Final Fantasy 7 Remake Hands-On: Summons, Airbuster, And Big Changes

An explosion detonates within the heart of Midgar’s North Mako Reactor, causing its cooling tower to burst apart in a plume of orange and green. It’s a familiar sight to anyone who’s played Final Fantasy 7, but in the Remake it is the starting point for a demonstration of what this ambitious, multi-game retelling of the story can be. The Scorpion Sentinel boss preceding this moment speaks to a bigger and flashier version of 1997’s most captivating JRPG, but it’s when you’re beyond the perimeter of the North Reactor that the game’s new scope is made clear. This is a project exploring how better technology and modern ideas can change and redefine old perspectives.

During a recent hands-on with Final Fantasy 7 Remake, I discovered that the escape through the streets of Sector 1 after the bombing of the reactor is a far cry from the somber sequence in the original. The slow, melancholic music is swapped out for the brasher Shinra Inc. signature tune. The streets are packed with people, colossal chunks of debris, and spreading fire, creating a scene that feels distinctly the product of a post-9/11 world. Rather than emerging from the mission a hero, Remake asks you to consider Cloud’s role as a terrorist as he picks his way through a mess of emergency service vehicles and devastated families.

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This change is initially jarring. The quiet track played during this scene in the original game is called Anxious Heart, and that title alone tells you exactly how the deathly silent streets of Midgar seem at that moment. It’s easy to feel as if its bombastic replacement is missing the point; the streets are not just filled with civilians, but also soldiers and riot guards ready to strike you down in extended combat encounters. Upon reflection, though, this offers a different angle on the same story, which is symbolic of everything Remake is doing.

The sequence uses the opportunity to add more detail to Shinra’s depiction. While in the original game it was obvious that the company was more than an electric power supply, Remake uses voice over to quickly establish that Shinra is a dystopic totalitarian regime. Loudspeakers shout commands at the population, telling them to leave their homes immediately and evacuate. As you run through residential streets you can see not just how immensely large and populated Midgar is, but also how Shinra has a terrifying stranglehold on everyone within its borders.

[poilib element=”quoteBox” parameters=”excerpt=It%20offers%20a%20different%20angle%20on%20the%20same%20story%2C%20which%20is%20symbolic%20of%20everything%20Remake%20is%20doing.”]This expanded scope goes beyond being able to render locations as larger, more detailed, and with more life. The second bombing run in the Sector 5 Reactor also incorporates new gameplay ideas based around player choice. As Cloud, Barret, and Tifa storm through the cavernous, steel-plated guts of the building, there’s the opportunity to re-code a manufacturing line that is assembling the area’s boss, the Airbuster. Decisions here directly affect the kind of boss battle you’ll eventually face, although the effect is not quite as dramatic as the decision would perhaps have you believe (it’s about reducing the Airbuster’s resources, rather than denying it abilities altogether). Nevertheless, the mechanic does allow you to have more impact on what was once an entirely static world.

Changes such as these dramatically alter the story’s pace. It feels odd that places which previously took ten minutes to work through now take three times longer. But, importantly, this extended length seems to be made up of worthwhile elements rather than filler. Sometimes that’s via a new mechanical design like the Airbuster production line, or sometimes that’s through entirely new areas, such as the loot-filled storage vault that can be unlocked if you have the patience to do that simultaneous button pressing lock puzzle another handful of times.

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But, as demonstrated in the E3 2019 demo, it’s in the boss fights that Final Fantasy 7 Remake really shows off its flair for expansion. Like the Scorpion Sentinel, the Airbuster is now a multi-stage battle with cinematic presentation and more explosions than your average Marvel movie finale. It’s against this techno soldier that the new hands-on build finally provides a stage to test the limits of the Remake’s combat system with a full three-member party. And, somewhat predictably for this project, the results are remarkable.

