Thursday, May 7, 2020

Review #783: X-men VS Street Fighter

 Capcom are gonna get their time and money's worth out of that Wolverine sprite.
 "How lazy can we get?" was the question Capcom was trying to answer with X-Men VS Street Fighter, a game they made by grabbing those beautiful Street Fighter Alpha sprites and pitting them against their beautiful X-Men: Children of the Atom sprites. Out of the 17 total characters, only 3 are complete new sprite sets: Sabertooth, Rogue and Gambit. Apocalypse too if you wanna count Arcade Mode's final boss. To be honest, I never spent much time with this game. I played it once or twice in the Arcades, but by the time I got a PS2 I was too busy with Marvel VS Capcom and Marvel VS Capcom 2 to care about this one, as once I got my hands on a copy of the game I just gave it a few cursory plays. And.... that might've been a mistake, as having delved deeper into this game... I quite liked it.

 First things first, when talking about the PS1 port of X-Men VS Street Fighter one has to acknowledge that this is a very different game from the Arcade original, as the PS1 just couldn't handle the game as a whole, so the whole tag mechanic got completely axed. Think of this as a simple 1 on 1 fighter, because that's what it's turned into for this PS1 port. If you can live with that, as well as the cut animation frames from every character, then you just might find a fun little fighting game on PS1. Plus, from the get go we get Arcade, VS(player), Training and Survival, as well as the aforementioned 17 character roster, so we're already getting a much meatier game than Marvel Super Heroes before it. I also quite like the roster selection and the fact that it's limited to just X-Men and Street Fighter. Once again, and like most games of its era, there's no in-game moveset.
 While the tagging system is gone, making this a 1 on 1 fighting game, you still get to pick a partner, and they can be used with the games two main new mechanics: Variable Hyper and Variable Counter. By pressing reverse quarter-circle-forward + Punch+ Kick when you bock an attack, your ally will jump in, consume an energy gauge, and hit the enemy with a special move. Variable Hyper is simply pressing quarter-circle-forward+Punch+Kick which will make both you and your ally use your Super moves, at the cost of two energy bars. If there's anything to complain about is that some characters' supers don't synergize well with each other, like Akuma and Sabertooth, and since the tag mechanic is gone... it kinda makes some teams downright useless.

 The rest of the game is pretty much what you'd expect, 6 attack buttons(3 kicks, 3 punches), special moves, super moves, aerial combos, dashing, the whole gamut. Loading times are pretty tolerable, and there's not as much slowdown as there was in Marvel Super Heroes. A few super and special moves will tank the framerate, like Magneto's special Beam, but as a whole it's quite playable, as long as you don't expect a perfect arcade conversion. Which you shouldn't.
 Just like Marvel Super Heroes before it, and any Street Fighter Alpha game, this is an incredibly gorgeous game, sprites are big and beefy, and very colorful to boot. The music is sublime, and the stages are very eye-catching, I's say it has some of the most memorable fighting game stages of its era, like the Police raid that breaks into the sewers. And looks aside, despite having some framerate issues every now and then, the controls are responsive, and the game is quite fast and snappy, making for some great looking fights that are fun to be a part of.

 Fact: The Arcade version is infinitely better. No framerate issues, better animation with no cut frames and the game-changing tag mechanic. It's a better game, period, end of. However, taking the limitations of the Playstation in mind, I think that what we have here is very fun, and I find it so interesting to have a one-on-one version of this game. If you can accept that this game will never be as good as the Arcade version and that its framerate issues keep it from being competitive... I think you'll find a rather fun  fighting game in here.
 8.0 out of 10

Wednesday, May 6, 2020

Review #782: Kong - The 8th Wonder of the World

 I wonder if any gorilla got hurt during the making of this game?
 While I know I even owned King Kong on VHS back when I was a little kid, I've never been too fond of the character, so even if Peter Jackson took a swing at the franchise hot on the heels of Lord of the Rings I just didn't care. Not that that would stop me from giving Kong: The 8th Wonder of the World a try! I'm not too sure of how I came about it, but I saw either a video or a screenshot of three playable characters on-screen at the same time and right then and there I knew that I had to play it.

