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this guy's the ultimate dickhead in the indie scene. i respect it

“It’s true that sometimes I can’t figure out who I am. There’s a lot of things muddled up in my memories. But, Tifa… you said, ‘Long time no see, Cloud’ right? Those words will always support me. I am the one you grew up with. I’m Cloud of Nibelheim. No matter how much I lose faith in myself, that is the truth.”

It’s 3:17 in the morning and I’m lying awake in bed, typing this up on my ten year anniversary with the woman I will spend the rest of my life with. Even in this moment of respite, my mind once again begins to wander back into the Lifestream. Five years ago, against all my fears and doubts, I sat down with that same woman to show her the most important thing in my life up until meeting her. I had never even thought to share this with anyone I had been with before. Despite my anxiety and dread over what she might think, I was elated to find her enjoying every moment right alongside me. To my greater surprise, she had become a self-proclaimed Tifa fangirl and now cheers her on in every one of her on-screen moments, big or small. Everything in my life from my tastes, to my expressions, to my most cherished memories—even my love—is forever intertwined… with FINAL FANTASY VII.

“But that's all right. As long as I'm with you... As long as you're by my side... I won't give up even if I'm scared.”

As its name suggests, FINAL FANTASY VII is the seventh main numbered entry in the long-running FINAL FANTASY series. Originally conceptualized for the Nintendo 64 and later brought over to the Sony PlayStation in a move that many could describe to be betrayal, FINAL FANTASY VII marked a significant shift in the video game market. People all over the world, completely unaware of the FINAL FANTASY brand—or even roleplaying games entirely—flocked to stores in 1997 to pick up and play this game. I was not one of those people. But two years later, once I was old enough to read at a decent level, I experienced what would later become the most influential piece of media in my entire life.

“I was frozen in time, but now I feel as if my time is just beginning...”

FFVII continues the series trend of traversing a fantastical world of magic and wonder with a party of misfits trying to save the world, only there are some key differences. First and foremost, the Materia system. While the core combat retains the same almost-turn-based ATB (Active Time Battle) system first introduced in FINAL FANTASY IV, characters are completely customizable regarding skills and magic. While each character has their own innate stats, every character can be made to fit any role. The depth of the Materia system is the heart of FFVII’s gameplay, and if the effort and research are put in, it can reward the player with some insanely creative and useful combinations and setups that can outright break the game in a very fun way. In addition to the new Materia system comes Limit Breaks—powerful abilities able to turn the tide of combat when characters have sustained enough damage. These are all specific to the respective party members using them and are the key difference between each character.

“I always thought this planet was so huge. But lookin' at it from space, I realized it's so small. That's why I say this planet's still a kid. Someone's gotta protect it.”

In a harsh contrast to the games preceding it, FINAL FANTASY VII takes a page out of Akira to create a world that is brimming with technology. The Shinra Electric Power Company has created a new fuel source known as Mako by siphoning the life force of the planet itself without regard for Gaia’s wellbeing. This has led to great technological advancements throughout the world—most notably in the floating cyberpunk hub known as Midgar. The world of FFVII is far bleaker than most of its contemporaries at the time. The people of Gaia have no qualms telling it like it is and shedding some light on how hopeless, frail, and dissolute life has become after Shinra’s rise to power. Every character—no matter how insignificant—has had their life dramatically changed (for the worse) because of Shinra. As AVALANCHE, the player begins their journey performing acts of eco-terrorism to combat Shinra’s destruction of the planet, but soon uncovers a web of entangled stories and tragedies all converging on one single point—Sephiroth.

“Yo, jes' think about it... How many people in this world do ya think really understand themselves? People get depressed in life because they don't know what's up. But, they go on living. They don't run away... isn't that how it is?”

FINAL FANTASY VII was the first video game to tell me a story that resonated with me personally. Its plot is full of twists, turns, and big reveals that always had me shaking with excitement and anticipation, but the most important element is its character. Cloud Strife. Even if you’ve never played an RPG in your life, you’ve at least heard the name before somewhere, and for good reason. As the main protagonist of FFVII, Cloud is the character whose perspective you witness a majority of the events of the game through. To say Cloud is a dynamic character is an understatement for the ages. Extremely cold and dejected at first, Cloud develops into one of the most relatable and real fictional characters I’ve seen. While an enigma at first, players learn to understand Cloud’s true self over time. For me, there is no character I could ever understand better. As a kid, I shared so many of the aspirations and personality quirks of this mentally unstable box of emotional conflict and turmoil. From his prideful façade to his deepest sorrows and self-doubts, Cloud’s personality and depth shine through.

“What I have shown you is reality. What you remember, that is the illusion.”

