Game Corner [Revenge of the 5th]: Star Wars: Shadows of the Empire (Nintendo 64)


Although May 4th is known the world over as Star Wars Day, many also choose to celebrate the popular, generation-spanning science-fiction saga on May 5th as a play on the word “Sith”. This can extend Star Wars Day into three day celebration of the influential science-fiction series and, as a result, is another great excuse for Star Wars fans to celebrate the beloved franchise in a variety of ways.


Released: 2 December 1996
Developer: LucasArts
Also Available For: PC

The Background:
Now known as a nigh-unstoppable multimedia juggernaut that encompasses movies, toys, cartoons, books, videogames, and comics, the original Star Wars trilogy was initially continued in the “Legends” novels. Accordingly, Lucasfilm’s publishing director, Lucy Autrey Wilson, tapped Bantam editor Lou Aronica and author Steve Perry to develop a Star Wars crossover multimedia event in 1994. The project wouldn’t include a movie but would involve all the media and marketing of a film release, all to coincide with the upcoming release of the 1997 Special Editions of the Original Trilogy. Shadows of the Empire took place between Star Wars: Episode V: The Empire Strikes Back (Kershner, 1980) and Star Wars: Episode VI: Return of the Jedi (Marquand, 1983) and was comprised of Perry’s novel, a comic book, an extensive toy line, and this divisive videogame. The game focused on Han Solo-proxy Dash Rendar and was built on a modified version of the Star Wars: Dark Forces (LucasArts, 1995) engine. The decision to focus on Nintendo 64 development led to some issues in properly coding for the system, Nintendo legend Shigeru Miyamoto weighed in on the camera and Dash’s characterisation, and all the animations had to be redone manually after Industrial Light & Magic’s motion capture work proved unusable. As mentioned, Shadows of the Empire garnered mixed reviews that noted a strong start let down by subsequent levels. The dodgy camera, clunky controls, and tedious gameplay were also criticised, though it developed a cult following over the years and the PC version was said to iron out some of the kinks. Unfortunately, Shadows of the Empire was de-canonised after Disney purchased the franchise, though Lucasfilm president Kathleen Kennedy once stated that characters like Dash Rendar have come up during discussions about Star Wars projects.

The Plot:
Hired to protect troubled Jedi Luke Skywalker and assist in rescuing Han Solo, rogue mercenary Dash Rendar finds himself embroiled in pitched battles with not only the Galactic Empire, but a criminal organisation looking to usurp the Dark Lord of the Sith, Darth Vader.

Gameplay and Power-Ups:
Star Wars: Shadows of the Empire is primarily an action/platformer videogame that released early into the Nintendo 64’s lifecycle and takes place between The Empire Strikes Back and Return of the Jedi. After picking and naming one of four save files (with no need for a memory pak) and selecting their level of difficulty, players assume the role of mercenary for hire and Han Solo-proxy Dash Rendar and journey across ten levels to defend the Rebel Alliance from the evil Galactic Empire, safeguard young Jedi Luke Skywalker, and oppose the mischievous ambitions of the Black Sun criminal empire. Once you’ve chosen a difficulty level, you can’t change it so you’ll need to start a new save file if, say, “Medium” is too difficult for you. You can enter the “Options” menu to customise the heads-up display (HUD), which displays your current health and weapon energy or ammo, as well as toggle the option to switch to following your heat-seeking missiles and customise the game’s controls. Shadows of the Empire maps different buttons to different functions depending on the level you’re playing; while six levels see you control Dash on foot, two take place in space, one sees you controlling a Snowspeeder, and another has you racing around on a swoop bike. When on foot, you can change your viewpoint with the Left trigger, directional pad (D-pad), or C-right, switching between a standard third-person view, a first-person perspective, a top-down view, and a dynamic “movie” angle that hampers the already cumbersome controls. The Right trigger opens doors and activates consoles and you can hold it to strafe which, when used alongside the Z trigger, gives you better aiming accuracy. You jump with A and, when you have a jetpack, can burn rocket fuel by holding this button. B fires your weapon, with Dash’s standard blaster automatically recharging but growing weaker the more you use it. You switch weapons with C-up, crouch to take cover or avoid incoming hazards with C-down, and hold C-right to activate the “Leebo Scanner” (if you collect enough “Challenge Points”), which essentially functions as a map.

Press switches, uncontrollably fly across gaps, and wrestle with Dash’s jetpack to clear levels.

While Dash’s default blaster and jetpack automatically refill if given time, you must blast crates and search around the environment for additional ammo. You get a useful heat-seeking shot that are good for taking out groups of enemies at mid-range, a flamethrower for close encounters, a quick-fire pulse cannon that’s annoyingly erratic, a stun shot to freeze enemies, and a powerful disruptor blast that’ll damage you if you’re not careful! Health packs of different sizes can be found if you open nooks and crannies, search around, or blow open crates. You’ll also find the odd extra life and invincibility if you look hard enough, and you’ll earn additional extra lives for every Challenge Point you find. Much of your time in Shadows of the Empire is spent running around narrow corridors, samey environments, or the odd slightly more open areas. Every time you control Dash on foot, you’re charged with exploring, gunning down enemies, and activating a butt-load of switches. These open doors, release Wampas to attack enemies (and you!), allow you to take elevators to other floors, and lower barriers so you can progress. Dash is ridiculously awkward to control, lumbering about as though you were using tank controls, and easily slipping off ledges. His jump is unnecessarily floaty and carries his momentum forward, meaning it’s easy to miss platforms and overshoot your jumps and be sent plummeting to your doom. This is especially aggravating in the Ord Mantell Junkyard, where players must jump between trains and duck under hazards, switching tracks and hoping they don’t overshoot their landing. It’s equally tough controlling Dash with his jetpack, not just because he flies around as if covered in grease, but you must constantly land to recharge your thrusters and the game doesn’t make it clear which way you need to go, meaning it’s easy to get turned around. Although the jetpack doesn’t run out underwater, you’ll drown if you stay submerged for too long. Dash also takes fall damage, must use floating and/or spinning platforms to progress, and must avoid hazards like icequakes, wall and ceiling turrets, spinning blades, and rotating cogs.

While vehicle sections are a nice change of pace, they’re too short or aggravating to be that enjoyable.

Things aren’t much easier when you’re playing the game’s handful of vehicle sections. You start off recreating the battle of Hoth in a Snowspeeder, using L or R to decrease your speed, A to speed up, B to fire upon Imperial Probe Droids and All-Terrain Scout Transports (AT-STs), and snagging All-Terrain Armoured Transports (AT-ATs) with your tow cable with Z. Though you can switch perspectives with C-right and the D-pad, it’s best to stay in third-person mode here as the Snowspeeder is surprisingly heavy and unresponsive. It’s hard to make tight turns and easy to accidentally plough into enemies or catch yourself on an AT-AT’s legs as you circle them to bring them down. Dash escapes Hoth in the Millennium Falcon Outrider, getting caught in an asteroid field just like in The Empire Strikes Back. This level is more like a bonus round where you blast waves of Twin-Ion Engine (TIE) Fighters and TIE Bombers with A or B, take out asteroids for Challenge Points, and waiting for your stock of missiles to recharge so you can blow up groups of TIEs with C-down, C-left, R, or Z. Using C-right or L to switch to the cockpit view can be advantageous here, though you can’t replenish the Outrider’s shields so don’t dawdle too long. In the final stage, you repeat this section in the first half and then race away from the exploding Skyhook, using A to accelerate and tilt your craft to avoid obstacles and R to decelerate. Finally, when on Tatooine, Dash must race against and take out a swoop bike gang looking to assassinate Luke, a task easier said than done since the swoop bike is a nightmare to control! You blast off at break-neck speed at the mere touch of A or C-left, crashing into anything and everything in your way and awkwardly reversing with B when you inevitably get caught on environment. You can switch viewpoints with C-right or the D-pad and must use L or R (or Z) to ram into the other bikers to keep them away from Luke. Even if you take them out in Mos Eisley, it’s easy to crash and burn in Beggar’s Cannon thanks to the high-speed action and narrow passages.

Dash’s simple objectives are compounded by clunky controls and frustrating gameplay.

Each level has a specific mission, related by Luke or Dash’s robot partner, Leebo, though gameplay mainly amounts to blasting enemies and activating switches. In the first and final stages, Rogue Squadron fight beside you and you must be careful not to hit them, or the shield generator on Hoth, or you’ll be penalised. An onscreen radar helps guide you in the flying and chase sections but, by default, you have no such help when on foot so it’s best to follow the bodies you leave behind if you get lost. Dash must take lifts and cross bridges, watching his step to reach new areas and activate switches, often while being forced to complete platforming challenges that look easy but are made far too frustrating thanks to his janky jump. As if this wasn’t bad enough in the Ord Mantell Junkyard, you also have to blast targets to lower barriers and hop onto carriage roofs to progress, and you’ll often be flying blind in Gall Spaceport thanks to the awful fog effects. This level is where ethe gameplay loop really starts to become tiresome and claustrophobic, maze-like locations like the Imperial Freighter Suprosa and Xizor’s Palace don’t make this any easier. You’ll find Stormtroopers and tough-as-nail robots lurking around every corner, shootouts in narrow corridors, switches that open alternating doors, forked paths, spinning turbines, and a labyrinth of cargo bays. This even carries through to the dank sewers of the Imperial City, where spiral chasms lead to murky sewage water that hides Dianogas and yet more switches! You must navigate this ugly-ass brick and filth maze to acquire an access key and force field deactivator, shooting targets in spinning tunnel to progress and dodging spinning spokes in narrow pipe to reach the end. Bottomless pits dog you throughout Hoth and the Gall Spaceport, but also return in Xizor’s Palace as a cheap way to up the difficulty of the end game. While you get infinite lives on “Easy” mode, “Medium” or higher limit your lives to make the game even tougher, though it’s a challenge and a half even on “Easy due to the clunky controls, Dash’s overly enthusiastic jump, and his struggles to aim upwards!

Presentation:
As Shadows of the Empire was an early Nintendo 64 title, your mileage may very regarding the presentation. There’s no question that the PC version had better, crisper graphics, especially for the game’s cutscenes, however I do like the artwork used for these cutscenes in the Nintendo 64 version. They’re incredible basic, barely having any animation and relying entirely on text to convey the story, but they’re beautifully rendered and capture the likenesses of familiar characters like Luke and Han really well. As the main character, Dash gets more time to shine here than in the comic book, showcasing an arrogant bravado and his commitment to aiding the Rebellion (for the right price). The game is divided into “parts”, which each part using the traditional Star Wars scroll to give an overview of the story, and is bolstered by samples of John Williams’ many Star Wars compositions. The “Imperial March” is mixed into the boss theme, for example, and “The Asteroid Field!” blares during the Outrider segments, but original compositions such as “Xizor’s Palace” also impressed despite some getting repetitive. While Shadows of the Empire does use some limited sound bites (Dash grunts and Stormtroopers yell basic demands), Dash is an awful polygonal model with little character beyond occasionally firing his blaster like a six-shooter. Many of the enemies don’t fare much better, being a mess of childish polygons from even mid-view and proving why the game relies so heavily on obscuring fog. This is at its worst in the Gall Spaceport and when navigating the murky sewer waters, where visibility is near zero, though the game doesn’t exactly make up for it in the Outrider sections, opting to use a plain black void or a distinctly blurry asteroid skybox. Yet, the game performs fairly well (save for some instances where you get a peak outside of the game map), with enemy bodies remaining visible, the HUD changing colour as you take damage, and some fun Easter Eggs.

Despite being visually faithful to the films, the game’s visuals struggle, even on the PC.

These are mainly seen in familiar locations. Echo Base, for example, sports the shield generator, sees the Millennium Falcon flee for the asteroid belt, and even includes the captive Wampas from a deleted scene. You’ll spot Imperial shuttles waiting in shuttle bays, Star Destroyers loom in the background in space (though they pose no threat), Mos Eisley spaceport and market rushes past in impressive detail, and Imperial locations like the Suprosa and their multiple outposts recreate the aesthetic of the various Star Destroyers and the Death Stars with an impressive fidelity. There are some fun moments, like exploring inside the Outrider (which echoes the interior of the Falcon) and being sent away by Leebo, and opportunities to find goodies if you explore a little bit. You’ll also see the same walkways, lifts, doors, control panels, and switches as in the movies, and visit locations previously only spoken about, like Ord Mantell. Sadly, Ord Mantell is one of the weaker levels; it’s a mess of brown and junk, with rivers of sludgy water and numerous walkways to avoid. Star Fox 64 / Lylat Wars (Nintendo EAD, 1997) did a similar level far better and the same is true when comparing the space sections. The Outrider is too limited and clunky to be all that manoeuvrable and is nothing compared to the slick controls of the Arwing, with Star Fox 64 even doing Shadows’ finale far better and it didn’t release that long after this game! Unfortunately, while Shadows of the Empire goes to great lengths to recreate and build upon the visuals of the movies, everything is painfully generic at times. If you’ve seen one claustrophobic, toxic sewer full of crud, you’ve seen them all…and you can barely see this one because of the fog! I liked the sense of scale in Xizor’s Palace, however, which was very grandiose and gothic, and that the game’s performance wasn’t affected by slowdown even when large polygonal models were onscreen.

Enemies and Bosses:
There isn’t much enemy variety in Shadows of the Empire, which plays things very safe for the most part. Every enemy has a % life meter that gets tougher to whittle down the bigger they are and the more you progress, and they fall into four camps: ground troops, automatons, robots, and ships. Ground troops include Stormtroopers (and their Snowtrooper variants), Imperial Commandos, and Train Guards. The Storm- and Snowtroopers blast at you haphazardly, plummeting to their deaths with a familiar scream if you shoot them just right and occasionally manning turrets to dish out greater damage. Imperial Commandos are more heavily armoured and more likely to take cover, while Train Guards are far less formidable and simply stab you with their lances. Automatons include Imperial Probe Droids, Seeker Droids, and Interrogator Droids. These float about, often rising from chasms, and blast at you, with some being harder to hit and tougher to destroy than others. You’ll also get blasted by turrets and IG Drones, which are always on hand to chip away at your health. While the Empire employs Sentry Droids (essentially killer versions of R2-D2), IG-88 and Xizor love to dog your progress with some tough-ass humanoid robots. Not only can these fire very rapidly but they can tank your basic blaster, meaning you may have to expend your better ammo to down them, ammo best saved for the game’s bosses. As for craft, you’ll blast at AT-STs in your Snowspeeder and bring down AT-ATs with your tow cable and shoot countless TIE Fighters and TIE Bombers from the void in the Outrider. These attack in groups, firing lasers or bombs, but are mere cannon fodder compared to Xizor’s more nimble Space Vipers. These are far harder to track and hit and charge up bombs that lock onto you, easily reducing the Outrider to scrap metal thanks to their seemingly endless numbers.

Some recognisable crafts and characters appear as troublesome boss encounters.

Every level but the vehicle stages ends in a boss battle (and, even then, you could classify the AT-ATs as bosses) that Dash must face on foot and with the heat-seeking function of his seeker shot disabled. The first boss you fight is an AT-ST that’s entered Echo Base. It stomps about firing its forward guns and absorbing your shots unless you target its “head”. You can use the crates and upper walkways to take the high ground and grab some resources, but your best bet is to run underneath it, aim upwards, and unload. Another AT-ST awaits in the Gall Spaceport, though this time there are no upper walkways to flee to, no resources nearby, and the jetpack is barely an advantage as it’s so slippery to control. If you manage to make it past the aggravating train section in Ord Mantell, you’ll battle the mechanical bounty hunter IG-88 in a literal scrapheap. IG-88 leaps about the place, rapidly firing his pulse cannon and being difficult to track since he disappears behind and blends into the environment. Your best bet is to stay on the move, corner him, and unload with seekers but you must watch your step or else you’ll fall into a furnace! At the end of the Gall Spaceport, you enter into a two-phase battle with Boba Fett, who flies about using his own jetpack, firing from his blaster and sending out a seeking missile. You can try chasing him, but you risk running out of jetpack thrust and taking fall damage so it’s better to take cover and wait for him to stay still. After enough hits, Boba Fett hops into Slave 1 and rotates in the centre of the arena firing his main cannons. Like with the AT-ST, you can just camp underneath him and fire upwards for an easy win. The Suprosa’s super computer is guarded by a Loader Droid that seems intimidating due to its size and the big shuttle bay devoid of resources, however it’s a bit of a joke. It’s very slow, meaning you can easily run circles around it and avoid its extendable arms, and unload with your seekers.

If you’re not playing on at least “Medium”, all your battles are seemingly pointless.

Upon reaching the end of the sewers, Dash is attacked by a giant Dianoga. This titanic, octopus-like creature is fought in the murky sewer water, so it’s very difficult to see and target its tentacles. Thankfully, its only attack is to bash you with its spiked appendages, which you can destroy with a few shots, and its main eye is an easy target. However, because you’re forced to manoeuvre with the clunky jetpack and mainly underwater, your greatest hazards will be the controls and reaching the surface to take a breath. After battling through Xizor’s Palace, you’ll face off against his mighty Gladiator Droid in a three-phase battle that can be a troublesome encounter. While the first phase is ridiculously easy (simply run around the cumbersome droid, avoiding its eye lasers and missile barrage and blasting it to 0% health), the second phase ups the ante. Here, the droid’s torso separates, and you’re dropped into a maze full of a handful of resources and dead ends. The Gladiator Droid hovers overhead firing eye lasers, missiles, and a rapid-fire pulse cannon but, again, you can avoid most of its barrage by staying beneath it and unloading with any seekers you have. In phase three, the boss’s head tries to finish you off and you must stay away from it (utilising your jetpack when allowed since it starts to malfunction) and fire any remaining disrupter blasts you have to finish it. This is the last on-foot section so don’t be shy and just go for it! Finally, Dash takes to the Outrider to join the assault upon Prince Xizor’s Skyhook. In this final stage, you must ignore the Star Vipers and TIE Fighters and destroy the Skyhook’s turrets, flying in and blasting them before they can shred you. Take them all out and you must carefully get the Outrider into the Skyhook itself, dodging obstacles to land shots on the main core. Make a few passes and hit it enough times and the Skyhook will burst into flames, forcing you to retreat before you’re caught in the explosion.

Additional Features:
There are four difficulty levels on offer in Shadows of the Empire, with each one offering a different stock of lives (from infinite to three) and changing the challenge offered by the enemies. It’s recommended that you play on at least “Medium”, however, as that’s the only way to see the true ending and learn that Dash survived the finale. Every level contains an assortment of “Challenge Points” to either find or earn. These are either out in the open, hidden behind certain doors, down certain paths, or in hidden cervices, or earned by defeating AT-ATS or destroying special red asteroids. Collecting them all on each difficulty level unlocks some fun additional extras, such as the Leebo Scanner, invincibility, and the ability to pilot an X-Wing or TIE Fighter in the final battle. If you’d rather take the quick and easy path, however, you can give your save file a specific name and activate some useful cheats, such as skipping any sections that aren’t on-foot missions, viewing the credits, accessing every level, and an extremely useful debug mode that grants a host of cheeky abilities. You can also use these same cheats to play as enemy characters, from Stormtroopers to Wampas and even an AT-ST! Finally, your completion time is recorded for each level, so speedrunners or those seeking an extra challenge can try to beat their best times if they like.

The Summary:
When I was a kid, everyone who had a Nintendo 64 had Star Wars: Shadows of the Empire. It was one of the most common games in our libraries and this is the third time I’ve owned it, though not the first I’ve beaten it. I was also a huge fan of the book, the Shadows of the Empire concept, and the comic book. Does that mean the videogame is any good, though? Well…no. Shadows of the Empire is an incredibly basic and clunky experience, even for an early-days Nintendo 64 title. Everything it does was done better in other games, even ones that released not long after it, with Star Fox 64 being the far better alternative. As much as I like Dash Rendar, he’s a painfully redundant and awkward character, floating through the air and slipping to his death with the slightest twitch of the control stick. It seems the developers didn’t know how best to use the Nintendo 64 control pad and insisted on mapping useless functions to every button but neglected to inject anything interesting into the gameplay beyond dodgy platforming and switch pressing. The vehicle sections were okay, but more akin to bonus stages, and I enjoyed some of the bosses, though the difficulty spike is all over the place. Tightening the focus onto gunplay, simple puzzle solving, and some shoot-‘em-up sections would’ve definitely made this a more enjoyable experience as the platforming and exploration is arduous and aggravating. There are some fun Easter Eggs and additional features here, and the story is a decent accompaniment to the books and comic, but Shadows of the Empire is only going to appeal to die-hard Star Wars fans…and even then it comes with a lot of caveats. You’re better off playing Star Fox 64 or one of Factor 5’s excellent Star Wars shoot-‘em-ups if you need a 64-bit Star Wars fix.

My Rating:

Rating: 2 out of 5.

Could Be Better

Was Star Wars: Shadows of the Empire in your Nintendo 64 library back in the day? If so, did you enjoy it? Which of the different gameplay modes was your favourite? What did you think to Dash Rendar and his clunky-ass controls? Which of the boss battles was your favourite? Did you ever see the true ending and collect all the Challenge Points? Which Star Wars videogame is your favourite? How are you celebrating Star Wars this May? Whatever your thought and memories of Shadows of the Empire, feel free to leave a comment below, support me on Ko-Fi, and check out my other Star Wars content across the site.

Game Corner: Dirge of Cerberus: Final Fantasy VII (PlayStation 2)

Released: 26 January 2006
Developer: Square Enix

The Background:
I think it’s fair to say that most gamers are aware of Final Fantasy VII (Square, 1997). The game won numerous awards and sold over ten million copies on the PlayStation, after all. Square Enix expanded upon Final Fantasy VII’s lore in 2003 with Compilation of Final Fantasy VII, a multimedia venture that included Final Fantasy VII: Advent Children (Nomura, 2005), a fantastic computer-generated movie, and multiple spin-off titles. Dirge of Cerberus, a PlayStation 2-exclusive follow-up to Advent Children, was one of these titles. Dirge of Cerberus represented a rare departure from the role-playing mechanics of the franchise, with producer Yoshinori Kitase conceiving an action/shooter revolving around fan favourite optional character, Vincent Valentine. Tetsuya Nomura returned to the franchise to help develop the game’s new villains and characters, with Japanese singer and actor Gackt lending his voice and likeness to the cast. When the game was localised outside of Japan, the developers took the time to address numerous issues with the original release; they focused on the single-player action, removed online functionality, and even omitted the “Easy” mode from the options. Unfortunately, despite selling wellDirge of Cerberus was met with mixed reviews; critics were unimpressed by the gameplaynarrative, and level design and the game was knocked for being a poor imitation of similar hack-and-slash action/shooter hybrids like Devil May Cry (Capcom Production Studio 4, 2001).

The Plot:
After the events of Advent Children, the mysterious Vincent Valentine is drawn into a plot by terrorist organisation Deepground and their leaders, the Tsviets, to summon the most powerful WEAPON of all, Omega, and annihilate all life on the Planet.

Gameplay and Power-Ups:
Dirge of Cerberus: Final Fantasy VII is a third-person, action/adventure game with a heavy emphasis on third-person shooting and which includes some very light role-playing mechanics. The game places you in the role of everyone’s favourite melancholy, wannabe vampire, Vincent Valentine. The story is divided into thirteen chapters that can be played on either “Normal” or “Hard” difficulty, with a third, even harder option unlocked after finishing the game on any difficulty. Unlike Final Fantasy VII, Dirge of Cerberus is much more akin to Devil May Cry than a traditional role-playing game and focuses solely on Vincent save for a brief section where you control Cait Sith. Consequently, Vincent’s abilities are very different from those he had in Final Fantasy VII and have been expanded upon almost as much as his backstory, which was largely marginalised since he was an optional character in his debut. You’ll use X to talk to non-playable characters (NPCs) and interact with the environment for some very light puzzle solving (literally just pressing switches to activate lifts or open doors) and also to jump, pressing it twice for a double jump. Unfortunately, Vincent’s movement is often restricted by the environment; rubble and impassable debris will block your path and platforming is basically non-existent, limiting the jump’s usefulness. Circle is for your melee attacks; Vincent attacks with swipes of his gauntlet and some fancy kicks, but is often left attacking the air since you can’t lock-on to enemies with this attack. Circle also lowers your currently equipped weapon, allowing you to move faster depending on your loadout. Square sees Vincent crouch, which is occasionally useful when taking cover and in the handful of instances where you creep through small gaps or vents, and also performs a near useless dash. Triangle opens the main menu, giving you access to a semi-useful map (a mini map would’ve been better), the item menu (where you manually refill Vincent’s health and magic meters), and customisation options for your guns. If you have one of the three elemental Materia equipped to your weapon, you can fire it with L1, though this depletes Magic Points (MP). You use L2 to toggle between your three weapon loadouts, R1 to shoot, and R2 to reload. Finally, you can press the directional pad up to bring up the map, left or right to use your assigned item, and use the left stick in conjunction with Square to roll out of harm’s way.

Vincent’s various firearms and monstrous Limit Break are surprisingly dull to utilise.

