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#and using only my items on Barret when needed
icharchivist · 5 months
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I don't mean to be offensive, but what the hell is that tiny green thing
don't worry, this isn't offensive. in fact, this isn't offensive enough. Start cursing.
don't let that inexpressive face fool you, it's the devil and you will never feel safe ever again once you fought one--
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this bitch is called a Tonberry, and it's a nightmare.
don't let the fact it's small and slow fool you. if you let him too close, he will kill you in one piercing attack. he also has attacks to freeze you completely so you have to watch as it moves to you with his knife to kill you. And sometimes if you attack him, he will counter immediately, and, you guessed it, also kill you in one swift knife move. and you think taking your distances will help? Perish the thought. He will disappear to reappear right behind you and, you guessed it, kill you in one swift knife move.
It's a nightmare to fight those. I still have mental scars from having to fight a pack of them ambushing you in the darkness of a small cave when i first played Crisis Core when i was a wee teen who just seriously started to play video games. (because while the OG and the Remake have you fight this bitch *as a group*, in Crisis Core it's just Zack and his gacha mechanism against the world. being ganged up by those? Probably a worse fate than what Zack actually went through. This is my take.)
It's really the type of things that you have to play to believe. Any FF players will tell you "oh fuck this". This is our curse and burden. Sephiroth? Jenova? nothing next to those. You don't understand. You DONT U-- *icha gets carried away to calm her down*
ok im back. sorry about that. *coughs* so yeah! this bitch. Start cursing.
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HI! I would love to hear about your ff7 ships and SIs 🥺I have two SIs and faves myself (Rufus and Reno fjdhafskj) and am getting super hype about Rebirth hehe :D also maybe our SIs can be friends~
@goldenworldsabound
First of all great taste all around, I absolutely adore them and think they got great treatment with the rebuild! Anyway, I'm still working on my SIs (story of my life but I'm working on it , I promise) but I can spill what I've got so far.
My self-insert is a mechanic class (turrets, explosives, the works) who is part of Avalanche and works alongside the crew. I go along with them for the entire story of FFVII and on top of being madly in love with both of them I'm a dedicated part of the fight to save the planet.
(Very) Brief character summary? Done. Okay. Now for the full thing.
Story time: For Cloud and Tifa I'm going with the classic "teenage friends" route. I didn't know Cloud for nearly as long as he left to join Soldier only a few years later, but I knew what they had was special and had long suspected they would become an item. I stayed in Nibelheim and remained friends with Tifa for years but wound up leaving before The Event. After hearing about the cities destruction I assumed her dead since, supposedly, there were no survivors. I eventually made my way to Midgar. I got by doing odd jobs and eventually I realized how good I was at tinkering and developed a knack for repair/mechanical work. Eventually I heard about the Seventh Heaven and the owner who, by all descriptions, sounded familiar. I made my way to the bar and had a heartwarming reunion and caught up on everything that had transpired, the horror of what happened after her rescue, our respective lives struggling in Midgar, etc. It didn't take much convincing for me to stay, nor for me to join up with Avalanche (especially after hearing Barret talking about mako and the planet dying). I put my mechanical skills to work for the cause, but the more time I spent with them the more I realized I had budding feelings for Tifa. I didn't want to risk what we had so I didn't bring it up but couldn't bear the idea of being separated again.
When Cloud joined up with Avalanche and I realized that, though it was difficult for either of them at first, the feelings were still there somewhere. I backed off, not wanting to get in the way and, being honest with myself, felt something much more that excitement to see Cloud again. Even though I tried to suppress my feelings, and even though I was genuinely happy the two had each other again, I felt myself yearning. It didn't take long to figure out it wasn't just for Tifa and I was...confused. Being in deep for two people, especially ones that I felt deserved each other, was tearing me in half. Still, I hid it both out of not wanting to get between them and because I wanted, more than anything, just to be a part of their lives. I didn't need either of their love as long as I could have both of them in my life.
I still haven't finished FFVII completely so I'm working on the details as I go
Near the end of Meteorfall things came to the surface. Cloud was moody, well, moodier than usual and quieter than he hand been, and Tifa and I were worried. We took some time alone, talked, and we both told each other that we had to admit something: we both admitted that we were in love with Cloud. I don't really know which one of us started crying first, but it was tears of relief from both of us. I didn't know how to explain it wasn't just him but I know she was oddly happy when I said that she deserved him and I wanted more than anything for both of them to be happy. She smiled, it seemed strange, but she made me promise to be there when she confessed to him.
The next night it happened. He was alone on the deck of the Highwind, the stars were out, and we approached him. I expected a tender moment where I smiled for both of them and let them have some time alone, but she said that she had something to say: that we both loved him. She laughed at me stammering with a red face, but when Cloud came up and hugged us both I couldn't help it. I just told them. I was crying and squeezing them, hoping more than everything that wouldn't be the last time I held them, but when Cloud squeezed me back I actively started sobbing. When he pulled back and said that both of us meant more than anything to him, he turned to Tifa and asked her what she thought. "Well, I can't imagine letting only you have him, or letting only you have him,considering I can't imagine me without both of you...If you think it would work." Considering I want to leave things just a little vague for what happens after that, I just imagine all three of us sitting on the Highwind, watching the sunrise, holding hands. Curtain, close scene.
Ahhhh I would love that but I think his "background" might make them friendly rivals. I'd like to see what you think! >:3c
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drake-the-incubus · 5 months
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Just finished an almost all missions playthrough of FFVII Remake.
Thoughts on it under the cut. I’m not kind about this game. Clearly going to spoil the game.
1. Barret and Tifa coparenting Marlene made my heart leap with joy. I think they could make a good couple.
2. I didn’t like Aerith at all. Her personality didn’t vibe with me. I don’t like bubbly + cagey characters so not a surprise,.
3. I loved Barret, I loved his visual design and showing how he moves without the use of one hand was amazing. There were definitely points at the game I stared dead at my screen wondering why the character who resorted to violence the most happens to be the only black protag. I get this is his personality in the first game, but I am nervous.
4. I didn’t like Cloud. Which… made the start of the game rough as hell.
5. I was, and still am, torn on the whole eco terrorism plot point, Barret’s motivations being laid out is genuine, and Shinra is just an evil corporation that doesn’t care what they’re doing to the planet, but I do think there’s a validity in no one there thinking what happens after you turn the power off everywhere, including the slums. I feel like this was just a shallow follow the motions plot narrative. Especially when Barret is confronted with his worldview and then boom death.
6. I can’t complain about the normal FF story and puzzles pacing being to par for the series. But my hands hurt from playing mouse and keyboard. I am so glad I never have to do a motorcycle scene again.
7. I feel like this game is definitely made to pair with, not played aside from the original. Maybe I’d like it more if I actually could get through the original game.
8. I feel like Sephiroth’s buildup was bad, and while I’m interested in his character bc I’m easy like that, I just don’t feel like a lot was established in game to support the narrative they went for.
9. There was enough Cloud and Sephiroth scenes I can safely say I felt like they had a more natural relationship progression than Aerith and Cloud.
10. I loved the trio of bosses at the end being Barret, Tifa and Cloud, but ow they kicked my ass though. Cool bosses, cool concept, ran longer than I’d like.
11. Aside from the motorcycle portion, that was the most back to back to back bosses I’ve had in a while.
12. I was not satisfied with the ending. I was not satisfied with Sephiroth’s boss fight. I came out of the game dissatisfied by everything.
13. I think Shinra’s involvement being so high, made the resolution with it so bad.
14. I kind of wish I could have had all the characters for combat. Maybe it’s a nod to FFVII but like, I think if I’m running around with all four maybe I have all four in my active party. Perhaps.
15. Items kind of sucked ngl. Materia also kind of sucked. I ended up swapping to easy because I legitimately didn’t think the weapons, bangles and additional items would have assisted anything.
16. My hands legitimately hurt from needing to hold run everywhere.
17. The controls for the dance section is fucking weird why did they do that. There ended up being so much to try and part attention to it fucked me up. I play rhythm games this shouldn’t have been so difficult to sight read and understand.
18. I loved seeing Cloud in a dress.
19. I cane out of that understanding very little about the plot, and it felt like there’s so many holes in it, that I genuinely don’t know if I want to play the sequel.
Overall, I still stand by not liking FFVII really, and hold a far bigger interest in almost any other game. I wouldn’t say the game has shit design inherently, but I think not having played/liked the first definitely made me more critical of the remake.
I’m going to play the side story and prequel soon, and maybe playing the sequel will help.
Maybe. But I have to wait to play the sequel because I neither have a PS5 nor the funds to buy the game atm.
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freyayuki · 2 years
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Final Fantasy Record Keeper Final Fantasy VII Dreambreaker Dungeon
The Dreambreaker fights in the Cardia Dungeons in the Final Fantasy Record Keeper (FFRK) mobile game are quest level 580. 
The very first time I tried the Final Fantasy VII Dreambreaker Dungeon fight, it was on auto, and I only did it because I needed to get the item that would allow me to break the level cap of my Final Fantasy 7 Historia Crystal. 
Of course, I lost. I had the fight on auto and didn’t really bother to bring a proper team since I didn’t think I could win anyway. After that, I basically just ignored this dungeon.
I talk more about this in another post, but the next time I tried this fight, it was on manual, and I brought a full Final Fantasy VII team.
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Was able to bring the boss down to 32.3% HP with a team of Genesis Rhapsodos from Crisis Core: Final Fantasy VII, Angeal Hewley from Crisis Core: Final Fantasy VII, Sephiroth, Aeris or Aerith Gainsborough, and Barret Wallace.
Then I tried switching out Angeal for Cait Sith and actually managed to get the boss down to 8.1% HP. 
But then I ran out of uses of the realm chain as well as everyone’s Syncs (the SOLDIERs) and Awakenings (everyone). 
I tried to use their Ultras and their remaining abilities but I ended up taking way too long so the boss used his auto-eject move, Dreambreaker Memory’s End, automatically ending the battle. Eff! Was so close!
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Every time I looked at the screen for the Final Fantasy VII (#ad) Dreambreaker Dungeon fight, it felt like the 91.9% damage dealt was mocking me. 
Kept trying the fight but couldn’t get the win. I was sure it was possible though because I was able to get so close already. Just needed to figure out what to do. So I kept on tweaking and changing my setup and equipment and the like.
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Final Fantasy 7 Dreambreaker Dungeon Fight Info
If my team doesn’t end up being killed, they usually end up being hit with Dreambreaker Memory’s End and auto-ejected from the fight. 
Sometimes, I end up taking too long when it comes to setting up my DPS. There were a lot of tries wherein I tried to get Genesis and Sephiroth to stack multiple Soul Breaks together.
I wanted them to cast their Ultra Soul Breaks (USB) followed by their Synchro Arcane Soul Breaks (SASB) then, when their Syncs ran out, I wanted them to cast their USBs followed by their Awakened Arcane Soul Breaks (AASB). So I needed 4 bars before they could start attacking the boss in earnest.
Once, I even tried to get them to go USB -> Sync -> AASB which meant needing 6 bars. Needless to say, this particular run failed miserably since it took me way too long before I could get the 6 bars so I just ended up getting auto-ejected again.
Stacking 2 Soul Breaks together was more doable but still tended to take a lot of time. Also had to deal with the boss’s other mechanics. 
Ultima Weapon, the boss of this Dreambreaker Dungeon fight, has moves that paralyze and blind chars on certain slots so it was necessary to bring a form of Esuna to remove these debuffs. 
Speaking of debuffs, Ultima Weapon also has a Full Break move that really gimps the attack stat of your DPS. He also has this anti-heal thing which gimps the healing output of your healers.
Anyway, after asking around, I’ve been given the idea of just not stacking the Soul Breaks of my DPS together. 
Well, except for Sephiroth because his AASB combos very well with his USB2, Zanshin. At least he won’t require more than 2 bars if I go AASB then USB2 because casting his AASB will automatically give him 2 gauges.
Only needing to build 2 bars for my DPS meant I get to start dealing damage sooner, which lessened the chances of getting hit with Dreambreaker Memory’s End near the beginning of the fight.
Tyro from Final Fantasy Record Keeper vs Cait Sith from Final Fantasy 7
I was also told to run Tyro from Final Fantasy Record Keeper and drop Cait Sith. I’ve been trying to run a full FF7 party because there’s some penalties depending on the number of off-realm chars you bring to this fight. 
Bringing at least 1 off-realm works well enough though a full team of chars from the same realm would definitely be better.
Cait Sith was more of a support for magical DPS. Both Genesis and Sephiroth are physical attackers so they don’t really benefit from the boost from Cait’s AASB. 
But Cait can sing the Warrior’s Hymn, an ability that buffs the party’s attack. He can dance the Salsa which debuffs enemies and provides a bit of healing to the party. He can heal with his AASB and USB. 
So I brought him to buff my DPS with his singing, debuff Ultima Weapon with his dancing, and help Aerith keep up with the annoying anti-heal via his own healing.
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Tyro can use all the abilities in this game though so he can equip Warrior’s Hymn and Passionate Salsa. He can increase his Soul Break gauge via Wrath and use Entrust to give it to other chars. 
He can increase the critical hit chance of the party via his AASB and USB4. More importantly, for this fight at least, his Overstrike Soul Break (OSB), Arbiter’s Apocrypha, can counter Ultima Weapon’s Full Break debuff.  
So I was all set to try the fight with Tyro instead of Cait Sith. I even bought the FFVII instrument artifact and max leveled it so I could give it to Tyro and increase his mind stat. 
This should lower the duration of the stop debuff (all non-FF7 chars will get hit with this). I don’t have Tyro’s OSB yet but I can just buy it from the The Record Lab using Anima Lenses.
Tyro vs Cait Sith vs Angeal Hewley
Before that though, I decided to try with Cait Sith one more time. It still didn’t work though so I was gonna go with Tyro already but then I ended up trying with Angeal again. 
I didn’t really think it was gonna work though. I just thought I’d give it another try before buying Tyro’s OSB and going with him. 
I guess I just really wanted to be able to run the SOLDIER Firsts together. LOL. Was able to do that for the Final Fantasy VII D450 Torment Dungeon, and it was even on auto, but that didn’t seem possible for this fight.
Anyway, my Final Fantasy VII Historia Crystal is at its max level of 120. It has the max of 500% Link Synergy.
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Barret Wallace from Final Fantasy VII Info
Barret has max Crystal Waters for HP, Attack, Defense, and Resistance. He has at least 100 Magia points for the Attack stat. His Record Board has been completed. 
Barret is equipped with the following:
Level 50/50 dagger artifact weapon - boosts water damage which doesn’t benefit him at all since his element is fire but this was the best I could give to him
Level 30/30 Genesis’s Guise (VII-CC)+ armor - boosts fire damage
1/35 Soldier (VII) accessory - increases attack by 15 and adds moderate dark resistance (Ultima Weapon has lots of dark-type attacks)
My very first try with Barret on the team had him equipped with Burnt Offering, and ability that has a chance to imperil the fire element, and Entrust.
But since his damage wasn’t really anything to write home about and I really needed Aerith and even my DPS to have more gauges, subsequent tries had him with Wrath and Entrust.
For my latest try featuring Angeal, I gave Barret Burnt Offering and Entrust again. That’s because I really was all set to bring Tyro already, and I was gonna give Tyro Wrath and Entrust. 
I actually have 2 copies of those abilities, but since Tyro was gonna be helping with providing gauges to the others, I figured that Barret could help my DPS a bit. 
Plus, imperiling fire will also help to further boost Genesis’s (he’s a physical fire elemental attacker) damage.
I have the following relics for Barret:
AASB2, Uncontrolled Beam - aside from dealing damage, this one temporarily raises the attack, magic, defense and resistance of all allies
In short, this is yet another way to counter Ultima Weapon’s Full Break. There’s actually 2 Full Breaks to watch out for during the course of the battle. 
The first one doesn’t debuff that much so I just try to ignore it. The second one is really pretty bad so that’s when I activate Barret’s AASB. Getting the timing right is easier said than done though.
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USB, Height of Anger - only used when I have the extra gauge since I usually just have Barret Entrust to Aerith
Glint+ Soul Break (G+), Avenging Flames - some runs, I forget to use this, or I mean to use it but end up tapping something else instead. Doesn’t really matter either way
Glint Soul Break (G), Angry Mind - unused. Didn’t even bother to bring this
Legend Materia Relic 2 (LMR2), Opposition Leader - gives a chance to dualcast machinist abilities which was only of use once I had Barret with Burnt Offering
Had Barret equipped with the Dr. Mog’s Teachings (DMT) Record Matera (RM) so he could start the fight with 2 gauges. 
Barret’s damage isn’t anything to write home about although once his AASB’s up and there are a whole lot of attack buffs up as well, he can sometimes break the damage cap.
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Angeal Hewley from Crisis Core: Final Fantasy VII Info
Angeal has max Crystal Waters for HP, Attack, Defense, and Resistance. He has at least 100 Magia points for the Attack stat. His Record Board has been completed except I didn’t get his Hero Ability. 
Angeal is equipped with the following:
Level 30/35 Blood Sword (VII-CC)++ weapon
Level 20/20 Red Glove (VII-CC) armor
1/35 Soldier (VII) accessory
As much as possible, I made sure to equip my chars with stuff from Final Fantasy VII because it boosts their stats thanks to realm synergy.
I made the Healing Smite ability for Angeal. This one deals holy damage and restores 2,000 HP to the ally with the lowest health remaining. 
Also had Angeal equipped with Snowspell Strike although I didn’t use it much, preferring Healing Smite just because it can heal. 
Without the extra healing from Cait Sith, Aeris really needed all the help she can get in order to keep up with the damage and anti-heal.
I only have these relics for Angeal:
Limit Break Overstrike (LBO) or Limit Break Over Flow (LBOF), Unleashed Wrath - unused 
I also have Genesis’s LBO and that takes precedent over this one so I’ll only be using this if I manage to fill out the limit break gauge again after casting Gen’s LBOF.
SASB, White-Winged SOLDIER - has a damage reduction barrier for the party so I end up casting this first
AASB2, Burden of Pride - gets cast later in the fight 
On a side note, I love the animation for this because it features Genesis. Even the Soul Break icon for Burden of Pride has Genesis on it as can be seen in the screenshot below.
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Currently, Genesis Rhapsodos is my absolute, most favorite Final Fantasy char. He’s the reason why I’m playing Final Fantasy Record Keeper.
Gave Angeal the Twisted Creator RM which lets him deal much more physical damage if he’s equipped with a sword.
Angeal is - and I hate to say this, but he’s terrible. Really bad. He was the weak link in this fight. His damage was so meh. 
Okay, so he did manage to break the damage cap a few times whenever his Sync and AASB2 were up. IIRC, that was mostly thanks to the follow-ups from those though.
Had Angeal spamming Healing Smite for the heal which did help because eff the anti-heal mechanic in this fight. 
It’s unfortunate, but I think I’d have been better off if I’d brought Tyro instead of Angeal. Heck, sticking to Cait Sith would have been better since at least he can buff the party’s attack, debuff the enemy, and heal via his Soul Breaks.
Angeal also spent a lot of time paralyzed because I didn’t have time to Esuna him right away. 
Aerith had to focus on using Ultra Cure on the 2 chars who were actually dealing damage in this fight a.k.a Genesis and Sephiroth.
Aerith Gainsborough from Final Fantasy VII Info
Aerith has max Crystal Waters for HP, Defense, Resistance, Mind, and Magic. 
That last one was a surprise to me. Aerith’s not an attacker and doesn’t need the magic stat. Clearly ended up making a mistake. What a waste of Magic Crystal Waters. LOL. 
Aeris has 100 Magia points for the Mind and HP stats and 50 for the Defense and Resistance stats. Her Record Board has been completed except I didn’t get her Hero Ability. 
Aerith is equipped with the following:
Level 50/50 FFVII rod artifact weapon
Level 50/50 Dragonking’s Armlet (Type-0) armor - got this from the Final Fantasy Type-0 Dreambreaker Dungeon, the very first Dreambreaker fight I was able to win
I talk more about that in another post, but Rem Tokimiya from Final Fantasy Type-0 is too OP for words. She basically soloed that battle, shrugging off the Full Break debuff with ease because her main stat is Mind.
Shadow Armlet accessory - adds major dark resistance
The Ultra Cure ability was basically glued to Aerith. It’s only of 5-star rarity and the 6-star ability Curada was way better in terms of amount healed and Soul Break gauge generated, but Ultra Cure doesn’t just heal a char, it also casts Esuna on them. 
I used to have Curada equipped as well, but I hardly got to use it since Aerith was either casting Ultra Cure or activating one of her Soul Breaks. 
So for this latest try, I created the 3-star White Magic ability Memento of Prayer. This grants Regen to all allies which overwrites the sap debuff from Ultima Weapon.
Have most of Aerith’s Soul Breaks. I’m missing 7 of her relics, 6 of which can be bought from the The Record Lab. The only thing I can’t buy is her Sync. Would love to have it, but it has yet to show up on a banner again, unfortunately.
AASB, Star Pulse - can resurrect dead allies, restores a lot of HP to everyone, grants Last Stand as well as physical hi fastcast
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USB1, Hidden Bloom - unused. Didn’t even bother to equip this since her USB2 is way better
USB2, Innocent Cure - restores HP, grants Last Stand and physical hi fastcast
G+1, Refreshing Breeze - instantly grants Protect, Shell, and Haste. This is always Aerith’s first move
G+2, Star Whisper - restores up to 3,000 HP to all allies and casts Esuna on them. Too bad I can only use this once
Unique Soul Break, Planet Protector - raises the party’s attack
LMR, Flower of the Slums - chance to dualcast white magic abilities
Gave Aeris the Lionheart RM, which lets her Soul Break gauge fill much more whenever she takes damage.
Aerith did very well as my party’s healer but she really needs a lot of gauges, especially since I also need to use her Planet Protector Soul Break for the attack up. 
Also need to work on my timing of when to use Innocent Cure. This is good, not just for the healing and Last Stand, but also because it provides physical hi fastcast for 3 turns. 
This speeds up Genesis and Sephiroth even more, allowing them to really maximize the short duration of their Syncs and AASBs.
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There was a time though when I used Aerith’s USB2 and it healed for 1 HP. Epic fail! Did I mention that I hate the anti-heal in this fight? Argh! That was super frustrating. What a waste of gauges. 
Yeah, I still got the Last Stand and physical hi fastcast but still. That was really annoying. I was so worried that my team would end up dying when that happened.
Thankfully, Angeal and his Healing Smite helped. But seriously though, I never want to see Aeris healing for 1 HP ever again. She has super high mind stat, for goddess’s sake!
Sephiroth from Final Fantasy VII Info
Sephiroth is a physical dark elemental DPS. He has max Crystal Waters for Attack, Defense, and Resistance. He only has Level 2 Crystal Waters for HP. 
He has 100 Magia points for the Attack stat and 45 for the dark element attack stat. I’ve completed his Record Board and even got his Hero Ability, Heartless Angel. 
