Friday, October 21, 2011

Final Fantasy VII



First released almost 15 years ago, Final Fantasy VII marked the long-running (and somewhat less than final) series' move from 16-bit graphics into the stunning world of polygons and CGI cutscenes.  For many, FFVII represented the first epic gaming experience.  I recently put FFVII into the backwards compatible PS3 to see how well the game had held up after all this time.

The story is a well-known one.  You play as Cloud, the ex-SOLDIER (a kind of elite fighting force of the Shinra Corporation) turned mercenary freedom fighter.  The game opens with Cloud's participation with Avalanche (eco-terrorists who want to stop Shinra's use of Mako energy - which they believe to be lifeblood of the planet) as they set explosives on a Mako Reactor.  Because the heavy dialogue sequences between characters are all text, it is much easier to communicate this complicated exposition than it might be with modern RPGs that have an abundance of voice-acting.

They story takes whims and weaves all over the place.  In addition to the leading plotline, there is a crisis of the very planet itself, wherein Cloud and his ragtag group of allies must confront the diabolical and other-worldly Sephiroth, who seeks to destroy the planet by summoning a huge meteor to crash (very slowly) into the planet.

When released, the game boasted some truly incredible graphics and graphical effects.  Some of it has been lost upon age, but for the technology available, the game still looks good.  Like sprite-based games before it, FFVII asks us to use our imagination to connect the polygons and make things life-like.  My imagination is happy to oblige!

And while the field graphics are the really painful ones, the battle graphics are actually very nice.  Enemies are still polygon-based, but there is limited reskinning and almost every enemy feels unique. 

FFVII has held up well, but I notice that while playing I've become very programmed by more modern games.  I am slightly disappointed that no trophies appear as I play, and the analog stick is completely non-responsive, making the use of the directional-pad standard.  But for nostalgia: it's worth it and then some.