Tag Archives: squaresoft

Final Fantasy VII Remake – Demo Impressions

Final-Fantasy-7-Remake-DemoIt’s been a long time since I discussed the possibility of a Final Fantasy VII remake. After mentioning it here and there in other posts, I made a dedicated post on the subject six years ago. And six years ago isn’t even the start of all of this hype, so it’s safe to say this game has been a long time coming. And it’s almost here. In order to drum up excitement (and maybe quell some negative press at release), Square-Enix released a free demo for the remake on the PlayStation Network this week. To access it you simply need a PlayStation 4 and a network connection. You do not need to be a subscriber to Sony’s paid online service. The demo should take about 10 minutes to download and install and contains roughly an hour’s worth of content, so if you’re curious about the game and have yet to check out the demo you might as well go rectify that right now.

The demo contains what I assume will be the start to the main game. If you played the original Final Fantasy VII then it will be quite familiar. You take on the role of Cloud, a mercenary in the employ of Barret Wallace and his organization, Avalanche, which is in the process of storming a mako reactor in the city of Midgar owned and operated by a company named Shinra. As Cloud (who is given that name outright, so no more choosing your own name), you’re expected to take orders, do the job, and collect a paycheck at the end. The goal of the mission is to take down and destroy this reactor, which Barret explains rather passionately is destroying the planet. Basically, if you’re familiar with the original game this is all routine, but if you’re a newcomer you may have some questions, but those will have to wait for retail.

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Cloud is back, and he’s still going with that hairstyle.

It has been an exceptionally long road getting to this point. Final Fantasy VII was released to huge publicity way back in 1997 and is a very popular and beloved title. For many, it was probably their introduction to the franchise as it was only the fourth entry in the series released outside of Japan. And by far, it was the most publicized, though the US version of Final Fantasy VI was no slouch in terms of marketing. It’s hard to say when the thirst for a remake arrived, but it was definitely here after Square unveiled a PlayStation 3 tech demo that contained images of Final Fantasy VII with a new engine. At the time, Square intended this to be just a demo of what a Final Fantasy title could look like on the new hardware, but naturally many fans just wanted to see these resources used to create a new version of a game they loved.

A remake of Final Fantasy VII never arrived during the PlayStation 3’s lifespan, and it was rarely even hinted at. The company line soon came to be “We hear you,” and fans were expected to just keep voicing their desires for a remake in hopes it would one day happen. Well, that day has just about come and it’s going to be met with some degree of dissatisfaction, but overall I think this title will do well for Square-Enix.

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And all of your friends are back too, like Biggs, Wedge, and Jessie!

First of all, fans have known what to expect leading up to this point. Gone is the old mechanics of the Active Time Battle System and in its place is a more action-oriented gameplay system. Anyone who has played Final Fantasy XV or even Kingdom Hearts III should feel relatively comfortable with this new system, but anyone going straight from Final Fantasy VII to this will likely be left with their head spinning. At the start of the demo, the player just controls Cloud who battles solo. As enemies come into view, Cloud goes from a passive state to a combat position seamlessly. Mashing the square button is really all that needs to happen in order to win the day against these early foes, but there’s a bit more going on under the hood.

As Cloud attacks, his ATB meter fills. Yes, a relic of the past still exists in some form this time out. When that meter fills, Cloud can use Abilities, Spells, and Items at his whim. Pressing the X button brings up a menu which greatly slows down the action onscreen allowing the player to cycle through the options at his or her leisure. In the demo, Cloud has some abilities that should sound familiar, like Braver. These moves do extra damage and consume ATB. For spells, Cloud has access to Fire which isn’t of much use in the demo, save for when Cloud has to fight flying enemies he can’t quite reach with his sword. Under items are a bunch of familiar options like potions and ethers.

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Oh, and lets not forget the big guy. Barret is the only other playable character in the demo.

Adding a little extra layer of complexity is the fact that Cloud has two methods of attacks. Think of this as a relic from the Squaresoft classic Bushido Blade as Cloud basically has two stances. He begins in Operator mode which is his default approach. With a tap of the triangle button he can move into Punisher mode. In this state, his sword flurries are more elaborate and deal considerably more damage. He also moves much slower making it harder to evade enemy attacks. Blocking or taking damage will knock Cloud out of this mode, so it’s something that is to be deployed in moderation. At work, is a system of staggering in which repeated blows on an enemy fill a bar below their health. When that fills they become staggered and momentarily incapacitated. You won’t get to play with this too much in the demo as the fodder will like fall first, but it would seem the standard play is to attack an enemy until staggered, then bust out Punisher mode to deal additional damage while they can’t move.

About midway through the demo, Barret will enter the fray. When a second member joins the party in battle, switching between the two is as simple as pressing a button. Barret works in the same manner as Cloud, except he’s a ranged fighter and not nearly as fast or nimble. He can more easily hit flying enemies and instead of a Punisher mode he has a charged attack that gradually fills. He also has access to the spells Thunder and Cure, though you should have plenty of potions to render the latter useless for the demo. You can give the A.I. controlled party member commands during battle, though for the demo I found it mostly unnecessary. When controlling Cloud, Barret did a good job of attacking enemies Cloud could not, but I suspect in larger frays with three characters in the main game it may become more necessary to micro-manage the combatants.

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The demo will give you a look at the mysterious flower girl, but don’t expect it to settle the Aerith/Aeris debate.

Combat in the Final Fantasy VII remake has the potential to add layers of complexity. And in some ways it already feels that way, though much of the confrontations in this demo can be resolved by simply mashing the attack button. It remains to be seen if that’s just simply a matter of this being a demo, or if that will be the general flow of combat for lesser enemies (the equivalent of the original’s random encounters) or if the game will demand more from these enemies as it moves along. Near the end of the demo is a boss encounter in which you will have to do more and pay attention to Cloud’s suggestions. He’ll yell out to Barret how to deal with the enemy, and as the player, you’re expected to do the same. These range from what magic to utilize and where to strike. It’s during this battle that you’ll likely encounter Limit Breaks for the first time. They seem to work as they did in the original, though with Braver being a standard move, Cloud’s first Limit Break is now Cross-Slash. I did not see Barrett’s in my play-through.

When not in battle, the game is pretty much just a nicer version of the original. The camera is always behind Cloud, but can be manually controlled via the right analog stick. The visuals are on par with the best titles Square-Enix has produced so you’re not likely to find many complaints there. Cloud more or less resembles his Advent Children self, but he has been noticeably reworked some and I think he looks a little better now. He’s still a touch goofy looking since he’s an anime design made real, but it’s fine. The voice acting is good as well and since these characters have all spoken before since the original game’s release it’s not as surprising as it might have been fifteen years ago. In short, if this game is a failure the production values will have little to do with that.

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The sweeper is one of the few enemies in the demo that will let you try out more of your arsenal.

Exploring the environment of this demo is not exactly exciting, but it’s also a tutorial disguised as a mission. I don’t want to make assumptions about the rest of the game based on this section. There are some chests scattered about, but they’re all in plain sight. There are boxes Cloud can smash with his sword to uncover items and even some simple obstacles that need to be cleared. Cloud can basically just run, run faster, and swing his sword. When he needs to jump he’ll do it automatically. It appears the old equipment and materia systems will work largely the same, though the game doesn’t give you an introduction to that aspect in the demo. Oddly, I found you have to use the real-time item list (accessed via the X button whether in or outside of battle) to heal via potions and can’t do it from the pause menu. It would be nice to see an auto-heal feature in the main game.

Ultimately, what is going to make or break this game is the combat system and how that aligns with expectations. There are certainly plenty of fans of the more recently released Final Fantasy XV that will likely welcome a more modern, action-oriented, battle system. There are also those who will yearn for the days of old and the turn-based system. There was a rumor making the rounds over the summer that the game could be made into a turn-based one, but that is not the case. You have options to greatly slow it down, but it will never be truly turn-based. It’s more you can make it similar to a Bioware RPG in which you could basically pause the action, issue commands, then resume. I am not surprised that Square went modern with its combat system, though I have reservations about it. The generic encounters are rather mind-numbing. Again, you could say the same of the original, but relentlessly mashing buttons somehow feels more tedious than the old system. As such, I kind of wish it went even more action and added multiple attack buttons, combos, and a more robust parry system. The thought being if you want this to be an action game, just make it an action game. The boss fight does show how the system can be expanded, but the battle was long and when it was over I don’t know that I felt accomplished. I was kind of just glad to be done with it.

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The climax of the demo is a battle with the Scorpion Sentinel, also a boss from the original. He’s much harder this time around, but still quite manageable.