Sephiroth is equipped with the following:
Level 50/50 FFVII katana artifact weapon
Level 35/35 Genesis’s Guise (VII-DoC)++ armor - adds small boost to fire damage which doesn’t benefit Sephi at all since I never used his fire USB and I don’t have his other fire relics
Zack’s Earring (VII) accessory - increases attack by 30
Aside from Heartless Angel, Seph’s equipped with Lifesiphon. This ability lets him build up gauges faster. Like Aerith, I have most of his relics. The 6 I don’t have can be bought from the The Record Lab.
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But I’m missing 4 that can’t be bought with Lenses from the Lab - AASB2, Underworld Guardian (for the fire element), Arcane Overstrike Soul Break 2 (AOSB2), Purgatorial Flames (for the fire element), G+1, Shimmer Flash, and LMR3, Cruelest Cut.
SASB, Demonic Lord - cast in the beginning as soon as I have 2 gauges
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AASB1, Stigma - cast later in the fight when the effects of his Sync have run out
AOSB1, Setting Sun - cast way later when the effects of his AASB1 have run out
USB1, Heartless Angel - have it equipped but it goes unused
USB2, Zanshin - his best USB. Gives him levl 8 BDL (Break Damage Limit). Used this right after his AASB1
USB3, Crimson Lotus - his fire-type Ultra. Equipped but unused
G+2, Fervent Shadow - should be used right before casting his Sync although sometimes I end up forgetting to do so
Burst Soul Break (BSB), Reunion - not equipped. Outdated
Super Soul Break (SSB), Transience - not equipped. Outdated
Unique Soul Break, Nibelheim Nightmare - not equipped. Outdated
LMR1, Fateful Secret - not equipped. His Trance LM, Jenova’s Echo, is way better
LMR2, Apocalyptic Hero - chance to dualcast darkness-type abilities
Sephiroth has the Argent Hero Record Materia, which lets him deal much more physical damage if he’s equipped with a katana.
Sephi can deal a lot of damage, assuming I manage to set everything up properly as in have the realm chain and buffs up and such. 
There were times wherein Seph ended up dealing 0 damage though. This was because Ultima Weapon had the tendency to increase his resistance to the dark element.
Genesis Rhapsodos from Crisis Core: Final Fantasy VII Info
And last, but most definitely not the least - Genesis. He has max Crystal Waters for all the stats - HP, Attack, Defense, Magic, Resistance, and Mind. 
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Yeah, he doesn’t need magic and mind, but I don’t care. I want to give him all the stats anyway.
He’s basically never left my team, so it’s unsurprising that he has over 500 Magia points. He has 100 in the fire attack, attack, defense, resistance, and HP stats then 10 each for the defense stat of all the elements.
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Genesis’s Record Board was the first one I ever completed. His Hero Ability, Genesis Slash, was the first one I ever created. 
Naturally, Genesis is equipped with the best of whatever I can give to him:
Level 50/50 FFVII realm sword artifact weapon
Level 50/50 Dragonking’s Armlet (VII) - got this the first time I ever managed to deal 70% or more damage to Ultima Weapon
One-Winged Pendant (VII) - increases the attack stat by 35
Aside from his Hero Ability, Genesis is equipped with Omega Drive. It’s the same as Lifesiphon, only it gives slightly higher gauge. 
Have all of Genesis’s currently available relics:
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Limit Break Overstrike (LBO), Light of Doom - used later in the fight when things are winding down, preferably under a very high Chain count
That doesn’t always happen though. One time, I tapped the icon for this just as the realm Chain was ending. But it ended before Genesis could cast Light of Doom. 
So by the time the move activated, there was no Chain and instead of the 99999x5 damage that I was expecting to see, I got pretty low numbers. Very disappointing and frustrating.
Synchro Arcane Soul Break (SASB), Purgatorial Wave - used early in the fight as soon as Genesis has 2 gauges
Genesis’s Sync and Sephi’s Sync work pretty much the same way - alternate between Commands 1 and 2, but use Command 2 first. 
Except Genesis can and should go Command 2 once then Command 1 twice before going back to Command 2.
But with this being such a fast-paced fight, I don’t always get to do this rotation. Sometimes, I end up panicking and tapping the wrong Command, or I end up forgetting which char had done what already. 
It can be such a mess at times, but when I actually get things right, it works beautifully and the damage is super special awesome.
Awakened Arcane Soul Break (AASB), Genesis Rhapsody - used later in the fight once the effects of his Sync have run out
Arcane Overstrike Soul Break (AOSB), SOLDIER’s Epic - used way later in the fight after the effects of his AASB have run out
I opt to use Genesis’s LBO first before this one although they make use of different gauges.
Ultra Soul Break (USB), Apocalypse Genesis - used after everything else has run out although I used to use this first before either his Sync and AASB but that was taking way too much time
Glint+ Soul Break 1 (G+1), Epic of Creation - Genesis has a Trance LM too (known as Project G Creation; incidentally, so does Angeal although his is called Rspected Warrior)
If Gen’s Trance Legend Materia doesn’t proc before I’m about to cast his Sync, then I use his Epic of Creation. This buffs him in exchange for basically dropping his current HP down to 1.
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If Project G Creation gets triggered already, then I skip using this. The buffs are nice and all, but I can’t risk Genesis losing 99% of his current HP without being able to guarantee that I can heal him back up before Ultima Weapon attacks again.
Glint+ Soul Break 2 (G+2), Epic of Heroism - this increases his cap break level by 1
Combined with either his Sync or his AASB, he gets to deal even more damage.
Glint Soul Break (G), Epic of Destruction - Glints cost 1 bar to use and have a limit of 3 uses per fight while Glint+ Soul Breaks can only be used once but doesn’t deplete the Soul Break gauge 
Have this equipped but I don’t have any bars to spare for this.
Legend Materia Relic (LMR), Fierce Opposition - lets Genesis deal more physical damage if he’s equipped with a sword
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Gave Genesis the Scolar’s Boon Record Materia, which lets him deal much more damage if he’s attacking with an enemy’s elemental weakness. 
Ultima Weapon doesn’t resist fire so Genesis will always hit for weakness damage, especially with Barret imperiling fire for him.
Genesis, Sephiroth, Angeal, Aerith, and Barret vs Final Fantasy VII Ultima Weapon
Like I said, if I actually manage to get everything setup, then Genesis and Sephiroth can deal a lot of damage. They can shave off huge chunks of Ultima’s HP at once. 
I really like seeing them, especially my fave Genesis, being able to dish out such huge numbers. This requires a lot to get going though. 
The realm Chain needs to be cast. Aerith needs to use her Planet Protector Soul Break for the attack up buff.
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I need to watch out for the Full Break debuff, particularly in the third phase of the fight so Barret can counter it with his AASB. 
Timing is very important, but I don’t always get it right. At times, it really feels like the game is moving way too fast even if I’m already playing on speed level 1.
I think Barret imperiling fire for Genesis really helped skyrocket his damage some more. 
So while the fight was ongoing, I was thinking to myself, I’m gonna drop Angeal and try bringing in Vincent Valentine (from Dirge of Cerberus: Final Fantasy VII and Final Fantasy VII) here next. 
Vincent is a fire attacker too and one of his Sync commands can imperil fire. If that doesn’t work, then I really will try Tyro already.
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But to my complete and utter surprise, I actually managed to win. There are no words to describe this. Seriously, I’m so shocked. 
I really thought I was gonna lose again, which was why I was already thinking about my next run. And yet, somehow, seemingly against all odds, I managed to win.
So freaking pleased although it took me 57.01 seconds before Ultima Weapon finally went down. 
Will have to try again for the sub-30, but for now, I’m more than happy with this victory, especially ‘cause I got to use the SOLDIER Firsts trio on this fight.
Conclusion
So what about you? Have you tried the Final Fantasy VII Dreambreaker Dungeon fight yet? What team did you use? What do you think about this quest? Feel free to share your thoughts and opinions by leaving a comment below or by reblogging or replying to this post.
Notes:
screenshots are from my Final Fantasy Record Keeper game account
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wedblog613 · 3 years
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Tagxedo For Mac
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Tagxedo For Mac Free
Tagxedo For Mac Computer
Tagxedo For Mac And Cheese
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Tagxedo is another word cloud generator, one with even more bells & whistles. Like Wordle, the program counts the number of times a word is used. The more it is used, the larger it appears in the graphic. Small words like 'a' and 'the' are not counted. Both Worlde and Tagxedo can make word clouds from text or websites. I prefer Tagxedo for the images it creates, but for analyzing the message of a literary work, Wordle actually works better. See my previous post about Wordle.
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By default, Tagxedo's image editor will put words in the black part of your jpg. Choose 'Add Image' from the 'Shape' options dialog box. When prompted, upload the black on white jpg from your computer. In the resulting dialog box many tiny copies of the word 'Tagxedo' will appear in the area where your word cloud words will show up.
Tagxedo is another excellent choice when searching for websites like Wordle. One of the features that sets Tagxedo apart from the other options here is being able to create word clouds from your Twitter profile, your blog and many other sources online.
Tagxedo can either scan text or sites for words, or you can create a list of your own. Critical Update! Tagxedo is built on Microsoft Silverlight, and Microsoft Silverlight is dying. By April 2015, Chrome browsers will phase out Microsoft Silverlight plugins, but Tagxedo still works fine on Safari, Firefox and Internet Explorer — for now.
Here's my Tagxedo image of this blog.
Tagxedo For Mac Free
Before we could use Tagxedo on our Macs, I had to install Silverlight. Tagxedo provides a link for this installation. Similar to Flash, Silverlight allows the interactive display to function. I've never needed Silverlight before, and this took a bit of time, but it was easy. By the way, don't even think about running Wordle or Tagxedo on on Mac OS 10.3. Our lab has 12 machines with 10.6 'Snow Leopard.' The other 18 have 10.3, so my students take turns using the newer machines. We don't have any 'Tiger' machines anymore, so I can't say if Tagxedo will run on 10.4. Perhaps one of my readers can tell me. I believe you need to install before you can properly view this embedded version. Here's an article about embedding Tagxedo on your web page.
The print function in Tagxedo allows you to save it as a PNG or JPG. The graphic above is a PNG. I was curious about which format is better for this type of thing. I found a very clear explanation on Inverse Karma, the blog of software engineer Ganesh Prasannah. I chose PNG based on his suggestion that if the image contains text and hard lines, PNG is better than JPG.
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Tagxedo For Mac Computer
I ask my students to save their work and turn it in to my digital turn-in tray--a 'write only' folder on our server. Not only does that allow us to have a paperless classroom, it gives us the option to add the image to a web page, make a slide show, or print in color when I get the color printer working. Both Wordle and Tagxedo have public galleries for you to share your artwork. Be advised that not there may be graphics in the gallery that are not appropriate for the classroom.
Want some more ideas? Check out '52 Interesting Ways to use Wordle in the Classroom.' This is only one of the 'Interesting Ways' collaborative Google presentations started by Tom Barret.
Tagxedo For Mac And Cheese
Tagxedo has more fonts, allows you to use more than 1 font on your word cloud, and offers more controls in layout. It's best known for pouring that word cloud into a shape, like the one below. This is part of the first chapter from my favorite Sherlock Holmes story, The Sign of Four. Cool!
Tagxedo
Benefits
Free.
No sign-in or e-mail required.
Licensed under a Creative Commons Non-Commercial, Attribution, Share Alike License. (In other words, you may not sell items with images created by the Tagxedo application).
It is very easy to copy and paste text from the Internet or from student work in Word or another program into the Tagxedo application. Text may also be entered directly.
Keeps a history of previous configurations during the creation phase, so you may go back and find an earlier rendition of your word cloud.
Allows you to create word clouds in shapes.
Many options for saving to your local machine and on the web.
Many color / theme options.
Tagxedo has a stemming protocol built into the application which recognizes derivatives of a word. For example, walk, walks, and walking would be recognized as derivatives of the word walk and would only appear in the Tagxedo as the word walk.
Not a dedicated educational site, however, the owner has stated that all Tagxedos showcased in the gallery will be educationally friendly.
Several ads appear on the site.
Not as easy and intuitive as Wordle or ABCya.
Several shape options are available. However, the ability to create custom shapes or some of the shapes featured in the gallery require a premium subscription (which is not yet available, as far as I can tell).
Requires Silverlight (not available for older Mac computers).
The Tagxedo site is not searchable for previously created Tagxedos.
Helpful Hints
This short video tutorial is very helpful when beginning to use Tagxedo
Intro to Tagxedo
Multiple word phrases may be entered by using the Tilda (~) between words, but this is only available when adding text through copying and pasting or direct entry. It does not work when pulling text directly from a website.
By allowing to repeat, you can generate a more solid shape. See the embedded images to the right.
The borders of the shape may be set to a 'hard border' to emphasize the shape or the shape shadow may added for clarity of the shape.
When using the embed code provided by Tagxedo, a small image is generated (and does not include the shape outline if left on the Tagxedo). One of the cool features of the embedded image is that you may actually click on a word and a web search is done on that word so if a student did not know the meaning of a word the Wikipedia or other site would be available for help. See the embedded image to the right.
Tagxedo uses a formula to determine the emphasis of the word in the word cloud that is partly based on the number of times the word appears in the text. See the Tagxedo FAQ page for more information.
Default settings eliminate common English words such as the, a, an, prepositions, etc. are automatically disregarded by the application.
Numbers are eliminated from Tagxedo by default..
Words may be removed from a completed Tagxedo by clicking on the Word / Layout Option link and selecting the Skip tab. Simply select the words you want to eliminate from the Tagxedo and Accept the changes at the bottom. This will cause the Tagxedo to 'respin'.
If you are going to embed your image, either keep a record of the URL of the image or download the image as the Tagxedo gallery is not searchable and the embedded image does not automatically link to the URL as it does in Wordle. When creating a Tagxedo for a class, I recommend saving the Tagxedo on the web making note of the URL and saving the image to your own computer. You may then use the image in either PowerPoint Presentations or on a Website and make the image itself a link to the image on the web where the interactive functions are available. See the example below.
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lowritesthings · 4 years
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Resonance
Part 8 of ?? (Part One)  << Previous
You’re helping to serve everyone dinner when Biggs appears downstairs for the first time, pale and groaning in pain but trying to smile through it for the kids. He’s wearing nothing but his shorts and bandages, and he’s gripping his battered ribs.
“What are you doing out of bed?” you ask, scrambling to his side to help take the weight off of his injured leg.
“Can’t lay around up there all day like a slob,” he quips, though his jaw is tight with pain and there’s still a raw look in his eyes that worries you. He must see your concern because he tries to give you a reassuring little squeeze. You help him to a chair and grab him some food.
All through the meal, he talks with the kids. He comforts the ones from Seven that have lost their homes, and he tries to lift the spirits of them all, knowing that the orphans from Five are scared too, even if they haven’t lost as much as the kids from Seven. You and Folia have to remind the younger children more than once to be gentle or else they’d all be trying to hug him. He’s patient with it all, even when they jostle his hurt ribs or get loud while his head no doubt still aches.
When the meal is over he grabs you before you can disappear back into the kitchen to wash the dishes.
“Is there any...any news? About Wedge or Jessie?” he asks quietly.
“No, I’m sorry. The search and rescue crews are still combing through the debris and the news is all about President Shinra’s death and what happens next for the company.”
Biggs clenches his jaw but nods. “In that case, what  can I do to help around here?”
Your lips quirk into a half-smile and you shake your head. “Rest and heal.” He opens his mouth to protest but you cut him off with a wave of your hand. “Whatever comes next, you’ll want to be as close to full strength as possible. The staff can handle the kids. You focus on regaining some strength.”
“I don’t want to be in the way,” he says. You can see how frustrated he feels to be injured and trapped while the fates of his loved ones are unknown.
“You won’t be. Especially if you rest up at my place,” you tell him.
“But what about—?”
“I’ll be here most of the time anyway, so you’d be doing me a favor keeping an eye on the place. I’ll take you over there tonight once I’ve helped clean up a bit.”
He hesitates, then he nods and retreats to his chair, groaning again as he sinks down onto it. You head into the kitchen to finish working.
It takes a while to wrap up all your duties at the Leaf House, but at last you’re free to go. Biggs is half asleep when you return to his side, so you give his good shoulder a gentle shake. His eyes snap open and focus on you, instantly softening at the sight of your face.
“Let’s get you home,” you say, helping him to his feet. He wraps his arm around your shoulders and your arm slips around his waist to help support his weight, careful not to put any pressure around his midsection that might make his ribs hurt worse. Once you’ve positioned yourselves, you set out. He’s definitely not comfortable, but he doesn’t complain as you begin the short but slow trek to your flat.
“Do you think Jessie’s alive?” he asks.
“I don’t know. She’s incredibly tough and she’d never give up her will to live, so if anyone survived it would be her,” you say.
“But?”
“But...I watched skyscrapers fall on top of a shanty town made out of scrap metal. It’s hard to imagine many people walking away from that.”
“I did,” he reminds you.
“You did,” you agree, “and I’m grateful for that, more than you know. I can only hope she has some of your luck.”
“And Wedge?”
“Disappeared when he realized that Tifa, Cloud and Barret had gone topside. No one’s heard anything since.”
Biggs lets out a long sigh. “I don’t suppose those three are coming back any time soon?”
“I don’t know. If they had a hand in President Shinra’s death, I don’t think they could come back even if they wanted to. I’m sure the Turks are already after them.” You glance at him. His face is drawn with pain but still so handsome in the low light. Suddenly you wonder if he’ll disappear too, off searching for everyone else. The thought is painful enough to bring the sting of tears to your eyes, but you blink them away before he can see.
At last you reach your front door. Your heart starts to pound as you let him inside. For a moment you picture swinging him around, pressing him against the door and kissing him senseless. You have to clench your hands into fists and remind yourself he’s hurt in order to control the urge. Still, you can feel your cheeks heat as you try to get the image out of your mind.
“I’ll take the couch,” he says, and you roll your eyes.
“That’s very gallant but your ribs and shoulder aren’t up for it. The bed is yours; I’ll be sleeping on the couch,” you reply.
You gesture for him to follow you down the hall and he gives you an exasperated look. “Is arguing with you gonna work?” he asks.
“Not in the slightest,” you reply with a sweet smile, and he smirks a bit and shakes his head before following you back into the bedroom.
The room is dominated by your bed, though there’s a night table and a dresser in there as well. Your favorite items are neatly arranged around the room and your bed is covered in soft sheets and a fluffy comforter. You’d splurged on your bedding since you’re so busy that most of your time at home is spent sleeping.
“Well that looks comfortable,” Biggs comments when he sees it.
“I...may have spoiled myself a bit. But now you get to reap the benefits,” you tell him. You turn down the covers and then help him lower himself onto the bed. He’s watching your face as you make sure he’s not positioned in a way that will make his injuries worse or cause him more pain than necessary.
“Do you need anything?” you ask once he’s situated.
“Just one thing,” he replies—and then he catches your wrist and tugs you down onto the bed next to him.
Carefully, you tuck yourself against his left side and rest your head on his chest. The steady thump of his heart is reassuring even though you’re listening to it through bandages. You feel the gentle pressure of his chin on the top of your head and close your eyes, trying to memorize every sensation.
“What will you do?” you ask.
“I want to find Wedge and Jessie.” You feel his throat work a little as the full tragedy of the situation hits him again. “Then I guess it will be time to find a new home.”
Considering the fact that his home is buried under the remains of a city block, that’s a completely logical answer. But you feel a pang at the thought of being separated again after you’ve just gotten him back from the dead.
“You know you're always welcome here,” you tell him. You feel his fingers toy with your hair.
“Thank you,” he says after a moment. You can hear the deep gratitude in his voice and it makes you burn to say more, to confess your feelings for him. But that would be selfish in the wake of all he’s lost, especially if he doesn’t feel the same.
There will be time, you think. He needs to heal a little first. I’ll get my chance.
Eventually he falls asleep and you pull away from him to make yourself a bed on the couch. But you can’t resist kissing the corner of his lips before you leave him for the night.
——
A couple days later and you’re starting to find your new routine. Biggs is still too hurt to spend much time up and about, but you can tell that he’s only going to tolerate bed rest for another day or two. The Leaf House is beginning to gather enough supplies to care for all of its latest additions. Life is quietening down again, even if it will never be the same.
That’s when you spot the phalanx of Shinra guards moving through the street. In the center of the formation, one tall man with eyes like granite is taking in the slums, studying everything he walks past. You exchange a look with Folia—what does this mean?
It isn’t long before you (and everyone in this corner of Sector Five) find out: the tall man is named Julian Pierce, and he is the new high commissioner of the undercity. All the slums are now under his direct command.
“What’s a high commissioner?” one of the little girls whispers to you as he stops to introduce himself to the House Mother.
“He’s...kind of like a president,” you reply quietly. “He’s the one in charge of all of us.”
“No one’s in charge of me!” the girl insists, but you shush her gently and watch High Commissioner Pierce speak with your boss. He seems calm, polite, even cordial—but his eyes are glacier-cold as they sweep over the old brick building and all the orphaned children in the yard.
“You will be provided with what you need to care for these children. Furthermore, I will appoint a proctor to assist you with their education. My office will contact you with further information,” he says to the House Mother. Then he continues on, moving through the streets with his guards and leaving a chill in his wake.
Rufus Shinra is clearly consolidating his hold on the city and sealing off the power vacuum left behind by his father—and he’s starting off by closing his fist around the slums. Something sinks into the pit of your stomach.
This can’t be good news.
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feminist-propaganda · 3 years
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The Star Wars Saga Is A Meditation On Single Motherhood
It recently dawned on me that the entire story line of the Star Wars saga is built on the lives, loves and tribulations of 3 generations of single mothers. There are monsters to slay and aliens to find and planets to explore, yes, but if you think about the powerful message in the movies, you’ll come to realize it was mostly a reflection on the status of single mothers, the outcomes of their offspring, and the conflict that lives forever in their descendants.
Each trilogy, once reframed, becomes the story of one woman, who finds herself in a situation that is as old as time. She is with child, but the person who planted the seed in her is not by her side.
Shmi Skywalker or The Good Single Mother
In the Phantom Menace, Jedi Knight Qui Gon Jin meets Anakin Skywalker, a slave boy with a talent for repairing machines. The Jedi knight is impressed with the child’s abilities. He’s knowledgeable, intuitive, and most importantly he’s also kind and thoughtful. When a sand storm threatens the group of travelers, Anakin takes them to his own home and offers them shelter. 
We meet Shmi Skywalker, who in many ways is the archetype of the good single mother. She is not just quiet. She has completely erased herself. She has no personality, apart from being Anakin’s caretaker. She expresses no needs, no desires, no dreams. She simply loves Anakin, and when she sees an opportunity for him to leave the desert planet ruled by the Huts, she doesn’t stand in his way. 
In a now famous scene, Qui Gon asks her about the child’s origins and Shmi famously responds “There was no father”. The line continues: “I carried him. I gave birth. I raised him. I can’t explain what happened”.