Counter to Cloud is Sephiroth. By now, it’s nearly impossible to not know who Sephiroth is. He’s arguably even more popular than Cloud himself. Despite that, FINAL FANTASY VII is unparalleled in its foreshadowing and build-up to the true antagonist of the game. As the player makes their way through the world, they are constantly reminded just how powerful and foreboding Sephiroth is. From an execution of the world’s biggest threat to a flashback showing in raw numbers just how much of a force he is, Sephiroth is the perfect foil to Cloud. His personal connection to several of the key cast members adds a layer of determination and agency for the player. It’s not just Cloud that wants to bring Sephiroth down—it’s you.

“What to do? Have you lost your way? When that happens we each have to take a good long look at ourselves. There's always something in the deepest reaches of our hearts. Something buried, or something forgotten. Remember it... Whatever that is, must certainly be what you are all looking for...”

The music, much like everything else in the game, is remarkable. Composed by musical legend and series veteran Nobuo Uematsu, this soundtrack stands out even among his own works. This is a rare occasion where I enjoy every single song on the soundtrack. For a soundtrack of nearly 90 songs, that’s quite a feat. Every piece amplifies their paired scene without fail be it serious or goofy. Many of the tracks represent the blend of fantasy and science fiction extraordinarily well with synthesized sounds and exhilarating melodies. Every location has its own unique theme that helps build immersion and set the mood accordingly. While the main battle theme (which is a certified video game classic at this point) plays for a majority of the combat encounters, several notable boss fights have their own music that creates memorable clashes with the evil of the world. I find myself listening to this soundtrack on a near-daily basis.

“I've... been thinking, too... about the universe... people... the planet... How wide and big... No matter where I go and what I do, it won't change a thing.”

There is no way I can objectively look at this game. It is so ingrained in who I am that I have to bring emotion and nostalgia into it. The game isn’t perfect—nothing is—but to me, it’s everything I need. An engaging story in a world that feels just as real as our own with characters that breathe life into it, all accompanied by ace gameplay and a soundtrack that can move you to tears. FINAL FANTASY VII is a lot of things to a lot of people. To me, it is my beginning. It is the reason I cherish competent storytelling, complex characters, and expansive worlds. It’s the reason I see video games as more than just a hobby to pass the time. It’s why I want to create experiences and memories with people, to inspire them to explore and look at things in new lights just as I did when I was a kid… or to bring two close people even closer together. FINAL FANTASY VII was the spark that started it all, to continue on to all sorts of new things. Five year-old me popped that disc in and the game took me by the hand and said,

“Let's mosey.”

And I couldn’t be more grateful that it did.

within a span of two months, from september to november of 2019, i lost an old friend and former lover to bone cancer at 23 years old, and my father revealed to me that he’d been diagnosed with stage 2 lung cancer. this would indicate a nearly three year journey to where i am now - a sequence of events which tested the limits of my perseverance, willpower, camaraderie, self-love, and actualization of community. my life underwent severe changes throughout this period; essentially revising my entire outlook on my relationships to patching up and mending my relationship with my dad which had resulted in some pretty catastrophic gaps gashed out pretty equally on both sides. some outside events completely reformed how i lived, the safety and love i had to provide myself for my own wellbeing, and fostering a lot of growth and evolution out of a patch where what i’d known and what i held onto were slipping through my fingers.

during this time, my father set an example of how he would choose to live. he combatted cancer and heartbreak with rudiment, structure, dedication and iron will. i watched him break on more than a few occasions. but it was through his search for that light where he found his own branch of buddhism, practice of meditation, and a new outlook on his life. he began to teach me the lessons he’d taken away - both of us being that type of person with loud, constantly-spewing minds. he instilled and internalized the idea that meditation and serenity are not about clearing the mind of thought, but finding a means to acknowledge the thought and move on from it. it was only along the lines of that practice that we both began to unbox our trauma - both conjoined and individual. it was only then when we could cultivate growth, hope, and those first rays of light.

i had no access to therapy or professional help at the time. i was between jobs when i wasn't crammed into ones that abused and berated me and my time. my greatest resources for self-love, as they are now, were my loved ones and my then-cracked-yet-unbroken devotion to art. traumatic attachments kept me apart from those things i loved most, but in the process of recovering from a sequence in time in which i felt like i’d lost myself, figured it took recessing back to those works which had so clearly defined attics of my life to that point to regain shards of who i’d been, and define who i would choose to be moving forward. over the next year, i would play final fantasy vii six times to completion, twice with friends, four times on my own. the hanging threads of grief, trauma, self-actualization v. dissociation, lack of direction - these things culminated in a story which more and more i felt whispered answers directly to me, for my consumption alone. it’s in those moments where a bond is made between art and audience where the attachment becomes not just inseparable, but near essential.

final fantasy vii doesn’t hand you answers for the questions you come to it with. there isn’t a resolution to the trauma, there isn’t a solution to the pain or the grief. it is an embrace, and a hold of the hand, and a gentle call; “here is how you live with yourself. here is how you learn to be alive again.” the sociopolitical conflicts, the internal struggles, the budding seeds of affection and fraternity don’t reach a natural apex - they hum in anticipation of a deciding factor which never comes. perpetually trapped within the question, but offering you the means to provide your own answer in life. the final shot of the game isn’t a conclusion meant to be expanded upon. it’s simply a closing of the cover, the final page turned before the index of note paper before being passed to you with the command - “apply yourself. turn this into something that matters.” so i chose to.

