We're taking a leap in time simultaneously forwards and backwards.
The Pixel Remasters were remasters of very old games on very old consoles, and while they retained some of the old sensibilities of said games, doing very little to overhaul the moment-to-moment gameplay beyond not being buggy as hell, they also made the games much smoother, much more convenient, much more beautiful. As we grew closer and closer to the end of the SNES cycle, the Pixel Remasters grew closer to the original style - but still higher definition, still with greater resolution, revisited color palettes, and so on.
It's going to be interesting, seeing the jump backwards in Quality of Life (and perhaps, other things) going into FFVII. At the least, you've already noted several times this update having to rely entirely on manual save points rather than having auto/quick saves available.
The very first thing that greets us is probably one of the most famous introductions in gaming. First, the sight of stars - which can't be stars, it soon becomes apparent, as the camera pans across them and the lights move; then, a face appears, backlit by a green glow and surrounded by embers.
Some might argue that these starts aren't really all that iconic.
I'd argue that it took me, and many others, approximately 0.1 seconds from those stars showing up in a Smash Bros reveal to start screaming "HOLY FUCK CLOUD IS IN" at the top of our lungs.
It's dawning on me that I have never analyzed the logos of the series before - each one has a different figure behind it. Unfortunately just as I say this, we're seeing a logo that I have no idea what it represents. The planet? A meteor?
Well, at a quick glance back through them:
FFI shows the Light Warrior
FFII shows Emperor Palamecia
FFIII shows the Light Warrior, except it's the FFIII Light Warrior
FFIV shows Kain (though the DS version has a logo with Golbez instead that looks pretty neat)
FFV shows a Wind Drake
and FFVI shows Terra riding a Magitek armor
So honestly, FFV (and now FFVII maybe) are kind of the odd ones out? Up until now, it almost always depicted a character of some importance to the game besides the Wind Drake. Ah well, we'll get to what precisely FFVII is depicting eventually.
I've commented previous about how the difference between 'static' enemy sprites and 'moving' player sprites requiring the player sprites to be much smaller and simpler (because they need to have dozens of variants on their one template for each action), leading to that weird issue with characters being minuscule chibis and bosses who are ostensibly also human being three times their size? That's gone now. Our protagonist is, if anything, slightly taller than these Shinra soldiers. He is fully modeled to an even greater extent than he is out combat, and when he swings his sword, he swings it.
Of course, then you go back to your Popeye-esque legoman models outside of combat... but still, it's an impressive step up what the game manages to do with combat models for both the player and for enemies, and as you already know things will get ironed out soon enough with the advent of FFVIII.
our ATB gauge (here labeled, confusingly, WAIT)
So in FFVII, the ATB gauge is labeled with either TIME or WAIT depending on if... well, time is currently flowing between actions or not. It's more noticeable once you have more party members, and can visibly see say Cloud start casting Bolt, and partway through the gauge swaps to saying WAIT and other party member's gauges stop filling.
Mostly just a better way of labeling things than we had in FFIV-FFVI.
Final Fantasy VII makes the bold decision of introducing guns, and solves the conundrum in the best and most correct way: by making its protagonists fucking bulletproof. What happens when those two security guards in their fancy gear shoot at "Ex-SOLDIER" is that they deal single-digit damage out of his 302 HP pool, and then he immediately swings around his enormous sword and erases their entire existence in a single blow.
I've always interpreted it more as your party members being Just That Good to turn what should easily be lethal ordinance into glancing blows or blocks, particularly because in Cutscene Land Cloud tends to at least
somewhat seem to care about gunfire. But really, that's just good old Gameplay/Story segregation rearing its head. Bulletproof SOLDIER man is also cool.
Okay, let's talk visual design.
What should a 3D world look like?
At this era of 3D games? Basically anything, as you point out going through a lot of 3D games. FFVII mostly goes for the pre-modeled setpieces route, but personally I'm more used to the polygonal world exploration of games like Super Mario 64 or other N64 games since I grew up more with that than a Playstation. Either way though it's kind of the Wild West of 3D game design as consoles are only just starting to get their footing on "how do we jump from 2D sprite games to 3D anything". Some made the jump quite well (Zelda, Mario, Final Fantasy), some stumbled a bit, and some, well...
There's a
lot of franchises back in the day that famously missed the jump so badly that they died for it. Earthworm Jim, Bubsy... Castlevania wasn't killed by the jump but it sure shuffled back to 2D pretty quickly.
Also? It looks fucking sick.
"Barret has a sick-ass machine gun arm" was really all the consideration he needed for teenage me to ensure he was always in my party, back when i first played FFVII, that's for sure.
This right here is frustrating me: There is an item on the bridge that you can't not run into heading for your objective, and it's a Materia… But it's impossible to use for now, because the game hasn't explained to us what Materias are or how they work, so I just have to leave that healing magic in my backpack for now.
