Something went wrong. Try again later

danielkempster

Word bitch, we out.

2825 28957 0 230
Forum Posts Wiki Points Following Followers

Cities And Flower Girls - Some Scattered Thoughts On Final Fantasy VII Remake

I like Final Fantasy VII.

No Caption Provided

To be honest, that statement probably goes without saying. FFVII played an integral part in how I earned my blogging crust on this website all those years ago, with my Enduring Final Fantasy VII series representing the biggest commitment I've made to any writing project I've ever pursued. That series, an epic undertaking that spanned thirty-five entries across almost four years, served as a deconstruction of what I love about Squaresoft's ground-breaking PS1 RPG, while trying to ascertain whether the game still has anything to offer a contemporary audience (my conclusion, in case you're wondering, is that it absolutely does). Consequently, the game has become inextricably tied to my presence on Giant Bomb. Hence, it will likely come as a surprise to no one that I'm currently playing through Final Fantasy VII Remake in my spare time.

I'm currently about twenty hours into FFVII Remake and have just started Chapter 10 (no spoilers for anything beyond the Wall Market sequence, please!). I'm deliberately going slowly, trying to play no more than an hour a day on average and savouring the experience in a way I don't often attempt with video games any more. Most of that time has been enjoyable. I'm not here to dissect the experience or pass judgement on the game as a whole, especially not when I still have (by all accounts) about half of its content left to experience. I will say that I really like the pseudo-turn-based combat mechanics and the additional layer of strategy and tactical depth they provide on top of the (largely intact) Materia system from the original game. I'm a bit torn on the changes made to the story thus far, with some additions (like the ones involving Biggs, Wedge and Jessie) feeling like justified bits of character building and others (like the mysterious Whispers) feeling tacked-on and unnecessary, but I'm trying to keep an open mind and am at least willing to stay on the ride and see where the rest of the journey leads.

What I want to talk about today are two things that have struck me as I've played through the first half of Final Fantasy VII Remake. The first of those things is the game's portrayal of Midgar. The second is its portrayal of Aerith. One of them I really like, and the other has me feeling a little conflicted. I'll leave you to guess which is which while I prepare the banner for the next section of this blog. I suppose this would also be a good opportunity to warn you all that while I won't be discussing any story events in great detail, some of the comments below may tip-toe into mild spoiler territory for anyone wishing to go into FFVII Remake completely fresh.

A Tale of Two Cities

No Caption Provided

Final Fantasy VII Remake's rendition of the city of Midgar is astounding, of that there can be no doubt. It takes familiar places that have up until now existed only on a two-dimensional plane, and turns them into fully-navigable, three-dimensional environments. This augmentation is a powerful trigger for nostalgia, and is something that is noticeable right from the start of the game, with its retelling of the Sector 1 Mako reactor bombing mission synchronising almost perfectly with the opening of the original FFVII. The feeling of familiarity that this nostalgia elicits is then replaced with a child-like sense of wonder at the realisation that you can control the camera and experience these familiar places in a way that just wasn't possible previously.

This is to say nothing of the sense of scale that FFVII Remake manages to convey in its portrayal of Midgar. The first time this hit me was at the start of the game's third chapter, when Cloud disembarks the train in the Sector 7 slums with the rest of Avalanche. This is the first time the player is put in a position of control while under the plate, and my personal instinct was to immediately tilt the camera upward. Thankfully, I was not disappointed - the slums' skybox is dominated by the imposing darkness of the Sector 7 plate's underside, one of seven twisted masses of metal emerging from the city's central pillar that blot out almost all natural light. In the original game, we're told this plate is there, but due to technical limitations and the pre-rendered nature of the backgrounds, there are very few situations in which we're actually able to see it. In FFVII Remake, the plate above is a permanent imposition on the skyline, making it impossible to forget about its presence. This, in turn, feeds into the game's narrative by visually reinforcing the disparity between the "haves" up on the plate, and the "have-nots" in the slums below. Being able to see the plate so prominently at all times makes me feel the oppression that Avalanche are fighting against more acutely than I ever have while playing the original FFVII.