 This game is a very brief adaptation of the movie by the same name, taking form of a puzzle/adventure game not unlike something like Zelda, but much, much worse. You're thrown into Kong's Island and must adventure threw the land following various objectives, at first, you only get Jack and Carl, who must rescue Anna from the villagers, and once that's done you get your full 3 member party. If you decide to explore instead of going from objective to objective, you might find a few collectibles that permanently upgrade your characters' lifebars, so there're rewards for going off the beaten path. Every now and then you'll get to play as the big banana itself, King Kong, but his short stages take the form of decent, but unremarkable, beat'em up sections.
 Each character has their own set of tools: Jack is the ONLY one that can attack, and he can do so with a Machete, a Rifle or by throwing javelins, the latter that can also be used to trigger levers from afar. Carl can push and pull certain objects, throw grenades(to crack rocks or defeat man-eating plants) and use a torch to light other torches. Anna... Anna follows gender tropes to a tee, being able to use a herb to heal the party, use another type of herb to heal villagers, use a hookshot or.... scream for Kong. Yes, one of her 'tools' is a scream. To add insult to injury, the couple of times you must summon Kong with her screams, you need to hide immediately before he arrives, lest he kidnaps Anna and you have to go fetch her again. Or, y'know, load your savefile before screaming. You can swap the character on the lead with the L button, or separate the party with select, as sometimes you might need someone to stay over a switch so that another character can go do something across a bridge or somethin'. Each character has their own health bar, and even the character you aren't playing as can get hurt if he or she touches an enemy, but its game over if anyone dies.

 At first the game seemed really amazing, the puzzles were fun, finding collectibles was rewarding and it even had a light crafting element! But.... it quickly went downhill after I cleared my first temple. The fun crafting element? Eventually became dumb, because Torches, Grenades, Hookshots and Javeling all run out, so you must keep crafting them, which means cutting down plants and pots every single time because your puzzle-solving tools actually run out. I mean, to be fair, the dungeons/temples are the game's high points, they are very, very fun. If the game was only made up of these it'd be an easy 8, but alas, we've also got to contend with the Island itself....
 So, why did the game go downhill after I cleared my first Temple? Because I realized the map is downright useless. You can check the map while traversing the menus(Start, then L button, then select) and it'll show an X on the area that you need to reach. Problem? The game doesn't tell you how areas connect, so even though the X is to the right of the area you are standing in, you might have to approach that X from above or below, it's a gamble to be honest. Some areas have like five different entrances/exits so you'll never know just how to reach whatever zone you want to reach. Maybe you didn't see an exit? Maybe I have to go below before and get to the area through another route? I don't know, the map won't tell me. The map is useless. All this needless meandering through the Island quickly sapped me of any and every enjoyment I was having. What's even worse, the jungles sometimes has endless enemy respawn nooks and crannies, nooks and crannies you need to walk through, so you might take damage because the enemy immediately spawned next to one of your characters.

 Man, Kong: The 8th Wonder of the World has been, easily, the worst disappointment I had this year. The game started off SO promising, and to be fair, every temple you visit is fun to figure out. Pushing rocks to cover air drafts so that you can carry a lit torch without it getting blown out, figuring out how to get from one point to the next, etc, etc is very fun, it's just that getting to those really good parts requires going through some awful, awful parts. Sadly, this game is a case of the bad vastly outweighing the good.
 4.0 out of 10

Review #781: Biker Mice from Mars

 Rock and Ride!
 I'm a 90s kid, so I grew up with all of them anthropomorphic heroes. Sewer Sharks, Extreme Dinosaurs, Road Rovers, TMNT, Swat Cats, The Adventures of T-Rex, All My Monsters and, of course, Biker Mice from Mars. I wanted something to remember the show by, something like a videogame. Maybe I shouldn't have bothered.