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The immaculate conception myth refers to the idea in Christianity that Mary, much like Shmi, was impregnated by some magical force, a holy spirit. Both are parabols: images we use to discuss painful topics. Single motherhood has probably always been a part of the human experience. Jared Diamond explains in “Why Is Sex Fun?” that in terms of evolution, it is more rewarding for human males to be “super spreaders “ rather than “good fathers “ . The “good father” gene does not pass down to future generations, because in effect, not sticking around to raise the child is a better strategy for a human man to pass on his genes to the next generation. Not convinced? Just count how many women have been impregnated by a rapper like Future (8 last time I checked). If you’re not into hip-hop, you can think of the offspring of the Mongol Genghis Khan
The purpose of the parabol is to provide an image, to extract ourselves from the technicalities of onr person’s story and to instead talk about all single mothers at once. Indeed, single mothers come in all shapes and sizes. Some are widowed, some are abandoned, others are lied to, and some run away from abusive environments.
Shmi raises her son the best she can, and her love for him is unconditional. She doesn’t bat an eye when he is freed while she is to continue her life as a slave. She doesn’t even seem to mind when Anakin leaves the planet and never returns to free her, even after he marries into some serious money. 
But the story of Star Wars tells us that Shmi’s relationship to Anakin, because it was so fusional, because it was all that he had, led to his undoing. In Episode 2, when he senses she is in danger, he jeopardizes his mission to protect Padme to go rescue her. When he eventually finds her, he is so upset about her ultimate death that he commits mass murder, targeting the Tuskan riders of the sea of Dunes.
When Yoda first lays eyes on Anakin, he senses Anakin’s pain, he is just a child whose been ripped away from the only human that’s ever cared for him deeply. The turmoil inside the boy is palpable, and Yoda advises against training him. 
Padme Amidala or The Bad Single Mother
Anakin develops feelings for Padme, and in Episode 2 the pair decide to secretly get married in the lake district of Padme’s home planet Naboo. Their relationship is very intense. Both share a strong sense of civic duty: Padme was elected queen of the Naboo when she was just 14 &  Anakin is a keeper of the peace. They care deeply about issues such as how the galaxy must be governed, how much action needs to be taken versus when diplomacy must be prioritized. 
Their strong sense of service has made them lonely young people. They’re far away from their families, surrounded by advisors, servants and droids - not friends. 
They jump into their relationship with an eagerness that suggests it is their original caretakers they crave for.
Padme becomes pregnant while the Clone Wars are raging, and immediately Anakin begins to experience trouble with his sleeping. He imagines Padme is dying in childbirth, and the visions haunt him during the day. His fear that she will die ultimately leads to his decision to join the Dark side of the force. Senator Palpatine has manipulated him into believing that Sith Lords have discovered the power to prevent death itself. 
Just like his mother before him, we need to look at Anakin’s story in terms of symbolism. It isn’t really about his specific experience with fatherhood : it’s about the universal conflict that men feel towards their own offspring. Even the way it is announced to him, in the Senate chambers, barely hidden from the rest of the Coruscant elite, implies some sort of entrapment. The columns around them seem to be like a cage that is closing in on his life. He is in the middle of the Wars - he should be celebrating his victory over General Grivious, but instead he is stuck with his wife and he has to absorb her anxiety & reassure her. 
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Anakin makes a weird, forced smile and says : “This is a happy moment.” But neither Padme nor the audience believe him. Nothing about him feels happy, he isn’t relaxed: he is tense.
At the end of Episode 3, Anakin attempts to kill Padme when she condemns the mass murders he’s committed against the younglings in the Jedi temple. Hr uses for the first time his “strangling” trick, which becomes his signature move in the original trilogy. 
Palpatine makes Anakin believe that he’s killed Padme, but the truth is somewhat more nuanced. She dies of heartbreak shortly after giving birth to twins. For anyone who thought this was corny, it’s actually been proven by the scientific community that heartbreak reduces your life expectation (it diminishes the size of the telomeres in your body cells, which is the molecule that helps replicate your DNA). 
As Lisa Feldman Barret wrote in How Emotions Are Made: 
Emotional harm can shorten your life. Inside your body, you have little packets of genetic material that sit on the ends of your chromosomes like protective caps. They’re called telomeres. All living things have telomeres—humans, fruit flies, amoebas, even the plants in your garden. Every time one of your cells divides, its telomeres get a little shorter (although they can be repaired by an enzyme called telomerase). So generally their size slowly decreases, and at some point, when they are too short, you die. This is normal aging. But guess what else causes your telomeres to get smaller? Stress does. Children who experience early adversity have shorter telomeres. In other words, emotional harm can do more serious damage, last longer, and cause more future harm than breaking a bone
More severe cases involve patients actually dying of a broken heart, the myocardia just collapses under the weight of the sadness the human feels.
The original trilogy should be re-viewed with all of this new information we have. In the 80s, when Empire Strikes Back came out, the “I am your father” line became instantly iconic. But the plot twist was more like an “Oh My gosh!” moment rather than a profound reflection on fatherhood. The audience sympathized with Luke not because his father had been absent and negligent, but because his father’s job was to serve a fachist leader. It was the actions of Darth Vader as a political servant that were questioned, not his refusal to nurture a smaller being. 
Padme is the opposite of Shmi. She is the archetype of the “bad” single mother. The bad single mother is the single mother who can’t deal with the situation and checks out of it. She collapses under the weight that she feels on her shoulders. She can't get over the heartbreak, she can’t find the will to live. 
Society tends to punish the Padme’s just as much as it praises the Shmis. Television programs like “Teen Mom” are set up to shame the young deviants into adopting the correct behavior. The purpose of the show is to judge these young women into becoming self-sacrificing mothers.
Leia Organa - The Non-single Single Mother
Leia Organa is Anakin Skywalker’s daughter. She is raised by an adoptive frailly on Alderaan after she’s separated at birth from her brother Luke. Much like her mother, she becomes a dedicated public servant, a trusted leader and a beloved public figure. 
She is raised by a wealthy family in the central galactic systems. The Organas teach her the ways of the elite political class. As an adult she serves the cause of the Rebels, and when she meets Han Solo in Episode 4, the mediocre smuggler fascinates her. 
In the now famous scene from Hoth in Episode 5, Leia declares her love for Han Solo right as he’s about to be frozen in carbonite. The ultimate bad boy responds his chilling, because realistic  “I know”.
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Han is nothing compared to Leia. He drives a broken down ship, doesn’t have any morals or even a simple code of conduct, much less a cause that he’s dedicated his life to. He has nothing to offer her, and is definitely not in her league. But still, in Episode 6, the pair become an official item.
The last Trilogy was an opportunity to explore Leia’s experience with motherhood. By now we know that Leia’s grandmother was a “Good single mother”, she completely sacrificed herself to protect her son & more importantly she never questioned her status of sole caretaker (remember the “there was no father“ line). We also know that Leia’s mother was a public servant, and a passionate woman who allowed herself to fall deeply in love with a sensitive young man with a non existing support system. Leia’s mother was the “bad” single mother: driven only by her career (Queen of the Naboo, later a Senator of the Old Republic) she did not step up to the task when her destiny revealed itself to her.
Leia seems to share her mother’s taste in reckless young men with a lot of attitude and no emotional security to offer. It’s the excitement she craves, not the tranquility.
Her fate will be the same as her foremothers. She has a child with Han, but when she sends him away to be trained by Luke, she loses them both.
Their dialogue in Episode 7 goes like this: 
Han Solo : Listen to me, will you? I know every time you... Every time you look at me you're reminded of him.
Leia : You think I want to forget him? I want him back.
Han Solo : There's nothing more we could have done. There's too much Vader in him.
Leia : That's why I wanted him to train with Luke. I just never should have sent him away. That's when I lost him. That's when I lost you both.
The last trilogy develops Leia’s character in a way that allows her to be something else than just a single mother. She loses her husband, she even loses her son to the dark side: but she never loses herself. Leia doesn’t allow her condition to define her. She becomes a leader of the Resistance even if it means going after her son’s New order. 
In Episode 9, Leia even destroys her son to protect Rey - the symbolism is that she’s overcome her role as a mother, she’s rejected the notion that she must sacrifice everything for her son even if it goes against her own self interest (like Shmi). She also rejects the idea that her partner abandoning her is the end of her. It isn’t. Unlike her mother, she finds the will to live, and to lead the next generation of freedom fighters and peace keepers.
The saga ends on a hopeful note for all of us single mothers out there. It comes with a message for us : we don’t need to choose between the austere Shmi and the weak Padme. We can instead decide that this “single mom” problem is kind of like beauty : it lies in the eyes of the beholder.
Single moms don’t need to think of themselves as failures, they don’t need to live in modest conditions, they don’t need to beg society's forgiveness for merely existing. They don’t need to be ashamed. 
Single moms don’t need to erase their brains and their lives, and sink into an ocean of denial either. They don't need to be obsessed with their careers or caught up in romantic entanglements that are only going to exhaust them.
Single moms can just decide that they’re women, with beautiful, inspiring personalities and kind, loving hearts. Mothers are first and foremost, the leaders of the young, the protectors of the realm and the makers of the future. It’s not that it doesn’t matter that they’re alone. It’s that they don’t have to be alone at all.
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bcxvi · 3 years
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Episode IX - Lufenian Eidolith
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"It's beautiful," I said while one of my paws got gently wet when touching the water of the stream we were navigating on. For the last three days, we had been sailing on the shores of Djose, making the least time we could towards the Moonflow.
"You should see it at night," said Hezmush, his sweet voice making my ears go into the position of shyness right away. "It's a gorgeous sight, you and Kimahri surely would love to-" He paused, pretending to care about our recent breakup.
During the time of our detour from Djose towards the Moonflow, Hezmush had been giving away tiny flirting signs, all whenever Kimahri wouldn't notice him of course. Whenever Kimahri isolated, Hez would pass by my side minutes later and drop phrases like "If it weren't for Kimahri, I would already be hitting on you sweetie," or "we should hang out one day, you and I." All of these ending with a wink of some sort, one time he even stuck his tongue out. I was aroused.
As for me... I felt something tingling inside me, yet felt an awkward sensation. As if getting to know him better would be something I shouldn't be making.
Kimahri on the other hand had been quiet, he understood that hearing his voice suddenly made my fur stand on its end. At first, he was confused, I could see in his look that this was, perhaps, not the first time he saw my hairs react in such thrill. His usual smile suddenly turned into a saddened face, I felt terrible too... so ashamed of disliking him without reason, I had no balls to address the issue or talk about it.
"We Should be reaching that shaggy old Salamander friend of mine," interrupted Cid, coming out of Hezmush's cabin while buttoning his trousers up. "He tends to move the camp around, but I'm sure he's around here, we paid him a visit just a week ago."
"I hope he can help," replied Kimahri, "I'm eager to hear what he can find out." He turned at me and looked straight at my eyes while finishing his sentence.
A few minutes pass with the three of us in a quiet mood. We left Barrett at Djose to fix the ship for a while, if he succeeded, he would come to pick us up. Cid missed him, we would constantly stumble with him, shamelessly pulling out his erect cock and stroking to it while seeing some recorded clips and photographs on his portable screen device, it usually was Barret's fat ass being fucked by Cid's large dick. Both enjoyed recording their sessions to enjoy them whenever they would be separate or inviting others to join their adventures during business trips.
Kimahri would simply turn the opposite direction and try to give him privacy, but Hez would stay around while doing stuff and pretend not to care about Cid's moans while peeking on him few feet away.
As for me... well, hearing those passionate masturbations of his made me feel odd. I certainly knew that sex was something sacred, I mean, Cid and Barret's love was genuine, they made it clear for me before we boarded Hez's ship. But they had no shame when having 'fun' while doing what couples in love do.
A few times I peeked at him, some while he started, others while he finished and large shots of cum spurted all over, staining the carpets and leaving his clothes smelling of chlorine.
I knew I had lived those experiences as well, the eating of my ass, my manhood being sucked gently until my semen covered up the place and face of someone...
"Ah! I think we are finally here!" yelled Cid, loosely buttoning his crotch and putting away his pornographic comforter. We all exited the cabin, Cid hastily waving towards a rustic campsite. While Yelling "So vneaht, so vneath!"
So vneaht? Was he speaking another language?
To our surprise, a greyish green-skinned colored man came out of the tent, his face was mostly covered in a tangle of gingery dreadlocks. His body was in the nude except for a graceful fundoshi concealing his genitals, he was mostly covered in fascinating tattoos and marks. His bearded chin gave a wide smile, while his large ape-like arms waved us in almost a rhythmic greeting. "Syo dra kutacc Adnu pa fedr oui," he yelled us back, "E famlusa oui so vneahtc."
"It's the AlBhed tongue," whispered Hezmush to my ears, "don't worry, this is a greeting some adepts of Etro developed through the years, we might not need a translator. Relax."
Hezmush gave me a quick rub on my shoulders, ending with a quick pat at the back. Cid couldn't wait to reach the shore, so he jumped out of the boat, swam, and greeted his friend "Amarant!" he yelled, while both kissed each other so passionately... A flash hit my head while watching them both, suddenly it was me and Kimahri, both nude in the wild, against hard cold stone floors and walls.
My vision is interrupted by no other than Kimahri, who accidentally stumbles and trips down towards me. I catch him in my arms. He is so tiny compared to my overall size. Suddenly I smile at him, his eyes shine and he smiles back.
"Well, well, what have we here?" demands Amarant, while hugging so friendly Hezmush, then Kimahri, and finally me. "You should've told me you wanted an orgy Cid!" All start to laugh but I, probably because I didn't catch the joke.
Cid tries to suppress his wild libido and starts explaining to his friend (who he constantly called Salamander), the reason for our visit. Amarant's tent is like a spiritual shrine, full of charms, bells, and decorations that shine with the few Pyreflies and candle lamps he has dimly lit. Nightfall is nearing us, so he pulls out luxurious cushions and blankets in case we want a sleepover.
"We need to know if you can help us identify his Maladie," finished Cid, while pointing in my direction with a nod. Amarant scratches his chin and wets his lips with his tongue. He asks if the situation is urgent, he probably was about to go to sleep soon. Cid answers in a begging manner that the situation cannot wait.
Annoyed, Amarant looks above us, as if trying to find a sign of distress in any of his charms hanging on the ceiling. He gives a soft 'yes' and proceeds to pull down a large claw hanging on a leather string. He gives a soft kiss to the item and proceeds to put it around my furry neck.
"I know you are not used to being touched by strangers," he says to me in a kind voice, somehow he accurately read my thoughts at the moment, yet I believed my corporal language gave me away, "but my ways are effective. Controversial, I must admit... but effective."
I understand his speech. Probably he would have to engage more intimately with me to understand what is the state of my disease. "I accept your methods," I respond without thought. I DO want to know what is the matter with me.
"Good." Amarant gives his commands, he needs me to lie down in the center of the tent, comfortable and without gears on me. I agree without hesitation. We are all boys after all. Although I blush heavily while my gaze crosses with that of Hezmush and Kimahri. I try to understand that maybe the whole party will stay to watch, but after a few minutes, Amarant asks everyone to leave. Perhaps he needs privacy to summon spirits of some kind.
After my company is out, he unties his fundoshi and starts his rituals. At first, I'm nervous, but slowly I can smell an incense so sweet. It makes me feel calm and slightly dizzy. He chants and prays while rubbing delicious oils in my chest, passing through my belly and then all over my genitals. It feels like an erotic massage to me.
He stops his chants. Then sings a soft prayer into my ears, which makes me go into a state of slumber.
At first, everything is dark, then I feel my body wet, floating on the surface of a pond in the middle of the dark.
"Hello?" I whisper, an echo resonating through the area. Somehow I understand this is my unconscious of some kind.
"Hello, my friend," replies Amarant, he is right next to me, yet his voice is all around.
Defying laws of physics I get up on a solid floor, still wet. "Is that you?" I ask. Out of nowhere, a body materializes next to me, it's Amarant.
He grabs my hand and kisses the back of my paw.
"I will be your guide," he explains, "hold my hand and walk along. If we want to find out what happened, we'll have to go through some veils."
"Some veils?" I ask. Suddenly I feel my crotch getting warm and a visible erection pops up. I try to apologize for it, but Amarant says I must not be ashamed of it, he has one as well, yet I only notice it until he points it out.
"To maintain our connection you must enter my body," he explains, "I will not Lie, you feel amazing."
We both let out a low chuckle. I guess I can't help but enjoy the ride.
We keep walking for a couple of minutes. At first, I'm quiet, but he is humming that tune that made me go into stasis again.
"Sometimes I feel that I know him," I say, more comfortable now that he seems to give me time to open up willingly.
"You do?"
"Yes," I continue, "as if Kimahri and I are close somehow, a hunch I feel all over my body, my chest starts to race and I want to hug him madly...! Yet the idea makes me sick..."
"What happened the night you fell into a coma?"
"I have no idea... they say we were asleep...."
"And?" Amarant and I stand face to face, he holds both my hands and we are now floating in the void, yellow and golden hues surround us.
"Someone came into our room," I continue, somehow speaking suppressed memories. "I felt how a dark presence was approaching me, it penetrated my mind and found its way into my dreams." I was questioning how violated I felt when I realized something new, "he could read me completely, found out I was human within but hideous outside."
"That explains why you feel torn," tells Amarant, "probably this intruder tore a half of you, but was unable to touch your human heart." He hesitates and asks, "did you see the face of this creature?"
"Yes." My reply is solid, yet I hesitate. "But I can't see him... not anymore..." I struggle for a second, suddenly I feel my eyes and mouth open wide, a burst of light coming out of them as if I were in a kind of supernatural trance.
I can see myself, my spirit is exiting this body I did for myself within my mind. Amarant is embracing the lights and turns to hug me from behind. I turn towards his direction and see what's going on, somehow the rays flooding out of my cavities are unfolding into visions. As if I were screening the events of that night. I see how a black shadow is on top of my body, pulling out my fundoshi and arousing my genitals with a cold touch.
Kimahri is next to me, but he doesn't notice the intruder. The vision reforms into particles, shaping the shadow and myself, both kissing. I ejaculate and he eats all of my seed. I try hard to see who he is, but when I'm about to unveil the stuff covering his face I wake up.
"STOP!" I roar. Amarant is surrounding my neck with his ape-like arms, hugging me tightly while my cock pops out of his hole, juices oozing out and wetting between us. I come to my senses and realize I'm out of the trance.
"Amarant is panting and damped in sweat, his dreadlocks tied up on a ponytail. I can see his face completely.
Panting he replies "You... are... a bull... honey."
I find myself sitting down, grabbing him by those tiny hips, and realizing I was probably fucking the guts out of his mind while being in our stupor. I imagined I would be still.
Amarant tries to get up but falls to his knees, I figure he took the ride of his life. And I didn't even enjoy it!
"I apologize," he says, while I assist him to stand up and walk him to a nearby couch full of silk sheets and soft pillows. "You must've been the victim of some powerful magycks... and oh goddesses! You are so in love with Kimahri. I felt every inch of it," he made a pause, reluctant to speak, yet he does, "you are a victim of some powerful dark spell... and I don't think there is an easy way to benefit you, at least not from me."
And if it's not you then who? Who is going to help me? I never felt this way, shattered within and feeling sick of someone who makes me taste special feelings... yet tempted to be into an affair with a man I just met.
Amarant tries to regulate his breath, I bring a glass full of freshwater, which our tired guru sips eagerly. Then give him a minute of silence, I tie down my undergarments and put on my belt. Amarant asks me to stay by the door, he says that coming out of the tent without me would not be beneficial for us.
"Usually I don't have a problem with leaving people I connect with right away," he explains, "but the link we accomplish was so strong... I'm worried you might experience... side effects."
After he rubs out the sweat off his body and ties up a fresh piece of cloth around his pubic area, Amarant grabs me by the arm. He is now limping and needs me to help him walk. "It's been a while since somebody forced me to use a cane to help me walk," he chuckles.
The guys are outside, sitting by the shore. Kimahri is the first to see me, he gets up and approaches. Hezmush wants to come too, but Cid holds his arm and gently asks him to leave us be. I happen to see him rubbing his crotch, implying they might jack off each other while the wait is up.
"Oh boy, we have a problem," Amarant speaks right after Kimahri is within hearing range.
"How did it go?" asks Kimahri. I divert my gaze, ashamedly. If only I could explain that I broke Amaran't ass hole.
"We did well," replied Amarant quickly, winking at me, he sat down at a log that had the shape of his buttocks carved in because of all the time he spent sitting on it. "But the news... not good. Are you sure you want to hear them too?" Kimahri nods, he has decided to help me out no matter what.
"There is no impossible for me to handle," he assures.
Amarant explains the situation, "Lufenian Magyck," he says. "Are you familiar with the term? It's one of the most ancient kinds of powers to ever step foot on our world."
Lufenia was a civilization that was so great yet their fall down was inevitable due to the power they harvested. To conceal the practice of Lufeninan magycks the ancient survivors locked down their greatest sources of power into synthetically refined crystals: the Eidoliths.
"But they are legends," replies Kimahri, "midwife stories to scare children. Even as a kid I was told those tales."
"Oh my child, you would be surprised at how many legends end up being true. Many thought Etro was."
"Well, assuming you are right," continues Kimahri, "how can we break a Lufeninan spell?"
Amarant chuckles in shame and explains there is no way. "Kill the caster if you can," he adds, "the spell is locked with an identity veil, something the Eidolith can grant to the one who curses. If you want the strength to break this affliction, you must find a Goldling Lufeninan Crystal."
Kimahri stays in silence, Amarant knows he said something practically impossible to get. If Lufeninan Crystals were the containers used to seal this antique civilization's magycks... it would be obvious that most of them were hidden who knows where, if not already lost.
"There are many tales," adds Amarant, "yet some of them might or might not be where these tales talk about. I would recommend you reach someone who might be accustomed to the lore of Lufenia. I know little and my understanding is limited."
"Would Yuna know about them?" asks Kimahri.
"Probably," replies Amarant, "she doesn't stop being a summoner. Eidoliths hold the power of creatures that are alike Aeons."
"Then it's decided," I say without thinking, Kimahri looks at me with some kind of relief. I try to turn down my voice, but I realize this was something I said from within my soul, so I make up my mind and finish the sentence: "We are to see Yuna. If she knows something, we could find out where the Eidolith might be hidden."
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zachsgamejournal · 4 years
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PLAYING: Final Fantasy VII Remake
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I love it. Done. Just Kidding. Final Fantasy VII is one my top 10 favorite games of all time. My first play through was over 99 hours, and I didn’t feel like I was “done”. I just beat the game to beat it. I’ve restarted the opening Midgar section a hundred times. I love it.
