Final Fantasy VII is of course a legendary title in gaming history as one of the most popular and influential JRPGs ever published. At the time of its publication in 1997 it was the first 3D home console RPG ever published and was of course wildly successful for Square Enix. However, while the technology on display in 1997 may have been mind-blowing for that audience, in 2023 I have to say that it is the most poorly-aged Final Fantasy game I've played. While there is truly a lot to love in this game -plenty of big action set pieces, a plot with a lot of fun twists, and a highly customizeable battle system that greatly rewards experimentation while not requiring grinding, the graphical presentation of the game, the sometimes underdeveloped characters and plot points, and themes that are inconsistent and sometimes even contradictory themes are problems that are too difficult to ignore, even when accounting for the technical limitations of the time.
Gameplay
Combat in FFVII is turn-based and uses the ATB system introduced in FFIV. Rather than being tied to specific characters or jobs as in most other FF game, every single ability, spell, and summon that characters use in the game is based on what materia they have equipped. In turn, available materia slots are based on the armor and weapons each character is equipping. There are costs to equipping materia as certain character statistics like HP or defense may decrease if materia is equipped. On the other hand the only way for these materia to grow in strength is to have them equipped to a character. Assigning these materia in the menu system is often tedious especially if like me you prefer to rotate characters in your party frequently. I found that this system rewards experimentation with various materia combinations and found it rewarding and engaging for the most part. On the other hand, it gave each party character less of an identity, especially when you consider that there are very few points in the game where your party makeup is determined by story events. Characters therefore felt very interchangeable and I think there is a narrative consequence to gameplay design choices here. . While I don't dislike the materia system I think I prefer a more consistent combat role system like in FF 5 or FF 9. The Limit system is ab overwhelmingly positive addition to the ATB system and better than it's implementation in any other FF title since. compared to other games in the series, this entry felt among the easiest, but perhaps that is because I had good character builds. I liked the fact that I could finish the game without grinding, and the final battle with the one winged angel was sufficiently challenging.
While navigation of the games many environments and overworld is usually painless, there are times when a level's geometry or interactive objects is not obvious. When this occured, my progress would often be stalled as I would need to consult a guide to see how to proceed. While I think this is sometimes inevitable in a game of this age it seemed to happen too frequently to ignore. Lack of frequent save opportunities added some frustration, especially in the final stretch of the game, but this is very much in step with older titles in the series and was a welcome if sometimes frustrating design choice.
Narrative
The narrative elements of FFVII are mostly good. The vengeance conflict between Cloud and Sephiroth, Cloud's struggles with identity and memory and his unreliability of a narrator were all very compelling. I also loved exploring the world of Midtar, and indeed the games setting is one of gaming's most unique, offering an oppressive futuristic dystopian setting ruled by an amoral corporation whose impact is felt globally. The timely anxieties surrounding environmental depredation and genetic engineering present in this 25 year old game all feel relevant even today. As great as the narrative is, I feel however that many elements were underdeveloped.
The game seems to not know exactly what it wants to be about. I found the most compelling narrative threads to be related to Shinra and their harm to the environment, but after the first act of the game they are mostly relegated to a deuterantagonist role second to the threat of Sephiroth/Jenova, which I found comparatively less compelling narratively and thematically. And, while I did enjoy the conflict between Cloud and Sephiroth, especially the elements concerned with Cloud's struggles with his own identity, I expected Sephiroth to have more of a presence in the story. I found his motives to be almost nonsensical, and his descent into madness left a lot to be desired. In fact, most of the supporting characters besides Aerith and Tifa seemed like they didn't have much to do after they were introduced to the point where VII seems to have one of the least developed supporting casts in the series. That being said there are some genuinely emotional beats in the story and the plot is jam-packed full of exciting set pieces. The story is compelling though, and as wild as it is, never feels like it goes off the rails, and while the narrative can be confusing at times, this is usually intentional and temporary. I just don't feel that it is the best the series has to offer.
Aesthetics
While I'm sure FFVII blew audiences away in 1997, it feels to me like the most poorly aged entry in the series in terms of presentation. The other entries on the PS1 managed to accomplish much more with identical hardware (which they should given VII was the first attempt at a 3D game), but I can't help but not ignore the graphical crustiness of this game, to the point that it is distracting and even interferes with progression sometimes as I mentioned in the gameplay section. Each location does feel unique and well illustrated however, and battle animations are pretty cool for what they are and definitely a bold foray into 3D graphics.
Soundwise Uematsu continues to display his usual versatility and genius. The battle themes in this game are catchy and intense, and One-Winged angel left a strong impression. Environmental soundtracks evoke feelings of oppression, appropriate for the looming destruction of the world and omnipresence of Shinra corp. Aerith's theme is used successfully to evoke feelings of romance and then grief.
Score: 4/5
Score: 4/5
A 4/5 game is an excellent game with a couple noticeable flaws or lack of well-executed new ideas that keep it from achieving a masterpiece status. These games often offer many of the same ideas other titles in the genre or series offer and may sometimes fail to stand out in terms of originality or execution, but rarely feel mediocre. In a word, a 4/5 game is "great", and certainly worthy of a playthrough.