3 reviews liked by SnakesinAlaska


This review contains spoilers

mehhhhh but yessss but.... I'm so incredibly mixed on this game.
I have a lot of positives, big positives, negatives, and big negatives that are all from the same criteria, so oh boy. For context; I've played P3 FES & Portable & watched the movies before this game.

Let's start with what I liked.
The new songs are BEAUTIFUL. Color Your Night went straight in my playlist, and the new Changing Seasons is such a feel-good upgrade. Sometimes I'd just stop playing and spin the protag in circle to the rhythm of the song. Possibly my favorite element of the game, since I love music so much.

Almost all of upgraded environments are gorgeous. The whole city is beautiful, the areas before the bosses were done with justice, and each were done in a way that makes them slightly more unique than FES did. I think this was in the color scheme or filters they put; but nonetheless each felt much more distinct and cool. (Let me forewarn that this upgrade doesn't apply to all of them though)

Tartarus is SO SO SO pretty now. The movement in the background of the tower shifting is genius and something that couldn't be done on older engines; I think it was such a good visual decision to add. The level with all the black and neon colors gave me a little headache so I worry about other players, but it was still really distinct and cool.

The pacing feels a little better in this game; I think it's cause there's more to go/do at nighttime now.

The UI... do I need to say anything on how perfect it is? My favorite bit. It's perfect, we already knew that; such a visual feast and a concise/ingenius layout that's simple for players to navigate. PERFECT.

One of my favorite openings in all of Persona- beat only by 2 or 3 others. Banger song btw, I don't need to go into depth how good this opening was. Go watch it yourself and you'll know.

Ok... Now let me talk about why this game is a mixed bag for me.
I was very limited on what I can see with full honesty was good; because in these same elements had some real kicks that worsened them.

For example, I'm of the people who LOVED the new music, but the remasters/remixes of a lot of songs... were definitely worse than the og. I'm sure a person more experienced in music can explain the differences but I'll summarize my thoughts Iwatodai Dorm theme is weird and slower. Mass Destruction is little off in tone with the new singer. Burn my Dread... dear lord is it one of the worse songs to come out of Persona. That was the most disappointing one. If it's your first experience with P3; you'll probably love the soundtrack nonetheless. However, if you've listened to these songs before you'll take notice in how they've been butchered in this remake.

Gameplay...
I already did NOT like gameplay in Portable or FES; Tartarus was just: an enemy runs into you, somehow find their weakness, all out attack, repeat. And that's for EVERY single battle as you tower up.
So I was excited for Reload; I couldn't wait to see how they make Tartarus enjoyable. But they made it so... brainless. No matter the difficulty you choose; theurgys are SO overpowered, physical skills are BROKEN, and it's incredibly EASY to accidentally overgrind and boom; bosses are killed in seconds.
There's a theurgy that literally oneshots anything for the cost of all your sp & hp, but with Yukari's RIDICULOUSLY cheap healing and how EASY it is to get SP items, it's essentially a free xp grinder for the reaper. I got to level 96 after figuring this out and stopped because I realized the final boss was gonna be shit if I went to 99.
They also removed and worsened all the tactics in the original that made the game challenging and actually thematically immersive. The removed the tiredness system- which like, was a really good reoccurring reference to your final day and is not super challenging to get rid of. It's so easy to combat tiredness if you care for it, so I have no idea why they didn't just keep it. It also makes scenes like you randomly catching a cold from a typhoon make more sense than just a random time-event.
They WORSENED the AI to let party members act freely so much; it's useless and ACTIVELY PUNISHES THE PLAYER NOW. That was also one of my favorite bits of immersive storytelling; It's not like P5 where the characters are all united after joining the Thieves. These characters acting freely ESTABLISHES them as independent entities and their ongoing personal struggles. It made them more human and added to their characters, imo. I've seen people like it but most of them have not played the originals. So I don't know; I just don't like how they're using the P5 formula for their other games now.

I think the P5 formula is the biggest hinderance to this game. Whilst the upgraded graphics are beautiful; a LOT of the art and gameplay direction is missing the identity of the original.
The final battle was incredibly disappointing in both its difficulty and how it had the SAME visual elements as all the other bosses. Nyx in every other version has been darker; I don't even mind if they keep the damn green they love if they just made the fight more UNIQUE than every other boss.