I don’t know why, but when the PS2 came out, I heard rumors of FFVII sequels...but then FFX got a sequel. I didn’t really care for that one...Why did it get a sequel? Then PSP had Crisis Core and Advent Children. While Crisis Core was an action packed revisit to FFVII’s world, it wasn’t exactly a remake. And while I enjoyed watching Advent Children a 100 times...it wasn’t exactly a film-adaptation, or even an EPIC-Quality sequel to the game. When the PS3 Demo teased a remake, I became desperate. I needed this REMAKE. When the PS4 Remake  was announced, I couldn’t believe it was real!!!! But then it turns out, it was only going to be the first section and that there would be “changes”. While I’m ok with the game ditching the turn-based combat, I didn’t want a game so revamped that it was unrecognizable. And the fact this was only the first section, I was worried that a. they were filling the game with fluff, and/or b. they wouldn’t bother making the rest... Doesn’t matter now. It’s in my hands now, and I can’t wait to play! FFVII’s opening is possibly my most favorite opening of any video game. How the stars of space turn to life-stream embers, and Aerith steps out of an alley to reveal a bustling city. The Camera pulls back to reveal Midgar, our new home, a huge ominous tower surrounded by planet-killing reactors. Then as the camera pushes in, there’s quick cuts of a train--building the tension and pace of this slow, elegant reveal. And boom: the bombing mission begins! In contrast, the remake starts with a vast desert landscape in daytime. For a moment, I thought it was meant to mirror the desert Red XIII visits at the end of VII...maybe it is. But then we see Midgar, reimagined to new glory! It was strange, but not offensive. Until we cut from day to the familiar image of Aerith looking at Mako energy. She’s prompted to leave the alley by someone...or something. And we pull back to see Midgar, as in the original. And while I’m glad we’ve remade this perfect scene, it is sabotaged by the new day-time opening. The city has been introduced twice. Revealed twice. And one is clearly more impactful than the other (the original). Ah well. Now we’re in the familiar train station. I think they’ve added some sections to give more combat opportunities for the player. It works. The combat is fun enough. I’m glad that I can “strike” as much as I want without delay, unlike Crisis Core. Maybe it’s because I played CC for hours that I’m so satisfied with this action-combat? Limiting the item and magic use to a timer was a bit awkward. I would often forget to use them. I’m still quite confused about when to use special moves like Braver. Shinra soldiers are no sweat. The graphics are great and the lighting perfectly captures the original’s style. It was fun to play a modern game with 90s aesthetics. Because the camera is now over the shoulder and not overhead, like the classic, I almost missed how many times they took the original game’s environments and reworked them for the remake. I was impressed when I discovered it and absolutely thrilled. They’ve also done a good job reworking the enemies into the game. The dialog/story is a little hit or miss. But that’s just kind of where Japanese games live, for me. In the 90s and early 2000s, most games didn’t have good writing, even if they had good stories and ideas. So Japan’s non-western style didn’t stand out that much, and they were usually cutting-edge for cinematic games and storytelling. Now that Western Games have improved so much, it’s harder for me to tolerate Japan’s eccentric style. The original game was very succinct and clear: Barret was an angry, militant rebel who saw Shinra Corp as a threat to the world. He explains clearly how the reactors are sucking up the planet’s energy. The stakes were clear. Cloud’s cool indifference was an interesting foil. Usually you’re the hero, now you’re just a jerk. While the remake did a good job showing that Cloud was specifically brought to do the fighting, proving his worth to the team, when we get to Barret’s speech about the reactor--it’s somewhat unprompted and...unspecific? It’s so over the top, I hardly realized this was “the speech”. If you’ve never played FF7 before, I’d imagine the point would be lost on you. If you have played, then you get the joke that Barret isn’t exactly an environmentalist--despite his impassioned posturing. I think this is a misstep.
But they did give side characters more of a voice in this mission, especially Jessie. They basically sacrificed Barret’s presence to give the others more talking opportunity. This works because we’re gonna get to know Barret over many, many more hours. But it also gives Barret a more solemn presence that works for his character.
Getting to the iconic scorpion bot fight, I was impressed by the challenge. The original game is still trying to let you win at this point. The only way to lose is to attack when the tail is up, unleashing a devastating laser attack. But this game really pushed me. Maybe it was meant to challenge the player and force them to experiment with different attacks and strategies. I had to heal a lot!! Also, it seemed like my dodge was worthless. Occasionally the boss would launch a barrage of missiles and when I tried to roll-dodge, I always rolled right into a missile. By the end, I just didn’t bother dodging or blocking, cause they don’t seem to do anything...maybe I suck.
Then it was time to escape. This was fun, but they introduced a new “shock trooper” or something. These guys are fast, strong, and a pain in the ass. I couldn’t dodge, I couldn’t block, and I couldn’t land a hit. I hate these guys. It seemed odd to put such a challenging enemy into the game at THIS timed moment. But maybe they assumed I’d be better at combat by now?? The biggest issue with FFVII is that you start the game as terrorists and that’s never really addressed. Sure, you’re stopping an evil corporation, but you’re doing it at the expense of innocent lives. The remake makes a smart decision here and establishes the bomb as small and insignificant. But then President Shinra orders the reactor to be destroyed--causing a huge explosion that causes a great disruption to the civilians. I assume this is an effort to paint your team as terrorists and enemies of the people. I think it’s a good twist that corrects the original’s problematic points.
After escaping the reactor, the team is faced with the aftermath of the explosion. They’re confused by the amount of destruction, but also try to rationalize the importance of their goal. While I think they were mostly trying to stretch playtime, there’s an interesting sequence of having to face the fruits of your labor: burning buildings, crashed cars, injured people receiving emergency care, displaced citizens, and complete chaos. Even though I know, as the player, that Shinra is the true cause--it’s a good beat to have the player/characters facing the consequences of rebellion.
This leads into a new take on Aerith’s introduction. This is where Japanese “styles” don’t meld with me. Aerith is fighting off invisible spirits--and it looks ridiculous. Most people would give this flower girl a wide berth, and likely not purchase her products. But Cloud is just like, “Hey, what’s up?” after blowing up a reactor... Anyway, Cloud also sees these ghosts: hooded creatures. This is new--but I wonder if it’s related to Sephiroth clones/alternatives?
Aerith runs off, and we’re treated to a vision of Sephiroth. This seems to be addressing another issue with FFVII--what is this all about? In the original, Shinra is the main enemy within the early 2-5 hours, and Sephiroth is lightly referenced. It’s not till Shinra is found murdered that we really see Sephiroth as a potential threat--let alone the “final boss”. It’s a weakness in the storytelling, for sure. But having the vision of Sephiroth appear and bring Cloud back to the fateful day seems like a real attempt to focus the narrative.
And then I had to do a lot of fighting. It was fun, and didn’t quite feel like “stretching”, but it was funny to reflect that this 30+ minute sequence was about 5 minutes of gameplay within the original. So--I’m around chapter 2 of an 18 chapter game. These chapters cover about the 5 hours of the original’s plot, but I’ve already put in 1:43 hours.
Final Fantasy VII spends so much of the early game in Midgar, it really starts to feel like home--as much as it’s meant to represent the dangers of capitalism and fossil fuels--it really becomes a part of you, like the Mansion and Police Station in Resident Evil 1 and 2. I’ve always wanted to see more of it--so I’m hopeful that this game has taken the time to really build Midgar.
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avaantares · 4 years
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FFVII:REMAKE - A Review
So I beat the game two weeks ago and started writing down my thoughts while they were fresh in my mind, but I didn’t post anything then because my one IRL friend who is also playing it hadn’t finished it yet and I didn’t want to risk posting anything spoiler-y. But the extra time has allowed me to play through the game again on Hard difficulty, which has allowed me to reconsider and elaborate on some of my thoughts. And frankly at this point I just need to dump my Very Big Opinions somewhere, so... here ya go.
I discuss visuals, gameplay, character and story below. I’ve tried to keep spoilers minimal up front, though obviously if you want to go into the game totally cold, don’t read this. All major spoilers are clearly tagged. All of it is below a cut to spare your dash.
Also, there are pretty pictures, because why not?
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First, my background with this franchise: I played through the original FFVII multiple times; I’ve watched and rewatched Advent Children and Last Order, played Crisis Core, gave up on Dirge of Cerberus despite my deep love for Vincent Valentine (sorry, VV, but your game was just a mess), and lamented that Before Crisis wasn’t available in my country. I even played (and own!) Ehrgeiz, the obscure fighting game that featured the main cast. (Still bitter that they didn’t keep Miki Shinichirou as the voice of Sephiroth. He’s one of my faves.)
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^ Ehrgeiz, a mediocre fighting game that forever endeared itself to me by including Turks!Vincent Valentine as a playable character. 💖
In short, I’ve been waiting for this game for DECADES.
So. Here we go. My thoughts on Final Fantasy VII: REMAKE.
The good:
The character models are very pretty. With individual pores, threads and scuffs visible, they’re so detailed that it’s almost impossible to reconcile them with the mouthless sprites from the original game – even more so than Advent Children (and dear goodness, that was over a decade ago now, wasn’t it?). Still, they’ve kept the costume details and absurd proportions largely intact (Barret’s fists are literally larger than Tifa’s entire head, yet somehow it works visually), so it’s not too much of a departure from the familiar.
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They’ve kept the aesthetic. I was afraid the game would try to update the iconic world of Midgar, but by and large, it’s full of visually-arresting designs that preserve the gritty-industrial look and feel of the original.
Japanese version is included. BLESS YOU, Square Enix, for including the Japanese voices and character animations. Not only is it impossible for me to hear Cloud in anything other than Sakurai Takahiro’s voice, but the Japanese script is a bit nicer to the characters. I’m not really keen on the English dub… but more on that below.
They fixed the spelling of Aerith’s name. This may seem like a minor point, but considering it’s been 20 years and I’m still bitter that Devil May Cry still hasn’t corrected “Nelo Angelo,” it’s a small victory.
Improved combat. Admittedly, I wasn’t sold on the new combat system at first, but after playing through the game twice, I’ve come to really like it. It has a few rough edges and can get chaotic in some battles, but it does a decent job of blending the feel of an action game with turn-based strategy. The fact that you can switch to a more traditional turn-based system if you prefer is also nice. (I haven’t tried Classic mode yet, though.)
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Weapon customization. The Skill Points system allows you to upgrade your loadout instead of acquiring new gear. The tutorial was somewhat lacking (I didn’t quite figure out the multiple-core-unlock thing right away), but I appreciated the ability to add materia slots or stat buffs rather than just cycling through a dozen swords that Cloud apparently keeps in his back pocket.
Background dialogue management. On the whole, the conversations as you run through town enhance the story without slogging down the gameplay; you don’t have to stop and talk to every single resident, because snatches of their conversation reach you (and your on-screen chatlog) as you pass. You can stop and listen for more detail if you want, or you can just keep moving. The extra worldbuilding is really nice.
The music. The orchestrated versions of the original themes are excellent (and some of those music cues gave me goosebumps… Did I spend way too many hours immersed in the original game? Probably). I can take or leave some of the collectible jukebox tunes, but the background music in general is good. (But did I earn that Disc Jockey trophy? Yes, yes I did.)
Supporting character development. Jessie, Biggs and Wedge actually have characters! And personalities! Clichéd ones, admittedly, but it’s an improvement over the original game killing them all off within the first few minutes. The game also does justice to the Turks, and actually surprised me with how much depth of character it gave Reno and Rude in particular (perhaps setting them up for a mini redemption arc so players forgive them for dropping a plate on tens of thousands of slum residents?). Their moments of concern for each other and (brief) crises of conscience made them more than the stock villains they were in the original game, more in line with their temporarily good-aligned characters in Advent Children. Tseng, likewise, was on point. However, I do have to qualify all this with one irate question: Where the heck is Elena?! Seems like the female characters are always getting left out… /sigh/
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Improved plot devices. REMAKE cleans up some of the more questionable and outdated content from the original. As you likely already know from the demo, the new game somewhat exonerates the protagonists by having Shinra blow up their own mako reactor to turn public opinion against AVALANCHE (possibly because someone finally realized that it’s hard to sympathize with characters who are willing to melt down an entire reactor and kill a bunch of innocent civilians). AVALANCHE are still eco-terrorists, but they’re… terrorists with a conscience? I dunno, at least they feel bad when people die now… Likewise, the weird and uncomfortable Honey Bee Inn segment of the original game has been reborn as an amazing dance extravaganza. Less voyeurism/prostitution, more Vegas floor show (complete with minigame choreography) and makeover. The whole Don Corneo scenario is still hella creepy, but frankly, there’s nothing that can fix that.
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Series references. Fans of the original will appreciate all the inside jokes and direct references to the original game and other franchise entries: One-off comments about Chocobo racing; a broken console in Wall Market that shoots at you; a framed picture of the original 32-bit Seventh Heaven; ads for Banora apple juice; side mentions of characters and plot devices from spinoff games; PHS communication… The game definitely pays tribute to its history. They even recreate the original loading screen and several of Cloud’s iconic poses/animations throughout the game:
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The neutral:
Recycled gags. Look, I know Advent Children was the ultimate evolution of FFVII for a while, and admittedly, it did some things very well. The running gag with Rude’s sunglasses and the victory fanfare being used as a ringtone are some of the best moments in the film, in part because they were so unexpected. But as much as I enjoyed the repeated nods to AC in this game, they felt a little desperate, like there were no new jokes to insert so they had to double down on the ones they’d used the last time this franchise had a renaissance. (See Rude’s broken sunglasses, below.) And fitting into the series as a whole, it feels a little weird. Why is Rude’s ringtone the same as the clones’ from Advent Children? Does Barret really need to sing the victory fanfare over and over when he defeats an enemy? Is there supposed to be some history behind that song that was left out of the worldbuilding? It just feels too meta.
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Arbitrary localization of names. I don’t really grasp why it was necessary to rename so many items and characters for the English market. Some changes make sense for localization (e.g. Whack-a-Box certainly works better for an American audience than Crash Box), but others seem arbitrary, like changing Aniyan Kunyan to Andrea Rhodea or Mugi to Oates (a play on the meaning of his name in Japanese, but... does it matter?). And then… well, I don’t want to spoil A Major Plot Element, but there’s another thing that changes names from one English word (in the Japanese track) to a different English word. Why? No idea. It doesn’t affect gameplay, and it’s not really a problem, but listening to the Japanese track, I found it jarring to have the subtitles contradict what I was hearing.
Underutilized characters. While the whole gamut of original FFVII characters make appearances, several of them aren’t used to full effect, or aren’t used at all to advance the story. Rufus Shinra’s bossfight is a decent challenge, but while his character was vital to both the original FFVII and Advent Children, his presence in this game is little more than a cameo. His fight could be cut or swapped out with any other boss, and it would have zero effect on the plot. Similarly, while Hojo is a key player in the full story (which this game doesn’t cover, since it’s only a fraction of the original timeline), he’s largely wasted here, except as a means of extending play time by making you wander through corridors and fight a bunch of monsters for “research.” (I have no idea what his motivation is; you’d think he’d be more interested in recapturing Aerith or Cloud, but instead he just... opens an elevator and lets them leave? after they beat up some midbosses.) Reeve Tuesti actually has a solid presence in this game, but since he’s ONLY ever active as himself, there’s no explanation for the random Cait Sith cameo in one scene (players new to the franchise probably have no idea why a random cartoon cat showed up for a few seconds and was never mentioned again). Obviously the plot arcs have to change when the game is covering only a few days’ time in a much longer story, and the major players need to be introduced at some point if they’re going to feature in later games in the series, but from a narrative standpoint, there are an awful lot of superfluous characters doing things for no reason in this installment.
The bad:
THE PADDING. Dear goodness, there is so much padding to make this a standalone game instead of just the first chapter of a longer adventure. I got really, really sick of running literally from one end of the map to the other on side quests – and that’s me, an avowed trophy hunter who spends hours scouring dark corners for collectible items in other games, saying that. So much of this game felt like time fill that didn’t really advance the story. It’s also full of unnecessary new characters with improbable Squeenix hair, like Roche the super-annoying motorcycle SOLDIER (below), or Leslie, Don Corneo’s doorman who somehow merits his own backstory and side quest. (Though in fairness, every FFVII sequel has added superfluous characters, with Crisis Core possibly being the worst offender.) But it just felt really drawn-out and bloated for a game of this generation. If this game had been as compact and tightly-written as the other games I typically play, it probably only would have taken me 15 hours to beat instead of 50. (I don’t actually know how many hours I spent on it the first time through, as I didn’t check the play clock before restarting on Hard difficulty. I do know it took me over 110 hours total to complete the game on both modes, though much of the second run was spent dying repeatedly on a handful of nasty fights. Hard mode removes items and MP replenishment, and if you run out of MP at any point during a chapter, you’re going to die. A lot.)
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The pacing. Related to the above... the Midgar portion of the original game was just the setup for a larger story. It wasn’t meant to have its own complete dramatic arc so much as to introduce you to the world and the major players. Consequently, there are some really odd beats in this story, as well as a total lack of urgency in your mission. There are no natural places to slot in the side quests and minigames, so they’re shoehorned awkwardly between plot sequences. “Quick, our friend is in mortal peril and needs our help!” "Okay, cool, we’ll go rescue her after we spend ten hours running around town doing random errands for townspeople and playing games with the local kids.” Uh... what?
The graphics just aren’t as good as they should be. While the character models are gorgeous, there are a lot of low-res background textures and weird polygons that don’t quite match up with other components. Most egregious are the Shinra logos, which frequently get close-ups as part of the fixed camera work and, frankly, look like lossy JPEGs. (See image below, screencapped from a PS4 Pro. Those jagged edges on the logo are present throughout the entire game.) There are weird clipping errors and artifacted images and reflective surfaces that don’t reflect, making the game look more like something from the PS3 era than a 4K late-gen PS4 game. (And it’s not that we don’t have the technology: Uncharted 4 was released back in 2016, and the rendering of its vast world was twice as pretty. Devil May Cry 5, released in early 2019, has far more realistic textures and object interaction. Granted, those are different types of games with fewer NPCs to render, but I feel like there’s no excuse for a game this big to look this mediocre.)
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The HUD could be better. The lower-corners concept is okay, though it took me a while to train my eyes to travel between both sides of the screen and track the fight action. But for a long time, I didn’t even notice the commands in the upper left corner of the screen, and after playing through the game twice I still have no idea what they say because I couldn’t focus on the tiny text long enough to read them while trying not to die in combat. (I just looked it up; apparently they’re combat control shortcuts? Huh, that would have been useful to know.) It wasn’t until my second time through that I realized there even WERE separate controls on screen during the motorcycle minigames; I had resorted to panicked button mashing to figure it out the first time through because there was no tutorial (you’re just dropped into the action) and, having ignored the small text for the previous hundred combats, I had no reason to look for on-screen instructions there. Not that it would have helped, since on many backgrounds the text in the upper left is really difficult to read (see below). It’s worth noting that I have better than 20/20 vision and played this game on a large TV screen and still had trouble reading some things; on a smaller TV, or for someone with less acute vision (like my sister, who is blind in one eye), I think even the basic menu controls would be difficult to see. While you can resize the font for subtitles, my cursory glance through the menu did not uncover an option to increase the size of the HUD. 
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Inter-fight menu mechanics. Specifically, the inability to save (or save loadout settings) between fights in a multi-part sequence. There are several back-to-back fights in which it is necessary to switch characters or change gear between bosses. The game treats them as one continuous fight, though it does allows you to access the equipment menu by holding square during key cutscenes. Which is good, if you only have one of a particular materia or accessory that you need to switch between characters, and in most cases when you die the game lets you restart just before your current fight instead of restarting the whole sequence -- also good, since some multi-stage bosses can easily take 20-30 minutes to beat, and if several of those are strung together in sequence, you’re in for a long play session to get past them. But since it’s treated as one fight, you can’t save between bosses (more than once, I had to leave my PS4 running in Rest Mode overnight and just hoped we didn’t have a power glitch), and if you happen to get killed and need to restart the fight, your loadouts reset. Which means if you’re, say, fighting the end boss on Hard difficulty and get killed in the first two minutes -- which happened to me a lot -- by the time you restart the fight, sit through the unskippable cutscene, access the menu and rearrange all the materia and accessories you need, you’re spending five or six minutes gearing up for two minutes of play, and then doing that over and over again every time you die. It gets really old.
The English dub script. *deep breath* Okay, look, I know I can be a bit elitist about translations, but I really do not like the English adaptation of this game. It makes Cloud come across as less socially-awkward and far more of a deliberate jerk, Aerith is mouthy and even swears (which is not accurate to her original character), and it downplays some of the symbolism that’s more obvious in the Japanese script. One quick example: When Aerith gives Cloud a flower, she says (in Japanese), “In the language of flowers, this means ‘reunion.’” It’s subbed/dubbed in English, “Lovers used to give these when they were reunited.” That’s a subtle difference, but since the concept of “reunion” is a freakin’ huge part of the FFVII plot, and since Sephiroth was on screen literally seconds before that line is delivered, my brain automatically went, “OMG REUNION!!!” while I’m guessing people listening in English only picked up on the romantic subtext. It’s a pretty minor thing, and of course translation is always a complex balancing act between literal meaning and local market understanding, but the English version just seemed to me to have a different vibe overall. (Unfortunately, the English subtitles are the same as the dub, so unless you can understand the Japanese audio you’re kind of stuck with that dialogue.)
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[WARNING: SPOILERS BELOW THIS POINT]
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- …And my #1 complaint about Final Fantasy VII: REMAKE is…
…it’s not actually a remake.
Sure, the game starts out the same way and covers a lot of the same events, but fundamentally, it’s a sequel, not a retelling. It’s evident from Cloud’s future-oriented visions throughout the game that something else is going on, and the ending MAKES NO SENSE if you don’t already know the story. Heck, even the rest of the game doesn’t really make sense if you don’t know the story -- Sephiroth’s presence is never explained; Zack isn’t even introduced, just shows up randomly at the end; Cloud’s flashbacks of Tifa and her dead father in Nibelheim are left as a complete mystery (and since she evidently remembers the burning of her town, judging by her dialogue outside Aerith’s house, why doesn’t she even react when Sephiroth shows up?).
The core elements of the plot – the Feelers (Whispers) preserving a specific fate; the three entities from the future (whose weapon types just happen to correspond to certain named characters) defending their timeline; the return of post-Advent Children Sephiroth (the only time we’ve seen him in human form with one black wing), who has inhabited the Lifestream since his death and promised that he would never truly disappear, who in the end appeals to Cloud directly for an alliance rather than attempting to control him, because he knows now that Cloud is strong enough to defy the Reunion instinct; the change in the outcome of story events in which Biggs (and, unconfirmed as to which timeline he’s actually in, but quite possibly Zack) now survives his intended death -- all point toward Sephiroth trying to manipulate destiny into an alternate outcome in which he is victorious, and using this naive version of Cloud to facilitate it. That means this game is taking place in an alternate or splinter universe, created at some point after the events of the original Final Fantasy VII, and possibly even after the events of Advent Children.
All of that is fine from an overall continuing-story perspective – it opens up a lot of interesting possibilities, like the fact that Aerith might survive now that Cloud has seen prescient flashes of her death (among other events), and there are opportunities for more story twists and changes from what players might expect. But touting this as a remake of the original game has the potential to confuse players who are new to the franchise. FFVII was groundbreaking back in 1997, and it defined JRPGs for an entire generation of Western gamers. But that was more than two decades ago, and a lot of current gamers weren’t even born then, so while they’ve probably heard of the classic game, they aren’t necessarily steeped in its lore. FFVII:R relies heavily on prior knowledge of the series to carry its twist ending, so it largely fails as a standalone game.
