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In terms of Final Fantasy 7 there are many games in that universe, such as Final Fantasy 7 Crisis Core which is a prequel to Final Fantasy 7.
Some people don't like that Final Fantasy 7 Remake is not a 100% faithful remake. Instead it is both a remake and a sequel. Personally I like the direction they went with this game. You can start with this game but if you want to understand everything the best way would be to play the original Final Fantasy 7 first since there are things in this game that will go over your head if you haven't played the original. You can still enjoy it of course so don't feel forced to do it. But if you do, the best order would be:
Final Fantasy 7 (Original)
Final Fantasy 7 Crisis Core Reunion (Prequel)
Final Fantasy 7 Advent Children (Movie, takes place after the original FF7)
Final Fantasy 7 Remake (Remake of the first part of FF7 but also a sequel)
Final Fantasy 7 Rebirth (Sequel to FF7 Remake, releases Winter 2023)
Final Fantasy 7 ??????? (Sequel to FF7 Rebirth, unknown release date)
I enjoyed XV more as it is more open world, action based and more modern RPG.
This remake lacks any innovation, combat is more action which is good thing but just still too troublesome by pausing for special attack. It is quite linear like a action game and you are running corridors most of game time, take control from player every few minutes. I am half in game and don't feel the story is engaging as well. The PC port is also barebone.
There are more action JRPG better out there and this is just average game.
If you like RPG story driven with content & nice gameplay you can skip this & go for the 10 first or the 13 trilogy.
If you like nowadays game where all you have to do is spam a button & go forward with nothing to offer but high graphic, this is perfect.
XV had a lackluster story that was hastily re-written several times and severely rushed in the later half. The combat was barebones as well and there were only two or three towns in the entire game that weren't just rest-stops.
Also, you don't appear to own the game. How are you able to provide a critique of it?
To answer your question: it depends.
Do you action-rpgs? Steampunk fantasy? If so, you might like it.
If you prefer turn-based strategy, one of the other FF games would be better suited, like the original or FFX.
Each Final Fantasy is different. Some of them have different combat systems. Some are high-fantasy, while others are a bit more futuristic.
My suggestion would be to look up a spoiler-free review or at least look up the first few minutes to get a good idea of how you feel about it.
I owned the game in Epic. Yes, Final Fantasy XV is not a perfect game but this remake is worse than that story-wise, at least not much happen in my half playthrough. Combat is better though but the world in Final Fantasy XV is better. The remake just like the gameplay in last few linear mission in Final Fantasy XV.
Final Fantasy XV has its new idea but content cut makes it a missing opportunity. This remake is conservative and a step-back.
Idk how you can say that when entire sections of the game were hastily rewritten and they kept adding or cutting content and not creating a cohesive story in the process.
Like how they cut out the entire invasion of the main city and made that into a terrible movie.
Or how they made the prequel of the story an anime that wasn't very good.
Or how they wrote the main love interest to have almost no screentime whatsoever yet still tried to make her relevant to the plot.
Or how in episode Ignis they added lore to the story that made no sense.
Or how they tried to rewrite the canon of the story with a book that they wrote after the game was finished.
Or how the gods plans literally made no sense by forcing the main villain to be the main villain even if he didn't want to because reasons.
FFXV's story is a huge mess. 7R isn't perfect, but it's leagues better.
Sorry, I am not a fan boy. I just played the game and FFXV as a game I feel worth to go on and interested what is next. I just not feel the same in my half play-though in 7R.
I'm not sure why you even said this. It doesn't matter if someone is or isn't a fanboy. An argument stands or falls on its own.
It's well known that there were a lot of problems throughout the development. The comments section here goes into detail with references to highlight some of them:
https://www.reddit.com/r/FFXV/comments/83jzzv/can_someone_fully_explain_what_went_wrong_during/
Unfortunately, FFXV doesn't appear to be getting any new content or sequels. We may one day get to see what the plans were for the original story before the rewrites, but it seems doubtful.
As for FF7R, I don't see why you would force yourself to play through a game you don't enjoy. If you're halfway through and you aren't having fun, it makes the most sense to just stop playing and spend time playing something you do like.