 The game is modeled after the series 00's reboot and not the original series, but it doesn't matter too much since the main mice are pretty faithful to their original counterparts, although the same can't be said about the supporting cast. I'm not sure if the game follows the plot from its only season or what have you, but it's 15 short missions long in which you can play as any of the main characters. Surprisingly, there are a lot of voiced cutscenes, although the animation is a bit suspect, it's all jerky and stiff, something tells me they had an algorithm fill in between key frames.  Regardless, all 15 missions follow the same story thread, in which Ronaldo Rump(The original Trump detractor) and the Catatonias(Space Cats) team up and the Mice must stop them. Regardless, you'll know that something is up with this game, because after you create a file you get two options "New Game" or "Missions". Turns out New Game is actually "Create new file", and "Missions" is the game's only mode.
 The game has two modes: Driving and Beat'em up. Every single stage has a driving section, and if you're unlucky(Or lucky, if somehow you like the beat'em parts more) you'll get a very brief beat'em up section. Driving feels very cheap, like something out of a modern mobile phone game, while on-foot fighting is as lifeless as it gets, so pick your poison. During missions you can get coins that you can then spend on the 'garage' to upgrade your mice. Each character has their own set of combos to buy, although they are basically the same even though, at least, the animations are different, while on Bike the only thing that changes between characters are their base stats and how high you can upgrade them(Modo can get the most HP upgrades, Vinnie gets the most Boost upgrades and Throttle gets the most Maneuverability upgrades). The beat'em up sections are so simple and easy that you're better off upgrading everyone's bikes' health and upgrading its main weapon, since the driving stages are the only ones that matter. Most of the game is pretty easy, but the final mission was a nightmare, talk about a difficulty spike.

 Driving sections are usually about getting from point A to point B, you use your basic weapon with R1, which has a cooldown period, and you can pick up alternate, limited weapons from fallen enemies or spread throughout the race track. Driving is not completely awful, it just feels cheap, there aren't any thrills to be had in here. And there's no driving in reverse, if you hit a wall... just hit the accelerator and slowly turn away from the wall. Combat is just devoid of any fun, X is a weak attack, square is a strong attack and L1 blocks. You can purchase more combos in the store, but you don't really need them. Maybe one of the combos that ends on a wide-area covering move could be useful during the missions in which you have to protect something, but otherwise? Stick to bike upgrades. The camera in this sections are too zoomed in on the player character, and every time you hit something the camera jerks around which is very off putting. Landing hits doesn't feel very satisfying either, so it's not much fun.
 Biker Mice from Mars on PS2 is way below average, although I'll admit that a very sparse few times I had a teeny tiny bit of fun blasting enemies on my bike, but the very few and rather low highest points can't save this game.
 3.0 out of 10

Tuesday, May 5, 2020

Review #780: Marvel Super Heroes

 The original adaptation of the Infinity War.... after the SNES of course.
 Not long after Capcom struck gold with X-Men - Children of the Atom, they aspired to higher heights with a new game, built on the same engine, that would break away from the boundaries of the X-men Franchise and would cover more of Marvel's finest with Marvel Super Heroes. This is a fighting game that's framed around the Infinity War, you can take any of 10 characters, 12 if you count the secret playable bosses, and duke it our while wielding the mighty power of the gems.

 Arcade and Versus, that's all you get, not more, not less. The 12 character roster is pretty skimpy as well: Wolverine, Pylocke, Magneto and Juggernaut return from Children of the Atom, the latter three that had little to do during the Infinity War but Capcom loves being lazy, joined by Spider-man, Captain America, The Hulk, Iron-man, BlackHeart, Shuma Gorath, Dr. Doom and Thanos himself. As per usual with games of this era, no in-game movelist. I have to say that I absolutely adore '90s 2-D Capcom: their colorful sprites were a sight to behold, and the music, oh god, the MUSIC! This game is classic Arcade Capcom, looks great, sounds great and plays... well...
 On paper, it plays great. 6 buttons: 3 kicks and 3 punches, you get aerial combos, super jumps, super moves that run on an energy gauge, air blocking, y'know, the usual. It plays like most Capcom fighters, it's fast and snappy. The game's unique gimmick are the Power Stones, you and the enemy can use any of the six stones to gain various temporary advantages, such as healing, super armor, extra power, extra speed, etc and some gems will power up specific moves from specific characters. You have to be careful, because if you get knocked down whatever gem you're carrying will fall and the enemy can pick it up and use if it he wants.