While the melee attacks are good for close quarters combat and to conserve ammo, your primary attack is Vincent’s various firearms. As you explore, opening chests and picking up attaché cases, you’ll find different barrels and accessories that you can use to create up to three loadouts. Vincent can fire a standard pistol, a sniper rifle, and a machine gun, with different barrels available to strengthen their stats. One stat to keep in mind is the weight of your gun; I built a sniper rifle for Vincent to pick enemies off from afar, but it was heavy and slowed his movement considerably. You can lighten weapons with other attachments, or increase their power and reload speed, but these slots are far more likely to be taken up by one of the three Materia. Fire impacts with an explosive effect to damage multiple enemies, Thunder fires straight ahead, and Blizzard has a homing element. These Materia can be levelled- and powered-up with other accessories and can be very handy against groups of enemies, enemies using Barrier to resist your shots, or bosses, but it’s weird that there’s no Cure Materia to equip. Instead, you’ll rely on the odd Mako Point to refill some MP and restorative items like Potions, Ethers, and Elixirs to fill some or all your MP and Health Points (HP). One item returning Final Fantasy players will recognise is the Phoenix Down, which resurrects Vincent upon defeat (but only if you manually activate it from the menu first). Vincent also has a powered-up form (or “Limit Break”) like in Final Fantasy VII, but this must also be manually activated. When active, Vincent transforms into a monstrous beast for a short time, firing homing fireballs with R1 and battering enemies with claw swipes with X. This is very handy against bigger, armoured enemies and bosses but leaves Vincent a large, cumbersome target (though activating the Limit Break does fully replenish HP). The Limit Break can be manually deactivated with L1 and R1, but it’s not like you get the Limit Breaker item back for doing this so I can’t see the benefit of ending it early. Finally, Vincent can man various turrets with X or while riding in an attack chopper. These sections don’t happen often, which is a shame as it’s fun mowing down waves of enemies and blasting attack planes out of the sky with a powerful mini gun that never overheats or needs to reload.

Turret sections, side missions, and stealth gameplay briefly breakup the tedious action.

Defeated enemies drop various items or Gil, the currency of the Final Fantasy franchise. Gil is spent at jukeboxes or at the conclusion of each chapter, allowing you to purchase a limited quantity of items, Materia, ammo, and other resources. Completing each chapter (or being defeated mid-chapter) brings up the ranking screen, where you’re awarded points for your accuracy, kill chains, times defeated, and completing various optional missions. These equate to a letter ranking and award points that can be exchanged for Gil or experience Points (EXP). I chose EXP every time as this is the only way to make Vincent stronger and level him up. Each chapter has a primary goal (essentially to get to end and defeat a boss) but also throws secondary, optional objectives at you. Sometimes these carry a time limit or task you with completing them as quickly as possible; other times you’re searching for items with no idea of how many there are to find. Sometimes you’ll be assisting or escorting Vincent’s World Regenesis Organization (WRO) allies, other times you’ll be destroying certain enemies or deactivating mines. The more you do or complete, the better your ranking and the more Gil/EXP you’ll receive. Alongside one section where you’re blasting Guard Hounds from Reeve Tuesti’s attack chopper, you’ll also pick off pursuers on a high-speed train track and use explosive barrels to thin out enemy hordes. As mentioned, there’s one all-too-brief section where you sneak Cait Sith past enemies since his attack and defence are shit. Sadly, though Vincent’s other AVALANCHE allies show up in cutscenes, you won’t be controlling or fighting alongside any of Final Fantasy VII’s recognisable cast beyond this moment. Although things start out simple enough in Dirge of Cerberus: Final Fantasy VII, the game quickly becomes quite challenging. Environments are painfully linear for the most part, rendering the map almost useless for most of the game, but there are times when you’ll be running around in circles trying to figure out where to go.

Vincent’s handicapped by clunky gameplay and is surprisingly weak at times.

The Shinra Manor, desolate trainyard, and Shinra headquarters are great examples of this. Since the map only shows where you’ve come from and not your objective, it can be difficult heading in the right direction sometimes. This is compounded by how claustrophobic and restrictive levels are, so you’re not used to exploring all that much. Not that exploration really leads to much; locked doors and dead ends are plentiful and you rarely get rewarded for looking around. Mostly, you’ll be smashing crates, defeating enemies, and searching for key cards to lower energy barriers, which are often guarded by waves of enemies. Sometimes, WRO agents provide support or offer resources; other times, you’ll be rescuing civilians or exploring Mako Reactors to track down Deepground. Although you can temporarily save the game from the pause menu, your game won’t save until you reach specific points in each chapter. These checkpoints are serviceable but you’re sometimes stuck repeating long stretches because you died before a save point so it’s worth using your potions liberally since you should have enough Gil to buy more. While Vincent controls well for the most part, he seems very “heavy” and clunky. He doesn’t have much versatility in the air, has few defence options, and his melee attacks are more like the wild swings of a drunk boxer than the swift attacks of a super soldier. Vincent is also surprisingly weak; snipers and enemy groups quickly sap HP and it’s very frustrating being juggled by rocket-firing brutes since Vincent’s recovery options aren’t very good. This could’ve easily been solved with a proper lock-on feature (something that’d been around since 1997), restorative and defensive Materia like Cure and Barrier, and expanding Vincent’s melee abilities. It’s also far too easy to run out of ammo at times; some of the later bosses require many hits so you can easily end up running out of bullets, with no way to get more, and there’s no way to improve your shot power beyond levelling-up and attaching different barrels.

Presentation:
Dirge of Cerberus: Final Fantasy VII is a bit of a mixed bag in this regard. On the one hand, the pre-rendered, CG sequences look amazing and are largely on par with the visual effects of Advent Children. All returning characters sport the same looks and basically all the cast reprise their roles, with Steve Blum bringing his trademark melancholy gruffness to the perpetually sullen Vincent. While the in-game models and graphics obviously aren’t on par with the CG sequences, they are really good. Vincent, especially, looks amazing; his tattered cloak flows nicely and his gothic visage always stands out against the environments. Enemies are, largely, painfully bland, comprised mostly of Deepground soldiers and a handful of beasts and the WRO, though useful when they appear, are poor substitutes for the more recognisable members of AVALANCHE. Environments, while familiar, are painfully bland, muddy, and indistinct at times. Dirge of Cerberus doesn’t offer any brightness or contrast options, so I was left struggling to see in a lot of dull, murky, and repetitive environments. While some are recognisable, including Mako Reactors, the ruins of Midgar, Edge, and wandering around Cid Highwind’s latest Airship, others are just generic locations that don’t inspire the imagination. This means you’ll be wading through sewers, running around the grey corridors of the Shinra headquarters, and stumbling about in the steampunk blandness of Deepground’s lair. One standout location, however, was the Shinra Manor, which includes Vincent’s coffin room and an extensive cave network. It’s just a shame there are few rewards for exploring all these rooms and little to interact with beyond the usual pick-ups.

Despite some fun references and great CG scenes, the game is dark and painful to look at.

Although the in-game music is largely forgettable, comprised mostly of generic rock stylings and few remixes of traditional Final Fantasy jingles, Dirge of Cerberus saves its best for the end by bolstering the finale and the end credits with rockin’ efforts from Japanese rock star Gackt. The game does perform very well; I had no instances of glitching or slowdown during my playthrough, and you can even skip cutscenes by pressing Start and X during them. The action is frequently interrupted with numerous cutscenes as Dirge of Cerberus explores Vincent’s troubled past with the Turks, his relationship with Lucrecia Crescent, and the experiments performed on him by Professor Hojo. These are juxtaposed by the present day events, which see the ridiculously overdesigned members of Deepground slaughtering countless lives to summon Omega, the most powerful of the ancient WEAPON, to destroy the Planet. Vincent makes new allies in this quest, such as the disabled but determined Shalua Rui and her brainwashed, socially maladjusted little sister, Shelke, and all his old friends pop up to aid him in the many cutscenes. Honestly, the story sort of lost me mid-way through. I had trouble recognising this as the same world as Final Fantasy VII and the alterations made to the lore seemed forced. Vincent’s Limit Breaks, for example, are now due to the “Protomateria” within him and his final form, Chaos, is an uncontrollable state that acts as a natural counterbalance to Omega WEAPON. Or…something. There are sacrifices and revelations along the way, mostly involving Shelke and Vincent’s past, and it’s interesting to see that these characters continued fighting to save the Planet past Sephiroth’s threat, but it’s a very convoluted and, dare I say it, “Japanese” plot, with lots of existentialism and long winded exposition. As the first high-definition reimagining of Final Fantasy VII (in videogame form, anyway), Dirge of Cerberus does a decent job when it’s using recognisable environments and landmarks but the new elements are largely disconnected from the established world.

Enemies and Bosses:
Considering Final Fantasy VII was stuffed with bizarre and visually distinct enemies, from various monsters to bog-standard soldiers and ancient beasts, Dirge of Cerberus is painfully generic with its enemy selection. Mostly, you mow down Deepground’s soldiers, who fire machine guns from afar and smack you with their weapons up close. The Commander and Sergeant variants are tougher and a bit smarter, taking cover to avoid your shots, and snipers will occasionally appear on rooftops or in windows. Soldiers are often accompanied by Beast Soldiers, bipedal mutants who attack like dogs; these are similar to the Red XIII-like Guard Hounds that charge at you, jaws snapping. Deepground’s forces are bolstered by larger, brutish enemies wielding rocket launchers, Buster Sword-like blades, or manning rapid-fire turrets. You’ll also encounter various mechanical enemies, such as spider-like bots that stun you with electrical blasts and lumbering Sweepers, and a handful of monsters, such as the skittering Bizarre Bugs and the trident-wielding lizard men known as Sahagin. Some of these enemies act as mini bosses, especially the larger ones, while variants act as actual bosses. Deepgrounds troops swarm around you on hoverbikes at one point, for example, bashing into you and forcing you to pick them off one at a time. The Guard Hounds are bolstered by the larger Crimson Hound, jetpack-using Shrikes dart around in the skies and are as difficult to target as the teleporting, winged Gargoyles, and you’ll also battle SOLDIER troopers and elite operatives of Deepground who shield themselves with Barrier. Your tactic against most of these is simply to fire at them until they die, switching to your sniper rifle to pick them off from afar or mowing them down with the machine gun, but the elemental Materia can be very handy at wiping out large groups at once and I often had better luck with the melee attacks (when I had the targets in view, of course).

Deepground’s mechs as as much a thorn in your side as their operatives are.

Vincent contends with Deepground’s heavily armoured vehicles at the end of each chapter, with the Dragonfly attack plane and Black Widow mech walker cropping up multiple times throughout the game. When you first face the Dragonfly, it fires with a machine gun and unloads with homing missiles, despotising soldiers into the arena and being felled by Fire without much difficulty. It then reappears as the damaged Dragonfly GL, which also charges at you from the sky, though I made short work of it with the Limit Breaker. It reappears a third and final time in Chapter 11 for the most tedious fight of all. Now joined by Gargoyles and little robots, which must be defeated to farm for resources, the Dragonfly PT constantly stays far out of reach and fires homing shots at you, sweeping around the central building to make for a frustrating target. Unfortunately, I had a lot of trouble dealing decent damage in this fight. Mako Points pop up as the fight goes on and you absolutely need them to pepper it with Fire and do better damage, but this was a slog of a fight made all the more annoying by the Gargoyles diving at me and the robots zapping me. The Black Widow first appears at the end of Chapter 5, bursting into the Shinra Manor and scuttling across the walls and ceilings. It charges at you, spits bombs, and fires a big laser that’s tough to avoid and is heavily armoured so it can take a while to put it down. Its second variant cannot climb walls as the encounter takes place outside the ransacked WRO headquarters, but it’s supported by Deepground’s forces and now fires missiles from a distance. Two Black Widow TWs are fought in the Shinra building, with one on the floor and one and the ceiling, though they lack their dash attack and are noticeably weaker this time around. Deepground’s elite squad, the Tsviets, are also fought numerous times during the game. The first you’ll battle is Shelke the Transparent, a young girl who attacks with lightsaber-like laser batons. She’s a fast, nimble fighter fought in a claustrophobic location, meaning it can be tricky landing hits and the Limit Breaker is of minimal use since Vincent loses a lot of speed in this form.

Each of the Tsviets has a secondary, often more monstrous form to contend with.

The hulking Azul the Cerulean is fought three times, with the first encounter coming right after your fight with Shelke and being comparatively easy. Though he wields a gigantic cannon, kicks you up close, and causes shockwaves, Azul is painfully slow, a huge target, and the arena is littered with explosive barrels that can whittle his health bar down. When fought in Chapter 9, “Neo Azul” isn’t much different except you’re fighting on an elevator and can use the central pillar for cover. Fire worked well against him here, though you should avoid taking direct hits from his cannon. Defeating him sees him transform into the far more formidable, Behemoth-like “Arch Azul”, a massive beast that charges you, whips with its tail, attacks with its claws, and fires out crystals. Arch Azul is invulnerable to your bullets, meaning you must trick it into smashing pedestals to reveal Mako Points or carry a healthy supply of MP restoring items to stand a chance. Rosso the Crimson is an overall more challenging boss since she’s far faster, the arena you fight her in is much larger, and she can land devastating combos with her lance-like blade. Luckily, a jukebox is on hand for you to replenish your resources and you’ll need them when she gets powered up into “Bloodburst Rosso” and adds a projectile attack to her arsenal, to say nothing of her annoying melee attacks. Though he cuts an intimidating figure, Nero the Sable was actually a bit easier in his first encounter. He flies about using his mechanical wings and fires dual pistols, chopping at your HP with a twirling blade attack and spawning duplicates. Another jukebox turns the tide in your favour and there’s plenty of cover to use to your advantage, and both Fire and the Limit Breaker made this a long but not too difficult fight. The same can’t be said of his horrific transformation into “Arachnero”; in this spider-like form, he’s shielded and fires devastating lasers from four crystals. These must be destroyed to make his shield vulnerable, but you must watch for flaming meteors and a fireball flurry than can basically one-shot you. There’s also no jukebox or resources here so you must stock up on ammo beforehand as you burn through a lot of it just making him vulnerable.

After besting Deepground’s heads, Vincent embraces his darkness and saves the world once more.

As if that isn’t bad enough, the battles continues right after, with Nero becoming “Gorgonero” and teleporting about the floating rocks of the surreal landscape. You’re stuck in one position, have a small window of opportunity to fire at Nero when he appears, and can only land one hit at a time. Be quick as then you can avoid being shot or being sliced with his spinning blade attack, making for a fight that isn’t as hard as Arachnero but can be troublesome if you’re low on ammo (which you probably will be). Upon reaching the finale, you’ll finally battle Deepground’s head honcho, Weiss the Immaculate (who’s actually Professor Hojo in a super-soldier body…or something…) At first, Weiss is totally invulnerable and the fight must be lost, so don’t bother wasting your resources. In the second, Weiss is fast and sports some powerful sword combos, and he is invulnerable when moving. Luckily, there’s a jukebox nearby and it’s not too hard to avoid him and whittle his health down, just tedious and long-winded. Despite Vincent’s best efforts, Omega WEAPON appears and the Planet is placed in mortal peril, forcing Vincent to combine with Chaos and attack the creature (which fuses with Weiss and Nero) head-on. These final sections see Chaos Vincent floating about a devastated landscape, blasting crystalline drones with his Death Penalty before flying through Omega’s innards, avoiding lasers and taking out more crystals. Eventually, you end up in a serene, surreal, water-like landscape where you must dodge transparent barriers and gun down crystalline drones, attacking the Omega Cocoon, which is simple enough. Finally, you’ll face Omega Weiss, a large, floating mess of stone limbs and appendages. Luckily, this fight is ridiculously easy. Simply fire at Omega Weiss, staying far back and avoiding its fists and gunning down its projectiles. Omega Weiss protects itself with a crystalline barrier that it fires at you, but you can simply dash behind it to continue your assault. Weiss even attacks in a ghostly form, but just ignore him and pour it on. Even Omega’s devastating Omega Meteor can be survived without too much trouble, making this a surprisingly anti-climactic final boss topped only by the abrupt ending.

Additional Features:
There are three “G” reports scattered throughout Dirge of Cerberus’ missions. They’re pretty well hidden, too, as I didn’t find a single one and couldn’t be bothered to follow a guide, mainly because all you get is a slightly extended ending where Genesis Rhapsodos appears for an unresolved cliffhanger. Aside from that, there are additional accessories and barrels for your weapons to be found that can change the way you play, and you’ll also unlock both “Extra Hard” mode after clearing the game and a mission select screen from the main menu. Playing through the game also unlocks the cinematics in the theatre mode, a character viewer, sound test, and art gallery. There’s also a tutorial mode to play through (recommended for first-time players) and additional timed missions to unlock (presumably by getting decent grades in the game’s main missions). These recycle the game’s environments and enemies and stick you with a pre-set loadout, which can make even simple missions tough when you’re used to playing with a more capable Vincent. You also get a final overall grade and the Japanese version includes an online multiplayer component, though I’ve no idea how this worked. Sadly, that’s about it. There aren’t any collectibles to find and there’s little incentive to replay missions unless you want to S-rank everything and earn a grand total of nothing for your efforts.

The Summary:
I’ve played Dirge of Cerberus: Final Fantasy VII before, back when I had a backwards compatible PlayStation 3, and I remember it taking me a long time to get through it and finding it visually engaging but a bit confusing and frustrating at times. These criticisms still ring true today, and it’s a shame as I am a big fan of Vincent Valentine and this genre of videogame. Unfortunately, the third-person elements aren’t implemented very well; the gunplay is weak and unsatisfying and Vincent’s melee attacks are wild and reckless. The game lacks the polish of a Devil May Cry, which was enjoyable to play largely because the combat was so slick and entertaining to engage with. Vincent is surprisingly ungainly, struggling to navigate his environments and handicapped by barriers and obstacles. The gunplay is subpar, for the most part, and made frustrating by the lack of ammo and reliance upon earning Gil to restock. The RPG elements are poorly implemented, too, with Vincent never really feeling that much stronger and the focus on weighing down weapons reducing your options considerably in stressful situations. While it’s great to see the Final Fantasy VII crew back in action, the story is absolutely bonkers. It seems simple enough but then you look at the Tsviets and hear them talk and every cutscene just gets further and further away from what made Final Fantasy VII so memorable. I enjoyed seeing flashbacks to Vincent’s past, though, and wonder if the game might’ve been better if you’d alternated between controlled Turk-Vincent and present day Vincent, scaling back the Tsviets and Deepground guys to focus on battling more familiar Shinra enemies. The game looks great when you can actually see what’s happening (an old school television may help with this) and Gackt’s offerings are great, but I think it was a mistake not to include more sections where you play as Vincent’s friends. Like, why not control Barret Wallace for the gunship section? I really wanted to enjoy Dirge of Cerberus more than I did but it was a bit of a chore to play. The moment-to-moment gameplay gets repetitive, enemies quickly become frustrating, and the manual nature of the mechanics gets tiresome, resulting in an experience that’s confusing, at best, and forgettable at worst.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Dirge of Cerberus: Final Fantasy VII? Is Vincent Valentine one of your favourite Final Fantasy VII characters? How do you think the game compares to the likes of Devil May Cry? Were you able to follow the story and what did you think to the Deepground newcomers? Did you beat the game on Extra Hard mode and unlock all the Extra Missions? Would you have liked to see the other Final Fantasy VII characters be playable here? Which game in the Compilation of Final Fantasy VII was your favourite? Whatever you thought to Dirge of Cerberus and Final Fantasy VII in general, comment below and then check out my other Final Fantasy content.

Mini Game Corner: Dissidia Final Fantasy NT (PlayStation 4)

Released: 11 January 2018
Originally Released: 26 November 2015
Developer: Team Ninja
Also Available For: Arcade, PC, and PlayStation 5

A Brief Background:
With over seventeen mainline games, the Final Fantasy franchise has been a staple of the role-playing genre since its 1987 debut, popularising and largely defining role-playing games (RPGs) for generations of players. Not only has the franchise dabbled in more action/adventure mechanics, the Final Fantasy series has also produced a wide array of spin-off titles, including real-time strategies, mini games, and their characters featured in obscure polygonal fighter Ehrgeiz: God Bless the Ring (DreamFactory, 1998). In 2008, to celebrate the 20th anniversary of the franchise, Square Enix officially brought Final Fantasy into the fighting genre with Dissidia Final Fantasy, an RPG-inspired action fighter that gathered the franchise’s most recognisable heroes and villains and became a critical and commercial success for Sony’s oft-forgotten handheld, the PlayStation Portable (PSP). This release was expanded upon three years later with the release of Dissidia 012 Final Fantasy, a combination prequel, sequel, and enhanced version of the original game. Reviews largely praised the expanded mechanics and additional fan service, and it was later followed by a three-on-three arcade spin-off. Developed by Team Ninja and including characters from the franchise’s latest releases. Dissidia NT’s arcade success led to an enhanced home console port, one that included all previous fighters and was equally praised, despite its chaotic combat.

My Progression:
I had a great time playing the two Dissidia games back when I had a PSP so I jumped at the chance to experience this high-definition version of the game. While far removed from the traditional turn-based gameplay of the series (and even its more modern, action-orientated slant), the Dissidia series has always been a great tribute to the franchise, bringing together some of its more iconic characters and locations in a suitably convoluted battle between the forces of good and evil. Dissidia NT is similar in this respect, featuring champions of light and dark battling for cosmic entities Materia and Spiritus and retaining some of the same gameplay mechanics, but with a very different presentation. The most noticeable difference is that the game is a three-on-three fighter, which immediately brings it down a notch in my eyes. I’ve never liked this sub-genre of fighting games and it really annoys me how many titles have succumbed to this formula. In Dissidia NT, it seems to have been implemented towards online play; you’re supposed to battle online with and against friends, earning clout and points and such and communicating using text/chat features. However, single player components are present, though there’s no way to have a simple one-on-one experience as in the previous games. This impacts the game’s mechanics and difficulty, especially as arenas are large and occasionally troublesome to navigate. You must beat each member of the opposing team (or destroy their “core” in what’s essentially a capture the flag mode) to achieve victory. You do this by targeting either an opponent or their team’s core with L2 or R2, dashing towards them by holding R1 (which lasts as long as your stamina bar), and attacking with either Circle, Square, or Triangle in conjunction with movements of the left stick. Circle unleashes one of three “Bravery” attacks that deplete your foe’s Bravery points and will eventually “break” them, which is your time to strike with Square. Square attacks deplete your opponent’s Health Point (HP) and you can hold Circle or Square to charge these and make your attacks more powerful, but you can only have one HP attack equipped at a time. Triangle gives you access to your two “EX Skills”, which provides buffs to you and your teammates or lays traps for your foes.

Engage in chaotic battles against some of Final Fantasy‘s most iconic characters.

You also have a few defensive options. L1 lets you guard, side step, and parry attacks, you can jump (and double jump) with X, and run up trees and walls. You can use Circle to revive a teammate if you’re fast enough, refill HP and boost Bravery with certain EX Skills, perform “cancels” and air and ground recoveries, and attack “Summon” stones to build a meter. Once full, you’ll unleash a Summon, a powerful creature from Final Fantasy lore that impacts the entire battlefield, unleashing powerful attacks, obscuring the screen, draining Bravery, and applying other buffs. Your enemies can do the same, but it’s often not too difficult to stay out of the Summon’s attack range. What is difficult, though, is chasing down and attacking your foes. The camera swings around wildly, you must often hop up obstacles, and your opponent’s either dash away at high speed, seem to fly or hover above you indefinitely, and you’ll get blasted from behind and all angles without warning. Every battle is contested within a time limit, which adds to the pressure, and carries a difficulty rating ranging from Bronze to Gold and above. Winning harder battles awards more Gil to spend in the shop, more experience points to level-up and become stronger, and other treasures (usually player icons and chat messages but also character skins). Each character has a “type”, such as “Assassin” or “Marksman”, and favours certain attacks. Rinoa Heartilly, for example, attacks with her canine companion, Kefka Palazzo favours ranged magic attacks, and Shantotto is small and agile. Many characters utilise swords or blades, but even then their attacks and styles are vastly different: Cloud Strife, for example, attacks slower than Zidane Tribal, while Squall Leonhart utilises explosive sword swings and the Warrior of Light attacks with a more traditional sword and shield. As you level-up, your characters learn new attacks, adding ranged or close quarters abilities to their repertoire, as well as making them tougher and faster. Unfortunately, battles quickly become a noisy mess of visuals, notifications, and distractions. I found a decent rhythm targeting one enemy, dealing damage, and then switching to another and cycling between them, attacking cores as needed, and even then I’d be battered about like a ragdoll from offscreen attacks and unexpected Summons.

You’ll need to grind for hours in repetitive battles just to unlock the Story Mode’s cutscenes!

Dissidia NT comes with a comprehensive tutorial in which a helpful Moogle walks you through every aspect of the game and you can also review attacks and stats from the pause menu and before each battle. Summons are gifted seemingly at random and can be picked before a battle; you can customise your player card and profile; and you can purchase music, icons, and various bits and pieces from the shop. The game does boast a story mode but it’s sadly a massive step back compared to the last two games, which were very story driven and mixed up different characters in fun ways in seemingly never-ending battles against “puppet” copies of the cast. In Dissidia NT, story mode is handicapped by the “memoria” system. You can only earn memoria by levelling-up, so you must participate in numerous online or offline battles to gain levels and progress in the story mode. Looking at the story map in this mode, there are at least thirty “nodes” to unlock, so you’ll need to level-up at least that much to experience it, and many of these nodes simply unlock nonsensical cutscenes where the characters wander about and ruminate on their cycle of conflict. When you finally unlock a “Battle Trial”, you’ll have to pick from three pre-set characters to fight and will unlock this for the “Gauntlet” mode. This is where you’ll waste spend most of your time winning successive battles to gain levels and treasures, basically meaning you need to grind away for hours just to unlock a cutscene and see the Onion Knight (why he’s not called Luneth is beyond me) striking out with the likes of Y’shtola Rhul. This is extremely tiresome and killed my excitement for the game; I just wanted to blast through the story mode, expecting it to be a chapter-based affair told from the perspective of the heroes and villains. Instead, I was forced to grind away in tiresome battles to level-up, only to limp my way towards two story-based battles where I couldn’t even play as my go-to characters, Cloud and Leon.

