In the upper left, we have a literal saloon - the sign at the very top reads 'Texas Cowboy'... 'Old'?
Wait, is Texas canon to the Final Fantasy VII setting?
I'd never thought of it before, but it is suddenly my firm headcanon that Texas is Final Fantasy fiction. Having a saloon/bar called Texas Cowboy is like having a club with Oz or Wonderland in the title. Little FF girls dress up as cowgirls instead of fairy princesses. Texas and the Wild West are their Narnia or Middle Earth or whatever.…is that Tifa?
Is she wearing a cowboy outfit?
Okay so I guess Texas really is canon to the FFVII setting, damn.
I got good enough with Tifa's slot machine that I could comfortably hit Yeah! every single time.
Forget SOLDIER, the bartender lacing up her gloves is when the Doom soundtrack starts playing.
Eh, depends on the kind of player.Essentially, as your materia and gear selection improve, you can make almost anyone do almost anything, but their stats will be appropriate to the archetype you built them to. It's a good system; VI's magicite is a kind of prototype for it.
Eh, depends on the kind of player.
I never really get the mentality of wanting to make any character do anything. It's good for kicks (Look at the swole guy do magic!), but I always need at least some level of specialisation to make me have that sense of gameplay and story integration, otherwise haraters just kind of bleed together to me.
Texas is a multi-versal constant in all settings except those where California has finally fallen off the continent into the ocean. In those timelines, Texas has conquered the western United States and transformed into its ultimate form, Texlaska.Okay so I guess Texas really is canon to the FFVII setting, damn.
Were there any SOLDIERs there in the Remake? Might point to the Shinra False Flag angle being a constant between the two versions.That's a good question, though. Why wasn't there anyone from Shinra's elite forces defending Reactor 1?
Once more, the D&D influences are obvious.Our fearsome super-soldier with the giant sword who can take out a small army on his lonesome and doesn't need friends is a hobo.
Maybe it's just VII NPCs having so much more character, but I can vividly imagine the lowest-bidder Contractor ordering the wrong size vent and just shrugging, the minimum pay security guard originally assigned there seeing the vent and just shrugging, the techs installing the new security system (and thus making the security guard redundant and let go) seeing the vent and shrugging…Shinra… Shinra has an open vent… Large enough for a human being to go through… That goes into their complex… Set up on the wrong side of their security sensor barrier.
It's definitely something. The side games that got released kind of address this but they also came out after the game so it's hard to say whether the stuff in them was cut backstory that they then fleshed out, or came up with after the fact to try and justify things.Like, if Avalanche is an ecoterrorist group trying to end Mako exploitation, then Barret's cell is shockingly successful at it. It doesn't seem like anyone ever took out a Mako reactor before, and he now has an ex-SOLDIER with intimate knowledge of Shinra's internal workings and security protocol on his side. Yet they're not being contacted, or supported by anyone; they're operating out of the basement of Tifa's bar, with IEDs put together by Jessie with whatever she could scrounge up, and using Barret's personal money to finance their operations.
Something's off, and I'm not sure what it is, or if it's intentional on the game's part.
Final Fantasy 7 has three characters with unique limit break systems. Tifa is the first. It'll be fairly self explanatory but for now just focus on getting "Yeah!" for the damage boost.It's all going pretty alright so far and gives us some chance to experiment with Tifa. Her Limit Break, Beat Rush, is a… slot machine…? It has a single slot which reads either "Hit" or "Yeah!" I've only managed to get the "Hit," and it barely does more damage than her punches. Underwhelming.
7 does do that under the hood.I always need at least some level of specialisation to make me have that sense of gameplay and story integration, otherwise haraters just kind of bleed together to me. I never really felt like I was being encouraged to push certain characters into certain playstyles outside of aesthetics, and whilst that might be an incentive for some, for me I just end up asking why I should mechanically give a shit about any character I'm not emotionally invested in, which is why the first 5 party members were probably the ones I used the most overall since I was with them the longest.
You have simultaneously missed the point of what annoys me about it as well as immediately proving your point irrelevant.7 does do that under the hood.
