Final Fantasy VII Remake

I first played this a couple years ago, when it was added to PlayStation Plus, but I’ve always been a Final Fantasy VII Poseur: I hadn't played the original. Being such a Nintendo Baby, my first PlayStation was a PS4. So I had this unique experience of only vaguely knowing the setting, not even really knowing the plot, but interacting with and playing as these characters that are so iconic it’s impossible to not be familiar.

So in October, with several false starts behind me and Rebirth on the horizon, I played through the entirety of Final Fantasy VII on the Switch, using a guide purely for directions and gear/leveling recommendations. My reaction to finally finishing this famously important game? ‘Wow, it really is that good’. So then I played Crisis Core Remastered. Beat it, enjoyed it, got the Platinum trophy. (Not recommended. It requires completing all 300 optional missions….) At this point I had become a true FFVII-head, fully immersed and in love as if I had actually played back in 1997. I’ve played the original, the prequel, and I watched Advent Children. Twice. Which brings me back around to Final Fantasy VII Remake.

Replaying Final Fantasy VII Remake on Hard Mode, combat takes center stage. With my materia leveled and endgame accessories equipped, I could just focus on flinging out ATB skill commands left and right, melting enemy health bars like butter. Hard Mode Strategy comes from rationing out Magic Points, as they’re only replenished after completing a Chapter, and you can’t use items, so deciding whether to cast Blizzard vs. Blizzaga, or Cura vs. Curaga, makes a meaningful difference. I found it immensely satisfying to triumph over these limitations, with some bosses testing my high threshold of perseverance. Eventually I won out, crushing the endgame gauntlet of bosses, fully mastering the ATB command combos/counters.

Counterstance was a favorite skill of mine. While a bit over powered in duels and boss fights, you don’t gain access until the late game, so it’s real usefulness shines in Hard Mode. It’s a defensive move where a successful block results in Cloud interrupting the enemy attack, closing the distance, and countering with three strong slashes. In certain fights it can trivialize a boss that might’ve slapped you around in your first play through, granting the sweet satisfaction of smacking them back.

Some combat elements aren’t explained or demonstrated very well. I didn’t learn how to efficiently increase the Stagger Percentage (for higher damage) with Tifa until I was trophy hunting for the ‘Reach a 300% stagger bonus’ emblem. It requires performing a specific sequence of ATB commands – and acquiring her optional weapon, to gain access to a skill with a 30% stagger increase on each use. This led to 90+ hours of accepting at face value that I would only be doing the base 160% stagger to enemies and bosses. Okay yeah, skill issue, I could’ve learned sooner, but you’ve failed if I still had to look it up to completely understand the mechanic.

At last, Final Fantasy VII Remake helped me fall even more in love with the characters. I love Barret singing the victory fanfare after fights, and when Cloud’s self serious facade cracks. I love Aerith’s openness and enduring spirit, and Tifa’s vulnerability and self-determination. It’s incredible to see these characters brought to life from blocky polygons and a speed-translated script. You can tell the creators are able to fully express what they wanted these characters to be, using modern technology.

I could go on about the fantastic soundtrack (and Rebirth’s too), the side characters, also full of heart and passion, coloring and giving life to a story that honestly hit pretty hard even in it’s original iteration. Anyway. I gotta get back to Rebirth, Hard Mode is calling.

(I played this on PlayStation Plus, so I feel the need to emphasize: Viva physical media! Own what you love.)

This review contains spoilers

In the most recent issue (#3) of video game magazine ‘A Profound Waste of Time’, Gita Jackson speaks with game critic Kazuma Hashimoto about the appeal of the Yakuza series in the West. In this conversation, Hashimoto commends the series’ willingness to portray genuine displays of emotion from otherwise stoic, tough men. He even mentions how some of these scenes have brought him to tears while playing.