There is a feeling of unity to FFVII Remake's Midgar as well, a sense that this is indeed one giant city and not a mish-mash of maps joined by invisible corridors at each end. This is a problem evident in parts of the original FFVII, with pre-rendered backdrops often not syncing up directly with each other and leaving the player's mind to fill in the gaps in the journey that exist between the screens. Actually, it's probably unfair to call this a 'problem', since there's nothing inherently wrong with this approach. What I'm trying to articulate is that by modelling whole sections of Midgar that the player can navigate seamlessly, FFVII Remake cultivates the feeling of it being one big interconnected place. Based on the experience of playing through Chapters 8 and 9, I'm pretty sure it would be possible to travel from Aerith's church through the Sector 5 slums, via Wall Market, right through to the Sector 7 gate next to the children's park in Sector 6, and perhaps even beyond, all without ever encountering a loading screen or fade-to-black. Compare that to the original game, where you'd have to navigate about a dozen different individual screens and the transitions between them, and hopefully you'll see what I'm trying to get at.

Why then, if I am so ready to praise FFVII Remake's version of Midgar, do I still hesitate to brand it definitively superior to its pre-rendered PS1 counterpart? I think a big part of it is down to the game's wildly varying visual fidelity, something that has been the subject of much discussion since the game's release. In case you're not aware, Final Fantasy VII Remake's environments are filled with a lot of low-poly, poorly-textured objects hardly befitting a late-generation PS4 release. This is not an uncommon phenomenon with modern games, and the discourse around it is often hyperbolic, with comments comparing visuals to those from the PS2/Xbox/GameCube era. However, having witnessed FFVII Remake's graphical inconsistencies myself, it's difficult not to agree in this instance. For every gorgeous skybox or lovingly hand-crafted shop sign, there is a hexagonal medicine bottle or an apartment door seemingly devoid of textures. These discrepancies are made even more immersion-breaking by the presence of Cloud and his companions' exquisitely-detailed, wonderfully-animated character models, which seem almost out-of-place against the seemingly half-finished backdrops they explore.

Compare this to the original Final Fantasy VII and the situation is almost wholly reversed. FFVII is universally derided for its blocky overworld character models, but its static, pre-rendered environments are filled with little details that still impress me today and serve to make the world feel vibrant and alive. This high level of environmental detail is what I believe makes Midgar such a memorable location for those of us who first played FFVII all those years ago, essentially portraying the city as a character in its own right. Crucially, the quality of the presentation across Midgar's scores of pre-rendered backdrops is consistent, preserving a sense of place without ever questioning the player's suspension of disbelief or breaking their immersion. FFVII Remake may better nail the city's size and scale, but the fact it doesn't hold up to close scrutiny means it doesn't quite surpass its source material for me.

Not a Delicate Flower

No Caption Provided

One area in which Final Fantasy VII Remake absolutely does exceed my expectations, though (at least up to the start of Chapter 10), is in its portrayal of Aerith Gainsborough. I'll be honest, one of my primary concerns going into the game was how it was going to handle its main cast. Through the Compilation of Final Fantasy VII and the Kingdom Hearts series, Tetsuya Nomura has demonstrated a worrying lack of awareness of who the characters he designs are supposed to be, and given his position as director of FFVII Remake, I was expecting that trend to continue. While most of FFVII's cast have suffered at his hands over the last two decades, I'd argue none have been warped beyond recognition to the extent that Aerith has. In almost all media post-FFVII, the flower girl from the slums has been portrayed as a pseudo-messianic figure - pure, chaste, her presence almost ethereal (literally ethereal, in the case of Advent Children). She smiles, she speaks softly, all the while seeming almost passive and subservient to the likes of Cloud and Zack.

If you've played Final Fantasy VII, you know this isn't Aerith. Aerith isn't a holier-than-thou embodiment of purity. She is cheeky, she breaks the rules, she answers back, and she's not afraid to call people out when they're being unreasonable. Aerith is also (for lack of a better word) spunky. She has a positive outlook on almost every situation, and that radiates outward as a positive influence on the people around her. While she does rely on Cloud to protect her early on, she's far from the archetypal damsel in distress, giving the impression that it's lack of experience rather than lack of ability that prevents her from holding her own against the likes of Reno and Rude. Later, she turns that archetype completely on its head by masterminding the plan to get into Don Corneo's mansion and rescue Tifa, all through cunning and ingenuity rather than sheer brute force.

Final Fantasy VII Remake gets this, it gets all this, and I honestly couldn't be happier. The last two chapters of the game have been my favourite parts to date, and a lot of that is down to spending them in the company of Aerith, getting to know her, and seeing her behave in a way befitting her, rather than some bastardised version of the character. This is epitomised in the scene from Chapter 8 where Cloud and Aerith escape from Reno at the church by fleeing across the rooftops. The pace of the game slows down very deliberately here, and there are no combat encounters. It's just Cloud and Aerith, carefully navigating the rooftops and getting to know each other as they do. Aerith is utterly adorable in this scene, gently poking fun at Cloud while also trying not to seem completely incompetent as she picks a route through the rusty scrap with him. It's so endearing to watch unfold and might be my favourite bit of character interaction in the game so far.

