Category Archives: Features

Some final thoughts on Final Fantasy VII Rebirth

I finally beat Final Fantasy VII Rebirth! It took me a grand total of 101 hours, and while I didn’t do absolutely everything in the game, I did a significant proportion of all the available stuff.

I enjoyed it a lot, overall. It’s a well-crafted game that pays nice homage to the original while doing a lot of new things that are distinctively its own. And while I won’t spoil the ending in this introduction, it was an intriguing and thought-provoking conclusion that we’ll talk a little more about later in this piece in a clearly spoiler-demarcated section.

So let’s have a look back over the game as a whole, and see what’s what, shall we?

Continue reading Some final thoughts on Final Fantasy VII Rebirth

Did Final Fantasy VII Rebirth need to be a humongous, obscenely long open-world game?

I’m not going to bury the lede here: yes, I firmly believe that Final Fantasy VII Rebirth did need to be humongous, obscenely long open-world game. So let’s spend a bit of time talking about that.

It’s become fashionable to bash open-world games in the last few years, at least partly because for a good long while now, big-budget developers and publishers have been using them as something of a crutch. Rather than providing a carefully structured, well-paced experience, a lot of developers seem to believe that offering the player what they consider “true freedom” (which in practice is rarely anything of the sort) will make up for the game’s shortcomings in other areas.

While there are a lot of companies out there who are very much guilty of that, when Square Enix has made an open-world game — particularly, but not exclusively, one in the Final Fantasy series –it has usually come out rather well. And Final Fantasy VII Rebirth is the best to date. Let’s take a closer look.

Continue reading Did Final Fantasy VII Rebirth need to be a humongous, obscenely long open-world game?

Some spoiler-free early impressions from Final Fantasy VII Rebirth

I’ve been eagerly awaiting Final Fantasy VII Rebirth, and it actually arrived at my house a couple of days early! As such, I’ve been playing it for the last couple of evenings, and wanted to share a few initial thoughts.

I’m not going to spoil anything about the plot in this piece, because I’m not very far into said plot, and there are seemingly some very interesting things going on. We’ll talk about all that another time; today I wanted to focus particularly on the gameplay that unfolds after about two or three hours: the point at which the game properly “opens up”.

And yes, in a marked contrast from its predecessor Final Fantasy VII Remake, Final Fantasy VII Rebirth really does open up. So let’s take a closer look at that.

Continue reading Some spoiler-free early impressions from Final Fantasy VII Rebirth

Another look at Granblue Fantasy: Relink after finishing its main scenario

I rolled credits on Granblue Fantasy: Relink after about 20 hours of play. That might sound short for an RPG — and it is, by modern standards — but reaching the end of that main story is also potentially far from the end of your time with the game.

We’ll explore that side of things in more detail another day (mostly because I haven’t really delved into the “endgame” as yet) so today we’re taking a look at the gameplay experience while you’re playing through the main scenario.

Without wishing to spoil things too much, I had a great deal of fun playing through Granblue Fantasy: Relink. So let’s take a closer look at exactly why this game works so well.

Continue reading Another look at Granblue Fantasy: Relink after finishing its main scenario

How Ace Attorney does so much with so little

We live in an age where, at the upper end of the market, video game budgets are spiralling out of control in a relentless pursuit of movie-like photorealism.

And yet, a series of games that first appeared just under 25 years ago (at the time of writing) has pretty consistently been doing such a great job of telling its stories with minimal tech that its publisher, Capcom, still regards it as one of its most valuable intellectual properties.

I am, of course, talking about the Ace Attorney series, and I thought it might be fun to look at some aspects of how these games present their stories to the audience — something that has remained fairly constant over its complete run, despite spanning several hardware generations. So let’s do just that!

Continue reading How Ace Attorney does so much with so little

A first look at Granblue Fantasy: Relink

I’ve been looking forward to Granblue Fantasy: Relink for a while, despite its seemingly troubled development cycle.

