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Final Fantasy VII Remake

The game is stunning but Clouds arm’s are tiny…

Final Fantasy VII Remake’s protagonist’s Cloud Strife’s arms are weedy. He’s barely smuggling ping pong balls under his sleeves, let alone bowling balls like fellow eco-terrorist Barrett. How on earth, then, does he manage to wield a near 100-pound, six-foot broadsword with such ease?

My experience with Final Fantasy VII extends to the party escaping Midgar in the original and a playthrough of Final Fantasy VII Remake, so, in short, I don’t know. Maybe he fell in a vat of his planet’s liquid lifeblood and subject of his eco-terrorism, Mako, and now has super strength to complement those smouldering turquoise peepers. But, what I do know is that it’s a joy to enable.

Remake has moved away from the turn-based battles of the original in favour of a Kingdom Hearts style battle system. You control Cloud, or one of his colleagues, in real-time. Attacking with square and dodging with the circle button. Unlike controlling Sora, though, when you choose a command from the on-screen menu, combat pauses, giving you a moment to breathe and contemplate your next move. Executing commands, be they abilities, magic or using items, depletes your Active Time Battle (ATB) meter which you can only replenish by battling in real-time. It’s an outstanding, symbiotic system, and you must utilise both elements to thrive.

Layered on this is the ‘Stagger’ system. By attacking an enemy and punishing its weaknesses, you build its stagger meter. Maxing it out turns said adversary into a veritable punching bag, unable to attack and susceptible to enhanced damage. The loop of attacking in real-time to build ATB, employing ATB commands to stagger foes and executing them as they lay limp is immensely satisfying.

Less satisfying, however, is Cloud’s ‘unique ability’. Tapping the triangle button shifts his fighting stance from standard ‘operator’ form to ‘punisher’ style, slowing his movement speed, but boosting his attack rate and power. While playing in both punisher and operator modes feels fabulous, switching between them does not.

Hitting triangle while carrying out regular attacks doesn’t always result in the desired stance change and, even when it does, the effect is often delayed far beyond the initial button press. Occasionally, too, I find myself wondering whether the shift has occurred. Yes, a sound effect plays, and Cloud’s physical stance changes. But the chime is often lost in the racket of battle, and the stance change animation dissolves into your flurry of physical attacks. Worse, the lack of clarity necessitates a glance away from the struggle to the stance status atop the command menu and, taking your eyes off the action, even momentarily, frequently results in receiving a substantial hit.

Less squatting, more curling

Thankfully, Cloud’s party members’ unique abilities do not suffer like this, and, the supporting cast is, arguably, more fun to command than him. While childhood pal Tifa plays similarly to Cloud, excelling in close-quarters combat and boosting stagger meters, both Barret “Bowling Ball” Wallace and Aerith “The Ancient” Gainsborough specialise in long-range assaults.

Barratt uses his gargantuan gatling gun to chip away at enemies from a distance. His unique ability, “Overcharge”, unleashes three mighty bullets, accompanied by chunky explosions and gratifying kickback, and rapidly fills his ATB metre. Aerith, on the other hand, is far more graceful and focusses on ranged magic attacks. Her best ability is “Arcane Ward”, allowing her to lay down a luminous field in which any magic spells will be cast twice which is excellent for exploiting elemental weaknesses.

Unlike Cloud’s biceps, Remake is dense, with even more systems (Equipment, Materia, Summons, etc.) balancing out the above. But, perhaps assisted the original’s ubiquity, they never become overwhelming. Though I have my irritations with the game (it’s linear, there’s a dirge of areas to grind in and the texture pop-in, even on PS4 Pro, is damn distracting), it has the most engaging battle system I’ve played in years and I cannot wait to see where Square Enix takes the series next.

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Persona 5 Scramble: The Phantom Strikers

It’s good to be back

It’s remarkable just how much Persona 5 Scramble: The Phantom Strikers feels like Persona 5. Scramble is not Dynasty Warriors with a coat of Persona-paint, but rather a full sequel to P5 in all but name and battle mechanics.

Battles unfold in true Musou style. Hordes of enemies charge at you, and you must dispatch them in real-time using a combination of light, heavy and special attacks. But the flourishes of P5’s battle system have been integrated so thoroughly, that Scramble feels like it was designed from the ground up as a P5 action game, not a Dynasty Warriors clone.

All-Out Attacks, Enemy Weaknesses, Equippable Personas, Skills and Skill Points have all transferred. So you can, for example, ‘pause’ a battle to pull up Arsene’s Ehia skill from a menu, use it to knock down a pack of Pixies and prime them for an All-Out Attack.