The other elephant in the room is also just what can fans expect of this initial installment of Final Fantasy VII Remake. Square-Enix has almost gone silent on the subject since it was announced, but this game is not the entire Final Fantasy VII experience. The assumption, which has mostly been confirmed, is that this game only covers the Midgar portion of the original. It basically ends with the rescue of Red XIII, who is reportedly not even playable in the full version. We do not know how many games this remake will span. We know it’s more than one, and that is all. My guess is that it will be three games, just because publishers seem to like trilogies, but how it ties in with the sequels remains unknown. Fans will want their characters to carry-over, but if this stretches beyond two games it seems unlikely the third would be a PlayStation 4 game. There’s no timetable for the release, and considering how long it took to get this out, I have my reservations about diving into an incomplete experience.

This demo largely accomplishes what it needs to. Fans get a taste for how this very intriguing game will work and play. That’s all a demo really needs to do. It can’t answer whether or not the final release will be worth it, but it provides some indication of what to expect. I do think that game, which I presume is around a 15 hour experience, will be largely good. The questions though about when the next installment will arrive gives me some trepidation, enough so that I will not be a day one buyer. I don’t feel like I need to get to this right away considering the full story won’t be available for years. It makes it easy to back-burner as I still have other titles to finish. I think there will be plenty of fans of the old game to make this a commercial success, so I don’t think there is presently any danger of Square abandoning the project. And from a value standpoint, it can be all but assumed that eventually, when all is said and one, there will be a Kingdom Hearts styled package release of all of the titles at a friendlier price.

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The “full” game arrives April 10 on PlayStation 4.

Those are all things to consider. If you don’t care about the release schedule then by all means play the demo, decide if it’s something you want more of, and go ahead and buy it. I expect there will be critical voices out there on Twitter and such, and they will be loud, but not very impactful in terms of sales. This game will do well because there is so much anticipation for it. And because of that anticipation, Square-Enix was right to take its time and basically build this from the ground up, even if I would have personally been really tickled by a “downgrade” in the form of a sprite-based remake. I expect modern gamers to respond well to the new combat mechanics, though I do wonder if people experiencing this for the first time will be left underwhelmed. They may not understand what made the original so big and exciting to begin with. For them, we’ll only be able to offer up a “I guess you had to be there,” explanation and leave it at that.


Bring Arts Weltall Action Figure Review

 

img_4425One of my favorite games from my youth is the role-playing game Xenogears. I think I even declared it as my favorite game of all time when I reviewed it here a few years ago. I don’t know if it is my all-time favorite or not, but it’s still right up there because it did a lot of the things well that I enjoy in a game. Especially for a game released in 1998. In case you’re not familiar, Xenogears is a Japanese RPG published by then Squaresoft and released for the PlayStation game console. It was unique at the time because it chose to mostly stick with two-dimensional sprites for its characters, but placed them in a three-dimensional world. If you’re looking for a modern comp, think Octopath Traveler only with more jaggies – a lot more jaggies.

Xenogears told the story of Fei Fong Wong, an orphaned boy in his late teens with no memory of his past living in a quiet village that will not remain quiet for very long. The village ends up becoming a casualty of war, so to speak, as a battle causes a large robot to be deposited there. Fei ends up piloting this robot, referred to as a gear in the game, because he’s called to do so by an unspeakable force and he ends up bringing death and destruction to the village. Ostracized from the community, but in possession of this very lethal gear, Fei ends up getting caught up in something much bigger than he could have ever imagined. He’ll make new friends, encounter new foes, and even fall in love across two discs of gaming goodness. Things will get pretty wacky with split personalities and a destiny being revealed that seems to involve destroying God. It’s a head scratcher and probably more than a little pretentious, but damnit, that’s what we expected of JRPGs in the 90s!

 

I’ve played through and completed Xenogears on more than one occasion, and I’m sure every time I’ve engaged it I’ve thought to myself, “Man, it would be really cool if there were action figures for this game.” And for a long time, there were not. With 2018 marking the game’s 20th anniversary though, Square-Enix decided to partner with action figure company Bring Arts to do right by this game for the first time in a long time.

Bring Arts is known for collaborating with Square-Enix on several properties. The company’s figures are usually highly articulated and well-detailed, but also can be rather pricey. Finding places that carry them in the US can be troublesome, with places like GameStop usually only willing to stock a few figures of the most popular franchises. Xenogears, despite being permitted to brand itself as a Greatest Hit back in the day, is not a terribly popular franchise so I have not seen a single figure from the line in a physical store. That doesn’t mean there aren’t any carrying them, but it did mean I didn’t get too excited when I heard toys were coming.

 

Bring Arts first released last year a figure of Fei, as he being the star character that made sense. They then followed with a figure of Elly, one of the other central characters in the show. They look pretty good, but I took a pass because they’re not cheap and also not really what I dreamed of acquiring. Finally, Bring Arts just recently released it’s third figure:  Weltall. When I played Xenogears back in 98 it was Weltall and the other gears designed  by Kunihiko Tanaka that I was thinking of when I wished there were toys based on the property. Weltall is Fei’s gear, and he’s got a nice look to him. He comes across like a hybrid of a Gundam mixed with one of the orbital frames from Eva. It’s mostly blue with glowing red eyes and has wings, or fins, that don’t seem to do anything affixed to its back. Weltall doesn’t use any weapons in the game and instead fights as Fei does with martial arts techniques. It can shoot a Kamehameha like blast, but it doesn’t have guns or a giant sword

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SH Figuarts Vegeta for scale.

The Bring Arts version of Weltall is not to scale with the previous figures. It essentially exists in its own world as the figure itself is only slightly taller than Fei, even though Fei is meant to sit inside the gear and pilot it. It would have been cute if Bring Arts included a tiny Fei with the toy, but sadly the company opted not to. I don’t have Fei, or Elly, so it’s not something that really matters to me, but I suppose if you’re adding Weltall to a Xenogears display it might annoy you a bit.

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Weltall setting Vegeta up for his patented Stunner.

Weltall comes in a nice window box package that’s easy to get into. Once removed, Weltall has a nice feel to it. The figure is all plastic, but has a gun-metal finish to it that makes it at least resemble sheet metal from a distance. It would have been cool if Bring Arts could have included a lot of diecast with this piece, but considering the MSRP is around $90 maybe it’s good that it does not. The figure does feature swappable, diecast, feet which is pretty interesting. It reminds me a bit of the Teenage Mutant Ninja Turtles action figures from SH Figuarts which had diecast shins for balancing. Placing the diecast feet onto the figure allows it to more easily be posed in one-legged positions. Scratching is always a concern with diecast parts so you’ll want to take care when removing them, but they swap on and off easily and the paint application is consistent from plastic to diecast so they don’t look out of place.

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The feet, see if you can tell which is diecast and which is plastic.

Weltall comes with additional hands for posing, including a set of gripping hands. Considering the gear doesn’t use weapons I’m not really sure what good gripping hands are, but they’re included. He has some “chop” hands and energy blast hands, which are permanently bent back. Same for the two fingers pose hands he’s got. The wings, or whatever they are, need to be attached to the figure manually and they snap on easily enough. I was concerned these pieces would throw off the weight of the figure and make it harder to stand, but they’re nice and light and I didn’t have any issues there. I heard some folks were dissatisfied with the paint on the first figures in this series, but I’m happy to report my Weltall looks great.

 

Weltall has a lot of articulation, some of which is rather creative. There are numerous plates on the figures body, some of which you need to swivel a bit before moving a limb. This isn’t a toy you ever want a kid to just grab and start fiddling with as a lot could go wrong. There are some sliding joints in the shoulders and thigh area that help make the limbs clear some of these plates so that the arm or leg can have a full range of motion. The ankles also extend a few millimeters for enhanced positioning as well which is really cool. The extra hands and feet all snapped off and on for me rather easily and this toy in general required little in the way of breaking-in. The only limitation I could find articulation-wise was with the chest and abdomen, which really aren’t able to do much. Since this is a robot, I suppose it doesn’t need a true ab crunch. The sculpt of the torso is also quite nice so at least nothing was sacrificed for the sake of articulation.

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The beauty of diecast feet.

Weltall comes across as a pretty high quality piece of plastic. The likeness is dead-on, and the inclusion of diecast feet was pretty neat. It does mean the figure comes with that hefty price tag though. The MSRP appears to be around $90, but I’ve seen the figure for sale at marks both above and below that figure. Diligence and patience are your friends if you want to get this figure for as little as possible. It’s a niche product, so there’s always the chance Bring Arts ships too many and it ends up on sale, but it almost seems too niche for that. I was fortunate to find a brand new figure on eBay that was an actual auction listing that started at a penny. As result, I ended up only paying around $65 for my figure. I say “only” but that’s obviously in comparison with the asking price as $65 for a six-inch scale action figure is a lot of money. As a result, this isn’t a toy I can recommend to casual fans and collectors. If you’re a diehard Xenogears fan like myself that has always wanted a figure of Weltall then yeah, go ahead and splurge, but otherwise you’re probably better off staying away.