I still get misty eyed, sitting here at my desk, if I think too long about Ichiban Kasuga’s pure expressions of compassion and love. At the end of a game where you’ve watched Kasuga develop deep personal friendships with each member of his party, he makes an emotional appeal to the antagonist, who he still loves as a brother. Not in the ‘Yakuza family’ way, but as a true brother, with his whole heart. You can feel the pain in his voice, this man in his 40s, pouring his heart out on the street for someone who has brought him so much grief. I was bawling before the credits rolled – then I bawled some more.

Of course, I find the turn based combat hilarious and engaging, the game world a pleasure to explore, and I can play back up while my friend Nanba sings Baka Mitai, so...five stars?

(I played this via PlayStation Plus, so I feel the need to reiterate: Viva physical media! Own what you love.)

This review contains spoilers

Final Fantasy XIII-2 thoughts – Aggressive Mix

Look, I got very into the Lightning Saga and this is the game that tipped me over the edge. I bought all the novels, got a copy of XIII-2 with the light novel/la. I have a print of Lightning looking out over the crystal pillar. I have a Japanese FFXIII themed limited edition PS3 on my eBay watch-list right now. I defaced my PS3 Slim with a Final Fantasy XIII logo sticker. I collected every trophy in XIII-2 and Lightning Returns. (XIII has so much grinding for weapon upgrades oh my god).

So what did I love about XIII-2 so much? I think it was the pared down party, focusing the story on Serah and Noel, and the exploration concept. Despite following a guide for the platinum, I found navigating the different worlds and their timelines enthralling. The ripples of your actions changing the future in meaningful ways kept me hooked, excited to backtrack. Collecting monsters to round out your party and designing paradigms around them was a joy, especially tracking down all the differently colored chocobos. My Golden Chocobo with the COM role was unstoppable.

FFXIII-2’s soundtrack has some of my favorite music in the trilogy. I loved learning that it was the game director Momotu Toriyama’s goal to “have a sound that’s unlike the typical Final Fantasy style”, I believe they excelled and I love the range of genres featured. The ballad ‘Noel’s Final Journey’ perfectly matches his era; a lonely, empty wasteland sitting at the end of time, juxtaposed with hopeful lyrics – and I love Akiko Yoshida’s vocal performance. Crazy Chocobo is a just a fun singable ear-worm, worth burning the Gysahl Greens to listen. Full Speed Ahead has an unreal, groovy rock fusion breakdown. Caius’s Theme and Heart of Chaos give me chills akin to One Winged Angel. Sincerely a soundtrack full of regular rotation songs.

And I love Mog.

I’ll need to revisit sometime to play the DLC Colosseum battles.

https://www.destructoid.com/exclusive-meet-final-fantasy-xiii-2s-sound-team/

This review contains spoilers

I would argue that The Archylte Steppe is all the "open world" a game like FFXIII needs.

I would, but I'm not going to.

A good friend streamed Final Fantasy 13 while wearing a Lightning cosplay. That's what got me to play.

Right out the gate, I have to say, I love Hope. His entire arc rips my heart out. I can't begrudge him at all for the way he acts in the first half, his growth and development is palpable and resonant. I understand his behavior is childish and grating, but I would challenge anyone to remain composed after watching a parent die and having your world torn apart, thrusting you into a journey of life or death. Specifically the parent dying part though. I'd hold a grudge too. Maybe it's just because I find it easy to tap into his adolescent angst, I can't hate him for it.

The rest of the cast is incredibly sweet as well. Vanille & Fang, survivors of an ancient war, Sazh's devotion to his son, Snow's bumbling commitment to save Serah, even (and especially) Lightning's brooding but caring leadership. (I mean, c'mon. She had to overcome her Eidolon's awakening to protect Hope.) I got very attached. I love how their relationships grew naturally over time, it was touching. Finally culminating in tears at the climax of just about each game in the trilogy.

And the Paradigm System. The complexity and flexibility in party make-up is enthralling. I did stick to each member's base job/class as the one I maxed out, but it still allows for varied Paradigm settings. I maybe enjoyed XIII-2's Pokémon take on the system more, but I'll get there later.

