To say that the Final Fantasy VII Remake project was hotly anticipated is something of an understatement.
Ever since the run-up to the PlayStation 2 launch, where one of the promotional videos showed a cutscene from Final Fantasy VIII apparently being rendered in real time by the new system, fans have been wondering what would happen if one of the world’s most beloved RPGs were ever to get remade.
Well, we’re starting to get some answers now… and a whole bunch of questions, too. Let’s explore!
Spoilers for both the original FFVII and FFVII Remake (yes, there are differences) ahead.
Continue reading Final Fantasy VII Remake: The Future is a Blank Page
I reviewed this game for Nintendo Life! Stop by and check out my thoughts over there, then pop back here for a more in-depth look.
In video games, we’re accustomed to having some sort of concrete “villain” to fight — usually a personified antagonist of some description.
But what happens when you don’t really have an “enemy” as such — you’re just struggling against natural forces that have no feelings about you one way or the other? And how will your experiences interact with those of the people around you?
These are the questions that Disaster Report 4: Summer Memories attempts to answer. So let’s take a closer look at how it does that.
Continue reading Disaster Report 4: Summer Memories – Living a Crisis
Our second playthrough of Warriors All-Stars gets well and truly underway as we get to grips with Sophie’s moveset, and look at expanding Tamaki’s forces.
On today’s agenda is Mitsunari Ishida, a vibrant-haired, brilliant tactical mind with his own strong opinions on how best to wage war. How will he get along with the rather flighty Sophie… and the somewhat more grounded Plachta?
Better punch a whole load of dudes in the face to find out!
Sometime in 1997. I am in my last year of compulsory education. My brother, ten years my senior, has come home from America to visit, on vacation from his job on Electronic Gaming Monthly and the Official U.S. PlayStation Magazine. I always enjoy this, because he tells me all about the interesting new games that are coming out for exciting new platforms like the Sony PlayStation.
“Have you heard of Final Fantasy VII?” he asks. I respond in the negative. I had a feeling I’d heard the name Final Fantasy before, perhaps in the Super NES magazine Super Control that his ex-girlfriend used to work on back before they split — and before he left our green and pleasant isle for pastures new — but I’d never really paid it much mind. He seemed excited, though — and given that his position meant that he saw a lot of new games each and every day, this was enough to make me pay close attention.
“It’s the only game that I’ve ever seen make someone cry,” he said. I knew immediately that I had to play it. And thus a switch flipped, and what would become the Pete of today was born.
Continue reading Final Fantasy VII Remake Demo: Yes
Having beaten the game last week, today it’s time to start a whole new Warriors All-Stars adventure!
This time around, we’re taking Sophie from Atelier Sophie as our leading lady, which puts us into Tamaki’s story route rather that Setsuna’s, which we explored last time around.
This should mean we get the opportunity to encounter and recruit some different characters and see some brand new story scenes… as well as getting to throw Punis at people. What’s not to like?
And so, we reach the conclusion of our Warriors All-Stars adventure. Or, well, the first conclusion, anyway; this is a game with multiple endings, and a variety of paths through its overall narrative.
The ending we achieve today is not the “true” ending, but it forms a suitable conclusion to the narrative path we’ve been following. Plus you get to see some absolutely disastrous attempts at a “one-hit kill” mission; things get real messy for poor old Honoka for a while there.
This may be the end of our first playthrough of Warriors All-Stars but we’re far from done yet! There are more characters to unlock and play as, more narrative paths to explore and more hot furries to lust over. Fight. I meant fight.
This post is one chapter of a MegaFeature!
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We’re trying something new here on MoeGamer for 2020: something I’ve been trying to figure out the best way to do for a while. How, exactly, to tackle a series of significant length — both in terms of number of games and the sheer amount of time it takes to play them?
I was initially prompted to think about this by Falcom’s Trails series, which I’d very much like to cover when (if?) it’s finished. Each of those games are upwards of a hundred hours, and their narratives are interlinked, so they’re not things you can easily analyse in isolation. Or rather, given that interlinked nature, they’re not things I want to analyse in isolation.
That’s not the only series I wanted to explore in depth, though. One that’s been steadily filling up my shelves for the past few years is Gust’s long-running Atelier series… and given that the series as a whole is subdivided into smaller trilogies and duologies, it seemed like an ideal opportunity to experiment with the format.
And thus, I welcome you to the first MoeGamer MegaFeature!
Continue reading The Atelier MegaFeature: Prelude