Posted August 30, 2015 by Derek Vicente in Gaming

Final Fantasy VII Remake: Seven Changes That Need To MATERIA-lize

Cloud Strife

Cloud’s back. He’s back.

Fans had been clamoring for a Final Fantasy VII remake since after the 2005 E3 presentation of Cloud’s iconic entrance, beautified through the PlayStation 3’s  processing power. Ten years after that and finally we are getting a next-gen remake of Square Enix’s [irremovable] spaghetti stain on the industry that is Final Fantasy VII.

After hearing producer Yoshinori Kitase answer questions about the latest progress on the remake, it appears that the people behind Final Fantasy VII’s transition to the PS4 are not afraid to shake old cobwebs attached to the original. For instance, Kitase warned that there is a possibility that the old command battle system won’t be making a grand reappearance.

While Kitase’s group is busy figuring out which materia should go and where, our grocery bag of expectations for the game continue to pile up everyday. Here are just seven fantastic ways how Final Fantasy VII can become more than a legend

Fluid battle system

There is no clear word how the battle system will work. Any imprint that the turn-based combat system we loved back in the 90’s has long disappeared, and action-oriented battles have taken over. Final Fantasy notoriously experimented turn-based encounters back then and Final Fantasy VII was among Square Enix’s successful lab subjects. The science and art behind RPG warfare has greatly improved; using the same combat system for a game presented differently would certainly feel awkward and obtuse. This remake should welcome a responsive, fluid combat mechanic that would give us a valid reason to respect Cloud’s collection of limit breaks or Vincent’s stunning gunplay. We are absolutely clueless how this will be put together by the developers themselves. We’re hoping that Kitase is serious about removing turn-based from FF VII’s tracks.

Refined enemy encounters

Walking on grassland, swamps, mountainous trails, and shorelines was how we traveled the Planet from Disc 1 to 4. And each time we stepped inside the world map, a random encounter would take place. This new version of Final Fantasy VII should have no random encounters between all levels, because we deserve our monsters visible and aggressive at the same time. Do you still remember your first attempt outrunning the Midgar Zolom? Bumped into Emerald Weapon by accident? That’s how battles should feel like in this remake. No random encounters. Period.

The science and art behind RPG warfare has greatly improved; using the same combat system for a game presented differently would certainly feel awkward and obtuse.

Polished mini-games

A large batch of mini-games can be played at the Gold Saucer. It’s intriguing how these little distractions will be played during our first few hours exploring the Planet’s vast expanse. The wild motorcycle chase, Fort Condor tower defense, snowboarding, that incredibly annoying Super Dunk shooting game, Battle Square, Chocobo racing, there are basically too many side-activities that we can get lost into before Sephiroth impales Aeris. Additional simulators are welcome!

An open world similar to Final Fantasy XV’s

Square Enix has released several gameplay footage of Final Fantasy XV. While XV’s universe is new, VII’s is not and maybe you’ve asked yourself: How would Mt. Nibel look like on the PlayStation 4? Final Fantasy VII broadly introduced a method for exploring different levels of terrain never before seen in that particular era. In fact, Final Fantasy VII used a lot of vehicles to ferry Cloud and the rest coast through different points of interests like Wutai. Between storyline quests, players should be allowed to explore the Planet’s wilderness, with consequences like getting in trouble with a wandering Dragon or Behemoth. We need to feel like that we are a part of the Planet’s dying legacy, motivating us further to save it from a free-falling Meteor. Make it happen. Let us fly Cid’s Highwind, please?

No Source glitch

Beating both Ruby and Emerald Weapons is easy if you take a lot of stat-boosting Sources. Let this video teach you how it’s done.

You can lose to Sephiroth in the finals

The game ends after Cloud cleaves Sephiroth with his Omnislash. This is a scripted event. The near-omnipotent Sephiroth gets hammered with a single attack. The remake should erase in our memories how Jenova’s adopted child was transported into the Lifestream a helpless loser. The final face-off between Cloud and Sephiroth should be nervously intense, with a high chance of defeat. Doing so will give their rematch on Advent Children a degree of narrative consistency.

Final Fantasy VII Translation

The English translation was sick.

Zero grammar errors

And yes, subject-verb agreement should be flawless like Cloud’s hair maintenance.

Derek Vicente

Derek has been with Flipgeeks for almost three years. His first video game was Sonic the Hedgehog for the Sega Saturn and after blowing their television set after playing too much Rambo, he has set on a journey to play some of the best (and worst) role-playing games ever spawned. He recently completed Wild Arms 2 without any cheat codes.