I never played the original Final Fantasy VII. In fact, I went into the game almost completely blind, knowing only the things that I learned from Internet pop culture. I don't think I could have made a better choice. While the game most definitely had a few struggles, it is easily one of the greatest I've ever played, and I'm excited to start Rebirth once it releases on PC. For now though, let's get to the actual review.
The game starts in medias res. We play as Cloud, a mercenary working for a terrorist organization called Avalanche in the city of Midgar, which is divided into an upper section suspended thousands of feet above the ground and a lower section underneath it. Also in our group is Barrett, the leader of the group, Jessie, the demolition expert, Biggs, the technician, and Wedge, whose role is really quite unclear to be honest. The group is attacking a Mako reactor with the intention of destroying it, and Cloud was hired as a bodyguard.
The tutorial is brief, yet effective. Players are quickly taught how combat and traversal works, and the former is one of the highlights of the game. Even just from the first few moments, every encounter feels fluid and intense. Enemies have enough health to warrant using more powerful attacks on them, but not so much that they become damage sponges, and the ability to shift between the Operator and Punisher stances as Cloud greatly enhances both his moveset and the strategic possibilities in combat.
By far the most standout feature, though, is the ATB system. Calling back to the series' roots as a turn-based RPG, ATB is charged up over time and by attacking enemies. When charged, players can consume ATB to use more powerful attacks, as well as spells and items. This heavily incentivizes active and aggressive gameplay, as sitting back and waiting for ATB to charge takes longer than it is worth. The system also encourages players to switch characters regularly, as the bonus ATB from attacking only applies to the character who is currently being controlled by the player. The entire system greatly compliments the aggressive combat and intense gameplay provided by the normal ARPG combat.
Continuing on in the story, Cloud and Barrett make their way down into the deepest recesses of the reactor and plant the time bomb they plan to use to blow it up. Shinra (the company who owns the reactors), however, has other plans, and a large, scorpion-like robot is sent to attack the two. This marks the first major boss fight in the game. Boss fights in Final Fantasy are nothing new. In fact, they’re quite common, with many chapters featuring three or more major fights. While this does lead to a greatly increased variety of gameplay, not every idea is a winner, and many of the bosses in the game end up falling flat, a topic that will be touched on later.
The story takes an interesting deviation from the original at this point. In the original Final Fantasy VII, the bomb Avalanche plants is too powerful and causes the reactor to explode much more violently than anticipated, causing numerous civilian deaths. In Remake, though, it is instead Shinra who adds to the explosives, hoping to cause more damage and turn the people against Avalanche. While this change seems odd at first, it makes much more sense when looking at the length of both games. The content covered in the roughly thirty hours of gameplay covered by Remake happens in about five hours in the original. This change is invaluable because, while the original got to the really evil parts of Shinra extremely fast, Remake takes many hours to get there. The Mako reactor, in turn, helps to make sure that Shinra is still obviously evil. With the reactor gone, the introduction is over, and the main story truly begins.
The introduction is, in my opinion, the most interesting section storywise of Final Fantasy VII Remake besides the finale. For most of game, the plot is standard and straightforward. Shinra is evil, and the player's job is to play the hero and destroy it. As the game progresses, Shinra continues to be evil and do evil things, like evil companies filled with evil people tend to do. They kidnap citizens and use them in human experiments, pay off news outlets to spread misinformation and propaganda, and, in an attempt to flush out Avalanche, drop the upper section of Midgar onto the slums below, killing thousands. Shinra is inexcusably evil, and it creates a refreshingly simple conflict which allows the story to instead focus on the characters.
On the topic of characters, this is one section where the game excels. Every character has their own motivations, goals, and people important to them. While Barrett is hostile on the surface and intially rather aggressive towards Cloud, the two quickly bond and become good friends. Barrett is also the single father of a young daughter, Marlene, who acts as much of his motivation to keep himself alive rather than running off and getting himself killed. Cloud is also interesting. While he initially treats his interactions with Avalanche as a simple business deal and nothing more, he very quickly becomes close to the main cast, and keeping the people he cares about safe becomes one of his main driving goals.
Unfortunately, not every character can be a winner. Tifa especially falls flat in my opinion. Her design, fighting style, and role in the story all set her up to be the "cool" character. She's a quick, strong, and athletic fighter, beating sewer rats, trained soldiers, and government superweapons to death with only her bare hands. Unfortunately, much of her characterization is quite dated. Despite being clearly designed to be a serious and cool character, she regularly loses all of that characterization in favor of emphasizing her femininity. As a result, her character feels conflicted. On one side, her gameplay frames her as a strong, serious fighter who punches first and asks questions later. On the other, she spends half of her screentime in cutscenes yelling "Cloud!" and never gets a chance to shine herself. Instead, she is relegated to the role of a damsel in distress, and the conflict between the two sides of her character makes her unbearable to watch.
