

Battles
are slick, easy to control, and packed to bursting with outrageous
effects |
Never
a company to miss a marketing opportunity, SquareSoft has capitalized on the
minor differences between the Japanese and US versions of FFVII, and will
release FFVII International in Japan this month |
When
the SNES RPG Final Fantasy III (see Retroview,
page 125) topped the US charts some three
years ago, receiving rave reviews from , every
magazine in the process, the Japanese-styled RPG looked
all set for great things in the west, ultimately that success
never really happened, and despite the odd sporadic
translation and a hardcore following, it's taken FFIll's successor,
now on the PlayStation, to make the gaming world comprehensively
aware of RPGs again.
For
all its slickness, Final Fantasy VII still follows the
golden rule of all Japanese console role-playing games: the player
works through a pre-ordained storyline which is punctuated with
frequent battles fought via a menu system. Many characters and
a wealth of cleverly designed subplots and quests which the player
can potentially opt to
undertake
may all help to disguise the game's linear nature, but ultimately,
once the final boss has been defeated and the tare is resolved,
there is very little to bring anyone but-the die-hard fanatic
back for another go
But
while most Japanese RPGs have been happy to adopt an if-it's-not-broken-don't-fix-it
attitude in bringing
their
titles across from the 16 bit days, FFVII has decided
to divorce itself almost entirely from
its predecessors and tic the whole
genre on its head. Taking its cue from a more movie-like perspective,
the game seems to delight in pushing
almost every boundary of the console RPG forward while
still being able to keep the flavor of the original titles
in tact. Not
content with merely jamming its three-CDs' content with a sprawling
adventure, the game constantly strives to surprise the player,
and ends up succeeding in just about every
department imaginable.
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Although
still turn-based, the battles in FFVII can
still get as hectic as any
out-and-out
RPG-styled action game |
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| The
incredibly detailed backdrops that impress so much in FFVII aren't
merely for show - they're also highly interactive. The trainyard
includes a puzzle that sees players shunting locos around so
that the
party can progress |
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Leading the way, initially,
are a seemingly endless array of astonishingly complex realtime
and prerendered graphic sequences. That Square had nearly every
silicon Graphics machine in Japan working flat out to create
them is no surprise, with the smallest shop, in
the most out-of-the-way village, packed with as much detail as
the most important location. Meanwhile, everything is cleverly
layered to allow the realtime, Gouraud-shaded characters to move
in and around them as if they were proper 3D structures. The
FMV that usually heralds the death knell for interactivity is
either restricted to brief cut-scenes lhat load almost instantly
and drop in at appropriately dramatic moments, or at times is
even combined with both backdrops and characters.
While most non-RPG
fans will cite the frequent random-battle encounters and stop-start
combat system as common Japanese RPG problems, FFVII
builds
on Square's patented Active Time Battle system and has had the
surprise attacks wisely toned down for its western release. While
it's possible for beginners to restrict fights to a simple taking-turns
structure, at its realtime fastest, with dramatic camera angles
sweeping around the graphics, battles can elevate to almost action-game
status.
while the storage space
that the CD format has afforded FFVII has been exploited
to the full by Square's graphic designers, just as much attention
seems to have been lavished upon expanding the limitations of
genre itself. The standard RPG formula (seen in previous Final
Fantasies and countless other Japanese role-playing games
- of battling through maze-like dungeons with a boss encounter
and plot development at the end) has been replaced by a much
faster, event-filled story that twists and turns from one location
to trie next. Even the most unassuming character can be crucial
to major events that are necessary to the main thrust of the
story (an important development for western gamers not familiar
with ponderous exploration).
Although FFVII has
been tweaked somewhat for its western version (including additional
monsters and even such niceties as markers indicating entrances
and exits from a scene), it's admirable that Square has kept
what might be seen as the game's unique 'japaneseness'. All of
the original's 'adult' scenes have been left intact, and even
the six-character limit previously inflicted on protagonists'
names has been extended to nine, allowing the original Japanese
names to be kept. And even if some of the dialogue's Americanisms
tend to grate after a while, it does attempt to recompense in
making up for the English text's inability to convey as much
meaning as the original Japanese.
The 'interactive
movie' has long been a dirty term to anyone who values a playable
videogame, but FFVII succeeds in coming
closer than any title yet.
The highly complex, melodramatic story and excellently orchestrated
chip music really do combine to make players feel real empathy
with the characters. This is hardly the
easiest of feats and a task usually shied away from by the action/comedy-orientated
western graphic adventures. Anyone prepared
to commit the admittedly
lengthy time
it takes to play Final Fantasy VII through to its conclusion
will be well
rewarded by what
is most probably the most wholly entertaining title the PlayStation
has to yet
to offer. The only problem seems to be that even
if its success does start a console-RPG avalanche, players will
probably have to wait until Final Fantasy
VIII to experience
the genre on this mighty
scale again. |
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