Never really thought about it before, but yeah it
probably would have been better to give you the Restore materia a bit later and use that as the prompting for the tutorial. Either that, or move the tutorial to right here, but I figure it's
just complicated enough that explaining it now in the middle of this opening mission might mess with the pacing a bit.
I'm told that this line is kind of a meme and that it's stayed that way in later translations or references, but, like.
Okay, setting aside the giant typo sitting right there in the text of "it's tail" making the translation look straight up amateurish, THE GAME IS LYING TO ME.
This line should read either "If you attack while its tail's up, it's gonna counterattack with its laser" or "Don't attack while its tail's up! It's gonna counterattack with its laser!" Because that is in fact what happens. If you don't spot the mistake and go ahead with what the game is saying, you will in fact get murdered by a tail laser.
One thing I've been noticing going through the Steam PC version of FFVII is that... for all I heard it was a somewhat improved translation, it doesn't actually seem to be one. From things like the Guard Scorpion, to some other dialogue bits or... choice words that don't fly as well in current day, it really does feel like I'm just playing the Playstation release again for better or for worse.
Not here, though. It looks like every character is going to have a single weapon selection: Cloud uses giant swords and is the only one using giant swords, Barret uses arm-mounted machine guns and is the only one using arm-mounted machine guns, and so on for whoever comes next. That's… interesting, in that it's going to mean that for instance, any weapon for a party member I don't plan on using is basically useless to me, and I wonder what it's going to do to character upgrade balance.
I mean, at the least you can probably expect the game to have a few sequences that go "hey guess what Poochie Mc Untrained is going in your party for this sequence whether you like it or not" so should
probably keep some of those weapons in the back pocket. Thankfully, this is helped by the fact that if you've checked the equipment screen... you probably noticed that juggling equipment around is a lot less complicated than it was in previous games, because FFVII literally only has three slots per character: Weapons (which as noted are unique classes of weapon per character), armor, and accessories.
On the way, it turns out Jessie got her leg stuck the railing while climbing - we help her get out and she's thankful, then we run backwards through the entire level to get to the escape just in time…
What, didn't feel like leaving her behind like the heartless mercenary you are, Cloud?
Of course iirc you actually need Jessie to open a door on the way out, so if you skip her... gotta hike allll the way back down, timer ticking all the while.
Oh hey, dialogue options. FFVI's most powerful trick from the banquet table is back as a normal part of the game. Neat! I wonder if they have any real influence on the plot. I tell the girl she'd better leave, it's not safe here, and she says she "doesn't know what's going on, but alright."
Without spoilers, dialogue options do matter to some degree. Not to the level of some RPGs out there where it's like "depending on your choices there's six entirely different endgames possible on Disk 3", but they do have
some effects going forward.
Don't worry, I'm sure the thread will immediately move to spoil you on every one of them, someone's already gotten started.
Incidentally in terms of life breathed into the setting these NPCs are doing so much. The small slice of Midgar we've seen so far just dwarfs any other town we've seen before in terms of just, the feeling of living-in-ness of the world, that this is a real, breathing city with people going about all their lives together.
Part of it for me personally is there's a certain something in how much NPCs will move around and emote now in the world. Not that they didn't very occasionally do so in other games, but in FFVII you can walk into a screen and watch as half a dozen NPCs scatter off in different directions in response to something else happening nearby, before finding a place to sit in whatever poses varying depending on what little character they have.
Now we're just looking for a save point, since if the game died now, we'd be losing all our progress since roughly 'just before the Scorpion boss fight.' I know I keep harping on this point but, like, here's the thing: I can't safely alt-tab out of this game. It's 10 years old and, for whatever reason, on this computer, if I alt-tab to a different window there's a small but real chance of the game not just crashing, but giving me a black screen that can't be tabbed out of to anything, so I have to reboot the computer. So basically when I'm playing FFVII I can't do anything but play FFVII until I can save and quit, just like old times.
A few others mentioned it, but windowed mode fixes that almost entirely. Of course, you might not want that for screenshots, but I'm also pretty sure there's like... borderless windowed mode for some games where it's "fullscreen" but still technically a window for issues like this? Play around with it a bit, I guess.
Wait a minute I didn't even talk about the muuusiiiiii-
Don't worry I'm sure someone or other in the thread will have that covered, because FFVII has some great music going for it.
If you press Select it'll come up with a tooltip that explains actions and then names enemies when you're targeting them.
Well, depending on your controller settings, because lmao FF7 PC Controller support. I'm not actually sure what my help/tooltip button is bound to, and it took me an hour or two to realize L and R were bound to R and L.
And they were right to do it. It sold gangbusters. Blew their lifetime sales expectations out of the water in the first month. It was such an important lesson that afterwards every Japanese developer started putting their games on PC and haha no I'm just kidding it took decades to only kind of sink in.
Ah, the good ol' Japanese Gaming Market. Premiere example that's finally starting to come to a close these days is always Atlas and their apparent hatred for the free money they get by just porting their games to PC.