and i found myself in midgar again, with new friends and a new outlook.

you come back to the slums of wall market and sector 7 with a new worldview and appreciation each time. there’s a different purpose, when your relationship with this game is as intimate as mine, for coming back here. i know the smog, the street life, the feeling of inescapable, walled-in urban destitution well. you grow up in any city poor enough and you get to know midgar intimately. it’s a familiar setting with a familiar social agency. the seventh heaven crew, they’re all faces i’ve known, fires in bellies i once shared, and now understand in a different light. they’re old friends i knew in my activism years as a teenager, they’re people i looked up to and lost through the years. i’ve lost a lot of people and a lot of faith over time. it might seem like a quick moment to many but the sector 7 tower fight reminds me of people and things that exist only in memories now.

the moment the world opens up and the main theme plays, while unscripted, is one of the most powerful in the game to me. i retain that this title track might be my favorite piece of video game music and such a perfect encapsulation of the game’s philosophy and emotional core. stinging synth strings meet acoustic woodwind and orchestral drones. playful countermelodies give way to massive, bombastic chords in a rocking interplay that rarely fails to inspire, intrigue and invoke. uematsu-sensei, unquestionably at the apex of his mastery here, provides his most timeless score. i think about, am inspired by, and draw from his work here intensely. the artistry pours out from every nook of final fantasy vii - the models, the cutscenes, the background renders, the gameplay systems, the story, the use of diegetic sound, the pacing, the designs - everything came together in a way that somehow evokes equal feelings of nostalgia, futurism, dread, fear, warmth, love, hope, and utter timelessness. streaming and voice-acting this entire game with my close friends was one of the best experiences of my year. hitting each turn with a decently blind audience provided both knowing and loving perspective and the unmitigated rush of first experience - in tandem, a passing of the torch, an unspeakable gift of an unbroken chain shared between loved ones. if final fantasy vii saved my life once before, this was the run which restored its meaning and direction.

i’ve been cloud, i’ve been tifa, i’ve been barret, i’ve been nanaki. i’ve been zack, i’ve been aerith. there are lives lived in the confines of final fantasy vii which i hold as pieces of my own, countless repetitions of those stories with those resolutions my own to meet, different each time. there was something magic about the ability to, a year after that painful strike of all of that anguish, that death, that loss, that fear, sit on the end screen as the series’ endless “prelude” played amongst 32-bit starfields and openly sob for a half hour surrounded by the voices and words of my loved ones. that was the day i learned to live again. it’s more than a game when you know it this intimately. it’s more than an experience when you share these scars. it’s more than art when you hold onto so dearly. there isn’t a classifier for what final fantasy vii means to me other than, “a lot”. sometimes, less is more. i don’t have a conclusion beyond that for you. the experience recalls everyone and everything i've ever loved and lost, and all that i've come to gain and hold dear. goodbye to some, hello to all the rest. true, reading this, it may have been a waste of your time, but i’m glad i was able to share this with someone. i hope this reaches at least one of you on a level you needed today, or maybe it invokes something in you about something you love so dearly. i’m here to tell you - this is how i learned to live again. if you need someone to tell you, today, that you can too, here it is. you aren’t alone. go find those answers for yourself.

please don't step on the flowers on your way.

This review contains spoilers

An interesting thing about a game that has perhaps the most spoiled moment in video games is that when you play through it for the first time, you can’t exactly get that thought off your mind. The second cloud meets Aerith it becomes tragedy, a slowly marching clock to when the big moment comes. And in between those moments you play a pretty good rpg. I suppose this sort of inevitability is what the remake trilogy thrives on, even for my own personal time spent in 7’s occasionally industrial mostly classic fantasy world I am, in some way creating my own final fantasy 7 remake. Every time you use an ability is a reminder of what’s going to come next, a cute date sequence becomes the closest thing both characters have to what could have been, and even if you’re able to recognize the point of which it happens you hope in the back of your mind that it won’t happen, that maybe there’s a one in a trillion chance she lives. But then Sephiroth plunges down and shifts the story.

A less spoken on benefit to one of gaming’s biggest spoilers is that it acts as a lightning rod for the rest of the game. While I may have the cutscene of Aerith’s deaths memorized through sheer cultural osmosis, I saw even more beautiful, quiet and poignant stories about people who live in a beautiful world and wish to fight for it. The world of Final Fantasy VII is full of people, people with dreams and aspirations who may impact your life even if they were in them for a brief moment. Memories are a beautiful thing, but they are designed to drift away, leaving mossy ruins where there once was a city.