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The figure also comes with a stand, but honestly, it doesn’t need it.

I’ve seen some individuals in the Xenogears fanbase openly speculating on what’s to follow Weltall. I’ve even seen some say they’re waiting for the red version of Weltall from the game, Weltall-Id, but that seems a bit risky to me. Bring Arts has not announced or shown any other figures from Xenogears, and I don’t expect any to follow. Since Weltall-Id could be done fairly easily, I suppose a future variant is possible (maybe a convention exclusive?), but new sculpts seem unlikely to me. This line feels like a rather simple celebration of the game’s age and three figures based on the most recognizable characters/gear feels like a fitting tribute. Would I want more? That’s actually a tough question. I love Weltall, and Weltall II was fine, but also not much different from Weltall 1. Of the other gears, I suppose Andvari was pretty cool and I did enjoy Fenrir, I’m just not sure I liked any of them to want to drop another 80 or so bucks a piece. Most of my favorite designs actually belonged to the bad guys, live Alpha Weltall and Wyvern, and I don’t know if Bring Arts would dare make figures based on those instead of another hero character. I guess we’ll cross that bridge should we get there.

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Blast away.

For now, this Weltall action figure is a pretty neat way to celebrate 20 years of Xenogears. It’s basically exactly what I wanted, just at a price point higher than I would have liked. If more gears come along I’ll certainly take a look, but if this is the only action figure I ever own from Xenogears then that’s okay by me.

 


Forecasting and Perfecting the PlayStation Classic

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Aww, it’s so adorable!

Sony announced the PlayStation Classic on September 19th and it is set to go on sale December 3rd. Following in Nintendo’s footsteps, the PlayStation Classic is a mini version of the original console with 20 pre-loaded games, a single controller, and HDMI output. It will have support for saves via a virtual memory card as well as numerous display modes to toggle through that will try and preserve the original look of the games or try to smooth them out and update them for today. At $100 MSRP, the PlayStation Classic finds itself priced in-between the SNES Classic and the soon to be released Neo Geo Mini. Making things more interesting, and also frustrating, is that Sony chose to only reveal 5 of the system’s 20 pre-loaded games:  Final Fantasy VII, Jumping Flash, Tekken 3, Ridge Racer Type 4, and Wild Arms. It’s an odd form of marketing, but Sony must feel confident it will have strong pre-sales to hold back that information for the time being. It also likely thinks it will help build excitement for the machine if they drip-feed consumers. Maybe it will be a weekly event to reveal another game or two. There are 10 weeks separating the system’s announcement and release so such a strategy is possible, or they could just come in bunches.

Choosing to withhold information on the included games is likely an annoyance for prospective consumers. I know I personally am not pre-ordering a gaming device in which I don’t even know what games I can play on it will be. It does however create the fun scenario in which people like me can speculate on what will be included and also what should be included. Those are two very different questions as if it were up to me I would load this thing up with RPGs, but I’m sure Sony will want a more balanced lineup. Adding further intrigue is the fact that Sony isn’t the first-party powerhouse that Nintendo is. With the SNES Classic, it was relatively easy to predict what games would be included because so many of them were Nintendo developed titles. Those games were not only among the best the system had, but also cost Nintendo next to nothing to include. With Sony’s machine, they’ll likely be cutting sizable checks to Capcom and Square-Enix with this thing.

Lets rundown the games I think Sony is going to include. Since we already know five of them, that means I need to only come up with 15 for this exercise. This is a prediction, so I’ll also include my opinion on if I think the game should be included, and where not, what I would include instead with the idea being I wouldn’t boot a fighting game to add a strategy one and will aim to stay within the genre. Let’s start with the included games:

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This was expected.

Final Fantasy VII – This is likely the PlayStation’s biggest game, not the best-selling, but in terms of what it meant to the console. This legitimized Sony with the hardcore crowd since Sony was able to pry a successful Nintendo franchise away from The Big N. And even though it’s readily available on Sony’s Eshop and will soon be available on The Switch, Sony basically had to include it here.

Jumping Flash – This is a game that has not aged well. It’s going to be ugly, and may even make you nauseous due to the first-person perspective, but in terms of early launch window games few spring to mind as being of the era than Jumping Flash. It’s a relic, but one forever tied to Sony’s machine. As a legacy game, it feels appropriate to include.

Ridge Racer Type 4 – Squaresoft may have stole the headlines when it announced FFVII would be on a Sony console, but lets not forget how important Namco was for the PSX early on. Namco supported Sony’s machine rather extensively, and one of its signature series was Ridge Racer. Ridge Racer would eventually be over-shadows by the gear-head adored Gran Turismo series, but its arcade approach remained fun and Type 4 was probably the best of the bunch and is rightfully included.

Tekken 3 – Another Namco staple, the first Tekken was a launch window title and a worthy adversary for Sega’s Virtua Fighter series. It proved to be the best of the 3D brawlers on Sony’s machine far surpassing the likes of Battle Arena Toshinden. Tekken 3 was the final Tekken released for the original PlayStation and it represents the pinnacle for the franchise for the era. It was gorgeous for the time and felt like a game that pushed the system beyond what anyone thought it could do. It’s still my favorite entry in the series and it most certainly belongs here.

Wild Arms – The Sony produced RPG had the benefit of arriving before FFVII. While some blame that game for the lack of success enjoyed by Wild Arms, I knew more than one person who purchased this title simply because they couldn’t wait for FFVII. It’s a totally serviceable RPG and it has its share of fans, though it’s never been a favorite of mine. On one hand, it does represent the early era of PSX role-playing games, but I would not have included it.  Suggested replacementBlood Omen:  Legacy of Kain – a top-down action RPG, Blood Omen was the start of a successful Sony franchise for Kain and eventually Raziel. It had a lot of style, and as a fellow 1996 title and pseudo RPG it would be a suitable replacement. If something could be done about the horrendous load times in bringing it to the system then all the better. It’s possible the sequel, Soul Reaver, will be among the other 15 and if that is the case then I would not include this one.

And now for the predictions! I’m ordering them from most likely to least, and it should be noted, this is entirely subjective for the most part though I’m avoiding any game that was intended to be played with the Dual Shock controller (like Ape Escape), with one noted exception.

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Twisted Metal was arguably Sony’s premiere franchise in the 90s.

Twisted Metal 2:  World Tour – The most successful Sony first-party franchise during the PSX era was probably Twisted Metal, and that franchise’s best game was easily Twisted Metal 2:  World Tour. It took everything that made the first a surprise hit and improved upon it. Better presentation, better controls, a huge roster, and new gameplay additions made this one a blast to play. It’s probably pretty ugly by today’s standards, but still playable and likely still infectious.

Metal Gear Solid – FFVII was the signature third-party game, and franchise, for the PlayStation’s early days, but it feels like it was supplanted some-what by Metal Gear Solid. MGS revolutionized what could be done from a cinematic perspective and its attention to detail was something seldom seen in gaming. It was an instant masterpiece, and also the game that will most suffer by the lack of Dual Shock support. If It wasn’t so important to the legacy of the PlayStation I’d say hold off for an eventual Dual Shock version of the PlayStation Classic.

Final Fantasy Tactics – Another game that is readily available, but also one synonymous with the PlayStation. Final Fantasy Tactics took the guts of Tactics Ogre and gave it a new coat of paint. It’s also a bit more accessible, but just as serious about its story. FFT wasn’t what folks who had just played FFVII were expecting, so it got kind of lost in the shuffle, but has since been more appreciated and is routinely cited as one of the best RPGs ever released. It would feel weird to not include it.

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I’ve never been a Crash guy, but I won’t deny him his rightful place.

Crash Bandicoot 2:  Cortex Strikes Back – Crash was conceived as the original PlayStation mascot meant to oppose Mario and Sonic. It didn’t really work out that way, since Sony didn’t even own the character, but for awhile he was utilized that way. Arguably his best contribution to that era were the commercials (“Hey, plumber boy!”), but the games were pretty good in their own right. Not really my cup of tea, it would be hard though to deny Crash a spot on the PlayStation Classic and most agree that his second outing was superior to the first. They would also probably argue the third was even better, but I’m guessing Sony is placing an emphasis on earlier games which is why they may opt for this one over Warped.

Resident Evil 2 – Really, the only thing that makes me thing think Resident Evil 2 might not be included is the fact that Capcom is working on a remake as we speak. For that reason, it may prefer to include the original or even the less celebrated third entry. Everyone likely agrees that RE2 was the superior title, so in the interest of keeping things simple, I say Capcom relents and lets Sony have it.

