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In this era of omnipresent media, where it's become common for supposedly
objective enthusiast sites to be akin themselves in obnoxious campaigns
advertising their subjects, it grows ever harder to truly approach
anything without bias. Long in advance of release dates, or indeed
dates on which release dates will be released [Release date dates?
Ed.], publicity firms wage all-encompassing crusades whose armies
are press releases, viral videos and carefully calculated previews.
From last year's Assassin's
Creed it seems clear enough that publishers can buy success
with money as much as with a quality product - and with that success
comes enough profit to plan the finer details of the next campaign
and line a few pockets in the erstwhile. The great expectations
such elaborate engineering inspires are impossible things to put
aside once and for all; perhaps the only power greater than theirs
is the personal experience of past disappointment. Unfortunately
for Crisis Core: Final Fantasy VII, it has both of these factors
to contend with.
Announced
at E3 in 2004, before the PSP had even been released, Crisis Core
was heralded - alongside the CG feature Advent Children, the PS2
title Dirge
of Cerberus and the mobile-only Before Crisis - as an entry
in the so-called Compilation of Final Fantasy VII; an experiment,
the story goes, to determine the viability of polymorphic content,
which is to say a multi-faceted story told heedless of the boundaries
between different platforms and, indeed, media. Certainly the legacy
of the seventh Final Fantasy, fast approaching its twentieth anniversary,
is significant enough to warrant such exploration; but with the
news of the compilation, the question on everyone's lips was whether
its various entries would do the eternal story any justice at all
or instead taint the bittersweet narrative held so dear, as Final
Fantasy X-2 had done to the tragic romance of Tidus and Yuna only
a few months before.
As
the years passed and the arguably ill-advised compilation progressed
towards its final entrant, it seemed that the latter suspicion would,
regrettably, be the one to bear out. Advent Children was a spectacle
of fan-service with little to its credit beyond a few breathtaking
but implausible set pieces; Dirge of Cerberus was an awfully implemented
attempt to take the franchise to the already crowded arena of third
person action games; and despite a complete, subscription-based
release in Japan, Before Crisis is two years overdue for its appearance
anywhere in the West, which hardly bodes well. For all intents and
purposes, the big-name creators behind the Compilation of Final
Fantasy VII looked to be more interested in the willingness of nostalgic
fans to squander their hard-earned money on cash-in after cash-in
than any real investigation of the possibilities that could spring
from the successful implementation of polymorphic content. Even
the highest hopes, whatever the brilliance of their inspiration,
are hard to sustain in the face of such utter disappointment. Crisis
Core, however, shows that the legacy of Final Fantasy VII has not
been entirely squandered; Square Enix's latest is among the PSP's
very greatest, which, as well as demonstrating what an excellent
system the handheld could be, stands in gameplay terms as almost
the equal of the RPG that changed everything: its originator. Crisis
Core defies the disappointing tradition established by the compilation
to date and in doing so revitalises the franchise thoroughly enough
that the prospect of a Final Fantasy VII remake no longer seems
so appalling.
The
first reason for this is Zack Fair, an indescribably more appealing
player character than Cloud Strife; in name and nature he is, as
intended, a fair-weather counterpart to his discordant, amnesiac
protégé, and the difference his attitude makes is tremendous. At
the outset Zack is a second-class citizen of SOLDIER, the special
defence force employed by the ominous Shinra corporation to help
keep the peace in the cyberpunk city streets of Midgar. He dreams
of being a hero, believing with all his heart that he can attain
the heights of the decorated officers who surround him - but they
are a mysterious trinity indeed: in Sephiroth there is an uncertain
darkness, a hunger for something altogether awful; Genesis, meanwhile,
has gone rogue and threatens to disturb the delicate balance of
power in Midgar; and Angeal, at the last, is a gentle mentor who
guides Zack through the rank and file of SOLDIER, but has depths
the young second can hardly begin to fathom. As the enigmas that
initially obscure their characters begin to unravel, however, and
Zack ascends in talent and status, he finds that the heroes of his
dreams have nightmares of their own to face. Disappointments and
betrayals - some predictable, considering the mythos as already
understood, but some, surprisingly, not so much - follow in abundance.