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𝙾𝙱𝙹𝙴𝙲𝚃 𝙾𝙵 𝙿𝙾𝚆𝙴𝚁
"𝙰𝚕𝚊𝚗 𝚆𝚊𝚔𝚎 𝙸𝙸" (𝙾𝙾𝙿𝟸𝟹-𝙰𝚆)

𝙲𝙾𝙽𝚃𝙰𝙸𝙽𝙼𝙴𝙽𝚃 𝙿𝚁𝙾𝙲𝙴𝙳𝚄𝚁𝙴:
𝙾𝚋𝚓𝚎𝚌𝚝 𝚒𝚜 𝚒𝚗𝚜𝚝𝚊𝚕𝚕𝚎𝚍 𝚘𝚗 𝚊 𝚆𝚒𝚗𝚍𝚘𝚠𝚜 𝟷𝟶/𝟷𝟷 𝟼𝟺-𝚋𝚒𝚝 𝚙𝚎𝚛𝚜𝚘𝚗𝚊𝚕 𝚌𝚘𝚖𝚙𝚞𝚝𝚎𝚛 𝚟𝚒𝚊 𝚊𝚗 𝚘𝚌𝚌𝚞𝚕𝚝 𝚛𝚒𝚝𝚞𝚊𝚕 𝚔𝚗𝚘𝚠𝚗 𝚊𝚜 𝚝𝚑𝚎 "𝙴𝚙𝚒𝚌 𝙶𝚊𝚖𝚎𝚜 𝚂𝚝𝚘𝚛𝚎 𝙸𝚗𝚜𝚝𝚊𝚕𝚕𝚎𝚛". 𝙳𝚎𝚟𝚒𝚌𝚎 𝚛𝚎𝚚𝚞𝚒𝚛𝚎𝚜 𝚊𝚗 █████ 𝚒𝟻-𝟽𝟼𝟶𝟶𝙺 𝚘𝚛 ███ 𝚎𝚚𝚞𝚒𝚟𝚊𝚕𝚎𝚗𝚝 𝚖𝚒𝚌𝚛𝚘𝚙𝚛𝚘𝚌𝚎𝚜𝚜𝚘𝚛 𝚊𝚗𝚍 𝚊 𝚖𝚒𝚗𝚒𝚖𝚞𝚖 𝚘𝚏 ██ 𝚐𝚒𝚐𝚊𝚋𝚢𝚝𝚎𝚜 𝚘𝚏 𝚛𝚊𝚗𝚍𝚘𝚖-𝚊𝚌𝚌𝚎𝚜𝚜 𝚖𝚎𝚖𝚘𝚛𝚢; 𝚊𝚗 𝚖𝚂𝙰𝚃𝙰 𝚂𝚂𝙳 𝚠𝚒𝚝𝚑 ██ 𝙶𝙱 𝚏𝚛𝚎𝚎 𝚜𝚙𝚊𝚌𝚎 𝚒𝚜 𝚅𝙴𝚁𝚈 𝙼𝚄𝙲𝙷 𝚁𝙴𝚀𝚄𝙸𝚁𝙴𝙳 𝚝𝚘 ████████ ██.


𝙳𝙴𝚂𝙲𝚁𝙸𝙿𝚃𝙸𝙾𝙽/𝙿𝙰𝚁𝙰𝚄𝚃𝙸𝙻𝙸𝚃𝚈:
𝚃𝚑𝚎 𝚘𝚋𝚓𝚎𝚌𝚝 𝚒𝚜 𝚊 █████ ████ 𝚍𝚎𝚟𝚎𝚕𝚘𝚙𝚎𝚍 𝚋𝚢 𝚁𝚎𝚖𝚎𝚍𝚢 𝙴𝚗𝚝𝚎𝚛𝚝𝚊𝚒𝚗𝚖𝚎𝚗𝚝.