If 15's combat is barebones then I dont know what 7R is. If anything 15's system is bloated.
In 15 as Noctis alone you have:
- 7 distinct weapon types with 2-3 movesets each, each has its own properties and uses (damage, stagger values, hitbox sizes, effective range for melee weapons, usability with airstep and linkstrikes, etc). plus 13 royal arms, half of which have their own unique movesets.
- can call around 15 techniques, half of which have utility beyond raw damage
- can target separate body parts of almost every enemy in the game, with different effects on breaking them
- aerial combat with warpstrikes and infinite airsteps
- has meaningfull and deep buff-debuff and accessories system with lots of unique effects
- endgame version of armiger (which is 15's limit break) gives entirely different combat and techs moveset
What we've got in 7R for Cloud.
- only 2 simple movesets
- can use 7 skills, all of which simply do damage in different ways, some also have utility for increasing stagger but this is built into movesets differences in 15
- most enemies have only one target
- fighting flying monsters is annoyance, no real aerial combat
- very shallow accessories system, only 2 or 3 have any real use. almost no enemy casts any noticable debuffs so you dont ever need to worry about status immunities. elemental weakness is too systemic and predicable without ever using assess.
- limit break is just 1 command
Then there are other party members, each has different gameplay. In 7R they are very similar and mostly meant to cover for Cloud's weak points (flying stuff or dodge distance in partucular) rather than being a proper alternative in their own right.
Cuts and rewrites are common, sure. But did you read the thread? The game's development was chaotic and mis-managed from start to finish.
Holding down one button while occassionally dodging or parrying is not "bloated".
You could only use 4 weapons at a time and the movesets just consisted of two or three histrings that could not be mixed mid-combo.
Aerial combat is even more restricted and FF7R has aerial combat as well (even if it is a limited hitstring. Most enemies aren't airborne and don't stay airborne so there's no need for it).
The endgame armiger was unlocked when the game was basically over.
Gameplay in FFXV basically consisted of holding down the attack button while occasionally dodging or parrying. It was boring.
Cloud has:
-Operator mode with one combo and one AOE attack by holding the attack button
-Punisher mode with a self-buff built into it by holding the attack button
-Style switching properties (will auto-counter physical attacks if switching to punisher mode. Will do an attack if switching to operator)
-A built-in counter for physical attacks when defending in punisher mode (which adds to your ATB guage
-A simple aerial combo for the occasions where you do fight aerial enemies
Beyond that, he has abilities that can combo, such as Disorder, which performs an attack while switching styles, refunds some ATB, and deals a lot of stagger damage.
There are a lot of combos and situations that are appropriate for different abilities, such as using Disorder to initiate the pressured status and then using focused strike to stagger, then using braver to deal a lot of damage.
This is without even getting into materia and equipment, where you can build Cloud to be a spell-casting nuker, an elemental swordsman, an ATB-generating machine, a buffer, etc.
They aren't meant to cover his weaknesses. They just play differently. Barret has range and is a great tank. Tifa is very fast and can chain combos together seamlessly, in addition to amplifying stagger damage bonuses tremendously, etc.
4 is still more than 1 weapon, no? Also unlike 7R you can access your inventory even in combat.
The point of having movesets is to have options for variety of situations. With 2 handed sword for example you can target one enemy or hold sideways and do wide area swings. Without relying on somewhat clunky solution 7R gives you, when if you hold attack in operator some of your hits will be AoE.
Some moves in 15 even combine damage with dodge and I-frames, like regular swords backflips. Where is anything like this in 7R?
In 15 aircombat you can warp strike any body part, do airstep attacks, dodge and even parry, all while remaining mid air almost indefinitely. You can also seamlessly (without pressing jump or stopping attacks) transition between ground and aerial (both ways) with some weapons and their attacks. Pretty usefull for tall enemies.
In 7R "aerial combat" is 3 hits combo max, and its super clunky and unreliable to boot.
Yea, "only" about 1/3 of it remains. Which is about the same as total time spent in combat in 7R. Oh well...