The other place where the writing really struggles in this game is the ending. Obviously the ending was quite open, as there's still two more sequels yet to be released. The finale, though, was rather confusing. An important group of entites throughout the game were "Whispers" ghost-like figures who regularly interfere with the events of the story. They return in the finale, and their true nature is finally revealed. They are "arbiters of fate" whose job is to ensure that the events of Remake follow the story of the original game perfectly. In the finale, Cloud and the group fights against these Whispers, and eventually destiny itself. By winning this battle, they are freed from the influence of the Whispers, implying that the story in Rebirth will be different. The meta-narrative here is somewhat genius, but it's also heavily limited by the poor execution. As someone who never played the original, I had no context for the fact that the Whispers were changing things to fit the original games, and I didn't learn about this until I looked it up after beating the game because it was so poorly explained. This led me to feel confused for the majority of the finale, as the stakes and scenario were incredibly unclear.
The finale does redeem itself somewhat with the fight against Sephiroth. Sephiroth spends the entire story in the background, an ominous threat that we as players never quite understand the nature of. The ending fight against him makes good use of this buildup, yet still manages to maintain much of the mystery surrounding him. The fight against Sephiroth is long and difficult, and he casually brushes off most attacks while simultaneously dishing out massive amounts of damage. He uses abilities similar to those already available to players - most of his attacks are either directly taken from materia available to the player or, as with Telluric Fury and Aeolian Onslaught, visually resemble attacks that Cloud uses, albeit more powerful. The buildup is slow and mysterious, but the payoff is entirely worth it, and the fight is one of the most memorable in the game.
The combat in Final Fantasy VII Remake is unsurprisingly one of its strong suits. Battles feel fluid and intense, and there is enough variety of enemies to ensure that new challenges are constantly presented. Each character has a unique moveset that sets them apart from the others, and the wide variety of weapon skills and materia further enhance the strategic side of battes. Even the music is impeccable, with the transitions from overworld themes to battle music instantly alerting players to new threats.
Perhaps the most important part of combat is the ability to switch characters at any time. This mechanic is wonderfully fleshed out, and perfectly suits the ATB mechanics of the game, which encourage players to switch characters after using a special move since characters using an ability cannot be controlled for a short time. Even better, three of the characters have genuinely engaging and interesting movesets that are all drastically different from one another. You may have noticed, though, that I said three. This is because of Aerith. Aerith is the mage of the party, but unfortunately struggles quite a bit in terms of gameplay because she lacks one important thing: impact. Cloud and Tifa are both melee characters, and the audio and physical reactions of enemies make it clear to the player that the attacks are powerful. Barrett, meanwhile, has a bullet at the end of each magazine that does extra damage and causes most enemies to stumble a bit backwards. Again, this attack has impact. Aerith, however, gets none of this. When built for damage, she is extremely powerful, but she never recovers from the fact that her attacks always feel weak. Additionally, she attacks rather slowly, and cannot move while doing so, taking away the two things that could have made playing as her engaging. Her only saving grace is that her attacks pack a punch when they do hit. Unfortunately, this is still not enough to save her. As a result, Aerith is significantly less enjoyable to play as, and I found myself avoiding her whenever possible.
Despite Aerith's shortcomings, though, the rest of the cast is extremely enjoyable to play as. While I mostly made use of Cloud and Barrett when given larger parties, I found myself drawn to Tifa as I neared the end of the game. Her fighting style was the most hands-on, largely due to her abilites Unbridled Strength and Focused Strike. Unbridled Strength increases her damage for a time and allows her to access new combat abilities. Focused Strike, meanwhile, inflicts a small amount of damage and high stagger. It also restores most of the ATB spent on it upon landing a successful hit. Between these two abilities, her fighting style is by far the most active in the game.
Cloud was another character that I found to be quite enjoyable to play as. Since he's in the party for nearly all of the game, he is built as a sort of jack-of-all-trades. He has high health, strong damage output, and an MP supply surpassed only by Aerith. He also has the ability to enter Punisher Mode at any time, raising his damage output at the cost of losing his ability to block. Cloud's special abilities were also fun to bplay with, with iconic abilities like Braver and Blade Burst being some of his most powerful. This, combined with the fact that he can be built for any purpose, made Cloud feel like the most varied character in the main cast.