 On paper it plays great, but there's a little issue with the PS1 version. No, not the PS1's trademark loading times, but rather the copious amounts of slowdown that plague the game pretty much all the time. I mean, it's downright annoying at times, and pretty much any stage and any match up will produce slowdown at one time or another. Iron-man's specials and Hulk himself are pretty big culprits too.
 I'm sure the arcade original is a fine game, but this port is anything but. A very small roster, no bonus modes and tons of slowdown turn this port into nothing more than a pretty game cover. I mean, '90s comics art needs to make a comeback. Regardless, Capcom has made better games and better PS1 ports, and the PS1 itself has many better fighting games, making this one a hard pass.
 3.0 out of 10

Review #779: Dragon Quest XI S - Echoes of an Elusive Age Definitive Edition

 Where the hell did Square Enix get the money to budget this masterpiece?
 So... I've never been much much of a fan of first-person JRPGs, so I never did quite get into Dragon Quest, not until IX anyways, and I loved that game. I own VIII but never got around to playing it, but for one reason or another I decided to jump right into the Switch version of XI, Dragon Quest XI S - Echoes of an Elusive Age Definitive Edition. As the opening line would lead you to believe, I loved this game. Like love-love. It's so big, so large, so beautiful that I simply can't figure out how Square Enix could spare such a large budget to an RPG.

 The story pits you as the Luminary, the reincarnation of a hero of old who is born to save the world from darkness. Sadly, the King of the city nearby doesn't seem to think so, casting the hero as the Darkspawn and sending him to the dungeons. Luckily, the hero manages to escape and sets out to clean his name and save the world. Alongside him is a party of seven different heroes, with their own backstories, personalities and motivations, and absolutely everyone gets their own scenarios and moments to shine. Every character is absolutely endearing, it's hard picking a favorite from among them. I know that Dragon Quest loves to stick to its traditions, but man, the mute hero is getting stale. And it shows, flashbacks to the hero's youth will have him gain a voice and personality, because a mute hero is too limiting, it's a wasted opportunity for yet another fantastic personality to join the adventure. That aside, the game is made up of three acts, the third one being considered the post game and somewhat optional. I'm a bit torn, because the second act has a pretty good ending, and because reasons the third act involves time travelling... and losing a ton of character development. Some characters get a bit of re-development but it's nowhere near as deep as it was during the second act. The third act aims for a happier ending, but undoes a all of the best moments from the second act. At least it's optional and the story is not too bad, but it pales in comparison to Act 2.
 This is as classic as JRPGs get without feeling dated. You have a relatively large world to explore, it's not open ended like Western RPGs, there are set routes between places and you can't make your own routes. You go from town to town, talking to NPCs to further the plot, while partaking in dungeon exploring and monster slaying to fund your equipment and to proceed with your adventure. Environments are pretty large, larger than your average JRPGs, and they are gorgeous. There are plenty of towns to explore too, very different and distinct from one another, from the architecture to the accents their citizens speak with. There are a ton of sidequests to fulfill, although most of them open up on the third act, as well as plenty of bonus objectives that don't count as sidequests but still are worth your time thanks to their rewards. It's very meaty, I cleared the second act after clocking 67 hours, and the postgame/act 3 took me about 10 hours more, and I didn't finish every single sidequest. My hero was nearing level 90 and the rest of my party were averaging 80, I was quite happy with my equipment and the alternate costumes I managed to find and even got to select my bride(exclusive to the Switch version!) so I decided it was time to slay the bigger bad. And I did.