I am a big storytelling lover, so this next bit has me tweaking. Except for the Aegis vs Ryoji cutscene (which is peak)... EVERY cutscene has been made worse. It's either:
1.) A 2D cutscene that is so stiff & lifeless; the characters have barely any expression, they can barely move, the original DIRECTION of these cutscenes has been stripped away for a rendition that is ineffective. The opening cutscene is the biggest culprit of this, but it's also in like the ship vacation scene. That new cutscene with them equipping their new outfits is laughably bad. The awkwardness of how slow the characters move with nothing but the music at a mismatch pace. It was a nothingburger of a cutscene that was placed for no reason in the story.
2.) 3D Model replacements of cutscenes. I. Hateee this. Genuinely don't know ANYONE who prefers 3D scenes over the 2D. Shinjiro's death is the biggest culprit of being done dirty by this, but I mean at least the characters are forced to show emotion and movement in 3D modeling so hey that's something. It just looks worse, strips away the simplicity from the original cutscenes that even make it meaningful. The final scene being in 3D also made me pretty ticked, but it wasn't awful or anything. The intent of every frame from the original ending is lost as soon as it's transferred for smooth animation. I've heard it's possibly an animation error, but Aigis being portrayed as human in the final scene made me bawl when I first played through.
The persona 3 Movies are a PERFECT example on how to do a rendition of these cutscenes, and yet Reload butchers them in every way possible.

Now, this game made me hate Atlas as a company. If you don't know anything about how this game released; oh boy.

First off, this is a pretty amazing game, but a terrible remake for many reasons. There are 2 other versions of Persona 3 that have different content in them, and when this was first announced as a Remake; everyone was excited for a DEFINITIVE version of the game. The Femc and social links from Portable; the gameplay systems & The Answer from FES; all these and more coupled with intent to make it as definitive as possible.

Guess what happened? The game is $70 coupled with nonsensically high DLC pricing. Every bit of content from Portable is nonexistent; there is no Femc in Ba Sing Se. The Answer, that was originally part of FES, is now being sold separately as DLC for $35 which makes this an over $100 game with less than half the content it should have had. The DLC package for the Answer is also ridiculous, because to justify the pricing and removal of it from the main game; they include SCRAPS to make it seem like more. They just put music from P4 and P5, and a costume set. That's it. For $35 of something that should've been in the base game. And so much of the content in Portable was an upgrade to the storytelling; the social links were brilliant, and Femc as a whole should've been there. But developers say there was not enough time. This is not the real reason, but that's another rabbit hole to go down. Do a search on people's thoughts if you're curious. If you want a Femc mod; people already have a REALLY good one that they are now just working on editing dialogue/voice lines from portable & adding cutscenes.

If it seems like I'm a negative Nancy; it's because a lot of direction from this game was done better in the originals, and Atlus was a scammer upon releasing this game. However, I still had a lot of fun playing it. I meant every word of good as much as I criticize the game.

I vehemently think its a AMAZING game, but a terrible remake.


Played on Legendary a couple of times

Jaime Griesemer, designer on this game and a lead designer for Halo 2 and 3, has a decently well-known quote about the sacred 30 seconds of fun. Essentially, take 30 seconds of gameplay, make 'em good, and then stretch that across the entire game. This could be cynically interpreted as a way of excusing Halo's heavy asset reuse, especially in its first two installments, but my understanding of this quote is that the 30 seconds are not set in stone. Contained within those 30 seconds are a stupid high number of possibilities, According to Griesemer, “if you don’t nail those 30 seconds, you’re not gonna have a great game”. Halo nails the thirty seconds by allowing so many things to happen within them.

The primary way it does this is through its AI and enemy design. Let's just imagine an encounter with an Elite and three Grunts. In Halo, killing an Elite makes all the Grunts scatter and stop shooting. This is nice for saving ammo since you can just go and melee the Grunts, so the risky and rewarding strategy is to ignore them and their potential damage entirely and just shoot the Elite. What seems like a simple tradeoff is anything but binary, since killing an Elite with self-preservation AI and a beefy shield is rarely that simple. Maybe you shoot one or two of the grunts so you can poke your head out longer and give yourself more time to kill the Elite, but this spends ammo. Maybe you melee those grunts and retreat, saving the ammo and making the Elite killing easier for yourself, but that's not always feasible because sometimes you get shot in this game. Maybe you just blow them all up with a grenade (you probably do), but if you do, you probably wanna be efficient by blowing up a clump, or sticking an Elite (which is hard unless you're like me and just so good at games

