"Unless your name is Persona, you're gonna be hard pressed to get anyone interested in turn based combat." I'm still not used to how big Persona has gotten sometimes. As an old fan, its goddamn wild.
I didn't like the original train graveyard and it was forgettable. I thought it was nice in the remake. Sewers was the only part I just wanna get through because it was so uninteresting.
Funny, I see a lot of people saying they disliked the Train Graveyard this time around, but I enjoyed it. Sewers was a bit meh though. I think the large problem with the Graveyard though is that the Sewers precedes it, whether you enjoyed them or not, it makes Graveyard feel like a slog. Every other area generally grants you the ability to return to town after. Not Sewers/Graveyard though.
The train graveyard honestly felt weird to me because all I could think was “the Plate is falling, there’s a literal war right over there!! I don’t have time for Ghostbusters right now!!!”
@@BenoitAdam Might've worked better if they left it as "No way they would do it." from Tifa, do the ghostcapades, and then after the boss, the helicopters make it real.
draco89123 I should probably clarify, I loved the ghosts and the haunting atmosphere of the trains! It was very cool, I just think it was odd to put it at a really dramatic story moment with tension and urgency. I wish I had the opportunity to encounter both the ghosts and the “plate is falling scenario” separate from each other, but oh well 🤷♂️
Have you seen Easy Allies discussion with Maximillian Dood? If not, they dove into the whole Whisper/Sephiroth/Aerith/Planet theories and what they might mean and if you enjoy that kind of ''Next level meta mindfuck'', you might enjoy their video. I couldn't stand the Whispers and the ending, but their discussion definitely gave me a brand new appreciation for the ending and made my 2nd playthrough very eye opening.
One Piece does the same. The author and the audience know Luffy can not die so he wrote a scene glorifying his luck and it is one of the best on the whole series to be honest
honestly i fucking hated the ending with the whispers personally. However i can def appreciate the idea behind it and it gets set up properly. personally those types of over convoluted “meta” stories just always leave me feeling empty without any sense of accomplishment and no weight of my actions story wise. i think it’s a natural instinct to want all your favourite characters to survive and have a happy ending and with these types of meta stories that becomes a possibility, but truth is, some characters oftentimes become beloved and memorable because of their sacrifice and the weight that follows. however that’s just pure personal preference and i know a lot of people love these types of mindfuck ideas, so i don’t think FF7R is necessary bad because of it. just a different type of story not everybody is going to enjoy
Cries in Shin Megami Tensei (which Persona just kinda devoured and there hasn’t been word on Shin Megami Tensei V for like Three years because Atlus is putting all their effort into Persona now. Why do I even care? I’ve never even played a SMT game.
“OMG ALL ARE FRIENDS ARE GOING TO DIE, THE PLATAFORM IS GOING TO FALL, but first lets explore the backstory of this ghost childs on this abandoned area”
Actually it's 2 chapters where you have to revisit the same area all over again as if one long boring chapter wasn't enough to add to the stretching this game thin.
Blade of Mird At least you visit different areas of the places you revisit in that game to keep them somewhat fresh. And honestly the second sewer visit would be fine without the whole ‘chasing down the thing that stole the key’ thing.
@@superlombax1561 My problem was that in the second visit in the sewers we visited the exact same area. And to add insult to injury it also had a section with forced walking. The forced walking in general was one of the things that annoyed me the most in the game.
@@bladeofmird Square needs to fire whoever thought it was a good idea to have TWO sewer levels in this game. Sewer levels have sucked since the 90s. It's 2020 now...surely there are better ways to pad out a game than a damn sewer level :/
I shouldn't be on youtube right now personally I believe that the characters were portrayed accurately throughout the game like how cloud isn’t emo or looking for “a reason to fight” or how Aerith isn’t some pure infallible angel like she is in AC and it made sense that she was talking about the planet and destiny since she is an ancient. In regards to the ending, I understand how older fans feel about how destiny was destroyed leaving an “unknown journey” but if you look into the new lore of the game, the implications are much grander and could leave room for more interesting scenarios which are not tied down by the constraints of the original narrative. While FF7 is my favourite FF, with the new opportunity the dev team have I don’t blame them for this direction and believe it hold exciting prospects for the next parts.
@@sub.sa.3058 I think you're right on the money, I felt the same when I was playing through it. They suddenly stopped talking like real people and got super preachy out of nowhere, Aerith especially.
beanos requiem i legit just replayed the original a few days ago. you go through the train graveyard and do some puzzles that require you to crash old trains into each other
Hey I'm just glad he acknowledges that it's great but has alot of dumb crap and that its very flawed. All I've been hearing are remake haters giving it a 0 and dumb tasteless fanboys giving it a 10 and saying "the only problem is having to wait for the next segment".. like really?... it had NO other problems. Lol I'd personally give this game Ironically a 7.. maybeeee an 8.
More like 15 but yeah it was there, I like it in the remake as they're adding context for the enemies in the original. Like the hell house or the ghosts
@@audreybauer6860 Yeah but did those even need context? Lol they don't give content to the majority of the other enemies so why waste time? Like it was cute with hell house but not after that.
I like your interpretations on the Whispers and Sephiroth, And that honestly makes me appreciate the FF7R ending a bit more, regardless of the fact that it sorta came out of nowhere.
I thought the same thing! I was late to playing the game and my friends were constantly telling me that the ending and certain plot choices were "Interestingly weird" so I was looking out for them. I didn't know what to think as I finished the game but this explanation kinds makes me love it. I sincerely didn't think about the implications of killing the big Whisper boss.