 Combat is your tried and true turn-based affair. Each turn you can attack with physical attacks, abilities unique to your character, spells or items(Remember that each character has their own bag, and if they aren't carrying the item on their bags they can't use them!). There's the Pep mechanic, randomly your character may enter Pep mode which lasts a few turns and enhances a few of their stats, as well as granting them access to very powerful Pep techniques. If more than one character is in Pep mode you may even get to use combined Pep techniques. Regardless, combat is pretty snappy, landing critical hits is made extra crunchy thanks to the slowdown and the white flash on the enemy. Leveling up earns you stat points that you can then spend on each character's unique skill tree. I'm pretty sure that by level 99 every character can learn all their abilities, since my 80ish level characters had their skill trees almost completely unlocked. As for grinding, if you're smart about it, or know anything about Dragon Quest, you shouldn't need to go out of your way to end completely overleveled, just remember to learn Metal Slash on any character that can and try to use multi-hitting abilities on Metal slimes before they flee from battle.
 There's also a simple crafting system, you gather materials(in the Switch version you can purchase them when forging, which you can now do at any time on this Switch version), get a recipe and then try your hand at a very simple forging minigame in which you must bash steel, trying to fill various gauges without going outside their sweetspot. You unlock different bashing techniques(2X2 zone bash, double strength bash, etc) and have to mind the heat of the forge, as a higher temperature nets stronger bashes. It's surprisingly fun once you get the hang of it.

 So, what makes the Switch version the 'definitive' version? Well, the graphics obviously took a hit and the framerate is capped at 30fps. Not that it really matters, because the game is still beautiful, character models look great and textures are fantastic, it's a beautiful game no two ways about it. That aside, we get to ride a few new monsters, nothing to write home about and a few bonus scenarios between Act 1 and Act 2, which total about 2-3 extra hours worth of content, once again, nothing special. But now we can select costumes as a different equipment piece, not being tied to the equipment itself as long as you owned the equipment pieces at least once, which is purely cosmetic but something that adds a lot of charm to the game. Squeenix also integrated the 3DS' 2-D mode, and you can freely swap between 3-D and 2-D at Save chapels. It seems that the transition sometimes may reset a bit of your progress, I wouldn't know since I didn't care about 2-D. It's VERY slow paced and the combat mechanics change to feel more like the retro DQ games. If you're itching for a more retro experience, go ahead, it wasn't my thing. And that's the beauty of it, you can pick whatever mode you wish, and the ENTIRE MASSIVE game can be played in either mode, so in a way, it's almost like 2 games in one. They also added the Retro stages, which are alright and I actually did play. You can only play these in 2-D, but the game transitions between 3-D and 2-D, provided you are playing in 3-D, seamlessly, so nothing is lost and you don't even have to pick to return to 3-D, you simply exit the TickinTock town and you're back to where you were, alongside the 3d dimension.
 Dragon Quest XI is easily one of the best JRPGs I've played in recent times. The story is engaging, the characters are lovable, the combat is decent... it's got everything you could want out of a JRPG. It also sticks closely to its roots, which makes it stand out from more modern JRPG offerings, which focus more on waifus, and cutesy girls and derpy boys doing cutesy things in a whimsical world that isn't going to fall in peril from a world-devouring monster any time soon. It's a very classic SNES/PS1-era JRPG but with a very modern coat of paint, exactly what I've been looking for. It also has a very simple combat system that isn't bogged down by countless mechanics stacked on top of each other or other popular pitfalls of the genre. What I mean to say, is that Dragon Quest XI does what it does masterfully and proves that classic JRPGs can work really well in the modern day.
 10 out of 10

Review #778: My Hero One's Justice 2(Playstation 4)

 Once again, but with more oomph.
 Aight, so... well, pretty much everything I said about My Hero One's Justice 2 for the Switch still stands for this version, as it's pretty much identical, except for the fact that this version targets 60 fps. Honestly, it doesn't make a huge difference, but the game is very pretty and having it run this smoothly is quite a pleasure. There is, however, one key difference.... in order to use the pre-order DLC bonuses, which includes the extra pretty-much-unfinished-Nomu, you need to download a patch. No patch means no extra character. The Switch version didn't pull those shenanigans...
 7.0 out of 10