Castlevania:  Symphony of the Night – We’ve long since past the era when Symphony of the Night was an under-appreciated classic. Famously released to a hostile public because it dared to be 2D, most have come to realize how silly a notion it was to declare 2D gaming obsolete and have embraced SoTN as one of the very best games in the long-running franchise. And those that didn’t realize it at the time certainly did when Castlevania 64 was released.

Street Fighter Alpha 3 – Most associate the 16 bit era with the height of the fighting genre, but it was still alive and well come the 32/64 bit era as well. PlayStation was not known for its excellence with 2D fighters, leaving that to Saturn and eventually Dreamcast, but Street Fighter Alpha was an exception. And of the games released in that series for the system, Alpha 3 was the best.

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I had a lot of good times with Wipeout.

Wipeout XL – Perhaps an aggressive ranking, but Wipeout felt like an important franchise during the early days of the PlayStation. The Psygnosis developed futuristic racer could have been mistaken as an F-Zero clone, but the physics and course design made it so much more. XL was the pinnacle for the series, and assuming Sony can work out the licensing issues, I expect it will be included.

Tomb Raider – Lara Croft’s humble beginnings were as an ugly, pointy-breasted, mess of polygons that I’m not sure people even in the moment felt looked particularly good. She was tough to control, but wasn’t a tank like Jill Valentine, and her adventure was pretty damn difficult. She did move onto other consoles, but Tomb Raider always felt like a Sony franchise and it’s likely viewed as important to the console, even though I do not want to revisit it. Suggested ReplacementParasite Eve – not exactly a one for one, but the shooter/RPG hybrid was quite interesting for its era, and as a franchise that never made it off of the PSX, it would be nice to see it here. The sequel is better, but may be hard to get into without knowing what happened in the first.

The Legend of Dragoon – Seeing how successful Final Fantasy was on its machine, Sony decided to get into the RPG business with The Legend of Dragoon. Seemingly thinking RPG fans enjoyed length over anything else, TLoD was gigantic and is probably the longest RPG on the system. It also looked great, and its battle system was okay. Aside from that, it’s not very good, but since Sony produced this one it won’t cost them much to include it and they probably view it as a signature title for the system. Suggested ReplacementValkyrie Profile – Oh boy, does this system not lack for RPGs. You could easily fill the console with 20 RPGs and not run out of quality software. Xenogears is my favorite, and it has an outside shot of being included, but a game that’s also good and brutally expensive is Valkyrie Profile. It would be great to see Sony use the PlayStation Classic as a means of delivering hard to find games to the consumer, but I’d be shocked if they included this one. It would probably cause me to buy one though, since getting a PlayStation Classic is way cheaper than buying this one second-hand.

Gran Turismo 2 – Assuming Sony can sort out the licensing issues, this one feels like a no brainer. Gran Turismo is one of Sony’s premiere franchises, and even though it’s faded some, it’s still remembered quite fondly. And given that its sim approach makes it way different from Ridge Racer, there’s room for it on the Classic as well. Though for me personally, it’s also a game I wouldn’t play.  Suggested ReplacementCrash Team Racing – so it’s not exactly a sim, but I struggled to come up with a more appropriate replacement. CTR was stealthily the second best kart racer of the era, behind Diddy Kong Racing and ahead of Mario Kart 64. Yes, you read that correctly. MK64 is the most overrated game in that long running series and doesn’t hold up, but CTR is frantic, fast, and fun. The only problem is you’d pretty much need to get a second controller.

mega-man-x4

X found a home on Sony’s console, where Zero was allowed to flourish alongside him.

Mega Man X4 – Capcom is not shy about loaning out Mega Man for compilations, and since he’s featured on both the NES Classic and SNES Classic it stands to reason he’ll appear here. The X series was the most prominent on Sony’s console, and X4 was the best of the Mega Man games released for the system which also included the underrated Mega Man 8. And yet, it doesn’t feel like the most “PlayStation” of the Mega Man games…Suggested ReplacementMega Man LegendsMega Man X4 was just released as part of a compilation of X games. It’s easy to come by. What’s less easy is Mega Man’s first foray into RPGs on the PlayStation, Mega Man Legends. I won’t argue it’s better than Mega Man X4, because it’s not. It just feels like a more appropriate release. The only thing that would change my mind is if Nintendo is already developing a Nintendo 64 Classic and intends to include the port, Mega Man 64, on its machine. If that’s the case, then stick with X4.

Tony Hawk’s Pro Skater 2 – The Tony Hawk series was a huge hit on Sony’s machine, and the second game was the most well-received. It was basically the first and only skateboarding sim worth playing, and I knew many people obsessed with this game that weren’t even that into skating (but the ones who were into skating were even more obsessed). There are challenges in bringing it to the PlayStation Classic, but I would bet Sony finds a way to get it done. Suggested ReplacementBushido Blade – Confession time! I never liked the Tony Hawk games. Sorry! And since there is no skateboarding sim worth replacing it with, I’ll go with the sword-fighting sim from Squaresoft. Bushido Blade was a really neat take on fighting games as it aimed for more realism. Not total realism, just more. And it primarily did that via one-hit kills. If a guy gets slashed across the gut with a sword that shouldn’t merely take away some of his health bar, it’s going to incapacitate him. As a result, fights could be really brief, but most actually turned into endurance matches. They were tense, and in order to succeed you had to get your opponent to fall for a feint or just get careless leaving them open for an attack. It’s a toss-up which version is superior, this or the sequel, but most seem to lean towards the first since it had more weapon options.

Suikoden IISuikoden II has become such a popular game long after the PlayStation era came to a close that I think it’s actually likely that Sony includes it. It’s on their web store for Vita/PS3/PSP and it was presented as a pretty big deal when it first showed up. Sony probably has a solid relationship with Konami and won’t have too much trouble bringing this one to the PlayStation Classic, but it remains possible that Sony thinks this would be too many RPGs and leaves it out. That would be a very bad move.

parappa smooth

Expect PaRappa to appear on the PS Classic, but don’t expect him to look this smooth.

PaRappa The Rapper – Sony’s flagship rhythm game was pretty well-received. It also helped to popularize what came to be known as cell-shaded graphics. It was recently remastered and re-released, which is why I’ve placed it at the bottom of this list. It’s possible Sony doesn’t want to eat into that at all, plus it’s going to look pretty terrible in comparison, but it’s popular enough to merit inclusion. Had it not been for that re-release I’d have pushed this into the top 10 easily. Suggested ReplacementTobal 2 – I don’t really care for PaRappa, or rhythm games in general, so for my last slot how about something exciting? The SNES Classic certainly benefitted from including the previously unavailable Star Fox 2, and if Sony wants to drum-up some similar excitement announcing Tobal 2 for a North American release would be one way to do so. I believe it was prepped for one, but abruptly cancelled as the era was winding down and the first game did not sell particularly well. As a result, some of the localization may still exist, and if it doesn’t then that might not be much of a hurdle anyway as fighting games usually don’t require much, so how about it, Sony? Give us some sizzle!

 

Well, that’s it! What do you think? Is this something you would buy? Think I pretty much nailed it or did I miss something obvious? Surely, they’ll try and get a Spyro game onto this thing, but I’m not sure at what game’s expense (alright, probably Suikoden II, but maybe Sony will do the right thing and not include The Legend of Dragoon)? The PlayStation was perhaps my most favorite system as it came around when I was most interested in gaming. I was in my early teens so I was able to obsess over gaming without the distraction of what would follow in high school. Picking just 20 games just highlights how many games have to be excluded, so let’s go out with some honorable mentions. For the most part, these are games I would definitely include on my personal PlayStation Classic, but acknowledge Sony is unlikely to do so for one reason or another:

valkyrie profile

Oh please! Oh please! Oh please!

Xenogears, Final Fantasy IX, Chrono Cross, Tomba!, Klonoa: Door to Phantomile, Vagrant Story, Lunar: Silver Star Story Complete, Mega Man 8, Mega Man X5, Rogue Trip, Street Fighter EX Plus a, Brave Fencer Musashi, Colony Wars, Legacy of Kain: Soul Reaver, Front Mission 3, Spider-Man, Alundra, WWF Smackdown 2: Know Your Role, Super Puzzle Fighter II Turbo, IQ: Intelligent Qube


Right Place, Wrong Time – Games Worthy of a Remake

Kotaku has an article up this week about one of my favorite games:  Xenogears. In it, the journalist, Jason Schreir, was able to ask director Tetsuya Takahashi about that infamous second disc and why the game went to a narrator instead of letting the player experience the moments the narrator discussed. Fans have mostly assumed that they ran out of money, and that’s still mostly true. Naturally, Squaresoft being a big company could have easily injected more cash into the project, but they were holding the development team to a 2 year development cycle. When the team, and Takahashi attributes it to being a young team, couldn’t make the deadline they were either going to have to release the game in an abridged format, or do something drastic like cut content from the second disc, which is the way they went. Back in 1998, there was no releasing a bare-bones version of a game and adding to it down the road via downloadable content.