It has taken me 2 and a half years to process the ending for this game. Not only is the og timeline altered, now we're gonna be expecting the unexpected for FF7 Rebirth
5:20 - That's because you didn't figure out the pressure/stagger system. They are sponges because you're not supposed to be able to take them down with basic attacks. You need to have actual strategy and use your special abilities at the right time. Once you figure out that mechanics the spongey enemies are actually quite easy to cut through.
That said... I wish that there was a melding with some of FFXII mechanics with gambits. I was happy when I saw a Materia called Auto-Cure, which was awesome. Wish there was more of that so that when you're not playing at these other characters they have specific directions to execute without you having to micromanage.
lol right? i've seen people complaining about enemies being bullet sponges and all they're doing is pressing square and triple slashing every once in a while
If you know how to use the battle system, there are very few fights that last a long time, if you're bad and you're just mashing/panicking i can see why you're frustrated lol, and it's weird to complain about the AI when the point is to control everyone like on the original, however if you wanted a casual fight, they should have a system like that, i hate it but it's not for me, accessibility is huge these days.
If anyone played through the entire game without figuring out about the pressure, stagger system, that person has problems. And I'm sure he figured it out. Even with the stagger system, Enemies in the later games do have a lot of health when the ordinary Shinra troops get replaced with SOLDIERs and Elite Troopers.
@@YounBryan I mean it is a boring and tedious way of fighting after a short while. It's just a not very fun way of combat imo. Once decided to not use abilities... game felt like MONSTER HUNTER.. enemies take more hits than DMC 5 on the hardest difficulty.
The only thing I don't like about the ending is that it's a blank check for Tetsuy a Nomura to write whatever he wants. I want to have faith... but everything he's ever made has started strong then gone insane. Dude loves needlessly complicated nonsense. I won't get mad until I see what he does with it, though.
Lancer Guy Nomora isn’t the scenario writer of the story just the director of the project as a whole. The writer of the game is actually the old writer of the original game
Keep in mind that Nomura is not the only person working on this game. He's not the only director, and he's not even credited as a writer. Hell, the whole fighting fate aspect of the ending seems much more like a Toriyama thing, and Toriyama is a co-director on this game. People can feel however they want about this remake and its future parts, but I think they need to stop blaming Nomura for absolutely everything like he's the only person with any input. And just in case your wondering who is in charge of what, Yoshinori Kitase is the producer (and in many games, it seems like the producer has more control than the director), Nomura, Naoki Hamaguchi, and Motomu Toriyama are the directors, and Kazushige Nojima, Toriyama, Hiroaki Iwaki, and Sachie Hirano are the writers. Kitase, Nomura, Toriyama, and Nojima were all also involved with the original VII.
keybladesrus thanks bro. More people NEED to hear this. Tbh with all of the issues with the engine, changing developers, management issue and other things before launch its crazy that this game came out as good as it did. I was half expecting it to blow up my PS4 😂
"I love Sephiroth in OG FF7, but HATE him in everything else. He's the biggest example of an overused character." I'm screaming, your comment about Sephiroth is EXACTLY my feelings about him that I've been trying to convey for a billion years. OG Sephiroth didn't show up that often but he packed a punch when he did, and it just always gave him a mysterious, otherworldly vibe. I felt legit afraid when he showed up. All subsequent iterations of Sephiroth just make him into the smirky villain and it just cheapens him for me.
Yeah, I agree with your point about Sephiroth. Fun fact, he was actually largely inspired by the shark from "Jaws," as the shark wasn't actually seen for most of the movie, which added tension and made it scarier. Also, I see you using the Cosmo Canyon track for the end (cosmonaut, haha very funny).
@@ELFanatic Or its him and Nojima adding the Compilation Element to Sephiroth's Character. Like his Solider Self, Core Self and Jenova Self, as well as the whole "if forgotten by Cloud, will cease to Exist" thing. Especially considering the fact that he IS Post-AC Sephiroth
@@ELFanatic Its not turning FF into KH, its more.... adding everything that they found value in post-FF7. Which is where I hope they will throw away the Garbage like Deep Ground and Everything INVOLVING Dirge of Cerberus, ALL OF IT (Okay maybe keep SOME things, but I wouldn't mind if we could just KILL THEM LIKE WE KILLED KADAJ, YAZOO AND LOZ in the Remake, which by the way, we did, they were the Whisper Trio). Plus, give Nomura some credit man. He is one of the 4 people behind the ORIGINAL FF7 and he made Tifa, like a ALL of her Character alongside Nojima.
I was actually feeling quite anxious/nervous during chapter 18. So in that sense, I felt that the whole "anything could happen" aspect worked tremendously.
Hey Cosmonaut, just letting you know that I can't wait to hear your take on Star Wars: The Clone Wars Season 7 if you ever make a video about it! For that matter, I would also be interested to hear you talk about Star Wars: Resistance and the Mandalorian. Keep up the awesome content.
The ending first blew my mind and made me angry and upset, and then I fanboyed out that I was basically going to play it for the first time all over again when the next parts come out.
I never played the origional (But I know most of the plot points) and I like how both fans and new comers can be excited and theorizing about what happens next
@@whatif9854 The internet has too many angry socially inept people, its sad that this is considered normal behaviour to some people. We can't even discuss differing opinions without a few of these guys hurling insults.
@@Aplesedjr nah. Just when final fantasy does it. One reason why i love this series is that every new game started fresh. Like some gameplay or plot devices may carry over, but each new game otherwise had a new world, new characters, new plot, and new gameplay. And when they start implying one game may share the same universe as another it kind of loses its magic. Plus, I think square is better at making one off plots and not expansive universes that spread across different games or media, you know if the ff7 compilation, or those games and books based on ff10, or kingdom hearts is anything to go by.
