Crisis Core: Final Fantasy VII
By Zach Patterson Wednesday, 13 Aug 2008

I think at this point, you would have to deem the “Compilation of Final Fantasy VII” project a middling disappointment. Dirge of Cerberus was a generic action game, Advent Children was a beautiful looking movie that had a near incomprehensible plot and an overload of action sequences, and Before Crisis was never released in America. Crisis Core, however, is there a generic cialis even after all the delays, stands out as a fantastic prequel, and a great game all by itself. Crisis Core follows the story of buy generic cialis online Zack Fair and his rise and fall in Shinra. Throughout the game, you are introduced to a new cast of characters and a few returning ones. The new cast plays an integral role, with Angeal and Genesis being the most notable new characters. They too are SOLDIER operatives, but as the story moves along, you discover a lot about them and their relationship to Sephiroth and other pivotal characters and plot points from Final Fantasy VII. The story is told fairly well, and while sometimes you question character’s motives and their wild changes in mood, it’s hard to deny that it keeps you intrigued. From playing out the dramatic Nibelheim sequence against Sephiroth, to meeting Cloud and forming a friendship worth dying for, to falling for Aerith, to fighting your former friends and trying to understand what’s happened to them, and even to the final sequence where Zack completes his story, it’s all just so damn good. Especially for people like me who played FF7 10 years ago, this game is great fan service. It adds the most defining setting from FF7 in Midgar, and throws in a modest amount of the original cast (unlike Advent Children, where they crammed EVERYONE in there for no real reason) and then logically ties into the original game and the other compilation stuff. In fact, I would go out on a limb and say the ending is one of the best in any game. It’s sad, it’s epic, it’s satisfying, it’s just a perfect ending to the game. In short, it would be worth playing just to see the plot. Luckily, the gameplay is pretty fun too. The fighting system feels a bit like Parasite Eve, where you are free to run around the battle field, and you wait for your turn to attack. It’s very action oriented, and

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there’s even options to block and evade. This leads to very exciting battles, and as you get deeper into the game, the fights get more difficult and strategic. The type of Materia you equip going into battle starts to become much more important and having the right types is the difference between winning and losing. Since they created such a linear game with such an excellent battle system, Square-Enix wisely included a Mission mode you can access whenever you save the game. The Mission mode is also a great idea for a portable game, since the missions generally take less than 5 minutes and are oriented for pick up and play gaming. It becomes boring if you play some of them for too long, since almost none of them are anything more than “go here, find this, fight that”, but it adds a lot to the game to be able to level grind casually and be guaranteed to find items and progress through the missions. One thing I find rather strange is that the generic viagra online game has such sophisticated systems and menus in it, but yet they don’t really make you use them, and they are so hard to fully understand. You don’t need to master things like the Materia Fusion or completely understand

the workings of the seemingly random DMW limit break system, but it makes you wonder if maybe the game should have explained them better, or at least have been a little longer in order to get more use out of them. The game is absolutely beautiful. It has PS2 quality graphics in game, and the characters are very expressive and animated, not to mention well designed. The areas you go to are also unique and memorable, and even the menus are stylish and cool. Then there are the absolutely ridiculous CG sequences that are you expect from Square. I don’t too often think “wow” when I see prerendered scenes anymore, but some of the summons and action sequences were very well directed and just damn pretty. The game controls very well overall, both on the field map and during battle. I feel like the attacks maybe should have been a little more instantaneous once you hit the action button in battle, but it’s a minor quibble that doesn’t take away from much. The viagra ebay music is something I expected to be a rehash of tunes from FF7, and while there are some old favorites, theres a lot of new stuff too that is surprisingly good. Lots of rock and synth and chill music in the new stuff, and the covers are all arranged in a fresh new manner. Crisis Core not only is a proper sequel/prequel to Final Fantasy VII, it is also likely the best game on the http://cialisonline-storeedtop.com/ PSP to date. It packs a good story, lots of opportunity for sidequests, pretty visuals, great music, and does the franchise proud. If you have a PSP, this is a game you need to have. If you are thinking about getting a PSP, this is a very good reason to consider buying one.


3 Responses to “Crisis Core: Final Fantasy VII”

  1. Andrew Raub Says:

    You said it about the cutscenes. Odin’s is phenomenal… so epic.

    I totally agree with everything you said. Not only is this arguably the best game for PSP, it’s also a FF7 related game that doesn’t suck or is for cell phones. They could have made this a very mediocre game, but they didn’t.

    My only complaint is the materia fusion system. It’s confusing as all hell, and there’s no direction on how to get the crazier materia (and they aren’t really needed anyways…).

  2. Charlie Goodrich Says:

    I have two complaints about this game. First, the missions got boring as hell. They were beyond monotonous and repetitive. Second, there was a severe lack of environments. This game used the same recycled backgrounds and settings for most of the game. Other than that this was a great game.

  3. Zach Patterson Says:

    i’ll agree with that. the like 4 environments they used for missions over and over got old. i accepted them as just quick pick up and play mini-quests, but there was so many of them that they all kind of ran together. i’m sure it was to save space, but perhaps a larger variety of recycled environments would have been good. the story based environments weren’t all that bad though.

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