But Zack isn't the strong, silent type, nor the angsty amnesiac
that so many RPGs have relied on; he's upbeat and hopeful, taking
each of the narrative's convolutions in his resolute stride [He
sounds a bit like the irrepressible Adell from Disgaea
2. Ed].
This
approach proves a refreshing change of pace for the franchise -
in fact, for the genre as a whole - and Square Enix has incorporated
it into an experience that fits the tone very well. Where Final
Fantasy VII put nothing less than the world on the line, Crisis
Core is an altogether more intimate affair. What it lacks in scope,
this last entry in the compilation more than makes up for in emotional
depth. It touches on all the usual themes, of course - truth, power,
love, loss and so on - but at the core of Zack's crisis is a very
personal story about friendship. The focus is appropriate, sensitive
without stumbling on the narrative certainty that lies ahead, always
ahead, for Crisis Core is, after all, a tragedy. At the end Zack
will fall and, when the moment finally arrives, it's all the more
poignant for the compassion with which his misfortune unfolds. Localisation
is one of the game's strongest suits, tempered as it is by a sense
of maturity that lapses only occasionally - no mean feat considering
the sheer wealth of content on offer. There are hours of cut scenes,
some FMV and others in-engine, a surprising amount of which are
fully voiced by a competent cast, including a collection of stalwart
anime talent and Rick Gomez, whose nuanced performance as Zack lends
the character a befitting depth.
This
is no Metal
Gear Solid, though. There are cut scenes aplenty, but they don't
disrupt the ebb and flow of gameplay in any significant sense. First
and foremost, Crisis Core is an explication of events that occur
outside its boundaries, a valuable layer of context for Final Fantasy
VII and the inevitable remake. In that, it succeeds, but it was
a story ripe for the telling; the real surprise is the ample mechanics
that you must engage in between chapters of narrative. There are
random encounters, yes - that awful hangover from an era in which
rendering power was thin on the ground - and a selection of misguided
minigames, but you'll spend the vast majority of your time with
Crisis Core caught up in the excellent real-time battle system.
Quick loads masked by animations mark the transition from exploration
to combat, during which you'll face off against up to six enemies
with Zack's deadly inheritance, the Buster Sword. Combos are an
unobtrusive, one-button affair based on timing. Between presses
you can dodge, block, use items or, depending on which materia you've
equipped before battle, tap the right and left triggers to select
one of an immense selection of magic and abilities. You can move
around the arena with relative freedom to recover or escape or better
position Zack behind his foes for critical hits. Best of all, you
can cancel out the majority of your attacks at any time - just because
the firaga blade has begun its infernal arc doesn't mean you can't
run like a chicken when your opponent reveals a gaping mouthful
of teeth-like knives. It's flexible and intuitive, involved and
involving, but when you fight your first enemy, you will nevertheless
be baffled when the battle screen dissolves away to reveal... a
Final Fantasy themed fruit-machine?
The
DMW is hard to swallow at first. It's a pachinko-influenced scroll
of numbers and icons that spins endlessly in the corner of the screen.
A little time with Square Enix's last handheld release, The
World Ends With You, will render the madcap frenzy of the DMW
almost meaningful by comparison, but suffice it to say that matching
certain numbers nets you status effects such as invulnerability
or the ability to cast magic without expending precious points;
and when the icons synch up, Zack can perfom one of several limit
breaks. Finding special items and meeting characters for the first
time reveals their blacked-out portraits on the wheel, unlocking
new summons and special attacks - if you're thorough enough your
spins will even bring about the appearance of a few franchise absentees.
But the player has no control over the DMW: it's an entirely automatic
process that runs in the background like a Trojan until a match
is about to be made, at which point the battle abruptly ceases until
the wheels stop turning. The breaks are jarring, but redeemed somewhat
at the very end of Crisis Core and made bearable in the meantime
insofar as the removal of things like limit breaks and summons from
your direct control allows the other elements of the battle system
to flourish. It's strange, though, that the developers allowed the
DMW to take care of something so integral to the RPG experience
as levelling up.