@@thats4thebirds That's why you switch to controlling them. The unique moves and the faster atb charging is what encourage you to use the other party members rather than sticking to cloud the entire time.
@@NamsCompendium Its still incredibly retarded that the character with a fucking machine gun grafted to his arm walks into MELEE range instead if shooting from afar.
At first I thought the point of the ghosts were for Cloud to end up saving Aerith. I love the idea that Sephiroth is manipulating everything so he can finally win.
Yeah I was gonna say. Sure its nowhere near as long, but I really enjoyed that boss fight and the narrative additions surrounding Aerith. Just should have cut about half of that section down and it would have been amazing.
@@Astraldymensions honestly they couldve done that for all the other padding and i wouldve loved it. The whole hojo thing at the end was annoying and those padding likr he said makes me not want to go replay it eventhough i want too
finally someone explained what happened, this is an alternate timeline and new shit is happening. I'm so excited for what's to come! Thank you for helping me understand what the hell was going on with the ending! I played the original and loved it.
@@Etridamu yeah, even by just playing the game it is kinda explained, by the visions of future and past, and the word "fate" being thrown here and there.
Well I’m sure that most people were able to finish it and talk about it, but was not one of those people. I finished it about 2-3 days ago and decided to still stay away from any research to have my own opinion on the game. I usually trust Marcus’s opinion about games and movies so I watched this and he explained it. So sorry that I still have work and school to consider and can’t devote 100% of my time to playing games and understand their stories.
ff7 virgin here, can definitely confirm that the ending had me 110% lost. I could sense the plot ghosts were clearly geared towards old fans which didn't help either. What did have me interested was Cloud's vision headaches, Aerith's mysterious powers, and Sephiroth. I appreciate the message that they'll be trying new things, but im really hoping the next installments stay away from the meta commentary that'll make 0 sense to players like me and just tell a good story.
@@marciamakesmusic I'm not a fan of meta mixed with conventional story-telling personally. The story was going at a steady, mysterious pace up until we got aerith out. Once we go dimension hopping for a vague mission of saving the world from whatever sephiroth has planned, it lost me. It was still fun though, great boss fight.
Red Cloak I’d recommend playing through the original FF7 if it lost you. Or, at least look up a summary of the story on RU-vid. I fear the remake part 2 will continue to treat the player as a FF7 veteran.
It's not a bad thing that new players feel lost. I think a bunch of older players sometimes forget a few of those moments in the original game that had you going "what in the ever living hell?!?" So the remake ending is not really too out of the way. I do agree with the criticisms that it feel out of nowhere and could of been lead up a bit better. Though with a second playthrough you do see the small hints of it that you didn't pay any mind to the first time through. The main problem is that we have to wait 3 years to find out what it all means. Before, you could just keep playing and you could find those explanations in the next 6 hours or so.
I found that instead of hoping the other members of your party do stuff, you actually have to switch between them rapidly in order to use their abilities off cooldown. My playthrough had a lot of swapping between members that were each useful in different situations, very quickly on the fly.
It's 100% intended to switch constantly depending on what you're fighting. Anyone who didn't missed out on a lot of fun and it made it the combat much more fresh as well
Also if you really just want to stick to one character and only use skills for the other characters when you need to. Put a fury ring on them it makes it so that they actively seek out to fight the enemies instead of just doodling around doing nothing.
Or give characters you aren't controlling commands. Tell Aerith to heal or revive when you aren't playing her and she will always do it, cause enemies always prioritise who the player is controlling; knowing this alone makes everything more fun and controllable
That’s what I thought while watching this video I never had a problem because I was constantly switching it is tempting to stick around and watch the animations but I find battles are easier when you all you look at are the command menus and staggers
Seriously! The problem is the combat is designed to be played that way but people want it to be something it's not rather than just learning to play by the games own rules. I also think people fail to set up their weapons and materia correctly. I spent a LOT of time in my menus managing materia and shuffling weapons around. Once you figure it out combat gets pretty easy and a lot of fun
You actually CAN play as him via hacking your party. He has HP/MP and stats, proper movement and combos. No Triangle button attack or abilities though. Seems like he will be playable in the next game, they just didn't want to teach you a new playstyle with 2 chapters left in the game, so they kept him AI-controlled.
They probably didn't want to have to make his movesets, weapons and and AI just for you to use him for like 3 chapters. We'll 100% play him in the next game
While these two games are comparable in their mission to resurrect/reboot a decades-old classic story, I think that FF7R seems to pull it off better than Alyx, based off playing Half-Life: Alyx and reading up on FF7R online. Based on this, it seems that that alternate timeline story and the time ghosts seeking to restore the natural plot of the 1998 story, as well as Cloud and Sephiroth being aware of this, has been naturally built up and integrated throughout the game. As gameplay segments, characters, and plot points are expanded upon in the remake, it fits well in revisioning what Final Fantasy VII could become in the future and what it will means for the characters and the players as well. Whereas in Alyx, the ending twist comes in the very last minutes of the game to redeem a decades-old mistake to try and breath new life into Half-Life, and it comes out of nowhere. Granted, the game does establish from the beginning that the narrative (and the player) knows that that event will happen in Episode 2, but then drops it 1/3 into the story only to bring it back at the very last moment. In my view, the twist is unearned and frustrating from the plot contrivances and conveniences that it took to get there.
@@Nicholas.Villeneuve in my opinion, HLA's ending was executed very well and it almost felt like it was planned all along (which isn't the case) the gman always had his eyes on alyx and he was always planning to let go of Gordon etc. The new writers knew what they were doing.