Classic Final Fantasy boss battles that use the original Active Time Battle system can be tense and stressful in their own way, but Remake takes that feeling and runs a mile with it. (If you’ve yet to read anything about the system, we’ve got a full breakdown of it to help you out.) The combination of action elements, command menus, and the requirement to constantly swap between characters to remain efficient is surprisingly taxing in a boss fight scenario. This is not a criticism; after Final Fantasy 15’s streamlined approach, it’s a real thrill to creep further and further to the edge of your seat the deeper into a fight you get.

[poilib element=”quoteBox” parameters=”excerpt=Boss%20battles%20can%20feel%20exhausting%20and%20test%20the%20limits%20of%20your%20endurance.”]There’s unrelenting pressure to be using your ATB gauges as they become available in order to ensure your team is consistently unleashing a barrage of high-damage attacks. While you’re only ever actively in control of one character at a time, those temporarily controlled by AI do not use their special skills automatically and so must be frequently issued orders. This preserves the classic nature of Final Fantasy 7’s command-based battles, but its implementation in a real-time environment feels like a non-stop juggle rather than a deliberate rhythmic exchange. The end result is that these big boss battles can feel mentally exhausting and test the limits of your endurance. It’s almost akin to the biggest fights in a Platinum-developed game, just with a tactical rather than reflex-based approach.

The pressure of these battles can certainly be relieved by being properly prepared. The Sector 5 save game provided at the hands-on was set up so that the party only had access to one orb of lightning materia, and so exploiting the Airbuster’s electrical weakness was a tough job. The final segment of the demo featured the fight against Abzu (previously known as Aps) in the sewers beneath Midgar’s slums. For this battle, every member of the party was equipped with Fire materia, allowing Cloud, Tifa, and Aerith to bombard the beast with highly damaging flames. With the right equipment, it seems as if at least some of the bosses can be cut down in a matter of minutes.

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Aerith also had Ifrit summon materia (yup, summons are now available in Midgar, including Leviathan and Shiva), allowing her to call in the fiery demon to flame-punch the monster into submission. Rather than just elaborate magic spells, summons now fight alongside you on the battlefield, and can even be commanded using your ATB gauges. They cannot be called in at will, though; a bar appears the HUD and fills over time and, when full, can be spent to call in a summon of your choosing. Taking away the on-demand nature of summons does restrict their use as a tactical tool, but this new system does enhance the narrative that they are powerful entities that arrive when they believe you are in need of their gifts.

While party combat really comes alive in boss battles, there are new enemies specifically designed to make use of multiple team members. During Cloud’s solitary escape from the North Reactor, he faces a team of Shinra soldiers armed with riot shields that easily deflect sword swipes. It makes fighting them solo tricky, and their leader, a beefy guy called The Huntsman, is painfully laborious to defeat. Fight these guys with a party, though, and it’s an entirely different story. Cloud can tank them while Tifa runs behind and uses her Whirling Uppercut heavy attack to launch them upwards, which in turn opens them up to a salvo of Overcharged shots from Barret.

Regardless of your target, party members have a variety of returning and brand new skills to make use of. There’s significant focus on providing more non-magic options, and so there’s always something to unleash without the need for spending MP. Tifa, for instance, can deal big chunks of damage with fun moves like Divekick and Starshower, or buff her basic attack stats with the Unbridled Strength ability. Many of Cloud’s former Limit Breaks have also been turned into these standard abilities; Braver is the first one you’ll get, and later you’ll pick up Blade Burst, which is effectively Blade Beam.

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Meanwhile, Aerith has been transformed into a full-blown white mage-style caster; her primary attack sees her hurl blasts of magic rather than whack foes with her staff, and her abilities are all based around support spells such as Soul Drain, which absorbs MP from enemies, and Lustrous Shield, which blooms a defensive barrier from magical petals. Additionally, all party members can be equipped with new purple materia that provides skills used in the action elements of battle, such as augmented dodges that follow up with damage.

It’s a dizzying array of additions and changes; enough to overwhelm and even incite just a little nervousness. Despite all the big moments being there and the experience feeling fundamentally true to Final Fantasy 7, Remake is a very different beast. There are moments when you’ll expect something to happen and it won’t, and what it does instead can cause confusion and a pang of disappointment. But those feelings are all short-lived, because no matter how great it would have been to see those classic moments exactly replicated in modern tech, it’s much more exciting to see how it’s all changed.