Given the two options, Takahashi probably picked the lesser of two evils, but it doesn’t change the fact that he basically didn’t get to make the game he wanted to. For that reason, I’ve always felt that Xenogears is a game worthy of a remake. It likely never will be remade since Takahashi and Square-Enix are no longer affiliated so Square-Enix would have to do it without him. And I don’t know how much you pay attention to the current goings on at Square-Enix, but they’re pretty tied up with another big re-make in Final Fantasy VII with no end in sight on development there, so remaking a lesser title (in terms of sales potential) is out of the question. Nintendo, after doing remakes for its two N64 Zelda titles, just announced at E3 that a remake of Metroid II is coming this September to 3DS. Sony also announced a remake to Shadow of the Colossus for PS4. So yes, remakes are very much “a thing” and there are many games that are deserving of them. Since Xenogears is on record as being one of my favorite games of all time, I want to start there:

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Some improved visuals would be welcomed as well.

 

Xenogears

Orignal Release: Playstation 1998

As I said in the intro to this post, the second disc of Xenogears was essentially a half-measure. An excuse for a remake is right there – just “make” the second disc. In addition to that though, the game’s visuals have aged rather poorly, and the abundance of text begs for some voice overs. I enjoy the modern 2D sprite look embodied by DuckTales Remasterd or the recently announced Dragon Ball Fighter Z. Keeping the sprites would be fine by me. Refining the combat would be welcomed as well and making the “magic” attacks more integral would add some strategy to the non-mech combat. In addition to that, adding more complexity to the mech combat would also be fun as I always felt piloting those mechs should have felt like a blast. Instead, the combat is simplified to a degree with an added resource management tacked on in terms of fuel. Other obvious enhancements would be eliminating random battles and streamlining the interface, though the current one is actually fine. Xenogears is already a good game, so it doesn’t require a lot of refinement, it just needs to be officially “finished.”

Yoshi_Species_-_Group_Artwork_-_Yoshi's_Island_DS

Just Yoshi, no babies. Thank you.

 

Yoshi’s Island

Original Release:  Super Nintendo 1995

There’s some unknown aspect to Super Mariod World 2:  Yoshi’s Island that prevents it from being re-released. Sure, it was ported to the Gamboy Advance but some effects were lost in translation, and yet that’s the version that has appeared on the Virtual Console. The original SNES version has never been made available again, and I have to believe it’s due to some technological limitation since it’s clearly not a licensing issue for Nintendo. Nonetheless, a re-release would be appreciated, but a remake would be better. Aesthetically, the game still looks nice because of its art direction. It’s not as syrupy as more recent Yoshi titles and balances the cute aspects of the franchise well against the typical Mario backdrop. So visually, a remake isn’t really needed, but anyone who has ever played the game would welcome a remake that does one thing differently from the original:  get rid of the crying baby! I’ve read some studies that say an infant’s cry is designed to unnerve its father and I totally buy that. When one of my kids cries it creates a certain anxiety that’s different from what I’m used to experiencing. Mario’s screams bother me in a similar way and I really can’t stand that game sometimes as a result. So Nintendo, how about a remake that just removed Mario? I don’t care if you even adjust the story to explain it, just get rid of him. For whatever reason, all of the Yoshi games that have followed this one have been significantly worse than the original, to the point where I honestly can’t recommend a single one, so a remake of the first one would be more than welcomed now.

35228-Secret_of_Mana_(Germany)-1459171091

The original Seiken Densetsu has been remade more than once, but the much better sequel has not.

 

 Secret of Mana

Original Release:  Super Nintendo 1993

Like Yoshi’s Island, Secret of Mana is still quite playable in its current form. Also like Yoshi’s Island, the sequels to it that have made it west have not been nearly as good as the original, making a remake feel more desirable from that point alone. Mostly though, a remake for this title would be welcomed because, like Xenogears, it was kind of released in an incomplete state. Secret of Mana was being developed to take advantage of the Super Nintendo CD, when that deal fell through, Squaresoft had to scrap some content and change development so that it would play without the peripheral. As a result, there’s some buggy portions in the game and the audio is most likely not realized as it was intended. A remake, with a more modern combat approach, would probably be a lot of fun. Just don’t make it a Kingdom Hearts clone.

Actraiser-pic-06

One of the first SNES titles, ActRaiser tried to be many things and was good at them all, but great at none.

 

ActRaiser

Original Release:  Super Nintendo 1990

ActRaiser was an ambitious title. It attempted to combine the godlike properties of a Sim City styled game with an action-platformer that also had some RPG elements. Naturally, being really the first of its kind, it came up short in some respects though it was still a really cool game in its own right. The platform sections could stand to be refined with more combat maneuvers for our avatar, meanwhile, the god mode portions could really use an injection of excitement as they’re definitely a bit tedious as-is. The foundation is in place, but decades of new concepts and ideas being integrated could create an incredible gaming experience.

37152-Megaman_Legends-2

We just weren’t ready for this in 1997.

 

Mega Man Legends

Original Release:  Playstation 1997

For some reason, I was really excited by the concept of Mega Man Legends, an action RPG starring everyone’s favorite 2D action star. The problem was, no one really knew how to make that game in 1997 and no one really would until 2001’s Devil May Cry, interestingly enough, also a game created by Capcom. Even so, DMC is not a great comparison since it’s more focused on melee combat while Mega Man is a shooter. The original Legends is a visually ugly game with poor controls. Capcom really struggled with 3D controls (see Resident Evil) on the Playstation and it took awhile for them to figure it out. More modern titles like Resident Evil 4 (which even that is over ten years old now) refined that over-the-shoulder camera which would work really well for a modern Mega Man Legends. There would still be a challenge to introducing Mega Man styled platforming, but that’s where the DMC experience would pay-off. In short, Capcom wanted to make this game in 1997, but it didn’t know how. In 2017, I think that’s changed and a truly great game in this franchise could finally be realized, and why not just start over rather than try to make Legends 3 (again)?

 

There are obviously plenty of other games that could stand to be remade, and most of them would come from the 16 bit to 64 bit era. I’ll stop here with this post, but feel free to share some of your own. Other games I considered were X-Men (the arcade game), Rocket Knight Adventures, Baldur’s Gate, Bushido Blade, Castlevania: Symphony of the Night, and Final Fantasy VI.


Forecasting the Eventual SNES Classic

snesWe’re now past Thanksgiving here in the US which means the holiday shopping season is already well underway. The recently released NES Classic continues to be a hot seller, perhaps the hottest of the season, though that seems to have more to do with product scarcity than true demand (after all, children by and large are not interested in a gaming device with 30 year old games on it). That said, no one would deny that even in limited quantities the NES Classic has been a commercial success for Nintendo, something that’s been hard to come by for the venerable game developer of late. Most analysts peg the NES Classic as being pretty cheap to manufacture, and the power under the hood is likely sufficient to support a comparable quantity of N64 games, so speculating on a potential SNES Classic seems like a waste of time:  it’s going to happen. And if we’re going to get an SNES Classic then immediately the mind next moves onto what games will Nintendo include on that collection?

The Super Nintendo has arguably the greatest library of games of any console ever released (not giving modern consoles credit for digital backwards compatibility, of course), so Nintendo has its work cut out for it when narrowing that library down to 30 titles. Why 30? Well, that’s what the NES Classic contains so might as well stick with it. This post is my prediction of what the SNES Classic will include, and isn’t a collection of games I would necessarily choose if given free reign to do so. In looking over the games of the NES Classic, it became rather obvious that Nintendo wanted to include as many Nintendo developed and published titles as possible, likely for licensing reasons. Also, games featuring licensed characters from outside gaming (Mickey Mouse, TMNT, etc.) weren’t included, so let’s assume the same will be true of the SNES Classic. I’m going to order this list by what titles I think are most likely to be included, starting with the most obvious. Before we get to that, let’s quick-hit a few games I think won’t be included, but probably should be.

Demon’s Crest – A spin-off of the Ghosts ‘N Goblins games, Demon’s Crest is a platform title with RPG elements, a genre almost always referred to as “unique” on a game-by-game basis even though it’s uncommon. The game is available on the virtual console, and if you never played it (and considering it was a late era release for the SNES you probably did not) you’d do well to check it out.