Everyone wants anything to happen in HL. Every HL has been phenomenal. Square hasn't arguably made a good game since early 2000's. And Square loves to overdose on obfuscating storylines.
@Mad Dog Billy FF7R plot is horrible. All it managed to do is take the potency out of scenes. Seph's original intro was blood streaked through the halls of Shinra only to find that Seph had murdered him. That's your intro to Seph. You know nothing about him, except that he's violent and a menace. He doesn't care about you or your team, his ambitions make no sense to you. You realize how much more there is to learn in this universe. Barrett being stabbed so that your party can be 3 for a boss fight only takes away the potency of Aeris' death. They comic booked death in this one. Anyone who dies may not actually stay dead. Seph in the original was insanely stronger than you. Now he's just a level 20 boss fight. nothing to be scared of. The cloaked ghosts are gimmicky and reek of kh style story telling. The changes are baaaaad.
I initially hated the ending of this game as an OG fan...but after hearing your take and some others from content creators I respect Im warming up to it a lot. Im going to somehow be more hyped for part 2 than I ever thought I could be
The thing is, the stakes right now are so high for where the current story is. It was impossible for the party to win against this version of Sephiroth. He really just seems to be toying with them to see if will be ready for what is coming, and fall and can fulfill his plans. Sephiroth skill alone is already something to fear, him knowing the events that lead to his defeat just makes him even more dangerous to deal with. The only other person who really knows what is happening is Aerith herself, and it seems she is acting reluctant/hesitant because she knows her fate and is wishing if it could be changed somehow if they defy Destiny (the camera work with shots and the angles on her face and how her body language shows that she is hiding something, or is trying not to show her real feelings is incredibly done). I think that maybe Red XIII must know something else too. Aerith makes a lot faces/expressions to him when trying to explain to the party what is happening, and how he knows all these things. She makes that face "tell them just the necessary, it isn't the time for them to know every detail yet". This new FFVII can go places and achieve heights that Square only dreamed of for years. But only if it's done right.
The sewer and train graveyard were in the original game. The problem is that they only took up about four to five screens. This section was meant as a way to cool off after (potential spoilers) meeting Don Corneo and hearing Plate 7 is going to be dropped. Since this game wants to be full length they stretched the section out to one full chapter.
I know right. You can literally give your AI's commands through the menu without actually switching to them. I guess Cosmo just missed that. But I like the game forces you to give other party members the right commands on the right time, so it doesn't feel like the game is playing itself, which I would hate.
I wont judge him. I did everything I could in this game and my game save has 160 hours but in my first 40 which was my first playthrough I really wasnt great and couldn't understand the fights. When I did my hard mode playthrough I was looking at the fights in a different way and now having more experience with the gameplay itself and from there I really learned how these damage sponges can just get destroyed with heavy hitting ability after heavy hitting ability But yeah its not easy to see these things at the first time. I didn't get the hell house fight first time playing it so I just brute forced it but it was still fun for me so that's what counts for me
@@pedropereira6888 for real. Incredibly fun combat system, but also one of the hardest to master in any game I've seen. It's meant to imitate a turn based style, while still letting you have full control over your movement, just like an action game. It's a really unique fusion of two genres, and I feel that it plays like a truly modern version of the old turn based style. Easily one of the best things in the game.
I'll be honest, I loved everything until the end. I knew all the major plot points, but never actually played the game. I've always wondered about it and when I heard about the remake being "faithful" I assumed small changes might happen. I'm a little disappointed because this means I'll never get to play the game everyone else played. It's pretty much the main reason I got the game too. I'm fine with what I have, but still a bit disappointed it wasn't what I thought they were advertising.
I mean.. It may not have aged to your liking, but the original game still exists and its available on every platform out there. You can still play the game everyone else played.
@@yasuke267 that's true...I mean the whole revamped graphics was what drew me to this the most, but at this point I might just play the original so I can see the whole story
Its not like the original game is gone. There a billion ports of the game and mods on the PC version that even tone up the graphics and fix the translation issues
Generic Gmail Account I don’t understand, do you think there needed to be friction between Tifa and Aerith? If so, why? If you played the original Final Fantasy 7, Tifa and Aerith did not have friction and became very close. Tifa was just as devastated as Cloud with Aerith’s death. In fact it was Aerith who helped protect Tifa when she went into the lifestream to help Cloud sort out his identity crisis... or do you just think all women should hate each other and fight over a man? You should replay the original game
@@jamiedandy8311 I didn't made them into thirsty anime girls, the devs did. I didn't create the lazy, manipulative and cringy love square (how ironic), the devs did. I didn't made these 2 women who know nothing about each other hit it off as if they were old buddies, the devs did. Barrett is the only main character that acts remotely like a human being in this story.
Generic Gmail Account sounds like you had issues with them since the original game. Good luck with that. I think their friendship was natural and well done in both games and true to their characters personality. Also Barret was nice but he was definitely the least relatable character to me, especially compared to Tifa and Aerith.
What the fuck happens in the trainyard and sewers that is significant enough for them to now be friends that wouldn't happen in the other games or hasn't happened elsewhere? God people like you struggle to justify anything, dipshit
the combat is the way it is because you're not intended to camp one character, but constantly switch between the three of them regularly. There are specific builds and materia designed to play around this, so that you can optimize characters that you aren't centering on. Hard mode, especially super bosses, really requires you to understand the nuance of what's expected here. On one level, I'd say your general criticisms amount to "get gud", but on another level I can understand why someone would be adverse to this expectation. Outside of annoying aerial combat being dumb, I feel like the "random bullshit" is less of a design issue and more of a skill/knowledge issue. I loved the execution of this combat far more than any other square game, especially 15 which is probably my least favorite game of all time. But even then, I'll concede that SOME additional control of AI controlled allies would be helpful here. I don't think it needs full on gambit design, like in ff12 as that would be directly counter to the combat intent/design of the game. But it would be nice to designate characters to be set to "range" or "mele" or "aggressive" or "defensive". Seeing Aerith run out of her ward and directly into the face of the enemy gives me conniptions.