Continue?
I was so disappointed to find that Dissidia NT is geared more towards online play and monotonous grinding than providing a compelling fighting experience. It’s doubly disappointing after completing the first two games and expecting more of the same, only to be met by a chaotic three-on-three brawler that restricts you with its arcade sensibilities. The game is a mess of tutorials, messages, mechanics, and instructions, with your allies and Moogle helper constantly banging on. Battlefields become difficult to navigate thanks to obstacles, destructible elements, and being far too big at times. It makes sense given the expanded roster but it makes it very difficult to chase after your target when your stamina drains so quickly and they just stay up in the air for ages. It’s a shame as the game does look great, characters are all represented faithfully, sporting unique EX Skill animations (Zidane and Kuja enter “Trance”, Cloud and Sephiroth have “Limit Breaks”, etc) and skins (Jecht goes shirtless, Cloud sports his Final Fantasy VII: Advent Children (Nomua, 2005) attire, and Cloud of Darkness takes a more monstrous form), and fun characterisations (Shantotto is always rhyming, Kefka is bat-shit crazy, Squall relies on his internal monologue, and Noctis Lucis Caelum is perpetually confused). The game’s arenas and music are pulled from each of the mainline titles but, this time, even Final Fantasy Tactics (Square, 1997) and Final Fantasy Type-O (Square Enix 1st Production Department, 2011) are represented. You’ll battle in the plains of Cornelia, the purple throne room of Pandaemonium, within the crystalline Interdimensional Rift, on the streets of Midgar, and outside the Royal City of Rabanastre, amongst others. Some stages have destructible or interactable elements; others have little Easter Eggs in the background. Each battle is preceded with some banter between the two teams and ends with either a victory pose (and the traditional fanfare) or your crushing defeat. Rewards are bestowed even in defeat and you’ll unlock new characters and Summons as your progress (or part with your hard-earned cash).

Bigger battles and customisation options are available…if you put in the time or money.

Looking ahead, it seems there are fifty-seven panels to unlock in Story Mode, with most of them being cutscenes. Despite Spiritus being prominent to the story, clashing with Materia and desiring the same level of the destruction as the demonic Chaos, he’s not fought in this mode. Instead, your final battle is against the ancient dragon god Shinryu, a gigantic creature that sports two intimidating forms. You’ll also take part in battles against the game’s Summons, meaning your team will go head-to-head with the likes of Bahamut, Ifrit, and Shiva, which all looks thrilling, but I can’t see myself bothering to grind up the nearly sixty levels to unlock all these battles. While some characters are unlockable, Materia and Spiritus aren’t among them and you must part with your real-world money to add to the roster (though, again, there’s little incentive as the game’s so shallow and repetitive). I’m sure the online and multiplayer functions are fun, but I wasn’t impressed enough by the single player modes to test them out. There are also fifty-six Trophies to unlock here, granting you rewards for spending memoria, claiming treasure, completing Story Trials, and winning ranked matches. Unfortunately, as good as the game looks and as smooth as most of the gameplay is, Dissidia NT just doesn’t live up to the standards of its predecessors. There was a real opportunity here to present the gameplay of the portable games in a high-def, arcade-style, all-action brawler. Throw in three-on-three battles as a side mechanic, if you must, but focus on one-on-one gameplay as a priority. Similarly, I get wanting to be an online experience but…is it really too much to ask for a simple ten to twelve-fight tournament mode? Fighting games have been doing that since at least 1991 and I don’t think it’s too much to ask to have that thrown in here. Hell, the developers could’ve made things easier for themselves by just using basic cutscenes for intros and endings rather than the middling, muddled up cinematics you work so hard to unlock here.

But maybe I’m missing the point. Maybe Dissidia NT is a thrilling online experience. Perhaps the battles get easier and more enjoyable once you’re gotten past Level 20. Maybe the Summon battles are worth all that effort. Perhaps you enjoyed the three-on-three experience? If that’s the case, let me know in the comments and go check out my other Final Fantasy content.

Game Corner: Marvel: Ultimate Alliance 3: The Black Order (Nintendo Switch)

Released: 19 July 2019
Developer: Team Ninja

The Background:
For decades, few videogame publishers were as synonymous with Marvel Comics as Activision, who produced adaptations Marvel’s most popular properties. While some were better than others, Activision’s efforts were largely praised, especially after they partnered with Raven Software on the X-Men Legends games (2004; 2005). Activision and Raven Software expanded their scope to the rest of the Marvel universe with Marvel: Ultimate Alliance (2006), a largely successful team-based brawer praised for improving upon its predecessors. Though now delisted, it was followed by a sequel three years later, courtesy of Vicarious Visions, which tweaked the gameplay with team-based attacks to encourage experimentation. Though Marvel: Ultimate Alliance 2 (2009) was praised for its branching storyline, the stripped down roleplaying mechanics were criticised. While it was also delisted in 2020, fans were clamouring for a follow-up and, just ten years later, Team Ninja stepped in to work alongside Marvel in reviving the franchise. Seeking to place additional emphasis on combat, the developers explored the cosmic scope of the Marvel universe by including the Infinity Stones and lesser-known characters and chose to make the title a Nintendo Switch exclusive after developing a close relationship with Nintendo. Although Marvel: Ultimate Alliance 3: The Black Order was the sixth best-selling game in its first week and was later bolstered by extensive downloadable content (DLC), it was met with mixed reviews that praised the colourful action but criticised its lack of innovation.

The Plot:
While battling Nebula and Ronan the Accuser, the Guardians of the Galaxy stumble upon a plot by the mad titan, Thanos, to collect the six Infinity Stones. Although they scatter the Stones, Thanos’s acolytes, the Black Order, pursue the gems, prompting an alliance of Earth’s mightiest heroes to retrieve them first.

Gameplay and Power-Ups:
Like its predecessors, Marvel: Ultimate Alliance 3: The Black Order is a team-based action role-playing game in which players assemble a squad of four heroes from across the Marvel universe to battle various nefarious baddies, primarily the titular Black Order, who are hunting the six all-powerful Infinity Stones on behalf of their master, Thanos. The game offers five save slots, two initial difficulty levels, and a base roster of thirty-six playable characters, with many being encountered as you play through the story and joining your alliance either after fighting alongside you or being freed from some kind of mind control. Marvel: Ultimate Alliance 3 offers three controller configurations, thankfully none of which involve motion controls, and allows you to toggle overlays, notifications, tips, and other onscreen elements from the “Settings” menu. These include altering the camera placement, which enables a lock-on feature by pressing in the right stick, though the camera generally remains more focused on whichever character you’re controlling rather than offering a bird’s eye view as in the last two games. Although you can fight alongside friends either locally or online, you switch between your teammates with the directional pad (D-pad) when playing alone and your computer-controlled partners are very useful in a fight, attacking, enabling team attacks, and reviving defeated characters without any input from you. Pressing A sees you interact with the environment to activate consoles, pick up or move certain objects, and talk to other characters. You jump with B, executing a double jump, swinging from webs, or flying depending on which character you’re playing as, and throw light attacks with X and heavy attacks with Y. These can be strung together to perform basic combos and you can also perform a mid-air attack and throw objects (like bombs and missiles) by pressing Y. You block incoming attacks by holding the Z trigger and tap it to dodge, and collect glowing red orbs from defeated enemies or smashed crates to restore health, blue orbs to refill your Energy Point (EP) gauge, and credits to spend on upgrades.

Combat is thick, fast, chaotic, and constant thanks to loads of enemies and character abilities.

As in the last two games, each character has specific abilities tied to their superpowers or superhero traits. You activate these by holding the Right trigger and selecting an icon using the D-pad; using Abilities drains your EP, however, and each Ability comes with a different cost. However, these attacks allow you to stun, stagger or deal elemental damage to enemies using Peter Parker/Spider-Man’s webs, Thor Odinson’s lightning, and Doctor Robert Bruce Banner/The Hulk’s incredible strength. Many characters have projectile attacks in their arsenal, such as Wade Wilson/Deadpool firing guns and Scott “Slim” Summers/Cyclops blasting his eye beams, while others cause splash damage or specific buffs, like Piotr Rasputin/Colossus being able to reflect projectiles and Wanda Maximoff/The Scarlet Witch healing her allies. Some, like James “Logan” Howlett/Wolverine, have passive abilities that allow them to automatically regenerate health as they walk around; others, like Johnny Blaze/Ghost Rider and Ororo Munroe/Storm, specifically deal in elemental damage. Character’s Abilities can also be mixed and matched by holding ZR and pressing one of the face buttons (or pressing A when prompted); this sees two characters attack in a combo for additional damage. As you dish out and take damage, you’ll also build the Extreme (EX) Gauge). Once full, you can press L and R up to three times to have two to four of your teammates perform a devastating combination attack that’s great against bosses. While the various cannon fodder you fight are easily dispatched, larger commanders and bosses need their “stun” meter drained before you can really put a beating on them and others (and certain treasure chests) require specific combination attacks to breach their shields. Defeating enemies sees your characters gain experience points (XP) to level-up, increasing their statistics (attack, defence, etc), though you can also use the various Orbs you find to manually level-up. Each character’s special Abilities can also be further enhanced using Ability Orbs and credits, reducing the EP cost and increasing their damage, among other benefits. You can also earn “Team Bonuses” depending on your team selection: pick a group of X-Men, for example, and your strength or resistance stat will increase, while picking characters of royalty ups your maximum energy stat.

Search for chests to gain currency and other expendables to upgrade and buff your alliance.

Although you can’t equip gear to your characters, the boss battle against the Destroyer armour sees you temporarily empowered by Asgardian magic and you can eventually equip your team with “ISO-8” crystals, coloured stones that enhance their attack power, resistance to elements, or critical hit ratio, among others. You can further upgrade these with credits and ISO-8 capsules, though some of the rarer ones will also debuff you (for example, your attack my increase but your defence will decrease accordingly). You’ll also inevitably gain access to the Strategic Hazard Intervention Espionage Logistics Directorate (S.H.I.E.L.D.) Lab, which acts as the game’s skill tree. By spending credits and Enhancement Points (EP), you can further increase your team’s overall attack, defence, resistance, vitality, and such and even unlock additional ISO-8 slots (with more being earned by levelling-up). You can also enter the S.H.I.E.L.D. Depot from the main menu to purchase additional costumes and social icons by spending S.H.I.E.L.D. Tokens. Marvel: Ultimate Alliance 3 is pretty forgiving (on the “Friendly” difficulty, at least), with multiple checkpoints in each area. When you activate a S.H.I.E.L.D. checkpoint, your team is fully healed, and you can swap or enhance them if you wish. If a teammate is defeated, you can hold A to revive them, but I wouldn’t recommend it unless you absolutely have to. Not only are revives limited, but downed characters will eventually return to full health even before you reach a checkpoint so it’s not worth risking another character taking damage by healing a partner. Exploration generally leads you to treasure chests or special walls that require a special combination attack to open, or to a “Rift” challenge that takes you away from the main game to tackle a special challenge (usually a boss rematch or enemy gauntlet) for extra rewards. Your path is incredibly linear most of the time, hence why there’s no map, and the game’s primary focus is on chaotic combat and visually manic team-based attacks. Unlike in the last two games, you can no longer grapple or throw enemies (though you can still send them flying off certain platforms) and there are no character-specific team-up moves, meaning the action can quickly get quite tiresome.

Sadly, puzzles are practically non-existent, with only Rifts offering additional challenges.

Because of its focus on hectic combat, there’s even less room for puzzles than there is for exploration in Marvel: Ultimate Alliance 3. Puzzles boil down to activating a console to open a door or making a platform move and that’s it. Sometimes, you’ll hold A to move a block and avoid lasers or cannons, but mostly you’ll be timing jumps between said lasers to progress and simply hurling missiles at those cannons. Sometimes, you’ll rotate statues or press switches to progress; others, you’ll be avoiding toxic ooze in Hel or solving door puzzles at the Raft or in Avengers Tower. After hopping across the rooftops of New York City, you’ll infiltrate the heavily fortified fortress of the Hand, dealing with ninjas that drop from the sky and hidden arrow hazards. When in Wakanda, Advanced Idea Mechanics (A.I.M.) corrupt T’Challa/The Black Panther’s defences, leading to an exasperating section where you must avoid snipers and being roasted by a giant panther statue’s energy blast. When transported to the Dark Dimension, you must use portals to reach new areas and defeat waves of demonic enemies to lower magical barriers and progress. Some attacks also screw up your controls or temporarily freeze you; some enemies are best defeated by tossing explosives at them; and many missions have an additional character fighting alongside you who’s often unlocked afterwards. However, a lot of the additional features of the previous games are missing; you can talk to other characters, but there are no dialogue options or character-specific interactions. There are no trivia quizzes, no optional side missions beyond the Rifts, and no character specific challenges to unlock extra stuff for each character. There aren’t even hub areas, in the traditional sense, with characters just appearing around S.H.I.E.L.D. checkpoints at times, though you can destroy a fair bit of the environment, and some encounters have you fleeing towards the camera as bosses chase you or present you with unwinnable battles.

Presentation:
Whereas the last two games primarily based their aesthetics on the comics books, especially the Ultimate comic line, Marvel: Ultimate Alliance 3 adheres very closely to the Marvel Cinematic Universe (MCU), especially in the visuals of its locations. I was hard pressed, for example, to tell the difference between Asgard here and the Asgard to the MCU, with both the golden city and the rainbow bridge, the Bifrost, appearing almost exactly as they’re depicted in the films. The same is true for Wakanda, the Dark Dimension, and Knowhere, all of which are virtually indistinguishable from how they appear in the MCU. There are some differences, of course: Taneleer Tivan/The Collector’s museum, for example, uses coloured cube cages and Wakanda leans much more into traditional architecture than the pseudo-futuristic science of the films (likely because Black Panther (Coogler, 2018) released a year before this game was made). Xavier’s School for the Gifted is lifted almost exactly from the 20th Century Fox X-Men movies (Various, 2000 to 2020), however, including a hedge maze, 1:1 Cerebro room, and basketball court that doubles as a landing pad for the Blackbird. While the Dark Dimension and the cosmic mind trip that is Sanctuary also heavily borrow from the bizarre cosmic imagery of the MCU, the Raft and Avengers Tower are much more akin to their comic book counterparts, though they’re comparatively bland locations, lacking fun areas like the Danger Room or Wakanda’s Necropolis (though you do pass through Anthony “Tony” Stark/Iron Man’s Hall of Armours in the tower). Although you only make a brief stop in Attilan to try and get help from the Inhumans, the architecture is far more visually interesting than that awful television show, seemingly being comprised of Celestial technology, and I enjoyed the ominous gothic presentation of Hel, with its restless Viking warriors and damaging sludge. Unfortunately, Marvel: Ultimate Alliance 3 continues the trend of having disappointingly bland and forgettable music, opting for generic themes for each location, event, and character that are lost amidst the constant fighting.

A visually impressive brawler that takes obvious inspiration from the MCU films.

The game also opts for an almost cel-shaded, action figure-like aesthetic for its colourful cast of characters. While many again both look and sound like their MCU counterparts, there are some exceptions: Peter Quill/Star-Lord, for example, looks nothing like Chris Pratt and the X-Men are far closer to the comic books than Fox’s films. Despite you assembling a custom team of heroes, cutscenes depict either everyone or characters specific to the location you’re in (the corrupted Doctor Stephen Strange in the Dark Dimension, for example) as they’re better suited to advance the plot against the local baddies. With the game shifting to a more third-person perspective, you’re closer than ever to the action and can see more of the environment than in the previous games. However, this comes with some drawbacks: mainly, there are far less opportunities or incentives to explore. Second, environments are painfully linear, with dead ends or locked doors barring your progress. Third, and most frustrating, is the camera, which easily loses track of your opponent/s and often lumbers you with wireframe representations when the foreground blocks the view. Thankfully, you won’t be falling down pits and rarely have to worry about onscreen hazards, but it can be aggravating trying to figure out which platforms and crates can be jumped on and which can’t. Marvel: Ultimate Alliance 3 offers a diverse cast of characters, each with their own idle poses and quips, though these do inevitably repeat. The game’s also surprisingly light on Easter Eggs: you’ll spot Deadpool singing away as he makes tacos in the X-Mansion, but not much else, and there are no optional missions or choices to encourage replaying missions. It’s a far cry from the first game, where there was always something to collect or an additional character to help out. Instead, it’s basically all combat, all the time in Marvel: Ultimate Alliance 3. Luckily, the game looks pretty good (everything’s very colourful and true to its inspirations) and performs really well, though there are some long load screens and it is annoying being forced to continue your game every time you challenge a Rift.

Enemies and Bosses:
All the usual suspects appear here as disposable cannon fodder for you to endlessly beat up, with many of the game’s goons sharing traits across the various locations. You’ll encounter Kree, Ultron Drones, agents of A.I.M., and Doombats who all pack various energy blasters. Ultron’s clones are the worst for this, relentlessly firing energy blasts and crashing through windows. The Raft’s unscrupulous prisoners attack in large groups, as do the restless Viking warriors who populate Hel, tossing axes from afar and luring you into toxic goop. Gargoyle-like Fire Demons also dwell here, offering a greater challenge with their swoop attack and fire breath, not unlike the monstrous Outriders and Mindless Ones who make up Thanos and the dread Dormammu’s forces, respectively. Alpha Primitives, Hydra goons, and towering Sentinels also appear, with the latter firing huge energy blasts from the palms and best attacked by throwing their explosive energy cores back at them. No matter where you are and what enemies you fight, more powerful commanders will also appear. Larger, tougher, and sporting a stun meter, these commanders should be your top priority as they’ll charge across the screen, cause shockwaves, and generally offer a far greater challenge even when you’re at a higher level. These minions often fight alongside their masters, generally so you can recover some health and EP to better damage the bosses, and will endlessly spawn in one of the additional modes unless you destroy their teleporters. Some of the game’s challenges or story-based missions charge you with defeating a certain number of enemies to progress. Other times, bosses appear in these waves, and you must occasionally flee or purposely lose some fights. This happens when Cain Marko/The Juggernaut comes tearing through the X-Mansion, for example, and in early encounters with the Black Order, who cannot be beaten or will chase you, raining lightning or other attacks from the sky and across the ground.

Few bosses require more than just hit-and-run tactics, even when augmented by an Infinity Stone.

There are loads of bosses to fight in Marvel: Ultimate Alliance 3, with some returning from the previous games, some teaming up, some having a couple of phases, and all boiling down to whittling down their stun bar, unleashing an EX attack and/or your most powerful Abilities, and avoiding damage until you can repeat this. The first ones you’ll face are Nebula and Ronan the Accuser, who often appear as a duo in optional challenges. Nebula is faster and more nimble, wielding blades where Ronan uses a massive warhammer. Both set a standard all bosses follow, which is that they’ll use either a jumping slam or an explosion of energy (or both) to send you flying. While quelling the riot in the Raft, you’ll encounter a version of the Sinister Six, with some unique variations to each battle. Flint Marko/The Sandman, for example, flings waves of sand and erupts his big sand fist from the ground as a large sand creature. You must use A to mount the nearby cannons and unload on him to chip away at his stun meter. Maxwell “Max” Dillon fights alongside Eddie Brock/Venom, raining lighting and electrocuting you with bursts of electricity, before he’s eaten by Venom and starts busting out electrically-enhanced symbiote powers. Venom joins the team after this fight and is tested against Quentin Beck, who first brainwashes Mile Morales/Spider-Man, Gwen Stacy/Spider-Woman, and Kamala Khan/Ms. Marvel to fight you and then unleashes a poisonous mist, teleports about, and confuses you with duplicates, Doctor Otto Octavious/Dr. Octopus is fought in a two-stage fight where you must first avoid his tentacles and scurry charge and then attack each arm to stun him. Finally, you’ll battle Norman Osborn/The Green Goblin for the Time Stone. The Green Goblin swoops overhead and lingers slightly out of reach, peppering the arena with his pumpkin bombs, charging at you, and freezing time to bombard you. He’s noticeably weak to his pumpkin bombs, however, so try and toss them at him before they explode in your face! After battling into the Hand’s fortress, you must first free Elektra Natchios from the Hand’s influence and then face Lester/Bullseye and Wilson Fisk/The Kingpin in separate fights. You must take out the ninjas feeding Elektra power, avoid Bulleye’s spread of razor sharp and explosive cards, and dodge the furniture and massive energy beam thrown by the Power Stone-enhanced Kingpin. The Kingpin also charges like a rhino, leaps at you to cause shockwaves, and even rips up stone columns to use as melee weapons!

Gigantic bosses and the quirkier villains help mix-up the otherwise tedious combat.

Avengers Tower is then attacked by Ultron and his drones, who assist him in battle. Not that he needs it as the Mind Stone allows Ultron to mess up your controls, to say nothing of his signature face and palm beams. Ultron then grows to gigantic proportions, sweeping the area with his eyebeams before Clint Barton/Hawkeye intervenes and Ultron merges with Ultimo. This is the first giant boss battle in the game and sees you blasting Ultimo with cannons and avoiding his massive swipes. The Infinity Sentinel is comparatively smaller, but no less dangerous thanks to its own face beam and missiles. Though you can damage it with Sentinel cores, it’s finished in a cutscene by Erik “Magnus” Lehnsherr/Magneto, who then tosses debris and throws you off balance with magnetic pulses while Juggernaut pummels you and Raven Darkholme/Mystique tosses daggers. After surviving Mystique’s Danger Room trials, you face Magneto, now even tougher thanks to the Power Stone, before being chased away and banished to the Dark Dimension by the Black Order. There, you battle past Loki Laufeyson (who boasts elemental attacks and duplication tricks) to eventually face the dread Dormammu, who wields the Reality Stone and is the second giant boss. You must subdue his minions and avoid his flame bursts, whittling down his magical barrier either directly or be destroying three nearby orbs, all while dodging his giant fists and ground spikes. The brief fight with Maximus Boltagon is far easier, even though the mad Inhuman carries a massive energy cannon and you must take cover in Thane’s energy bubble to avoid Maximus’s barrage of lasers. Ulysses Klaue/Klaw awaits in Wakanda and his sound-based energy blasts and waves must be overcome to rescue and recruit James Buchanan “Bucky” Barnes/The Winter Soldier. You then fight past A.I.M. to confront their master, George Tarleton/Mental Organism Designed Only for Killing (MODOK), who uses the Soul Stone to turn the Dora Milaje against you and attacks with a slew of appendages, from buzzsaw arms, poison gas, failing tentacles, and his signature forehead blast.

Battles with the empowered Black Order, Thanos, and Thane offer some of the most enjoyable challenges.

Though your goal in Hel is to confront Hela, you’ll actually battle the fire demon, Surtur, in another giant boss battle. This was a bit of a difficulty spike for me as Surtur’s flaming sword has a long reach and he causes the ground to erupt in flames, to say nothing of stun locking you with repeat sword strikes! Best him and Hela sets Johann Schmidt/The Red Skull on you, with the Nazi madman firing a powerful revolver and sapping your health with his “Dust of Death”. Hela gives the Red Skull a boost, protecting him with a shield and allowing him to fire a Bifrost-like laser, before placing his consciousness into the Destroyer armour. Though bolstered by Hydra forces and boasting a sweeping face beam, you can get a power-up from glowing crystals to overcome this destructive force. Finally, you venture to Knowhere and must run the Black Order gauntlet to retrieve the Infinity Stones, with checkpoints between each fight. Ebony Maw is first, firing a spread of projectiles and rocks and using the Soul Stone to create portals to trip you up. Supergiant tosses dark spheres and a golden homing shot that messes up your controls, though you can toss explosive cores from her minions to deal big damage. Cull Obsidian infuses his battleaxe with the Power Stone, sending out waves of purple energy and massive purple shockwaves, though he’s far slower and also susceptible to the nearby bombs. Corvus Glaive is much faster, landing multiple hits with his lance and using the Reality Stone to spring spikes form the ground and conjure duplicates who fill the arena with energy waves that can stun lock you. Finally, Proxima Midnight takes her fellow’s teleportation trick to the next level with the Space Stone and fills the arena with lightning bolts and strikes. All these powers are then recycled when you face Thanos, who gathers the six Infinity Stones into the Infinity Gauntlet to rain meteors, teleport, mess up your controls, freeze time, and fire his signature eyebeams. Thanos then joins you to battle Thane, who usurps him and boasts similar powers, though also upgraded by the Infinity Armour. Thane exhibits superhuman speed, traps you in a cube, fills the arena with portals and flames, and explodes in fury, though both battles were fun challenges rather than impossible tasks.