Review #777: Final Fantasy VII Remake

 Now with extra belts.
 Alright, let's face it, there was no way Final Fantasy VII Remake could match expectations, especially considering that this is part 1 of what was supposed to be a trilogy until Nomura professed his wish to turn it into a Kingdom Hearts sort of multi-short stories kind of story, which means that this is part of a whole competing against a full game. With this game they turned the entire Midgar chapter into a 30-hour RPG, new characters, new scenarios and even a bit of filler that goes nowhere and we'll have to wait until the next part to see if it led to anything.

 It's a bit of a spoiler, but it's something you should know when approaching this game, this is a sequel, not a remake. Very early in the game you'll start seeing a few events that don't play exactly like they did before until a few Deus-Ex machinae spirits show up to change it. It's part of the plot, and yes, it feels like someone traveled back in time or something. And most stories get ruined when Time Traveling is involved. Everything that concerns this new nuance to the story is absolutely disappointing. We wanted a remake, not a sequel, but Square being Square just couldn't do anything that quaint, they had to add their own pompous spin on it. On the other hand, everything that expands on the old characters is absolutely amazing, they managed to get the personalities of all the main characters right, and added a ton of new scenes for them to showcase it. They added a lot of banter between the main characters, when exploring and walking around, and it's so much fun hearing them play off each other. Biggs, Wedge and Jessie have new personalities, but considering they were paper thin on the original, this suits them just fine, and made them much more endearing. Chapter 4 is entirely devoted to them, as Cloud embarks on a new mission to help Jessie with a personal matter while the other two hang around. It's really good and involves none of their silly plot ghosts. When you meet up with Aerith you get to go around the Slums helping people and the orphaned children that like Aerith so much, and it feels very natural. Even earlier in the game Tifa shows you how to take on missions, and that too was well integrated into the story, expanding on how Cloud's life on the Sector 7 slums would be. Basically, everything that stays true to the original is very, VERY good, the developers clearly understood the characters, even if Nomura went full Nomura with Rufus' design and gave him a few unnecessary belts. Oh, and did I mention they even crammed a fight against Sephiroth? Yes, this early into the game. No gusta.
 That said, in quite a few ways, this game feels a bit more like a beat'em up, like Square's own The Bouncer, than an RPG. Final Fantasy XIII caught a lot of flak because of how linear it was, well... this game is mostly made up of hallways, even the few towns you visit are simple collections of hallways. To be fair, JRPGs are very linear for the most part, and Midgar was the original game's most linear part, but not only are you supposed to move on a straight line from A to B, but you'll do so mostly through cramped tunnels, tight corridors and oppressive hallways. Something that infuriated me to now end was that a few times I wanted to explore, or realized I walked through the right hallway instead of the one that might've had some goodies at the end, but the game would prevent me from going back because I had to keep moving on a straight line to further the plot. A few times, during the out-of-town excursions, the fix would be to walk forward until I cleared a new story bit, and then the game would relent with its invisible walls and let me return to whatever cranny I missed and wanted to check out. Compounding the linearity of this design is that there are very few sections that would count as dungeons, and most sidequests don't require going further away than the road you came from. Chapter 14 opens up a bit and lets you go around most of the game's world. It also marks the point of no return once you proceed through the story.