Yeah I honestly loved the combat and there’s definitely a level of depth that Cosmo didn’t even touch on, but he’s right about the chaotic and random bullshit issue, the Whisper Bahamut is where this is more evident, he has an attack that single handedly kills most of the party and even though you can prevent this attack by using your Limit, if by some chance you didn’t manage to build it up and the boss casts the attack, you’re pretty much fucked (it didn’t help that losing to this boss meant a 20 min redo of the whole segment since the checkpoint is awfully placed)
@@SnaggingRaccoon There are other ways to deal with megaflare, like manawall and Reprieve. When you play through hard mode and the secret challenge boss, it basically requires you get comfortable with the stuff that seems like random bullshit and counter it. I didn't know you could interrupt it with limit though, that's interesting
It's because at its base view.. it's NOT very fun to have to micromanage characters during a fight. I would say that it bothered me like Age of Calamity.. but those characters weren't completely braindead when I wasn't in control. ... it's like having a team full of donalds from kingdom hearts.. useless lmao.
@@hypeman1825 well, I didn't have any issue wiht it. It felt super smooth snapping between each of em. And then you get so good at it that you have one skill Goin, swap to the next character and have their skill Goin, swap to aerith for a second so you can shoot off a heal. It feels REALLY solid and clean when you get into the groove. And the skill ceiling is ridiculous. Just look up the crazy shit people pull off in the game. It doesn't really feel micromanagey to me. The only thing that DID feel like I had to micromanage was controlling aerith to make sure she would keep at a distance. THAT is something that was frustrating that we should be able to control (range)
@@StarlightDragon It definitely has polish but I found it more toward the tedious side as unless I'm constantly swapping and micromanaging.. I'm not gonna get far (especially on hard). For a game that has characters with such unique basic combat sets.. it's disappointing that so so many fights aren't about the combat itself but the managing of ATBs to actually dish out the important damage. It feels less like a fight and more of a battle of attrition to keep my character's away from damage and to build up ATB. Thats why I said it should have just gone to one or the other. I don't get the fulfilling sense of real time combat like devil may cry or the feeling of outsmarting enemies in a game of chess like turn based combat.
Yeah the 2 minutes I spent there was totally relevant compared to the HOUR I did here in the remake helping Aerith and her dumb ghost friend. Lol if you ask me they're partly to blame for the deaths in this version since they wanna waste so much time.
Lots of people have said that so I'll only make this comment once and hope it sticks. I'm pretty sure he said that in terms of additional content. Not that the Train Graveyard *was there* but that it was over an hour longer. Also, by context of what he's saying he's including the Sewers as well and that was an even shorter section in the original and much longer in the remake. Slapping them both together really feels like a slog for a lot of people.
Yaaay! I really love this look at the game! When I figured out what Aerith was talking about in the end and them destroying the ghost, it was like a sea of possibilities opening up.
bungi fish Yeah, and he said he loved FFXV when it first came out, and the game was basically unfinished when it first came out. Kingdom Hearts 3 makes sense, though.
@@francesco8000 not necessarily, the franchise belongs to square, the gameplay mechanics was the only thing platinum did. And imo the best thing was it's story and that was made by the genius Yoko taro who is part of square enix.
You realize that you're supposed to switch characters constantly like a maniac to charge their ATB? That's why it's more of a pseudo turn-based game and if you're thinking about it like a pure action RPG you will get frustrated.
You can also order your party members to heal themselves. The only thing you can't control about the ai is when they use a normal attack or the special triangle attack
"It's real time"... But you have to switch characters constantly. "It's turn based"... But you can't even issue basic commands. "It's a hybrid system" Oh it's a worst of both worlds, now i know why it doesn't work.
You were spot on with the ending breakdown. I do see your points in regards to the padding throughout the game. I personally was able to brush it all off, considering what this game did great.
I honestly am kind of excited to see alternate time lines where Aerith doesn't die and Zack is still alive. I'm happy they're not just re-telling but really hope they (Nomura) doesn't go too crazy...keep him on a leash!
You can press L2 or R2 to give them a command without switching to them. What I think he was trying to say is that they wouldnt use ATB on their own without your input
@@AyazU2589 incorrect, pressing L2/R2 brings up the ally command screen while still controlling the character you were controlling, where you can use their abilities (Except for Triangle abilities) as long as they have the right amount of ATB and or MP. I didn't get into the deeper ally controls but I also believe you can setup shortcuts using L2/R2 + Square/Cross/Circle/Triangle to quick-use ally commands without bringing up any menus.
You're right. I've never played FF7 and I had no idea who what why Sephiroth. I just know that no one would shut up about him so they slapped him on everything like sponsor stickers on a race car. Other than that, there are some really weird pacing issues during the exciting scenes. So many pauses when you need to run up the pillar to save Sector 6. Though at the end of the day. The game is fun. 7/10 is very much what I ended up with also.
Derek Liu Cosmonaut is so right about how much scarier Sephiroth is within the context of the original FF7 specifically because he’s not in it a lot. But when he does appear it is clear you are deeply out of his league. You don’t even see him in the Shinra building originally, just a trail of bodies he leaves behind. When you do face him he manipulates Cloud so deftly, you feel like a joke
As someone who played and loved FF7 in modern times, The remake is awesome. I wholeheartedly agree with you about what they did to the story. I disagree about the combat, my play-style was all about micro-managing the other characters (which I think was to make the game feel more like the original), while constantly swapping characters and preparing for big attacks by assessing enemies and hitting weaknesses for staggers. Hard mode was a blast, but having to play all the side quests again (meaning I had to do them twice) in order to get all the skill books sucked.
