Kupo! –
Not a masterpiece. Not a disaster. FFVIIR stumbles, but it’s still unforgettable.
My bias is that of a lapsed JRPG fan, someone who kicked Final Fantasy games to the curb in the early ‘ s and rarely looked back. And at its worst, FFVIIR had me either shouting “what the heck ” at the story or “go # $ {& yourself” while throwing a controller at a frustrating boss battle. It’s not a perfect return to Midgar by any stretch.
Opinions are obviously going to be mixed when it comes to Square-Enix shuffling the series’s events and characters of old, but I’d rank the shuffling’s execution as one of the game’s successes. With each expanded sequence, the game’s designers figure out how to add the right kinds of rises or falls in excitement, whether by injecting entirely new action sequences, putting intriguing new characters into the spotlight, or slowing the stakes down with wholly optional errand quests between Higher-stakes moments. In the latter cases, players are asked to run through towns and find nearby, dungeon-like paths, which usually contain hidden trinkets and varied monster battles. If you’re a JRPG purist, you’ll appreciate these excuses to flex your combat muscles; These missions feel like condensed takes on the “run around and grind through random combat” exercises of old, and they very rarely spam the same enemy types too much. Page: (1) (2) (3) () Next
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