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Favorite FF7R character

  • Cloud

    Votes: 278 18.2%
  • Tifa

    Votes: 518 34.0%
  • Barret

    Votes: 257 16.9%
  • Aerith

    Votes: 471 30.9%

  • Total voters
    1,524
Oct 27, 2017
281
Seattle, WA
Me too, I think. Augh. I didn't find squats all that tough, nor did I find the first two levels for pull-ups any worse. But Jules + pull-ups = never forget.

I am increasingly convinced that I cashed in an absurd amount of luck on this minigame.

I managed it on try 2, 41-40. I don't think I've seen anyone in any thread with Jules that low.

It's like finding out everyone else at the restaurant you ate at got food poisoning but you didn't.
 

DPT120

Member
Oct 27, 2017
12,525
EW5--AxXQAA5aqD


When you just eek out that W!!!
Nice! I managed to beat Jules 45-44. Got lucky with RNG.
 

Jeffapp

Member
Oct 29, 2017
2,246
my biggest complaint in this game is that magic attacks don't follow the enemy. like it can be interrupted and then it dosn't hit seems like they could have pick one or the other not punish me twice
 

Dr Doom

Member
Oct 25, 2017
12,005
Aerith's voice actress really improved the character.

she was forgettable in the original, but here. Her lines and voice work really delivers the character
 
Oct 30, 2017
2,206
A bit disappointed in Shinra tower. Had a very different feel from the original. Also, not sure why they didn't have this playing at the bike ecape scene.

 

Eeyore

User requested ban
Banned
Dec 13, 2019
9,029
i know i spoke about it already but the the dodge is still trash

This game is more about mitigating damage than avoiding it. Once I learned that, I mostly stopped rolling around. I realize there are quite a few people who would rather they add invincibility frames to the roll but it's really not how the game is designed.

my biggest complaint in this game is that magic attacks don't follow the enemy. like it can be interrupted and then it dosn't hit seems like they could have pick one or the other not punish me twice

This is why I barely ever use Aero or Blizzard. They don't track so on moving enemies they're not great. I've found Fire and Thunder are much easier to use. Good thing about Aero and Blizzard, if you block I believe you can avoid the damage by moving away in time.
 

TheMrPliskin

Member
Oct 26, 2017
3,564
Despite getting the game like 5 days early I've been really taking my time so I've only just wrapped up. Despite not having any strong opinions about the original I still had pretty high expectations for the Remake before release and they blew right past those expectations. My gut reaction is that this might be my favourite single-player FF game and probably a contender for an all time favourite, though I need to let the post game high settle before I can comfortably say that.

Now to decide if I should jump right into a hard mode playthrough or go through the original first.
 

Quinton

Specialist at TheGamer / Reviewer at RPG Site
Member
Oct 25, 2017
17,253
Midgar, With Love
I am increasingly convinced that I cashed in an absurd amount of luck on this minigame.

I managed it on try 2, 41-40. I don't think I've seen anyone in any thread with Jules that low.

It's like finding out everyone else at the restaurant you ate at got food poisoning but you didn't.

Holy fuck.

I'm feeling food poisoned right now. Damn good job though!
 

J.T

Member
Nov 22, 2017
3,134
Wow doing my hard playthrough, just beat Hell house, Man that was tough. Had a difficult time on normal, was the toughest fight for me. hopefully rest of the playthrough goes well.
 

Razorrin

Member
Nov 7, 2017
5,236
the HELP Menu.
I feel like an ass, but I nailed him to the wall on my second try for Squats, and my 5th on Pull-ups after a few tries attempting to get used to the new format.

I got like 45+ on both, just from finding the rhythm and not going TOO fast at any time. Hopefully that helps, if the animation on the character chugs because you aren't moving fast enough for it to be smooth, that totally fine, as long as you aren't going too fast or missing a press.
 

Biteren

Member
Oct 29, 2017
2,602
This game is more about mitigating damage than avoiding it. Once I learned that, I mostly stopped rolling around. I realize there are quite a few people who would rather they add invincibility frames to the roll but it's really not how the game is designed.

i know, its been love hate with this game. im trying really hard to enjoy the combat but the evasive options is really doing a number on me.

once i think im getting it somthing happens that just makes me wish the roll had i frames, i mean im not asking for crazy platinum games stuff, i just wanna roll away from stuff and not have to always eat the hit.
 