Also, speaking as a longtime fan of the franchise… I honestly found the ending rather lackluster. It was a twist, of sorts, but not the sort of shocking, mind-bending revelation that made the first game so iconic. Granted, it’s hard to follow an act like revealing that your protagonist’s entire identity is a lie, not to mention killing off one of your main characters a third of the way into the story! But when the surprise ending is just, Surprise! We’re going to change things up a bit this time around so you aren’t entirely sure what’s coming! Also, here’s a gratuitous Sephiroth fight because everyone expects that, even though it doesn’t serve the main story at all nor resolve any conflicts previously established within this game! it smacks of Different for the sake of Being Different, not for the sake of a really amazing storyline they’re hiding up their sleeve. It’s a bit of a let-down, and I find that I... just... don’t really care that much. Which, for someone who’s been a fan of the series for nearly a quarter of a century, means there’s a Big Freaking Problem somewhere. If you’re not keeping the attention of your die-hard fans, how do you hope to build a fanbase of players new to the franchise?
Given the pacing and story issues inherent in this game, I’m not convinced that the following game(s) in the franchise are going to be structured any better. Considering the amount of pure side-quest padding they did in Midgar, I have no idea how they’ll maintain that same tone on something the scale of the World Map portion of the original game, unless they just completely eliminate things like Fort Condor and the submarine and the spaceship side quests. I have a feeling the Gold Saucer is going to be reduced to a Jessie flashback, a Chocobo race (probably to win a key item), and a battle arena run like the coliseum in Wall Market in this game. If they include all the story elements and side characters from the original, this series is going to be a dozen games long.
Still, on the whole this game was enjoyable, and I’m glad I played it. It wasn’t as good as I’d hoped, but they haven’t completely killed off my interest, so I’ll probably continue with the series whenever the next game comes out. Though I’m not really sure if the higher-priced edition I pre-ordered was worth the extra money, so I may wait and see how the next game is shaping up before deciding which version to get...
But if they don’t give me a really pretty (playable) Vincent Valentine in the next installment, I may riot. I do have priorities.
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metalgearkong · 4 years
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Final Fantasy VII Remake - Review (PS4)
4/30/20
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Developed by Square-Enix, released April 2020
Final Fantasy VII was the very first 3D polygonal entry in the Final Fantasy series released back in 1997. To this day, Final Fantasy VII is arguably the most influential and beloved JRPG of all time. When I was growing up I wasn’t a big fan of JRPGs yet. However my best friend(s)s for many year(s) were, and I experienced a lot of Final Fantasy (and other JRPGs) via osmosis. I played and completed the original Final Fantasy VII about 5 years ago, finally seeing what all the hype was about. The Final Fantasy VII remake was one of those highly anticipated titles that we thought would be a miracle if it saw the light of day, let alone being as good as it turned out. Finally, 5 years after the world got a taste of the teaser trailer we finally have the “final” product.
The reason I say “final” is because this is only part 1 of what I’m guessing will be 3 parts, extending and fleshing out everything about the original game in full current-gen presentation. Part 1 only covers the events of Midgar, about 5-6 hours of the original game (out of at least 40) and I finished the remake at about 34 hours. The developers at Square-Enix did a fantastic job making this remake feel like it still had a beginning, middle, and end, despite it covering such little territory from the original. Almost everything that extends the time, including dungeons, character development, side quests, and extra bosses was mostly executed very well.  Only a handful of times did I feel like some of the mini-games and side quests were annoying or a waste of time (don’t even get me started on the giant robotic hand crane puzzle). 
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I had a tumultuous relationship with this remake to say the least, and my largest contention with the remake is the combat. I seem to be almost alone on this opinion, but hear me out. The combat could best be compared to Kingdom Hearts, only here, you can switch to different party members, controlling them directly. Also when using the in-game mini menu during a fight, the game will pause the combat allowing you to decide what to do with barely any frames passing by. Despite this remake’s tactical nature, whenever I had to fight more than 3 or so enemies at a time, battles would often turn into a frustrating muddle of a brawl. For example, locking-on has to be done manually, and then done manually again once that enemy is destroyed. Sometimes opponents can remove the lock-on by going invisible, digging below the ground, etc, and having to find a new enemy and manually lock-on again was annoying. 
Tips I Wish I Knew...
Use Cloud’s “Punisher” mode whenever facing opponents with physical close-range attacks and counter often
Customize shortcuts for each party member in the Main Menu and make item usage, spell usage, and special ability usage uniform between all characters
Immediately click the right stick to lock-on to ANY enemy so at least you can start working on them
Take control of a healing or long-distance ally when facing multiple or difficult foes in order to see the battlefield better
Only attack a bit at a time so you have the best chance to stop, dodge, or block if an enemy begins their attack
Use the Multiply Materia (I forgot what it’s called) on a supportive spell such as shields or healing
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The camera added to the frustration as well. Instead of phasing through physical objects allowing you to fully see the battle, the camera gets caught up on walls and objects. This leads the camera to “zooming in” and me losing sight of my character and the enemies. Any fight in an arena smaller than a gymnasium has this problem. By far the largest frustration I had with the combat was the cheapness of it. For example, if you begin a combo of normal attacks, there’s no way to interrupt your own animations in order to do something different, such as blocking or dodging. It seemed like the enemies were much quicker at attacking, and would smack you with a high damage attack with no way to avoid it. The game strives for a semi-hack ‘n' slash genre of combat, but the mechanics are far and away not responsive enough for the player to actually react to what they need to react to.
Casting a spell, using an item, or executing a special ability have long durations as well, meaning you can easily be cancelled by an enemy attack or at the very least take damage while an animation is playing out. I get that this is a strategic live-combat JRPG, but it lead me to so much frustration and rage I had to move the difficulty down to Easy because Normal just seemed to cheap. It’s a shame because the entire rest of the game is so damned good, I don’t know how the ball was dropped so hard on the combat system. Again, this seems to be my opinion alone because I haven’t heard this criticism anywhere else, which adds to the feeling of frustration for me because it makes me feel “not good enough” despite being a lifelong and daily gamer. 
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Not enough can be said about the character development and everything having to do with the narrative. Cloud, Tifa, and Barret have been iconic leads for over two decades, but compared to the ramke, they may as well have been cardboard cutouts. Every single cinematic is filled with amazing animation and cinematography, the likes I never expected to see. Characters look fantastic, sure, but the way they work off each other’s personalities and motives breathes new life into what was already considered a terrific game in terms of story. I like how Tifa has her reasons to hate Shinra, but is the most apprehensive about Avalanche’s terrorist actions. Barret comes off as a big meat head, but over time you see that he believes in every word he says. The music is also astounding as we not only hear familiar tracks, but many of the songs get several different remixes. Aerith’s theme in particular gets the most use and its variations make the biggest impacts, transforming what is normally background music into well defined leitmotifs used at all the right moments during the story.
Final Fantasy VII remake (part 1) is a dazzling, emotional, hugely impressive product. This is the the remake fans have only been dreaming about for many many years and I think it mostly pays off well. Virtually every aspect of this adaptation, including characters, music, locations, tone, enemies, and certain mechanics have been painstakingly recreated and reinvigorated to a successful degree that makes it all worth the wait. However, I am not a fan of the combat system and its such a strange thing to get wrong compared to how much of the game is so masterfully created. The additions to the story and lore (few that there are) also lead to unnecessary sections of the game, especially near the end, and has rightfully gotten a mixed reaction from fans of the original. I am desperately curious how the developers will sparse out the rest of the story in these remakes, beings there’s so much left to see and tell, but hope the combat system receives some polish and alterations before the end.
7/10
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kyndaris · 4 years
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Date with Destiny (with a Capital D)
When I watched the announcement at E3 about Final Fantasy VII Remake, I was terribly excited. Though the Final Fantasy series has been one of my favourites since I first played Final Fantasy X, I have never actually played the original Final Fantasy VII.Instead, I read everything I could find and watched walkthroughs (including Dirge of Cerberus) as well as the film: Advent Children and Advent Children Complete. When Crisis Core released on PlayStation Portable (PSP), I also bought that to immerse myself in the entirety of the Final Fantasy VII universe. And when I told one of my close friends, Bleachpanda, about it, they were surprised that I had never played the original. But while I could have purchased the re-release on the PlayStation 4, I wanted to see the game that had captured the imagination of so many people in high definition quality.
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As most people in Australia know, the game released a whole nine days earlier than it was supposed to: on 1st of April. After I had mistakenly taken the express train, I was perusing my messages and saw my friend post her excitement that Final Fantasy VII Remake was out. Immediately, I used my situation to my advantage and went to buy the game - despite the fact that I had no facial mask and was entering a shopping centre with a possible high risk of infection. After sweating up a storm by rushing to all the stores, I finally had the copy in hand. 
However, it would not be until I had finished Yakuza 4 that I could begin my journey with Cloud and the Avalanche team. Suffice it to say, I was incredibly excited. From the score to Cloud’s lovely cheekbones. In fact, I could not believe my good fortune that I was actually playing the game. It didn’t seem real that I would have in my hands despite the ongoing pandemic. From there, my hype built as I defeated the Scorpion sentinel and moved on to the Seventh Heaven. When Tifa’s theme sounded, I had to resist the urge to shed a tear. 
I might not have played the original, but gosh darn it, I loved the characters as much as any fan.
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Even the little details were so exciting to see. Though there were several changes to the game, it was clear that the developers loved the game as much as its fans did. I liked how Cloud and the gang kept their victory poses for when they were in the Coliseum. The up-scaled Church, the bar, Wall Market and Aerith’s house. Learning more about many of the side characters also helped build a solid connection to them. From Jessie’s tragic backstory of her dad collapsing in Mako storage in her debut as the role of Princess at the Golden Saucer (goodness me, if she knew about the shenanigans of Cloud and the rest of the party, she’d probably throw a fit), to Bigg’s contribution to the Sector 5 orphanage. This even extended to the differences in Tifa’s and Aerith’s cleavage sizes. Not that I was paying particular attention...
Okay, maybe a little. But I’m glad that they also gave appropriate footwear and gear for the characters. 
But my goodness, that pull-up challenge took me fifty minutes! It wasn’t even in the original! And the trophy did not feel worth it after how difficult Jules was. Never again! 
Then the characters also called me out for going in the wrong direction. I’m not! I’m trying to explore every nook and cranny of this world Square-Enix has bequeathed us and to find as many items as I can find! 
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The combat, though, was the one that had the most changes. Gone is the turn-based battle system. While players can play on classic, according to my friend Bleachpanda, it was less than exciting. Particularly when the AI just stood around guarding most of the time. As for me, I played on Normal Mode. The battle mechanics felt like they used bits and pieces from other games: such as Final Fantasy XV and Final Fantasy XIII. It also incorporated elements of the original Active Time Battle system, but I found it frustrating that all of my more powerful abilities, and even items, were gated behind a slowly rising bar - particularly for the AI-controlled party members. Of course, Final Fantasy VII Remake also allowed players to switch between members and I found I had to do this on a fairly regular basis depending on the battle. 
Also, your ATB abilities, spells and item usages could also be interrupted. This proved particularly frustrating in difficult battles where I was hoping to take advantage of an enemy’s weakness, only to be batted to the side because of an air attack.
It also felt, on numerous fights, that I had to think of these battles less like a turn-based battle and more like an action adventure, hack and slash. Instead of just absorbing spells and attacks, I needed to evade and guard. This was clearly evident in several solo battles with Roche and even Rufus Shinra. I had to read attack patterns, avoid some of their deadly moves and strike when they had an opening. All the while, trying to keep my ATB gauge up and ready for some quick healing or spell casting. 
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Let’s move on now to the characters and the story. But where to begin? How about the ending that proved incredibly divisive among many fans. My friend, Bleachpanda, was sorely disappointed by the presence of the Whispers and how the last two chapters transpired. She, unlike me, had been banking on nostalgia to pull her and was more excited to seeing the original recreated in perfect high definition. If you read her posts on Final Fantasy VII Remake you will learn that she was mightily disappointed that how Cloud manages to obtain his dress was very different (although she probably still liked our ex-Soldier shaking his tush on stage. Heck, I think everyone was channelling Aerith and shouting at our screens for Cloud to work it). 
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The whole talk of destiny and changing fate, though, probably left many fearing that the rest of the Final Fantasy VII Remake would be a very different beast from their childhoods. What with talk about alternate timelines and the possibility of time travel. As well as that last parting shot of Zack Fair. In fact, there are plenty of videos on YouTube that try to explain the ending. 
Now, I profess, time travel has always sat ill with me. And Square-Enix has not always used it well. The first Bravely Default comes to mind as does Kingdom Hearts 3 and the time loops of Type-0. Or even what they tried to do with the Final Fantasy XIII franchise. All those retcons in FFXIII-2 made me wonder if it was all worth it. Lightning’s character development in the first game was all but forgotten and rehashed over Lightning Returns. Still, as this was mostly penned by the original writer (though people will still blame Nomura), I feel like much of the motivations and several story beats will remain the same. The settings will also not change and I am eager to see Cosmo Canyon, Nibelheim, Junon and so many other places.
In saying that, though, I’m not sure if Aerith will die. Or if she does, whether it will have the same shocking effect that it did in the original. Of course, by now, everyone and their mothers know what to expect and perhaps this was a way for Square Enix to keep players on their toes. What about Cloud falling into the Lifestream and Tifa trying to sort out his memories from the false persona he created? The slap fight between Tifa and Scarlet? My friend, Bleachpanda, just wants to see Professor Hojo surrounded by girls that are trying to flirt with him. Who knows. It might happen. Or it might not. Hence why so many are terrified at the direction of the new games.
The rest of the narrative, however, proved just as exciting with a few little additions along the way. Sephiroth appearing, though, in the second chapter threw me for a loop, even though I appreciated the foreshadowing. Chapter 4 was all devoted to learning and bonding more with the other members of Avalanche. I very much liked their expanded roles, although casting Gideon Emery as Biggs was a bit of a distraction as I could clearly hear his Balthier trying to break through, particularly in the earlier scenes. Don’t get me wrong, I love my Balthier. And Biggs is quite good looking himself.
This whole Midgar portion of the game also remained mostly faithful to the original Final Fantasy VII and its timeline. It also made things a little more realistic and showed fans of the original, more sides of the characters they had come to love. Also, I like that despite the love triangle being set up between Cloud, Tifa and Aerith, there was a strong sense of camaraderie among the girls. They lifted each other up rather than tear each other down. Even Jessie was trying to get in on the action with all the flirting she did. In fact, I just wanted to ship Aerith and Tifa for the long haul. 
What I also thought cute was the little swear the left Aerith’s lips when the ladder fell and Cloud had to help lift her up. It was also comical to see Cloud try to pull his Buster Sword out when confronted by one of the other Sephiroth clones and having it catch on the door jam. 
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Barret, on the other hand, was a little preachy in the first few chapters. There can be no denying his love for Marlene, but it grated on me how much exposition he provided on the train ride back to Sector 7. Still, once we finally get into the meat of the games, I would love to see all their backstories, cry when appropriate and cheer for them when they finally emerge victorious. 
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I also liked many of the environmental story telling. Particularly in Chapter 2 and seeing the aftermath of what Avalanche’s actions had done. Granted, Heidegger and President Shinra had a hand in it, but it was clear that Jessie and many others were devastated by the damage they had wrought. It was also gut-wrenching to see the remains of Sector 7 after the plate fell. Reeve, in the form of Cait Sith, tried and failed to save the people and even though he was controlling an animatronic cat, you could still see his devastation.
Overall, I have to say that I enjoyed my time with Final Fantasy VII Remake. By the time the game ended, I felt a little bereft, wanting to see more of each character and really dive down deep into their psych. Just like before, Tifa is much more reticent and closed off. It warmed my heart that in Hojo’s lab, Aerith asked Tifa if she was okay. As someone who is also similarly guarded, it’s good to know that someone else cares. Red XIII was also a great addition in the last two chapters, though it was a shame we could not play as him. 
The ending might have left a sour taste in the mouths of many, but I know that I, for one, am eager to see where the unknown journey takes us next and seeing old familiar faces. We still have Cid, Yuffie and Vincent to find! Also, Marlene is so cute and precious and must be protected at all costs.
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avoutput · 4 years
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Final Fantasy VII Legacy || Remake Review
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This is the 2nd out of 3 articles. Find the first here.
Enough with the flowery language. No more ancient memories of times passed. No more wasted passages on the origin of Final Fantasy VII. I am not some little kid sitting crossed-legged in front of a 13-inch tube TV, but a man sitting in a lightly used office chair he found by the apartment dumpster several years ago. I have grown. The gaming world has grown. And Final Fantasy has grown. But is it the kind of growth you imagined? Does this game shed the dead weight of its numbered younger siblings? Does it recreate an experience from your childhood? Is it an innovative gaming experience that redefines the RPG like its genesis? Is breathing life into one of the most provocative modern gaming death’s worth the exhumation? These are the questions swimming in my head while I waited for the release of Final Fantasy 7 Remake, a deeply marked touchstone in my life. And after having completed my run through the game, I had some thoughts I needed to organize and share. I need to decide: Is this a proper run, a proper update, a proper remake? Or is it just a repurposed chair found by the dumpster?
Let me clarify a few things. First, this is going to be a straight review of the game with little-to-no spoilers. Second, this is the 2nd in a series of 3 articles I decided to write, with the final article being a no-holds-barred, spoiler frenzy discussing the outcomes of this game and many other Final Fantasy’s. In this article, we are going to be looking at what the game did well, what it was mediocre at, and lastly, what was downright disappointing. Each section will bleed into each other a bit because the games components bleed into each other a bit, which feels a little odd for a JRPG, but this isn’t ye-old JRPG. Let’s get right to it.
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RE-KWARK!-ABLE! I MEAN REMARKABLE.
Before we tear this game down, let’s spend some time building it up. The standout component of this game was very clearly the battle system. The transition is seamless and the frenzy begins almost immediately. What surprised me right off the bat is how easy it was to not only switch between characters, but how simply it was to tell them what to do. I thought slowing down the battle to issue commands was going to be a nuisance, but it really helped balance out the pace of the battle. You can assign 4 hotkeys that let you keep the battle going without slowing down to strike at an enemies weakness. I did find that it felt a little useless to assign anything other than your weapon skills, because spells take a little time to cast and most of the time you are going to want to pick a specific spell based on the enemies weakness, but that is totally up to your playstyle. 
In the vein of the battle system, boss fights were engrossing and detailed. It felt like they spent a lot of time thinking about which moments in the Midgar timeline would make the best boss battles and how exactly they would design the bosses moveset and structure based not only on what the boss was, but where the boss was. In one chapter, you fight a boss that is nearby some train tracks. At a certain point in the battle, it will electrify the track, and if you are standing on it, you get major damage. Enemy types also had a pretty consistent set of weaknesses, so you didn’t have to go into the bestiary menu to determine what spell would most likely take it down. But on the other hand, the Assess ability is crucial in understanding some of the more minute methods to hitting the enemy weakness. It was actually a delight to try and fight both with and without it. Like everything else in the battle, the menu comes up with a single button press and no load time. It gives you time to read and strategize your attacks.
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In some other reviews I had been reading, people had complained about a feature I loved. Using spells and abilities requires you to have your ATB gauge filled, which will fill with time, but fills much faster if you are attacking. The complaint was that the AI isn’t particularly good at attacking when you aren’t using them, and not only that, they don’t receive the ATB fill bonus from attacking, it simply takes them time. However, because transition between characters is instantaneous, I believe that the designers did this as an incentive to use each character as often as possible. This isn’t the only incentive for this either. Every weapon for each character has a single skill that can be learned from it. To learn it, you have to use a skill. Again, to use the skill the ATB gauge has to be filled. Most battles in the game go by quickly, especially once you know the enemies weakness, so you need to build ATB fast and activate the skill. Without telling you, the game basically created an environment where it's not only necessary to switch between characters and learn their playstyles, but almost necessary. What’s more, every character is somewhat unique, especially Barret and Aerith, and certain types of enemies (flying or distance based, ect) are much easier to handle with the right character. All around, the battle system is an absolute standout and easily the best part of the game.
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Without giving anything away, another strong part of the game is the scenario design. I was driven to hear more, see more, and do more in this game. The characters a crisp and vibrant, even when they lack depth. They are undeniably “cool” or “cute” or whatever their main adjective should be for the given scenario. The voice acting in both the Japanese and English versions are great, though the Japanese version from time to time has a different take on some of the characters than the English, it's still a blast. Every moment that leads into a battle with a signature villain is thoroughly enjoyable. I don’t think you absolutely need to have played the original to enjoy these moments, but more on that later. What it really comes down to is this game has some pretty great pacing because even when it fumbles, it doesn’t stop you from wanting to play more. The battle system element just propels you forward and hearing what crazy thing is going to happen next is more than enough to make up for follies.
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This is sad to say, but there really is only one more exceptional item to mention. The return of Nobuo Uematsu. The soundtrack of this game was already pretty well designed in the original. Coming back to it was more than just a nostalgic walk down memory lane. It was like coming home and realizing your parent’s upgraded your house to a mansion with room service, a full staff, and a kitchen that's open 24 hours a day stocked with everything you desire. And it isn’t just that the music was remastered, it flows in and out of the game with masterful timing. Multiple versions of each song were recorded so that movements in the song crescendo at the exact moment your Cloud lands a hit or Reno and Rude jump from a helicopter. It made every moment of the game feel like so much more than just an average confrontation. There are a few moments that even made me laugh. There is a hip-hop inspired Chocobo theme that made me smile both for how odd it was and how awful it should have been received, but somehow it just slaps. If you pay attention you might notice some of the music is more reminiscent of other entries in the series with two standouts in particular, one sounding like Final Fantasy XII and another like Final Fantasy XIII, two very different scores. But it felt right at home in this modernized version of Final Fantasy VII. There is also a music collection sidequest that is mostly made up of jazzy remakes of classic Final Fantasy VII songs. These are less remarkable, but still good for the most part. Part of the issue with these songs is it is played through some kind of fuzzy record player speaker overlay, which I found annoying and distorting.
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MISSED THE KWARK! I MEAN MARK.
I would say that almost everything else in this game missed the mark in some way or another. Some are just shy of a home run, others are baseline grounders, and some are just straight fouls. Either way, they could have used more attention or a different direction in my opinion. And I want to start with something I almost never complain about in video games: the graphics. Talking about graphics is usually pointless. People who are after ridiculous levels of fidelity always seem to believe this either makes or breaks the game. In Remake, that might actually be true for once. I am not a graphics designer, but one thing I noticed and couldn’t stop noticing is that there were so many different levels of graphical fidelity all smashed into one place. In some scenes, there were gorgeous details, like the entirety of Aerith’s house area, but then you get to the flowers, it's like 1997 again. In other moments, like when looking down at the Midgar Slums from the upper plate, it is clearly a very flat and stretched image meant to look three-dimensional like the other things around you, but the image was just off. Doors on buildings would look like garbage compared to the floor or walls in the room. It was just very clear that a once over on all the different assets would have helped out quite a bit. The problem wasn’t that the graphics were good or bad, but that they were inconsistent. It was like looking at photo-realistic drawing with some Picasso in the middle. The character models were so well done, when the interacted with this space, it was just jarring. Again, not awful, just missed the mark.