𝚆𝚑𝚎𝚗 𝚋𝚘𝚞𝚗𝚍, 𝚝𝚑𝚎 𝚊𝚕𝚝𝚎𝚛𝚎𝚍 𝚘𝚋𝚓𝚎𝚌𝚝 𝚊𝚕𝚕𝚘𝚠𝚜 𝚙𝚊𝚛𝚊𝚞𝚝𝚒𝚕𝚒𝚝𝚊𝚛𝚒𝚊𝚗𝚜 𝚝𝚘 𝚌𝚛𝚎𝚊𝚝𝚎 𝚊 𝚗𝚒𝚐𝚑𝚝𝚖𝚊𝚛𝚎 𝚘𝚏 █████ 𝚎𝚟𝚎𝚗𝚝-𝚍𝚛𝚒𝚟𝚎𝚗 𝚓𝚞𝚖𝚙-𝚜𝚌𝚊𝚛𝚎𝚜, ███████ , 𝚊𝚗𝚍 𝚍𝚎𝚜𝚔𝚝𝚘𝚙 𝚌𝚛𝚊𝚜𝚑𝚎𝚜 𝚠𝚒𝚝𝚑𝚘𝚞𝚝 𝚝𝚑𝚎 𝚗𝚎𝚎𝚍 𝚝𝚘 𝚛𝚞𝚗 𝚝𝚑𝚎 ████ 𝚘𝚗 𝚊𝚗𝚢𝚝𝚑𝚒𝚗𝚐 𝚊𝚋𝚘𝚟𝚎 ██████████ 𝚘𝚏 𝚙𝚎𝚛𝚏𝚘𝚛𝚖𝚊𝚗𝚌𝚎 𝚜𝚎𝚝𝚝𝚒𝚗𝚐𝚜. 𝚃𝚑𝚒𝚜 𝚖𝚊𝚣𝚎 𝚘𝚏 𝚘𝚟𝚎𝚛𝚊𝚎𝚜𝚝𝚑𝚎𝚝𝚒𝚌𝚒𝚜𝚎𝚍 / 𝚞𝚗𝚍𝚎𝚛𝚍𝚎𝚜𝚒𝚐𝚗𝚎𝚍 𝚕𝚊𝚗𝚍𝚜𝚌𝚊𝚙𝚎𝚜 𝚊𝚗𝚍 ████ 𝚁𝚃𝚇-𝚜𝚕𝚒𝚖𝚎𝚍 𝚎𝚗𝚟𝚒𝚛𝚘𝚗𝚖𝚎𝚗𝚝𝚜 𝚒𝚜 𝚍𝚎𝚜𝚒𝚐𝚗𝚎𝚍 𝚝𝚘 𝚍𝚒𝚜𝚘𝚛𝚒𝚎𝚗𝚝 𝚊𝚗𝚍 ████ 𝚝𝚑𝚎 𝚘𝚋𝚜𝚎𝚛𝚟𝚎𝚛 𝚊𝚝 𝚎𝚟𝚎𝚛𝚢 𝚝𝚞𝚛𝚗. 𝙾𝚗𝚕𝚢 𝚝𝚑𝚎 ██████ 𝚌𝚊𝚗 𝚗𝚊𝚟𝚒𝚐𝚊𝚝𝚎 𝚝𝚑𝚎 𝚠𝚘𝚛𝚕𝚍, 𝚝𝚑𝚘𝚞𝚐𝚑 𝚝𝚑𝚎𝚢 𝚖𝚊𝚢 𝚊𝚕𝚕𝚘𝚠 𝚘𝚝𝚑𝚎𝚛𝚜 𝚝𝚑𝚛𝚘𝚞𝚐𝚑 𝚘𝚗𝚌𝚎 𝚝𝚑𝚎𝚢'𝚟𝚎 𝚋𝚎𝚎𝚗 𝚜𝚘𝚞𝚗𝚍𝚕𝚢 𝚋𝚘𝚛𝚎𝚍 𝚋𝚢 𝚝𝚑𝚎 █████ "𝚝𝚑𝚎𝚖𝚎𝚜" 𝚝𝚑𝚎 𝚘𝚋𝚓𝚎𝚌𝚝'𝚜 █████ 𝚑𝚊𝚟𝚎 𝚒𝚖𝚋𝚞𝚎𝚍 𝚒𝚝 𝚠𝚒𝚝𝚑 𝚒𝚗 𝚝𝚑𝚎 𝚝𝚑𝚒𝚛𝚝𝚎𝚎𝚗 𝚢𝚎𝚊𝚛𝚜 𝚒𝚗𝚝𝚎𝚛𝚟𝚎𝚗𝚒𝚗𝚐.

𝚃𝚑𝚎 𝚘𝚋𝚓𝚎𝚌𝚝 𝚒𝚜 𝚌𝚞𝚛𝚛𝚎𝚗𝚝𝚕𝚢 𝚋𝚘𝚞𝚗𝚍 𝚝𝚘 ██████████.

𝙱𝙰𝙲𝙺𝙶𝚁𝙾𝚄𝙽𝙳:
𝚃𝚑𝚎 𝚘𝚋𝚓𝚎𝚌𝚝 𝚠𝚊𝚜 𝚍𝚒𝚜𝚌𝚘𝚟𝚎𝚛𝚎𝚍 𝚊𝚝 𝚃𝙷𝙴 𝙶𝙰𝙼𝙴 𝙰𝚆𝙰𝚁𝙳𝚂 𝟸𝟶𝟸𝟷 𝚋𝚢 █████ 𝙺𝚎𝚒𝚐𝚑𝚕𝚎𝚢. 𝙰𝚞𝚝𝚑𝚘𝚛𝚒𝚝𝚒𝚎𝚜 𝚊𝚕𝚜𝚘 𝚛𝚎𝚙𝚘𝚛𝚝 𝚝𝚑𝚊𝚝 𝚕𝚘𝚌𝚊𝚕 ██████ 𝚑𝚊𝚍 𝚜𝚒𝚐𝚑𝚝𝚎𝚍 𝚝𝚑𝚎 𝚘𝚋𝚓𝚎𝚌𝚝 𝚊𝚝 ████████ 𝚊𝚗𝚍 𝚆𝙰𝙻𝙼𝙰𝚁𝚃 𝚙𝚛𝚎𝚘𝚛𝚍𝚎𝚛 𝚙𝚊𝚐𝚎𝚜 𝚙𝚛𝚒𝚘𝚛 𝚝𝚘 █████ 𝙺𝚎𝚒𝚐𝚑𝚕𝚎𝚢'𝚜 𝚍𝚒𝚜𝚌𝚘𝚟𝚎𝚛𝚢.