Additional Features:
Unlike in the previous two games, you won’t be finding data logs, action figures, or meeting certain requirements to unlock new attacks or costumes. You just fight over and over, earning whatever you need to unlock, buy, or upgrade whatever you wish and finding some concept art in treasure chests. A far harder (but more rewarding) “Superior” difficulty unlocks upon clearing the game alongside an additional “Nightmare” mode, accessible via the “Curse of the Vampire” campaign. You also unlock Thanos and can freely replay any mission on any difficulty (though you must start a new save to play on “Superior”) to grind and enhance your characters and ISO-8. Dimensional Rifts transport you to special challenges (not unlike the S.H.I.E.L.D. Simulator discs from the first game) that are often rematches with bosses or gauntlet challenges, though far tougher and gifting better rewards if you succeed. There are also three additional modes; however, though you can play a taster of each, you must purchase the expansion pass to fully unlock them. “Curse of the Vampire” adds vampiric enemies to the main story in “Nightmare” mode and offers a “Gauntlet” mode where you battle waves of enemies and bosses against both a time limit and a range of debuffs (including limited health restoration and draining EP). You can also tackle an “Endless” mode that’s pretty self-explanatory, and unlock additional characters like Frank Castle/The Punisher and Eric Brooks/Bladeif you buy the DLC. “Rise of the Phoenix” sees you form a four-person team and go head-to-head with a friend or the computer in three-round Danger Room scenarios. These see you tackling bosses again or wiping out hordes of enemies, awarding additional buffs and effects if you meet certain criteria (such as using any Ability or Synergy attack four times). You can only tackle the first challenge without the DLC, so I didn’t get very far, but this could be a fun distraction for those looking to test their skills against a friend. “Shadow of Doom” adds an epilogue story campaign that sees you return to Wakanda to oppose Doctor Victor Von Doom’s invasion. Dr. Doom’s Doombots endlessly spawn unless you destroy their teleporters, and you even battle the arrogant dictator in the recycled Necropolis, with him teleporting, firing lasers form his palms, and having his health restored by his Doombots. You’ll add Marvel’s First Family to your roster (alongside an alternative Thanos and other characters) by buying the expansion pass and battle Annihilus, a gigantic Celestial, and even “God Emperor” Doom!

The Summary:
I quite enjoyed the first two Ultimate Alliance games. They were mindless and largely repetitive, but I liked the large cast of characters and all the different references and locations from the comic books. Still, I put off Marvel: Ultimate Alliance 3: The Black Order for some time, mainly because I was annoyed by it being a Nintendo Switch exclusive; however it turned out to be a decent enough brawler. Despite the different development team, a few tweaks, and an apparent disconnection from the previous games, Marvel: Ultimate Alliance 3 offers a lot of the same gameplay and enjoyment as its predecessors, which is great for long-time fans of the franchise. Unfortunately, it doesn’t improve on these elements in a meaningful way and actually removes some content that I found enjoyable from the last two. There are no optional missions, for example, no alternative endings, no choices, and no character-specific challenges beyond fighting and levelling-up. I found this made the tedious combat even more aggravating after a while as I wasn’t being rewarded with gear or costumes or anything other than stat boosts. Even the skill tree was limited since you must grind to acquire enough credits and expendables to enhance your team, and I found the ISO-8 mode to be more confusing than engaging. The game also does little to improve the boss battles. Very few were very innovative or required more of you than to strike fast, avoid shockwaves and projectiles, and unleash your Extreme attack. The giant bosses were more of a challenge and I liked the final fight against Thanos and Thane, but I was hoping for a bit more complexity, especially given the possibilities offered by the Infinity Stones. There is a fun selection of characters, but they don’t offer much more than what we saw in the last two games and actually offer less as there are no character-specific team-up moves. While I enjoyed the visual influence from the MCU and the variety, I feel like Marvel: Ultimate Alliance 3 played things a little too safe by relying so heavily on combat and not mixing up the gameplay with a few other puzzles and challenges. Overall, it’s a good enough game and a worthy entry in the series, but it’s a shame that the developers didn’t try to be a bit more innovative and offer some more incentive to keep slogging away in endless fights.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Marvel: Ultimate Alliance 3: The Black Order? How do you think it holds up against the previous two games? Which characters did you choose for your team? Were you disappointed that the combat was so similar to the last two games and the bosses so repetitive? Did you ever conquer all the Rift challenges? What did you think to the MCU influences and the final battle with Thanos and Thane? Did you ever play through the DLC? Would you like to see another Ultimate Alliance game? Whatever your thoughts, leave a comment below, support me on Ko-Fi, and go check out my other superhero content across the site.

Mini Game Corner: Alien Resurrection (PlayStation)

Released: 20 October 2000
Developer: Argonaut Games

A Brief Background:
The Alien films (Various, 1979 to present) have had a tumultuous history with videogames, with adaptations ranging from pixelated garbage to first-person shooters, real-time strategies and crossover titles, to survival/horror experiences. In 1997, Jean-Pierre Jeunet was given the unenviable task of resurrecting the franchise after what seemed to be a definitive end, resulting in Alien Resurrection, a minor success that was met with mixed reviews. Like its predecessors, Alien Resurrection was accompanied by tie-in comics, novels, and a videogame, one that was initially asked to simply be a miscellaneous Alien title before 20th Century Fox gave the go-ahead to retool it into a Resurrection tie-in. Argonaut Games were supplied with scripts, storyboards, and raw footage from the film as reference materials but lost numerous team members when they decided to scrap a year’s worth of development in favour of building a third-person game engine. After struggling for another year to adapt to this new engine, the concept was reworked into a first-person shooter (FPS) and Alien Resurrection became one of the first FPS titles to utilise twin stick moving in its gameplay. Ironically, the game was criticised for this decision at the time; further criticism focused on the harsh difficulty, frustrating gameplay, and inferior options compared to the likes of Quake II (id Software, 1997). Thanks to selling only 250,000 units, Alien Resurrection was deemed a failure and Argonaut Games went out of business soon after, though the pioneering title has developed a cult following over the years.

The Review:
Alien Resurrection is an FPS title that sticks somewhat faithfully to the main plot of the film upon which it’s based. Consisting of ten missions with three difficulty settings (with the hardest setting limiting you to just one save point), the game sees you explore the Xenomorph infested USM Auriga and escape on the mercenary ship, the Betty, controlling one of four characters depending on which mission you’re on. Mostly, you’ll be in control of “Ripley 8”, an Alien/human clone of the Lieutenant Ellen Ripley, or Annalee Call, a female android. Other missions have you play as Call’s shipmate, Gary Christie, or Private First Class Vincent DiStephano, a soldier stationed aboard the USM Auriga. No matter which character you’re playing as, the controls and basic gameplay remain the same. You can pick from a bunch of different control settings, alongside toggling the crosshair and camera sway, and the game offers the unique option to move with the left stick and aim with the right! With the setup I chose, X allowed me to crouch and squeeze through vents and gaps, Square and Triangle cycled through whatever items I had on hand, Circle used whatever item I had equipped, and pressing in the right stick performed a quick turn. L1 and L2 cycled through my available weapons, R1 fired, and R2 allowed me to interact with the environment, turning handles and activating consoles to open doors or activate lifts and such. The only real difference between the four characters is in the weapons they use; Christie, for example, gets dual pistols (with infinite ammo like the other pistols) while Ripley gets an electric gun that charges a powerful shot. Other weapons include a shotgun, the iconic Pulse Rifle, a laser cannon, a flame thrower, and a grenade and rocket launcher, though some of these are limited to certain missions and won’t carry over between characters.

There’s little to differentiate the characters as they meander through the dark environments.

You’ll find ammo for these weapons (and the weapons themselves) strewn about the game’s dark, oppressive environments alongside helpful items. First aid kits replenish some health, flashlights light up the area (but only for a limited time and you must wait for them to recharge), security cards open doors, and the motion tracker alerts you to nearby enemies. The most useful item you’ll find is the mobile extraction unit, a super helpful bit of kit often conveniently placed near Alien eggs. You’ll need this if when a Facehugger latches onto you as it’s the only way to keep yourself from being instantly killed by a Chestburster and to open certain security doors that remain shut whenever “non-human lifeforms” are detected. Each mission has an objective tied to it, related through the pause menu and text dialogue between the characters between missions, and you’ll have to make a note of your surroundings as there’s no map and things get very samey very quickly. To make matters worse, Alien Resurrection is very dark (the game even recommends playing is the dark to heighten the immersion), so you may want to adjust your brightness settings to aid your exploration. Missions generally involve getting from point A to point B, generally a communications device to switch characters, activating consoles and disabling security systems as you go. Flickering lights, corpses, cries for help, and blood are as commonplace as explosive crates and you must watch for bursts of electricity, manual save points, and locked doors. These are often unlocked by finding vents or alternative routes to control panels but it’s pretty easy to get lost or muddle about in the dark. Things are pretty linear for the most part, but you’ll occasionally hit a wall. In just the second mission, for example, Call has just ten minutes to locate four detonator coils, which must be found and installed or it’s an instant mission failure. Later, you’re charged with destroying Ripley’s other clones, disabling forcefields, avoiding corridors lined with laser traps, finding five key cards to escape the maze-like maximum-security wing, and releasing the Betty’s docking bay clamps.

Sadly, the game’s short on bosses and its enemies are limited in their attacks.

Naturally, you’ll be attacked by Aliens as you accomplish these tasks. Regular drones go down pretty easily, and their blood doesn’t seem to hurt, but they can bleed out of the shadows and deal decent damage with their claw swipes and bites. You’ll want to blast any Alien eggs on sight as the Facehuggers are difficult to hit and your session will end pretty quickly if they latch onto you. You can use this to your advantage, however, as you can’t be double impregnated but you only have a short time before the Chestburster breaks free. The Aliens are all fully 3D models with such limited animation frames that they’re barely superior to their 2D predecessors, though they do sometimes barge through doors and scurry about on the environment. You’ll also have to battle soldiers, especially in the first few missions. These guys use cover tactics and get set upon by nearby Aliens, but their numbers dwindle as the game progresses. Like in the movie, Ripley’s failed clones merely lay on beds or are suspended in tubes for you to destroy so you’re far more likely to be disabling systems and avoiding short circuited machinery than battling elaborate Alien variants. Similarly, Alien Resurrection is disappointingly short on boss battles. You’ll face General Martin Perez, who’s flanked by flamethrower soldiers and wields a rocket launcher and shotgun, making for a particularly tough battle since the controls are so sluggish. You’ll also battle a Xenomorph Queen in a large arena completely devoid of resources. The Queen Bitch is a large target, easily strafed around and pumped with shots, but she also absorbs a great deal of punishment, though she’s limited to simple charges, headbutts, and slashes. You’ll also have several encounters with the horrific “Newborn” Alien/human hybrid, which appears multiple times in the penultimate mission. It’s also extremely limited with its attacks, though does move a bit faster so stay back and unload with the electric gun and it’ll eventually flee. While aboard the Betty and preparing your escape, it’ll reappear, completely invulnerable and confined to the ship’s narrow corridors. You must stun it with your shots and run through the Betty’s narrow, confusing tunnels, eventually taking a ventilation shaft to a control room where you suck it out into space like in the movie.

Despite its fidelity, the game is too dark and clunky to really impress.

Alien Resurrection somewhat impresses with its presentation, but only if I’m being very generous. As a PlayStation title, you can expect long load and save times, texture warping and pixelated environments as standard but the game chugs along at a snail’s pace, with none of the characters moving past a lethargic stroll. This was doubly disappointing as it would’ve been a great way to further differentiate the characters, such as having the synthetic Call and the now-superhuman Ripley move faster. Alien Resurrection does a commendable job of recreating the rusty, lived-in aesthetic of the movie, however, featuring callbacks to the first two films and recognisable areas from the film, such as the gym, the laboratory, and the flooded kitchen. This is quite a large area, full of swimming Aliens and annoying button puzzles; you must also watch your oxygen meter to avoid drowning. While you’ll hear announcements from Father, the omnipresent computer that controls the USM Auriga, voice acting is mostly limited to screams and cries for help, at least until the finale. Janky, pre-rendered cutscenes occasionally appear between missions, recreating certain scenes from the movie, though in a heavily truncated form. Aliens can be dismembered, their blood splatters on the environment, and you’ll disable flame bursts and electrical hazards to acquire key cards or progress. Unfortunately, the game is just way too dark; there’s not much variety once you’re in a mission and you’re sometimes left wandering in circles because you missed a vent or got turned around because everything looks the same. The game mostly uses ambient sounds, making for a largely dull experience, though I did like seeing corpses with holes in their chests slumped over desks, blinking monitors, and Aliens dropping from vents. There is no multiplayer option here, though you can utilise a comprehensive cheat menu to overcome the game’s difficulty and unlock a “Research Mode” that allows you to alter the appearances of the Alien models.

The Summary:
I’d heard so much good press for Alien Resurrection that it almost seems as though the game is better regarded than the movie. However, I think most of those reviews rate the game because it was the first first-person shooter to use twin stick controls and it’s a surprisingly solid and faithful recreation of the movie. However, these accolades only carry it so far; behind it all, there needs to be a solid gaming experience and, sadly, there just isn’t. Alien Resurrection is essentially just another, run-of-the-mill first-person shooter, with little to differentiate it from other, more enjoyable games in the genre except the 3D models and new-fangled control scheme. It’s kind of inexcusable to have four playable characters and nothing to differentiate them except the weapons they use, something you won’t even notice if you’re playing with the cheats enabled. The gameplay cycle gets very tiresome very quickly; characters meander around as if bored and you’ll be activating the same switches and consoles over and over. There are seldom more than a handful of enemies onscreen at any one time, the selection of bosses was painfully limited, and the variety, in general, is sorely lacking. Alien Resurrection is relatively short and the environments are quite large and annoyingly labyrinthine, making it a chore to play through since it’s difficult to see what’s going on thanks to the murky graphics and overuse of shadows. In the end, Alien Resurrection is a decent enough first-person shooter with some enjoyable moments but there are far better FPS titles out there and far better Alien-adjacent videogames you could be spending your time on.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Alien Resurrection? If so, where does it rank for you against the other Aliens videogames? Were you also disappointed that there wasn’t more to differentiate the characters and that the game was short on bosses? What did you think to the dual stick controls and maze-like gameplay? Which of the Alien movies or videogames is your favourite and why? Whatever your thoughts on the PlayStation’s videogame adaptation of Alien Resurrection, drop them below and be sure to check out for my review of the film that inspired the game.

Game Corner: Final Fantasy VII Remake (PlayStation 4)

Released: 10 April 2010
Developer: Square Enix Business Division 1
Also Available For: PC and PlayStation 5 (Intergrade Version)

The Background:
Before the PlayStation, Square’s Final Fantasy titles were primarily known as a Nintendo-based franchise. That all changed with Final Fantasy VII (Square, 1997), an award-winning role-playing game (RPG) that sold over ten million copies for the upstart console. Final Fantasy VII was so successful that Square Enix were inspired to expand its lore and characters through numerous spin-off media, including a computer-generated movie, an RPG/action shooter follow-up, and a mission-based prequel initially exclusive to the PlayStation Portable. Development of a remake can be traced back to the early 2000s, though hardware limitations saw the project delayed until late-2015. Rather than simply remaster the original, the team decided to completely rebuild Final Fantasy VII from the ground up, replacing the turn-based mechanics for a more action-orientated gameplay style and creating all-new, photorealistic character models. Soon into development, the team also decided to split the game into three parts, expanding on supporting characters and even adding additional story elements to bolster this first entry. The announcement and first trailer alone did big numbers for Square Enix and the game sold over 3.5 million units worldwide within its first three days and was met with critical acclaim. Reviews praised the expanded characters and lore, the revised combat mechanics, and the deep dive into Midgar society. While some criticised the slower parts of the story and some tedious mechanics, Final Fantasy VII Remake echoed its source material by becoming an award-winning title. In 2021, an enhanced port dubbed Final Fantasy VII Remake Intergrade was released for the PlayStation 5, where the second part of the project released, also to widespread praise.

The Plot:
The Shinra Electric Power Company drains the planet’s “Lifestream” by harvesting its “Mako” energy, making life miserable for the lower classes. Ex-SOLDIER Cloud Strife reluctantly teams with eco-terrorist group Avalanche to oppose Shinra, only to end up defending fate itself when Sephiroth, a celebrated SOLDIER, enacts a mad plot to alter the timeline and become a God.

Gameplay and Power-Ups:
Final Fantasy VII Remake is, as the title suggests, an action-orientated remake of the classic RPG Final Fantasy VII. As in the original game, players assume the role of stoic mercenary Cloud Strike, a troubled young man who wields various swords as tall as he is, and team up with some colourful characters in a bid to first stick it to a corporate conglomerate, then to defend both the world and fate itself. If you’ve never played the original game, this is a great way to experience the story for the first time. However, Remake does dabble in multiple timelines and rely on references near the later stages so some familiarity with the original is required. Those who are well-versed in the original and the series will find new gameplay options available here that mix things up. Obviously, the turn-based mechanics are gone, replaced with the franchise’s more modern third-person, active battle system. You can set up battles to somewhat resemble the original system with “Classic” mode, where attacks are automated and you simply focus on making decisions, though I chose to play on “Easy” mode and have full control over Cloud and his allies. Battles are semi-random; enemies appear and occasionally respawn in specific areas for you to battle for experience points (EXP) and Gil, but you won’t be assaulted every other step like in the original game. When in combat, Square unleashes your standard attack and holding it performs either a multi-hit swing or an automated combo, depending on who you’re controlling. Triangle activates each character’s signature move: Cloud switches between the faster, weaker “Operator” stance and the slower, more powerful “Punisher” stance, while Barret Wallace unleashes a powerful blast from his gun arm that must be recharged, Tifa Lockhart executes a whirlwind uppercut, and Aerith Gainsborough deals magical damage with Tempest. X opens the command menu, slowing the battle to a snail’s pace as you select magic attacks, items, or character abilities. Circle allows you to evade, you can guard by holding R1 to reduce incoming damage, L1 opens your shortcut menu (allowing you to quickly perform preset actions), and you can lock-on to targets by pressing in the right stick. While in the “Commands” menu, L2 or R2 issue commands to your two teammates and you can switch to them with the directional pad, though they’ll battle independently without your input.

Combat is fast and action-packed as you pummel enemies with spectacular special attacks.

Although battles are much more chaotic and action-packed, many of Final Fantasy VII’s mechanics return here. Your health points (HP) are depleted as you take damage, with characters being knocked unconscious after enough hits, and utilising spells such as Fire, Cure, or Barrier drains magic points (MP). Attacking enemies builds up the Active-Time Battle (ATB) gauge and allows you to perform certain actions. You need at least one bar to consume a restorative item, cast a spell, or perform a character’s special abilities, with stronger magic and attacks consuming two bars. These special abilities are dictated by the weapons you hold; each weapon unlocks a new ability once you use it enough, allowing you to use it whenever you like with different weapons, and these abilities essentially replace the multiple “Limit Breaks” of the original game. Limit Breaks are still present, however, and again activated when a small gar fills up during battles. Selecting a special ability or Limit Break can turn the tide of trickier battles as you’ll deal greater damage or inflict wider status effects so they’re worth experimenting with. Victory not only earns you EXP to boost your level and stats (attack, defence, speed, etc) but also nets you Skill Points (SP). These are spent in a surreal menu not unlike Final Fantasy X’s (Square, 2001) Sphere Grid and boost your stats further or grant you additional Materia slots. As you explore and interact with non-playable characters (NPCs), you’ll find Materia that can be equipped to weapons, armour, and accessories. Materia allows you to cast spells in battle, from elemental attacks like Fire, Thunder, and Blizzard, to defensive spells like Barrier and Haste, to boosting your stats and assessing enemy weaknesses. Materia also levels-up through battle and the acquisition of Ability Points (AP), and levelling-up certain Materia lets you cast more powerful spells, though these consume more MP and have a noticeable charge time. Certain weapons add elemental effects to your attacks and most enemies have some kind of elemental weakness, so having a diverse set of Materia is key to mastering the combat system. It also helps to take advantage of buffs and status draining magic, capitalise on “critical hits”, and pummel your target when they’re “staggered”.

Completing side quests and mini games nets you Summons, fast travel, and other rewards.

When facing more powerful enemies, this staggered state is crucial to victory as landing successive hits builds the “Summon” meter. If you have a Summon Materia equipped, you can call forth a powerful beast to fight alongside you. Unlike in the original game, you issue orders to the Summon from the Commands menu and it’ll fight with you until the bar depletes. There are only four Summons available, with three locked behind virtual reality missions where you must defeat them to earn them, but they’re well worth bringing out during tougher boss battles. Victory, chests, and completing side quests also nets you Gil, which you spend on items to restore your HP, MP, or remove status effects like sleep and toad, purchase weapons and accessories, and buy more Materia. You can also use it to rest in inns, but I found little use for this as the game’s littered with helpful benches that restore your party to full health and Cloud even has a free room he can rest in during the first part of the game. This meant I never bought any items and rarely used them in battle and was much more frugal with my MP expenditure than usual, especially as I took the time to complete side quests to gain greater levels and gear. At various points throughout the chapter-based story, you’re encouraged to complete side quests for the destitute inhabitants of the Slums or the boisterous locals at Wall Market. These see you finding and feeding Chocobos to unlock a fast travel system, collecting medicines, defeating enemies that’ve infested the scrapyard and other areas, finding mischievous local kids, and playing songs to cheer people up. You’re usually rewarded with Gil but you’ll also unlock new Materia or be gifted SP or certain gear. Though these side quests did feel like padding at times, it was a great way to flesh out the game’s supporting characters and develop a deeper connection to the Midgar residents, meaning it has more emotional impact when Shinra decimates the area and kills most of them as recompense for your disruptive actions.

Gameplay is mixed up with some racing, interactable, and puzzle solving sections.

While Final Fantasy VII Remake is heavy on combat, you can run from most battles and much of your time between fighting is spent interacting with party members, other members of Avalanche, and the NPCs in the Slums and other Sectors. These interactions also see you participating in various mini games, such as a squat and pull up contest where you rhythmically press buttons in the correct order, culminating in a full-blown rhythm game where a cross-dressing Cloud shows off his dance skills! There are two sections where you race along the Midgar highways on a motorcycle; both see you swinging your sword at Shinra’s soldiers or blasting them with a beam attack, though the second jaunt sees you dodging anaerial bombardment and taking on a massive tank! While most areas are sprawling and daunting in their size, your helpful mini map, onscreen compass, and the larger in-game map steer you in the right direction. Puzzles generally involve squeezing through gaps, pushing things aside, or activating consoles and levers but you’ll also be moving crates (and giving Aerith a ride) using gigantic robotic hands, switching between parties to open doors, asking Red XIII to hop along walls to pull levers, and rescuing terrified children following Shinra’s horrendous counterattack. When bringing down the Mako Reactors, you’re given a time limit to battle to safety; when infiltrating Shinra headquarters, you find and upgrade identification cards and crawl through vents; and you’ll be firing grapnel guns with Triangle to escape the Slums, blasting walls with Barret’s gun arm to find goodies, and draining water to progress in the bug-infested sewers. Shinra-branded crates are scattered everywhere, and you can smash these for items, to restore a little MP with Mako Shards, and to collect Moogle Medals to trade in the slums. You’ll be competing in the colosseum to progress the story and gain levels, searching for cats and allies, following a disconcerting trail of glowing slime, clambering on overheard poles, and shifting disused trains around in your quest. None of it’s too demanding but the game does slow down noticeably during the more padded and tedious moments.

Presentation:
Final Fantasy VII Remake is absolutely gorgeous. The graphical standard is so high that it’s basically like playing through Final Fantasy VII: Advent Children (Nomura, 2005) and a far cry from the chibi-like polygons of the original! However, I did notice some texture warping in the environment now and then and a delay loading the correct, high-quality textures here and there. Still, character models are now expressive and incredibly realistic, with your party’s weapons and gear reflecting what you’ve equipped in every cutscene (so, for example, Cloud doesn’t default to the Buster Sword when you’ve equipped the Nail Bat) and them being more expressive than ever. Cloud, especially, benefits from this as the story revolves around him and him slowly coming out of his shell as he interacts with his unlikely friends and other NPCs. He’s socially awkward at times and hesitant to form deep connections, meaning he’s left quite uncomfortable by Jessie Raspberry’s advances and Aerith’s teasing. He constantly clashes with Barret, who constantly gives Cloud a hard time and it takes a while for him to see Cloud in a different light when he willingly opposes Shinra and defends Midgar. Barret is a standout character for his passionate love for the planet and his little girl, Marlene, but I was surprised to see how big a role supporting characters like Jessie, Biggs, and Wedge have this time around. They desperately try to pierce Cloud’s armour and he begrudgingly comes to care for them, making their injuries and deaths all the more impactful, but it’s obviously his care for Tifa and Aerith that have the most impact on his character. Beset by migraines and assaulted by visions of his past, a distorted version of events, and Sephiroth, Cloud is a deeply troubled young man initially just looking to get a payday who naturally assumes a leadership role and goes out of his way to protect his newfound friends, even accepting Red XII without hesitation.

Midgar has never been so lively and expansive! it’s truly awe-inspiring to behold.

These narrative moments are pivotal to Remake’s story and directly tie into your extended time in Midgar and its various Sectors. While you can argue it unnecessarily drags things out, I did form a deeper bond with the welfare of the NPCs and this area since I interacted with everyone and got a sense of their society. Remake is quite linear and restrictive at times, however; it’s rare that you’ll get lost as your destination is either clearly signposted or you’re barred from going in different directions. You can explore a bit, though, and will find nooks and crannies hiding chests, Materia, health-restoring benches, or other minor goodies. Sometimes you have to go out of your way to find these, like directing moving platforms to an area behind some giant fans that you temporarily disable to snag some Materia. The game often highlights when you might’ve missed something with characters giving you the option to go back, but you can ignore these prompts if you just want to progress. You’ll be exploring Midgar’s Slums often, venturing into the squalor and interacting with the locals at the scrapyard, orphanage, or various shops. Aerith’s church is also here, of course, as is her beautiful house. You’ll also venture deeper into the oppressive and dark, steampunk-styled streets of Midgar to visit Jessie’s family, clamber up a pillar to escape, and toil in the dank sewers beneath Don Corneo’s opulent mansion. Quite often, you’re treated to a sprawling view of Midgar, which looms over the Slums like a dark shadow or stretches to the horizon, either twinkling with lights or left in ruins. The environments all recall the pre-rendered backgrounds of the original game but in a much greater scale. This is best felt when exploring the Mako Reactors, which feel large and lived in and fully operational, and when escaping the wreckage of the Slums and venturing into Shinra headquarters.