This is just one scene, to say nothing of the sequences that follow. Going to her house and meeting her mother Elmyra, exploring the Sector 5 slums and doing odd jobs together for the residents of the undercity, the entire reimagined Wall Market sequence - it has all been memorable, and Aerith has been instrumental in that. I may be misremembering this, as I haven't been able to find a source, but I have a vague recollection of reading something online, potentially an interview with Hironobu Sakaguchi, stating that Aerith's name is supposed to reflect the fact that she comes into Cloud's life like a breath of fresh air. That could be completely wrong, but that's how I've always interpreted it myself, and this incarnation of Aerith is the epitome of that idea. I honestly can't wait to spend more time with this character through the back half of Final Fantasy VII Remake, and into whatever comes next.

---

That's going to do it for this blog. I'd be very interested to hear other players' thoughts on how the remake handles both Midgar and its returning characters (providing they avoid spoilers post-Chapter 9!). Perhaps one day in the far-flung future, when the Final Fantasy VII Remake project is complete, I'll be able to attempt a serial blog dissecting it and comparing it to its inspiration. Until then, I hope this little snippet will suffice. Thanks very much for reading folks. Take care, and I'll see you around.

Daniel

---

Currently playing - Final Fantasy VII Remake (PS4)

5 Comments

5 Comments

Avatar image for arbitrarywater
ArbitraryWater

16104

Forum Posts

5585

Wiki Points

0

Followers

Reviews: 8

User Lists: 66

I'd be afraid if you weren't playing through the Final Fantasy VII remake. Haven't quite managed to bite the bullet yet myself, but given how many people seem to like it (and knowing what I know of where it goes with its story) I think that'll likely happen at some point this year. It seems like it could very well be my shit.

Hope everything's going alright for you and yours!

Avatar image for mikachops
mikachops

320

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Edited By mikachops

Great write up! I find this game so interesting and I'm loving the longer deep dives people are doing.

My thoughts on the portrayal of Midgar in Remake are aligned but much harsher than yours. As you rightfully pointed out, the original game had a real curated vision to these areas whereby the slums, an on paper ugly and dead environment, was so thoughtfully and carefully realised as to be beautiful and full of character. They therefore had an easy out here with 7R, a stupidly clear source material in the original they could have pulled from which they almost completely did not.

In 7R, the slum environments (80% + of the game) particularly felt like the most throwaway, slapdash attempt at recreation, the areas where they spent the least amount of time designing (and that's saying something given the dire state I feel most of the game is in). I use the word throwaway for a good reason: in later chapters their lighting direction and asset recreation and mood in general is so incredibly faithful to the original where I'm just left incredibly confused about decisions made in the rest of the game. They have the same template for these areas, but whether through incompetence, corner cutting or budgetary restraints they decided against giving that same attention to detail to the rest of the game. Reason doesn't matter because what we're left with is a mess.

You say the areas in remake feel consistently and distinguishably connected but I can't disagree more. Connecting the hub areas of Aeriths house, Sector 7->5 and Wall Market are what? Bland, samey hallways filled with low poly, blurry textures. They all feel like the same looking tubes funnelling you into areas of which have almost less character. I cannot buy the excuse that its because we're now in 3D and therefore need realistic lighting engines and textures, when some (some) of the night time areas and later parts look downright fantastical and carefully art directed, in the obvious purpose of invoking mood and a sense of place.

You mention the plates specifically as being a highlight but they are the most inconsistently deployed asset in the entire game (low res jpg quality besides). You're not up to it, but come back here after the mid game climax. None of what happens there makes sense and almost completely broke me.

This isn't to talk about the npc's who apparently live here looking like they're models from a completely different game. They make Midgar feel utterly unconvincing as a lived in place (compared to what you rightfully noted as the unified vision of the original, or any other game really). A few hours with these models and in my mind Midgar just feels like mush, a handful of concepts and specific aesthetic touch points they deploy for key cutscenes only.

I absolutely feel their realisation of Midgar is an unimaginable artistic disaster, fascinating in its almost complete failure. The first 2 chapter areas and a few locations towards the end are objectively great and legitimately made me smile, but I can't help but side eye people who think this is a lovingly recreated thing, or the overall direction here is a success.

100% agree regarding Aerith though (strong asterisk which I won't elaborate on yet though ;D).