Slime

Member
Oct 25, 2017
2,970
I'm shocked at how well all the new stuff is integrated. After so many numbered FF games that felt kind unfinished or half-assed, this feels really inspired and like a labor of love. I'm only at the part before Mako Reactor 5, but so far all the stuff that's been added feels natural, and they've done a good job at fleshing out Midgar in some really neat ways. I don't know if it holds up throughout, but so far this game feels super special, and I feel less disillusioned by the fact that they "padded" out the first few hours of the original game, and more impressed at how they've managed to make a great FF using FFVII as a springboard for new ideas and modern storytelling. It's way better than I could have hoped.
 

JasoNsider

Developer
Verified
Oct 25, 2017
2,140
Canada
Finished the game. That was really excellent. I'm super happy how that turned out. Probably mentioned this before, but I'm not even a die-hard fan of the original or anything. This game was just high quality gameplay and world, so I was hooked. Square really did it!
 

tjlee2

Member
Oct 27, 2017
4,735
I'm shocked at how well all the new stuff is integrated. After so many numbered FF games that felt kind unfinished or half-assed, this feels really inspired and like a labor of love. I'm only at the part before Mako Reactor 5, but so far all the stuff that's been added feels natural, and they've done a good job at fleshing out Midgar in some really neat ways. I don't know if it holds up throughout, but so far this game feels super special, and I feel less disillusioned by the fact that they "padded" out the first few hours of the original game, and more impressed at how they've managed to make a great FF using FFVII as a springboard for new ideas and modern storytelling. It's way better than I could have hoped.

I think they definitely focused on the biggest strengths of the original instead of trying to do everything and failing to meet most of them. The game's strengths are so significantly enhanced that the mediocrity and negatives in some other areas get overshadowed fairly easily. The linear focus of progression has its drawbacks but the game maximizes the benefits of doing it this way and absolutely justifies it in this particular case. They can try to be more ambitious in the later games now that the foundation is available, but it is nice to see that they focused on setting the foundation first.
 

Eeyore

User requested ban
Banned
Dec 13, 2019
9,029
i know, its been love hate with this game. im trying really hard to enjoy the combat but the evasive options is really doing a number on me.

once i think im getting it somthing happens that just makes me wish the roll had i frames, i mean im not asking for crazy platinum games stuff, i just wanna roll away from stuff and not have to always eat the hit.

There is a materia that generates ATB when you block, when I equipped that it really changed how I played. I do understand what you're saying, besides certain magic spells, it's not really easy to avoid damage. That's why I had Prayer on all my characters on Hard mode haha.
 

DrewM1788

Member
Oct 27, 2017
209
New Jersey
I am increasingly convinced that I cashed in an absurd amount of luck on this minigame.

I managed it on try 2, 41-40. I don't think I've seen anyone in any thread with Jules that low.

It's like finding out everyone else at the restaurant you ate at got food poisoning but you didn't.

I actually beat Jules on my first try 46-40. After seeing it talked up so much here, I felt like a god.
 

Snowfruit

Teyvat Traveler
Member
Jun 8, 2018
1,770
United States
Chapter 14/VR battle 4 question
Do I still have a chance to fight Bahamut later or is this it until new game+?
It doesn't seem like I can beat it at my current level, unless I'm missing something.
 

Musubi

Unshakable Resolve - Prophet of Truth
Banned
Oct 25, 2017
23,611
Goddamn. I just barely beat Bahamut. I'm not sure how I'll ever run the gauntlet for the final VR battle. Are there any real good strats out there?
 
Oct 30, 2017
2,206
I think they definitely focused on the biggest strengths of the original instead of trying to do everything and failing to meet most of them. The game's strengths are so significantly enhanced that the mediocrity and negatives in some other areas get overshadowed fairly easily. The linear focus of progression has its drawbacks but the game maximizes the benefits of doing it this way and absolutely justifies it in this particular case. They can try to be more ambitious in the later games now that the foundation is available, but it is nice to see that they focused on setting the foundation first.

I'm using your post as an opportunity to ask this.

What do you or any others want to see beyond the linear design? The original game was quite linear even though you had a sense of traversing the world, visiting towns out of order, find the odd thing in the environment. But it wasn't designed for you to take off and explore, it was designed to focus on going from one scenario to the next. Given the amount of game they still have to get through, expanding its design and scenarios plus all the additions they've made, I can't see how this will ever not be a linear design.

Is the linear design the issue, or is it that it felt like you were following a path to much? How would you want to see this changed? Or do you want a open world to run around in doing side quests, riding chocobos, monster hunting?

I personally think its going to stay with a linear design and I see no reason to have a massive open world. Maybe a environment you run through between towns with some monsters and branching paths.