████ ██████ █████ █████ ██████████ ███████ █████████████ ██ ██ ████ █████ ██ █████ ██████████ ████████ ██████ ████████████ 𝙸 𝚜𝚠𝚎𝚊𝚛 𝚝𝚘 ███ 𝚒𝚏 𝚢𝚘𝚞 ███ 𝚒𝚗𝚐 𝚌𝚛𝚊𝚜𝚑 𝚝𝚘 𝚍𝚎𝚜𝚔𝚝𝚘𝚙 𝚘𝚗𝚎 𝚖𝚘𝚛𝚎 𝚝𝚒𝚖𝚎 𝚢𝚘𝚞 ███ ████ █████████ ████ ████ 𝙸 𝚠𝚒𝚕𝚕 𝚙𝚎𝚛𝚜𝚘𝚗𝚊𝚕𝚕𝚢 ███ 𝚢𝚘𝚞 ███ 𝚢𝚘𝚞 𝚙𝚒𝚎𝚌𝚎 𝚘𝚏 ███ █ ██ ██ █ ███ ███ █████████ ████ █████ ████ ███████ ████ ████ █████ .

𝙿𝚊𝚛𝚊𝚞𝚝𝚒𝚕𝚒𝚝𝚊𝚛𝚒𝚊𝚗𝚜 𝚑𝚊𝚟𝚎 𝚛𝚎𝚙𝚘𝚛𝚝𝚎𝚍 𝚒𝚗𝚌𝚒𝚍𝚎𝚗𝚝𝚜 𝚠𝚒𝚝𝚑 𝚝𝚎𝚡𝚝𝚞𝚛𝚎 𝚜𝚝𝚛𝚎𝚊𝚖𝚒𝚗𝚐, 𝚊𝚞𝚍𝚒𝚘 𝚛𝚎𝚜𝚢𝚗𝚌𝚑𝚛𝚘𝚗𝚒𝚣𝚊𝚝𝚒𝚘𝚗 𝚊𝚗𝚍 "█████" 𝚋𝚎𝚢𝚘𝚗𝚍 𝚝𝚑𝚎 𝚜𝚔𝚢𝚋𝚘𝚡, 𝚖𝚒𝚜𝚝𝚊𝚔𝚎𝚗𝚕𝚢 𝚌𝚘𝚗𝚟𝚒𝚗𝚌𝚒𝚗𝚐 𝚝𝚑𝚎𝚖𝚜𝚎𝚕𝚟𝚎𝚜 𝚝𝚑𝚊𝚝 𝚒𝚝'𝚜 𝚊 𝚙𝚊𝚛𝚝 𝚘𝚏 𝚝𝚑𝚎 𝚕𝚞𝚍𝚘█████𝚗𝚊𝚛𝚛𝚊𝚝𝚒𝚟𝚎 𝚎𝚡𝚙𝚎𝚛𝚒𝚎𝚗𝚌𝚎.

𝙰𝚐𝚎𝚗𝚝 █████ 𝚍𝚒𝚜𝚌𝚘𝚟𝚎𝚛𝚎𝚍 𝚝𝚑𝚎 𝚘𝚋𝚓𝚎𝚌𝚝 𝚒𝚗 𝚊 ██████ , 𝚠𝚑𝚒𝚌𝚑 𝚒𝚗𝚍𝚒𝚌𝚊𝚝𝚎𝚜 𝚒𝚝 𝚠𝚊𝚜 𝚝𝚑𝚎 𝚜𝚘𝚞𝚛𝚌𝚎 𝚘𝚏 𝚝𝚑𝚎 𝚖𝚊𝚗𝚢 █████ 𝚊𝚗𝚍 𝚛𝚎𝚏𝚞𝚗𝚍𝚜. 𝚃𝚑𝚎 𝚠𝚑𝚎𝚛𝚎𝚊𝚋𝚘𝚞𝚝𝚜 𝚘𝚏 𝚝𝚑𝚎 ████ -𝚋𝚛𝚎𝚊𝚔𝚒𝚗𝚐 𝚋𝚞𝚐𝚜 𝚊𝚛𝚎 𝚜𝚝𝚒𝚕𝚕 𝚞𝚗𝚔𝚗𝚘𝚠𝚗, 𝚝𝚑𝚘𝚞𝚐𝚑 𝚝𝚑𝚎𝚢 𝚊𝚛𝚎 𝚙𝚛𝚎𝚜𝚞𝚖𝚎𝚍 𝚝𝚘 𝚋𝚎 ██████.
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Hello, and welcome to the Letshugbro Backloggd Review Page. This week we will review the highly anticipated new video game by Remedy Entertainment called Alan Wake II. Alan Wake II is available on the Epic Games Store as an epic 90GB download file on your personal computer, or can be purchased for your Xbox Series X, Xbox Series S or PlayStation 5 games console in digital download or Blu-ray disc format. Remedy's brilliance is on full display here with a very cool box art that is both pleasant and tasteful to the eye; they have set a high standard with their previous video games, but I can say without hesitation that Alan Wake II has created the best and most compelling content for Ending Explained YouTube videos that I have ever seen. The Wikipedia synopsis is truly riveting, and will keep you on the edge of your seat from start to finish.