Ultimately,
the DMW is quirky and pretty much meaningless, but it adds a sense
of variety and danger to encounters that the other aspect of Crisis
Core's gameplay - exploration - sadly lacks. There are only a few
environments: one, essentially, for each of the eleven story missions,
but even these are not entirely distinct from one another. There's
a flowery meadow, a dark cavern, a mountaintop valley and so on,
each as generic - if technically quite impressive - as the next.
The visual fidelity of the environments only truly impresses when
Zack returns to Midgar, which acts as a sort of hub between missions,
or arrives at Nibelheim, where the last act of the fateful narrative
begins. If it weren't for the stellar presentation of Ready at Dawn's
portable God
of War, however, Crisis Core would be at the very head of the
pack in terms of the calibre of graphics it packs into a single
UMD. Character models are appealing and well animated, the occasional
FMV sequences are remarkable and the engine renders the in-game
action, however frantic, almost without a hitch.
However,
a little blandness is not the only drawback. Loading is frequent
and poorly streamlined - on several occasions, in fact, you'll sit
through twenty seconds of inexplicable nothingness before you realise
the PSP has spent the time loading a load screen. The breaks between
gameplay and dialogue can be disruptive enough to take you out of
an otherwise enrapturing adventure. You can't skip cut scenes, even
if you've seen them before, which is either archaic or narcissistic,
and I don't know which is worse, that the frequent breaks in which
the narrative unfolds are there to mask still more loading, or that
the director has deemed his story so transcendent that players should
have to sit through it a second or third time and beyond. One way
or another, it's unacceptable, as is the uncooperative camera, whose
fondness for sticking to invisible barriers and choking out entirely
in enclosed spaces reveals the regrettably tight limits of the environments,
which are themselves entirely too linear until the last few story
missions enact their potential. In the years that Crisis Core spent
in development, it's clear that some strange decisions were made
early on, which could not be unmade when the team at last learned
their way around Sony's portable platform. If the PSP is where the
Final Fantasy VII remake finally happens - and it's not unthinkable
- expect a much more consistent experience.
Look
past the short-sighted choices and the occasional technical shortcomings
and you'll find that Crisis Core excels in a way that nothing else
on the PSP has thus far. Its maturity surprises, its story touches,
you'll have a great time with the battle system, spend an age experimenting
with materia fusion and if, after twelve excellent hours of story-driven
gameplay, you still haven't had enough, there's a vast amount of
fun to be had yet - and side quests, while present and correct,
aren't the least of it. As a member of SOLDIER, Zack can access
via save points a wealth of self-contained, non-narrative missions
that take him through admittedly familiar arenas on the hunt for
rare treasure, summons and other such extras. Assets are repeated
ad infinitum and all of the portable missions amount to the same
short, sharp burst of fun, but they're the perfect way to take your
game on the go or level up your character when he's struggling to
get the better of a boss. If you have the patience for them, the
hundreds of missions on offer extend the lifecycle of Crisis Core
exponentially in lieu of any kind of multiplayer functionality.
So too does the option to start, after the final curtain has come
down, a new game at a dramatically ramped-up difficulty that will
prove a hardy challenge for even the most seasoned fans of the franchise.
The
unsung star of the show, though, is without a doubt Takeharu Ishimoto's
score. A masterful blend of original compositions and reworked themes
from across Final Fantasy VII and the compilation thereof, it incorporates
almost seamlessly his own pieces from the anime OVA that accompanied
the release of Advent Children, as well as themes from that CGI
spectacle and, of course, the wonderful work of Nobuo Uematsu from
the original PlayStation RPG. From the chirrupy ambience of The
Mako City to the distorted riffs of Ishimoto's encounter music and
from the melancholy strings that swell at the high points of the
narrative to the celebratory assembly that plays out over the end
credits, his considerable efforts are authentic and appropriate.
Crisis
Core: Final Fantasy VII is a better game for Ishimoto's reassuring
work and, despite its faults, the overall experience is well worth
your time. As the first real fruition of the nearly boundless promise
inherent in the Compilation of Final Fantasy VII, it's just a shame
that Crisis Core is the last spin-off in the series. The road towards
its last, glorious act might be bumpy at times, but the whole comes
together well enough that it's easy to overlook the peculiarities
of its various parts and revel in the pleasure of a long-overdue
story well told.
Reviewed by Niall Rough for AceGamez (All Rights Reserved).
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