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Sniping out enemy targets with an upgraded rifle, running through
war zones shooting off heads and ducking behind any handy cover,
and not a menu in sight. This is Final Fantasy, but not as we know
it. Final Fantasy has always been about turn-based combat, epic
missions across monster-infested lands, lengthy chats about chocobo
breeding with natives and, of course, the love-it-or-hate-it random
battles. However, with Dirge of Cerberus, Square-Enix have decided
to scrap all that and go in for a fast-paced shooter; less chat,
less complicated upgrades systems and plenty of enemies to gun down.
In fact, it is easier to relate this FF instalment to games such
as Resident
Evil 4 or even Metal
Gear Solid: Snake Eater (though of course without the messy
snake consumption) than it is to compare it to its predecessors.
But
before hardcore FF fans turn away and go back to waiting for Final
Fantasy XII, take a moment to read on - because Dirge of Cerberus
really is great. The story picks up three years after meteorfall
and the devastation of Midgar - the Shinra organisation is apparently
finished, but beneath the rubble of Midgar the soldiers of Deepground
lurk, waiting to unleash new terror on the innocent civilians who
are rounded up and taken away for some unknown purpose.
You
play as Vincent Valentine, the mysterious gunman from Final Fantasy
VII. With his trusty Cerberus in hand, he is determined to make
Deepground pay for what they have done and along the way he uncovers
traumatic secrets from his past that begin to explain his powers.
All the familiar faces from Final Fantasy VII make an appearance,
although some are briefer than others, the beautiful CG cuts cenes
giving the characters a glowing new dimension, bringing them to
life like they never could have been in the original. Even the in-game
graphics are superb, the closest we can currently get to in-game
graphics that are almost as good as those in the cut scenes (at
least until the PS3 finally arrives). The facial expressions as
the characters talk are breathtaking - you completely understand
the emotion on their faces, and the slight changes in their features
to express joy, disappointment and fear are unbelievable; clearly
a lot of time was spent working on this element alone.
However,
graphics alone don't make a great game, and fortunately (as you
would expect from a Final Fantasy title) plenty of time has been
spent working on the gameplay. You're thrown in at the deep end
nearly immediately, although there is a separate tutorial that can
be played to familiarise you with the new controls. Vincent starts
with only his Cerberus, but quickly acquires two other guns, along
with various attachments to enhance them. These attachments are
found just before you are going to need them, so when you are about
to enter a street overrun with enemies you find the machine gun
attachment in a nearby building. It is therefore fairly clear what
the designers want you to do with the weapons - they expect you
to have the powerful but slow Cerberus as your main weapon, the
speedy machine gun at the ready for when you are attacked by hoards
of enemies and the ever trusty rifle for making those tricky sniping
shots. Each weapon is also capable of shooting off magic, which
is good for taking out groups of enemies, although unfortunately
it uses up your mako supplies (a type of magical energy) in seconds.
There
are ways to modify the weapons; you can pick and choose which magic
type the weapon fires, although most of the time you will be relying
on good old-fashioned bullets. You can also purchase modifications,
either at jukebox style vendors or at the end of each stage. The
mods basically upgrade the power levels of the gun and make them
even more deadly, but despite this you do feel that it is rather
a token effort. Okay, you can upgrade the weapons, but there really
isn't all that much choice other than upping a gun's strength and,
while at first it seems like you could have some really interesting
combination guns, you soon discover that the designers really only
want you to have the three basic types. You can change barrel types
and add or take off attachments, but you will quickly find that
the gun types the game encourages you to create are usually the
best for all situations.
Mind
you, get those guns powered up and they are certainly satisfying
to use; they feel heavy and the bullets thud nicely into enemies.
In true Final Fantasy style, the hit points each shot takes off
an enemy appears over their heads, and if the number appears in
red you know you've made a critical shot. There is nothing more
satisfying than taking out a troop of Deepground soldiers with critical
headshots, each successful shot building up a killchain that makes
the next bullet even more powerful. You also have melee attacks,
so you can save bullets by going head to head with unarmed opponents,
although unfortunately you can't up your stats for melee attacks
like you can with guns. There are plenty of chances to practice
your moves, the levels are swarming with enemies and there is barely
a second in-game when you're not shooting something, whether it
be giant beetles, armed soldiers or heavily armoured robots - in
fact, Vincent has no qualms about taking on huge helicopters with
his trusty Cerberus.
You
spend the majority of the game running through ruined streets taking
out the enemies that you encounter, while the storyline is played
out in lengthy cut scenes that reveal Vincent's past and also what
is currently happening in Midgar. There is very little chance to
chat casually to people (admittedly this is the middle of a war
zone, so chatting casually about the current state of the world
is probably not top priority on everyone's list!) Unlike other FF
games where every time you enter a new village you can pass the
time of day with whoever you please, Dirge of Cerberus prefers to
keep you moving - if there's something important you need to hear
you'll be shown a cut scene rather than having to find the right
person to talk with.
And
that brings me to perhaps the biggest niggle of the game, and I
say niggle, as really that is all it is in this otherwise excellent
game. The problem is that while the developers have tried to give
you opportunities to be free roaming - for instance you can jump
and climb ladders - the route through a level is still very linear.
Take the first level; the village is under attack and you are searching
for survivors, and while on the map there appears to be plenty of
routes around the houses, when you start to explore you soon find
that a large number of the side roads are blocked with blazing piles
of rubble. When you try to get close to see if you can squeeze past
the flames, you run slap bang into an invisible wall. The same goes
for other levels where you come across an interesting pile of crates
- it looks like you could use them to sneak up to a higher level
without the guards seeing you, but try and jump onto those crates
and again the invisible wall raises its ugly head.
You
have to go where the designers want you to go, no ifs or buts, which
is quite annoying at times, but aside from its linear nature, Dirge
of Cerberus is truly enjoyable. You barely have a moment to pause
for breath as you race through the levels at breakneck speed, trying
to take out as many enemies as possible. But don't forget to explore,
because you get points for collecting all the mako in a level and
for collecting other items - and these points prove very useful
at the end of a stage when your points are calculated and the designers
get really cunning. You have a choice - use the points to upgrade
your stats or choose the exceedingly tempting option of converting
that EXP into Gil and buying yourself some nice new mods in the
shop. This is the point where you really can get creative and it
can be a tough call at times.
Aesthetically
Dirge of Cerberus is a lot about grey streets half destroyed by
bombs, because you are in the middle of a combat zone, but it still
has little touches to enliven the bleak environments, such as movie
posters on walls. There are also times when you get to wander canyons
(being attacked by guard dogs) and through the old Shinra Manor.
The soundtrack is movie-quality, but then we have come to expect
that of FF; it is uplifting, atmospheric and perfectly in-tune with
Vincent as he runs around shooting off bullets. There can sometimes
be clipping (when a bullet or object appears through a wall), which
can be alarming when you think you are safe and then bullets appear
through solid walls, but fortunately, this does not compromise your
cover.
Final
Fantasy VII: Dirge of Cerberus is a world away from previous FF
games. It is so different in places that it can sometimes be hard
to compare it to its predecessors, yet the core fundamentals of
the FF series are still there and as solid as ever. This game should
not disappoint fans, it is different for sure, but it is also an
excellent, very well executed shooter, which still retains the elements
of FF we all love - the complex plot, upgrades, EXP, and even a
chance to discuss chocobos if you just find the right girl to chat
with! Final Fantasy VII: Dirge of Cerberus may have broken the FF
mould, but deep down it is still part of that RPG series we all
love - and love it you will!
Reviewed by Sophie Jackson for AceGamez (All Rights Reserved).
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