The Final Fantasy VII Letters, Part 4
"Oh, Cloud, What Are You Doing?"
From: Kirk Hamilton
To: Leigh Alexander
Subject: Re: “Oh, Cloud, what are you doing?”
Leigh,
Rest assured that I would not dream of trying to escape this experiment of ours. My time with this game so far has been delightful, not merely as an exercise in digital archeology but as a wholly self-supported collection of graceful aesthetic moments. There is a uniqueness to almost every occurrence in FFVII’s world—the dancing frogs in the swamps outside of Gongaga, the Shinra employees on the beach in Costa del Sol, the tears that fall from Seto’s stone eyes as he stands watch atop the bluff at Cosmo Canyon… Final Fantasy VII is revealing itself to be a sprawling patchwork of ideas, each one constructed with little apparent concern for how it would fit into a broader narrative. At times the resultant hodgepodge feels like an uncommonly sweeping children’s story; at others a boxed set of science fiction novels. Still other times, FFVII evokes the epic RPG equivalent of a particularly daffy sketch comedy show.
I hesitate to use the word “unique,” as it has been so bent and broken by common usage that I fear many people have lost sight of what it actually means. But so many events in Final Fantasy VII are truly unique—they occur once, and never again. As a result, they are imbued with weight and momentum; each digression feels purposeful if not meaningful, and each background detail has been placed exactly where it is meant to be. You ask about FFVII’s “camp” moments—I believe that the world’s intentionality lends it a sturdiness that is missing from many current generation games, the strength of character required to support the kind of free-associating, campy shenanigans in which FFVII so frequently indulges.
As I’ve discussed before, I’m realizing that the recycled assets and animations of many current RPGs like Oblivion or Dragon Age 2 set my brain to a kind of mid-level conceptual auto-pilot. Yes, here is a knight; yes, he is speaking in Knight-Voice #3; yes, he has a quest for me. Perhaps by necessity he looks the same as the other knights I’ve spoken with, has the same voice, and assigns quests in much the same way. Call it the “Downloadable Content Problem.” (No, god, actually let’s not call it that.) If the people and objects in a world feel as though they have been designed to be easily reprogrammed and reassigned, everything they do feels fundamentally empty; nothing carries as much weight as it could.
Suffice to say, Final Fantasy VII does not have this problem. To be sure, there is a good deal of rote repetition in the game, and a huge number of reused assets. But all the same, the sheer number of singular moments boggles my mind. Their vivacious weirdness demands celebration, but their overwhelming numbers bedevil my attempts at cataloguing. How odd that the vast scope and scale of a fourteen year-old game can feel like a revelation! As you point out, one minute I am joining the army and learning a parade routine and the next, I am engaging in a full-on chocobo race in order to break… my… (checks notes) friends out of prison? Wait, did that actually happen?
Indeed, it did. The humor of Final Fantasy VII strikes me as a very particular sort of deadpan absurdity, the sort of straight-faced wonkiness that disguises its winks as vacant blinking. Many of today’s games rely on ironic, referential humor, and they have varying levels of success in doing so. But it’s nice to play a game where an out-loud recap of the events of a given hour is, as you point out, usually bizarre enough to be funny on its own.