The Final Fantasy VII Letters, Part 7
Poor Pokey-Headed Young Thing
From: Kirk Hamilton
To: Leigh Alexander
Subject: Re: Poor Pokey-Headed Young Thing
Leigh,
“There ain’t no getting offa this train we on!”
Cloud is back in and in command of the Highwind and all is right with the world. Well actually, all is pretty far from right, but you know what I mean. It was a long road to get him from that ghastly squeaking wheelchair in Mideel to here, and I feel as though I’ve learned something in the process. Though I haven’t learned quite as much as this game seems to think it’s taught me. If I’m being honest, ever since Serphiroth summoned Meteor and Cloud took a powder, it’s all been a haze of genetic engineering and murky backstory and government conspiracies that remain un- or at least underexplained.
And that’s really okay—as you point out, the individual beats of this story are the same as many a JRPG. A great evil has risen, the world is going to end, a ragtag team of heroes must band together to blah from the blah using the mystical bleerh. I know the steps, and I can dance to it. My enjoyment of the dance itself hinges on the particulars, the moment-to-moment experience that most games tend to favor over a coherently designed larger vision.
FFVII doesn’t fall apart even though its final act contains the dissonance that you point out, that usual videogame challenge of “Hurry and run from the monster! Also quick collect that thermos over there!” If the world is going to end, why am I allowed to whizz about in the Highwind tracking down loot and sidequests? The answer, it would seem, is a resounding “Because you can!”
That sort of disconnect between narrative urgency and open exploration can really mess with a game’s fiction (see: every Bethesda game ever), so I’m not quite sure why FFVII doesn’t fall victim to it. Perhaps it’s because the game has so willingly embraced goofiness that I simply don’t expect it to adhere to the rules of reality. But still I wonder—a mutual friend of ours recently expressed frustration when I pointed out some of the big-picture narrative threads that lie at the fringes of Dragon Age 2. “I want my narrative to come to me!” she said. And while she wasn’t being entirely serious, I do agree with her—I like it when I am told a story, when I don’t have to go read codex entries and hunt down sidequests just to know what really happened. And yet in this case, I find myself happily doing just that. I wonder why?
At any rate, Tifa and Cloud’s Big Lifestream Adventure most certainly did not disappoint, especially considering that it was a (barely) interactive 30-minute cutscene. I, too, was affected by tiny Cloud running up to Tifa’s house as she sat crying on the floor by the window. Aw, Tifa, in your turquoise dress and platform shoes. I have developed a fairly sturdy armor when it comes to the tricks and manipulations of pop culture, but I am still susceptible to the idea that unbeknownst to them, two characters fell in love as children and have been in love ever since. Promises were made and kept, and we can still dare to trust one another the way we used to when we were young. If only my own life were so simple.![]()
I see Tifa helping Cloud through the Lifestream, carrying him from window to window, holding onto him fiercely through the strength of her own remembrances, and I find myself wondering once more just why the hell so many people out there pine for Aeris. What is the story there? Does Aeris have some appeal that I’m simply not getting? Is this maybe explained in Crisis Core, or Advent Children, or in some companion book or whatever that I have yet to read? I just don’t get it. As Barrett told Tifa as she lay semi-conscious on the shores of the Lifestream, “I can’t win against you. You’re some kinda lady.” And as I told Barrett just after he said that, “In-fucking-deed.”
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