Ever since I spent some time playing the original mobile version of Granblue Fantasy, I’ve been hungry for the setting and characters to be adapted into a full-scale, not-free-to-play, not-mobile game. Because of all the mobile games I’ve spent some time with over the years, Granblue Fantasy is still one of the best in terms of the effort that has gone into its presentation and setting.

Ultimately, though, it was still a mobile game, and as such its appeal to me waned as the grind — or the temptation to spend money — ramped up. So does Granblue Fantasy: Relink provide what I wanted from a “proper game” adaptation of the franchise? Let’s take a closer look, based on a few hours of play.

Continue reading A first look at Granblue Fantasy: Relink

Final Fantasy VII Remake Episode INTERmission: short and mostly sweet

After clearing my Hard mode playthrough of Final Fantasy VII Remake, I was keen to try out “the Yuffie DLC”, also known as Episode INTERmission.

After my initial annoyance that Square Enix didn’t bother to include the damn DLC on the disc for the “Intergrade” PS5 version of Final Fantasy VII Remake — “Project Ten Dollar” is alive and well — I settled down to enjoy this additional episode, with absolutely no idea what to expect.

The entire thing took about 10 hours or so to play. You can extend that a fair bit if you do a Hard mode run through it and are a bit more fastidious about clearing up side activities, but the whole thing felt like it was a good length — and it left things on a nice teaser for Rebirth. So let’s take a closer look.

Continue reading Final Fantasy VII Remake Episode INTERmission: short and mostly sweet

Reflections on Final Fantasy VII Remake Hard mode – a solid New Game Plus implementation

“Back in the day,” as those of us of a certain age tend to say, it wasn’t unusual to replay a favourite game to see everything it had to offer.

Sometimes you’d play the game again immediately after finishing it; at others, you’d leave it a while and then come back to it fresh. Sometimes the game had additional things to discover when you played it through after clearing it once; at others, it was just a case of enjoying a story again, like re-reading a book or watching a film multiple times.

These days, meanwhile, there are so many games available that it’s relatively rare that I take the time to replay something I’ve already beaten to my satisfaction. But I made an exception for Final Fantasy VII Remake, so let’s take a look at that.

Continue reading Reflections on Final Fantasy VII Remake Hard mode – a solid New Game Plus implementation

Ace Attorney: evolving the Japanese adventure game formula

Playing through the two Famicom Detective Club games got me well and truly in the mood for some more adventuring. And so it was that I finally booted up the Nintendo Switch version of the first Ace Attorney Trilogy that I’ve had on my shelf for quite some time.

I’ve previously played all the Ace Attorney games except for the sixth one (and The Great Ace Attorney, and Professor Layton vs. Phoenix Wright: Ace Attorney… and the unlocalised second Ace Attorney Investigations game) so I already know the series quite well, but it’s been a good few years since I sat down and gave them some proper attention.

Moreover, I’ve somehow gone this long without ever writing about them here on MoeGamer, so today’s the day we fix that. Perhaps not for the last time, either.

Continue reading Ace Attorney: evolving the Japanese adventure game formula

Revisiting Final Fantasy VII Remake ahead of Rebirth’s release

At the time of writing, we’re counting down to the long-awaited second part of the Final Fantasy VII Remake project, which we now know is called Final Fantasy VII Rebirth.

That’s not all we know, in fact; we know that this second game is going to conclude in “The Forgotten Capital”, which is where the first disc of the original game ended. Yes, with that scene — though as we’ve previously discussed, Final Fantasy VII Remake took great pains to point out that “the future is a blank page”, and that game’s final encounter was literally facing down the concept of “Destiny” itself.

Anyway, long story short, I’ve been revisiting Final Fantasy VII Remake ahead of Final Fantasy VII Rebirth’s release, so I thought I’d talk a bit about my experiences so far.

Continue reading Revisiting Final Fantasy VII Remake ahead of Rebirth’s release