different parry moves or the non-functional dodge roll. This is a game that puts you up against flying opponents, but is somehow reluctant to give its characters anything in the way of aerial mobility, so what you’re left with is either linearly throwing out some kind of ranged option or watching your one robotic alibi air combo play out. This is a game that goes to the length of eliminating the original’s instanced combat transitions, yet it also makes you watch its characters slowly throw out potions one-by-one to heal outside of combat, with no way to have these kinds of items take effect immediately on pressing the button the way it literally worked in Final Fantasy 1 on the NES. (https://twitter.com/wondermagenta/status/1286438919916093444)

Instead of focusing on how hard I’m nitpicking, I really want you to think about just how absurd all this shit is. Consider FF7R’s approach to loading specifically: consider that it literally re-released on the PS5, a console whose entire premise is “we know what an SSD is,” only a year later, yet the game’s flaws are so deeply embedded in shortsighted design that a whole generational leap can’t salvage them. This remake was dreamt about for a solid decade before its eventual announcement, and yet somehow it manifested into a game that feels so much more outdated than its source material. It’s “upscaled PS2 JRPG (derogatory.)”

Consider further how much more intimate you could get with these characters now that you’re spending so much more time in this setting. They could’ve gone for a Mass Effect-esque structure, where you inhabit Midgar a day at a time, watching your crew progress and go through various personal struggles — the game is even hinting at this by giving Cloud his own apartment! Instead, you’re still bound to a rigid progression of events and set pieces, now padded by vapid exposition. You now regularly spend PS1-FF7-Midgar-level stretches of time simply running through linear tunnels, and somehow the only type of dialogue that void is filled with is “damn I hope we don’t get lost in this linear tunnel.” You have locked doors that are opened by flipping a single switch within the same room, characters regularly making observations that don’t actually match their surroundings in a way that makes them sound like complete himbos and a general disregard for the player’s intelligence.

In a sense, this game does actually cater to our current-day sensibilities in its Marvel-fication: more, more, more of “thing you already love,” thematic focus be damned. How ironic that this game desperately contorts itself around some vague message about the value of artistic freedom in its final act, meanwhile the way there is paved by shoving tear-jerk origin stories into the framework of every random background character the original presented that contribute absolutely nothing to any kind of overarching message. We literally will not be “free” until we realize that stories like this or Kingdom Hearts can be spun ad infinitum — Square have effectively proven you can reuse the same iconography for 20 years in slightly different scenarios, and people will show up. This game wants to be all meta, yet it never actually analyzes or challenges its source material, it’s all empty reverence.

What this means is that almost every “original idea” in FF7R either directly undermines the original’s pacing, drama and charm, or fails to be compelling on its own terms. This is why any charitability toward future entries in this series feels misplaced: so many resources at their disposal, so much talent eager to put their mark on a monumental game, so much distance to analyze its legacy from… and this is what you come up with? You may be inclined to call this game brave for being so explicit in its intentions and willing to subvert expectations with its finale, but there’s nothing “brave” about grafting these hollow-ass platitudes onto a shallow, rigid, predictable 40-hour fan service vehicle. The creative team here may have attempted to kill the burden of fan expectation alongside those plot ghosts, but the only thing they truly eviscerated is my interest in their games.

If you reached the end of this post and feel disappointed at how many points I remade from my original review, you may have some understanding of how I felt when I rolled credits on FF7R. Damn this meta shit is easy. 🤪

EDIT: had to bump up the score by half a star because I couldn't justify having this at the same level as TLOU2.

I couldn't get very far with this game before getting absolutely fatigued with it but I think it utterly fails at capturing the aspect of ff7 I really like the most.

Other than the fact that the original is one of the most earnestly introspective games, had commentaries on nearly every archetype presented in the game, is chock full of content and plot with perfect pace, and manages to utterly demasculate and break down the shounen jrpg hero figure, the original final fantasy VII bucked the tone of the action hero fantasy by both playing up the heroism and swashbuckling with a thick, palpable layer of melancholic and innocent irony.

Irony is often something cynical, something too adult or hardened. A way of coping with the world. But the irony in ff7 was pure, a kind of return to the true nature of what people are. It's not judgmental, it doesn't have expectations, and it's not cynical or bitter. It's simply a sense of peace, with life, oneself, loss, defeat, heroics, struggle, hardship, passion, all the products of friction between a human being and the world around them.

The remake simply lacks that tonally. For the best possible example I can think, watch the moment in the original game near the beginning after the first bombing mission, where every exit of the screen Cloud tries to exit through, he gets cut off by troops and the player is presented with the choice of running or fighting at each turn. It's a straight swashbuckling scene, the hero is cornered at every turn and the choices are weighed against him over and over, and like some of those great heroic stories and films, the hero's not really in any danger; we've seen cloud oneshot those goons earlier with ease, it's purely an aesthetic situation. Yet, the music is utterly at conflict with the scene. It's somber, it's innocent, it's complicated, and very, very subtle. There's something amiss. The scene begs the player to expect a deconstruction, a demasculation, and the undoing of what people know and expect from the game without overtly stating it. It acts as the prelude for the game later changing its own writing and having the player reevaluate what it stands for.

I don't care about nomura ghosts, action combat, new scenes, or any other changes as long as the game gets that one aspect right. That one tone that only the original ever had. I couldn't detect it, so I gave up. I could be wrong, and maybe find that core spirit somewhere else in the game if I come back to it. Or maybe the remake just plain goes for something else, and maybe that's worth it in the end. Still, I feel something's missing.

Also a few other notes, the sidequests Suck ass. Going from ff14 ARR to 7r felt like I was moonlighting one job for an even shittier one. Not recommended!

All else said, that combat system is like the complete evolution of what kingdom hearts started on the ps2. I'm happy it's gotten this far. Mechanically this game plays like everything I wanted when I was 12.

Final fantasy has always been a game about putting all your ideas and the sum total of everything you have to say about a theme and design into one game. Every game in the series is both the first and final game in its own franchise. Those designs and ideas could have anything, any kinds of gameplay systems or plot ideas as long as it grandly tells a story with roleplaying and mechanics. I welcome the real time combat, as it's the series trying to understand and remix what else is out there and put its own spin on things by creating a newly aestheticized experience of combat. Final fantasy 20 might have no combat it in at all. Be ready for it!