Cloud’s emotional journey takes a dramatic twist by the end.

Shinra headquarters is a high-tech skyscraper housing offices, an luxurious library (where the mayor is hidden away like a bad secret), toilets, and a museum dedicated to Shinra’s Mako research. It’s also home to Professor Hojo’s sprawling laboratory, where his Mako experiments created abominations and super-soldiers alike. Although Cloud is beset by fragmented memories, they become much more volatile here as Professor Hojo drops hints regarding his true past and his visions of Sephiroth manifest in physical form. We get brief glimpses of Cloud and Tifa’s childhood and a fiery incident involving Sephiroth, but nothing concrete, of course. Sephiroth’s presence is much more prominent here than during the original game, with his presence altered to potentially be time displaced and often accompanied by ominous, robed spectres known as “Whispers”. These pop up at key moments to keep the timeline intact but rage out of control in the finale, engulfing Shinra headquarters and warping Cloud and his friends to a desolate, whirlwind of a wasteland for the game’s final battle. Final Fantasy VII had one of the best soundtracks in all of videogaming, to say nothing of the franchise, and it’s well represented here. All the memorable themes make a return and can be freely listened to from jukeboxes once you’ve acquired CDs from vendors and side quests, and they even dynamically shift depending on what you’re doing. While your party won’t strike poses after every battle, they do in the combat simulator and Barret likes to hum the “Victory Fanfare” after a win, which is fun. A new remix of “One-Wing Angel” plays during the final battle, which always ups the ante of these situations, and Cloud’s confrontation with Sephiroth echoes their final encounter in Advent Children and recreates the automated showdown from the end of the original game. Finally, Remake ends with a tantalising teaser for what’s to come as we witness an alternative timeline where Zack Fair survived his dramatic last stand and leaves the ultimate fate of these characters up in the air since Sephiroth’s messing with the timeline.

Enemies and Bosses:
It’s been a while since I played Final Fantasy VII so I admit that I didn’t recognise many of the enemies I cut down throughout the remake. Some Final Fantasy staples are recognisable, of course, like the flaming Bombs, frog-like Hedgehog Pies, and the deceptively dangerous Tonberries. Many battles pit you against Shinra’s forces; these militant goons wield machine guns, toss grenades, hide behind riot shields, and even fly using helicopter blades. Shock troopers, faster, more annoying “elite” variants, and even 3rd class SOLDIERS also crop up, alongside turrets, small drones, and cannons. Some of these are placed amidst the environment and can be pre-emptively destroyed by Barret; others come to life from the background or pop up from holes in the ground. Shinra also employs large mechs known as “Sweepers” that boast buzzsaw appendages, flamethrowers, and missile launchers. Their clandestine operatives, Rude and Reno of the Turks, occasionally attack from a chopper and their troops are often accompanied by monstrous guard dogs seemingly bred from Red XIII. Various bizarre monsters, presumably discarded experiments or the result of Shinra’s hazardous actions, are also fought in the Slums and other Sectors. Ravenous rats, crane-like birds, disgusting insects, and weird amphibious creatures are as commonplace as living junk and bandits looking to pick a fight. Ghosts and the ominous Whispers are also encountered numerous times, alongside lizardmen, wolf-like beasts, and the truly peculiar “Unknown Entities” birthed from Professor Hojo’s lab! Many attack in groups and utilise similar magic to you, but you’ll find they invariable have elemental weaknesses, items to be stolen, or are all bark and no bite, especially if your levels and weapons are particularly strong. I’d recommended using Assess to keep a record of their weaknesses, hitting the touch panel on the controller to review each enemy afterwards, and equipping Enemy Skill to learn some of their more troubling abilities for yourself. The game also logs battle intel on each creature for you to review and this ties into the VR side quest to snag new Materia as well.

Shinra’s mechs and agents will hound you throughout the story.

Shinra’s military arm is second to none in the world of Final Fantasy VII and, consequently, you’ll be battling some massive, heavily armed mechs. The Scorpion Sentinel is a significant first boss since you’re also battling a twenty- or thirty-minute timer during the escape portion. The Scorpion Sentinel sets a precedent for the game’s bosses in that they all consist of multiple phases, with the environment changing or the boss altering its appearance and attacks as you deal damage. Able to lock on and bombard you with missiles, leap to the walls, and fire a devastating laser beam from its tail, the Scorpion Sentinel isn’t to be underestimated but, as with every other boss, can be staggered by targeting its appendages and elemental attacks (in this case Thunder) turn the tide. The Crab Warden is somewhat similar, though favouring flame bursts and electrifying the floor and with a central generator and pilot for you to target once you bust through its defences. The Airbuster continues the trend, though the difficulty of the timed fight is set by you since you can sabotage the machine while exploring the Mako Reactor. The Airbuster boasts a large beam cannon, launches its fists, and flies out of reach to pepper you with missiles. In the second phase, it sits at the end of a narrow walkway and will decimate you with its beam unless you take cover, while filling the space with laser beams in the third phase. The Valkyrie flying machine chases you down as you escape the Slums, favouring rapid-fire chainguns and explosive artillery, the tank-like Arsenal must have its wheels cut from under it on the highways, and you must swap between parties to battle the snake-like Swordipede in the depths of Shinra headquarters. This electrified mech flies about, tossing a buzzsaw and blasting you with an electrical field that can make it tough to hit. Alongside these mechs, you’ll battle Shinra’s human forces: Reno and Rude, in particular, are a troublesome duo, attacking with both speed and power. You’ll also match wits with SOLDIER 3rd Class Roche, earning his begrudging respect in a duel, and must target Rufus Shinra’s canine companions to keep him from counterattacking with a shotgun to your face!

Bizarre, monstrous creatures lurk in the shadows and burst free from Professor Hojo’s lab.

You’ll also face some large, generally grotesque monsters. If you want to summon Shiva, Chocobo and Moogle, and the Fat Chocobo, you must first defeat them in VR simulations, which isn’t too difficult given their obvious weaknesses. While competing in the Wall Market colosseum, you’re forced to fight the Hell House, a strange sentient house that’s initially immune to physical attacks, protects itself with Barrier, sends fireworks into the arena, and uses its jet boosters to stay out of reach. While in the sewers, you battle the troll-like Abzu, targeting its horns with Fire magic and avoiding its devastating pounce and poisonous water. A damaged Abzu reappears when you revisit the sewers, now accompanied by its pig-like offspring, retreating to tunnels to flood the room but otherwise retaining the same attacks. Abzu is good practice for the Type-0 Behemoth, a ravenous beast best crippled by attacking its torso and hind legs so you can target its horns, which make it otherwise invulnerable. Similar to the Whispers, who spawn the “Enigmatic Spectre” mini boss, the ghosts that haunt the trainyard are governed by the Ghoul, a poltergeist-like entity that teleports, becomes intangible, and inflicts Silence. This is merely the prelude to the Grim Reaper-like Eligor, who races around in a chariot, sweeps the floor with its eye laser, and can only be attacked from behind (preferably by ice-based magic). Finally, there’s Specimen H0512, a Cthulhu-like chimera with no elemental weaknesses, poisons and who “Slows” you with Noxious Expulsion and Mako Expulsion, slams one of your team around like a ragdoll, and spawns disgusting little minions to distract you.

Sephiroth reaches out from across time to try and undo his defeat and realise his mad goals.

Final Fantasy VII Remake includes an all-new form of Jenova, Jenova Dreamweaver, a malformed, Lovecraftian, tree-like entity fought in Shinra headquarters. This writhing, tentacled thing is rendered vulnerable by attacking its appendages, which spawn throughout the arena, pushes you back with Cast Aside, targets a single character with the hard-hitting Vengeance laser orb, and envelops itself in an impenetrable barrier with Rejection. It’s a fun, three-stage fight that keeps you on your toes, but the tension really ramps up once you enter the “Singularity” and are confronted by the titanic Whisper Harbinger. This towering monstrosity is too big and too far away to hit, but it does create three Whisper-like avatars: Whisper Rubrum, Whisper Viridi, and Whisper Croceo. Though colour-coded, they have no elemental weaknesses and instead absorb elemental attacks; they also constantly teleport and respawn, so it’s better to focus on one at a time. Deal enough damage and they’ll cast Correction, separating your party and forcing you to flee as the Whisper Harbinger wrecks the floating environment and showers the floor with lightning blasts. When Barret and Red XIII leave to attack Whisper Harbinger directly, you’ll face Whisper Bahamut, which throws explosive purple flame balls and the devastating, unavoidable Megaflare. Defeating it, and the other avatars, sees the Whisper Harbinger lose health and eventually crumble but this is a gruelling multi-stage fight that I’m not sure has checkpoints between each phase. Victory sees you confront Sephiroth, first as Cloud alone and then alongside his friends. Sephiroth is fast, casting elemental attacks, attacking with a sword beam, launching a three-swipe attack, and being the most aggressive and damaging enemy you’ll face. His Aeolian Onslaught can be tricky to dodge, his Hell’s Gate creates an explosion of light that hits anyone nearby, his Flamewall restricts your movements, and his Octoslash is effectively a one-hit KO attack. Once you deal enough damage, Sephiroth casts Meteor; you then have until the count of ten to finish him off before your whole party is decimated! This is a tough fight but also incredibly enjoyable. It echoes the Advent Children finale while also bolstering Cloud’s relationships since his friends arrive to help him for each phase of the fight.

Additional Features:
Final Fantasy VII Remake has fifty-four Trophies up for grabs, with one awarded each time you clear a story chapter and when you finish the game. You’ll get additional Trophies for completing side quests, like decorating the orphanage, helping out Johnny, and defeating Summons in VR. Collecting CDs, calling upon a Summon, levelling-up Materia and your characters, and mastering weapons all award Trophies as well. While it’s easy enough to win a battle and stagger an enemy, mastering the darts mini game, receiving praise from Jessie for your motorcycle skills, completing all the squat and pull up challenges, and beating the game on “Hard” mode are a bit more taxing. “Hard” mode is unlocked once you finish the game and disables items and restricts you to healing at benches, making for a far greater challenge. Beating the game also unlocks a chapter select option so you can retry any remaining side quests all while retaining your current level and gear. Your EXP and AP is also doubled at this point, which is helpful, a play log is unlocked, and additional battles are added to the combat simulator. Completing Chadley’s Battle Intel requests lets you battle and add Bahumut and Leviathan to your team, and you’ll need to defeat all these Summons to take on the optional superboss the Pride and Joy Prototype. In addition to a bevy of options, from combat controls to camera positions, you can also upload your save file to the PlayStation 5 to continue your game there. The PlayStation 5 version is the only way to play an interlude mission involving Yuffie Kisaragi, so it’s probably better you upgrade to that version to get the full experience.

The Summary:
Unsurprisingly, I’m a big fan of Final Fantasy VII. I enjoyed playing through it and have been waiting for a remake for a long time, though I never expected Square to go this far with it! I would’ve settled for a graphical overhaul of the original, with additional CGI FMVs tossed in to bolster the experience but, much like Capcom, Square went above and beyond in remaking arguably their most successful RPG and the results are clear to see. Final Fantasy has never looked better; Remake is like playing through a high-budget CGI movie, with an incredible sense of detail and depth to every environment. Making you interact with NPCs and spend more time helping them out fleshed out every character, not just the supporting roles, making them richer and more nuanced than ever. I loved the classic turn-based battle system and was worried I’d struggle here as a result, but combat is fast, fluid, action-packed, and intuitive. It’s fun issuing orders or switching to characters on the fly, taking cover, healing, or dishing out damage across the battlefield, to the point where it would’ve been great if this was a co-op experience! While the playable roster and the available gear is limited and you’re restricted to what amounts to the first disc of the original game, there’s a lot to see and do here and I liked the twist that this is more of a retelling of these events than a complete retread. The bosses were large and engaging and the sense of empowerment and progression was great; I played on “Easy” and didn’t get a single game over but enjoyed the sliding difficulty scale as the stakes increased. My only regrets are that this isn’t available on the Xbox One as of yet and that I don’t have the means to play Intergrade or the next chapter as I’d love to see how the story unfolds following this game. Regardless, Final Fantasy VII Remake is an outstanding visual and gameplay experience, easily accessible to newcomers and packed with fan service for long-time fans, revitalising and expanding upon the original game in bold, new (and, crucially, fun) ways to present a truly amazing feat of videogaming.

My Rating:

Rating: 5 out of 5.

Fantastic

Have you played Final Fantasy VII Remake? If so, what did you think to it and how do you think it holds up against the original? Were you disappointed that the project was split into three parts across two console generations? What did you think to the Whispers and the changes made to the story? Did you enjoy getting to know Midgar more intimately here? Which of the side quests was your favourite? Did you struggle against Whisper Harbinger and Sephiroth? Would you say it’s worth upgrading to the PlayStation 5 to continue the story? Which Final Fantasy game is your favourite? Let me know your thoughts on Final Fantasy VII in the comments and be sure to check out my other Final Fantasy content on the site.

Game Corner: Final Fantasy IX (Xbox Series X)

Released: 13 February 2019
Originally Released: 7 July 2000
Developer: Square
Original Developer: Squaresoft
Also Available For: Android, Nintendo Switch, PC, PlayStation, PlayStation 3, PlayStation 4, Xbox One, Xbox Series S

The Background:
Final Fantasy VII (Square, 1997) is unquestionably one of the definitive role-playing games (RPGs) and probably the most popular Final Fantasy title, selling over twelve million copies worldwide and making its way onto many “top ten” lists. In comparison, Final Fantasy VIII (ibid, 1999), despite being a best-seller, is often the subject of criticism. For the ninth game, Square decided to veer away from the pseudo-futuristic settings of its predecessors and move back towards a medieval fantasy aesthetic like the original games. This fantastical setting would be home to the various anthropomorphic characters who made up the game’s cast, all of whom were designed by Shūkō Murase, Toshiyuki Itahana, and Yoshitaka Amano. Main character Zidane Tribal was purposely designed to be the inverse of his predecessors: young, agile, brash, and outspoken with an eye for the ladies, a philosophy that extended to his supporting cast and the lighter tone of the narrative. Determined to return to the roots of the franchise by reviving narrative concepts such as the Crystals, Fiends, and fantasy elements, the developers tweaked the battle system to be both familiar and slightly different, returning character classes (or “Jobs”) to the franchise to make each character unique both visually and in terms of their abilities. Final Fantasy IX became the second-highest selling game in Japan upon release and was met with critical acclaim. Reviews praised the back-to-basics approach, amusing characters, and detailed environments and character models, though main villain Kuja was seen as inferior to his predecessors In later years, Final Fantasy IX has been recognised as an under-rated entry in the franchise, which perhaps prompted Square to release this enhanced version of the game in 2019. Featuring graphical updates and helpful boosters to speed up the gameplay, Final Fantasy IX found new life and new success on modern consoles and became much more accessible as a result.

The Plot:
In the medieval fantasy world of Gaia, thief Zidane Tribal kidnaps princess Garnet Til Alexandros XVII as part of a ploy by the neighbouring nation of Lindblum. However, he ends up joining forces with Garnet and a diverse cast of characters to take down her mother, Queen Brahne of Alexandria, who has sparked an all-out war between Gaia’s nations.

Gameplay and Power-Ups:
Final Fantasy XI is a traditional turn-based RPG set in a fictional and very fantasy-orientated medieval land. Unlike the previous two Final Fantasy titles, players now form a team (or “party”) of up to four characters, each with their own set of skills, magic, and abilities that are analogous to the classic Final Fantasy Job system. Primarily, players control Zidane, a peppy monkey-boy thief, though you’ll control his teammates at various points and will be encouraged to view their character-building moments and forced to split the playable roster into separate teams. In terms of controls, Final Fantasy XI is nice and simple: use the control stick or directional pad to move your character around the various towns, overworlds, and locations and to select commands in battle, execute those commands. Talk to teammates and non-playable characters (NPCs), activate objects and open chests with A, and back out of menus with B. Open up the main menu with Y, challenge characters to a game of Tetra Master with X, and use Right and the Left Triggers to move the camera on the overworld. RT also enables an “auto battle” function, effectively removing control from the player in battles. In battle, you can press Y to switch characters, hold the Left and Right Bumpers to escape (if possible), and select battle commands (attack, defend, casting spells, using items, and such) from several in-game menus. Pressing the View button opens the map on the overworld (which is eventually enhanced to show location names and allow fast travel) and helpful notes when on menus (a Moogle says what each item or spell does, for example), while pressing Menu pauses the game. From the pause screen, the shoulder triggers and bumpers activate some helpful boosters, such as turning off random battles and setting your maximum attack power to 9999 and speeding up the gameplay, all while still allowing you to obtain Achievements.

Engage in fantasy battles, powering up with Trance and more powerful weapons and gear.

There are some other helpful settings in the main menu, too. You can change the borders and text speed, set your default movement speed to run or walk, turn a helpful cursor on or off so you can always locate your character, and set the battle system to turn-based or “wait”. If you set it to wait, enemies won’t attack while you’re selecting moves, easing the pressure on you. You can also turn certain camera movements on or off to further speed up the gameplay, and certain items also affect this as they increase your chances of attacking first, avoiding damage, and the speed your Active Time Battle (ATB) gauge fills up. When exploring the overworld and the various swamps, forests, caves, and castles, you’re randomly attacked by monsters. Defeating them earns you experience points (EXP), ability points (AP) for your character’s different abilities (as dictated by the gear they have equipped), Gil (Gaia’s currency), and random items (potions, elixirs, and the like). Battling also fills the ATB gauge; once full, you automatically enter a “Trance” state that increases your attack power and speed and allows access to more powerful attacks. Each character carries a weapon to inflict damage on enemies; these are applied manually or you can select “Optimise” to equip the best options. Weapons and gear can be swapped for more powerful options you either steal, find, buy, or “synthesise” in specialist shops to increase their attack power and add various buffs or status effects to your attacks. Different equipment (armour, rings, headbands, and such) do the same, allowing characters to learn abilities that can then be equipped providing you have enough AP. These increase your maximum health and/or magic points (HP/MP, respectively), have you automatically counterattack or take damage for party members, increase you chances of stealing, escaping, or attacking first, negate back attacks, and make you resistant to status effects like poison, petrify, stop, and mini. Each character has different special attacks, too: Zidane steals from enemies, Vivi Ornitier and Eiko Carol cast magic twice in a row, Quina Quen eat enemies to learn their attacks, and Freya Crescent leaps to attack from the air, for example. These abilities are then enhanced through Trance, adding more powerful attacks to your arsenal that will attack or affect multiple enemies, deal greater damage and inflict status effects upon them, or heal or revive your party, though at the cost of MP.

Summon Eidolons, ride Chocobos, and traverse Gaia in various airships.

Characters like Eiko and Garnet (who later takes the name “Dagger”) can also summon “Eidolons”, powerful creatures that deal huge damage. Other beneficial magic includes healing spells, spells that cure status effects, and spells that revive downed players, abilities also accomplished by various items, using a tent at save points, or resting at inns (though this will cost you). Google save points are all around Gaia and you can eventually summon a Moogle on the overworld with X. Moogles also teach you the game’s mechanics, sell items, weapons, and accessories, and have you ferry letters around. Some key items must also be selected from your inventory to be used, such as the Gysahl Greens that summon a rideable Chocobo at specific parts of the map, and orbs or keys to open pathways. Initially, your Chocobo simply travels across the open fields but, as you play the aggravating Hot and Cold mini game to find treasures, it’s enhanced to traverse mountains, water, and even fly. However, you’ll also get access to different ships, ones that traverse water and, eventually, the skies, allowing you to quickly fast travel. When in the castle town of Lindblum, Air Cabs take you to the different districts; Memoria features teleport pads, but mostly you use ropes or ladders to explore. When you’re not battling, you can play Tetra Master, a card game almost every NPC plays. As you explore and battle, you’ll acquire cards; these have different strength ratings that, when placed on a grid, allow you to steal your opponent’s cards. Use the arrows on each card and their strength rating to judge where best to place them and fill the board with your colour to win, though I’d recommend making liberal use of nearby save points as NPCs are unfairly skilled. While it’s largely an optional distraction, you must win a small tournament in Treno to progress the story. Speaking of which, you’re regularly prompted to watch an Active Time Event (ATE). A prompt appears onscreen and, when selected, the game shifts to an NPC or teammate as they contemplate their situation or get into mischief. These are optional, and can arguably distract from the main game, but I liken them to regular cutscenes but with a little more character.

Various mini games and additional mechanics add some (often aggravating) variety.

As is common Final Fantasy games, the difficulty scales in Final Fantasy XI; the further you progress, the more powerful enemies become, even in areas you’ve previously explored. Puzzles are generally quite simple: you’ll be activating switches and consoles, collecting items, pulling levers, and traversing mazes in different areas without too much difficulty. There is a lot of back and forth and repetition involved, though, such as when you explore Fossil Roo and change the track the spider-like gargant takes to reach the exit, or when you wander Pinnacle Rocks looking for Ramuh to piece together his fable and earn him as a summon, or taking the correct path in a looping forest to reach the Black Mage village. You’ll light candles to uncover hidden stairways, explore rooms to find hidden passages, search for your teammates when they’re captured or inevitably wander off or have an identity crisis, mashing A to escape quicksand, and cooking dinner for your party. This, like some other parts of the game, requires you to select the right order from a list to get the best results, with some decisions leading to you battling a swarm of enemies. Final Fantasy XI is full of little mini games, with many being mandatory: you jump rope in Alexandria, take part in a play and sword fight with Zidane’s friend, Blank, and question your life decisions as you swing a cage back and forth to rescue Adelbert Steiner and occasional party member Marcus. Marcus and Beatrix, General of Alexandria’s armies, temporarily join the party at various points, with the latter often teaming with Steiner in side battles. Similarly, there’s a part where you play as Regent Cid Fabool IX (who’s been transformed into frog) and must carefully sneak past a Hedgehog Pie and then balance a set of scales to rescue Zidane’s friends. When exploring Ipsen’s Castle, you can open a secret passageway by picking the correct sequence and then mix ingredients for the Ancient Aroma. In Pandemonium, you get thirty seconds to slip past light plumes and the random battles they contain to cross a temporary bridge, as well as altering some headings to activate platforms. You’ll also power up and activate orbs in Oeilvert to learn valuable lore about Terra and Garland’s plan to fuse it with Gaia.

Presentation:
I loved the chibi character models of Final Fantasy VII and its industrial, futuristic steampunk prerendered backgrounds. Final Fantasy VIII was a huge visual improvement, both in terms of the more detailed character models and environments. Returning to a medieval setting for Final Fantasy IX is a shame for me as I prefer the more futuristic settings, but my God is this game full of charm! Zidane is the polar opposite of the brooding Cloud Strife and the melancholy Squall Leonhart, being peppy, agile, mischievous, and eternally optimistic. Zidane fancies himself a romantic, pirate-like figure; his charms are mostly wasted on Dagger but she warms to his enthusiasm and heart. When he learns his origins from Garland, Zidane becomes morose and lashes out at his friends, who endure tough battles to snap him out of his uncharacteristic mood. While he’s the focus of the story and gets the most character development, Zidane has competition in Vivi, a clumsy, insecure Black Mage who’s constantly feared and hated due to his destructive brethren who embarks on a journey of self-discovery. Zidane clashes with Steiner, the oafish captain of Alexandria’s guards, and Amarant Coral, a brutish thug and loner with a grudge against Zidane. Freya is an old ally of his searching for her lost love, while Eiko is a young girl with a crush on him who’s both envious of Dagger and also tries to get them to admit their feelings. Then there’s the supporting cast, such as Zidane’s roguish crew, the Tantalus Theater Troupe, who initially seek riches but are roped into saving the world, the jester-like Zorn and Thorn who constantly hound and mock the player, and the enigmatic Kuja, a flamboyant villain who lacks the menace of his predecessors but makes up for it in theatricality. It’s a very light-hearted, whimsical adventure for the most part; slapstick comedy and goofy moments pepper the narrative (especially whenever the androgynous and perpetually hungry Quina is around). However, there’s a lot of heart and emotion and high stakes as the story progresses, with characters questioning themselves and being forced to find the courage to fight for something worthwhile.

Medieval fantasy lands soon give way to surreal, alien landscapes.

While the overworld is largely similar to those of the last two games, comprising various land masses (fields, deserts, a snow region), lakes, and a vast ocean, the towns are closer to those seen in pre-Final Fantasy VII, now brought to life in more detail than ever before. The medieval and fantasy theme delivers bustling castle towns, lavish stone palaces, and quaint little villages. Technology is of a similar steampunk style, but far less advanced (airships and complex machinery aside), with towns relying on wind and water power for the most part. While it’s all very beautiful, it’s an aesthetic I find quite samey; Alexandria and Lindblum are quite similar in many ways, for example, though they get more personality after they’re attacked and left in disarray. One aspect I was keenly aware of was that each area is home to a different species, often anthropomorphic ones, and these different species intermingle throughout the game, adding to its distinct visual style and giving it a diverse world. Caverns, ice caves, great trees, murky swamps, and arid deserts filled with abandoned temples and structures are everywhere. Qu Marshes are full of tall crass and frog ponds, the Iifa Tree looms ominously and sports gigantic, twisted branches, and you’ll find isolated settlements in forests and atop mountains. Ruins, great gates, and abandoned towns add a sense of desolation but things really become surreal and visually interesting when you’re transported to Terra, a bizarre alien landscape whose architecture emphasises glaring eyes, spheres, and a quasi-magical awe. Like the chilling Black Mage production line in Dali, the warped, crystalline Terra and its main town, Bran Bal, is where the genomes (Zidane and Kuja’s people) are created as puppets for Garland’s plot. Though you only visit Terra once, its spirit lives on in the desolate landscape of Pandemonium, a ruined dimension of chaos and memory that threatens to eradicate all life.