I loooooved this game. As a fan of the original I was kind of expecting it to more or less the same as I remembered but NO. Plenty of surprises including the way it shifts towards the end of this first part. Honestly can't wait to see what weird sh*t they do with the next part.
You can control the box teammates actions when not using them. Not basic attacks or block per say but you missed the options literally in the bottom left corner. If you decide to go through a second play through helpful tip you can use special abilities and magic based attacks if their gauge is full. Go to the control menu, cycle to the specific character with R2 L2 and select an action
I think you misunderstood what he's saying. He's specifically saying WITHOUT actively micromanaging their commands at the same time you're controlling someone else. He likes that you can switch between people and issue commands, but he doesn't like that whenever you're not ACTIVELY issuing them commands, they futz around uselessly. Which is pretty accurate. Whenever I wasn't directly controlling them or issuing commands to a character, I generally could assume they were doing jack shit other than taking damage. The game's solution to this is giving the actively controlled character enemy aggro, which is a little bit of a clunky at best and chaotic at worst solution avoidable by just making the other character's AI slightly better and/or customizable. In other more action-oriented games under Square, like Kingdom Hearts or FF15, you can set party members to behave in a certain way automatically, like being primarily offensive (aggressive, runs at the enemy), primarily defensive (keeps enemy at a distance, prioritizes ranged damage and staying alive), primarily support/healing (self-explanatory), or the default, a balanced mix. The closest thing this game had to options like that was the auto-cure materia. The exception to this was Red XIII because he was an immortal NPC who used special attacks on his own and, for me at least, that was really noticeable mainly because it was so different from how the other non-controlled characters behaved. Now I'm not saying I want all my uncontrolled characters to be unkillable. That'd be too much. There's a balance here. I just want them not to act like dumb dumbs and lumber mindlessly into danger. Like if I revived a character before getting the Arise spell, by default I was switching to them to get them the hell away so they don't just immediately get themselves merc'd again, cuz that happened...a lot. Like I get it's a simple strategy to have a second ATB charge lined up to restore HP right after reviving someone, but because it takes time to charge a spell, that can get interrupted, and it'd be nice if in desperate situations you could assume your non-controlled character with 5 HP would simply move more than 2 feet away from the damned robot. Sorry, that got ranty.
@@AzraelChaos my thoughts exactly, along with the enemies being way too tanky the combat clunkiness was the greatest detractor from this game besides the 15 hours of filler. Still really enjoyed it though especially when you could get your characters on a rotation to quickly charge their attacks and pump out a bunch of dps and actually win the fight in a timely fashion. Overall liked the game quite a lot with all the flaws just hope they learn from their mistakes with the next one.
@G he says in this video that ff7 is in his top 3 Favourite games He says in the resie 3 video that resie 4 is in his top 3 favourite games He says in the most anticipated games of 2017 video that windwaker is probably his favourite game
I think you sold me on the ending. I wasn’t sure about it but you made me rethink the possibilities. I was so ready to get defensive with you, but damn you and your powers of persuasion well constructed arguments.
Wow! I agree so much with you about the story and the end of this game! Having played a remastered game would not have had the same impact on me as playing this remake and allow myself to be suprised or genuinely worried for the characters. Having Barret almost die (if it hasn't been for the whisper saving him) makes me stay on my toes for next game, 'cause someone else might just pass on and nothing would be there to change it! I'm so looking forward the next games ^-^
He is, but at the same time he's not wanting to get so swept up with the good he doesn't notice the bad. And it's honestly something I get. I have some friends who literally will get hype over a game & blow some money on it only to gigabrain how God-tier it is & then look at the flaws later. As if they suddenly exist. I honestly am not so oblivious to things like they can be
I just wanted to say I didn't really get your complaint about the combat and the party's AI being bad. I didn't use AI at all, I issued commands to the party with R2/L2 as soon as their ATB filled up, it was really an amazing way to bring us something close to a turn based system. You don't get to set party members to prioritize healing or offense in the game settings but that's because they are playable.This game is enjoyed most by issuing commands to the party and not using AI. Also I love your videos so much, they're so entertaining and you really know your stuff!
7:23 There is an option for it actually. I noticed a lot of users haven't done so through their own playthroughs. But have you tried L1+L2/R2 Shortcuts or Just L2/R2 in general. They allow you to control the others party members while you stay on your current one. I was watching another youtuber who seems to be using it. Let me know if you get a chance to test it out. (Or did you mean more like a general tactics telling them to fight a certain way the entire time. I know you talk about it just wasn't sure if you meant two different wants or just the one)
If we're going sequels like that, pretty sure FFIV The After Years came out after X-2, but nobody ever talks about the main line franchise and includes the sequels, they're just referring to the Roman numeraled ones.
@@DJ-yw4qc lol wat? You mean an ATB system, which nearly every FF before 10... correction; ALL FFs had before 10. In fact, 10 was the only one with a true turn based system.
Thanks for this vid Marcus. When I finished this game I was a bit annoyed bc I didnt like the added plot element of the destiny ghosts, but then after you explained it the way you did, I realized that I just didnt understand it at first. I hope that they keep Aerith's death in the next game, but besides that Im excited to see what they do thats new now.
Such a huge fan of hearing the Cosmo Canyon theme at the end, one of my favorite songs to listen to from the original game. I am BEYOND excited to hear it redone with a modern take.