With such a well maintained battle system, you would think the menu system would be equally flawless, but it wasn’t. The main UI where you would outfit your party was a bit of a mess. For one, there was no way to go from upgrading your weapon to equipping it or vice-versa. They had completely separate menus for both that didn’t lead to each other. Then there is the upgrade menu itself, wherein you select upgrades in a similar way to FFXIII crystal upgrade menu. When you choose the weapon, it takes you to a completely different screen and makes this loud noise and transition effect. It's annoying to read and to navigate. You can bypass this by having the computer choose your upgrades for you, but that really felt like I was missing out. It would have been a huge improvement just to list the abilities and have me choose from the same menu I chose everything else. It was unnecessarily fancy and kind of an eyesore. Equipping materia got a small upgrade from the original game, wherein you can press a button to see and switch out materia with everyone, but this should have just been THE menu, not an extra button press. They also should have categorized the materia, letting you choose which type you wanted to look at instead of having to scroll through line after line. The menu also doesn’t give you simple information in places where you could use it, like what chapter you are in. To know, you have to go to the save menu. It could have simply been listed next to the playtime in the bottom corner.
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There are even certain materia that are hard to understand, specifically the Enemy Skill materia. In the old game it would list which skills you had obtained. This one didn’t give you any idea what you had obtained and what exactly was obtainable. After a while I figured out that in the bestiary, although it would tell you which monster had a skill you could get, it wouldn’t exactly say if you had it. Turns out that if the skill was highlighted green on the enemy skills screen (another button press away), you didn’t have it, if it was blue, you did. Then, to see which skills you had in total, you had to go to the party screen and it would be listed under your abilities if they were wearing the materia. Not only that, the skill would have a different name than the skill the enemy used, the naming convention wasn’t 1-to-1. Add to this, materia sometimes have very obscure instructions or descriptions. The battles can go by so fast, it's hard to even notice the effect of them if something isn’t exploding or outwardly obvious. In fact, many of the instructions are weird in the game. If you die in a series of fights where they are linked, it will ask if you want to go back to the first fight or the last fight. Choosing the first actually sends you back to before you started the series and you can adjust your equipment, which is fine, but in a normal fight, if you die, you can only go back to the fight and it doesn’t let you modify your equipment. It's a simple inconsistency but the text and cursor placement also make it hard to understand exactly what is going to happen.
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Finally, all the smaller issues. There are too many places where the game has you “walk” for no particular reason. You just slow down. I thought it might be due to loading, but it happens in places where no story or anything appears to be happening next. Summon materia is already maxed and it doesn’t feel like it helps all that much, even when the enemy is weak to them. The game design is set up so that whichever character you are currently playing as the only thing enemies are interested in attacking, especially if someone isn’t using provoke. So, your summon simply attacks, and to do it's better attacks, you have to sacrifice ATB. Mostly this is fine, it creates balance, but i’d prefer they came and left like in the original. In fact, I have hated all summon mechanics since FFX. They need to come, do damage, and be gone. But I have to admit, this is the best marriage of the two versions. Next, the choices you make that alter certain outcomes in the game are so far away from the thing you are altering, and at times not clear. This could have been more fun had they given you a bit more of control or some kind of gauge to show you what was going on, but in a way, it was true to its roots, which isn’t necessarily a good thing. Lastly, having to aim the camera to interact with items that are just outside of its view is just annoying. That coupled with the random moments you have to hold “triangle” for a series of switches always rubbed me the wrong way.
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DOWNRIGHT DISAPPOINTING… uh.. kwark.
Final Fantasy VII Remake obviously has a great foundation and pretty great framework. The music is great, it's a blast to play, and the characters really resonate. But there are still some aspects of this game that make it feel a little less than game of the year. These complaints might be less of an issue than I am making it. The game is what it is, and I am easily going to clock in at about 90 hours for both regular and hard modes. Still. STILL. There are just a few things that were completely disappointing, and not just from an old fan, but as a current gen gamer.
My biggest complaint is married together and baked into the design of the game, namely Midgar and Chapters. Final Fantasy has always felt like it was about exploring not just a story, but the world it exists in. In the first 9 entries to the series, this was done by giving the player a chance to get lost on its world map, looking for towns, roaming through forests. You had to use your imagination to fill the gaps, but that wasn’t a bad thing. As the entries iterated, the worlds got bigger, and so did their stories. They had lore and depth. With the release of 10, this all changed. In the 10th game, the story was suddenly on rails, the only direction you could move in was forward. It took all of the exploration away in favor of level design and pacing. I remember thinking that this was the beginning of the end for a series I loved. With the release of 12, it felt a little better, but mostly it was just an offline version of the massively popular MMORPG formula. It felt more rote and less like exploration. With the 13th entry, it was back to the rails. It began to feel like the creators sought only to make an experience where the characters and story where the vehicle, and the world was just the background. In 15, this would change somewhat, but it was also an experiment for them that ended in failure. They tried to give us an open world governed by a chapter system. But, despite their best efforts, they couldn’t breathe life into the world of 15. They tried to spread the world and its characters across too many dimensions. There was an anime series, a full length movie prequel, missing chapters introduced as DLC, and even a mobile game. A broken chimera. I think the success of 10 and their failure to create a modern, open world game is what ended up making 7 Remake what it is. A game on rails.
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Before the games release, the game designers touted that Midgar was now a place that could be fully experienced. For me, this couldn’t have been further from the truth. It was just a series of narrow hallways masquerading as a city. The people in the background make noise and act like they live there, but they don’t move, goto work on a schedule, ride the trains, or even run stores. You can’t interact with them. They are just mouthpieces. Because the game runs by chapters, you have almost no ability to explore anything that doesn’t have to do with the immediate story. The characters will chide you for going the “wrong direction” and the game will outright stop you from wandering too far. “No no, you fool, the GAME is over HERE”. In the original game, Midgar is partially just an introduction to the world, characters, and battle system. But really, it was the beating heart of the entire game world and story just as much as the characters that live in it and run Shinra. The remake seems to have forsaken that in favor of story beats. Outside of a few distinct places, most of Midgar just feels like window dressing. Wall Market is obviously a delight, but the entirety of Midgar should have been like Wall Market. You should be able to get lost in the back streets or take the wrong train. Shinra headquarters gives you little glimpse into the way people on the upper plates live and work, but yet again they are just mannequins. 
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Games today give you vibrant open worlds to explore. You can jump on rooftops and glide over large swaths of land. The way in which Midgar was designed leaves little to the imaginationa as compared to the original. The graphics are crisp and every pipe and air conditioner feels like they might actually do something, but you can’t follow that pipe anywhere or walk down alleyways and talk to vagrants. Old games got a pass on size and depth because their limitations were obvious, often baked into whatever the genre was. If it was a brawler, you walk down streets beating people up. In racer, you play the track. But RPG’s were one of the few where you would be expected to explore the edges of its world. With new generation games, the choice to stop exploration in a RPG feel less like a limitation of raw power and more like a  design decision. I would have preferred a game in which Midgar was a place to see and explore and interact with. Where I could haggle with one vendor over something found in another. Where I could watch the day cycle send people back and forth work. But Midgar wasn’t their focus. Telling you a story was. And as fun as that was, it was so disappointing to find that the original game gave you more by letting your mind wander past its graphical limitations than the remake did do by making the decision to limit your ability to physically explore visible areas. Instead of letting a visible wall stop you from going somewhere, an invisible force just puts a stop to your antics and tells you to get back to work. Maybe it's just psychological, but it is maddening. The physical world of 7 was just as important as its story and characters, but the story got to lead the show, and to me this feels off balance and off brand.
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THE TAKEAWAY
This is a good game. A well made game for the most part. It's rough in places, but not so rough that it really hurts the end result. Final Fantasy 7 Remake is actually a showcase of talent that comes out of Square-Enix and despite the fact that I feel like they either bite off more than they can chew or completely misunderstand their core fanbase, they are still great artists. I often question whether game designers at big companies are customer service machines that should give us the product we demand or artists that deserve to create in a space that we support. Remake reminds me why I am both supportive but vocal. They may never hear me, but I want to know I said something. Still, it ends up being more than the sum of its parts. The game hums along like a well made machine. It takes time to remind fans of key moments, interjects tons of surprises that don’t entirely offend its base, and ultimately is never boring. What more could you ask from a game? Well, as it turns out, a lot. And I have so much more to say about the actual story content of this game and of Final Fantasy as a whole. If I didn’t mention some aspect here, it's probably because I want to discuss it in a way that may ruin the story, so look for the 3rd and final entry next week.
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finalhxaven · 4 years
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@harharlarious @fcragil​ asked: 🍋 : what kind of diet does my muse have? do they eat regularly, or the standard 2-3 meals a day? do they have to be reminded to eat, or are they likely to remind others? do they cook, or have others cook for them? do they eat healthily, or not so much?
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Tifa might be a bartender, what she puts real effort in has to be her cooking. That’s because working out and having actual results requires both a serious training regimen as well as an intense food regimen. Certain nutritional necessities come from being a martial artist with a solid uppercut, but it also is a matter of cooking for others too. Tifa is Marlene’s temporary guardian, so she takes breakfast, lunch, and dinner serious for herself as well as the little girl. She wants Marlene to always have the dietary needs for a growing girl. This means vitamin c, probiotics, protein, antioxidants. 
While living in Midgar, the martial artist gets up early to start breakfast with Marlene generally following behind. The little girl learns a lot about cooking. And if Marlene is eating breakfast, that means Barret is downstairs trying to feed her so long as a mission didn’t keep him the night before. Wedge comes in the second butter starts sizzling in the pan, and Jessie will catch Barret as he’s coming through the sector. Biggs follows only because he know everyone else is there, so might as well make a portion for him too. Breakfast always ends up being a feast of eggs, toast, bacon, sausage, and whatever else Tifa manages to scrounge up from the fridge. Ham in the eggs, whites only, for her. Marlene gets cheese in her eggs, maybe some onion and carrots if Tifa can finely chop them and sneak them in while the little girl isn’t looking. Everyone else gets a big heaping of whatever she’ll throw in. There’s always vegetables though, that’s a promise!
Lunch is a salad, a sandwich. Maybe soup. 
Dinner is something heavy before the evening rush. She makes extra on purpose so Marlene can serve it to customers as a free sample. But since then, people have been coming in at that time on purpose, so now she just cooks what’s on the menu for the bar. It just so happens it’s always a nice protein, vegetable, or fruit smoothie on the side. 
Tifa likes to bring out the natural flavor of her cooking. Even if it can be difficult to procure certain market items, she tries to make it well balanced. She cuts the fat out of the meat save for small bits to add flavoring. Light use of butter and salt. She loves aromatic herbs like basil, oregano, parsley. Garlic is a great ingredient with a lot of flavors, but it can be hard to come by. There’s nowhere she can go to pick it herself, and gil inflation of the market uptop makes it impossible. It’s only when the gang leaves Midgar that she’s able to explore more with her culinary skills. AC has her using all kinds of crops, and by that point she has a great trade relationship with people in Kalm and Junon to make whatever she wants!
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natsunoomoi · 4 years
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FFVII Thoughts
-This whole thing with Jessie is so much filler it’s mostly unnecessary. Plus I feel like the whole impact of Jessie and her arc and even this filler is detracted by her being a former actress. Like I mentioned before I feel like her being an actress and known for toying with men kind of takes away from her crush on Cloud and makes it seem cheap. Also even though she’s someone’s daughter who is more tech inclined, I always thought of her as an engineer herself and like a former Shinra engineer that quit would have been a more powerful message than that of an actress. Even if you keep her Dad getting sick it adds an extra layer. Like say she worked in R&D and they like pushed an experimental mako enhancement for the plant too soon and she warned it would make people sick and it made her Dad sick. There’s a lot of ways her story would have been better and fit more nicely into the narrative. :/
-Even though Jessie annoys me, Biggs is kind of okay but he comes off to me as a little cliche. Wedge is kind of a little nicer.
-Aww, they took out the pickpocket on the train during the ID scan. That would have been a lot harder to deal with, but yeah.
-Good lord they stretched out these areas.
-Completely lost in this lamp and platform maze, but after a long time I finally figure out how to get out even with the items.
-Another maze and more reactor context change.
-Robot change where you can screw it over. That’s interesting.
-Yay Aerith!
-Dang Reno. You hard.
-OMG stupid ghosts get out of the way. I bet I have to trek all this way back to get this materia.
-This church is now also a crazy rat maze.
-Now onto roof rat maze.
-Ugh, why do I have to take the long way just to avoid Rude?
-Let me explore the town!
-Cloud and Aerith are way more helpful in this game. The kids have a secret hide out. Cool, I guess.
-Chadley is seriously simultaneously frustrating and useful.
-Yay I can go back and get crap from the church.
-Okay, so sneak out. Why tf is there a pot right outside my room that I can’t see?
-Okay, so there’s Aerith. We have a secret tunnel-ish. So many ladders. So much up and down.
-Out of that maze and yay they kept that scene where Aerith brings up Zack. Still not sure I’m liking all the foreshadowing cuz this was a spoiler in the original game.
-Tifa looks nice in that outfit. Like in general in this game though. They gave her a pretty thoughtful makeover that like captures the essence of her original profile, but also with some added tweaks in style that I actually like better. Like she didn’t have those thigh highs before, but those are a nice touch. And instead of her mini skirt her skirt is actually a skort and is pleated. Plus like the better boob support.
-Good lord Wall Mart is so involved now. So many alleys. Get out of the way yo!
-Leslie seems kind of cool, but I’m not sure cuz he works for a creep.
-Ugh hussle of trying to figure out how to get in. This sponsorship thing is new. I guess Corneo got more exclusive in this game.
-I have to go to the coloseum? Ugh, why?
-This crowd is full of haters.
-Okay winning over the crowd....
-I have an extra battle? WTF is this BS. I almost wish it was the Turks making a surprise appearance. That seems like a silly stupid thing the original would have done.
-Obviously Cloud caught someone else’s attention.
-Yay! Finally dress up time.
-Awesome. I’m doing a bunch of quests now.
-Whoops I didn’t level up my materia all the way. I got most of them so it’s doing fine but just the medicine thing.
-I saw a lot of people complaining about Jules, but he wasn’t so bad? I just needed to remember the rhythm and what I was doing by saying it so I could keep track of the pattern.
-Ugh, Johnny where you taking me? I have to wait for someone not yet.
-Oh Aerith looks nice. I like her outfit.
-Okay time to dress up Cloud.
-Whoa, Folia is a honeybee? Teh shock.
-What is this mini-game? It’s hard to keep rhythm and sometimes I actually can’t see the queue. Why do you design a mini-game where you can’t see the thing clearly?
-Oh shit I missed a track because I didn’t want to sit there and keep playing a frustrating mini-game. D:
-Yay! At least I got the cute dress. But real talk I kind of miss the old way to dress up Cloud only cuz I would want to see what the different colored wigs look like, but that whole storyline is very trans insensitive. Or even drag insensitive, so I understand why they changed it.
-Andrea is kind of cool. I was worried they were going to make him into some kind of flaming stereotype, but actually although he definitely has some flare, he’s a pretty well balanced character and none of the characters really judge him for his personal choices. Although definitely some judgement for the stuff they make them do, but that’s fair because you’re being subjected to it. Good on Cloud for following along.
-Okay time to take down this fat loser. So how does this work? How do you know who he’ll choose?
-Wait does he just choose Cloud every time? That’s a little less fun. I liked dressing Cloud up as the prettiest princess so that you could get him picked.
-This bit of them threatening Corneo’s private parts is still one of my favorite things. It was teh shock when I saw it the first time back in the day and I still enjoy it now.
-Ugh, the sewer. Also a lot of denial. But ugh the sewer.
-My sister was right. The train graveyard is creepier.
-Oh crap I forgot to steal from Eligor. !@#$@#%
-Alright climb the pillar. This is kind of slightly more fun with the extra scenes from Reno and Rude.
-Whoa, they saved Wedge. Cuz he originally totally ate it. Like straight fell off the pillar several stories and was unresponsive.
-Biggs and Jessie still die. That’s fine. I actually feel less sorry for Jessie dying than I did with the original. :/ I think because they managed to actually make her irritating with how over the top they made her.
-Aerith and Marlene is so cute!
-Helicopter shots are annoying, but I like hearing Reno. It’s sad that Fujiwara Keiji died two days after this came out. This is like the last thing he did probably. But his voice fit Reno really well. I don’t think it fit Ardyn well. Ardyn I think deserved a lower register, but I think Square gave him the part probably because of his diagnosis cuz I think Ardyn’s in-game struggle in a sense reflected his real life trials in some way only in the game he became immortal. Real life not so much, but immortalized in a sense through these works. I wonder if Square would have wanted it to come out sooner so that maybe he could have played it himself a little bit before passing, but they had to push the date for quality and stuff.
-I don’t know why, but I really like looking at Reno’s open shirt. Like I think the way they did his abs are a bit different from Advent Children. I think his shirt is even open wider than in AC. *checks* Yeah, it is. AC it’s buttoned up toward the top and just the top one or two are left open. And okay for real Remake has his shirt open even more than even in the original. Nevermind him buttoning up more for AC, but like in original FF7 polygon Reno and original Nomura art Reno looks like it’s only unbuttoned to about mid-pecs. Remake Reno is like down to like the top of his stomach. I guess I can’t complain about the equal opportunity fan service.
-Tseng is actually done pretty well, but I keep looking at him cuz he just strikes me as odd.... Oh wait is it his hair? Is that a hair tie? I don’t think he had a hair tie before. I think we were just supposed to assume he had his hair slicked back and kept in place by gel or hair spray. Also his face is interesting cuz I think they tried to make him actually look Chinese, but I think he just turned out looking kind of like Tamaki Hiroshi. Oh and Suwabe-san!
-LOL Rude carrying Reno like a rag doll.
-And there goes the plate. Oh, no, Wedge. I guess he did die. But the kitties. ;o;
-Let me explore Wall Market! Ugh, fine.
-That Kyrie chick seems kind of a little annoying. I kind of want to let Barret hit her. But I’m probably biased because I had a hot mess of a flatmate with that name and she like didn’t clean up after herself and left dirty dishes in her room and like pushed it up against her roommate’s bed. >.> Like passing responsibility over them to someone else. And I think she maybe broke one of my cups? And like tried to use my stuff without asking? Maybe stole some stuff too but idk. And like worst of all was like she sold her car so she could get money because she couldn’t hold down a job and like needed money and instead of like you know paying rent and bills, she spent it on shoes and make up and left the receipt out for us to find.
-Wall Market is...different in the day time.
-All teh quests.
-Okay Kyrie is still kind of annoying and stupid when you talk with her one on one, but she at least seems better than my flatmate.
-Oh old lady is the Angel.
-Findin’ all the birds. It kind of strikes me that they added this in cuz of how much time it takes to get places and it’s kind of like XV and even the XIV MMO, but not. I guess it’s a staple now with their newer titles because of how grand they make the scenery.
-Down in the sewer again....
-I just really wanna find Corneo’s stash.
-OMG I got a chase this little asshole now.
-Okay so now Leslie. Leslie is a good guy after all. Not a bad new character too. Nice decent development and stuff.
-But gdi Corneo’s still alive. I mean, I knew that cuz Wutai, but ugh.... I think he deserved at least a punch in the face.
-Okay so anyway I guess I’m going up now. Just going to finish up stuff before I go past the point of no return. Get all teh things I can from the coliseum and all that.
-Climbing, climbing. Oops I missed a thing. Was I supposed to?
-Gdi this helicopter thinger is annoying. I can’t slash any boxes. Just kick them around.
-Okay done so I guess I’m going in.
-...Is this a parking lot?
-Oh okay so here’s the entrance.
-Shinra headquarters actually looks like a bigger version of Square Enix’s headquarters in Higashi Shinjuku. I’ve been there pretty recently and also like to cut through the office building to get to Artnia cuz I don’t want to walk all the way around. Decor and stuff and specifics are definitely different, but like the double tower U-shaped look with the walkway in the middle thing is very much how the building is in Shinjuku. Specifics with the stairs and escalators are also different, but kind of the same deal with some amount of ambient lighting at night time and the lobby and such is still mostly open in the evening for people who work late or want to pass through. Some of the doors being locked or like certain staircases and such being roped off are a thing as well. I just know this cuz I often go to Artnia around dinner time when I’m there, so it’s generally after hours already.
-I think even the parking lot situation might even be the same? I’m not sure because I usually take the subway and that let’s out into the mini mall downstairs, but parking if you go there and do that is like subterranean for sure and would be the first layer if it was on a plate.
-I mean, the HQ is also technically kind of on a plate also. Cuz the mini-mall is like below normal street level, but it’s like more cool with like a Lawson’s and restaurants. Coming up from the subway is also a lot similar POV-wise to coming up through grappling hook too in terms of perspective.
-Getting the key. Getting a glove on the way. This part is kind of cool. I always liked this part of the game in the original too and exploring an empty office.
-This is suspicious. I have to take a tour...?
-I guess this is interesting to learn about the company and stuff.
-Weird movie theater. Oh look a spoiler hallucination in the theater. It’s nice to see more of Sephiroth.
-Oh yeah the mayor. That’s a bit of a change that he’s secretly Avalanche. Whatever cool. Yay I got a weapon.
-I gotta do a battle simulator. Oh great I guess if I want items I have to sit here and do all the simulators.
-Oh look it’s Chadley. I have turn ins. Take my stuff.
-Okay so hike upstairs....oh shit they’re going in. Sneak slowly behind and like go around and explore stuff.
-Found the toilet. Haha. Tifa yells at Cloud if he goes in the wrong one. Good.
-This is a nice bathroom.
-Okay up in the vent.
-Interesting extra context and oh yeah Palmer saw Sephiroth.
-Hojo is more gross looking than I remember. Like piled on extra creep factor for him.
-Following into the lab. I guess I should be glad he wasn’t a dumbass and trying to mate Aerith with Red XIII.
-Interesting that it’s only now that they’re really making good use of Those Who Fight Further. I don’t think I’ve really heard it all that often before.
-Yay! Yamaguchi Kappei!
-This part getting serious with Sephiroth is appropriate, but kind of different with him starting to freak out.
-Oooh, Turks scene! It’s nice that they know they are fan favorites now and they put them in more scenes. I wish it would actually play their theme every time they show up like it used to. That’s what made them badass too.
-Aww, Aerith’s room.
-Interesting they are talking in Aerith’s room instead of getting captured and Aerith talking through the wall.
-Shinra science experiment...You’re probably not entirely wrong.
-Huh, wisdom from Red XIII. That’s different context.