Depending on where each of these enemies as well as any cover is placed, the execution of any of these plans changes. For example, the enemies may not be in a clump for the grenade to work. Not only are they capable of flanking your cover spots (which can be rough given Chief’s movement speed), but they might do so from multiple angle (especially if the cover is thin), complicating things and forcing you to make quick decisions about who to shoot and aim well enough to execute them. Maybe all the enemies are grouped together, great for not just grenades but also dodging projectiles. Maybe they lose sight of you so you pop out the other side and get a few valuable shots in. Maybe you don’t pop out and instead wait for them to come to you, which often does result in clumping (also Jackals will move their shields out of the way for headshots). If they're further away, meleeing is impossible, you have to calculate the grenade throw arc, shooting is more precise, Jackals are much harder to get a good angle on, and enemies are more than content to just sit behind cover, with Elites especially happy to get their shields back (but dodging is easier)!

The AI's sense of self-preservation goes a long way in encouraging more aggressive play, and rather than constantly moving straight towards the player, their often zigzaggy movement and ability to roam arenas freely organically sets them up into these different positions. Sometimes they do it on their own, and sometimes they do so more predictably when they're in your sightlines and do a canned dodge animation. RNG does play a part in how a firefight plays out, but it's offset by the existence of more predictable behaviors, and the outcomes decided by RNG are rarely 100% good or bad. For example, an enemy randomly choosing to move behind cover means you can't shoot him, but he also can't shoot you. You also still have a good idea of where he is (y'know what this game is really missing is teleporting enemies) and what he may do next. Put just one rock in the arena, and the player now has the choice to shoot a Grunt and remove that threat from the equation, or use the cover to do so temporarily. The player is constantly asked to assess their threats and change their targets accordingly, with priorities shifting a bunch in just a few seconds.

The focus on AI also highlights how good grenades are as a mechanic. Obviously efficiency and satisfaction in blowing up clumps of Covenant is fun, but they can also be used to predictably trigger dodge animations and make enemies stop shooting for a few seconds. You can exploit this behavior to reposition, buy yourself just enough time to get your shield back, or flush enemies out of cover and give yourself some time to shoot (or throw another grenade which usually kills them but it does have higher cost!). You can even force them off cliffs but lose their weapon as a result. All of the strategies in this paragraph arise from a secondary interaction that grenades have, not even the main purpose of the damn things, which is really the magic of Halo: tons of complex, cool outcomes from simple mechanics. Another example can be seen in hitstun, which always happens on Grunts, up close against Jackals, and vs. unshielded Elites. This gives your guns a second interaction to just damage, opening up strategies like distributing fire to lock down multiple Grunts or circling around Jackals.

All of the strategies in all of the above paragraphs can arise from giving the player a gun and some grenades, throwing them into an arena with 2 enemy types and a rock (and indeed you will have to share it). This is because video game variety doesn't have to come from the presence of a lot of ideas, but the depth and nuance of ideas that already exist. A grenade is only one thing, but look at how many different ways it can be applied! Now see how everything in the encounter changes if you give the player a rocket launcher, or add a second Elite so getting the grunts to scatter is harder, or maybe add some Jackals to make the scatter phase more complicated, some more cover so the player has to balance strafing to avoid fire with using said cover, put a Banshee and make them choose between constantly evasion and high-cost destruction, or put some dickhead Wraith on the player’s ass across the map, constantly forcing them to reposition.