Punisher is 2nd moveset I mentioned. And its not actually a combo, specific attack is selected based on proximity, not hit order. Only operator has a combo, with 3rd and 5th hits doing the most damage. Compare this to 20+ combos across different weapons in 15, there is no competiton between games in this area
Listing self-buff as a combat feature? Come on, stop trying to find scraps .Some royal weapons in 15 have the same property, they give buffs based on actions performed.
Noctis has built-in auto-counter in his normal state, its no biggie. More like mandatory feature for a game that doesnt try to become full time DMC style hack and slash.
Beyond what? Thats basically the whole flow. Put enemy in pressured, spam forward thrust ability. then braver or infinity end. Repeat every fight.
This is the main problem with 7R combat. Not enough enemy variety except for boss fights. In 15 enemies you fight change (or at least supposed to change, you can stick to holding one button and have much less fun if you wish) approach to combat. Swarms of fast enemies are fough very differently to oversized mechs. Some enemy types require pressuring them while others (like samurai and tonberry) can easily punish you for this.
Which is still less options than 15 gives you. You can craft spells that buff, debuff and literally single cast nuke any hunt target and even some superbosses. Elemental weapons - check, building tech ATB faster - check.
Nope, they are exactly this. Meant to be switched to on the fly when you encounter something Cloud is bad at. Even the game itself teaches you exactly thas. I would really like to meet someone who loves Barret's gameplay for what it is, instead of sometimes using him to shoot flying buzzers. Everyone who you dont currently control has purely cosmetic presence, contributing less than 10% of total party damage (unless you give someone synergy materia).
In 15 when you lose someone (and not grossly overleveled) during story its very noticable. Everyone does meaninfull damage. They also got a lot of skills they use automatically in certain situations. Such as Gladio intercepting attacks coming to party leader, Ignis healing someone low, or poisoning targets if you get a long enough combo on it without getting hit. And while those skills are automatic, knowing what triggers them (everything is listed in ascension menu) you can control when this happens. Link-strikes is also major damage source if you learn how to use them properly (or give someone friendship band accessory).
If you hold down the attack button in 7R, you just do the self-buff or AOE attack. So no, you can't do the same in 7R. You'd just do two attacks and then stand there.
It also did not make the fights last longer in XV. You do full combos when holding the button down in XV and have all the same options. You can hold a direction, dodge, parry, and switch weapons while holding the button. There's literally no reason not to.
The variety offered by the different weapons were often just different looking combos. I can't even remember if different attacks had any special properties. They hardly made a difference unless it was a greatsword or combos like the dagger+hold back combo.
And are you playing 7R without using abilities or materia? Those are what provide more engaging combat options and customization.
There are maybe 10 enemies in the entire game that require some aerial combat in 7R. It's hardly even worth mentioning. Cloud doesn't have very good air combat, but the entire rest of the cast does it just fine.
Even with Cloud, I never needed to do more than just do a few basic attacks to build ATB and then cast a spell or wait for them to come down and then stagger them. I think you're really overstating how important the comparisons are in this area because it's not used nearly as much in 7R.
The game was longer, sure, but that last 1/3rd was...bad. I wanted to like XV a lot more and was very excited when the first FFXII-Versus trailer dropped. I saw all of the beta footage and was eagerly looking forward to it.
The reality is, though, that the game was rushed. Badly. So while it might be longer, its quality is poor, in my opinion.
I didn't realize that having the only self-buff for a basic attack in the entire game wasn't a feature that was unique to Cloud. Go figure. You also glossed over the part where I said these were just features for his basic kit. I didn't even get into what he can do with Materia and abilities.
And having a diverse list of weapons to use is meaningless when they all you can do with them is press or hold attack and a direction. It's been a while, but I don't remember more than 2 or 3 weapon combos that offered any meaningful differences that weren't just different looking combos.
The greatsword had an AoE finisher and the daggers gave you a choreographed finishing move on one of the combos. That's pretty much it, from what I remember.
Only Armiger allowed for timing-based combos, and by then the game was practically over.
In 7R, you're constantly interweaving basic attacks, character-specific skills, abilities, and spells--in addition to the occasional summon.
So you never use spells to heal, buff, or deal damage to the enemy? You never use moves like counterstance or disorder to disrupt the enemy's offense? You don't look for opportunities to punisher-switch/guard to counter and built up ATB while potentially staggering your opponent?
