Final Fantasy 7
Genre | RPG |
Style | Active Time Battle |
Maker | Squaresoft |
System | PSX |
Info Squaresoft's first game for a non-nintendo system. It was the first 3D RPG they made, also. It has been released on the computer, and was a 3 CD game on the PSX. |
||||||||||||||||||||||||||||||
Starting Out This game begins in Midgar, a metropolis where ShinRa is sucking the life out of the planet to make it into an energy source like electricity. Cloud has joined a group called Avalanch, to help with his fighting skills as they sabotage (blow up) reactors, to save the planet. Soon, however, the journey leaves Midgar and you go all over the world, searching for Sephiroth. The Cast:
|
||||||||||||||||||||||||||||||
The Story The story was original, as the focus was primarily on the characters, however, the goals players had to accomplish were not exciting. They pulled you along from place to place, "searching" for Sephiroth. This inevitably lead into Cloud's past with Sephiroth, and the many false memories that you had to sort through. It felt like the story would have been better told as a movie, rather than an interactive game. This game did feature the real death of a main character who fought on your team. Although this did get a powerful response from players, it was annoying to have built that character up for so long, just to lose all that work. At least with General Leo, you didn't really use him long... |
||||||||||||||||||||||||||||||
Gameplay Battle Changing armor to only be a bracelet really wasn't practical. This was probably a design feature, so people didn't keep asking for the character's appearance to change, as you would expect, when changing your armor from "leather vest" to "Crystal Armor". These FF7 bracelets were supposed to change your entire body's defense. I found this point most disappointing. Battles were the same as before, waiting your turn to attack, in active time battle, selecting the most powerful attack you have (usually normally attacking). There were many options made available through Materia, allowing you to steal, morph, deathblow, etc... which made things a little more interesting. (but it really didn't change the dynamics of gameplay) Limit breaks were a new point in FF games. Taking enough damage allowed you to unleash a powerful attack. This, however, wasn't exactly new at the time. (Lufia 2 had something similar, damage you took would be added to an Item Point meter, when you had enough IP, you could use the item's attack) Materia attached to armor and weapons, either linked or stand-alone, created most of the changes in armor and weaponry. You were able to have fire resistance, and a weapon that could inflict multiple status ailments. Accessories were rarely useful, except in certain situations (like fighting frogs, the white cape was essential) Of course, by the end of the game, you all had Ribbons. Some accessories increased your Vitality, thus, HP raises were higher. However, this made juggling your accessories burdensome, if you wanted to keep your backup people all equipped correctly for gaining levels. Advancement Since I don't care about magic, I didn't care about magic power, or MP scores, but this would apply as well. Exploration |
||||||||||||||||||||||||||||||
What do you DO? Basically, you fight for a long time, gaining levels, and fighting monsters. You go from one story point to another, where you are further brought through the story, giving you new goals and reasons to be fighting the monsters. However, there was actually a LOT of stuff to "do" in this game. You did more than just fight. There were many mini-games, like the motorcycle battle thing, the submarine, the snowboarding, chocobo breeding, Materia raising... still, these didn't make the required parts of the game less boring as a whole. |
Points of note:
The graphics of this FF game far surpassed any before it, however, pretty graphics does not a good game make. This was the first FF game to allow breeding of Chocobos, which was a novel idea that also opened up secrets places to visit in the world. Limit breaks were neat, but they did not make up for a lack of individuality in what each character could do. Everyone was a cookie-cutter warrior with a different personality... which is what it all comes down to. They were movie characters who you just happened to be able to use in battles.