This baked-in approach to variety is how Halo can get away with having 4 and a half unique arenas and 7 enemies (not counting vehicles or popcorn flood). Each encounter can play out differently even if the arena, enemy placements and composition are the same (and even moreso when they ARE different). It's not ideal to reuse the same circular arena 40 times, but in a game with such varied outcomes it's not quite the end of the world. The core systems do a lot of the heavy lifting, which I might be biased toward given how interesting I find such things. As always in a shooter, aiming is going to be the key factor. If you noscope headshot an Elite, you can get away with otherwise boneheaded positioning choices. A player with great aim can go through with less solid plans, while missing a shot can force you to readjust your plan. If you take too long to shoot that Jackal, the Elite approaching from behind might make your life a lot harder. If you couldn't tell, positioning is quite important too, and arenas often spread cover far enough apart to where changing your position is not done easily. If a Random Enemy is Approaching, do you run away and risk taking more damage, or do you stay put and bet on your aim and dodging skills? (Notice how the RNG makes the game more dynamic by working in tandem with the skill checks). Do you run into a group of Grunts faithful that you can stunlock and punch all of them? Or do you let them live longer and possibly take unfavorable positions such as attacking from multiple angles, which makes dodging much harder. Aiming and shooting is a basic skill check with a very binary outcome (you hit 'em or you don't). It's exceedingly simple on its own, but when the game has so many variables that are always changing states, like those examples of both you and enemies' positionings, but also their current behaviors, ammo counts, your shield and theirs, weapons on hand and on the floor, etc. Each passed or failed test has a butterfly effect on the whole encounter and your own gameplan. RNG is also a simple way to achieve unpredictable results, but it too is complimented by these states (for example, that earlier Random Enemy Approaching situation will probably trigger a different response in you if you only have a quarter shield left as opposed to full). Overall, the core mechanics of Halo are quite-well considered, creating consistently deep combat!

The only thing Halo really does wrong on a foundational level is the healthbar. The regenerating health itself is good, mitigating the frustration of getting shot from offscreen but still punishing the possible bad positioning that lead to it, and encouraging COOL people to get good at dodging and aiming so they don't have to wait for their shields to come back all the time. The longer recharge and higher shields lead to prolonged consequences as well, where you might see guys coming on your radar and realize you'll have to fight them with less shield than you'd like. Since enemies in Halo can move behind you randomly and dodging every projectile just isn't feasible, it makes sense for the game to not give permanent consequences for getting hit. This is offset by the actual healthbar underneath, which does not make sense for the game and often leads to more waiting behind cover like a loser or restarting on the slightest mistake to avoid permanent damage. On its own it's not necessarily bad, but combined with the game's checkpoints it kinda (really fucking) sucks.

The checkpoints are also more than willing to put you in a section with red HP, emulating the worst of F5 to save anywhere systems. In old PC games, sometimes it's better to go back to the last encounter and do it better so you have a better chance in the current one, and here you don't even have the choice. The healthbar does offer connective tissue between encounters, but the two weapon limit and AMMO also do that in a much more interesting way that results from your choices, and not getting clipped by a couple of needles from behind.

That two weapon limit is great at coloring encounters differently as well, encouraging strategic decisions but never railroading to the point of turning encounters into puzzles and removing that sweet sweet depth. You could run through Assault on the Control Room with the Rocket and Sniper, even if it is a tactical decision so poor it would put Reach Brutes to shame. The game feels designed around the Plasma Pistol, with it being the most common and versatile. It works against all three enemy types, but the nuance is that you have to charge it to remove the shields. Since you give up the ability to remove even Grunts through kills or stun, it's risky! Of course you can do it from behind cover, but it's worth noting that the charge shot's chance of hitting drops off with range, especially in the more open arenas, and especially especially against Elites who just love to dodge the thing. Here we see that weapon effectiveness against enemies isn't always straightforward, affected by range and level design. You might be inclined to use a Plasma Rifle instead, which too murders Grunts and works well on Elites, but can be rather unreliable against Jackals unless you get close enough to circle the assholes.

The Magnum, the best gun ever, is often found accompanying its fellow pistol. On its own, it's far from the best against Elites and inconsistent against Jackals. Your go-to isn't a single weapon, but instead a combination, which you are given reasons to abandon. You could run low on ammo, you could find a power weapon, you could be playing a fuckin' flood level. Although it might seem better to have every weapon be the same level of viable, there's arguably something gained through not adhering to that. Power weapons like the Rocket and Sniper demonstrate this quite well, since their limited ammo means every use of them is high-cost and a big deal, and running out can lead to some great "aw shit" moments. The same can be said for something like the Needler, which generally sucks but can be used in a pinch. Killing a Grunt and taking it from him to stick an Elite as you cut off his cover routes is fun, the knowledge that its more situational and less generally reliable making those scrappy strategies more satisfying.