Avatar image for danielkempster
danielkempster

2825

Forum Posts

28957

Wiki Points

0

Followers

Reviews: 6

User Lists: 2

@arbitrarywater: Thanks, duder. Things are okay here. I work in healthcare in what is essentially a pharmacy environment, so I'm not exactly on the front lines treating sick patients, but I'm still having face-to-face contact with a lot of people on a daily basis. It's stressful and not doing my mental health any favours, but I'm coping as best I can. I hope you're doing okay too. Well done on your contribution to the Community Endurance Run this year. And your latest blog hasn't escaped my attention, either - I have it bookmarked to read later this week.

@mikachops:Thanks so much for your considered reply. There's a lot to unpack and I'll do my best to respond to everything you've said.

I'm inclined to agree with your assessment of the game's slum environments. Artistically they are without a doubt its lowest point (from what I've seen thus far, anyway). At the other end of the spectrum you have environments like the opening Mako reactor, which evokes the spirit of the original wonderfully with near-perfect recreations and exquisitely matched colour palettes. It's definitely a mixed bag, and the slums feel like they drew the shortest straw in terms of developer attention and artistic direction.

While I stand by my opinion that the corridors between the larger environments help to reinforce the feeling that Midgar is one huge place, there's merit to your statement that there's nothing particularly interesting to see or do in most of those corridors. I say most, because my mind jumps immediately to the sequence late in Chapter 8 when Cloud and Aerith try to bypass Wall Market and end up travelling along the old highway from the collapsed Sector 6 plate. That felt to me like a good tribute to the "fractured highway" screen from FFVII, while also contextualising it in a way that I'm not sure the original game ever did. It would be incredible if Remake had done things on that level with more of the city's connective tissue. I guess in that respect the original's pre-rendered environments have the upper hand by only having to portray the most interesting parts of the city, leaving it up to the mind of the player to fill in the routes between the screens.

I've not had a chance to play further since posting this blog, but I'll be sure to return and share some thoughts on this mid-game climax (which I'm assuming is the collapse of the Sector 7 plate?). Until then, I will stand by my statement that being able to see the plates above Cloud and co. in the slum portions of the game reinforces a feeling of oppression in a way that wasn't available to the original FFVII due to technical limitations. Even if, as you say, those views aren't necessarily of the highest visual quality.

I thought about touching on the NPCs in the original blog post but figured I'd already gone on long enough. But boy, they are certainly one of the game's most immersion-breaking aspects. We're supposed to believe these people live in abject poverty, but every other individual I meet is sporting immaculately styled hair, or fancy glasses, or some other piece of Nomura-esque character design, shattering the impression these people are struggling. I think one of the lasting advantages of FFVII's blocky, colourful character designs is that the lack of specific detail makes it easier for the player to project an aesthetic onto them. I look at NPCs that litter the original game's slums and my mind interprets those blocks of colour as ragged, cobbled-together outfits. The level of graphical fidelity in FFVII Remake means you can't do that, and what you're left with is a cast of characters who don't look like they belong in the environments they've been dropped into. And don't get me started on those facial animations... Yeesh.

Again, a massive thanks for taking the time to both read and reply. I'll try and make a point of penning a few more words when I reach the end of Remake.

Avatar image for mikachops
mikachops

320

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

@danielkempster: No worries! I've not really seen a breakdown on the internet yet which touched on some of the major issues I have with this thing, so this post had me nodding and fired up. I should attempt a deep dive of my own so I'm not gunking up other peoples comments lol

Looking forward to your follow up if its coming :)

Avatar image for kemuri07
Kemuri07

245

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Kemuri07

It's undeniable that REMAKE has a lot of polish, one that it's afforded to a company like Square Enix and a franchise like Final Fantasy. It seems like most JRPGs these days are budget price titles that rely more on "anime titties" then actually presenting an epic, so I totally understand why people are excited about REMAKE. When it works--it really does work. It's impressive to see the game go back and forth between CGI and gameplay so effortlessly.

The problems are skin deep though, and once you get past that surface level polish, you do see a lot of issues. I remember my biggest issues with XV was it's grand open world not being so grand. Especially when you compare it to something like The Witcher, the open world nature of XV felt so half-backed. In many ways, it's how I feel about many of the locations of REMAKE, a lot of it feels half-bake. While visuals didn't necessarily bother me, I absolutely agree about the NPCS looking like they come from a completely different, ps2-era game. More importantly, Square Enix's infatuation with realism continues to be baffling: Avalanche's "anime as fuck" outfits contrast with the more realistic depictions of the npcs: they look like at us. Whereas that really wasn't an issue in the original playstation game where every character is stylized to seem like they all live in the same world.