The Final Fantasy VII Letters, Part 3
Our Hero, Our Villain
From: Kirk Hamilton
To: Leigh Alexander
Subject: Re: Our Hero, Our Villain
Leigh,
Ah yes, the gameplay. FF7 strikes me as a game in which, for the most part, the gameplay styles are pretty strictly delineated between “passive” (conversation) and “active” (combat). But then, that’s really an oversimplification, isn’t it? In reality, the game has a lot of weird levels of in-between going on—it’s at its most confounding and awkwardly charming when it’s wandering through some weird grey area between fighting and reading.
Though I love the enemy design and boss battles, so far I’m finding combat itself to be pretty boring, mechanically speaking. While I value the clean simplicity of its design, I also feel listless with most random encounters. It simply doesn’t hold a candle to Chrono Trigger, which I’ve realized is my favorite turn-based combat system. As much as I enjoy FFVII’s combinable materia (it’s similar in some ways to this enjoyable new game Magicka I’ve been dabbling with), I think I prefer the way that Chrono Trigger designed its combat system by allowing the characters themselves to combine. It emphasized the teamwork and brother/sisterhood that made the game’s story resonate with me, and moreover it was fun and had cool animations.
That said, I do like how easy it is to keep track of everything onscreen in FFVII. One thing that I didn’t like about FFXIII was the insane amount of information that was onscreen at any given time—there were numbers on top of numbers, numbers flying off of enemies and party members, numbers littering the screen… and yet no frame of reference, no way to tell what anything really meant. When my party fights in FFVII, I have a very good sense of how strong the various attacks are, how difficult an enemy is, and just generally of what’s going on.![]()
As a side note, the clean combat engine contributes to the main reason that I found Sephiroth so terrifying. Young Cloud does a piddling amount of damage to some tough enemies, and then Sephiroth strikes once with his sword and does something like 3000 damage… yikes! You said you wondered why it is that Sephiroth resonates as he does—I think you’re onto something when you suggest that it’s because he was a hero before he fell. The “Must-Fail Fight” is a common trick in JRPGs, but I’m not sure I’ve ever fought a “Can’t-Fail Fight” before. It was such an effective trick—we know that Sephiroth is scary and dangerous because of his blood-soaked offscreen debut at Shinra HQ, but something about having our first real onscreen interaction with him one of alliance, of standing by his side as he lays waste to foes we couldn’t hope to match on our own… it makes quite an impression.
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