The Flood are quite stupid, both in their design and quite literally. Their straightforward behavior doesn't really lend itself to any of the strengths listed above. It makes sense why Flood wouldn't take cover or react to their fallen brethren in any way, but it still sucks. Making the Shotgun into their obvious go to isn't bad inherently, but unlike the plasma pistol it's actually the obvious best option on its own. Thinking about your secondary against the Flood is like thinking about what color underwear you're gonna put on. Since the enemies aren't particularly fun, trying to run a sub-optimal loadout against them would be a great way to make yourself hate reloading and slow movement speeds. They're also often paired with CE's worst level design sins: reused hallways that barely feature any interesting cover, usually one-way crevices which lead to hiding inside instead of gliding between. What about hallways as opposed to more circular or open arenas that give the player and enemies a more complex relationship with the environment? Stupid wave defense sections where enemies flood in from one choke point so you never have to think about anything too complex, everyone's favorite! They even hit you with the combo of locking you into these sections! Their more frantic, charge-heavy nature puts the player on the backfoot in the way the Covenant never did. They start off very stimulating and refreshing, but quickly give way to tedium. They’re too reactive, not proactive or tactical enough in a game that otherwise nails that balance. The focus on fast decisions over complex ones gives them very little longevity, and ultimately become far more exhausting than if there were just 5 more Covenant levels. On the bright side, once the other enemy types are reintroduced, encounters become good again, even introducing new strategies like waiting out the infighting and kiting enemies into certain areas to spark it.

Still, pacing is one of those aspects that defines the "game", the part built on top of the mechanics and systems and creates the holy holistic experience, the sum of the parts. The Library would be a great example of a colossal failure in this department, since it fails to distract from (and in fact takes 10 megaphones to tell you all about) the shallowness of the Flood. Common criticisms of Halo tend to be aimed at this experience, with many claiming the lack of visual variety just makes them not wanna play the thing. Can't say I blame anyone who got fatigued with the game, I used to feel the same way, but I just don't anymore. Of course better pacing would be appreciated (I often skip the Library now), but surely in a game whose foundation lends it such diverse, dynamic gameplay, it's not the most important thing. Of course I'm biased because the best parts of Halo 1 are the parts I find most interesting in 99% of games, because at some point you skip the cutscenes and stop seeing the game for how it looks.

Despite some clear missteps, Halo is a wonderful game. In a word it's dynamic. Let's take Hunters as a sort of counterexample. Most people don't think they're anything special since you can employ a pretty one-note strategy of baiting out an easy attack and shooting them from behind. This is lame because it's not really a decision, it's a formality. You've solved the Hunter problem, permanently. Thankfully the bulk of the game is not Hunter encounters. Halo rejects formalities for ever-changing scenarios, leading to consistently engaging, good-ass decision-making. If you imagine each encounter as a 30 second bubble that represents everything that could happen, that bubble is reeeeaaaaaaallllllllly big. Add up every complication that can happen in 30 seconds of Halo, and you get a game that’s fun for hundreds, maybe even thousands of hours. Player creativity can arise from mini-situations that the developers probably never saw coming themselves. You can't solve the game if it's creating new problems on the fly. The game creates a ton of complex situations to work through, and all out of mechanics that are intuitive and simple to parse (tech skill is awesome, but the game's situational depth proves its not necessary to be a sick game). The mechanical foundation is so robust that the developers managed to build the ugliest building on top of it, and it still works better than most games I've played.

Saying Halo 1 has a ton of variety probably sounds like a stretch to most, but don’t be fooled by the visually repetitive exterior (ironically more common in the game’s interior rooms). Firefights may not look different, but they play different. Enemy variety is often made out to be important for variety's sake, but Halo shows the truth in quality over quantity. Hell its biggest flaw is not sticking to that all the way. While there is value in the things Halo lacks (even I sometimes do the Banshee skip in Assault), it serves as proof that flash, polish, and high production values need not be the priority of video games. Halo more out of 3 good enemy types than most games can with 5x as many. Its limited content and surface variety is a footnote compared to what was achieved with its gameplay. It's a shining example of a game that's so varied and replayable not through content, but through the gameplay systems. Put simply, real ass video game.

over 200 grueling hours of sword swingin’, bullet pumpin’, fist fightin’ combat and arcade games later, i platinumed Final Fantasy VII REBIRTH, and I have lots to say, so let’s talk about it.

ima say right off the bat that I LOVED THE SHIT outta this game.