The game has a strong visual appeal, with fun characters and rising stakes.

Unlike in previous Final Fantasy games, dialogue is delivered through speech bubbles, allowing multiple characters to talk at once and adding a level of personality not seen before. There’s no voice acting beyond a few roars and squeals and such, but each character exudes personality in their body language; Steiner even lives up to his nickname, “Rusty”, since his armour clanks as he walks. Legendary composer Nobuo Uematsu remixes classic Final Fantasy themes for this throwback, infusing every grand town and castle with a regality or sense of adventure, and every warped nightmare realm with a sense of foreboding as this whimsical adventure takes a dark turn. While no tunes were as memorable as “Dancing Mad”, “One Wing Angel”, or “Maybe I’m a Lion”, I enjoyed the fantasy score. Pre-rendered cutscenes and FMV sequences show our heroes comically swinging through the skies, emotionally reunite, and the all-out destruction of castle towns by powerful summons. Many cutscenes are standout moments, such as the characters flying the Invincible through a swarm of Silver Dragons, Dagger and Eiko summoning Alexander to repel Bahamut, and Zidane braving the Iifa Tree to rescue Kuja. Cutscenes are also told using the in-game models, of course, and these are often animated over FMV sequences. The transition is much less jarring than in previous games and, similarly, the distinction between the overworld models and the battle models is basically none this time around. Battles still load up an enclosed arena, characters still pose triumphantly as the victory fanfare plays, and their weapons change appearance as you equip new ones. Unfortunately, I did notice a considerable lag when the game loads battles that I don’t remember from the last two games. Since random encounters happen very frequently, it can get frustrating staring at a black screen and thinking the game’s crashed every other battle.

Enemies and Bosses:
Final Fantasy is known for having some bizarre enemies, but Final Fantasy IX may be some of the weirdest I’ve seen from the series. Sure, you’ve got some returning faces (Bombs, the ever-annoying Cactuars and Tonberries, Goblins, Hedgehog Pies, Malboros, and such) but these are joined by literal zombies, yetis, warrior skeletons, sand golems, lizard men carrying tridents or hatchets, amorphous red blobs with too many eyes for comfort, and a strange living house on spider legs! Giant armoured tortoises, vulture-like birds, oversized beetles, large worms and crabs, ravenous wolves, and sicken toads are commonplace, existing alongside powerful dragons, chimeras, giant trolls, terrifying robe-wearing ogres, and seemingly innocuous treasure chests that turn out to be Mimics. Epitaphs are living stone statues that conjure replicas of your party, Gimme Cats yield barely any rewards upon defeat and simply demand your items, Grand Dragons and Behemoths can KO with one hit even with the boosters activated, Jabberwocks and monstrous Mistodons are the stuff of nightmares, and you’ll be caught completely off-guard by the small, sheep-like Yans and being decimated by their powerful magic. Enemies inflict harmful or aggravating status effects, confusing you, poisoning you, or keeping you from using certain attacks. They heal themselves and their allies, cast elemental magic, and even blow party members away, though many can be stolen from to acquire powerful or rare items. When visiting Treno, you can challenge a powerful monster in the weapon shop if you’re feeling brave, though sadly this is the only opportunity to do this and it’s limited to certain monsters.

Aggressive Black Mages, powerful soldiers, and monstrous plants all stand in your way.

There are many boss battles in Final Fantasy XI, and some enemies must be fought multiple times. Steiner, for example, initially tries to stop you in Alexandria; you’ll battle him three times during your escape, though he’ll either flee or be felled by a Bomb, and he’ll refuse to attack Garnet so you can use this to your advantage. You also have three unwinnable fights with Beatrix where, after you deal enough damage, she uses Stock Break or Climhazzard and flees. You’ll battle Zidane’s boss and father figure, Baku, twice, with the first essentially acting as a battle tutorial, though he’s quite clumsy and often trips. Amarant is also fought before he joins your team; his battle is interesting as he hops all around the arena, making it difficult to target him, though he also casts Death, which can be a problem as you fight him as Zidane alone. Many Black Waltz’s, bloodthirsty Black Mages, attack Gaia’s towns and are thus greatly feared. They use elemental attacks, can freeze your party members, and even utilise dual magic attacks, though the third one you encounter also refuses to attack Dagger. Red Dragons pounce in Mount Gulug (though they’re naturally weak to Blizzard) and two serpentine beasts – Ralvurahva and Ralvuimago – must be fought to pass Gargan Roo. In the early game, Dagger and Vivi are both captured by the appropriately named Prison Cage, a strange plant-like creature from the Evil Forest that sucks HP from its captives. You must be mindful of this and hurting your allies, as it’s game over if their HP drops to zero. The Evil Forest is also home to the Plant Brain, a hideous malicious bud that attacks with lashing tentacles and by casting Thunder or afflicting Darkness through Pollen, though Fire attacks and Blank’s support will win the day (at the cost of the forest).

Bosses become more monstruous and fearsome as you progress.

Your reward for rescuing Lindblum during the Festival of the Hunt is a battle against the boar-like Zaghnol, which enhances its Thunder spells and rams you with Heave. While exploring Gizamaluke’s Grotto, Zorn and Thorn manipulate the cobra-like Gizamaluke into attacking you, though the Bird Killer ability counterbalances its powerful Water spell. While exploring Cleyra and the desert of the Outer Continent, you’ll fight the ravenous Antlion, which reduces your HP to single digits with Sandstorm, counterattacks when attacked physically, and inflicts Trouble (which can only be cured with Annoytment). You’ll finally confront Zorn and Thorn, who fuse into the Lovecraftian entity Meltigemini, which poisons you and stops you earning AP with Virus, though it is weak to Fire magic. Deep in the Iifa Tree, you confront the tree-like demon Soulcage to dispel the Mist spewing from the tree. It can cast LV5 Death and infuriate party members with Mustard Bomb and its attack power is raised if you use Fire spells, but it’s undead so you can use a Phoenix Down to reduce its HP to 1 or use Life or Elixir to instantly kill it. In Fossil Roo, you spring past hazards as the Armodullahan chases them. If hit, you battle it, desperately avoiding its Death spells, until it falls down a hole but you can outrun it if you’re quick. When forced into journeying to Oeilvert to obtain the Gulag Stone, players battle the Ark, and airship-like being that can confuse your team or reduce them to 1 HP but will become a summon upon defeat. Also, when in Ipsen’s Castle, the insectile Taharka attacks when you steal the four elemental mirrors, increasing its defence when it curls into a ball but being notable susceptible to Heat, Silence, and Sleep spells.

Kuja’s threat is usurped by Garland, who’s usurped by Necron!

When the party learns of the four elemental temples, they split up to explore them and are attacked be the four Guardians of Terra, though the player only battles the Earth Guardian, a regal skeleton that attacks with Earth Shake. As you enter Memoria, you’ll battle the Nova Dragon, which tosses you with Psychokinesis, inflicts heavy damage with Twister and Tidal Wave, and counterattacks when physically hit. The four guardians are recreated by Kuja in Memoria and randomly attack as you explore: the four-armed Maliris favours Fire magic, Tiama is a three-headed dragon (almost a Cthulu-type being) that uses Wind magic and can blow you off the battlefield, Kraken is a disgusting octopus-like creature that fires Water or Ink from its tentacles or inflicts Freeze, and Lich is the Earth Guardian reborn, now more likely to cast Death. In Pandemonium, you endure a three-stage gauntlet against the Silver Dragon, Garland, and Kuja with no respite between. While the Silver Dragon favours Wind spells like the Nova Dragon, Garland likes to freeze the party with Stop (causing a game over if all four are afflicted) and obliterate their HP with Flare. In comparison, Kuja casts Demi, Ultima, and Flare Star, the latter of which cannot be protected against with Shell or Reflect. This is an unwinnable battle, as Kuja enters Trance to end the battle, and battle him (as “Trance Kuja”) again after besting the four guardians and Deathguise, another cobra-like dragon capable of annihilating ill-prepared parties with Meteor. Trance Kuja heals with Curaga, casts Flare, Holy, and Flare Star, though these same spells (or similar) can be turned against him. Once again, this is an unwinnable fight but, this time, you’re transported to the Hill of Despair and challenged to assemble a refreshed party to battle Necron, a being from beyond time and space who appears out of nowhere, drawn to Kuja’s despair. This surreal, angelic being is fought in a void and boasts powerful magic spells, including Blue Shockwave (which reduces one character to 1 HP), Grand Cross (which randomly inflicts different status ailments), and Neutron Ring to deal heavy damage. Necron can also attack four times in a row, easily pummelling the unprepared, so it’s best to have abilities like Regen, Auto-Life, and Mighty Guard enabled.

Additional Features:
There are fifty-one Achievements in Final Fantasy XI, with very few obtained through simple gameplay. You’ll get one for finishing the game, sure, and for winning one, ten, and 100 Tetra Master matches, but you’ll be hard-pressed to defeat 10,000 enemies or reach level 99 without grinding endlessly. Similarly, while it is possible to view 79 ATEs in a single playthrough, if you miss even one you can’t go back and view it or tick it off on a second playthrough, same goes for buying every item from Stiltzkin the Moogle (I missed that he was in Bran Bal). While guiding the residents of Cleyra to safety, entering Trance fifty times, causing Moguo to have a tantrum, and having Vivi win the Festival of the Hunt are pretty easy, getting an encore from the nobles, catching ninety-nine frogs, and jumping rope 100 and 1000 times are more than a chore! Similarly, you’ll be playing Hot and Cold a lot to upgrade your Chocobo’s beak and uncover all the hidden treasures across Gaia, though you can obtain most of the Ultimate Weapons if you search around Memoria. Other Achievements are gained from delivering Moogle mail and repairing their Mognet, uncovering the secret of the Eidolon Wall by interacting with the images etched there, obtaining four Moonstones, capturing a golden frog, and trading thirteen rare cards to Queen Stella. If you defeat the Behemoth in the Treno weapon shop with Dagger, you’ll get an Achievement (something easier said than done even with the boosters on!), and you’ll get another for getting a Very Good Omen from the fortune feature in Dali, where you also earn a nifty model airship if you bring an NPC three coffees hidden throughout Gaia.

You’ll have to endure tedious side quests to reap the best rewards and challenge the bizarre Ozma.

Other Achievements are much more time consuming. You can’t acquire Zidane’s Ultimate Weapon unless you upgrade your Chocobo, which must also be done to find hidden treasure chests and reach Chocobo’s Air Garden. This is a hell of an ask and an aggravating task, but your reward is battling the spherical superboss Ozma, an existential cosmic being capable of fully regenerating itself and attacking before you do, decimating the party with powerful spells like LV5 Death, LV4 Holy, Doomsday, and Meteor. Ozma is also practically unreachable unless you befriend all the friendly monsters across Gaia (which also awards another Achievement). These randomly appear (accompanied by a whimsical jingle) asking for ore or diamonds or other items and allow you to attack Ozma unrestricted once appeased. The Ragtime Mouse also randomly appears throughout the overworld, challenging you answer his quiz to earn rewards and another Achievement. All the boosters in the world won’t help too much with these tedious tasks, and be careful what you activate as there are cheat boosters in the main menu that disable Achievements. If you fancy synthesising the best weapons and gear, search around in Memoria to find Hades, an optional superboss that likes to inflict numerous status ailments and reduce you to 1 HP with Judgment Sword but will synthesise the best gear upon defeat. Additionally, you can take on the Tetra Master tournament as often as you like (and challenge numerous NPCs) and pop along to the Trena auction house to win rare items, some of which are needed for Achievements. If you reach Memoria in under twelve hours, you’ll also acquire Steiner’s Ultimate Weapon, Excalibur II, and you’ll even be ranked on your treasure hunting abilities by a mysterious four-armed man. Finally, completing the game unlocks a movie gallery and an additional card game from the main menu, if you fancy checking those out.

The Summary:
I first played Final Fantasy XI on the PlayStation 3 back in the day after years of being a SEGA and Nintendo kid. The darker, more melancholy and futuristic nature of its two predecessors appealed to me a lot more so it was always jarring entering a medieval fantasy world, a trope that had been done to death even back then, but the sheer visual appeal and wacky nature of the game’s characters quickly won me over. I was excited to return to Gaia, especially with the helpful boosters this version offers, and the story and characters are just as appealing as ever. Everyone has such life and personality to them and, while the game is very goofy, there’s an emotional undercurrent through it and it gets pretty dark at times when castles are being destroyed and characters are questioning their origins and morality. While I wasn’t massively blown away by the game’s locations or music, few of which really stood out for me, the diverse cast and bizarre enemies made up for it, as did the bonkers existential narrative that the otherwise simple plot descends into by the end. Gameplay is solid throughout; battles are as easy to navigate as ever, with a few tweaks to the formula to harken back to the old Job system and make characters unique through their abilities. I was a bit disappointed by the Trance state as I missed the big Limit Break attacks of the past games, but they open up new attack options and the summons are as impressive as ever. While it can lag at times and the mini games can be frustrating and the ATEs a little distracting, I think the whole package comes together nicely to pay homage to the franchise’s rich history and deliver a suitable love letter to the games that made Final Fantasy a household name. It may not be as mainstream as Final Fantasy VII or as controversial as Final Fantasy VIII, and I’d agree that it’s unfairly forgotten or overshadowed by its more successful and appealing predecessors and successors, but Final Fantasy XI is everything you could want from an RPG. Strong story, fun and engaging characters, intricate battle system, and a fair amount of replay value if you’re willing to put the time into doing tedious tasks for high rewards.

My Rating:

Rating: 4 out of 5.

Great Stuff

Are you a fan of Final Fantasy IX? Were you pleased to see it return to the medieval roots of the series? Who was in your party in Final Fantasy IX and which character was your favourite? Were you surprised when Necron randomly appeared at the end? Did you ever find all the treasures and defeat Ozma? Whatever your thoughts on Final Fantasy IX, and the Final Fantasy series, drop a comment below and go check out my other Final Fantasy content.

Game Corner: Final Fantasy: Pixel Remaster (Xbox Series X)

Released: 26 September 2024
Originally Released: 18 December 1987
Developer: Square Enix / TOSE
Original Developer: Square
Also Available For: Android, Mobile, Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S (Pixel Remaster); EZweb, Game Boy Advance, i-mode, J2ME, MSX2, Nintendo 3DS, Nintendo Entertainment System (NES), PlayStation, PlayStation Portable (PSP), WonderSwan Color (Original / Ports)

The Background:
Midway through the 1980s, videogame developer Square first branched into the Japanese videogame industry with simplistic role-playing games (RPGs), racing titles, and platformers for the Nintendo Famicom. Cautious to risk their sales, they initially refused to allow Hironobu Sakaguchi to develop a more complex RPG, however the success of Dragon Warrior (Chunsoft, 1986) saw Square reconsider this decision. Accordingly, Sakaguchi put together a small team to develop what he saw as his last chance to achieve success in the industry. Though Sakaguchi was known as a hard taskmaster, his team worked hard to conceive of the game’s turn-based battle system and lore, inspired by Dungeons & Dragons, and advocating for as much player choice as possible. Yoshitaka Amano joined the project as the character designer while Nobuo Uematsu came on board as the composer, while Nasir Gebelli was brought in to code the game and design an additional sliding puzzle minigame. Against the odds, Final Fantasy proved a critical and commercial success and a game-changing entry in the RPG genre, despite its difficulty and laborious mechanics. This success launched a slew of sequels, spin-off titles, and multimedia ventures, turning Sakaguchi’s last-gasp at success into perhaps the most prolific RPG franchise in all of gaming. Over the years, Final Fantasy has been ported to multiple consoles, adding visual and gameplay upgrades to each new version, such as the quality of life tweaks, a “Bestiary”, and additional dungeons seen in the warmly received Game Boy Advance version that I first played. This rebuilt version of the game was originally exclusive to mobile platforms and Steam, before jumping to home consoles and, eventually, the Xbox series in late-2024. Although this Pixel Remaster removed some features from previous ports, it boasted a much-needed visual upgrade to the classic game and included some modern features to make the experience more accessible, resulting in a largely praised collection of RPG classics.

The Plot:
Upon arriving in the medieval fantasy land of Cornelia, four Warriors of Light are charged with rescuing Princess Sarah from the rogue Cornelian knight, Garland. However, their journey sees them embroiled in a paradoxical plot to upset the four elemental Crystals and spread chaos across the land using four mythical Fiends.

Gameplay and Power-Ups:
Final Fantasy: Pixel Remaster is a spruced-up overhaul of previous 16-bit remakes of the original Final Fantasy. Accordingly, the game is a traditional turn-based RPG title in which players explore a vast overworld and various dungeons from a top-down perspective and engage in regular, random battles while exploring outside towns. As soon as you start the game, you must form a team (or “party”) of four characters, picking from six different character classes (also commonly referred to as “Jobs”). Each has different strengths and weaknesses and can be equipped with different gear, and each class is later upgraded after you acquire a specific key item and talk to the legendary king of dragons, Bahamut, which allows even a Warrior to cast magic. Due to sticking closely to the original NES version, Final Fantasy: Pixel Remaster’s actions are relatively simple, with you using A to talk to non-playable characters (NPCs), open treasure chests, enter your Airship, and to select commands from the various menus. B backs out of these menus and cancels your last order, while “Start” pauses the game. Y brings up a full screen map, which clearly shows towns and things of interest and is a godsend since this was missing in previous versions. A mini map also appears onscreen, which you can toggle with the Right Trigger. X opens the main menu, where you can tinker with either the party or the in-game settings. You can rearrange the order of your party (which changes the overworld sprite), though you won’t be placing characters in front or behind to increase or reduce damage. You can also use various items both in and out of battle, equip various gear (weapons, shields, and clothing, for example), and review or use any spells you’ve acquired from the various magic shops found in each town. When in battle, you can choose to attack, cast magic (which can only be done so many times), use items, or flee. You can still be attacked when fleeing, and you’ll forfeit any experience points (EXP) and Gil (the currency of Final Fantasy) you would’ve earned from a victory. Finally, you can enable the “Auto-Battle” option to have the CPU repeat your last inputs and speed up encounters.

Gear up your party of chosen warriors and prepare for an arduous, fantastical quest.

Battles were frequent in the original Final Fantasy, with anywhere from one to nine enemies randomly attacking after one step or more. These are a bit less annoying in the Pixel Remaster, however, and you can even toggle them off from the “Boost” menu. I’d recommend battling every enemy you encounter, not just to stock up on Gil and randomly dropped items, but also to gain EXP and level-up your party up to stand a better chance against later battles and bosses. The “Boost” menu also allows you to increase the Gil and EXP you receive, meaning you can level-up your characters and increase their stats even faster. This ups their attack power, evasion, and maximum health points (HP), enabling them to take more hits before being knocked out or more easily flee. Each class utilises different weapons and gear and has pros and cons. The Warrior, for example, can wield powerful swords and block damage with shields, but their magic is limited. The Thief attacks with high accuracy, but their gear selection is poor; the Monk can easily flee but cannot use shields and fights best bare-handed. The White and Black Mages specialise in healing and offensive magic, respectively, with the Red Mage being the jack of all trades and probably your best bet for overall coverage. Although you cannot summon powerful monsters to aid you in battle or utilise class-specific moves like stealing items or learning enemy attacks, you can use certain gear in battle to cast magic without cost. You can cast elemental magic against enemies, such as Fire, Blizzard, and Thunder, or restorative spells on your party to cure status effects like Poison or Stone and even return them to life. Magic is a bit weird in this game, with you having to buy it for extortionate prices and characters only able to learn select spells according to different “magic levels”. Better, more useful spells like Flare, Holy, and Warp can all be learned as you progress, allowing you to deal or heal additional damage, escape from dungeons, and up your attack or evasiveness, among other buffs. While some status ailments (like Darkness and Paralysis) disappear after battle, others (Poison and Stone, for example) can only by cured using magic or items; even resting at an inn won’t remove these effects, which can be aggravating.

Some dungeons have hazards to watch out for and you’ll soar through the sky in an Airship.

On the plus side, the Pixel Remaster utilises both autosaves, quick saves, and a manual save anywhere outside of a battle screen, you can find loads of treasure in each area, and you can always backtrack to cheaper inns if you’re low on Gil. Still, Final Fantasy: Pixel Remaster certainly doesn’t hold your hand. While things are pretty linear at the start, you’ll soon be left wandering the overworld with little direction on where to go and what to do. NPCs offer hints and inform you of their current troubles, but it’s mostly up to you to figure out where to go next. It’s not uncommon to stumble upon caves and blocked paths, or NPCs who require items but won’t tell you where to find them. It’s equally easy to miss crucial pick-ups or interactable elements in some dungeons, such as the Cavern of Earth, where you must return with the Earth Staff to proceed further. Most dungeons are simply mazes of tight corridors and stairs, though teleports pop up in the Flying Fortress. Some dungeons contain cracked floor tiles that drop you to lower areas, lava or spiked floors that sap your health, a maze of doors that turn you around, and even areas where random encounters are increased! Unless you battle one of the main bosses, you can’t exit a dungeon until you purchase the Warp spell, so it pays to have a good stock of healing items and to watch your resources so you can stay alive long enough to leave the more labyrinthine areas. You’ll need key items like the nitro powder, oxyale, and the magic key to unlock new areas or progress further and it’s recommended that you spend time grinding as the difficulty can spike at times, especially in the endgame. While you wander about on foot most of the time (and should therefore enable the “run” option in the settings), you soon acquire a pirate ship to cross the sea, a rowboat to travel through shallow streams, and eventually an Airship to fly over the map with no fear of random encounters (though limited places to land).

Presentation:
Final Fantasy has been completely overhauled here, ditching the indistinct and outdated 8-bit graphics and adding an additional graphical flair to the 16-bit paint job seen in the Dawn of Souls (Square Enix/TOSE, 2004) version I first played. This not only brings Final Fantasy more in line with the standard set by Final Fantasy VI (Square, 1994) but also adds some visual effects to compliment the sprite work, such as fog, rushing water, twinkling snow, and more theatrical spells in battle. This also means that sprites are far more detailed and lively, towns and dungeons pop with colour and little details, and a touch of Mode 7 brings an additional gravitas to your flights around the overworld. The graphical overhaul extends to the game’s cutscenes, which introduce the basic story and show new areas unlocking or being altered by your actions. This is all bolstered by a remix of Nobuo Uematsu’s timeless score, which gives each area a distinct identity and makes boss battles more dramatic. However, as slick and detailed as the game looks, there are still some holdovers from the 8-bit days. Sprites constantly run in place, for example, and, though each character in your party can be named, they’ll never speak during the game. Still, your party exudes a decent amount of character at times, splitting out from your lead character during key events, celebrating victories, slumping in defeat, and even keeling over when afflicting with status ailments. Character sprites change when you upgrade their classes (or press the shoulder triggers) to keep things visually interesting and they’ll even whip out different gear when you equip new weapons, which was a nice touch. Battle animations are limited, with basic attacks never connecting with either party, but magic effects are very impressive, with flames bursting from the ground, tidal waves sweeping your party away, and bolts of lightning raining down. There are some nice visual effects are times, too, such as clouds passing by beneath the Flying Fortress, bosses disintegrating upon defeat, harmless bats flittering about in caves, and the Airship and Mirage Tower making their grand entrances.

The graphical overhaul brings a whole new lease of life to this classic RPG title.

Final Fantasy: Pixel Remaster has both feet firmly planted in a medieval fantasy setting. Accordingly, you’ll visit numerous towns in the shadow of large, stone castles and populated by colourful NPCs, from dwarves, to dragons, to mermaids. Some even speak with regional accents not unlike Scottish or Irish, which was a welcome detail, and others change their dialogue after you’ve liberated their towns or defeated whatever evil threatens them. Each town is very distinct, though they share common elements such as stone paths, rural brick buildings, wells, churches, and churchyards. Castle Corneria is an ornate abode of marble statues and beautiful carpets, Pravotia is a town criss-crossed by moats and under siege by Bikke’s pirates, Mount Duergar is a dwarf mine where blacksmiths toil, and Melmond is a town in ruins thanks to a local vampire. While caves and dungeons are primarily differentiated by colour palettes and different layouts, some stood out, such as the volcanic Mount Gulg, the trepidatious Cavern of Ice, and the pyramid-like Mirage Tower. Depending on where you are, the battle backgrounds also change, ranging from a swamp-like marsh to a dark cavern to a cosmic barrage of colours by the end. In-game cutscenes shine with their use of sprite-based assets, such as the king’s men hastily constructing a bridge to speed you on your quest and Bahamut majestically spreading his wings before upgrading your classes, with the game’s ending providing a sneak peek at the peace your actions have brought each location. The game performs exceptionally well, with battles loading and progressing with a slickness the NES could only dream of, though the game can still be tedious due to the constant grinding to survive its progressively more powerful enemies. The methodical nature of its genre means you may get frustrated by the barrage of battles, even with the boosts and Auto-Battle enabled, though things are far less aggravating than in previous versions thanks to the autosaving allowing for quick reloads.