The remix presented so far seems well judged, but the most notable thing is how it all feels like the design equivalent of an entire battleship broadside salvo firing at once. This no-holds-barred approach creates the most absurdly entertaining boss fights I’ve fought in years in the Airbuster, but if the correct lines are not drawn, then the game’s more somber, thoughtful moments could be distorted and lose their impact. If restraint is shown though, and what’s here is representative of the quality of the whole experience, then there’s little more to say than: yes, they might really have really done it.

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Matt Purslow is IGN’s UK News and Entertainment Writer. You can follow him on Twitter

Final Fantasy 7 Remake Preview — First 3 Hours, Aerith and Tifa Combat, And More

Seeing the reimagined opening of Final Fantasy VII Remake for the first time really is something special, if the original is something you’re familiar with. The establishing shots of Midgar, the train, the first couple of battles–there’s definitely an unavoidable nostalgia, no matter how reserved and wary you’re trying to be. I’d certainly been very skeptical about how Remake was going to turn out, and that’s partially on me–I generally avoid watching pre-release coverage of things I know I want to experience myself. But after getting the chance to spend somewhere between three and four hours playing the first two chapters and some mid-game stuff, I’m feeling much better about letting myself be very excited about Remake’s impending release.

You’re likely already aware that Square Enix is blowing out the Final Fantasy VII saga to encompass multiple releases. The first part is set solely in the corporate-owned slums of Midgar, and will extrapolate greatly on the beats of the original. Having started a replay of the PS1 FF7 shortly before I dove into the Remake demo, it’s a little shocking how much more detailed the new game feels. The original Final Fantasy VII was in no way a small or unambitious game, but if I were to imagine the same kind of treatment being given to the rest of VII–well, I hope I live to see it all happen.

A big part of the joy, of course, is simply seeing a more realistic depiction of a Midgar you likely know, and from all angles. There’s a big nostalgia factor, naturally–jumping off the train for the first time is pretty cool. But there’s a lot more about the setting that was never present in the original, and that certainly brings a feeling of curious wonder about something completely new. You can look up and see the plate far above, which physically separates the city’s rich from poor. The streets are populated with people, shopfronts, and ads for hair gel, giving the city a kind of character I never thought about it having.

Continue Reading at GameSpot

Final Fantasy 7 Remake Devs Want The Saga To Live On For Generations

Until Final Fantasy VII Remake was officially announced in 2015, the frenzied fans that had been whipped up by a reimagining of the game’s opening, shown a decade earlier, had basically lost all hope that it was ever going to get off the ground. But developers at Square Enix had been working on it all along. Key members of the original game’s development team, including director/scenario writer Yoshinori Kitase, character designer Tetsuya Nomura, and Kazushige Nojima, also a scenario writer, were trying to get the ball rolling on the project for a long time. But other Final Fantasy projects, as well as the limits of console tech, were always a roadblock in making sure Square Enix had the right team to successfully revive and reinvent one of the most iconic games of all time.

Yoshinori Kitase, now a producer on Final Fantasy VII Remake, told GameSpot that even before the team started production on the original Final Fantasy VII, they strived for the already-popular series to both do more ambitious things and reach a broader audience than before. “When we finished doing Final Fantasy VI and moved to start work on Final Fantasy VII, there was that idea in our heads that we wanted to go outside of Japan for this game,” Kitase reminisced, through a translator. “I don’t think we had the expectation that it was going to be as big as it was in the end (Final Fantasy VII remains the series’ best-performing entry with over 12.3 million units sold) but we did have that passion to make this go out to the world–rather than VI, which was a much more domestic-focused title.”

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Paramount to making an impact on a broader audience was taking advantage of Sony’s PlayStation, and considering what that meant for the series’ former, iconic pixel-art look. “There were a lot of debates within the team about the right style to go for when we were making that transition,” Kitase said. “We went around to a lot of international CG events, things like SIGGRAPH, looking at what we could do.”