By far the best thing about this game for me is the combat system. It felt so good and is such an improvement over Remake. I don’t ever wanna abandon the air-combo GOD Cloud Strife. Not just him though, every character felt so good to play. There wasn’t a single one of them that I felt was underwhelming in any way. I wanted to play as them all and had fun with all of them, gets me excited to see what we do with the last 2 characters remaining.

Combat overall just felt so much quicker and efficient, and the addition of the synergy skills & abilities is a highlight. I’ll admit I didn’t really start implementing the skills into my play style till later in Hard Mode, but they’re a really good way of building ATB, and of course, the synergy abilities, beyond just being very flashy, provide several buffs to your party which can help for whatever you decide your next play is gonna be. And their animations are incredible and make the FF7 party feel more like a team than ever before. The only thing I’d wish was a thing is more than just 3 preset parties. The story does plenty of required mixing which I appreciate but I think 3 presets is way too low for 7 playable characters, though you spend most of the game with 5-6 and it isn’t too much of a knock at the game.

In regards to story, this game did exactly what I was expecting off the heels of Remake, in that a majority of it would be a very faithful recreation of the events of Disc 1 up until the very end. Granted, this game did a tad more than Remake by sprinkling in those FF8 Laguna -esque sections with Zack (albeit not as cool as that game) but I’m not bothered by that cuz Zack obviously has a role to play in the overarching plot, and although he really didn’t do much here, his scenes helped spice up the intrigue and understanding of whatever tf is happening in this story. This game maintains the extremely strong character writing of the last game but does it even better here. These characters are the best they’ve ever been, and I was left satisfied with the way they recreated every area from Disc 1 and their stories.

Now there’s also the Lodbrock shit which…I actually didn’t mind either. At first I was hella confused and kinda let down that they were bringing mobile game shit into it like we were in Kingdom Hearts but by the end didn’t mind it so much.

One thing though is that at various moments this game refuses to let certain moments and scenes sit. The most glaring examples of this being during the Barret and Dyne encounter. We’re left with such an emotionally impactful cutscene that transitions over to Palmer’s silly ass, then we’re back to Barret and the emotions are back but then DIO pulls up in the Buggy and starts flexing everywhere and wrestles with Rude (which is pretty funny).

This plays into one of my issues with this game that I felt carried over from Remake (although not as bad), which is the pacing of chapters. Certain chapters just felt too dragged out imo like chapter 7, 8, 11, and 13. I get that they want to give us an opportunity to see what’s up with the whole party even when they’re split up but sometimes it would get to a point where I just wanted to get it over with, again I don’t see this as too big a knock at the game cuz ultimately I was having fun with the combat, except for Chapter 11 cuz the Cait Sith section I genuinely don’t fw. This game still does a much better job of it than Remake, which isn’t surprising cuz that game was forced to make an entire game out of the first few hours of FF7. When it comes to the ending of this game, I definitely had to come around to it. One thing that’s for certain though is that they robbed one of the most essential moments from the original game of any emotional weight I could have felt from it. It’s obviously to add to the mystery of what Aerith’s role actually is in this narrative but I think you just need to let certain moments sit. Again, while that’s still an issue I think I’m on board overall with what they’re trying to build up. Though it all depends on the execution of this next part.

If the next game ties the knot on these plot threads in a way I’m not satisfied with, it’ll serve as a huge detriment for my feelings on the endings of Remake and Rebirth, but for now, I’m on board.

the music in this game is PHENOMENAL btw, that’s all I gotta say, simply amazing, go listen to it NOW.

The true meat of my time playing this game however, was on the optional content. Side quests, Global check-listing, MINI-GAMES, and Chadley’s simulator (pain..)

First the mini-games. There are WAY TOO MANY DAWG. To give ‘em credit, I had fun with quite a number of them. But DAMN did it feel like they just needed to make a mini-game out of everything. Most of these were optional but some were put into story segments like in Costa Del Sol or the Gold Saucer/Corel Prison.

My favorites to play were Queen’s Blood (legendary) and Chocobo Racing (peak). The rest were either cool, inoffensive, or flat out SUCKED. Legitimately the only mini-game I want in the next one is snowboarding lmao. I feel they could make that pretty fun.