Barrett is, in my opinion, an amazing example for how to make a standout character in an ARPG. He is designed to be used in one of two roles: a tank or a DPS. Barrett's abilities as a tank are obvious. With abilities like Steelskin to increase his defenses and Lifesaver to take damage for the party, he is incredibly good at keeping his fellow Avalanche members alive. This, however, is not his only use. Barrett also has access to the abilities Focused Shot and Maximum Fury. Both of these abilities have high damage output, and that damage is raised if Barrett is at max ATB when using them. Combined with his ability to quickly farm ATB from a distance with his gun arm, Barrett can instead be built to be the primary DPS for the team. This approach to character design is perfect. Since he has two different ways to build him, players have a significant amount of agency in how they use him in battle. Since the number of uses for him is still quite low, though, he has multiple abilities that are of high usefulness, no matter how the player builds him.
There are numerous bosses throughout Final Fantasy VII Remake. Some of them are peak design, while others are absolutely miserable. This is, unfortuantely, a consequence of having so many bosses. While each one likely got plenty of attention, as evidenced by the credits mentioning an entire team of people dedicated to designing the boss fights, some of them are simply better.
A great example of a well-designed boss is Reno's fight in the church. The fight takes place immediately after Cloud is separated from the rest of Avalanche, and it puts a real test on players' mechanical skill, observational abilities, and understanding of battle systems. Reno himself is relatively simple. He has a few melee attacks and in general just tries to beat Cloud to death with a metal stick. The interesting part of his fight, though, is his counter ability. If Cloud attacks him, Reno will dodge, landing a powerful blow and stunning Cloud for a few seconds. This ability can be particularly devastating if he chains it into another attack, and actually ended my first attempt against him. Faced with this ability, my first instinct was to block and hope I could at least stall for time. Upon doing so, though, I noticed something interesting. Because Reno attacked so quickly and aggressively, he was knocked off balance when hitting Cloud's impeccable defense. This allowed me to land hits without being countered, and I very quickly won the fight after realizing this. Reno's fight is an example of peak boss design - introduce a problem that players have to work around, and reward them for figuring out a solution - and luckily, most bosses in the game are like this.
Not all the bosses in the game are as good as Reno, though, as evidenced by the existence of the Hell House. The Hell House isn't a poorly designed boss in terms of mechanics, visuals, or music. Instead, it struggles because of poor balancing. The Hell House, like an actualy house, can take dozens of hits before being damaged. The Hell House, however, isn't supposed to be a house. It's supposed to be a boss. The sheer tankiness of the Hell House makes the boss fight a drag. It does everything right in every other manner as well, but that only serves to further accent the balancing issues. The Hell House has a clear and exploitable weakness, but successfully taking advantage of it never feels impactful because of how little damage is done anyways. Additionally, the house is largely resistant to physical damage, like that from Cloud's sword. This normally wouldn't be a problem, as players can just switch to another character who doesn't deal physical damage. Unfortunately for Hell House, though, the only other available character is Aerith, who, as mentioned above, doesn't feel particularly good to play as. This leads to even less engagement as players sit there holding the attack button and occasionally casting a spell to bring down the Hell House's defenses. Additionally, as I said earlier, Aerith's only saving grace in gameplay is her high attack damage. Because of how tanky the Hell House is, though, her high damage starts to feel low as well. Had the Hell House had better balancing, it would have been one of the most memorable moments of the game. Due to a single mistake, though, it is instead one that most players just want to forget.
Despite its problems, the Hell House is not the worst boss in the game. That title instead goes to Eligor. Eligor is already placed in one of the worst parts of the game - Chapter 11. The chapter is wedged between the escape from the sewers and the attack on the Sector 7 pillar, both among the most tense sections of the game. Additionally, the entire chapter is filler, with no character development and no later plot significance. This already sets Eligor up for failure. What's worse, though, is the actual design of the boss. Like the Hell House, Eligor is resistant to physical damage, again forcing players to use Aerith, and essentially making both Cloud and Tifa useless for much of the fight. Even worse, he lacks a well-designed weakness. Both Reno and the Hell House have interesting weaknesses, with Reno being stunned after hitting a blocking Cloud and the Hell House having its defenses reduced when hit with a materia of the opposite type of its current shield. Eligor has none of this. Instead, he just has an elemental weakness to ice materia. This doesn't sound terrible until you realize how ice materia works. Every spell in the set hits an enemy and then sits there for around a second before exploding and dealing damage. While this is fine with slower enemies, Eligor is a highly mobile boss. As a result, he almost always avoids the damage. The issues don't stop there. During his second phase, Eligor ascends into the sky. While in the air, he is also weak to wind attacks, which, while still not a particularly inspired weakness, is still better than one that can't be used. Altogether, Eligor feels bad to fight, and doesn't feel any better to beat.