Fire Emblem:  Mystery of the Emblem – For many years, Fire Emblem was the series American audiences were left to wonder about. It was the rare Nintendo property kept in Japan, likely out of fear that American audiences wouldn’t enjoy the gameplay. Wrong! This one would have a shot of being included on the SNES Classic if it had been properly localized, but I’m guessing Nintendo won’t want to do that. It, or another Fire Emblem, is a virtual lock for the Super Famicom Classic though.

Mortal Kombat II – Mortal Kombat was a smash-hit in the arcades, and when it was released for consoles it was a huge hit for the Sega Genesis. That’s because Sega allowed Midway to include blood and gore as long as they put it behind a code. Nintendo did not, and when Mortal Kombat II came out they wisely reversed course. MKII was a huge hit, and while it hasn’t held up over the years as well as its chief rival Street Fighter, it feels like it should be included as it was just so oppressively popular. Nintendo has never had a great relationship though with the Mortal Kombat franchise, so it’s unlikely they see it as important enough to include.

Some other games I considered include TMNT IV: Turtles in Time but that won’t be included for licensing reasons. Sparkster was an awesome platform title and sequel to Rocket Knight Adventures, a Genesis exclusive. Mutant League Football, Shadowrun, and Harvest Moon are also deserving of consideration.

  1. 250px-super_mario_world_coverartSuper Mario World (Nintendo 1991) – The original pack-in title for the SNES and best Mario game to date, it’s a no-brainer. The more interesting thing to ponder is how will Nintendo pack the SNES Classic with Nintendo branded games as easily as they could the NES Classic since Mario, Link, and others had fewer outings on the SNES.
  2. yoshis_island_super_mario_world_2_box_artSuper Mario World 2: Yoshi’s Island (Nintendo 1995) – I loved this game when it first came out, and for awhile after. More recently, I’ve found it hard to get into as a lot of the gameplay frustrates me. Not to mention the audio. Still, it will be included and it remains Yoshi’s best solo adventure.
  3. smkSuper Mario Kart (Nintendo 1992) – Arguably Nintendo’s most reliable franchise today, it seems every Nintendo console since has had at least one Mario Kart game. The only one that did not was the ill-fated Virtual Boy. For awhile, the original game was my favorite of the series. Those who grew up with its sequel on the N64 as their gateway of the series are probably surprised to hear that most people felt it was inferior to the SNES game when it first came out. It’s no longer the best, but it’s still playable and the battle mode is still a lot of fun.
  4. attpThe Legend of Zelda: A Link to the Past (Nintendo 1992) – The best game of the series, and perhaps the best game ever? I suppose I could have said the same of Super Mario World, and I could say that about more SNES titles which further illustrates how awesome the system was. This game will be included, and it will be enjoyed by any who purchase it.
  5. 250px-star_fox_snesStar Fox (Nintendo 1993) – Nintendo’s flashy on-rails shooter, the Super FX powered Star Fox was a pretty big deal at the time, even if it’s one of Nintendo’s lesser franchises these days. The game was so good that Nintendo has essentially remade and released it several times with minor alterations. It’s probably too much to ask for Nintendo to include the never released Star Fox 2 on this set.
  6. 250px-smetroidboxSuper Metroid (Nintendo 1994) – If any of the games on the NES Classic had a “Super” version on the SNES, then it’s probably fair to assume they’ll make it to the SNES Classic. Not that Super Metroid needs to be included for that reason, it needs to be included because it too has a claim to greatest game ever made. It was very influential, especially for the Castlevania series, and the only downside to including it is that it might make people a little depressed when they think about how the franchise is treated by Nintendo today.
  7. kss_boxartKirby Super Star (Nintendo 1996) – Another late arrival for the SNES, Kirby Super Star takes what was good about the NES game and multiplies it tenfold. Easily Kirby’s best game, Super Star is a bit of a forgotten gem on the SNES and holds up quite well. It also features some fun 2-player action so be prepared to have to hunt down an additional controller.
  8. snes_f-zero_boxartF-Zero (Nintendo 1991) – Nintendo kind of ignored the racing genre with the NES, so it’s not surprising they rectified that with the SNES. Racing games were one of those genres that really benefitted with the move to the SNES as the hardware could finally keep up with the speed needed to make these type of games as fun as they could be. F-Zero was a flashy title with its futuristic visuals and also plenty difficult. Not one of my favorites, but I’d be shocked if it was left out.
  9. pilotwings_boxPilotwings (Nintendo 1991) – Pilotwings was kind of the debut of the Nintendo developed tech demo released with all of their future console launches to show off the new console’s capabilities. It was to the SNES what Wii Sports was to the Wii. It’s basically a collection of mini games, and personally I remember all of my friends looking down on this title. I haven’t played it in years so I can’t say if I’d enjoy it more now, but since Nintendo developed it they’ll likely include it on the SNES Classic.
  10. dkc_snes_boxartDonkey Kong Country (Nintendo 1994) – The title that reinvented and brought modern relevance to the Donkey Kong character, Donkey Kong Country was a visual wonder when it was first released and an instant hit. Some people love this franchise more than the 2D Mario one. I’m not one of them, but there’s no way Nintendo doesn’t include this one.
  11. 250px-dk_country_2Donkey Kong Country 2 (Nintendo 1995) – Nintendo had three main series Mario games to help pad the NES Classic, chances are they’ll look to DK to help do the same for the SNES Classic. Some think this one is the best of the SNES trilogy of DKC games, I have no real opinion on the matter as I don’t remember even playing this one.
  12. 250px-dkc3_snes_boxartDonkey Kong Country 3 (Nintendo 1996) – This game arrived really late for the SNES, though if memory serves it still sold all right. This one might not make the SNES Classic, it’s certainly the least likely of the three, but since Nintendo wants to put as many of their games on the system as possible it feels like a safe assumption to include it here.
  13. superpunchoutboxSuper Punch-Out!! (Nintendo 1994) – Punch-Out!! was immensely popular for the NES, Super Punch-Out!! was less so for the SNES. It wasn’t bad by any means, and it felt more like the arcade version of the original, but aside from a visual upgrade it didn’t really feel much improved. I think part of that was the new perspective of being behind Little Mac made him feel like more of an equal to his opponents as opposed to being a diminutive underdog.
  14. 2363827-snes_finalfantasyiiFinal Fantasy II (Square 1991) – Now we’re into the non-Nintendo games, and this is actually where the list really begins for me as far as ordering by most likely. The first 13 could be ordered however you want, aside from maybe DKC3, they’re all going to be included for sure. The SNES was the console where the JRPG really took off, and it’s kind of where Final Fantasy was truly born (at least in the West). Final Fantasy III is the better game, but for some reason I suspect that II is more likely to be included if only one is.
  15. chrono_triggerChrono Trigger (Square 1995) – Another one of those “best ever” contenders, Chrono Trigger is as beloved as any game in the Final Fantasy series, even if it never took off as a franchise on its own. The only thing that would keep it from being included is if Square-Enix wants to be protective of how often they re-release the game. Or if they want too much money in the form of royalties, which could be a problem since they made a lot of awesome SNES games…
  16. 250px-secret_of_mana_boxSecret of Mana (Square 1993) – …like Secret of Mana! Lazily referred to as a Zelda clone, Secret of Mana is a delightful action RPG and the type of game Square-Enix has seemingly forgotten how to make. The sequel was also excellent, but never released outside of Japan. Following that though, virtually every other game in the series has been a shallow hack n’ slash and a major disappointment. Thankfully, this one holds up so well we really don’t need another (though Square-Enix really should just finally localize the damn sequel for some kind of release).
  17. 250px-super-bomberman-box-art-snes-palSuper Bomberman (Hudson Soft 1993) – The ultimate party game for the SNES, Super Bomberman was probably my most rented title for sleepovers and such as the four-player mode rocked. If Nintendo does include this title, and it should, it needs to make sure the SNES Classic can handle four-players, even if it means messing with the aesthetics of the system by including four controller ports on the front.
  18. 35805c88363c1f2ef17b39288c11676f-650-80Street Fighter II (Capcom 1992)- Capcom’s fighting game is almost certain to make an appearance, it’s just a question of what version. They should probably just go with Super Street Fighter II, but maybe they think the importance of the original makes it the more worthy title.
  19. mega_man_x_coverartMega Man X (Capcom 1993) – Mega Man was huge for the NES, so he’ll be included on the SNES Classic even if he played a lesser role for the console. His one main entry, Mega Man 7, is regarded as one of the worst in the series so Capcom will probably push for Mega Man X, and it should. Mega Man X was what the character needed to remain relevant and remains an excellent Mega Man game to this day.
  20. super_castlevania_iv_north_american_snes_box_artSuper Castlevania IV (Konami 1991) – another NES tentpole franchise, Castlevania would see its stock plummet in the 16 bit era, even though Super Castlevania was an excellent game. It’s one of the last traditional Castlevania titles as Symphony of the Night would soon follow with its Metroidvania gameplay becoming the preferred style of future titles in the series.
  21. supermariorpgsnescoverartusSuper Mario RPG (Nintendo/Square 1996) – could Mario do RPGs as well as he could platformers? If Square is handling most of the game design, then yeah of course he can! Super Mario RPG was a surprise hit and remains a fun game to this day. In a way, it might be more likely to appear on this collection than the Final Fantasy games as at least Nintendo shares publishing rights with Square-Enix on this one.
  22. contra_iii_game_coverContra III (Konami 1992) – Probably the last relevant title in the Contra series, Contra III was more of the same which is what people were happy to have at the time. Being a sequel to an NES Classic game is what guarantees it a spot here.
  23. 1130115-snessimcityfSim City (Nintendo 1991) – Another Nintendo published title but with the royalties a little messy compared to a Mario or Zelda game. Sim City was another surprise hit in that there was skepticism the city builder simulation would find an audience on a home console. It did and it did well with its success leading to other sim games being released for the SNES, including “classics” like Sim Ant…
  24. 2363896-snes_killerinstinct_3Killer Instinct (Midway/Rareware/Nintendo 1995) – Nintendo, and Rare’s, answer to Mortal Kombat, Killer Instinct was a perfectly acceptable fighter for the era. Rare, and now Microsoft, hold the publishing rights for the franchise and I don’t know how that affects the original game’s inclusion. If Nintendo needs to only split royalties with Microsoft/Rare then I think it will be included. Anything more and it probably won’t be.
  25. earthbound_boxEarthbound (Nintendo 1995) – Nintendo’s answer to Dragon Quest, Earthbound (known as Mother 2 outside the US) has never been real popular with Nintendo. It’s the only title in the series to be released outside Japan even though Nintendo fans seem to adore it for its quirky humor and real world setting. It’s a game that has amassed a cult following over the years, though personally I don’t think it’s one that really lives up to the reputation. It’s a Nintendo game though, so it will most likely find a way onto the SNES Classic.
  26. 510ahyhdidl-_sx300_Final Fantasy III (Square 1994) – You know it, I know it, and I bet even Nintendo knows that this game should definitely be included among the top SNES games released. Will it make it to the SNES Classic though is a harder question. If Final Fantasy II does, then it may not, even though it seems ludicrous to split those two games up.
  27. 250px-tetris_attack_box_artTetris Attack (Nintendo 1996) – Many have tried to improve upon the formula of Tetris, and few have succeeded. Tetris Attack found a way with a competitive two-player mode that’s a blast to play. It’s been ripped off for other puzzle games like Puzzle Fighter and Pokemon Puzzle League. And thankfully there’s no Super Dr. Mario to bump this one from the collection.
  28. actraiser_coverartActraiser (Enix 1991) – A legitimately unique game that combines the sim elements of a world builder with the action RPG gaming of Castlevania, Demon’s Crest, and so forth. Few games have tried to do what Actraiser did (Dark Cloud being the only one I can recall off the top of my head) and even though it wasn’t an immensely popular title, it feels like one that received its due in the years since so if Nintendo leaves it out I’d actually be pretty surprised.
  29. 2364727-snes_zombiesatemyneighborsZombies Ate My Neighbors (Konami 1993) – This game was so thematically outrageous at the time that it couldn’t be ignored. People remember it, even though it never turned into a bankable franchise or anything (though zombies in general certainly have). It’s extremely memorable as a Super Nintendo game, so much so that it seems like Nintendo won’t be able to ignore it.
  30. 250px-the_legend_of_the_mystical_ninja_coverartThe Legend of the Mystical Ninja (Konami 1992) – Our last title is from a franchise that was far more popular in Japan than the US, but worth including. The co-op play was some of the best on the system. I never owned the game, but I remember renting it multiple times as it was a lot of fun to have around when friends were over for the night.