I love the graveyard tbh. Using a phoenix down when the boss turns invisible to do heavy stagger damage was such a great call back to the older games, and I love it!
That’s the issue in the original game you caused it. They now took any guilt off lou by having your explosion be tiny and shines framed you for the chaos they cause. This game sucks and it’s sales fell off a cliff so hard the design team put out a presser assuring people they will just make the next games as faithful to the old ones as possible and will be abandoning the time ghost aspect as much as they can. The RTE is trash as well.
Which is what I hated with the remake. Now that you know you didn't cause the destruction why would you feel guilty for it? The original made you feel like you weren't entirely the good guys, like Barret makes you think you are, and now is painting Shinra as the bad guys entirely. This game is just a mess.
This is the first video I've seen where somebody said exactly what I was thinking and feeling about the ending and the big plot twist. Glad to find a kindred spirit in this, and I'm really hoping that the rest of the entries make the best of it. There's SO much potential for what they can do now, but it's also easy to waste that potential if they're not careful. Too many other series have done it in the past, where they have a brilliant start but then lose that momentum as the story progresses.
As a first time consumer of anything Final Fantasy, I was completely lost after the game ended. Thanks to watching a video like this, I actually understand what went down. It's quite the bold and imo intelligent move to self-reference the story of the original game via the whispers and have that disbanded at the end of this game so that players don't know what to expect for the next two games.
yeah I was actually confused about a lot of his statements. Like when he said not being able to control characters without actively taking control. I mean I guess maybe he means not being able to give them auto commands like auto heal and stuff but you can most definitely issue commands to characters without switching to them.
@@revlarmilion9574 Although I did enjoy them both, I have to agree they were stretched WAY too long. I mean, really, did the train graveyard need TWO boss battles? And I'm not saying that just cuz the second boss (the chariot ghost) was a total kick in dick boss fight. Also didn't care for the boss battle with the Prototype machine in the train tunnel after jumping from the train. It wasn't a difficult fight, but felt unnecessary for a boss battle.
Just had to say that I really love your take on the game. Finished it last night and was surprised by some of the vitriol coming from most comment sections. I’m right there with you in my excitement for the future of the series.
I’m so glad you mentioned the WEAPON theory. That’s how I interpreted the final boss, and when viewed that way it makes it pretty cool, lore-wise. I’m still not sure how I feel about the interdimensional stuff, but I wasn’t sure about making midgar a full game either and I loved every second of this one. I even liked the “padding”, though I understand the criticism and I think they could spice up the side content a lot more in future games. They’re still light years beyond the side quests in XV, at least.
i had pretty much the same issues and i think the reason they added those really slow filler missions is because they felt bad about putting out a ~20h game after 5 years of hype
Honestly I wouldve been alright if they got rid of the slow parts and it was a 20 hour game but I guarantee you alot of people wouldve been up set about it and called it every type of trash they could because of that. I remember that game from the beginning of this console gen, The Order (whatever number 1786 i think) getting alot of shit because it was only a 20ish hour game and honestly I enjoyed it alot and was sad that it’s probably not gonna get a sequel because of that.
Thomas Moore you arent wrong but that was the main point everyone amd their mother complained about. Literally so many people only cried about the playtime that I went in expecting to be done in one night.
As a nooby, the zak thing was thebinly thing i was like oh who dat. Everything else was interesting and kept me hooked cos I didn’t know much and learning friendships and progress was class. The ending kinda made me feel like i wasn’t learning stuff everyone already knew even if that may be the case
Idk how Marcus does it, but his reviews are always so great because I’m always engaged and find them fun to watch even if I have never touched the thing he’s talking about.
Me: Restaurant(Sony/Nomura), please REMAKE me the dish I ordered last time. Restaurant: Sure, but this time it is only going to be the mashed potatoes portion, but don't worry, we will increase the portion size to a full plate, and change the spices/ingredients.
I didn't die that much and managed to make the combat limitations work, but you definitely hit it on the nose with the padding, it not being newcomer friendly (not that it affected me), and the various positive things you said.
How fun one sees the fight with Hell House is totally based on how prepared you are for the battle. I didn't have the appropriate materia set up and needed to rely on extremely debuffed mashing to wittle it down over a long period of time. In retrospect, I should have just pressed pause and reset to before the battle and adjust everything. The fight was much more fun on a replay of the chapter where I was able to be more interactive with different magic to respond to different forms. (And while I'm sure it's tougher in the hard difficulty, the interplay with moves like counterstance, stronger summons, and higher tier limit breaks help even the playing field.)
"You cant control what your teammates do." What do you mean by this? During battle, you toggle your teammates command menus with L2 and R2. If they have the ATB gauges, you can issue commands without switching to control them. If that's not what you're talking about, my apologies, but if it is, I'm pretty sure that would explain most of your problems with the combat. And I didnt have any problems with the AI. They seemed to mostly play defensively and I'm fine with that. Personally, I think FF7R has one of my favorite battle systems in the series. I agree pretty much 100% on your take on the story though.
@@kingjayded4752 I'm not so sure. As he was complaining about this, I was watching his gameplay and his teammates had full ATB and he was doing nothing with any it. But if it is the AI hes talking about, I disagree with that too. I dont want the AI to issue their own commands and I don't want them to rush in mashing attack only to get pummeled by an enemy AOE or something. ATB bar can be filled just fine with the right Materia loadouts and proper character switching.