-Wow, that’s different. Pointing out a different greater enemy so early. I guess it makes sense Aerith would know because of the whispers she hears, but also it kind of sucks the mystery of the progression of the original story.
-Dang, Sephiroth and Cloud confrontation-ish now? Not going to mysteriously take a body and stab the President?
-Oh joy another crazy rat maze.
-Hojo is definitely more gross than he used to be.
-Oh, nope. Just different order. There’s the trail of blood.
-Well, “blood”. Jenova blood is now apparently purple bubbling ooze.
-President Shinra is just hanging?! DISAPPOINTED. I liked it better when you just showed up and he had a giant sword in his back. Also wondering if you’d be blamed for it, but yeah, sword in the back!
-This is what you get for showing mercy. :/ Sword in back was better.
-Oh shut up already so Rufus can take over.
-Oh you get to watch the sword in the back.
-WTF. He’s not supposed to stab your party.
-Ghost things protecting fate is weird. But also I have some theories like the game is conscious that it’s a remake or something and for some reason they’re repeating history, but some things are different because people don’t do things in exactly the same way but certain things are fated to happen so they have to be preserved.
-Interesting that this game shows the cloaked figures going back and forth between Sephy. Kind of takes away the fun from years of debate on the subject about wtf is happening.
-And here’s Rufus. Still better than his Dad.
-I like that there’s more Turks footage than the original.
-Kind of nice that there’s more tender moments between Tifa and Cloud or rather we can experience them bonding more first hand.
-Did they make Wedge die in a different spot?
-Motorcycle bit is a bit different. Boss on motorcycle is kind of hard. Died once.
-I think it’s just cuz it’s a Remake that they added him here, but Sephiroth is at the end of the highway and I kind of think it sucks. :/ Cuz like it shouldn’t be like this.
-Why is Zack alive? Oh I think this is a flashback. Aww, this is supposed to be a hidden thing. ;o; Stop feeding them all the stuff. Let them find it.
-Whisper monsters...Okay this is just some kind of an AU. Like not really entirely a remake, but a different game in the same timeline cuz Sephy figured out somehow how to alter time and space. Aerith knows kind of what’s up because she became god essentially during AC. Would also explain why the game itself is giving away so many damn spoilers too.
-Holy shit, is Zack dead or not? D:
-Okay I looked up a thing and it said his death is ambiguous, but he’s never seen. Zack was an actual SOLDIER too so he could be a cloaked guy for all we know. But also at the end of AC it was both him and Aerith chilling together welcoming people to the lifestream so who the hell knows what she did.
-Biggs is alive?!
-So okay, if this is an AU things can change and I’m less gripey about the weird things that happened. Cuz it’s like just another pinpoint on the timeline that kind of has pseudo time travel and when you repeat things over again they’re not always exactly the same. I suppose for Square itself it’d be kind of boring to make an actual Remake because they don’t want to take away from the original and they want people to still buy that too cuz it was so good even though the graphics didn’t age so well. Instead they slapped Remake on a new title and trolled us all into thinking they actually did it when actually it’s like a timey wimey thing.
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shielddrake · 5 years
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The Monomyth in Video Games (AKA My Longest Rambling Ever)
Tell me if this sounds familiar:
 A person who comes from humble beginnings is called to go on an adventure to accomplish something great. He (it’s usually he) may either jump at the call or initially refuse it, but finally goes with the help of a mentor figure. He meets various amazing people and faces a myriad of challenges to achieve his ultimate goal. He confronts the main obstacle, overcomes it, and is rewarded for it. He returns to his home a wiser person, and bestows upon his fellow people the lessons he has learned, to the benefit of all. The End.
 Anyone know this? Anyone? Yup, that is a short, short, very short and simplified version of the monomyth, also known as The Hero’s Journey, a narrative device observed by many people but popularized by Joseph Campbell.  It has been studied and used by storytellers of various media, ranging from oral tales to books to movies to, yes, video games.
 It is one of the most common narrative devices out there, if not possibly the most common, at least historically. I’m sure a lot of us were exposed to Greek myths such as The Odyssey in school (at least, in America we are). JRR Tolkien’s The Lord of the Rings has many of the steps in the early parts of the story, before drifting in other directions once the fellowship separates. Each individual Harry Potter book has its own cycle of The Hero’s Journey. Every. Single. One. Star Wars is still a popular franchise (the more recent criticisms aside) and George Lucas has admitted repeatedly he used the monomyth as inspiration while he was writing the scripts for the original trilogy. So even if you are not intimately familiar with The Hero’s Journey in detail, high chances are you’ve been exposed to it simply through consuming various media.
 That’s not to say that using this narrative device is always intentional. I would find it incredibly surprising if Hiromu Arakawa or Hajime Isayama were purposely trying to include monomyth steps in their creation of Fullmetal Alchemist and Attack on Titan, respectfully, or that the creators of the 2019 anime version of Dororo meant to put Hyakkimaru through the paces of The Hero’s Journey, but sure enough, all these have some aspects of the monomyth in them!
 Does this mean a story, whether it’s a novel, TV show, movie or video game, has to possess all these steps in order to be considered using the monomyth?  No, definitely not.  On the contrary, it would actually be a good thing for stories to not require use of all these steps.  Telling a story by just crossing items off from a list is bound to create a rather stale experience. What I’m saying is simply that stories will borrow aspects of The Hero’s Journey to make the story compelling. The same goes for order and magnitude. The monomyth is usually presented in seventeen steps, but I don’t feel like they necessarily have to show up in the story in the listed order, nor do the steps have to take up equal amounts of the story-telling experience. Steps four through ten usually are the longest, while the last five or so tend to be rather short.
 So, in my apparently endless determination to apply the same techniques used in literary theory and film theory to video games, I would like to go over a couple of video games and how they do or do not apply the various steps of the monomyth.  I will go over four video games, noting whether each step is present, how much it adds to the story by its presence or absence, and how well the game represents the step.
 I’ve decided to review Final Fantasy VII (because its remake it coming out relatively soon), Dragon Age Inquisition (for another RPG, but not made in Japan), Bioshock (to show this isn’t just an RPG thing), and Psychonauts (because I’ve still got Psychonauts on the mind from my last post). I will also be comparing this to the monomyth found in Harry Potter and the Philosopher’s/Sorcerer’s Stone, The Lord of the Rings, and the Star Wars Original Trilogy.
 There will be spoilers for these movies and games, on the off chance that anyone who hasn’t seen or played them doesn’t want them ruined. Do I need to keep putting spoiler warnings on older games? Or for the books/movies? Although I’m also kind of writing this with the idea that you have at least a passing knowledge of these movies, books and games…Oh well, just to be safe: Spoilers Ahead!
 This is a really, really long one, so beware. Readers may want to take this in phases.
  Let us begin.
 1.) The Call to Adventure
 First, there needs to be a little backstory established. The hero’s journey usually begins in the home of the main protagonist, more often than not showing the protagonist’s life in its everyday normalcy, which is often put in a negative light, ranging from boring to outright dangerous.
 The hero will generally come from rather small beginnings, which is probably why orphans are a common origin story. Luke is an orphan who lives with his aunt and uncle, oblivious to the fact that his father is Darth Vader. Harry Potter is very much the same, living with a borderline abusive family who force him to sleep in the cupboard under the stairs. Frodo is also an orphan taken in by Bilbo, his second cousin (hobbit family trees are confusing). Please note that this does not preclude a hero from learning a parent is alive later in the story (looking at you, Luke).
 In addition to this, the hero is rarely someone with much power, authority or money. Being a moisture farmer on Tatooine is apparently not the most noble of professions (though on a desert planet I’m a bit surprised by this), and the Dursleys appear to be middle class at best. Bilbo and Frodo are wealthy by hobbit standards and seem to be higher on the social hierarchy in The Shire, but remember that hobbits mostly reside in the Shire and immediately surrounding areas, so they aren’t considered to be important players in the world of men or elves. They are small both in stature and in society.
 For our chosen video games, it’s a little bit up to interpretation of the word “orphan” and what the player decides, but the humble beginnings idea still applies. Cloud from Final Fantasy VII (FFVII) is half-orphaned at a young age when his father dies, but doesn’t become a full orphan until he’s a teenager, when his mother dies during the Nibelheim Incident. We only see this in a flashback, and adult Cloud is a full orphan by the start of the game. By this point, Cloud has fallen from a SOLDIER First Class to a mercenary. So he’s rebelling against the more powerful people in Midgar, or at least is being paid to do so.
 The Inquisitor of Dragon Age Inquisition (DAI) may or may not have living parents, depending on origin and player choice. A human Inquisitor probably has living parents, but it’s a bit debatable if an elf, dwarf or Qunari Inquisitor does. At the beginning of the game the Inquisitor loses any prestige they may or may not have had (especially the human noble), and a Carta dwarf, Dalish elf, and Vashoth Qunari don’t have much in terms of power or rank in Thedas anyway. Whatever the case, the Inquisitor ends up being just a simple prisoner for the early prologue part of the story, before being raised up to the Herald of Andraste and eventually to Inquisitor.
 Jack from Bioshock is an interesting case. He’s sold by his biological mother, “raised” by Dr. Suchong and Brigid Tenenbaum, and later smuggled out of Rapture to live with adoptive “parents.” He is also an outsider in that he is kind of an unknown factor, given his upbringing, so by the time Jack arrives in Rapture at the start of the game, he is basically nothing but another body that happens to be there. Without Atlas directing him, it is very possible he could have just become another splicer, the crazed and deformed human remnants of Rapture’s human population. Either way, he doesn’t have much in terms of money, power or authority by the start of the game.
 Raz from Psychonauts doesn’t fit the orphan archetype, as he clearly has a rather large family, but he is estranged from his father at the very least. We don’t know his relationship with the rest of his family, but perhaps we’ll see more of that in the sequel. Raz definitely fits the humble beginnings archetype though, seeing as a circus performer profession is looked down upon, especially if you ask Kitty or Franke.
 The Call to Adventure itself can come in many forms, either through circumstance, a person begging for help, the hero learning about their origin they previously didn’t know, the hero’s own desire for a better life, and so forth. “Help me, Obi-Wan Kenobi. You’re my only hope.” Yeah, that one is pretty clear. Harry Potter gets his letter to Hogwarts delivered by Hagrid, and Gandalf says that Frodo must deliver The One Ring to Rivendell (although in the book Frodo takes a few months just thinking about it before actually leaving the Shire).
 For Cloud, the call really comes from both Barret and Tifa, with Barret paying him to help destroy the Mako Reactors, and Tifa pretty much calling in the promise Cloud apparently made to protect her during their childhood. The Inquisitor is basically blackmailed into working with Cassandra and Leliana to rebuild the Inquisition to close the Breach, which the player can either go along with willingly or unwillingly.
 Jack…doesn’t exactly have a call to adventure so much as he’s thrown into the adventure by way of mental conditioning and circumstance. The player doesn’t really get how the plane he’s riding crashed and why he ended up in Rapture until later in the game, but he’s basically told by Atlas/Fontaine what to do to help him save his (Atlas’) family. And things just go from there. For Raz, he receives a pamphlet for Whispering Rock Psychic Summer Camp, and being a psychic himself Raz decides to run away from the circus (in an inversion of the normal run away to the circus trope) to attend the camp. I would still like to know who it was that gave Raz that pamphlet to begin with. I’ve heard a lot of different theories. What do you guys think?
 2.) The Refusal of the Call
 When the hero receives the Call to Adventure, in whatever form it comes in, the hero often refuses the call, saying he or she is not cut out for whatever the adventure calls for or they have something else more important to do.  This can be saying you have to help your uncle on the moisture farm, saying you can’t possibly be a wizard, or trying to give The One Ring to the wizard who reveals the danger you’re in. The Refusal is of course short-lived and the hero goes along with the call anyway, otherwise there would ultimately be no plot, or at least a very, very boring one.
 Cloud’s Refusal of the Call is short-lived but repeated. He tells Barret that Shinra sucking Mako from the planet isn’t his problem, tells Biggs he’s gone once the job is over, proclaims to the entire AVALANCHE group that he doesn’t care about the planet, and tells Tifa he’s going to let AVALANCHE deal with Shinra and that he’s no hero. It isn’t until Tifa reminds him of a promise he made to her that he actually sticks around the group. All this occurs in roughly the first half hour of the game.
 In DAI, a Refusal of the Call is optional based on player choice. The Inquisitor can reject being the Herald of Andraste basically from the word go, with repeated rejections scattered about the entire game. Later, the player can refuse the idea of leading the Inquisition, including for race or religious reasons.  All this doesn’t matter, however, as the game continues on with the player’s character being referred to as the Herald/Inquisitor anyway, so the refusal is kind of a moot point.
 Bioshock and Psychonauts don’t really have any Refusals of the Call. Raz actually jumps at the chance of going on an adventure, away from the circus, away from his family, who he thinks doesn’t understand him.  If anything, the refusal comes from his father, Augustus, who destroys the pamphlet for the camp and forces Raz to practice acrobatics instead. But Jack’s story is the most interesting to me in terms of the refusal, and anyone who has played through Bioshock knows why. Not only does Jack not refuse the call, but also he also literally cannot refuse it. His “Would You Kindly” mental conditioning keeps him from doing so, and I love that it is buried in the gameplay in a way that the player doesn’t even realize the mental conditioning is there until much later. Story and gameplay integrated!
 3.) Supernatural Aid/Meeting the Mentor
 I’ve seen this step be called alternatively both Supernatural Aid and Meeting the Mentor, depending on who is describing The Hero’s Journey. Campbell called it the former, while the more recent Christopher Vogel calls it the latter. Personally I think these should be separate steps, but they often have to do with one another in some way, so I guess they can go together.
 The term “supernatural” is just vague enough that it can mean many things.  It can mean magic, divine intervention, magic, genetic manipulation, magic, psychic abilities, magic, aliens, or Force magic, to name a few. Harry Potter and Fellowship of the Rings all have some form of magic (of course), while Star Wars has the Force. FFVII has magic, the ancient spiritual race of the Cetra, and, strangely enough, the alien invader Jenova. Psychonauts has psychics (again, of course).  DAI has presumed divine intervention from the Jesus-like figure of Andraste, at least until the Inquisitor enters the Fade and learns it was actually Divine Justinia, who is basically the Dragon Age version of the Pope. The Plasmids that Jack uses throughout Bioshock is more scientific than magical, but it still serves the same function.
 As for mentors, some of those are pretty obvious for the books/movies. Luke has Obi-Wan, Frodo has Gandalf, and Harry has Dumbledore. For our chosen video games, it’s a bit less clear.  Cloud’s “mentors” might actually be his love interests Aerith and Tifa, depending on how far in the game the player is. Jack has both Atlas/Fontaine and Tenenbaum, for better or worse. Raz actually has several, which is no surprise considering summer camps have to have several camp counselors, but the two major ones are Sasha Nein and Ford Cruller, since those are the ones he spends the most time with and Raz clearly looks up to Sasha as his hero.
 For the Inquisitor, that’s where it gets a bit muddy. It would seem like Cassandra starts as a mentor figure, giving the Herald advice and trying to direct them, but quickly takes a backseat once the player character becomes the Inquisitor proper. She doesn’t even show up at the war table anymore, whereas in Haven she does. Is Leliana a mentor? Kind of, but only in the sense that she acts as an advisor, roles that are also played by Cullen and Josephine.  Solas? Well, he would like to think so, and you even get minor boosts in approval if you listen to him. Or you could ignore him entirely and piss him off.  Andraste? Sure, if your Inquisitor is devout. It’s more up to the interpretation and choices of the player.
 4.) Crossing the First Threshold
 This is the step where the protagonist basically goes, “I don’t think we’re in Kansas anymore.” (Yes, MGM’s Wizard of Oz also has its own Hero’s Journey!) It is the point of no return, where the hero finally decides to go with the Call to Adventure.  It is also in this step that the hero first encounters some of the real world outside of his or her comfort zone. So, this is another step that is kind of more like two steps.
 Our movies certainly have this two-part step. Luke decides to go with Obi-Wan to Alderaan after his aunt and uncle are killed by Imperial soldiers, and the cantina scene is his first real interaction with the tougher people that exist in the galaxy, including the skeptical Han Solo. Frodo (eventually) decides to take the One Ring to Rivendell, and The Prancing Pony in Bree exposes the hobbits to full-sized people for the first time, other than Gandalf. Harry Potter also has two, once at the Leaky Cauldron (pubs and inns seem to be a trend) leading to Diagon Alley and again on the Hogwarts Express.
 Psychonauts has an obvious Crossing of the First Threshold: Raz enters Coach Oleander’s mind, the Basic Braining level, the first mind Raz ever enters…presumably. It’s possible he entered another mind before then, but it’s not likely.
 Jack’s first sight of Rapture kind of acts as a first threshold, for both Jack as a character and for the player, but I also kind of like to think of it as the scene where Jack first sees a Big Daddy defend a Little Sister from a splicer. It gives a bit of foreshadowing that nothing is what it looks like down here, and Jack (and by extension, the player) should be careful about who he trusts.  A Little Sister is not a small, innocent creature after all, because there is always a dangerous, hulking Big Daddy somewhere nearby. Atlas is not who he appears to be, and ultimately Jack isn’t either. Instead, they are both people wearing masks, one intentionally and the other completely obviously.
 The first attempt at closing the Breach in DAI is a clear crossing, because it is from there that the Inquisition is reborn and the main character becomes the Herald of Andraste. Nothing is the same for the player’s character from that point on. The same goes for Cloud and the gang after the pillar holding up the upper plate over the Sector 7 slums collapses. Most of AVALANCHE’s members are killed and Aerith is captured. It’s not about saving the planet by this point. It’s about saving Aerith and getting revenge. Things just domino on from there.
 5.) Belly of the Whale
 This step coincides with the previous one. It is the final separation from everything the hero knows and moving into the unknown. Oftentimes it overlaps with a step called Loss of the Mentor, but it doesn’t have to. Consumption by a whale is optional, though use of a metaphorical whale is the more common approach.
 Speaking of metaphorical whales, what’s a bigger one than the Death Star? The same place where Obi-Wan dies, leaving the last connection to anything Luke had to his previous life and the one who would help him step into the future. He’s aboard the Millennium Falcon with two other people, two droids and a Wookie, but in reality he’s completely alone.
 Another such whale is Moria, the underground kingdom previously ruled by dwarves, but by the time of The Fellowship of the Ring, it is overrun by goblins, orcs, and the Balrog. The fellowship is swallowed by the earth and needs to get out. The price of that, however, is losing Gandalf. Another mentor lost. An even bigger whale is seen later in the books once Frodo and Sam reach Mordor itself, and they have to face even more challenges to get the One Ring to Mount Doom.
 For Harry, the whale could be a couple of things. It could be Hogwarts itself, the Forbidden Forest, the Hogwarts Express, the forbidden room on the third floor, or perhaps the trapdoor under Fluffy and the passage underneath…Lots of options here.  Now, the mentor figure for this book, Dumbledore, doesn’t leave Hogwarts until near the end of the story, and thankfully he doesn’t die, unlike the previous mentors who happen to be old, bearded, wizard men. He waits until book six to do that.
 FFVII kind of has an opposite whale. On one hand, it could be argued that the Shinra, Inc. building could be the whale, and although it certainly could be, I think a more poignant one would be the greater world itself. Once Cloud and the gang escape from Shinra, they leave Midgar and head out into the world, and they don’t return to Midgar until the end of the game. This could also be considered a Crossing the First Threshold.
 Again, DAI is about choice, but there are two events that are pretty big whales. The first is trying to recruit either the mages or the Templars to the Inquisition to close the Breach. Whether the player ends up facing Alexius in a dystopian future or fighting an Envy Demon for control in the Herald’s own mind, the main character ends up delving deep into a dangerous situation they have to climb out of. The second time is during the quest line to fight the possessed Gray Wardens and the Inquisitor ends up falling into the Fade. Quite a whale there, the Fade. A giant world that is only supposed to be accessible either to mages or in dreams. This is even more intense of an experience for a dwarf Inquisitor, since dwarves do not dream and cannot be mages in this universe.
 Bioshock…well, besides the idea of Rapture itself being a whale (during the game’s opening scenes, we even see a whale swim between Rapture’s towers), I would consider the most likely place to be Rapture Central Control. It’s here that some of the most important game events happen, after all. Jack kills Andrew Ryan, there’s the reveal of Jack’s “Would You Kindly” mental conditioning, and Jack learns he’s actually Ryan’s illegitimate son. Not to mention learning that Atlas, who has been guiding Jack and the player throughout the game thus far, is actually Frank Fontaine, the big bad. He has actually been using Jack this whole time just to one-up Andrew Ryan in their little power struggle. And then Fontaine betrays Jack and sends security bots to kill him, leading to yet another loss of a mentor. That’s a lot to take in during such a short time.
 Psychonauts doesn’t have a whale, but it does have a Hideous Hulking Lungfish. Raz has to do battle with her beneath Lake Oblongata, and then enter her mind so Raz can release her from Kochamara’s control. By then, Sasha and Milla have already been kidnapped, under the ruse of “Official Psychonauts Business,” and Ford Cruller is forced to remain in his underground lair near the psitanium so he doesn’t fall into one of his many personalities. So much for help there.
 6.) The Road of Trials
 The Road of Trials is the meat and potatoes of the story. It’s all the challenges the hero must overcome in order to reach the ultimate goal, whether it’s a big or little one. The challenges themselves may also be large or small, and according to Campbell often occur in groups of three. These challenges prepare the hero for the final encounter at the end of the story.
 …Do I really need to go over these in detail for each movie and game I’m reviewing here?  It’s basically the plot all the characters go through during the course of the story, ranging from battles, dungeons, travel, magic classes, camp activities, puzzles, and so forth. I’m not going to list each one here. This post is long enough as it is.
 7.) The Meeting with the Goddess
 This step involves the hero meeting with another character who helps them in some way, whether it’s as part of the hero’s group, by giving an item that is helpful, or just giving good advice. More often than not, this character is one of high ranking: an actual goddess, a princess, a queen, or something of that sort. She may or may not be a love interest, and more modernly she may not be a “she” at all…our examples here though do happen to be female, but I’m just saying this doesn’t have to be the case.
 Star Wars is obvious. Luke meets Leia, the Princess of Alderaan who hides the plans to destroy the Death Star in R2D2, first in her hologram and then in person aboard the Death Star itself. Frodo meets Galadriel in Lothlorien, where she allows him (and Sam, in the books) to glimpse into the Mirror of Galadriel to see the possible future of the Shire should his quest fail. She also provides him the phial containing the light of Earendil’s star, which is vital to fighting off Shelob later on. I wouldn’t exactly say Harry Potter has a goddess to meet, but I like to think it’s supposed to be Hermione, since she knows so much and often is the only one who actually knows what’s going on.
 Let’s see. FFVII has Aerith, whose big “gift” to the story is giving her life while she prays for Holy to stop Sephiroth’s Meteor. Bioshock has Brigid Tenenbaum, who assists Jack throughout the game if he spares the Little Sisters, and removes part of his mental conditioning so Jack can resist Fontaine. Milla is one of Raz’s teachers at Whispering Rock Psychic Summer Camp, teaching him the Levitation ability, which is arguably the most useful ability in the game.