 Since the game only covers the Midgar chapter... only Barret, Aerith, Tifa and Cloud become party members, with Red XIII fulfilling a guest role in the final chapters. Which sounds a bit lame, but it makes sense, because the developers found a way to make every character feel very different from one another. Cloud's basic square attacks are fast and have decent reach, but you can press Triangle to enter Punisher mode, which slows you down to a crawl, but makes your slashes super strong. Barret shoots with his gun arm(Or has a very slow, and powerful 3-hit combo with his few melee weapons) and you can use Triangle to unleash a short burst of super powered projectiles, however, it has a cooldown period...that you can decrease by finding opportunities to press triangle while on cooldown. Aerith's basic attacks are projectiles too, while her triangle attack is a chargeable area-of-effect attack. Tifa, oh boy, Tifa is a blast. She's very fast, and with a very small health pool, but her basic attacks can be comboed with her special abilities(more on this later) and her triangle attacks depends on how many times you've used Unbridled Strength, an ability of hers. Each character is very different, so I understand that it would've been a waste of resources to make Red XIII a fully playable characters for such few chapters.
 On another note, the game's presentation is spotty to say the least. Character models are on point, and monsters look amazing, everything else... looks pretty bad. NPCs look very basic and mundane, to the point that every main character, ally or enemy, stands out against them, their lowered polygon count not doing them any favors. But it's the environments that really stand out, they have very, very ugly textures. I hate it when people used to say "Oh, this game looks like a PS1 game", but have you ever played a PS1 game? No, no you have not, otherwise you'd know how dumb you sound. But it's no exaggeration to say that this game has a few PS2-level textures. Things like the door to Cloud's apartment or Aerith's flowers look SO bad, and the game loves to zoom on Aerith's ugly flowers during cutscenes. Heck, even environmental objects don't look quite right, with wheels that aren't even round! And I'd understand if they did it to keep a 60 fps framerate going, but the game caps at 30. A very stable 30, but still. I'll always claim that gameplay triumphs over graphics, but it's quite off putting how much these beautiful character models stick out from the rest of the game, and since the game's cutscenes sometimes zoom in on these ugly objects... makes me think that there might be a bug that prevents the textures from loading correctly. Thankfully, the art direction is really good, and as long as you don't try to stop and admire the details, you'll probably enjoy what you see.

 I've talked about how characters play, but not how the game actually plays. Well, there are two modes: Exploration and Battling. Exploration is pretty self explanatory, you just move around while occasionally going through mandatory modern-day loading devices like small crevices you must slowly cross and the such. Thanks to the previously mentioned banter between characters, these sections are pretty fun. That said, anything that involves moving through hand-rails on ceilings is absolutely dreadful, they are SO SLOW. The final part of the game has a particularly egregious section with Tifa that's slow as molasses, and you don't even get endearing banter between party members. Man, speaking of the final chapters, they feel so bloated. You spend like two hours just walking around while a ton of exposition is dumped on you and you have to move at the game's pace. Walk and watch. Walk and watch. The new Mayor character, Domino, was pretty dumb too. Oh, and there's a glitch if you decide to spy on the air vents that might soft-lock your game, so save before entering the vents. It happened to me and I dug around a bit and it seems to be quite common.
 Combat is quite fun, it runs in real time and you take control of any character from your 3-man party member. It's a bit silly that the party caps at three considering that the game only has 4 playable characters, but the plot will decide your party at all times. Enemies will focus almost exclusively on whatever character you are controlling, so you are more or less expected to swap with the digital pad every now and then. The AI allies are pretty rudimentary, they will only use their basic square attacks and block incoming damage, nothing else, it's not like Tales of where you can tinker with their AI parameters. That said, you can press X(Or R2/L2) at any time to open up the menu and direct them to use a spell or an ability. When you go through your menu the game keeps going in real time, but when issuing orders(Or when selecting a target for your abilities/spells) the game will slow down, allowing you to comfortably make your decision.