So there you have it, my prediction of what Nintendo will do for the eventual SNES Classic. In addition to the games, hopefully Nintendo smartens up and doesn’t pull the intentional scarcity card again. It would also be nice to see Nintendo correct some of the issues the NES Classic has such as the lack of expandable software and absurdly short controller cords. My guess is that the NES Classic isn’t natively able to add additional games so that Nintendo doesn’t cut into its own Virtual Console market, but that just seems like a bad move on their part. If the NES Classic continues to sell as well as it has been then I suppose Nintendo will have no reason to change anything. And even though I feel pretty good about this list of games as a prediction, it still feels like Nintendo will try to cram more of their own games into the console than what I’ve included. I’ll put it on record though, if they include Mario is Missing then I’m not buying the damn thing.


Final Fantasy X HD Remaster

Final-Fantasy-X-X-2-HD-Remaster-1Over the years I’ve talked a lot about Final Fantasy but I’ve never posted a game review for any of the numeric titles in the long-running series. Well that ends today as I post my thoughts on the somewhat recently released Final Fantasy X HD Remaster.

One opinion I have stated on more than one occasion here is my affinity for Final Fantasy X, the Playstation 2 RPG released back in 2001. I consider X the last great Final Fantasy game to be released while some want to lump it in with the lesser received post Final Fantasy VII games. Some of these games have been a bit underwhelming while some of the criticism is likely born from the series’ rise in popularity. Prior to VII, Final Fantasy was a niche title with a small but devoted following. Once a bandwagon becomes crowded, the older fans tend to shun the new ones. It happens all of the time within the music industry and video games are no stranger to it as well. Final Fantasy X though took what made the series so great and made some noteworthy improvements to the tried-and-true formula. It took chances too, by eliminating the world map and adding spoken dialogue for the first time in the series. The game was a commercial and critical success even if it’s not often cited as one of the best Final Fantasy games in the series. And since it’s a PS2 game, upgrading the visuals to high definition and re-releasing it makes sense and the world is better for it!

A composite shot featuring the original game merged with the HD version.

A composite shot featuring the original game merged with the HD version.

For those who missed out when the game debuted over ten years ago, Final Fantasy X is a pretty familiar experience for those who played any of the nine previous titles in the series. Players maneuver a character amongst towns, dungeons, and open areas to get from one place to another. Players can interact and speak with other characters while non-interactive moments move the story along. In battle, characters take turns attacking, stealing, casting spells, or defending in an effort to win the fight. A menu screen is used to outfit characters with weapons and armor to boost their stats and make them more formidable foes or to tailor their character for a certain approach. Where X departed from past games was with just about everything else. Some changes, like the new Conditional Turn-Based Battle, are subtle but different enough to leave an impression. In many of the previous games, each character had a meter that would fill gradually during battle before an action could be taken. This was dubbed the Active Time Battle System by developer Squaresoft. The Conditional Turn-Based Battle creates a list of both enemies and player characters determining the order of battle. The list can be altered by certain spells, actions, and effects but overall it creates a more tactical experience, which is enhanced further with the ability to swap characters in and out of battle on the fly. The removal of the world map was a change that felt big at the time but played much smaller. Removing the world map just meant that each area of the game world was integrated seamlessly with one another. The world map had really only existed in prior games as a technological limitation or as a trick to make the game feel bigger than it is. When it was first announced that Final Fantasy X would not include a world map scenario it seemed scary, almost unthinkable, but it ended up being a change for the better.

The main cast.

The main cast.

A much bigger change for Final Fantasy X’s gameplay is the Sphere Grid. Just about every Final Fantasy game has its own unique way of evolving the characters throughout the game to make them better suited for combat. In the original game it was all based on experience points and each character had its own special class be it warrior or black mage. Final Fantasy III and V both made use of what was termed the Job System where the player was free to assign a character’s class making it possible to have a party of all black mages if one so desired. Other additions over the years were the Espers in Final Fantasy VI which allowed characters to learn spells and abilities while being paired with a unique creature, VII had the materia system which was dependent on amassing a bunch of materia and weapons with ample space to use it, and so on. Final Fantasy X’s Sphere Grid was perhaps the most radical departure from the other games. Characters no longer earned experience points, something that was common to all prior Final Fantasy games, and instead earn sphere points. Once a character gains enough sphere points, he gains a sphere level. One sphere level can then be spent to move the character one space on the Sphere Grid. The grid itself is outfitted with several nodes that can be activated with special spheres collected during battle. These nodes can have anything from a point of strength to a spell like Flare. All character evolution takes place on the Sphere Grid. It’s the only way to improve a character’s base stats, like strength, defense, magic, and so on, as well as hit points and abilities. No spells or special moves need to be acquired by beating a special boss or finding it as a prize in some mini game, it’s all right there on the Sphere Grid for you to see from the start. Of course, acquiring a spell like Ultima is going to take lots of time and many sphere levels to get there, but you’re free to plot your own course. The Sphere Grid in the original game starts each character in their own section, and while you’re free to do with them as you please, the game clearly intends for Lulu to be a black mage, Rikku a thief, and so on.