P5’s insane level of polish returns

Where Dynasty Warriors duplicates Hyrule Warriors’ and Fire Emblem Warriors’ combat felt soulless, Scramble’s has absorbed all of P5’s vitality. Turquoise HP hearts materialise above the shadow’s heads as you fight, your controllable character’s scowl tears through the screen as you hit an enemy weakness and intensified editions of the customary P5 sound effects support.

Omega Force and P-Studio have set all of this to remixes of P5’s already classic battle themes – a metal arrangement of Last Suprise is the standout. It’s a testament to just how much P5 has burrowed its way into gamers’ psyche in the three short years since its release that pangs of sweet nostalgia hit me on hearing them and the returning (unaltered) tracks.

Given its length and multiple distinct arcs, I, like so many others, played P5 over a couple of years and hearing the loping beats of Beneath the Mask again during a Scramble subway interstitial took me back to relaxing rainy days playing P5 between my newborn’s naps on paternity leave.

Yes, I am delighted to report that interstitials, the calendar system and overworld exploration all return too. I’ve based my thoughts on the demo of Scramble that’s available on the Japanese eShop which takes place across a couple of days and lets you explore Yongen-Jaya and a little of Shibuya Crossing.

A corrupted idol is the focus of the first palace… I think?

My Japanese, however, extends to being able to order gyoza, a bowl of Tonkotsu ramen and a whisky highball, so I cannot begin to detail the plot for you. Still, it starts with Joker, Skull and Mona entering the Palace (?) of a corrupted idol and ends after an hour with them leaving (?) with an Android (?) named Sophia they met along the way. Yeah, I’m confused too. Being a short demo of the beginning of the game, I cannot tell whether Confidants return, but based on the level of polish I’ve seen so far, I hope and trust that they will.

Scramble just released in Japan, but Atlus has not yet divulged a Western release date. The wait will be excruciating. I guess I’ll use the time to sharpen my Japanese. Maybe I’ll learn how to order something a little more nutritious.

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Reviews

Resident Evil 7: Biohazard

Remember to duck

There’s a point early in Resident Evil 7: Biohazard where the game’s initial antagonist, Jack’ Daddy’ Baker, rips through a chicken wire fence to grab one of the most unusual weapons I’ve seen embedded in a blood-splattered hospital bed – chainsaw scissors.

This moment, and the ensuing boss fight, perfectly encapsulates everything good and bad about the game.

Jack terrified me, and the way he wielded the chainsaw scissors like Cal Kestis wields a double-bladed lightsaber as I ducked and dodged and used body bag wrapped corpses hooked on the ceiling of his basement morgue for defence, only amplified this.

To get through the first half of the game, I had to follow Kirk Hamilton’s tips in ‘How To Enjoy Resident Evil 7 If You’re A Big Scaredy Cat’. Yes, I played at midday, with the sound low and my ‘happy’ playlist on in the background.

However, this feeling of terror diminished as I had to restart the boss fight ten times. It’s not that the controls are bad, the first-person aiming is tight, and a tap of the back and circle buttons will spin you 180 degrees allowing you to make a quick escape from enemies, but the movement speed is painfully slow.

This may have been a deliberate choice by Capcom to heighten tension in enemy encounters and an ode to the glacial tank controls of Resident Evils gone by. But in the enclosed spaces of the Bakers’ Louisiana ‘Processing Centre’, it serves to frustrate rather than engender fear.

Further, the farther the plot gets from Jack’s basement and his ‘The Texas Chain Saw Massacre’ family of cannibals and into the broader conspiracy of why you can thrust your chainsaw through his skull, the more it falls apart.

Nevertheless, driving your chainsaw through Jack’s head and seeing blood and sinew explode out in all directions before he gets up a resumes his Darth Maul impression is satisfying, and this holds true for the rest of the game’s combat.

Taking out the Molded (Resident Evil 7’s version of brain-hungry zombies) is consistently engaging, and I always enjoyed using the new weapons that the game dolls out throughout its ten-hour runtime.

My particular favourite is the Remote Bomb, obtained in a wrecked tanker ship towards the end of the game that you can plant ahead of a crowd of shuffling Molded and detonate at will, severing limbs and halting their progress in the process.

Though, by the time you reach the Wrecked Ship in the second half of the story, the game hands out ammunition readily and defeating the Moulded, at least on normal difficulty, becomes relatively easy. This is in stark contrast to Jack’s house where you have to conserve every bullet just in case he’s about to come crashing through the wall.

Despite the disparity between the first and second halves of the game, I thoroughly enjoyed my time with Resident Evil 7 and am looking forward to seeing where Capcom take the series next.

Oh, and remember to duck under those chainsaw scissors – you’ll get a trophy – and feel like a Jedi.