 As with the original game, you can customize everyone's spell loadout by equipping Materia on their weapons and armors. Different weapons/armors have different slots, sometimes you'll even get linked slots that let you mix a few Materias for added effect. You can't mix Ice and Fire Materias, for example, but you could link Elemental+Fire on your weapon to add a fire effect to your attacks, or put them on your armor to absorb Fire damage as health. There are a ton of new Materia to play around with, although they mostly have to do with enhancing new mechanics, such as your dodge and block or 'automatic healing' from party party members when someone's health drops.
 Spells, item use and abilities are governed by the ATB gauge below each character's health bar. You have up to two gauges, but most abilities only use one. The ATB raises much faster when YOU play as the character, encouraging you to swap between your playable characters to get the most out of their participation. Limit Breaks return in this game, receive a ton of damage, fill the gauge and then you can use a powerful super move. It seems characters have two different Limit Breaks, and you unlock theirs second one by beating their solo Colosseum fights. That said, the gauge resets between battles, unlike the original, so you'll probably only get to use them during boss fights. Each character can equip a Summon materia to summon a powerful ally for a short while, but it can only be done once a few specific conditions have been met, so it's not something you can rely on, although you'll probably get to use them during most boss fights.

 Dealing damage is built around the Stagger gauge. You'll notice very early on that enemies soak up damage like there's no tomorrow, they are very spongy, so you'll notice that as you land attacks a gauge below their health fills up. If you're lucky you'll see them enter 'pressured' status, in which you'll hurt them harder and build up their stagger gauge even faster. Once full, they'll get stunned for a few seconds and receive extra damage. As you learn abilities with your characters you'll find that some are better for crowd control, some for dealing straight damage and others for building up the Stagger. I'm a bit torn on the stagger mechanic, on one hand, I really, REALLY enjoyed the extra long boss battles, like 5 minutes and upwards lengthy fights, they are very fun because the combat itself is very fun, and during boss fights you get to get the most out of your strategizing. But, BUT, I found that battles against common enemies dragged a little too long. They are too short to get the most out of the stagger system, but they are too long since they can withstand quite a few attacks. That said, bosses have multiple phases, and every single time they change phase... their Stagger gauge you just spent minutes building up resets. Lame.
 The last element regarding combat comes down to weapons. You can find up to five extra weapons for each character, for a total of six weapons each. Each weapon has a unique ability, and if you use that ability repeatedly you will eventually learn it for good, meaning that you can use any ability with any weapon. You learn abilities pretty quickly, thankfully. Sadly, weapons are not progressively better, but rather, each weapon has different pros and cons. A weapon might be weak but boost your magic attack power, another weapon might be weaker in both but allow for more Materia slots, etc. This kinda sucks because once you find a weapon that works you won't ever switch to the other ones, so you'll use the same looking weapon for most of the game. I played Tifa and Cloud as physical attackers, so I used Tifa's second glove and Cloud's third sword for most of the game, only switching weapons to learn abilities. As you level up you also earn Weapon points, and you can upgrade weapons by spending them(Every level up grants you 5 points per weapon, so no weapon gets left behind), which is rather neat. That said, it would've been nice to be able to see what upgrades each weapon has without going into their upgrade menus, which takes a few seconds to load.

 Besides the fact that this game is a sequel, the other biggest problem with the game is the camera. When locking onto enemies it might sometimes get stuck on a very unhelpful angle, and when outside of battle, since most of the game is running around through corridors and tunnels, you might have a few problems seeing your surroundings. Wall Market is particularly bad about it, because it has a lot of mini hallways and the such, and it's easy to get lost due to the camera being so zoomed in on Cloud's back. And mind you, I'm someone that didn't think Evil Within's camera was bad or annoying, so that should tell you that I'm not one to complain about cameras needlessly. Thankfully you have full control over the camera, so you turn it around and twist it around until you can see what's in front of you.
 While the game has given me plenty to complain about, the reality is that the game's highpoints vastly outweighs its negatives. Character interactions are SO good, it's really hard not to fall for these characters all over again. The combat at its best is SO much fun, and at worst its more than decent. The graphics might be a bit lackluster, but dammit, I couldn't stop smiling while I played the entire first chapter, because this IS Final Fantasy VII as you've never seen it before. Every story piece that expands on the original game's plot and character makes for a more involved narrative than before. It's a shame that Square couldn't help themselves and just make a simple remake and had to be all grandiose about it. For the next part, I hope they give us more open-ended environments, like Dragon Quest XI, better and more interesting sidequests, make common enemies less spongy and do something about the camera.
 8.0 out of 10