Honestly what made these worse for me was purely cause of the trophy hunting aspect I’ll admit. You need to play every single one of these mini-games to absolute perfection in order to satisfy Johnny and his washed up hotel. The collectibles are dope though. The next major piece of side content is world intel, where Chadley gives you a list of grocery items he needs and expects you to return with all of them accounted for. These were okay. I did them all as they came to me and a lot of them were mindless, some fun because of more combat. The only ones that were really worth anything were the final fiend encounters and the protorelic quests which were actually really awesome the way they tied into GILGAMESH, a character I WAS NOT expecting to be here as he was famously absent from the OG.

Apart from that though, these missions were okay, but by the time I hit Cosmo Canyon I DID get a little burnt out from them. Still did them though cuz I had a desire to complete everything. I understand incentivizing exploration but I feel this wasn’t the ideal method? It was fine for this game but I honestly do not want to see it come back in the next one. I want something fresh for the optional content of the next game, and with the new and exciting methods of mobility coming our way, I’m HOPING we see something good here.

Next would be the side quests, of which I actually really enjoyed overall. Their stories are generally a lot more interesting than they ever were in Remake and a lot of them contain some very amazing moments of character bonding between the party. If you already loved our cast, you’ll love them even more here. Barret getting emotional over eventually having to let Marlene go when she’s old enough is very heartwarming and hilarious all at once and reiterates my love for these characters. The side quests were much better this time around and I hope they continue to get better in the future.

And just like the last installment, Chadley has a buttload of combat challenges he wants us to complete. Whether it be to unlock new summons or fight waves of enemies we scanned throughout the world. Most of these are fine and good fun. It’s not until you unlock the brutal/legendary challenges where things get serious and annoying.

These challenges all depend on your skill and the correct materia set up. The one great thing about these though is that after completing the legendary challenges you unlock challenges in which you get to play alongside Zack and Sephiroth, who both have very cool move sets that are fun to play around with, only Zack’s challenge is actually a pain in the ass and soon you’ll find yourself wanting to chuck your controller across the entire globe.

I’ll give these challenges credit for being better than the Gold Saucer’s colosseum challenges. This is because the colosseum only provides the same exact enemies in different formations which easily gets boring to the point where you question if there was any effort put into these combat challenges whatsoever.

Overall though, again, a majority of these are optional, so you don’t HAVE to do them, but the game heavily encourages that you do all of this, especially when Chadley is in your ear constantly shouting at you to go explore the world. This little cyborg has the most dialogue in the entire game compared to your entire party combined it feels like. He can be annoying, and Square seems to think so as well considering they give you an option to mute his voice…very funny.

If there’s one piece of optional content I absolutely ROCKED with though, it has to be Gilgamesh Island. An area unlocked only after completing all the protorelic quests, you come to this island where you must fight pairs of summons you’ve already fought before in exhilarating encounters that feel the most fun the entire game has to offer. After which, you get to fight Gilgamesh in an epic boss battle that contains the sickest remix of Battle On The Big Bridge from Final Fantasy 5 I’ve ever heard.

On a related-note, one small thing I really appreciate about this game is the amount of references to past Final Fantasy games that are present, which makes it feel like a love-letter in a sense, not to the extent of say, Final Fantasy 9, but still very nice nods nonetheless.

For instance, a poster in Tifa’s room of Zell from Final Fantasy 8 doing his limit break, or Yuffie referring to her squad as the “YRP” referencing the trio from Final Fantasy 10-2, as well as Mog’s theme from FF6 being present around the moogle emporiums. And hell, the fact Gilgamesh is even present in this game feels like such a Final Fantasy staple, and before he leaves your world he warns a group known as the “Warriors of Light” known for being the party of early FF games like 1, 3, and 5. These are small nods but appreciated as someone who’s become a fan of this series as a whole over the past couple of years.

So to gather up my thoughts overall, I’d say my experience with the main game was a much smoother experience than my trophy hunting experience. This game satisfied the expectations I had coming into it, and every day I was itching to get back into it for more, even through the frustration. While it’s an amazing video game in my eyes, there are still apparent issues that I hope are addressed in part 3 to provide an even better experience. I’m very hopeful, as part 3 has to cover what are honestly the coolest events in the entirety of FF7.

I hope Square learns the correct lessons from this game to implement into the final part, and also towards the possible Final Fantasy 9 Remake, whenever that is officially confirmed and in my fingertips (hopefully…please…)