'Cause the reviews don't stop, not even for my birthday.

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Final Fantasy VII
Developer: Squaresoft
Release Date: 1997 (JP, NA) 2012 (PC re-release)
Platform: PS1, PC
Genre: RPG
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Final Fantasy VII, as the title implies, is the seventh entry in Squaresoft's long-running Final Fantasy series, and the first that was created for the Playstation 1. While previous games in the series, and JRPGs in general has achieved some measure of cult status, FF7 was the first JRPG to achieve truly widespread commercial success in the West, even though the previously localized games in the West had met with some degree of critical acclaim from the gaming press. FF7's unprecedented success not only cemented its place as one of Squaresoft's darlings, but also made other publishers aware that there was a potentially large market for JRPGs in American and other Western countries, establishing the greater availability of such games as currently exists today. No game is more associated with the ultimate success of the Playstation 1 or the popularization of console JRPGs in the West, and one of the PS3's first tech demos was a recreation of the opening cutscene of FF7 using the console's advanced graphical prowess. As indisputably important as the game's place in gaming history is, that is not my most immediate concern.
So, the setup of Final Fantasy VII is as followed. The world is effectively ruled by the Shinra Power Company, whose worldwide energy monopoly is enforced by a powerful private military. The primary means of energy production are the Shinra Mako reactors which indirectly process the life force of the planet itself to produce power- the city of Midgar, Shinra's stronghold and corporate headquarters is surrounded in all directions by an utterly barren wasteland. Midgar itself is a testament to Shinra's will and vision- those who have, live on the city's upper plate, while those who have not live below, and for the most part, rarely even see the sun. However, in the bowels of Midgar itself, a resistance cell named AVALANCHE has formed, and joined by Cloud Strife, an ex-member of Shinra's elite SOLDIER division, they embark on a mission to take the fight to Shinra and destroy one of the city's Mako reactors. However, Shinra's sins are many, and one of their other experiments with mako energy may yet prove an even greater threat to the planet.
The gameplay of FF7 is built around the Active Time Battle System, which was first pioneered in FF4 and would be the core of Final Fantasy gameplay until Final Fantasy 9. Each character has a time bar that fills up at varying rates depending on the character's speed, modified by status effects such has haste and slow. Once this bar fills, the character gets to choose an available action from their menu, such as fight, defend, item, and so on. The character's available abilities are dependent on items called Materia (named after the magic-granting crystals in the HP Lovecraft story,
The Strange case of Charles Dexter Ward) that are equipped to their armor and weapons, which grant the character spells, bonuses, and other abilities dependent on types. When equipped, these Materia gain experience in battle as well, and some of them level up and allow the character to use more powerful spells or abilities. The number of Materia that can be equipped is based on the character's equipment, and there is some equipment that affects the rate of Materia advancement. Some equipment has linked slots that allow Materia to be modified by other Materia, the most common example being linking, say, Fire Materia to an E-All Mat, which would allow the character's fire spells to target all enemies or all friends. Also added are Limit breaks, which are special abilities which become available as the character takes damage- each character can potentially end up with seven, and they are unique to each of the game's characters. Once the character has a Limit Break available, their action speed greatly increases. Leveled Materia stay leveled, and grant their earned abilities on any character they're equipped to, meaning that each character doesn't have to individually grind out the abilities.
One of the improvements made is that the game's combat system is a fair bit less breakable than its immediate predecessor, Final Fantasy IV. While the previous game was stacked with ways to break the combat system, FF7 has relatively few, and there are less glitches overall that the player can exploit in their favor. this isn't to say that there are no exploits, as FF7 would hardly fit into the FF tradition if it had none, but the player must generally work far harder for them than in prior games. The game also tends to limit the amount of magic that can be placed on one character, as magic-granting Materia tends to make a character more frail and less effective with their basic attacks, so there are more decisions that need to be made regarding what and how much magic a character should be equipped with.
The game's story progression is a bit uneven. FF7 likely has the strongest early game in the franchise, as it does two very important things- it immediately sets itself up as something visibly distinct from earlier entries in the series with the corporate dystopia of Midgar itself, and takes less than two minutes to plunge the player directly into the action. Most of the player's matter-of-course party members are even acquired in Midgar itself, with only two acquired afterwards. After those first few hours in Midgar, however, the game does lose some of that uniqueness, as many of the towns that follow are somewhat closer to the more typical Final Fantasy semi-bucolic construction. Square had not yet lost its touch as far as characters went at this point, either, as many of the characters are subversions of prior archetypes in previous RPGs. Cloud was the boy who wanted to grow up to be the best swordsman, but ended up grumpy and bitter once he found out what that really meant, Barret is the leader of freedom fighters, but is somewhat unconcerned with "collateral damage", and so on. Perhaps most importantly, though, Square had eased back on the Failure throttle that had been pushed to full for the previous three games in the series, as the player is allowed to make certain meaningful accomplishments before the final dungeon is revealed.
Unfortunately, the game was saddled with an initial translation that was serviceable at best, and at worst was hilariously atrocious, in places being more lackluster than the one for FF4 in the pre-Woolsey days. One particular line is so notoriously poorly proofread that Puwexil took a couple of seconds out of his speedrun for Awesome Games Done Quick just to show it off. This is doubly unfortunate because FF7 had attempted to create a more complex story, and in a couple of places the translation errors hindered the comprehension of the plot. While these errors were corrected for the PC release, the initial translation was considered so poor by Squaresoft that it served as the catalyst for Square to create its own localization department. Even besides that, there is some information that is practically vital to understanding certain parts of the story, but is so deeply hidden in the game, a guide is almost required to find it.
The presentation of the game is praiseworthy. Nobuo Umeatsu once again works his soundtrack magic with this game, with not a weak track to be found- and the tracks that use lyrics do, in fact, use actual Latin, not faux-Latin gibberish that could be found in numerous imitators of certain tracks in the game. Unfortunately, the PC release used much lower-quality MIDI versions of the original tracks, but there are mods that restore the game's original soundtrack to the PC version. This is also the first game in the series where both monsters and characters were substantially animated in the battle sequences. However, as the game made use of 2nd-generation 3D graphics, there are a number of things that look dated, most notably the characters' crude out-of-battle character models. The game also still relies on pre-rendered backgrounds. The game is also remarkably restrained in its use of cutscenes compared to RPGs and other games that followed- assuming a not-unrealistic 50-hour playthrough, 1.5% of the game will be spent in comfortably spaced, bite-sized cutscenes, compared to the 20% or more that following games adopted that forced the player to lose control for 2o minutes at a stretch.
Final Fantasy VII is an ultimately uneven game that averages out to a rather solid game in the franchise. It is still eminently playable and is less exploitable than some of its predecessors, but ended up unfortunately inheriting a substandard translation in a game that needed one that was superior. All in all, at its best moments it can easily rival the other games in the franchise, and at its worst, it's not guilty of anything that other entries in the franchise haven't also been guilty of, before or since.