For example- some characters hypothetically max out at 100 Strength, others max out at 85, one maxes out at 78. A 20% (ish) increase in attack stats is pretty significant.
Not that the game is so hard that you need to make use of that; Barrett can definitely be your healbot if you want.
Spaghetti westerns.
Not by birth, but by senatorial appointment.
Look, you can't just deploy Roche, Speed Demon, after the first little minor setback/reactor explosion.I mean, SOLDIERs might just be not deployed within Midgar? You don't need your supersoldiers running around in your centre of power unless things have gone extremely wrong,
The simplest solution is just to make materia like equipment is prior games, each having a subset of the cast who can use it, with a handwave about compatibility.Yeah, "magic is equipment" sounds cool as a way to sell the game's themes of modernity, technology, capitalism literally draining the magic from the world to make a usable product...
But it means that you kind of have to "make your own fun" if you want characters to have any kind of mechanical distinction beyond Limit Breaks and the vague suggestion of magic versus physical prowess. It's useful in that it means reconfiguring your party, or being forced into certain parties for story reasons, is low-cost and adaptable, but there's definitely a more advanced version of FF7 out there where maybe party members have different compatibility with Materia or ability to use them to nudge you into more role-playing.
Cloud's actually got the second highest magic stat in the game, I learned from the wiki. According to some dummied out content found over the years the party members have job titles and Cloud's was "Mystic Knight", which matches him coming equipped with Thunder Materia. He probably best fits as a "glass cannon" who equips a lot of damaging elemental Materia but not as many support skills.The simplest solution is just to make materia like equipment is prior games, each having a subset of the cast who can use it, with a handwave about compatibility.
A more likely/better fit to the compatibility narrative compromise solution would be for each character have an AP multiplier for each materia, so that, say, Cloud could get to higher skills on physical materia twice as fast as [redacted] but be close to base AP gain on spell materia, while [redacted] has the other way around, and do something similar for size of stat modifiers. You'd have to cut the AP drops from monsters to avoid breaking the game, of course.
It'd never happen outside mods, of course, and I've nowhere near the under the hood knowlege to say how ambitious such a mod would be.
Okay, so the only ask I have is if I can keep PS1 overworld Cloud. Because I actually like that model more than realistically proportioned Cloud.Cloud's actually got the second highest magic stat in the game, I learned from the wiki; according to some dummied out content found over the years the party members have job titles and Cloud's was "Mystic Knight", which matches him coming equipped with Thunder Materia. He probably best fits as a "glass cannon" who equips a lot of damaging elemental Materia but not as many support skills.
There actually is a mod for this kind of thing, I found while browsing around, but it's also a basically whole-game rebalance and redesign around this principle.
Cae's FF7 Mods - Coates
This project began as a completely self-imposed class challenge for Final Fantasy VII within the vanilla framework of The Reunion -- a player would simply consult a document which specified what characters could and could not do in the game, but the game files themselves remained as in vanillasites.google.com
Yes, the author is just playing with, like, all the graphical mods (I actually decided against using any after looking up some more footage of Satsuki Yatoshi and finding some of the upscales they don't use for the main advertising actually look really bad in action).Okay, so the only ask I have is if I can keep PS1 overworld Cloud. Because I actually like that model more than realistically proportioned Cloud.
Because if so, you might just have incentivised me to play FF7 again. Something I wasn't sure I'd ever do.
Given the stuff you've been posting about the translation, I'm more than down for that.Yes, the author is just playing with, like, all the graphical mods.
You do also have to use Reunion for it, though.
Cloud's actually got the second highest magic stat in the game, I learned from the wiki. According to some dummied out content found over the years the party members have job titles and Cloud's was "Mystic Knight", which matches him coming equipped with Thunder Materia. He probably best fits as a "glass cannon" who equips a lot of damaging elemental Materia but not as many support skills.
but there's definitely a more advanced version of FF7 out there where maybe party members have different compatibility with Materia or ability to use them to nudge you into more role-playing.
Comfort character. As opposed to a Glup Shitto, a character who you're supposed to recognize in a spinoff.
Edit: Like DEEPGROUND characters showing up in Yuffie's DLC was big Glup Shitto energy.