Thrilling, moody, and captivating - Alan Wake II is a contender for the Game Awards. It has a story that can't help but pull you in, a spell-binding tour de force that shines a light on Sam Lake's brilliantly dark mind. The game begins as a murder mystery, but pulls the rug out from under the player and turns into an all-out supernatural horror! The worlds and characters echo each other in unique and surprising ways, and the Overlap sections in particular are rich examples of the game's themes - the salt shaker story had me rolling on the floor! The stage fight scene from Alan Wake is one-upped by the mind-frying Dark Ocean Summoning scene, and the tragedy of Saga losing her family is a blatant commentary on a woman's struggle to achieve balance in their personal and professional lives - she and Casey will go down as gaming's best law enforcement duo! The Old Gods of Asgard are back too, so Lake clearly knows what his fans want to see! He deftly tricks the reader into believing the Cult of the Tree is the story-within-a-story-within-a-story-within-a-story's antagonist, and setting the trilogy's exciting conclusion at Deerfest makes Alan Wake II a genre-bending mixture of fact and fiction. The gut-wrenching ending is modern horror at its finest - this motherfucker is a home run! Alan Wake has done it again! I'll give it a score of █████ out of 5.

This game is a Rebirth in the way that Buddhists believe you will be reborn as a hungry ghost with an enormous stomach and a tiny mouth as a punishment for leading a life consumed by greed and spite

A deeply messy and conflicted game that shows the strains of the capitalist need to remake this game for money versus the interesting metanarrative of what it means to remake FF7. Swings from some of the most beautifully written and heartbreaking moments in any game ever to some of the most tedious gameplay slogs ever. It is the best and worst game in so many ways. The pacing is horrid and at the end of the day i think the open world bloat gets in the way of all the good this game does have. On the ending: it wants to have its cake and it eat it too. It shouldn't. Remake set up so many big swings and this game refuses to make good on those.

90% of this game shares similar pros and cons to the first part of the Remake trilogy. The story is extremely dragged out via a much larger map, an entire chapter of filler, and unnecessary changes. For what it's worth though they did make some good changes like making Yuffie and Vincent main story characters instead of optional like they used to be. Unfortunately though Vincent and Cid are both not playable. They really should have been. The dev time was all put into developing unnecessarily long roads, mountains, and caves, along with filler beach scenes, instead of fleshing out the combat with characters that walk by your side and were playable in the original. I still wish they just made a real remake of FF7 with just minor changes at most like the previously mentioned inclusion of Yuffie and Vincent in the main narrative, but instead they decided to shove brand new timeline shenanigans into the plot. The worst part is it's usually just for shock value. Characters dying or not dying often leads to nothing significant in the long run. Why are multiple timelines being included out of nowhere? It genuinely comes off as pure shock value without any substance at times. There are some hype moments to be had via these and I am intrigued by some. Heck I do actually think one character's timeline shenanigans is actually modestly used well (compared to the others at least), but a lot of these additions do nothing for me. At the end of the day though this is still Final Fantasy 7 for the most part. It's filled with moments I love like Barret's backstory, Red XIII's backstory, and more. I loved seeing iconic moments like Sephiroth walking through fire in HD, but I wish they actually kept all the iconic moments instead of replacing them with what can only be described as completely nonsensical narratives. Now we have to wait years to know what any of these scenes even mean.

quite possibly the clumsiest, worst-paced story in a series that is already infamous for bearing these two traits but has typically managed to be incredibly charming, cinematic, and emotionally charged in spite of that. as much I as I enjoyed the base game and the improvements made to the combat system, I can't bring myself to get over just how much of a step down the narrative was in comparison to 7 and Gaiden. never have I cared so little for the cast of newcomers in a Yakuza game (Tomi & Yamai being the sole exceptions). I don't plan on forgiving this game's horrible monetization practices either.