I truly enjoyed my time with FFXIII, which I tout at every opportunity, telling other FF oldheads I'm an "Official FF13 Enjoyer". (Mostly sincere, with some snarky contrarianism thrown in there). Anyway, give it a fair chance.

Demon's Souls' atmosphere is unmatched. Each Souls game has a feeling of isolation, but DeS carries a unique brand of loneliness, found in the green haze of the Nexus, among the battlements of Boletaria, on the breeze of the Storm lands. A melancholy sinks in.

I went for the platinum of PS3 DeS just months before the Remake released. With this being my first time playing the game, it definitely skewed my preference toward the OG - but with the credibility of fresh eyes, or, zero 'nostalgia'. I found the visual design and atmosphere richer, sadder. Despite my appreciation for Bluepoint's presentation, I lean towards the design by subtraction approach, with the art style and limitations letting my imagination do the work - and I find that the impact of the experience isn't lost (The Depths remain more terrifying on PS3).

If you're going for the Pure Bladestone grind, throw on a podcast. I recommend Prep the Cup, or Kowabana. Maybe some Maintenance Phase.

Yakuza 0 has you playing the role of a cabaret club manager, where you have to manage your employees outfits in order to boost stats so their customer interactions succeed. After the dress-up phase, you become an expert in service industry hand signals in order to provide your girls' table the best customer service possible. Success means high profits, allowing you to expand your cabaret empire across a pseudo Dotenbori, or "Sotenbori". Absolutely loved it. The music was incredible, the game play has an addicting depth, and I eventually came to love my girls. Sunshine Cabaret will always be my home.

Oh. And I guess there's an entire complex and multi-layered story, told across 15+ chapters, featuring two separate main characters detailing their rise within rival yakuza clans in late 80s Japan.

Pretty excellent game. I was totally fresh to Yakuza, but a friend of mine is a series die-hard, so I was excited to check it out. Felt like playing a movie. All the side content sucked me in (that first paragraph is about a single minigame), there is just so much to see, an almost overwhelming amount to accomplish. I loved the setting of Kamurocho (Kabukicho), it felt alive, and short of actually going to Japan, was an incredibly immersive experience. Please play Yakuza 0.

Okay, so. I love Spider-Man. He is, like, my super hero. I love that he could be anyone, the way he has to manage a double life as a relatable every man while balancing his hero responsibilities. I find his origin story one of the most touching, think his powers are the most exciting...(on a personal level, y'know.)

Alright, I'll stop hedging: I think Spider-man is the best super hero.

About the game - I wish the web-swinging had more weight to it. When you're in the downswing it doesn't have the weight or velocity that I expect. My point of reference is the Spider-Man 2 movie game on Gamecube (And PS2/Xbox). The web-swinging in that game felt h e a v y in just the right way. It felt dangerous, and the speed of the downswing really contributed to that rush. But! Web-swinging in Marvel's Spider-Man is great! It's incredibly fun, highly satisfying. I just wish it had that weight + speed.

Otherwise, I love the story, how it feels like something lifted right out of the comics. Stringing together combos gives combat that perfect seamless flow, you feel like a badass taking out thugs left and right. The City is massive and alive, traversal is never a chore, collectibles + petty crimes always give you something to focus on. I really would just 'fix' the web-swinging.

And yes, I am a Raimi Spidey Fan through and through.

This review contains spoilers

I straight up loved the entire vibe of this game. Surreal, pseudo Tokyo turned literally inside out and upside down. Kaneko's uncanny valley human characters, the demon dialogue and interactions cracking me up. Battle music that keeps you grooving throughout, 'Fierce Battle', the boss themes, especially the jazzy map themes.

While streaming this game, I followed a guide to stay on the True Demon ending path. I knew a replay wouldn't be likely, so I wanted to see everything I could. I don't regret it, although I had general pointers on where to go/what to do next, I gave myself the freedom to tackle enemies in my own way. The pure satisfaction of killing Lucifer at the end of it all...an unforgettable experience.