I also don't get the issue with linear paths. I think its more of an issue that ppl don't like to see that's there's just one path. That people like the illusion of a bigger world even though you only need 1 path to go where you're going. The corridors in the game really only act as a space to feel like there's space between the two points you need to go. What do people want to do in all that space that couldn't walk around in?

I'm curious to know what it is exactly that ppl want instead, since its usually a negative point ppl make. Honestly an open world like Witcher, assassins creed or Dragon Age doesn't interest me. those games had me bored out of my mind with all the pointless spaces I could walk and all the repetitive quests I could take. However, I understand some really enjoy that aspect of those games.

So what kind of improvements on the linear problem are people hoping for in the next few games?
 

DPT120

Member
Oct 27, 2017
12,525
Goddamn. I just barely beat Bahamut. I'm not sure how I'll ever run the gauntlet for the final VR battle. Are there any real good strats out there?
I equipped Cloud with Elemental Fire and Tifa with Elemental Ice, both on armor. Helps a lot in the fourth and fifth battles.
 

Biteren

Member
Oct 29, 2017
2,602
There is a materia that generates ATB when you block, when I equipped that it really changed how I played. I do understand what you're saying, besides certain magic spells, it's not really easy to avoid damage. That's why I had Prayer on all my characters on Hard mode haha.
thats where im at pretty much, spamming prayer and trying to level up the guard materia
 

evilalien

Teyvat Traveler
Member
Oct 27, 2017
1,489
You can beat him before his second megaflare so revival earrings should be enough for the first one.

You can use a weapon with reprieve for backup too. You'd have to really be doing no damage to not take him out before the second megaflare.

Edit - Oh on a first playthrough. Yeah you need revival earrings and counterstance, he's really quite doable with that.
 

Razorrin

Member
Nov 7, 2017
5,236
the HELP Menu.
thats where im at pretty much, spamming prayer and trying to level up the guard materia
That's a good idea, especially since your party will Guard effectively when not in control, so not only will it help cut guarded damage by half, but when they eat an attack and guard it, it will help them generate ATB faster on their own!

You pretty much want Steadfast Block on every character, it's so helpful.
 

Cloud-Strife

Alt-Account
Banned
Sep 27, 2019
3,140
I wish there was a hard mode that just had tougher enemies rather than removing game mechanics from you, dont think I'd ever play it as it is

You should try it.

It's like a different game on Hard and that's a good thing.

If the enemies just had more HP that wouldn't be fun because almost every fight would be the same as in the first run.

I finished yesterday my hard run and it's was even better combat wise compared to the 1st one.

Just use Pray on 2 characters with first strike materia and save MP for the bosses or mini bosses.
 

pargonta

Member
Oct 25, 2017
1,878
North Carolina
Just wanted to pop in and say i started this and got to Chapter 3 on easy (not interested in challenge from this). This is an incredible production on almost every level, graphics music especially. It really blew my mind with the music and chapter 3 start.

I can't remember OG midgar all that well (played in 2010 as an adult) but this seems like a culmination of advent children and everything in the last 20 some odd years. crazy stuff.
 

Razorrin

Member
Nov 7, 2017
5,236
the HELP Menu.
When you learn an enemy skill, can you immediately quit the battle and keep the skill?
I think so? They say that you keep Exp from fights you give up on, but I wonder if that's just shorthand for keeping anything that pops up on the side...

Regardless, there aren't that many in this, unfortunately. you will only have difficulty getting the Final one, because that's Hard Mode post game exclusive.

I will say though, that Algid Aura and Spirit Syphon are based on Magic, and take no MP to use, so there are Super good with a magic character that has to get close to an enemy, like Magic Cloud. They also trigger slight stagger damage, so they help out with breaking enemies! Even better if they are stagger weak to Magic!
 

Ricker

Member
Oct 27, 2017
7,982
Beautiful Province of Quebec.
If theres one thing I hope they change in the next game is not having to need an ATB bar to use Items...I just died at the end Boss because of this...I was so close goddamit,fights like this are so better suited for turn based combat I think...oh well tomorrow is another day.
 

Soriku

Member
Nov 12, 2017
6,894
Now that I've beaten the game is it worth doing the superbosses on Hard or just stick to Normal?
 
Oct 25, 2017
21,438
Sweden
If theres one thing I hope they change in the next game is not having to need an ATB bar to use Items...I just died at the end Boss because of this...I was so close goddamit,fights like this are so better suited for turn based combat I think...oh well tomorrow is another day.
I definitely hope they don't change that. A lot of otherwise decent rpgs with real-time combat break apart by allowing you spam restorative items. there needs to be something that stops you from just tanking through damage by just healing repeatedly
 

tjlee2

Member
Oct 27, 2017
4,735
I'm using your post as an opportunity to ask this.

