From the stagger mechanic to the pacing of its main quests, FFVII Remake and FFXIII share some stark similarities.
Final Fantasy 7 has come back under the spotlight thanks to the release of Final Fantasy VII Rebirth, but is it worth replaying the original?
Very much so. Graphically it's dated but the story and the gameplay haven't aged a day. It's still one of my all time favourite RPGs and for me is better than Remake in some ways.
Love single player RPGs? Here at HardcoreDroid we've complied a list of the top ten offline Android RPGs as of 2020.
Sales ranking announced by Famitsu. This time, we bring you a summary of estimated weekly game software and hardware sales from March 25th to March 31st, 2024.
Hardware Sales (followed by lifetime sales)
Switch OLED Model – 42,957 (6,958,780)
PlayStation 5 – 18,272 (4,713,002)
Switch Lite – 8,302 (5,793,705)
Switch – 6,274 (19,755,912)
PlayStation 5 Digital Edition – 2,574 (746,561)
Xbox Series X – 938 (252,674)
PlayStation 4 – 679 (7,925,339)
Xbox Series S – 438 (306,446)
New 2DS LL (including 2DS) -6 (1,192,906)
Rise of the ronin sold twice as much as Dragons Dogma 2 this week...but no articles about that. It's only news if a PS exclusive is being outsold.
I didn’t quite like FF13’s combat system for this reason.
I liked the battle system in FF13 a lot once I got used to it. Now Final Fantasy 15 was just bad IMO, from the stupid car rides to bad battle system.
xXMessiah23Xx i am same side with you
...
13's narrative was utter crap throughout all THREE entries, the mechanics of the 1st game a compromised mess that did get any better till the 3rd game, and Square has never once admitted or apologized for any mistakes. Only repeated some with FF15.
I mean, does this "article" even address that 15 is between 13 and 7R? Was also an expensive, overly produced, example for the KH copy for all 7R entries yet to come?
For me, the issue with FF13's battle system was its paradigm shift mechanic. Most fans of the FF series want to be able to control individual commands - not just change job classes and press Auto battle. Vast majority of enemies were easy. Only bosses required more input. Also, the summoning system was really bad.
FF7R rectifies all of this. You have control over what specific materia abilities your characters use. Thus you have control over what commands you want to use in battle. Enemies aren't hard but most are not pushovers. I wish we could summon when we want to like the original but it's clear they took FF15's mechanic of using summons when the battle gets too long or your characters keep reaching low health. But at the very least, they work far better than FF13's system.
In terms of linearity, FF7R learns all the mistakes of FF13. Like the article mentions, linearity isn't inherently wrong. And that's the difference between FF13 and FF7R. The former had these narrow corridor-like environments with no notable things to make you feel encapsulated by the world or engrossed by its story. FF7R's levels, though still mostly linear, are much wider and full of immersive scenery. But also, FF7R has actual 'towns' unlike FF13 which was one of the biggest complaints about the game at the time.
It's clear that Square took a whole console generation to learn how to evolve the FF series. Now that FF7R has covered the Midgar section of the original game, the next game will cover the open world. I'm curious how they'll handle that.