Nocturne's combat kept me engaged all the way through. The strategizing, evaluating whose turns are next, how it will affect the outcome, I had so much fun with it. The fabled brutal difficulty was not overstated, for sure, but I found it manageable. Was that mitigated a bit by following a guide? Sure, but not enough to remove the overall sense of accomplishment.

I'm excited to play 4 when I have the time.

Fatal Frame rewired my brain. I can't play games without an inverted x-axis anymore. If I play a game that doesn't allow inverted horizontal control, it throws me off and the adjustment period takes a while.

This is a game that I played with my best friend. We got on a discord call, I streamed my screen to her, while also streaming it on Twitch. Bonding over our shared love of film and physical media, experiencing the scares and storytelling together, I loved playing Fatal Frame this way.

Fatal Frame has a genuinely eerie setting, tense, nerve-wracking, unique game play (pulling off a fatal frame shot is very satisfying) and enjoyable puzzles with just the right amount of complexity. Highly recommended.

Rise of the Tomb Raider is probably still my favorite of the reboot games, but Shadow is a close second.

I remember streaming this one, almost non stop - I got the platinum in less than a month.

What I remember most is the massive scale of some climbing set-pieces. They capture that sense of fear and awe, how small you are, how death is just a slip away.

Maybe I should revisit, I never played the DLC puzzle tombs.

This review contains spoilers

It took me 3 false starts before I finally sat down to play the entire game over a Thanksgiving holiday. First, a couple friends tried to show me the PS3 version, but I couldn't get used to the controls. Then I tried again on PS2, after starting my own collection. Again, only made it 6 or 7 Colossi in before giving up. The third time was when this remake first released, where I made it to about the same place, still feeling frustrated with the controls.

Finally. We agreed on playing Ico & Shadow over the long holiday weekend. I still felt that frustration over Wander's lack of coordination - but I pushed through. Eventually, I see the end for the first time. Then I can't put the game down. I accept Wander's stumbling and let the experience wash over me. Wander didn't enter the Forbidden Lands just to give up. I'm completing all the Time Attacks, I'm finishing the game on Hard. I felt sad for Mono & for Wander, being exploited by Dormin, for the Colossi that are just...existing. Existing to house fragments of a demon, their only other purpose to be killed.

I reach the Forbidden Temple Garden. Shadow has carved it's place in my heart.

For all of Wander's lack of ability, he is committed. I love the diegetic reasoning that he's just a teen, so of course he doesn't have the magnificent battle skill of a warrior. But he wants to bring his friend back to life and there's only one way he knows how. So it becomes a shared journey between the player and Wander, to persist, experience failure, and to have grace for our faults.

One of my perfect games.

Realizing that every move could be deflected ballooned my confidence. Every boss fight becomes a dance, trading blows, deflecting, punishing. Genichiro & Sword Saint Isshin stand out among other FromSoft bosses as the most satisfying to overcome. I sought out every ending, falling in love with the setting and world.

Landing the final death blow was incredibly exhilarating, but returning to the game after the free update, and completing the Inner Boss Gauntlet in one attempt remains one of my proudest gaming accomplishments.

In 2015 or 16, after moving twice in two months, I hooked up a PS2 and a PS3 to my 23" flat screen, using an old storage trunk as a table. Then, sitting on the floor, I fell into a fugue state and woke up having finished MGS 2, 3, 4, and Peace Walker HD.

I've meant to replay this at some point, since I played on a borrowed PS3 at the time.

I remember...octo-camo was fun, revisiting Shadow Moses Island was a trip, and the extra long cutscenes (I love the extra long cutscenes).

Why was this so short? Why did it somehow feel like a slog compared to the RE2remake? To be honest, I should give it another run through, but I just wasn't sucked in like the 2remake.

The replay value is off the charts. I loved getting to know the game back to front as I worked on the platinum. Never played the original, but this is a great jumping in point.

Tofu is king.