 As for DAI, there are plenty of characters that can play the role of the goddess, but I would argue the most important one might be Morrigan. She tells the Inquisitor about the eluvians and theorizes Corypheus is searching for one as a means to reach the Fade. Although she ends up being wrong, Morrigan also is a candidate for drinking from the Well of Sorrows, and if she does she helps the Inquisitor by fighting the red lyrium dragon during the final battle with Corypheus.
 8.) Woman as Temptress
 Here’s another misleading title. The Woman as Temptress originates back from Campbell’s research of Greek myths, where the hero is enticed by a female figure: Circe, Calypso, the Sirens, and so on. Today, the “woman” is really just anything that tries to drive the hero away from the path of his journey. This can be power, money, promises, or threats, for some other examples. It can still be a person, but lately that hasn’t been the case.
 There is always the temptation of the Dark Side of the Force, although Luke doesn’t really encounter this in full force until The Empire Strikes Back. The One Ring is the temptation itself, and it actually does succeed, since Frodo doesn’t throw the Ring into the fires of Mount Doom. It isn’t destroyed until Gollum bites off Frodo’s finger, reclaims the Ring, and falls into the Crack of Doom while doing a happy jig. Voldemort tries (very briefly) to get Harry to join him and hand over the Philosopher’s/Sorcerer’s Stone at the end of the book (it’s a bit longer in the movie) but that doesn’t last very long.
 There’s not exactly a temptation in FFVII, although I guess Jenova manipulating Cloud into bringing the Black Material to Sephiroth at the North Crater is the closest thing. I feel that goes more into the manipulation category than temptation though, but it still functions in a similar way. Bioshock has the temptation of harvesting the Little Sisters to receive more ADAM from them, and thus allowing Jack to obtain more abilities. This can be really appealing from a gameplay perspective, and results in the bad ending of the game if you kill every Little Sister. Alternatively, Tenenbaum compensates you if you spare the Little Sisters, so it’s not the end of the world to resist the temptation.
 …Raz doesn’t have a temptation to stop trying to become a Psychonaut. At all. Oleander never convinces him, Loboto doesn’t convince him (their interaction is actually incredibly small in the main game), none of the other campers dissuade him, and he faces all the obstacles in all the different minds with determination. The closest thing I can think of is Lili, who really just tries to give him a realistic view that the Psychonauts are not as important as they once were. I guess the “making out” scene kind of fits here, since Raz is clearing distracted by the idea of kissing Lili and doesn’t pay any attention to what she’s saying immediately after. Linda interrupting them puts an end to that though.
 As for DAI…yeah, I have trouble with this one.  There really isn’t anything that tempts the Inquisitor in a way that distracts them from the danger at hand. Romance doesn’t do it, power doesn’t do it, money doesn’t do it, blood magic doesn’t do it, demons don’t do it…Yeah, I’ve got nothing. Readers, please help me with this, if possible!
 9.) Atonement with the Father
 This is the step most people know even if they don’t know the concept of the Hero’s Journey itself, because it is such a common trope used in all kinds of story telling. This can be a father or father figure, and honestly it’s not unusual for this to be replaced by a brother in video games, and less commonly with another relative. This step may or may not be related to the next step, Apotheosis, depending on if the “father” is the source of the main conflict, but it is still one of the major obstacles the hero must overcome. Another thing to note that this step does not have to involve the death of the “father” either.
 Let’s face it: Star Wars is one of those films that normalized the father-son conflict dynamic in movies. Sure, it existed before then, but it became a huge thing after the iconic scene between Luke and Vader in The Empire Strikes Back. The conflict doesn’t come to a head until The Return of the Jedi, when Vader finally redeems himself by killing Palpatine and saving Luke’s life, giving his own in the process.
 That being said, it’s interesting that the other two movies we’re looking at have more distant aspects of the Atonement with the Father step. It’s not Frodo who has to deal with his father’s displeasure, but Faramir. Is there anything worse than hearing your father admit that he wishes you had died and your older brother had lived? Denethor doesn’t appear to care about Faramir until he appears to have died. This is less apparent in the book, but it’s still there.
 Harry Potter has the same thing. Obviously since Harry doesn’t have a living father, it’s kind of hard for him to have a conflict with him. I guess there’s kind of atonement with Severus Snape in the last book, but you have to really, really squint to make it that relationship one of a father-figure and son. …No, that doesn’t work for our purposes. There are issues with fathers with other characters, like Ron, Neville and Draco, but those relationships aren’t really elaborated on until later in the series.
 Video games often follow a similar pattern. Conflict with a father or father figure is incredibly common. Raz and Jack both have big issues with their dads, although Raz’s resolution is obviously more positive than Jack’s. Raz actually does atone with his dad, right before the final battle with a giant two-headed father monster in Raz and Oleander’s combined mental world. (If you don’t know Psychonauts, it makes sense in context, I promise.) Jack meanwhile…kills his biological father, although perhaps not willingly considering his mental conditioning. Andrew Ryan is a pretty terrible human being though, so maybe Jack/the player would have wanted to kill him anyway. Maybe.
 It should also be no surprise that the father issue doesn’t have to surround the main character, especially since being an orphan is a common backstory, as mentioned in the Call to Adventure step above.  The Inquisitor doesn’t really have issues with his/her father, presuming the player thinks the father is still alive, but Dorian certainly takes umbrage with his father trying to use blood magic to change his sexuality. It’s up to the player to either encourage or discourage Dorian from reconciling with his father, so this step is up in the air in that regard.
 Another similar conflict that occurs in DAI that isn’t with a father is between Morrigan and Flemeth, although I would hesitate to consider it”atonement,” especially if Morrigan is the one who drinks from the Well of Sorrows, thus tying her to Flemeth’s command. Of course, with Flemeth out of the picture and Solas taking over, I wonder how that connection stands now.
 The father conflict is also not related to the main character in FFVII. Red XIII, aka Nanaki, has issues with believing his father, Seto, abandoned his mother and his tribe during an attack by the Gi tribe. In truth, Seto actually sacrificed himself to prevent a backdoor invasion, turning to stone after being hit by several petrifying arrows. Once Red learns the truth about this, he proclaims that his father was a hero and he will protect his home, Cosmo Canyon, just like he did.
 And that’s not even getting into all the father issues present in the other Final Fantasy games, plus others in FFVII. Maybe I’ll do another post about that topic another time.
 10.) Apotheosis
 This is the point the quest has been leading up to. The final challenge. The final battle. The final countdown. The hero takes all they have learned over the course of their journey and applies it to this final challenge. If there’s a main villain of the story, this is the time where the hero confronts them.
 This is pretty self-explanatory. Luke Skywalker trusts in the Force, which allows him to blow up the Death Star. Harry Potter decides he wants to obtain the Philosopher’s Stone, but not use it, and that’s what allows him to receive it from the Mirror of Erised. And Frodo has to throw the One Ring into the Crack of Doom to defeat Sauron. That last one is interesting in that Frodo technically fails to do this final task, which is not something we historically see in Hero’s Journeys, but such a failure is becoming more common.
 Applying this step to video games feels a bit like cheating considering that a large majority of them have a final boss battle of some kind, and our four games are no exception. Most of the resolution of the main character’s stories coincides with the defeat of the final boss. Jack’s story ends when he is able to reverse his mental conditioning (with Tenenbaum’s help) and he defeats Fontaine, and the Inquisitor’s conflict with Corypheus ends, of course, with Corypheus’ death. The Trespasser DLC for DAI adds more conflict involving what happens after and what the Inquisitor is going to do about their Mark that is slowly killing them, but I feel that’s another story, so it’s beyond The Hero’s Journey of the main game.
 However, despite having final boss battles, I feel that Psychonauts and FFVII also have an Apotheosis step in terms of the characters themselves. Raz has to defeat the two-headed mental amalgamation of his and Oleander’s fathers, but he is able to do so because his real father breaks into his mental world and lends Raz his power so he can fight the monster. That reconciliation is more important to Raz’s story than beating the monster. Honestly, Raz probably wouldn’t have agreed to use his father’s strength if they hadn’t reconciled literally just prior to the final fight.
 Cloud’s Apotheosis really has to do with coming to terms with his false memories. He never actually joined SOLDIER, instead becoming a grunt in the Midgar army. He was experimented on after the Nibelheim Incident, escaped with Zack, and basically imprinted Zack’s life, experiences, mannerisms and skills after Zack was killed right in front of him. Cloud and Tifa have to sift through Cloud’s memories to figure out what really happened during the Nibelheim Incident, thus returning Cloud to his normal self. Essentially, Cloud has to realize that he is not as strong of a person as he previously believed, and that there’s nothing wrong with being weak. What you have to be is true to yourself. That’s more important than being strong.
 11.) The Ultimate Boon
 So if the Apotheosis is the final challenge of the journey, then the Ultimate Boon is the reward for overcoming it. This can be material or not, and likewise may or may not be what the hero initially set out to receive or accomplish. The boon can be large (such as saving the world) or small (earning a medal), and it can be public (again, saving the world) or personal (winning a love interest’s heart).
 Harry and Frodo both set out to accomplish a task, preventing the Philosopher’s Stone being stolen and destroying the One Ring, respectively, although Harry’s realization that he must do this thing is later on in the story compared to Frodo. They both succeed and are both rewarded. Harry and his friends are basically handed the House Cup at the end of the school year for thwarting Voldemort’s plan, and Frodo and the fellowship save the world, and more importantly for Frodo, save the Shire.
 However, Frodo does end up having to leave the Shire and go into the east due to the wounds he acquired throughout the journey as well as the strain of carrying the Ring. In a way, he is rewarded for his journey, but also punished because he didn’t actually accomplish the task he set out to do. He ends up leaving the Shire, his home, which he wanted to save to begin with.
 Luke is kind of the same way. He doesn’t set out necessarily to find his father and bring him back to the light. His Call to Adventure had to do with going to Alderaan with Obi-Wan to help Leia, and he is rewarded with a medal at the end of A New Hope for destroying the Death Star. However, his boon really has to do with reconciling with Vader, a conflict that doesn’t begin until The Empire Strikes back, later in his Hero’s Journey. However, this is just a good example of how the boon does not necessarily have to relate to the call.
 The boons for both FFVII and DAI are saving the world. It’s good for the world to not be destroyed, after all. Raz’s boon is a bit more personal: He is allowed to join the Psychonauts, which he set out to do, but his relationship with his father is also significantly improved now that the two of them understand one another better.
 For Jack, he saves Rapture…sort of. If the events of Bioshock 2 indicate anything, it’s that things really haven’t gotten better for Rapture following Fontaine’s defeat. However, presuming that the player spared the Little Sisters and gets the good ending of the game, Jack returns to the surface world with the cured Little Sisters, who essentially become his daughters. In the words of Brigid Tenenbaum, “In the end, what was your reward? You never said. But I think I know…a family.”
 Jack is given the short end of the stick in terms of family and future. His parents are not his real parents, his biological father Andrew Ryan didn’t want him, his mother sold him to Tenenbaum and Suchong as an embryo, and he has no control over himself or his own destiny. Considering it turns out everything Jack knew about himself and his family is a lie, a real family is the best thing he could have received. Jack basically has nothing at the beginning of the game, so the fact that he is able to still build a life for himself and the former Little Sisters is a great reward. Of course, this is thrown out of the window if the player harvests the Little Sisters and gets the bad or neutral endings, so there you go.
 12.) Refusal of the Return
 We’ve reached the point where the hero has accomplished the goal he/she has set out to do, has received their reward, and now has to go back to normal life that was left behind at the beginning of the story. What? The hero doesn’t want to return to normal life? They prefer the world they’re in now? Yeah, in a strange reversal of the Refusal of the Call, the hero no longer wants to return to their previous life, having earned the boon and learned the lessons they have.
 Can anyone really blame Harry Potter for not wanting to return to his aunt and uncle’s house once the school year end? Yeah, let’s go back to the house where he’s treated horribly, has a literal hand-me-down bedroom, and is not allowed to perform any of the magic he has grown to love. Plus his owl is forced to stay in her cage the whole summer. That sounds great! Let’s do that.
 Frodo, on the other hand, does return to his normal life in the Shire, but later has to leave because of his wounds and from carrying the One Ring (see The Ultimate Boon step above). It’s not so much that he refuses to return, but rather he is forced to leave again. Luke is kind of the same way. He doesn’t really refuse to return to his family and their moisture farm, it’s that he can’t return to it, because that has been destroyed. His previous life can no longer be. Even if we stretch the timeline to the end of The Return of the Jedi, Luke never goes back to just being a moisture farmer.
 Psychonauts only has a half-hearted refusal. At the end of the game, Raz acts like he’s going to go back to the circus, but only for a moment. Once the opportunity to go on another rescue mission comes up, Raz turns to nonverbally ask his father if he can go. It’s more like he’s asking for permission to not return rather than refusing outright.
 The Inquisitor of DAI doesn’t return to their previous world either. The life of running the Inquisition doesn’t end when Corypheus is defeated. It continues on until the Trespasser DLC, which even at the end of that the Inquisitor continues their adventure to stop Solas from basically destroying the world in a few years. I’m actually pretty eager to see how the Inquisitor fits in the next Dragon Age game, although the developers have given a 2022 release date, last time I checked.
 For Bioshock, Jack really does not refuse to return, symbolically indicated by him leaving Rapture and returning to the surface world. Regardless of whether he brings the cured Little Sisters to the surface to have a normal life or he becomes the splicers’ new leader and brings them to the surface to destroy mankind, he peaces out of Rapture at the first opportunity he has. There’s no refusal to return on Jack’s part at all.
 FFVII…okay, I’m again having trouble with this step. Cloud doesn’t really act like he refuses to go back to his previous life. His previous life is actually up in the air, with all his messed up memories and near lack of anything connecting him to his past, either as himself or with his false memories as an ex-SOLDIER. The only person really connecting him to his life before the story is Tifa, and I’m not going to get into the shipping wars about whether he should be with her or the now dead Aerith. That’s a different post. Regardless, by the end of the game, Cloud is more interested in moving forward than going back.
 13.) The Magic Flight
 In the process of returning to normal life, the hero will often have to flee from some kind of danger. This happens after the hero has received the boon, but before they are able to bring it to the people. If there’s a bad guy that needs to defeating or a task that needs accomplishing, this step often takes place immediately after. Actual flying is not required, but don’t be surprised if it does. The Magic Flight frequently merges with the next two steps, Rescue from Without and The Crossing of the Return Threshold.
 Let’s see. Luke escapes the Death Star on a shuttle with his father’s body. Frodo and Sam fly with the Eagles back to safety as Mount Doom is erupting. Harry is knocked unconscious and rescued by Dumbledore from the room containing the Mirror of Erised. Whew. Managed to keep that short.
 DAI doesn’t really have this step, because again, the story keeps going even after Corypheus’ end. However, I could argue there are other parts of the game that have a Magic Flight, such as escaping from the dystopian future after defeating Alexius or escaping the Fade after fighting the Fear Demon. These events just don’t happen at the end of the game. FFVII also only kind of has this step too, in the form of the Highwind bringing the party out of the North Crater following the defeat of Safer Sephiroth.
 Raz has to escape from his own mind, which is intertwined with Oleander’s in the last stage of the game, and his brain has to be detangled in order to return to his normal self. He’s not really conscious for the process though, so the player doesn’t really see it. As for Jack, this step is really kind of merged with the next two, so we’ll get to those.
 14.) Rescue from Without
 During the course of the Magic Flight, the hero will be unable to escape the danger they are trying to flee from on their own. Someone (or multiple people) will need to come in and rescue the hero. This is especially true if the hero is injured or weakened in some way, particularly after a rough final battle with the big bad.
 As stated before, this one often overlaps with the previous one and the next one. Vader saves Luke from Palpatine’s Force Lightning. The Eagles rescue Frodo and Sam from the erupting Mount Doom. Harry rescued from the attack from Voldemort/Quirrell by Dumbledore and brought to the Hospital Wing for treatment. Yeah, that sounds about the same as before.
 The closest thing the Inquisitor comes to being rescued from without, at least at the end of the game, is with the red lyrium dragon, where either a dragon-shifted Morrigan (if she drank from the Well of Sorrows) or the Guardian of Mythal (if the Inquisitor did). However, the red lyrium dragon defeats either Morrigan or the Guardian, and the Inquisitor and the party have to fight it anyway. So it’s an attempted but ultimately unsuccessful rescue.
 Raz is rescued by his dad, Augustus, from his own brain, and I imagine Cruller, Sasha and Milla all played a role in separating Raz’s brain from Oleander’s and rebraining him, even though this isn’t shown on screen.  Several Little Sisters stab Fontaine to death with their ADAM-collecting syringe, saving Jack from his final blow. It’s a wonderfully satisfying scene and I absolutely love it. FFVII has a rescue of sorts in that Aerith has to basically make the Lifestream rise up to help her Holy spell stop Meteor from destroying the planet. How she manages to do this from beyond the grave is never explicitly explained. It must just be a Cetra thing.
 15.) The Crossing of the Return Threshold
 So, this step is the final of the triumvirate of the return steps. The hero actually returns to their normal life or their previous home, and distributes the boon they have received upon the rest of the world. This is basically anything that happens after the climax of the story. Exposition explaining what exactly has happened may or may not be included.
 Luke returns to the rest of the characters on Endor to celebrate the destruction of the second Death Star, bringing the teachings of the light side of the Force with him. Harry Potter boards the Hogwarts Express to return to the Muggle world. And the hobbits all return to the Shire, although in the books they have to deal with Saruman and the Scouring of the Shire once there.
 For Psychonauts, there’s kind of a Return Threshold, but only if you stretch it, and not in the sense that returns Raz to his normal life. Quite the opposite actually. Raz and the gang levitate into the Psychonauts jet that just happens to show up from the ground. Hmm, didn’t Raz say he suspected that Cruller had a jet hiding in his lab somewhere? Oh look! More setup and payoff!
 Finally, we come to Jack. After defeating Fontaine, he is finally able to take a bathysphere to the surface again. The player sees this almost immediately after defeating Fontaine, and it occurs regardless of whether the player gets the good or bad ending.
 As stated in the Refusal of the Return step, neither DAI nor FFVII really have Crossing of the Return Threshold. FFVII just sort of ends and DAI doesn’t show the Inquisitor returning to their home origins, either in the game proper or in the DLC.
 16.) Master of Two Worlds
 This step is no so much of a step, but rather a final result of the hero’s journey. It is closely related to the next step, Freedom to Live. We see the hero basically in their final form, having achieved what they set out to do, whether that was the original intention or not. The hero is able to live in both their old and new worlds.
 In our chosen movies, Luke is really the only one who is the Master of Two Worlds. He recognizes the darkness that exists in him, but he can overcome it. Frodo, on the other hand, literally can’t become Master of Two Worlds due to his experiences. He has to leave one world (the Shire) permanently for the east.
 Harry…really has to compartmentalize his wizard and Muggle experiences, but that has more to do with his family not being willing to accept that magic is a part of him. Obviously his aunt and uncle do not care for his boon (magic) that he brings with him, forbidding him from using it, even without the Statute of Secrecy in place. He can’t really master both worlds in that regard, not until the last book and he reconciles with Dudley. (I’m really annoyed they cut that from the final release of the movies. That badly needed to be shown.) Harry does become a master of two worlds, the living and the dead, in the last book, but we’re looking at the first book alone, and this step isn’t really possible for him due to his circumstances.
 Now I have to admit, the only game (on our list anyway) that has this step is probably Psychonauts. Cloud steps away from his false life as an ex-SOLDIER when he admits that it was all in his head, choosing instead to continue to live as himself. Jack either returns to the surface with the Little Sisters and stays there (in the good ending) or becomes the master of Rapture and new leader of the splicers, rejecting his previous life. And The Inquisitor, well, I guess you could say they become the master of both the real world and the Fade, especially since he/she gets progressively better at controlling the Anchor and closing Fade rifts. However, they he/she still remains in the real world as the Inquisitor, until the events of Trespasser at least. These three games have the main character choosing one world over another, so it’s hard to pin them down as “masters” of two.
 Psychonauts, however, shows Raz accepts both parts of his life, as an acrobat and as a Psychonaut. This is illustrated excellently during the last platforming part of the game, during Meat Circus, with the rising water and Raz needing to keep up with his mental image of his dad. He uses both his acrobatic skills and his psychic powers to reach the top of the area. And as stated previously, Raz gains his father’s blessing before running off on another mission. Raz succeeds at being a Master of Two Worlds, and this kid is only ten!
 17.) Freedom to Live
 A follow up of the previous step, Freedom to Live is pretty much exactly what it sounds like. Having mastered both worlds, the hero is allowed to live, as he or she wants, without worrying about any more conflicts…until the story sequel at least. This is the happy ending of the story, presuming the story has a happy ending.
 All of our protagonists, both movie and video game, manage this step in one way or another. Luke no longer has the threat of the Sith looming over him, and he can be at peace knowing he helped to redeem his father (and, for now, I’m going to ignore the stuff that happens in the New Trilogy, because that starts up a whole new set of the monomyth). Harry is given the opportunity to go back to Hogwarts for more schooling, and even though his Muggle family disapproves, he knows who he is now and has answers for things he couldn’t explain before. Overall, the end of the first Harry Potter book gives him a new lot in life, and the series continues on with that from there.
 And Frodo. Poor Frodo. Perhaps it’s hard to say he has “freedom” to live since he does end up leaving the Shire, but considering that his goal was to save the Shire (and by extension, all of Middle Earth), he succeeds. Frodo had to leave his home, but the other hobbits, including Sam, his closest companion, were able to live without a care. It’s a sacrifice, but one Frodo seems content to make.
 As for the video games we’re looking at, well, now Raz has the freedom to pursue his dream of being a Psychonaut without worrying about it alienating his family, his father in particular. Cloud is able to put the past behind him and move forward as his own person, rather than trying to live up to a standard he forced himself to before. The Inquisitor has challenges ahead to be sure, but without the threat of Corypheus breathing down their neck, they have a bright future to look forward to (at least until Solas decides to tear down the Veil, but we’ll have to wait for Dragon Age 4 to see how that turns out). And finally, Jack finally has answers to any questions he had about his life, and with his mental conditioning removed, he is finally allowed to choose his own fate, whether as a despotic leader of the splicers or as a father to the cured Little Sisters.
 So there you go. The Hero’s Journey in a bunch of movies and video games. As I said at the beginning of this extensive diatribe, the monomyth is not the only way to tell a story well, and it certainly is not mandatory to make a story good. However, whether intentional or not, parts of the monomyth somehow find their way into the stories we share in our various media. It’s worth looking at for any kind of story, if only to analyze how the presence or absence of the monomyth affects the story, for better or worse. And yes, video games can be a great form of story telling, if developers take the time to create it and players take the time to experience it.
 Okay. This post has gone on long enough. To anyone who managed to make it all the way here, thank you for your patience and commitment to reading my ramblings.
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