DAEMON X MACHINA is a action-shooter game with a focus on mechs. Originally produced for the Nintendo Switch and later ported elsewhere, it was a rather underwhelming game for many. Despite this, it remains to this day one of my favorite video games of all time. I absolutely adore everything about this game, from the fast-paced gameplay to the amazing soundtrack, and I'm honestly quite sad more people haven't played it. If anything in this review seems tempting, go give it a try! The game is a ton of fun and you will almost certainly enjoy it.
The game starts off rather suddenly, and with very little explanation. This is, unfortunately, quite common throughout the game. Anyways, we get a view from space of the Moon having a massive chunk split off, which then goes hurtling down to the Earth. After that, the game cuts away to the character creator, which is surprisingly versatile, despite the lacking graphics and available assets. After finishing character creation, we are sent to the hangar, which acts of the main hub of the game. From there, Four, an AI dedicated to supporting us while we fight, instructs us to embark on a training mission.
The first mission introduces us to the best part of the game - the actual gameplay. The mech - or Arsenal, as it is called within the world of the game - is fast, with fluid movements and an advanced targeting system that ensures any enemies within view are quickly locked on to. The tutorial mission is simple: fly the Arsenal around for a while, shoot a few robots, and get your mech driving license.
The second mission of the game is where the real combat kicks off. Players are tasked with eliminating more of the evil AI robots, called Immortals, from an abandoned city. Here we meet Johnny G. and Falcon. Both are part of Bullet Works, a faction of Arsenal pilots (Outers) made up entirely from military veterans. Johnny in particular acts as one of the most significant side characters, as he got his license just a few weeks before the player, and as such grows alongside them for much of the game.
The mission progresses smoothly for a while until all the Immortals are defeated. It is at this point, though, that Falcon warns the group of something approaching their location. A few seconds later, two massive robots come crashing down in the middle of the city. These Colossal Immortals are armed to the teeth, with swords larger than most Arsenals and dozens of missile launchers dotted across their bodies. Four instructs the group to attempt to fight the Immortals, and the first boss fight of the game begins.
The fight against the Colossal Immortals is slow. They are heavily armored, taking very little damage from attacks, but due to the high mobility of Arsenals, it is quite easy for players to avoid any significant damage during the fight. After reaching a certain threshhold in each Immortal's health, though, reinforcements finally arrive, in the form of ace pilots Diablo and Crimson Lord. Diablo spouts some emo nonsense for a while and then they both launch a team attack, obliterating the Colossal Immortals in seconds. While completely unnecessary in terms of story significance, the cutscene is actually rather entertaining, and the fight is communicated clearly enough that it is never difficult to tell what is happening. This cutscene marks the end of the introduction and the beginning of the main game.
Arsenals are, unsurprisingly, the highlight of DAEMON X MACHINA. The first and most obvious reason is their combat capabilities. Arsenals are armed with an arsenal (get it?) of weaponry, allowing them to face off against everything from tanks to aircraft to even other Arsenals while in the field. Combine this with their high movement capabilities and advanced lock-on systems and Arsenals are clearly the best possible choice for a group trying to defend a lot of land with a small number of soldiers.
All of the central combat mechanics in DAEMON X MACHINA revolve around the substance known as Femto. This gaseous energy source is incredibly powerful, fills the environments in the Oval Link, and can be used to temporarily enable new abilities. Included in these abilities are Femto Armaments, temporary buffs that can be activated on a cooldown to improve the Arsenal's performance temporarily. The Armaments are divided into Assault Mode, which increases damage and attack speed, Wing Mode, which grants infinite stamina and increased move speed, and Shield Mode, which blocks all damage either for a set time or until the shield is destroyed. Performing any actions that don't pertain to the current Armament (eg. shooting in Shield Mode or dashing in Assault Mode) end the Armament early, as does pressing the button again.
Another Femto-based ability is Mirage. Mirage creates an AI-controlled version of your Arsenal that fights alongside you and will be targeted by enemies as well. The Mirage Arsenal also deploys in perfect fighting condition, meaning that it is not hindered by damage sustained during longer missions. Mirage comes with one major downside, though: it actively drains Femto. While the Armaments all use individual gauges, Mirage instead takes power from the main Femto supply. Additionally, as certain threshholds of Femto consumption are reached through Mirage, the Armaments are weakened until the supply is raised again. This makes Mirage one of the most powerful, but also riskiest abilities to use, as once it runs out, Arsenals are left largely vulnerable.