Continue Reading at GameSpot

Final Fantasy 7 Remake Demo Now Live

The playable demo for Square Enix’s Final Fantasy 7 Remake is now available to download from the PlayStation Store. The demo allows you to play the first chapter of the game that includes the iconic Mako Reactor 1 bombing mission and the Guard Scorpion battle (now known as the Scorpion Sentinel).

Downloading the demo not only allows you to dive into the game and experience the FF7 remake over a month before release, but will also bag you a PlayStation theme that will unlock when the game launches.

If you want to check out what’s in the demo before you play, check out the full Mako Reactor 1 in the gameplay video below.

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It should be noted that any progress that you make in the demo won’t be carried over to the full version upon release however.

A demo for Final Fantasy 7 had previously been leaked back in February, which resulted in spoilers making their way across the internet.

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Final Fantasy 7 Remake launches March 3 this year on PS4, and could come to additional platforms in 2021. It will feature new boss fights alongside remakes of the classic ones, as well as new characters. Many elements have been remixed, including the Sector 5 Reactor and how much of Sephiroth is shown. You can see everything we know about Final Fantasy 7 Remake right here, too, or read our latest hands-on preview.

Final Fantasy 7 Remake Demo Is Out Now

After leaking previously this year, the Final Fantasy VII Remake demo is now officially out. You can download it from the PlayStation Store for free.

The store description states that the demo encompasses the first chapter of the game, which includes the now memorable Mako Reactor 1 bombing run that introduces Cloud to the Avalanche eco-terrorist group, and many of Final Fantasy VII’s main characters.

It also ends with the Guard Scorpion fight, but it’s not clear yet if this first boss fight will be included in the demo. The description also notes that your progress will not carry over into the final game–which launches on April 10–and that some content may differ from the final product.

Continue Reading at GameSpot

New Riot Shooter, Valorant Announced: Screenshots, Release Window, PC Specs

Riot Games has officially revealed the title of its tactical shooter formerly known as Project A. Valorant is a 5v5, free-to-play shooter from the developers of League of Legends that is set launch in summer 2020.

Valorant features a cast of characters known as agents who are from real-world cultures and locations, meaning it’s not tied to the lore of its League of Legends series. Set in a near-future Earth, characters will come from a wide range of locations and cultures. Each agent has a set of unique abilities, though the core gameplay is focused on tactical, team-based shooting.

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Riot Games executive producer Anna Donlon says that the shooter will “uphold the fundamental values of a competitive tactical shooter: precise shooting, lethal gunplay, and strategic execution.” Some examples Riot gives is how “a player with steady aim and a pistol will always beat an unsteady sniper.” Time-to-kill is also low, meaning headshots are usually instant kills and rifle kills take 3-4 bullets. Recoil is said to be punishing.

Two teams will work together and lock in as an agent for the entire duration of a round-based, attackers vs. defenders match. The team who wins a best-of-24-rounds match wins the game.

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Riot says it has high-end performance in mind for Valorant and as such implemented dedicated 128-tick servers for global players, a custom-built netcode for precise hit registration, and proprietary anti-cheat prevention and detection.

Valorant PC Specs

Recommended Specs – 60fps

  • CPU: Intel i3-4150
  • GPU: Geforce GT730

High-end Specs – 144+fps

  • CPU: Intel Core i5-4460 3.2GHz
  • GPU: GTX 1050 Ti

Minimum Specs – 30fps

  • CPU: Intel i3-370M
  • GPU: Intel HD 3000

PC Hardware recommendations:

  • Windows 7/8/10 64-bit
  • 4GB RAM
  • 1GB VRAM

 

Valorant is the latest game from Riot, which spent the previous decade focusing primarily on a single game, the MOBA League of Legends. At its 10th anniversary, Riot announced a variety of new projects including the League of Legends card game Legends of Runeterra, a fighting game called Project L, and a mysterious social game called Project F.

For everything Riot has in the pipeline, including a new animated TV series, check out IGN’s recap of Riot’s 10th-anniversary livestream.

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Matt Kim is a reporter for IGN.