What do you or any others want to see beyond the linear design? The original game was quite linear even though you had a sense of traversing the world, visiting towns out of order, find the odd thing in the environment. But it wasn't designed for you to take off and explore, it was designed to focus on going from one scenario to the next. Given the amount of game they still have to get through, expanding its design and scenarios plus all the additions they've made, I can't see how this will ever not be a linear design.

Is the linear design the issue, or is it that it felt like you were following a path to much? How would you want to see this changed? Or do you want a open world to run around in doing side quests, riding chocobos, monster hunting?

I personally think its going to stay with a linear design and I see no reason to have a massive open world. Maybe a environment you run through between towns with some monsters and branching paths.

I also don't get the issue with linear paths. I think its more of an issue that ppl don't like to see that's there's just one path. That people like the illusion of a bigger world even though you only need 1 path to go where you're going. The corridors in the game really only act as a space to feel like there's space between the two points you need to go. What do people want to do in all that space that couldn't walk around in?

I'm curious to know what it is exactly that ppl want instead, since its usually a negative point ppl make. Honestly an open world like Witcher, assassins creed or Dragon Age doesn't interest me. those games had me bored out of my mind with all the pointless spaces I could walk and all the repetitive quests I could take. However, I understand some really enjoy that aspect of those games.

So what kind of improvements on the linear problem are people hoping for in the next few games?

Linearity in story progression is fine and I don't think they need to try to be something else there. I said linearity has drawbacks but it has strengths that much better fit the game and between linear and exploration I would want FFVII to choose the former every time. I haven't finished the game yet (ch.17) so I can't really comment on the story at all, but as far as gameplay goes, even not having access to hard mode I have thought of things that they should keep doing and things they can improve upon.

As far as linearity in gameplay is concerned, they can definitely make improvements in their zone design. Original VII was very linear but the zone designs were varied enough that some exploration was needed. Obviously that can't translate at all since VII was random encounters, but SE already did something in XII that can translate very well to here. Zones with more interesting locales would have been hard in Midgar which is why I said while the linearity has drawbacks I think it's still the right decision, intentionally or unintentionally, for zones in Midgar to be very linear. Outside of it, I hope they try to do be a little more bold in zone design. XII isn't the most amazing in most instances either, but if future games can just try to approach that level I think that would go a long way. Being able to go to something you can see in the distance occasionally feels fantastic for world building. I think narrative world building they have it down pretty well and just need to polish a little, and gameplay world building as it currently is works for Midgar. However I think it would be a little lacking once you leave it.

What I really want to see is for them to think about tackling a potential problem that will happen in future games, as a result of increased party size. In the original it's basically choose your favorite three since there is very little difference between the base design of the characters. Remake has proved that they can create very unique characters gameplay wise, and in this game with only 4 characters, the amount of content vs available tools matched up pretty well. However, assuming future games will still have about the same amount of content, once you more than double the party, members will go heavily underutilized or not used at all. I think if the quality of each character ends up being up to par with current, that would be a shame that you won't be able to use them sufficiently even if you make the argument that it could encourage replay with a different main team.

The good news is that they have done something with active/sub in XII already so it's possible that they may consider that, but XII doesn't fit that well here since XII's combat system is completely different, a party of 9 is much larger than 6, and also because there is no aggro control in remake at the moment to dictate drawbacks that was present in XII. With that said, I hope they would look at Tales of Berseria's combat system for active/sub swap system, which I feel very strongly about as the best party swap system I've seen. If that one is implemented, you can field 3 active and 2 sub that can be swapped in (parameters, effects, conditions, and drawbacks can all be ironed out pretty easily with ATB being the basis of the combat system), which means that 5 out of 9 would be participating at any given time. An increase from fielding 33% of the party to over 50% would go a long way in providing play time for the entire party. This is something that I really hope might happen (but I know it's very unlikely), and what I was really going at when making the "more ambitious" comment.
 

Brodo Baggins

Member
Oct 27, 2017
3,914
If theres one thing I hope they change in the next game is not having to need an ATB bar to use Items...I just died at the end Boss because of this...I was so close goddamit,fights like this are so better suited for turn based combat I think...oh well tomorrow is another day.

I feel your pain, but I don't agree. Item spam has ruined so many decent action RPGs. This game being balanced around limited item/healing use is what keeps it strategic.

I hated how in FFXV you could get randomly one shot and they used item spam as a crutch for lack of real scaling challenge.

The final chapter for this game is pretty tough! I found having Pray and barrier+magnify were super clutch on this fight.