The problem is people focuse on the basic actions which are just meant to fill the ATB gudge. The key to winning is know what actions to take and when while switching between characters to build up the gauge
Sebastien Kennedy Inamoto Basically the time ghosts, who were forcing the timeline to stat exactly as it was in the old game, were killed be cloud meaning that the fate of the characters is not going to be exactly how it was in the original game (through I’m sure Aerith will still die). This caused another timeline to be created where Zack survives which is separate to the timeline we play in during the remake because his fate to die was broken. This was all Sephiroth’s big brain plan to free himself from the fate if losing to cloud in the original game and in Advent Children so the stakes are even higher for the crew. Also Cloud destroys fate because he and the rest of the party see into the future that even after the events of the original game and Advent Children a cataclysm happens which wipes out humanity (this is seen in the flash forward were red xiii is running towards the camera with his cubs centuries after the game to a person-less Midgar)
@@izuo3610 So basically, we get an entirely different plot with a similar ending? Regardless, a One-Winged Angel fight still sounds likely, but Supernova is definitely gonna get significant changes
I rather think that the downsides of the combat system are more like a design choice. To me, the game forces you to switch frequently between the characters to speed up the filling of everyone's ATB bar and diversify your panel of moves to avoid entering a routine. I see the lack of actions from the IA just the same as the easy-breaking swords in Breath of the Wild, which pushes you to use different kinds of weapons and vary your gameplay. Same for the **** flying enemies. You have to analyze their weaknesses and patterns and build a specific set of armor and materia to engage the fight smoothly. I think that going into a fight while being well-prepared makes it actually very smooth and super enjoyable, whereas the exact opposite happens when going unprepared. And I'm rather convinced of that because at ANY fight of the game, you can press start and retry just before engaging the enemy to change your build. And I think these mechanics are GOLD. About the heavy HP on some enemies, most of the time the use of magic is mandatory to get rid of their ridiculously high HP. It gets pretty relevant in hard mode when you can't recover your MP. Because of that stake, you have to carefully manage your magic resources and hit when it counts, and build more sophisticated close-combat builds to prevail. So yes, i don't see these points as downsides but as a very good gameplay to challenge you and experience the game differently. I love this game. SE can take my money anytime if I can still enjoy their content that much.
This method may force me to switch between all the characters but the original simply let me use ALL of them without having to switch or rely on stupid AI even partially so I'd still much rather play a more tactical menu based combat. As for Zelda making me use various weapons as the old ones break - FUCK THAT SHIT - Dark Souls doesn't need to make my weapons break every 2 seconds to make me use all the weapons, Dark Souls only had to make them interesting enough that I'd WANT to try them all, and when I'm not experimenting I can focus on using just one to really learn the ins and out of how it works. I can't learn a weapon that breaks in one combo.
@Ursa Major I think you have very accurately list all the major flaws built into this game's mechanics, excellent work. For me though they bring the game down all the way to a 6/10
Lazy AI not letting you specialize in one character for taste or A VALID STRATEGY is not a good fit Not FF13 bad (for some) bit we don't need/want AI that can beat the game on it's own either
There's so many quality of life changes the combat system needs. Decrease crowd control. You're either stunned, grabbed, slept, silenced, or it's immune to your attack. No more cut scenes mid battle. If you want multiple cutscenes in a battle than make separate bars, that way I'm not spamming my best shit into a surprise cutscene. No more flyers. Or super fast zippy dudes. Chasing isn't fun. Make limit breaks always hit. Lastly increase max MP.
as someone who's a newcommer to the franchise and never played the orginal, those things thay you said it would bother newcommers didn't bothered me, I saw them as mysteries that would be answer later, and it get me really hyped and wanting to know more about who sephiroth and zack are. So even I didn't knew who they were and what was happening, I still have a blast
I am surprised you don't upload your streams, I am pretty late to the party but I would of loved to watch your vods of ff7. I just discovered your off a recommended ( the yms talks about death note to your video on it) and have been binging your content. I really love your, I don't know how to say it, laid back style? You get your opinions across in a very easy to listen to and also intelligent way, with confidence in your own opinions.
I have to disagree with one point of yours in a big way. You commented that the plot progression surrounding the ghosts was handled well but I think you're way off base. The worst thing about the ghosts is how utterly ignored they were. There would be this huge, cinematic scene of the ghosts causing chaos (usually after a relatively normal scene or two) and once the ghosts dispersed the characters would just be like "huh. Well that was odd" and not give them a second thought. It was only when they next saw the ghosts that they'd say something akin to "them again!" and then that was it. It's totally unbelievable for me that they'd be so blasé about these random ghost encounters and it kind of ruined the immersion for me because it illustrated that the writers didn't really understand how to work the ghosts in. They knew the end goal but didn't know how to seamlessly work them in to get there.
From what I remember, Cloud does bring them up to Barret but he's like "sounds fake bro" and he just drops it. I didn't get that same vibe as you at all
@@daniellaniganohara2456 yeah they brought it up to that extent but that's not sufficient. It's not believable that an entire village is attacked by swarms of ghosts and they just don't investigate at all.
@@overnightsiren I don't know what to tell you lol, I don't look at small logical inconsistencies like that unless their too out there. I just think, narratively, the path their taking is way more interesting than 1997 game but pretty
@@overnightsiren Also, it's very easy to tell that it's very Kingdom Heartsy in the way that it shows up over and over to confuse you and create intrigue, for it to eventually click once every last piece is put together.
you are literally asking these characters (who live in a 2 level city, crowded with different monsters, using Earth’s green spirit as energy and at the same time trying to face the biggest corporation/enemy they have ever seen) to stop for a second and wonder about the ghost like it’s something soooo out there .... idk about you but I would think that’s pretty “normal”
honestly if they are going to do the whole diffrent timeline route it kind of gives me hope that one day maybe we will actually get Versus 13 and it will be an alternate timeline to 15