Crisis Core: Final Fantasy VII Review

Posted by No_Style on Apr 21, 2008 07:30:08 PM

Crisis Core’s game mechanics remixes what was found in FFVII. The Materia system returns, but since it focuses on just one character: it actually serves as a diverse character customization system. Random battles also makes a comeback, but this time you can avoid them by hugging onto the edges of dungeons. (Not a whole lot of fun, but better at least it’s something.) Even the limit break, summons and level up systems were changed to the cryptic Digital Mind Wave (DMW). The DMW reels continuously spins like a slot machine in the top left corner of the screen. When certain number combinations show up, such as three 7’s, good things, such as buffs and limit breaks, occur. The limit breaks were accompanied with brief clips of Zack’s memories which I assume he uses to draw his strength from. If you’re interested in story pieces, some of these DMW clips provides minute morsels of it as well.

At first glance, the real-time battle system appeared to be nothing more than effortless mashing of the ‘X’ button. Enemies were stuck in perpetual stun lock and had no chance of retaliation outside the odd “uninterruptible and unblockable” attacks Square Enix mandated. A majority of the Crisis Core’s challenge comes from the side-missions and if you can put up with the bland nature of them, you’ll actually find the dodge rolls to be essential to your survival. It’s not the most complicated battle system, but I rather take this over the original turn based model.

I didn’t encounter any major control issues, but I didn’t enjoy scrolling through the menu with the ‘L’ and ‘R’ buttons to select my special attacks, magic spells or items – items especially since you had to flip through all your usable items. I was so glad that Square Enix consolidated all those status effect healing items into just Remedy otherwise that would have been a real bitch to manage.

The side-missions in Crisis Core were made bearable thanks to two things: accessibility and the Materia Fusion system which allowed Zack to create his own Materia by combining two pieces of Materia along with modifier items he finds in those missions. The bland side-missions actually work in Crisis Core because they usually don’t take more than 10 minutes or so to complete. You can jump in and bee line your way towards the boss and then move on – ideal for portables. I guess it also gives you something to do while listening to the surprisingly good soundtrack — I liked it a lot.

Final Fantasy VII was huge for Square Enix. Huge. And to capitalize on its success, they churned four projects including three games and a movie. The other pieces of this Compilation of Final Fantasy VII could be considered pandering, but not Crisis Core: Final Fantasy VII – it’s several notches above the rest and in some respects, above the original. Shedding light on one most the most influential characters in the Final Fantasy VII story was what fans have always wanted and Square Enix delivered it well. Catering to both fans of 1997 RPG and the PlayStation Portable hardware, Crisis Core is an excellent piece of software. Onlookers may be intrigued with its polished presentation and hype, but this game isn’t for them: it’s for the fans who’re looking to discover Zack’s past and do it while on the go.

Verdict:
For Fans Only

For more information, visit the official website.

P.S - The ending sequence after the final fight was amongst the best I’ve ever experienced. It utilized the gaming medium so well.

Pages: 1 2


Tags:
Share:
  • N4G
  • Digg
  • Facebook
  • del.icio.us
  • Reddit
  • StumbleUpon
Email To A Friend Email To A Friend
Related Posts:

Leave a Reply

*
To prove you're a person (not a spam script), type the security word shown in the picture. Click on the picture to hear an audio file of the word.
Click to hear an audio file of the anti-spam word