Hawaii was fun. maybe they'll do more with it when they inevitably make up some convoluted reason to send Yagami there in Judgment 3


Now that I’ve had a day to sit on my thoughts of the game I will make an actual non-shitpost review.

This game is a mess. I wasn’t kidding when I said this is the MGS4 of the series. An extremely ambitious, earnest, heartfelt celebration of the series that has extremely high highs but also constantly falls on its face with extremely stupid writing.

The pacing is some of the worst we’ve seen from RGG. For a game that can easily be 100+ hours long it is both too long but also too short in areas. It constantly pulls you away from the main story to do very involved mini game/sub system tutorials but then has no time in the final hours to wrap up most of the story. At least 4 of the main characters this game is about don’t show up in the final cutscene. You just have to be told about what they are doing from a mouth piece so we can wrap shit up. Kiryu is just kinda left in this weird limbo as they don’t explain what the fuck got them to this point with an achievement titles “man who reclaimed his name”. It genuinely feels like there is either an entire chapter or at least a huge segment of one missing from the end. One of the main villains just stops showing up for 10+ hours only to be seen again in a cut away and is completely unrecognizable for at least another few hours. They then try to do the coin locker scene again with them and it feels completely unearned because they haven’t done anything. The two main villains you do fight are extremely forgettable and underwhelming. One is given what you’d imagine to be a super important connection to Ichiban but it never comes up. The two share a single cutscene at the start of the game and that’s it. Why was it even a plot point to begin with then???? So many plot threads just go no where or are left extremely unsatisfying as they hand wave them away so it can’t be viewed as “a plot hole”. I seriously think how they structure their stories needs to change because I don’t think the Yakuza writing formula they’ve had for 2 decades translates to a 100 hour JRPG. Imo the best way to enjoy the main story of these games is when you can just progress the plot freely and not be bogged down by side content or busy work. I usually save that stuff for premium adventure so the story isn’t so “start and stop”. But you can’t do that in these games because of the rpg leveling and just how the story constantly blocks you to do other shit I am currently not interested in. No RGG I don’t give a fuck about your Pokémon clone and it’s 30 minute+ forced tutorial I just want to get on with chapter 4 please.

Most of the cast has nothing to do in this game which would be fine if they didn’t force them to have boring ass drink links you need to do to make them objectively better in gameplay.

The gameplay needs massive changes going forward because Jesus Christ was I sick of the multiple grinds it imposes. The long battles they do in this game are terrible. In previous entries you’d have a long gauntlet where you’d have to fight to a location and they do this here but they constantly make you take the most out of the way route and block off better ones with excuses like “there are dudes over there!” Only to send you down an alley with 7 fights. If 9 does the same formula 8 repeated from 7 I might just drop the series. I do not want to go back to scrounging for money and being locked out of jobs till chapter 5 again. I do not want to have to do massive material grinds for good gear. I do not want to have 80% of the moves you get to be fucking useless because they aren’t an AOE and don’t deal elemental damage.

Highlights of this game is everything they do with Kiryu outside of the final chapter. Life links are overall goated outside of some implications of how no one reacting to Kiryu being alive despite you are only able to see them after Kiryu is broadcasted on national news to be alive.

There is honestly too much to talk about with this game So I’m just gonna end it by saying this: I’ll look back on the good in this game as some of the best but I never want to replay this game ever again. Also this game only makes Gaiden look even dumber and further cements it at as a $50 scam. Yokoyama fucking lied Hanawa is not important and he fucking knew that.

Mark my words that this game while currently being hailed as the best game in the series, that its perfect and other things like that will be looked back on a lot more negatively once the honeymoon phase is over, once hypebeasts move onto the next thing, once people won't freakout if you have anything negative to say about it. It won't be a hot take or "being contrarian" to think that the game is mid, super front loaded and falls apart in the end. It's fine if you do think its perfect and its your favorite game or whatever but the amount of people who lose their shit when you have anything negative to say about this game or gaiden is seriously annoying.

This game also made me get into a car accident so fuck it lol

Octo Expansion was so much better.

The main story and Roguelike mode lacks any real meat. I'm honestly shocked at how barebones the experience feels with a lack of mission types and enemy variety. I'm honestly not sure how this took way longer to release than Octo Expansion. I definitely prefer the handcrafted levels Octo Expansion and the Splatoon 3 campaign had.

Pearl and Marina were awesome though (so much better than Deep Cut), and the music/aesthetic were great. Ending was peak as per usual with these Splatoon campaigns.

Honestly not the sendoff I wanted for Splatoon 3 considering how disappointed I've been with the title compared to Splatoon 2. That said Side Order is still worth it especially since a Roguelike mode brings something completely new to the table

EDIT: After 100% the DLC yeah this a super mediocre Roguelike with little difficulty, very disappointed. Also really no secret boss/level like Octo Expansion and Splatoon 3's campaign?

Sadly, not even peak squid can cure my distaste for roguelikes.

Oh. That's crack. That's cocaine crack drugs on the Steam top sellers list.