Also:
https://youtu.be/OkJTpuyelpA
Your assessment is overly reductive, like saying "All you do in FPS games is run and shoot."
I think BuddingBasil provides a thoughtful critique of both:
https://youtu.be/IOzL2gvcAfs
They're different lengths. XV is much longer, so I'd be disappointed if it didn't have more varieties of enemy. It also spans over a much larger area. I haven't played XV in years so I can't remember how much variety the gameplay really offered, but 7R does have at least a decent variety of enemies.
As for the combat, one would hold down the attack button in XV because there's no reason not to. You can do all of the same combos and still be able to dodge and parry. It even allows you to swap weapons mid-string. In fact, it makes it easier to use defensive options to do so because while holding attack you can use parry or dodge at any time.
Different enemies have different strategies in 7R as well. Smaller enemies tend to be pressured more easily with hard-hitting physical attacks, while elemental enemies often are able to be pressured by using the correct element.
Some enemies have specific vulnerabilities to be pressured, such as missing specific attacks or being hit by specific attacks during key moments. You have to look it up or use Assess to find out what these are.
Except the spells were like items that you crafted and could only be used a few times per day. I was never interested in using them for precisely this reason.
It's like arguing that "both games have summons, but XVs does more damage." They're not the same.
Magic/spells in FF7R use MP and are actual spells. Magic in XV are basically craftable items that have limited per-day usage. I'm also not terribly keen on using something that has a limited use and lets you cheese bosses and enemies. It feels like a cheat item that one would use as a crutch.
They aren't. They each have different areas they excel at and offer different playstyles.
Barret is a ranged tank with abilities that lend themselves to that role. He literally soaks damage for you and can stagger and interrupt easily.
Tifa is focused on evasion, comboing, and amplifying stagger damage with her True Strike and her chi attacks. She can easily amplify damage to 300% alone If she has parry equipped, she can move very quickly while dodging and can do so mid-combo.
Aerith is a mage. She has a variety of abilities with different effects, such as allowing herself and others to dualcast spells, bestowing her ATB on to others, creating shields, stealing MP, and creating a familiar to support herself. She can deliver a constant barrage of elemental spells with high amounts of stagger and then steal all the MP back when the enemy does get staggered. She arguably deals the most damage out of the entire party.
And each character can play somewhat differently. Barret can be a melee powerhouse with enemy skill to give himself a constant AoE DoT and finishing enemies with self-destruct or Tifa can be more of a spellcaster that capitalizes on her speed attribute to spam spells more often--especially if you use haste.
A lot of the time you're either switching for variety, because one character has abilities that can capitalize on the present situation, or because you need to take enemy aggro off of the current character.
Wish granted: https://youtu.be/moPYWAhE1bY
Here's a compilation of someone soloing hard mode bosses with him because he got a lot of requests: https://youtu.be/_KCLjc4aTbs
He's (normally) a ranged tank. He has abilities like Steelskin and Lifesaver to exemplify this, in addition to skills like smackdown or pointblank to deal high-stagger damage. Some weapons make him use melee attacks with high stagger.
This is patently false. The only way for this to be true is if you don't take any control of them at all--not even to quickly tell them to use abilities via the menu. That's like refusing to equip materia or upgrade your weapons--you're just handicapping yourself for no reason.
It wasn't for me.
I mean, you just admitted that the party in XV act automatically and all you can offer as examples are healing, poisoning, and blocking. That is not even remotely engaging.
And everyone in XV deals meaningful damage? Sure, when they're performing linked-attacks. Occasionally.
I think the tools and mechanics offered in 7R offer more in this department. I explained the party's strengths already, so I'm not going to go over that again.
No it does make fights longer as your damage output will be significantly lower if you just mindlessly hold a button.
Also you were talking about holding one button, now its suddenly holding 2 (+direction).
There is an element of strategy in choosing which direction to use where so already more complexity than in 7R. Plus there is positioning for blindsides, which while linked do a ton of damage compared to normal combos. If you pay any attention to those elements you'll easily cut fights duration in half at least.
