Last Dream VII Remake’s reimagined fight system makes it feel like a brand new video game

Final Dream VII Remake is shaping up to be far more than simply a fond memories journey, and no place is that more evident than in the game’s totally reimagined fight system.

When the video game was first revealed in 2015, many diehard fans appropriately anticipated a remake would imply a visual overhaul of more or the less the exact same turn-based RPG they fell for more than 20 years ago. But Square Enix and the trio of legendary directors, consisting of initial character designer Tetsuya Nomura, that signed on to helm the task picked something much more enthusiastic and risky: an overall reimagining of FFVII from the ground up. That includes exploding the tried-and-true turn-based system and replacing it with something much more modern-day.

The compromises in that wider choice to reboot the entire video game have actually currently been made generously clear. The very first installment centers exclusively on the city of Midgar, which takes up, by some price quotes, a bit more than the first quarter of the original video game’s very first of 3 discs.

After spending near four hours with FFVII Remake late last month during a San Francisco demonstration, I’m confident this gamble has actually settled in a big method with an even more totally understood variation of the world than any of its disparate spinoffs have handled to attain. And best of all is that its most impressive element is the one gamers will be investing the majority of their time communicating with: the combat.

Unlike the FFVII lots of are familiar with, the remake includes a fascinating hybrid battle system closer to what you ‘d discover in Last Dream XV or Kingdom Hearts Rather of sticking carefully to one of those two styles, the remake borrows the best of the series’ action-based real-time systems and blends them with the turn-based strategy style that made the initial such a lauded RPG. It seems like a polished, modern-day version of Final Dream XII integrated with something from an action-heavy studio like PlatinumGames.

We’ve seen a little bit of this reimagined take on fight in early gameplay videos and in the big, fancy E3 demo in 2015 that displayed the game’s opening employer fight. I was able to go deep with the fight system through the very first 2 hours of the video game and then 2 later manager fights, one with Tifa and Barret in my party and another with Tifa and Aerith. I walked away satisfied with not simply how brand-new and fresh whatever felt, however likewise how much of the original game’s spirit felt undamaged.

Never once did I feel like I was leaning too far into simply associating Cloud and swinging my Buster Sword, or spending inordinate amounts of time digging through menus to cast spells or use products. Everything streamed nicely, and by the end of my demonstration, I was flawlessly changing between Cloud and Tifa to drop damage-heavy combos and special relocations while quick switching to Aerith to dive into the menu for heals, magic, and the periodic summon.

It seems like a substantial quantity of idea went into how to develop the initial video game’s take on RPG combat for a modern-day setting. There disappear random battle encounters. Enemies generally discover you (although you can avoid them if you’re crafty) and you then engage in an open battle arena. As soon as the mode changes, you can run around, dodge attacks, and perform a mix of character-specific combos and special relocations that can be numerous levels of reliable depending not just on what you’re battling, however likewise how far away and how large the enemy is.

In that sense, it’s similar to FFXV however in a way that feels less slapdash and a lot more deliberate and refined. Barret is great for long-distance combating thanks to his gun-equipped arm, and it’s typically needed you change to him to help stagger flying enemies or foes with hard-to-reach weak points so you can then swap to Cloud and drop heavy sword combinations.

Tifa, on the other hand, is nimble and devastating in melee circumstances, letting her cover a lots of ground with combos and unique attacks in a way that makes her the most fun to control when you’re fighting large amounts of basic enemies at once. Aerith, like Barret, is excellent at range, but her magic statistics make her an exceptional therapist and spellcaster, so you can frequently hand over those jobs to her while you focus on damage-dealing with the others.

At any given moment, you can slow the battle down to a crawl with what’s referred to as tactical mode and pull up the menu, which lets you perform magic, usage products, or queue up one of quite a few more effective special moves depending on the gear you have equipped. Any menu-specific move needs you to charge the ATB (for Active Time Fight) bar, which has been upgraded from the original game’s ATB system that first helped popularize Square’s unique take on turn-based fighting.

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Image: Square Enix

When complete, however, you can let loose unique attacks and magic, some of which need just one bar, while others– like summons– require a complete two.

There will be some settings choices for gamers who don’t like this hybrid system, including a timeless mode for individuals who want to simply play a turn-based variation of FFVII Remake in the spirit of the initial The initial video game included a customizable ATB system depending upon how hard and busy you desired the video game, but it eventually indicated just selecting what your characters did from a menu and after that watching the animations play out. You can still do that in the Remake, but in my viewpoint that seems like it’ll drain the fight system of its a lot more vibrant aspects.

The finest part, in my brief time with the game, was the flexibility the fight system allows. I might possibly see someone playing the video game and practically never switching off Cloud unless the video game literally forces them to.

But a lot of the enjoyable here originates from altering characters on the fly, try out unique moves, and truly mastering the circulation of the new system. Every character has a distinct style to them that seems like playing a totally various video game when you switch. Plus, there are tons of new personalization choices for weapons, skills, and the game’s materia magic system that stand to make general battle much deeper than the initial.

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Image: Square Enix

In one specific informing circumstance, I found myself on the demonstration’s last boss fight: a terrifying and enormous beast understood as Aps that I clearly remember combating in the Midgar drains so numerous years back.

Soon enough, I was out of phoenix downs to revive my colleagues and I made the call to sacrifice both Cloud and Tifa and keep Aerith alive with my last elixir product, with the hopes Aerith’s fire magic and her self-healing limitation break might bring me to victory. I was right– only simply hardly. I made it through by the skin of my teeth by timing my dodges to prevent the animal’s tornado attack and summoning Ifrit to assist me take it down.

It was a thrilling fight and precisely the type of cinematic set piece minute that felt both earned and natural, and not something the game simply handed to you by way of a cutscene. At that minute, I felt like I was playing an initial and appropriate action RPG, and I practically forgot totally that it was instead a remake of a 23- year-old classic. Which’s the charm of FFVII Remake— in the heat of these sort of fights, it feels brand new.

If you have a PS4, you can now play a demo of Final Fantasy VII Remake.

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