Enemies and Bosses:
There are loads of fantastical, monstrous, and aggravating enemies to contend with in Final Fantasy, with many being recycled as palette swaps but augmented by greater attack power, magic, or coming in larger groups. Various goblins, snakes, tarantulas, and sharks are commonplace enemies, for example, alongside more recognisable enemies such as the Sahagin lizardmen, who naturally make their debut here. Golems, crocodiles, hydras, various dragons, and undead enemies like mummies, vampires, and ghouls all crop up alongside giant worms, bizarre cycloptic creatures, wolves, tigers, and ogres. For the most part, these enemies are relatively unspectacular, lashing out with simple melee attacks and going down in just a few hits. Others, like zombies, Chimera, and the techno-organic Soldiers, both resist and are immune to certain elemental magic. Undead enemies, for example, are particularly weak to Dia spells, the different Elemental enemies will be weak to their corresponding element, and many drop items or gear upon defeat. While enemies can flee from battle, which is to your benefit, some will automatically regenerate health as the battle goes on and many eventually cast magic of their own. While this means they can blast you with Fire or strike you with Icestorm, it’s the status ailments that’ll give you the most trouble. Enemies can “slow” you, paralyse you to keep you from attacking, whittle away your health in and out of battle with poison, and halve your accuracy by inflicting Darkness. Your party can also be subdued by being put to sleep or turned to stone, or even knocked out with one hit if Death is evoked. Luckily, you can equip gear that’ll nullify many of these status effects, and use items and magic to cure them, but they can significantly impact battles even when you’re at a high level, especially when confronted by a swarm of enemies.

While things start simple with an errant knight, you’re soon battling mythological beasts!

While many treasure chests are guarded by specific encounters with the likes of Evil Eyes, Dragon Zombies, and Piscodemons, these are merely tougher enemy variants and don’t really classify as bosses. Your first test comes at the Chaos Shrine when you confront Garland, an armour-clad knight who certainly looks and talks tough and has no elemental weaknesses but is easily put down if you grind to about level twenty since he relies solely on melee attacks. After wiping the floor with Bikke’s pirates and securing a boat, you’ll cross the sea to Elfheim and investigate the Western Keep, tangling with Piscodemons and rescuing the elf-king…who turns out to be the Dark Elf monarch Astos. Like Garland, Astos has no elemental weaknesses but boasts a greater health pool and debilitating spells like Slowra, Dark, and the ever-aggravating Death. You’ll fight many variants of the Vampire boss as regular enemies after encountering him in the Cavern of Earth. Luckily, he’s weak to Fire magic and, naturally, Dia, which can make short work of him and nullify his paralysing Gaze attack. Your primary goal in Final Fantasy is slaying the Four Fiends and restoring the four elemental Crystals, and these mythical creatures represent some of the game’s most impressive and detailed sprites (even if they are mostly static). The Grim Reaper-like Lich is up first, attacking with Fira, Blizzara, and Thundara as well as paralysing you with Hold and putting your entire party to sleep. Weak to Fire, Ice, and Dia magic, Lich is the toughest enemy of the early game but is easily overcome within a few turns if you’ve optimised your equipment, levelled-up, and have the appropriate magic. Marilith is tougher still, resisting or having no discernible elemental weaknesses, roasting you with Fira and handicapping you with Darkness. This was the first real challenge I faced, but a fun one as I was at a high level and could withstand Marilith’s high attack power.

As tough as Chaos is, the game’s optional superbosses will absolutely decimate the unprepared!

Minotaurs, armoured turtles, and oriental-style monsters pepper the convoluted path to Kraken, a Cthulu-like monarch who inflicts Darkness with Ink and decimates your party with Thundara, though it’s naturally weak to Thunder attacks. The final Fiend, Tiamat, is the most horrific; a multi-headed dragon who can poison and chill the entire party with Poison Gas and Blizzard. With a high health pool and no elemental weaknesses, Tiamat can be quite the hurdle for an unprepared or under levelled party. The Four Fiends are fought again, attacking in specific spots as you explore the Chaos Shrine 2,000 years in the past. The battles are mostly the same, bar some new moves to their arsenals, though you should be a lot tougher by this point. They serve as the perfect appetiser to the game’s final boss, who turns out to be Garland, having ensured his survival with a time loop and transformed himself into the demonic Chaos! Chaos is, without a doubt, the toughest of the regular bosses, boasting a whopping 20,000 HP and no discernible weaknesses. Chaos sports some devastating attacks that can wipe out your party with ease, such as a unique version of Flare, a powerful tsunami and cyclone, and the one-hit KO Earthquake, alongside incredibly powerful elemental magic. Your best bet is to get your levels high, equip Ribbons (since Protect Rings won’t help against Earthquake), and cast Haste, Invisira, and Curaga as soon as possible. Holy and Flare are your best bet here, but it’s a gruelling battle, one only surpassed by the death machine, Warmech, a superboss that may surprise you when you approach Tiamat. Unfortunately, this version of the game removes the additional dungeons and optional superbosses from the Dawn of Souls version, meaning you’ll need to shell out a fair bit of money if you want to tackle returning faces like Gilgamesh, Deathgaze, and Shinryu, as well as an even tougher variant of Warmech, Omega, and even the ever-ridiculous Phantom Train!

Additional Features:
There are twenty-three Achievements to earn in this version of Final Fantasy, with six earned from completing story-based objectives like rescuing Princess Sarah and restoring the Crystals, and three more for defeating 100, 300, and 500 enemies. You’ll get additional Achievements for getting your whole party to level 50, obtaining up to 100,000 Gil, playing the hidden slide puzzle game, and finding some and then all of the game’s treasure. There’s loads of treasure to be found in Final Fantasy: Pixel Remaster (more than you can ever carry!), and most of it is guarded by tougher enemies or hidden away in optional rooms and alternative routes in dungeons. If you’re frugal or activate the Gil multiplier boost, like me, you can easily amass enough Gil to buy new gear and spells, but you’ll eventually amass more Gil than you can carry and won’t have to worry about keeping your items fully stocked. You must search around, pay attention, or use a guide to get the best rewards, such as Excalibur and Masamune, the two most powerful swords, though getting the best spells is simply a question of cash and properly thinking about what your characters are capable of learning. Like previous re-releases of Final Fantasy, the Pixel Remaster includes a “Bestiary”, which fills as you encounter new enemies and bosses, cluing you in on their strengths, weaknesses, and the rewards they drop. Unfortunately, defeating the Four Fiends no longer unlocks the four additional areas from the Dawn of Souls remake, so you won’t get to test your mettle against those optional superbosses, though you can still go seek out the elusive Warmech if you want an extra challenge.

The Summary:
I’ve only played a few Final Fantasy titles, so I’ll be the first to admit that I was wary about tackling Final Fantasy: Pixel Remaster, primarily because of the time and energy required to play it. However, I enjoyed my time with the Dawn of Souls version and this version of the game has some benefits over even that version, such the boost features that increase the Gil and EXP you earn and the Auto-Battle mode, which really benefitted my playthrough. It also helped to be able to save at any time and to be frugal with my Gil and spending, and to spend some time between dungeons levelling-up so I was prepared for future challenges. It helps that the game looks awesome; the constantly walking sprites were distracting but, otherwise, Final Fantasy greatly benefits from the graphical tweaks and improvements. This includes adding a visual flair to enhance the redrawn sprites and making battles even more spectacular with some truly impressive sprite art. The story is paper thin for the most part and the main characters largely lifeless, but the world is brought to life through the varied locations and lively NPCs, who are all different races and offer something different to the player. I enjoyed the twist at the end that Garland was creating a self-sustaining paradox and the challenge offered by the Four Fiends, though the difficulty curve was very much like a rollercoaster at times, with some debilitating attacks making even regular enemies an uphill battle if you get unlucky. It would’ve been nice to see a bit more direction about where I needed to go and what I needed to do at times, perhaps by having the priest at the various churches pointing you in the right direction, but it was fun exploring and figuring things out (and online guides are always available). In the end, while it’s obviously dated and lacks many of the more enjoyable features of its previous ports, this much-needed overhaul of Final Fantasy was a lot of fun to play through and I was glad to revisit the game it and see how many of the franchise’s recurring elements got their start, even if it’s obviously been far surpassed.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever played the Pixel Remaster of Final Fantasy? What did you think to the new additions and were you able to figure out the Magic Level system? Which character classes made up your party? What did you think to the difficulty curve and the final battle against Chaos? Did you ever defeat Warmech and complete the Bestiary? Which Final Fantasy game is your favourite? Whatever your thoughts and memories of Final Fantasy, drop a comment below, support me on Ko-Fi, and check out my other Final Fantasy content.

Game Corner: Crisis Core: Final Fantasy VII Reunion (Xbox Series X)

Released: 13 December 2022
Originally Released: 13 September 2007
Developer: Tose
Original Developer: Square Enix
Also Available For: Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S (Reunion); PlayStation Portable (Original)

The Background:
You’ve heard of Final Fantasy VII (Square, 1997), right? Of course you have! The game won numerous awards and sold over ten million copies on the PlayStation alone! But the story of Final Fantasy VII doesn’t end there. Seeking to expand their scope beyond just the gaming world, Square Enix announced Compilation of Final Fantasy VII in 2003, a multimedia venture that included the fantastic computer-generated movie Final Fantasy VII: Advent Children (Nomura, 2005) and numerous spin-off titles that expanded the lore and world of Final Fantasy VII. Crisis Core, a prequel story initially exclusive to the divisive PlayStation Portable, was one such title. Director Hajime Tabata wished to exceed fan expectations with the game, which focused on the younger days of popular characters Zack Fair and Sephiroth and built upon story elements that had been laid out for both by Tetsuya Nomura. Envisioned as an action game first and foremost, the team incorporated role-playing elements to craft something of a hybrid and emphasised an element of luck to the combat through the Digital Mind Wave (DMW) system. Upon release, Crisis Core was met with generally positive reviews; while the combat was praised, critics were divided on the DMW system but praised the game’s narrative and graphics. About fifteen years later, to commemorate Final Fantasy VII’s 25th anniversary, Square Enix developed a remake for then-modern consoles alongside Tose, one that completely overhauled the graphics, soundtrack, and voice acting. Although the story remained the same, the game was tweaked to closely align with the much-anticipated Final Fantasy VII remake project. Producer Mariko Sato advocated for numerous improvements to the original game, such as reducing combat interruptions, adjusting the magic speed, and including a “Hard” mode for returning players. Like the original game, Crisis Core Reunion was largely praised; while critics were divided regarding the characterisations and the DMW system, the improved gameplay was praised and it was one of eleven recipients of an “Award for Excellence” at the 2023 Japan Game Awards.

The Plot:
Before Final Fantasy VII, Zack Fair of the paramilitary organisation SOLDIER is assigned to find his mentor, Angeal Hewley, and fellow SOLDIER Genesis Rhapsodos and discovers a revelation that sets him against the malevolent schemes of his former masters.

Gameplay and Power-Ups:
Crisis Core: Final Fantasy VII Reunion is a HD reimagining of the original action/role-playing PSP title. Unlike the original Final Fantasy VII (and most of the Final Fantasy games I’ve played to this point), it’s less of a turn-based RPG and more of a mission-based, action-orientated title in which players control one character (Zack) rather than a party of diverse fighters. Zack is free to roam around various 3D locations (with many being recreations of environments seen in Final Fantasy VII) and automatically engages in random battles when exploring. When in a conflict situation, Zack can attack with X; successive presses of X unleash combination attacks (with some dealing additional damage from “critical hits”), and you can target enemies by pressing in the right stick and switch to different targets by pressing the Left Bumper and the right stick. A lets you dodge incoming attacks, the Right Bumper puts up a guard to reduce damage, and you can flee from most battles by running against the edge of the barrier that pops up in each combat scenario. You use the Left and Right Triggers to cycle through your available items and use them with B, restoring health points (HP), magic points (MP), and providing certain buffs to Zack or debuffs to enemies. The Left Bumper brings up the Materia command window; eventually, you equip different Materia to the four face buttons and RB and RT, allowing you to perform elemental magic attacks, healing spells, reduce damage, apply buffs, eliminate status effects, and more if you have enough MP. Outside of battle, you can dash with RT and hold it to run (a toggle option would’ve been nice), talk to non-playable characters (NPCs), and bring up the map with X. While there’s no mini map (which also would’ve helped), you can toggle on destination markers to help guide you to your objectives from the settings menu, and set the in-game language and toggle the camera tracking.

Equip Materia to boost your attacks and use the DMW to unleash Limit Breaks and Summons.

The game’s big unique feature is the DMW system, a slot-based game of chance that automatically plays in every battle and seems to spin faster and build up the more you attack. Each spin consumes Soldier Points (SP), which are gained from winning battles and fusing Materia, and the strength of each DMW image increases as the game progresses. The game says they’re made stronger by Zack’s emotional tie to the characters represented, but your DMW avatars actually level-up in battle just like him. When three of the same images appear in the slots, press Y to perform a Limit Break or press in both analogue sticks to unleash a powerful Summon. These super powerful attacks, often accompanied by an annoying cutscene that’s thankfully skippable, can lay waste to entire foes, completely heal you and bestow buffs, level-up your Materia, and more. Additionally, during combat, you are often granted limited buffs, such as temporary invincibility or infinite MP or Ability Points (AP, consumed when you dodge, block or use Command Materia like Assault Twister or the elemental blade attacks), which is super useful in a tight pinch. Like other Final Fantasy games, you must be mindful of status effects and elemental attacks; enemies can cast Silence to negate your MP or stun you, and some are weak to certain elemental attacks and resist to others so it’s worth exploiting these weaknesses. Although the game autosaves at various points and gives you the option of retrying a battle upon defeat, there are numerous manual save points in each location. These refill your HP, MP, and AP and offer a selection of Missions to play through alongside the main story. Indeed, while you can level-up and get stronger playing the story, the best way to grind, gain new items and Materia, and improve your combat prowess is through these missions. They all have a level grade so you can judge how difficult they are and are usually quite short, consisting of a handful of battles, though others throw you against seemingly endless waves of enemies, or have you rematching bosses or defeating Summons to add them to the DMW.

Different equipment, Materia, and battling will bestow buffs and additional items.

Although you don’t acquire new weapons or equip armour, Zack does eventually inherit the iconic Buster Sword. Once you have this, you can hit X and A to enter a “Battle Stance”, increasing your attack power and chances for critical hits, and your proficiency increases as you defeat enemies in this stance. Additionally, after Zack is promoted to SOLDIER 1st Class, you gain extra items and buffs (including refilling your gauges) if you win battles in certain ways (with magic attacks, Summons, or without taking damage, for example). You can customise Zack from the main menu, setting up five equipment presets for your convenience, fusing and selling Materia, and eventually purchasing items from various shops. You’ll do this with the Gil you obtain from battle, though I honestly never bought anything as the game is extremely generous with items (which I also rarely used) and restoring your gauges. Materia is fused together to become stronger, and is also be “mastered” over time, increasing its MP cost and its power. This menu also allows you to review the mail and tutorials characters send you, review your DMW progress, and equip various accessories to Zack. These provide passive buffs, such as increasing his stats, providing resistance to elemental attacks and status effects, and more. Items and Materia are also acquired from various treasure chests lying around, completing missions for NPCs, and as required by the story. There’s a part, for example, where Zack searches for various junk to build a flower cart (and impress) Aerith Gainsborough. Other times, you’re climbing ladders, searching for keys to open doors, defeating enemies for different keys, searching for clues to find a pickpocket, activating consoles and turning wheels to open pathways, and searching for additional lore or helpful pickups.

Aggravating mini games and gimmicks compound the strange difficulty curve.

There are numerous mini games and gameplay gimmicks to break up the action, though they’re a bit hit and miss in their execution (despite awarding additional Achievements). Hidden pathways in Wutai lead to enemy troops that must be defeated to impress SOLDIER Director Lazard Deusericus and you can also choose to charge at enemies or take a stealthier approach in this section. Professor Hojo tests your skills in battle and a frustrating squatting challenge, Banora village hides numerous glowing spots that must be interacted with under a time limit, and then the village must be defended from a missile attack using carefully timed strikes. NPCs need rescuing from Shinra headquarters, spies are in Midgar, a Slums vendor challenges you to quickly grab his Materia, perfume can be blended to impress Aerith, and Junon’s perimeter must be defended from incoming enemies. Many side missions are contested under a time limit, which can be a bit stressful, but easily the most aggravating mission with Zack’s infiltration of the Modeoheim Mako Reactor. While you can simply storm in, you get an Achievement for staying out of sight, which is tricky as the guards spot you the moment you pop out from cover and you must rapidly tap Y to keep your body temperature up. There are seven wonders to find in Nibelheim, a mother trapped in a burning building, and keyholes to look through in the Shinra Manor to discover a random safe code. There’s number guessing game to play, fan clubs to join, and an annoying sniper mission where you pick off Shinra forces with an upgradable rifle. While it’s easy to retry the Modeoheim mission thanks to a nearby save point, this sniper mission doesn’t have that so you need to be fast and accurate to get that Achievement. Finally, in the end game, you’ll be battling monstrous monsters from the Lifestream to collect the Goddess Materia and running around a prison, unlocking cages and taking secret tunnels. The game has two difficulty settings, “Normal” and “Hard”. I played on “Normal” and found the difficulty oddly unbalanced. Some bosses were a complete joke, and then other times I’d be one-shotted by a damn Pachyornis! Most enemies are cut down in no time at all, making combat even more tedious and creating a bit of an uphill battle when you randomly face troublesome enemies who’ll decimate you if you don’t break their Boss Ability Gauge.

Presentation:
I briefly played Crisis Core on the PSP many years ago and was mildly impressed with its PlayStation 2-quality graphics on the handheld. Things were a bit clunky and restrictive, particularly Zack’s movement and the mission-based structure of the game, but it seemed decent enough, especially the high quality FMVs. All these visuals have been upgraded here to match the presentation of Final Fantasy VII Remake (Square Enix Business Division 1, 2020). This includes an all-new soundtrack, which features remixes of classic Final Fantasy VII themes to match each location and an awesome new rendition of “One-Winged Angel”, “Vengeance on the World”, and similar rocking riffs like “Black Wing Unfurled”. Zack is given so much more personality here than in his brief, skewed appearances in Final Fantasy VII; we track his entire journey from an enthusiastic protégé to a hero in his own right and watch as he forms relationships with Aerith, Tseng, Cissnei, and his perceptions of Angeal and Sephiroth change as the narrative progresses. There’s little distinction between the FMVs and in-game graphics, though there are few opportunities for Zack’s personality to stand out in battle beyond his quips and voice clips since battles don’t end with a victory pose. Still, battle animations and explosive and varied; the Limit Breaks and Summons, especially, impress, though it can be annoying when the DMW memories interrupt the combat flow. Zack’s character model also changes as the game progresses; he gets a new uniform, takes up Angeal’s Buster Sword, and gains his trademark scar throughout the story, though it’s a shame you can’t alter his appearance further with armour or accessories. The game also includes fun cameos from familiar faces like Yuffie Kisaragi, Vincent Valentine, Cait Sith, Reno, and Rude alongside allusions to Cid Highwind and Red XIII/Nanaki and fully exploring Zack’s friendship with Cloud Strife.

Key Final Fantasy VII locations, characters, and moments are lovingly recreated in impressive detail.

The game’s locations will be immediately familiar to anyone who’s played Final Fantasy VII. Memorable towns like Midgar, Sector 7, and Junon all appear in their steampunk glory, with Zack even naming Seventh Heaven, battling on the highway outside Midgar, and taking the fight to the Wutai. You’ll spend a lot of time exploring Shinra headquarters (home to Hojo’s laboratory, a Materia processing room, and a museum to the company’s achievements) and the bustling town of Midgar, with its iconic train station and desolate Slums, complete with market, playground, and Aerith’s church. You’ll travel to Nibelheim and explore the small town and its peaceful inhabitants, the spooky Shinra Manor and the hideous secrets hidden within, and the looming Mako Reactor that houses Jenova, and then bask in the horror when Sephiroth discovers his true origins and burns the town to the ground! In the endgame, you’ll return to Banora, once Angeal’s peaceful hometown now corrupted by the emerging Lifestream, and descend into the ethereal caverns beneath it where slumbering giants and monstrous enemies await. When tackling missions, you’ll battle in the desert, at the Chocobo Farm, and in steampunk locales that bring the ambitious pre-rendered backgrounds of Final Fantasy VII to life. Things are, however, a bit restricted; you’ll revisit the same caves and enclosed areas again and again, there are few houses to enter, and locations can be surprisingly barren. Handfuls of enemies are encountered at once, with battles against bigger waves restricted to loading each group, and the mission-based structure of the combat betrays the game’s handheld routes. Having said that, though, there’s an emotionally poignant finale where players can control Zack’s last stand against Shinra’s inexhaustible forces, even battling while severely injured and near death.

Enemies and Bosses:
Numerous enemies will dog your progress in Crisis Core Reunion, many of which are returning monsters from Final Fantasy VII. Zack battles various human soldiers, such as Wutai’s forces and even Shinra solders by the end game, each armed with lances, assault rifles, and grenades. More formidable variants also exist, wielding dual blades, casting elemental or restorative spells, and carrying larger weapons, like Wutai’s Crescent Unit. Perhaps the most notable humanoid enemies are the various “G” foes, imperfect and often monstrous copies of main antagonist Genesis who sport their own wings, more powerful magic, and even wield scythes or gunblades. Most of these can be put down without much issue, or by exploiting elemental weaknesses, but the numbers can be overwhelming if you don’t have the right Materia setup or are under-leveled. Naturally, various wild animals and creatures also roam the streets and wilderness of this world. Many have different names and appearances and abilities depending on the region and how far into the game you are. Bat-like Evil Eyes, demonic winged Evilgoyle, and ludicrous Hedgehog Pie are commonplace, as are elemental Bombs, spooky Jack o’ Lanterns, and insectile enemies like the annoying Killer Bees, various worms and beetles, and the lizard-like Sahagin. More bizarre foes like the egg-like Grangalan and spear-beaked Raijincho co-exist with more grotesque creatures, like the demonic Foulanders, strangely deformed Killer Stingers, and hefty Iron Claws. These are joined by mechs and robotic enemies, from disposable pawns like the Bee Saucers and Metal Saucers to more formidable, heavily armed constructs like the various Machines (which come in flying, drill, “death”, and missile variants, among others). While most enemies have an elemental weakness and some cast offensive and healing spells, many are simply there to be cut down by your attacks, meaning it’s easy to underestimate the Machines and G-variant enemies, which can almost act as mini bosses at times and, in some cases, can even be tougher than the likes of Sephiroth!

There’s a strange imbalance in the difficulty of some bosses.

Each of the game’s ten chapters but one (Chapter 7) culminates in a boss fight against at least one enemy, though some are variations of others or have multiple phases. Zack’s first test is against the monstrous Behemoth, a dog-like demon that attacks with a tail and claw swipes and serves as a tutorial for the game’s DMW system. Other variations of this creature appear later in the game, with the Behemoth King proving a steep penultimate challenge that I found more troublesome than the final boss thanks to it casting Regen on itself, having no specific weaknesses, and tanking my hits. Your mission in Wutai culminates in a battle against the duo of Vajradhara Wu and Vajradhara Tai, variants of which also crop up in subsequent missions and who are more deadly when teamed up thanks to their Limit Break, large health pool, and devastating physical attacks. After besting them, you’ll test your skills against the fire demon Ifrit, the first of many Summons who must be defeated to add them to your DMW. Ifrit sports formidable fire-based magic and attacks and you’ll need projectile magic to attack him from afar, but he’s weak to ice attacks like Blizzard. Chapter 2 sees you battling the mechanical Guard Spider, while Chapter 6 sees this improved to the more familiar Guard Scorpion. Both attack with cannons, stomps, and a hail of bullets but the latter mech also sports an EM Field attack that must be avoided. Chapter 2 ends with a battle against the dragon king, Bahamut, who can be annoying with his slam attack and Thunder Strike. In Chapter 4, you’ll battle the larger and more impressive Bahamut Fury, though I found this fight far easier as Bahamut Fury spent a lot of time just standing (or floating) around doing nothing and I easily kept it from attacking with Exaflare despite it having no elemental weaknesses.

Despite their emotional and historical significance, Angeal and Sephiroth are a bit of a let down.

Things continued to be largely manageable in Chapter 3. Here, you fight the G Eraser copy of Genesis, which is noticeably nimbler and more versatile than the three Machines that guard the chapter’s end, which are bested by bringing along thunder, fire, and ice-based Materia. The same is true for the Support Machines and the General’s Tank in Chapter 6. The drama ramps up when Angeal undergoes a horrific transformation, merging with his monstrous copies to form a centaur-like abomination not unlike Ultima Weapon. Angeal Penance is best attacked from behind since its lance has good reach. It can also magically boost its defence, charge, and unleash a bunch of physical and elemental attacks. However, despite its imposing size, this fight was pretty easy; Zack’s very emotional during it so the DMW is often in your favour, meaning this boss is all bark and no bite. Shinra scientist Hollander undergoes a similar transformation after being corrupted by Genesis’s cells. Constantly healing himself, Hollander distracts you with Land Worms and takes away chunks of HP with his Dimension Missile attack or poisons you with his breath. Being a Final Fantasy VII game, you naturally battle Sephiroth as well, most notably after he goes insane in Nibelheim. This is a two-phase battle, with the first seeing Sephiroth attacking with his impossible long sword, teleporting, and unlashing Heartless Angel and his trademark Octaslash. Sephiroth almost always has his guard up, negating many of your attacks, so just dodge, heal, and wait for an opening. Sephiroth spawns four elemental crystals that restore his health and bolster his attacks with fire, thunder, and blizzard spells. These must be destroyed using the opposing element (Fire against Blizzard, for example), and you might want to cast Dispel to remove his buffs. Though challenging, he’s actually easier than some other, less notable bosses and enemies. Once you’ve depleted his health, you then attack him on a narrow walkway. It’s game over if he pushes you back, so  focus on staying alive and pummelling him with everything you have until he takes his dramatic drop into the Lifestream.