And yes, there is a reason to stop holding that one attack button. Every weapon type in 15 has a special attack executed by stoping mid combo and then taping attack once. Special always has highest break, stagger and interrupt potential among all other available attacks.
And all of this we have on just 1 out of 7 weapon types. While Cloud has only 1 the entire game. With less options on it than Noctis has for just 1 of his weapons. Barebones indeed.
Cant be more wrong.
Good, else it would be a nightmare.
And in my opinion its gameplay is by far better than 7R.
7R is a good game overall, when you take it as whole. But actual combat gameplay in particular? Meh. Thankfully it ammounts to less than 1/3 of the game.
Doesnt matter if its unique to Cloud or not. Im comparing main character combat of different games, not characters within one game. Noctis has similar abilities so not worth mentioning.
Last time I checked we were talking about weapons vs weapons only. Otherwise your statement about holding a button makes even less sense. Bringing more elements doesnt change overall picture. You can heal, buff and debuff through spells in 15.
I've already mentioned skills. Cloud has 7 in total. All of them are just different ways to deal damage. Noctis can call about 15 techs, half of them are utility, they represent more actual choice.
And to answer your question. No, I dont use spells to heal in 7R. Because healing abilities (chakra, pray) are almost always better. But I do spam counterstance quite a lot. What Im saying is that even when it comes to abilities usage most of the time there is no meaninfull choice involved in 7R. Its a super short list of rules "if that, use this skill".
Then why would you talk like holding button is a bad thing and a sign of "barebones" combat when in reality its actually just an input method that doesnt take away any depth. And well, I prefer holding a button to mashing it.
Thats as borebones as it gets. Also almost every enemy is weak to 1 element, and that weakness is systemic af. Animals are weak to cold, humanoids are weak to fire, robots to lightning and fliers to wind. Figure out which is more common in specific area (almost always one is much more common than the rest), change element linked to synergy and forget about it untill next chapter. Having damage spell on Cloud himself is often a waste of slot except for some bosses.
This stuff is pretty much limited to bosses only. Yea, bosses are well designed, unlike common enemies.
Weird, I though you dont like barebones. But when game gives you a non-spamable but game changing mechanic suddenly you back down.
Haha. no. First of all MP is limited resource on hard. So even less MP wasting magic pew-pew for you than in 15. Then unless paired with specific materia (which would be a huge waste of that materia, since you can only obtain 1) they are always single target. Unlike 15 where magic is always AoE, can actually nuke enemies in its full potential and changes how enemies and terrain look after casting. Can even trap enemies (or yourself) standing in water if you use cold on that water.
Same thing, worded differently, to make it sound more appealing. Thing is, differences in playstyles arent anywhere near what 15 has. Its mostly for covering weaknesses ("different areas they excel at" as you said).
Not anywhere near his counterparts in 15. His ranged is literally "hold one button" with no extras whatsoever. Unlike Prompto who has free aim on SMG, bazooka and throwing grenades (as well as sniper rifle in his DLC, in base game Noctis has access to it).
Melee tank is Gladio. Looks like Noctis with heavy sword at first glance but only at first glance. In addition to regular moveset can throw his sword at range for massive stagger. Lacks auto-counters and has to time counters well, but can counter a lot more than Noctis, almost everything in fact, with exception of some massive AoE attacks. Counters have guranteed stun/interrupt and massive stagger/break chance regarless of level difference. And they build his damage meter.
I do rotate quite often in fact. Im saying anyone who you dont control basically does nothing. This is true and you just agreed with that.
Not what I said. I said they do a lot of stuff even if you dont take full control (which you can) or issue commands to execute techs. Plus you can influence what they do indirectly just by knowing their common actions triggers. Unlike 7R where party members are entirely cosmetic unless issued commands directly. On their own they will almost always just dodge. block and chill. There is a mod that makes them much less passive but it breaks balance severely in players favor for obvious reasons.
Link strikes do huge damage compared to what you can normally do as Noctis. But they arent a requirement. Party members in 15 do lots of stuff automatically on their own and they deal very noticable damage at all times. This even can cause trouble when you want to level up 3-bars techs as fights end faster than you can use them even if you AFK, so you need to use tech ATB charging food and other buffs to compensate.