Alongside the basic Femto abilities that all Arsenals possess, players are given the ability to completely customize their Arsenals. The Head, Left Arm, Right Arm, Legs, Body, and Processor can all be changed, affecting the durability, agility, speed, targeting, and more of the Arsenal. Additionally, a total of 4 Main Weapons, 1 Shoulder Weapon, and 1 Support Item can all be taken into the field. This makes each Arsenal a sort of military multi-tool, with the ability to focus on general performance or to spec into one style of play.
The armor customization system for Arsenals is the most limited customization option they have. Most armor parts only affect numbers, and don't have any direct change in how the game works. The major exception to this are the Gun Arms. Gun Arms are arms that, rather than having hands to hold a variety of weapons, are instead themselves a weapon. Gun Arms are often the most powerful variation of their respective class. The Machine Gun Arm never needs to reload and, with a max carrying capacity of over 1,000 bullets, will generally see most missions through to the end. The Bazooka Arm, meanwhile, shoots powerful explosive shots with less recoil and more speed than any other bazooka in the game. The downside of using Gun Arms is that, once out of bullets, the entire arm is useless. Additionally, Gun Arms lower the flexibility of an Arsenal, as they decrease the number of weapon combinations players can use at any given time. Gun Arms present an enticing, yet risky alternative to normal Arsenal construction, and it's honestly quite unfortunate that something similar was not done with other body parts (Tank Treads instead of Legs would have been awesome).
Arsenal's weapon customization is much more open. By default, Arsenals can equip 4 Main Weapons. 2 of these weapons can be used at a time, while the other 2 are stored on the back. Players can freely switch weapons between these states, allowing for up to 6 unique combonations. Additionally, weapons can be purged, allowing players to replace them with weapons from fallen enemies. Besides the main weapons, Arsenals also have a Shoulder Weapon and Support Item. Shoulder Weapons can be used at any time, and generally take the form of either small missiles or large, shoulder-mounted cannons. Support Items can also be used and will, and are extremely varied, but generally serve to either buff the Arsenal or eliminate negative status conditions.
These combinations already make DAEMON X MACHINA's Arsenals stand out as extremely customizable. The part that really brings it home, though, is the variety of weapons available. While many weapons take the form of fast-firing Assault Rifles and Submachine Guns, there is a wide variety of other shapes they can take. Shotguns shoot a lot of bullets with a high spread and excel at hit-and-run tactics. Handguns and Sniper Rifles have low base damage, but when used within their "sweet spots", have their damage tripled. Additionally, many weapons have variations that, rather than consuming ammo, instead use Femto. One of the most iconic of these is the Gaia Ray, a Shoulder Weapon that, after a 2-second charge time, unleashes a massive laser beam that can disintegrate most enemies in seconds. The sheer variety of weapons means that there is never a full moment when it comes to trying out new builds.
The fights against Colossal Immortals are some of the highlights of DAEMON X MACHINA. From giant spiders and massive Arsenals to fighter jets and flying worms, there is a ton of variety in the boss fights. These boss fights are all engaging and exciting, with each Immortal making use of unique weaponry and abilities. Additionally, each Colossal Immortal has an associated special tool or weapon. By fighting against these bosses repeatedly, players can unlock this weapon to equip their Arsenal with. Varying from giant shields to powerful thrusters, these items open up entire new playstyles and will oftentimes become vital to a build.
One of the most memorable Colossal Immortals in the game is Nightmare. Nightmare is placed in one of the most important story missions in the game. The mission initially begins with players being instructed to eliminate nearby enemies in order to ensure that a cargo plane carrying important supplies is able to make it to safety. When the aircraft arrives, though, it is revealed that the Immortals had taken over its internal computer systems. Additionally, it is revealed that, rather than being a cargo plane, it is instead a military superweapon equipped with state-of-the-art laser systems. The Colossal Immortal opens fire on the player, downing one of their allies and beginning a tough boss fight. Nightmare has relatively low health, but moves fast and deals out damage even faster. Keeping on the move to avoid its powerful lasers is vital to surviving the fight.
After Nightmare is defeated, Four instructs the squad to return home to rest and recuperate. Before they can, though, they are suddenly attacked by another group of mercenaries from Bullet Works. They have been contracted to kill thr group. After a final climactic battle and an intense cutscene featuring Johnny G. and his imposter syndrome, the enemy Arsenals retreat. This fight in particular reveals a ton of significant information. It shows that the corporations are keeping secrets from the Outers and manipulating them to their own ends. It also reveals that the corporations are willing to pit mercenaries against each other, a theme that only becomes more apparent as time goes on.