Although a formidable combatant, Genesis is sadly lacking compared to other, lesser bosses.

Edgelord antagonist Genesis, a fan of poetry and the flamboyant, is encountered and fought multiple times throughout the story. You first battle him in Chapter 5, prior to the fight with Angeal Penance, and many of the G-variant battles are tests for your one-on-one encounters with Genesis. In the first encounter, Genesis casts Regen on himself and magically increases his defence; he’s fast and tricky, attacking and Cursing you with Black Flurry and draining your MP with Osmose. Yet, I found this battle surprisingly easy; you can negate Genesis’ status effects with magics and items and simply batter him until he flees. In the finale, Genesis summons a gigantic, grotesque creature to fight on his behalf; Genesis Avatar cannot be harmed by physical attacks as it’s out of reach, so you’ll need projectile Materia like Thundaga or Ultima to chip away at it. You also need to keep your distance from his giant sword; it’ll create a shockwave when it hits and spawn G Shadow variants to distract you from attacking the Materia in the hilt. Similar to Bahamut Fury, though, this battle was a joke, especially compared to the Behemoth King and even the G Regicide that preceded it. Simply cast Wall, keep your distance when it unleashes Purgatorial Wave, keep your HP up, and attack the Materia until its defeated. After that, you’ll go toe-to-toe with Genesis once more. Again, he’s fast and can land combos on you. He can cast Apocalypse for big damage and stun-lock you with the Black Feather barrage, but he’s a ridiculously anti-climatic final boss and easily put down despite his agility, making for a dissatisfying final bout.

Additional Features:
Crisis Core Reunion boasts fifty-one Achievements to earn, with one popping after completing every chapter. You’ll also get Achievements for completing some, and all, of the Missions, winning your first battle, dealing 99,999 damage, obtaining and levelling-up all DMW images, unlocking every shop, and receiving mail from everyone possible. As mentioned, every chapter features a mini game or gameplay gimmick that is tied to the Achievements; it’s worthwhile creating a backup save file as you won’t be able to retry if you miss them, fail them, or progress past that chapter. Other Achievements come from collecting equipment, fusing Materia, clearing the “Hard” difficulty, and defeating the powerful superboss Minerva, something you can only do after unlocking and clearing every previous Mission. Missions are unlocked through story progression and talking with NPCs, so be sure to talk to everyone you see. Their difficulty ranges and some are extremely tedious, forcing you to defeat up to 1000 enemies in a row or battle previous bosses and Summons, but you’re rewarded with better Materia and items and such. After you beat the game, you’ll create a clear save file and can start “New Game+”. This carries over your current level, SP, Gil, play time, items, Materia, equipment, DMW progress, Buster Sword proficiency, and mail but not the Missions you’ve completed. You also still need to unlock a lot of this stuff again, such as the additional Materia slots, shops, and Buster Sword, but I imagine it makes a second playthrough – even on “Hard” mode – much easier. Other than that, there’s not much else here; no new costumes or skins, no chapter select, and no gallery or movie theatre, which is a bit of a shame.

The Summary:
As I mentioned, I played Crisis Core: Final Fantasy VII years ago when I first got a PSP. I didn’t get very far, though, mainly because I had a bunch of PSP games to play at the time and was a little put off by the strict mission-based structure of the game. Having finally played through this Reunion version, I can say that this structure is somewhat hampered at times and a little too quaint for a main console release, but it’s not as bad as I first thought. It is tedious having to go into the Mission menu and tackle each one in turn, but it was a fun way to level-up between the main story and combat was usually simple enough that they only took a few minutes to beat. The DMW system was certainly unique; the randomness wasn’t to my liking, but I enjoyed the variety in the attacks and benefits it gave you. This, along with battles constantly rewarding you, means the game can be pretty easy most of the time. Combat thus becomes quite dull very quickly as you just mash away and win, heal at a save point, and repeat until the chapter ends. There is a strange difficulty curve in Crisis Core Reunion, though; it’s really weird that Sephiroth and Genesis were so simple to defeat compared to the Behemoth King, and that enemies like the Pachyornis line could one-shot me yet I could survive Bahamut Fury with barely a scratch. This made combat a little unpredictable and annoying at times, almost as much as some of the mini games and the requirements to earn the Achievements associated with them. I enjoyed the dramatic dive into Zack’s backstory, his relationships with his mentor and peers, and his interactions with Final Fantasy VII icons like Cloud and Aerith. It was very impactful seeing Sephiroth’s downfall first-hand and playing an active role in the sacking of Nibelheim and Zack’s final stand, and the score and 3D recreations of Final Fantasy VII locations were a joy. In the end, it was an enjoyable enough action-orientated RPG but it a little clunky in its execution, with odd difficulty spikes and strange mechanics that make it fall short of its true potential.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you played Crisis Core: Final Fantasy VII Reunion? If so, did you enjoy it? How do you think it compares to the original PSP release and did you like the new additions made to the game? What did you think to the DMW system and the mission-based structure? Did you enjoy Zack’s narrative and witnessing Sephiroth’s downfall? Did you ever complete all the side missions and defeat Minerva? Which other Final Fantasy VII side character would you like to see take the spotlight and which game in the Compilation of Final Fantasy VII was your favourite? Whatever your thoughts on Crisis Core, or Final Fantasy VII in general, leave a comment below and be sure to check out my other Final Fantasy content across the site.

Game Corner [Mario Month]: Super Mario Bros. Wonder (Nintendo Switch)


So, for no better reason than “Mar.10” resembling Mario’s name, March 10th is widely regarded as being “Mario Day”, a day to celebrate Nintendo’s portly plumber, an overalls-wearing mascot who literally changed the videogame industry forever and shaped the home console market of the nineties.


Released: 20 October 2023
Developer: Nintendo EPD

The Background:
Following the collapse of the videogame industry from a slew of overpriced consoles and mediocre titles, Nintendo revitalised the landscape with Super Mario Bros. (Nintendo EAD, 1985). Once the “Console Wars” of the mid-nineties ended, Nintendo and their famous mascot became an innovative and reliable staple of the videogame industry. After successfully transitioning into 3D gaming, Nintendo continued to pay homage to Mario’s 2D roots with hit 2.5D titles. Shiro Mouri, director of New Super Mario Bros. U Deluxe (Nintendo EAD, 2012), returned to develop Super Mario Bros. Wonder and he and his team worked without a deadline, allowing them far more freedom to develop new ideas. Producer Takashi Tezuka suggested implementing a gimmick that would alter the game’s locations in fun and wacky ways, birthing the “Wonder Flower” mechanic, and features and accessibility options were implemented to make the game appealing to players of all ages. A live commentary feature was scrapped early on, long-time Mario voice actor Charles Martinet was replaced for the first time following his retirement, and Mouri also personally lobbied for Princess Daisy to be included so girls (specifically his daughters) would have more playable options. Super Mario Bros. Wonder was met with widespread acclaim; critics adored the gameplay innovations and responsive controls, and it sold 4.3 million units in its first two weeks alone.

The Plot:
While visiting the Flower Kingdom, Mario and his friends are stunned when Bowser, King of the Koopas, steals the Wonder Flower, turns himself into a giant flying fortress, and wreaks havoc throughout the kingdom. Our heroes thus travel across this new land to gather the Royal Seeds and stop their nemesis.

Gameplay and Power-Ups:
Like its 2- and 2.5D predecessors, Super Mario Bros. Wonder is a 2.5D action platformer, albeit one that gives players twelve characters to pick from and offers four player co-op, both on- and offline. Players journey across the Flower Kingdom collecting golden Coins (100 of which will grant a 1-Up), stomping on Goombas, and leaping to flagpoles to clear the six main stages (known as “Worlds”) alongside Prince Florian, a caterpillar-like character who pops out when you’re idle and chimes in during cutscenes. Regardless of which character you select, they all control the same with the exception of Yoshi, who can flutter jump by holding A (giving you a bit more airtime to clear gaps) and eats enemies and spits them back out with B. Otherwise, you can pick from two control schemes and choose to play with or without motion controls. The setup I chose saw me jumping or swimming with A (holding it to jump higher), running and picking up certain objects (like Koopa shells) by holding B (releasing it to launch my item upwards or straight ahead), and ground pounding by pressing ZL in mid-air to squash enemies and break blocks. Y brought up an emoji wheel to communicate to other players and X either placed a standee (used to revive players in co-op) or spawned an item balloon when I had one saved up. Pressing R performed a spin jump and jumping against walls and vertical surfaces performed a wall jump. You can also hold down when on slopes to slide into enemies, and pressing the L and R triggers together in co-op sees you become a ghost to float around stages. Also, you can jump atop and ride Yoshi players in multiplayer and press B to perform your special attacks when you have a power-up item.

Mario and friends utilise new power-ups and the Wonder Flowers to explore this new kingdom.

As you might expect, grabbing a Super Mushroom allows your character to grow and take an extra hit and break certain blocks. Get hit when in your small form and you’ll lose a life, respawning either at the beginning of the stage or from the last checkpoint you touched. Touching a checkpoint automatically causes you to grow if you’re small, rare green mushrooms grant extra lives and Fire Flowers let you toss fireballs to defeat enemies and melt ice blocks. Blue Coins appear when you hit P Switches, POW blocks defeat all onscreen enemies and break all visible blocks, and Super Stars make you invincible for a short time and add a somersault to your jump. This is all very familiar but Super Mario Bros. Wonder does add in three new power-ups. The Bubble Flower sees you throw bubbles to trap and defeat enemies and make temporary platforms, the Drill Mushroom lets you dig into floors and ceilings to reach new areas, and the Elephant Fruit transforms you into a rotund elephant that smacks enemies with its trunk and sprays water to cause various effects whenever you enter a fountain. If you have one power-up active, you’ll store the next one as a bubble, which is very useful as an extra chance to bypass tricky areas, and you can even commandeer Lakitu’s cloud or ride Missile Megs and Ancient Dragons to clear gaps. Wonder Flowers are the game’s biggest new feature and temporarily alter the game’s environments or your character’s appearance to mix things up. You’ll see Warp Pipes come to life, adopt a top-down perspective, float around in zero gravity, race to collect Wonder Tokens, ride along stampeding enemies, get chased by King Boo, and even explore in near darkness when the Wonder Flower is collected. These also transform you into new forms, such as a Goomba (stunting your jump but allowing you to safely cross spikes), a Biyon (stretching your character considerably), a Hoppycat (increasing your jump height), a floating balloon, granting you the Metal Cap power-up, and allowing you to stick to walls and ceilings as a Wubba, amongst other effects. These effects are sometimes timed but will last until you find a Wonder Seed or clear the stage and really add to the visual variety and mix up the gameplay as you never know what effect the Wonder Flower will have.

You’ll need all your skills and the game’s Badges to find all the collectibles and stop Bowser.

Sadly, this variety doesn’t extend to the playable characters as much as I’d like. Luigi jumps higher and has less traction than the others, Toad seems to have floatier jumps, and the Yoshis and Nabbit are invulnerable to damage (but can still lose lives), but Princess “Peach” Toadstool doesn’t have her glide ability and I question the logic behind having three Toads and four Yoshis rather than putting in Wario and Waluigi. Still, the game does allow for some character customisation in the form of “Badges”, which are either bought using the new purple Flower Coins (with three 10-Flower Coins hidden in most stages) and by conquering bite-sized Badge Challenge levels. You can equip one Badge at a time and each one grants different buffs or abilities, such as allowing you to glide by holding R, adding to your wall jump, increasing your running or swimming speed, and allowing you to snag platforms with a vine. Other abilities are more passive, such as allowing you to sense nearby collectibles, giving you a one-time save from instant-death traps like pits and lava, or turning every power-up into a specific item. You can also earn “Expert” Badges that further increase your running speed and add a limited double jump, turn you invisible (actually more trouble than it’s worth), add a spring to your step for added jump height, or allow you to hear strange voices. While it’s fun challenging for and collecting the Badges, I stuck with the Parachute Cap for my entire playthrough bar one or two exceptions as it was far more useful to add a short glide to my arsenal than anything else. You can also spend your Flower Coins on new standees (which are randomised), 1-Ups, Wonder Seeds, and paying off the local Poplins to repair bridges or smash rocks to create shortcuts and open new areas on the overworld. Furthermore, if you search hard enough, you’ll not only uncover new stages to challenge but also meet Captain Toad, who’ll gift you some Flower Coins, alongside visiting the locals to get Wonder Seeds or be told of regional issues caused by Bowser’s influence.

There’s a lot of challenge and variety on offer thanks to the Wonder Flowers.

While Super Mario Bros. Wonder contains many of the same gimmicks and mechanics you’d expect from a Super Mario title (platforming, taking Warp Pipes, smashing blocks, climbing vines, sliding on ice, and dodging fireballs are all common tropes recreated here), the game is structured more like an obstacle course than ever before. You’ll be taking Warp Pipes to the foreground and background, pushing pipes and blocks to clear paths, entering doors and taking leaps of faith, hopping to moving, spinning, and temporary platforms, and dashing across zip lines to reach new areas. Like many Super Mario games, there are often hidden exits to find (generally by collecting or avoiding Wonder Flowers), you’ll need to face Boos to stop them in their tracks or lure them into the light to destroy them, and bottomless pits, boiling lava, and toxic gunk will instantly end your run if you’re not careful. You must also avoid giant spiked balls, lure Bulrushes and Konks into smashing through blocks, outrun shadowy enemies who relentlessly chase you, time your jumps to avoid being hit by Hoppycats, stay out of reach of Maw-Maws so they eat enemies instead of you, and hold B to unzip the background, unwrap Mumsys, and send Revvers dashing. Sometimes, you’ll grab keys to open doors; others, you’ll be climbing or shimmying across striped poles. Often, you’ll touch Wow Buds to spawn Coins or cause platforms to appear, move, or sway. Balloons must be popped, balloon-like enemies need to be carefully bounced across to clear gaps, and rhythm platforms and mushroom trampolines will have you timing your jumps to progress higher. You’ll also cross hazards in rolling wheels or on rafts made from dinosaur fossils, and transport to the clouds using Propeller Flowers. Timer Switches activate block platforms for a short time, Bowser’s ship fires from the background, you’ll ride an out-of-control avalanche, race against Wiggler, and battle through autoscrolling sections on Bower’s battleships, dodging Bullet Bills and flame bursts that’ll test your reaction times. The difficulty spike is pretty fair, and each stage has a star difficulty to alert you to the challenge on offer. Things never get too tricky and you can always purchase additional lives from the shop, though the game does ramp up as you progress and offer incredibly tough missions up in the Special World.

Presentation:
Super Mario Bros. Wonder is, in a word, gorgeous. 2.5D Mario has never looked or played better than here, with the game performing incredibly well throughout and the action never slowing down. It helps that most stages are bite-sized obstacle courses and that there’s a lot happening in every stage. Talking Flowers are everywhere, offering encouragement, calling for help, or commenting on the effects of Wonder Flowers. These, as mentioned, alter the stages so drastically that it’s almost like having two versions of most stages at times. They’ll be plunged into darkness, surreal colours bombard the player, and a kaleidoscope of bizarre and amusing effects spawn once you touch them, making for an enjoyable twist on the tried-and-tested formula. Mario and his friends might not play as differently as I’d like but they’re full of life and personality. Chattering through gibberish and pantomime movements, they hop and explore like never before, with caps flying off as you jump or fall or being swiped when you enter pipes. Your Elephant form squeezes through narrow passageways and Prince Florian pops out whenever you’re left idle or finish a stage. The game takes into account which character you’re playing as, too, with character-specific hidden blocks appearing in stages, personalised flags appearing at checkpoints and end goals, and the in-game text referring to whomever you’re controlling at that time. The music is as catchy and whimsical as ever; classic Super Mario tunes return, as you’d expect, as end of stage and power-up jingles but also for bonus stages and boss battles. The story is light-hearted and secondary to the action, for the most part, but just different enough to be unique. Peach isn’t a damsel in distress, for example, Bowser’s ominous ship form looms in the centre of the overworld, and you’re even actively searching for lost Poppins when you explore the Fungi Mines.

Mario has never looked better in this colourful, quirky adventure.

While Super Mario Bros. Wonder doesn’t break the mould that much when it comes to its stage designs, everything looks great and there are a lot of stages on offer in each World, with each sporting a unique and interconnected overworld. Things start relatively familiar in Pipe-Rock Plateau, where Warp Pipes are prevalent and you’ll be bouncing from Hoppos, before taking a turn for the surreal in Fluff-Puff Peaks. With the action mostly up in the clouds, you’ll be adding to your temporary platform in “Cruising with Linking Lifts” and slipping on icy platforms as you make way for Pokipedes on their set paths. Shining Falls adds an isometric aesthetic to its overworld and offers unique platforming challenges as the Hoppycats copy your jumps, the Anglefish fly from different directions, and you race along at high speeds on Zip Tracks. The Sunbaked Desert sees new stages appear from the arid sands as you explore or open by performing tasks on the overworld, and its stages have a tangible Arabian theme. You’ll be exploring a door maze in the Shova Mansion, gatecrashing the Ninji’s jump party, and exploring pyramid-like tombs for goodies. Things take an ominous turn in the Fungi Mines, where toxic clouds and goop lurk amongst haunted mansions and destructive rifts in the fabric of reality. The Deep Magma Bog overworld is not only the most menacing yet but also a maze of tunnels and paths. Its stages are volcano themed and feature dinosaur bones, fireballs, and flaming enemies who rush from the walls. As you explore the overworld, Kamek occasionally spawns huge Bowser-themed battleships not unlike those seen in Super Mario Bros. 3 (Nintendo EAD, 1988). Here, the game becomes an autoscrollers and you’re forced to avoid numerous hazards and destroy the central core, which doubles as a baddy maker. Finally, simple cutscenes and interactions with the locals pepper the action, with the game concluding with an all-out frenzy to get the highest score during the credits as recycled (now non-lethal) hazards fly past.

Enemies and Bosses:
Many of Mario’s most recognisable enemies make a return in Super Mario Bros. Wonder. Goombas will snooze in stages and wander or float about, Piranha Plants of various sizes pop up from pipes to bite you or spit fireballs, green and red Koopas trot about or flutter in the air, Bullet Bills blast across the screen, Boos shy away from your gaze, and Hammer Bros toss hammers in an annoying arc, as ever. Mechakoopas patrol Bowser’s battleships and castles, Pokeys wander the desert, Lakitus drop Spinys, Thwomps try to crush you, and Cheep Cheeps swim about underwater to get in your way. These are joined by some new enemies, with some offering different mechanics. The Babooms, for example, shoot fireworks that can be used to defeat enemies above you. Blewbirds fire their beaks, which then become platforms, Bloomps can be bounced on to clear gaps, Bulrushes can be ridden, and Wonder Hoppins can be tricked into smashing through the stage to make new paths. Mumsys must be unwrapped by grabbing their handle, Noknoks masquerade as doors, Renketsu Search Killers offer themselves as temporary, explosive platforms, and Skedaddlers spit seeds and run off with collectibles. Shovas push pipes and blocks about, Smogrins lurk near tricky jumps, you can swing across gaps by grabbing Tailys, and Wubbas will cut through sticky goo that slows you down. Spikes, flame bursts, electrical sparks, giant balls, toxic gunk, and crushing pistons are persistent hazards, with you often bouncing from enemies to avoid them or luring nearby foes into unwittingly aiding you.

The game’s disappointingly light on bosses but goes all-out for the finale.

Sadly, Super Mario. Bros Wonder is disappointingly light on unique boss battles, a trend I’ve noticed in a lot of 2- and 2.5D Mario adventures. While larger variants of certain enemies do exist (King Boo being the most memorable), they’re more like chase sections rather than boss battles. The Mecha Makers are close to a boss in that you have to avoid hazards on the conveyer belt and smash the big red button to down Bowser’s battleships, but that’s being generous. Since Bowser’s busy being a giant, living ship, you’ll instead battle Bowser Jr. to clear four of the six main Worlds and retrieve the Royal Seeds and remove Bowser’s defences. Each battle against Bowser Jr. is a two-stage affair, with the first simply having you avoid his shell spin, jumps, and occasional fireball. After one hit, he transforms into Wonder Bowser Jr. and alters the terrain and your abilities somewhat. In the first fight, either you or he will change size; in the second, the rising and falling platforms alternate between being ice or jelly; in the third, water floods the arena (either above or below); and, in the fourth, Wonder Bowser Jr. distracts you with clones and by having you fight in the dark. While these fights can be tricky without any power-ups on hand, it only takes a couple of hits to defeat Bowser’s kid and his attack pattern doesn’t change much. You never battle Kamek, which is a shame, and Bowser Jr. is ultimately done in for good in a cutscene, which is also disappointing. After braving Bowser’s Rage Stage, you’ll face off against Castle Bowser in a somewhat harrowing, multi-stage final fight. In each phase, Castle Bowser spawns more hands to rain flaming Piranha Plants or to try and slam you. You must time your jumps to gain a boost from the rhythm blocks to either dispose of the hands or smack the weak spot under his chin, which he shields with his extra hands. As the battle progresses, Castle Bowser retreats to the background and fires larger Piranha Plants that can be tricky to dodge, alternates the floor to screw up your jumps, and tosses big, spiked balls that bounce around the arena. Power-ups are occasionally deposited as well and, after enough hits, a big button appears on Castle Bowser’s head that you must propel up to to end to his latest mad scheme.

Additional Features:
As mentioned, there are three 10-Flower Coins to find the game’s main stages and you’re encouraged to snag the top of every flagpole. Like the collection of Wonder Seeds, these statistics are recorded on your save file, though they appear to have no other function other than bragging rights (and, in the case of Flower Coins, allowing you to buy items). You must search high and low for every Badge Challenge and hidden sage if you want to earn every Badge in the game and enough Wonder Seeds to progress through the story. You can easily review each stage from the main map and jump to any stage where it shows you’ve missed anything, though you’ll need a guide or to pay attention to the overworld to spot when stages have secret exits. Bonus levels appear that bombard you with Coins, you can take a break by searching for Flower Tokens or taking out enemies across various arenas, and you can hunt across each map in search of Captain Toad. Eventually, you’ll unlock the Special World, where ten additional, super tough stages await, each one themed after the main Worlds and remixing hazards and enemies in new, challenging ways. Clear them all and you’ll gain access to a new Poplin House and earn yourself a congratulatory message and the Sound Off? Badge, though personally I couldn’t even clear one of the Special World’s stage…so good luck to you! Finally, of course, you can tackle any of the game’s stages in multiplayer, vying for Coins, power-ups, and a high score at the end, though I wasn’t able to play this so I can’t say how good or bad it is.

The Summary:
While I usually prefer Mario’s 3D adventures due to his 2D outings being slippery and unfamiliar to my SEGA-hardened gaming skills, I’ve really enjoyed his 2.5D titles and was blown away by Super Mario Bros. Wonder. Visually, the game is such a treat to behold; I loved all the little, goofy details and the whimsical (yet familiar) nature of the Flower Kingdom. I loved the callbacks to Mario’s previous adventures, with some returning gimmicks and mechanics, and the new abilities were a real treat. While the Bubble and Elephant forms weren’t that special, the Wonder Flower mechanics really helped to inject new life into the tried-and-tested Mario formula. I loved how unpredictable it was, how it reimagined stages and decades old fixtures like Goombas and Warp Pipes in fun new ways, and how it bombarded you with such an array of visually interesting mechanics. The new Worlds were also very enjoyable; I liked how the stages were short obstacle courses that never outstayed their welcome. The level of challenge was just right, with the game being upfront about when things get trickier and the onus being on the player to have the right skills accumulated or Badges equipped. The Badge mechanic was a little wasted on me but may have more appeal in multiplayer, and I was disappointed by the poor variety of the boss battles. There really was no excuse not to have Kamek be a boss fight at least once and I do think the developers sell the franchise short by not doing more with the likes of King Boo. Similarly, the character selection could’ve been better; I don’t get why Wario and Waluigi are always shafted or why Peach and Princess Daisy don’t have unique attributes. These negatives are mere nit-picks, however, to the overall enjoyment and fun on offer in Super Mario Bros. Wonder. It really does feel like a brand-new addition to the classic games and I liked how it provided just enough of a spin on the usual formula to be a wholly unique and accessible experience.

My Rating:

Rating: 5 out of 5.

Fantastic

Did you enjoy Super Mario Bros. Wonder? How do you feel it compares to other Mario titles, specifically the previous 2.5D Super Mario games? Which of the playable characters was your go-to and were you disappointed that they didn’t have more unique playstyles? What did you think to the new power-ups and the Wonder Flower mechanic? Were you disappointed by the lack of variety in the boss battles? Did you ever conquer the Special World? How did you celebrate Mario’s birthday this year? Whatever your thoughts on Super Mario Bros. Wonder, feel free to share them below and be sure to check out my other Mario content!