It may not be PS3 quality, but the game is far from an eyesore.

It may not be PS3 quality, but the game is far from an eyesore.

For the international edition of Final Fantasy X, some additional content was added and this HD remaster includes all of it. The Sphere Grid from the original game is present, but if you wish, you can opt to use the expert grid. This grid starts every character right in the center freeing them up to pursue whatever abilities they wish. In general, a balanced attack is preferred and most anybody who plays this game is going to take a character like Lulu down the black mage path, but I found there was more opportunity to diversify with this version of the grid than before. I was able to have Yuna, the summoner/white mage of the group, bounce between the white and black mage paths giving her some punch in battle she didn’t have when I played the game for the first time. Khimari, the blue mage of the original game, was basically my version of the red mage from III and V as I was able to grant him white and black magic while keeping his base stats high enough to make him a suitable physical attacker early on. Like the red mage of prior games, he would eventually outgrow his usefulness but for the early part of the game he was a frequent contributor.

Another big change for X was with the summons. Squaresoft seemed to always be searching for a way to make the summon magic more interactive. Once VII arrived with the Playstation it meant the summons could be more of a spectacle as full-motion video sequences captured the awesome power of Bahamut and did so with gusto. For X, Square opted to let the players control the summoned beasts, dubbed aeons, directly. They’re fully integrated into the plot of the game and only Yuna can summon one at a time. When she does, the rest of the party vacates the battlefield and the aeon takes over. Their overdrive meter fills rapidly (X’s version of the limit break) and once full they can unleash the mega attacks we’re used to seeing. Outside of battle, a special item allows the player to improve the base stats of the aeons or even teach them new spells and abilities. They’re limited in their usefulness, but at the very least they make good cannon fodder against enemies that have devastating special attacks as once an aeon dies in battle they’re just replaced by the battle party.

My journey through Spira was much as I remembered it. The HD upscaling is welcome though it does not disguise the fact that this is a PS2 game. SquareEnix apparently re-did the faces of Tidus and Yuna to make them more expressive but they’re still a little wooden by today’s standards. The game is only noticeably better looking when compared directly with the PS2 game. Otherwise, it’s bright and colorful setting is still mostly pleasing to the eye. The game really only shows its age with the limited animations. There’s a sequence where the characters ride snow mobiles and it’s painfully obvious that the game could not handle animated hair, aside from a ponytail or something, so Tidus’ hairstyle remains frozen in place while he zips along. You’ll also see the same character models used over and over among non-player characters and enemies. The audio is quite nice though and the game’s musical score is fitting for a Final Fantasy title. The voice acting was somewhat maligned the first time around, but I found no obvious faults with it then or now. The poor lip-syncing is still an issue and can be distracting, though I found it never took me out of a scene completely.

The game's stoyline has room for cheer and also for more emotionally weighty moments.

The game’s stoyline has room for cheer and also for more emotionally weighty moments.

Final Fantasy X HD was released for the PS3 and the Vita with the two platforms supporting cross-save functionality but not cross-buy. As such, I only purchased the game for the Vita, and it’s been a great experience taking Final Fantasy X on the go. The load times have been the only detraction. I do not know what the situation is like on the PS3, but on the Vita there’s a delay of a couple seconds going from the field to the menu as well as when going from one screen to another. It took some getting used to and I still don’t understand why the Vita’s load times aren’t better considering the medium is flash-based. I got used to the load times, but it’s still annoying. There’s also no soft reset function that I could find which stinks because there are multiple screens to navigate just to get to the game. One area of the game that wasn’t as good as I remembered was Blitz Ball, the underwater sport that’s a popular mini game. It’s still fun, but it’s so painfully easy and you have to play hours of it to acquire some special items for Wakka. They’re totally optional, but who is going to pass on getting Wakka’s best weapon?

Other than the new Sphere Grid, the other additions of the international version of the game are less impactful but still welcome. The most obvious is the addition of the Dark Aeons, optional boss battles that spring up very late in the game. These represent a new challenge for veteran players. Defeating them is purely for pride as there’s nothing of importance gained from toppling them. Beating all of them will likely mean maxing out the base stats of most of the characters in your party, which means lots and lots of level grinding. I had every intention of beating them, which is one reason why this post took nearly three months for me to get to, but eventually I just got too bored. I beat some of the easiest ones, one of which I had to beat to regain access to one of the game’s towns, but never attempted the toughest. There’s really not that much strategy to beating them, it’s more an investment of time crafting armor and weapons that best suit the confrontation, but it’s cool that it’s there. Another addition is the Eternal Calm, which is basically an epilogue. It’s a fifteen minute movie meant to serve as the bridge between this game and its direct sequel, but it’s pretty unnecessary. I watched it once, and I’ll probably never watch it again, as the early parts of Final Fantasy X-2 do a good enough job of bridging the two games.

Plot-wise, I enjoyed Final Fantasy X just as much this time around as I did in 2001. It’s likable cast of characters are charming and portrayed well. The game actually feels pretty quick even though it will take most players 40 hours to beat the main plot (defeating all of the optional bosses will likely take over 100) and I attribute that to the game’s exceptional pacing. I very much enjoy the fact that the game has its own distinct look. It’s not a medieval or steam punk setting but more of an asian one with a lot of subtropical climates as well. I find it kind of funny that this was the first Final Fantasy game to have asian-looking characters considering they were all made in Japan, as opposed to a european look. Mostly, this is just a really well-executed Final Fantasy title and I had a great time with it. And since it comes bundled with a copy of Final Fantasy X-2, my adventure in Spira is not over yet. Look for a post on that game in another two to three months.


Final Fantasy VII – To Remake, or Not to Remake?

images-190In the gaming community, a popular topic of conversation seems to always stem around remakes.  They’re fairly popular and have become more so due in large part to the rising price of game development and the profitable business known as nostalgia.  Games cost a ton of money these days to develop, and with little change in the pricing structure of games once they hit retail, profit margins aren’t what they used to be.  I haven’t seen any hard studies on the matter, but I would assume that publishers make less per game sold today than they did twenty years ago.  Just look at the credits for a game developed in 1994 and compare that to a modern game.  I recently completed Assassin’s Creed 4 on the PS4 and the end credits ran as long, if not longer, than most films.  All of those people have to be paid, so either they’re getting paid peanuts (and many probably are) or the take-home is much smaller than it used to be.  Remakes allow developers and publishers to take existing software, sink little resources into the remaking of it, and release it at a comparable price to a new game.  Square-Enix is one such company that has made a habit out of this strategy with its Final Fantasy franchise, but one game has yet to be remade in any sort of way despite being arguably the most popular game every put out by Square:  Final Fantasy VII.

Whenever remakes are discussed, the potential for a Final Fantasy VII remake coming up is inevitable.  Part of that is due to the game’s immense popularity, and part of it is due to the fact that Square-Enix used the game’s likeness to create a Playstation 3 tech demo years ago.  Such a strategy was a huge tease to fans of the game seeking a remake.  Square-Enix will even bring it up seemingly on an annual basis and offer reasons for why it hasn’t happened while leaving the door open to the possibility just a crack, giving fans legitimate or false hope, depending only on one’s perspective.  The supporters for the game are vast in numbers, though there is a contingent that has risen up over the years downplaying the impact of Final Fantasy VII.  That’s mostly due to the fact that Final Fantasy VII was the jumping-on point for many fans.  Much like when a band gets popular with a specific record, the old fans tend to want to keep a part of that band for themselves and look down upon fans of the newer material.  Final Fantasy VII is a great game, and many of its detractors exist just to downplay it in comparison with a prior game, or just never liked Japanese RPGs to begin with.

Many fans feel like Square could do a better job with FFVII if given another shot, mostly because Cloud looks like this in the original game.

Many fans feel like Square could do a better job with FFVII if given another shot, mostly because Cloud looks like this in the original game.

Many Final Fantasy games have received either a port or a remake over the years, with the most recent being the HD release of the PS2 games Final Fantasy X and and X-2, set for release next month on the PS3 and Vita.  Final Fantasy X is a popular and well-received entry in the series, but for some its remake is a source of frustration considering it’s a more recent release when compared to Final Fantasy VII, so why is it getting an HD release first?  Well, as most can probably deduce, it comes down to money.  Being a PS2 game, Final Fantasy X can be upscaled to HD and touched up here and there with minimal effort, and more importantly, minimal cost.  The game will still look old, but still mostly pleasing to the eye.  Playstation 2 games as a whole have aged pretty well.  Early generation Playstation One games on the other hand, have not.  An HD version of FFVII would likely not improve the look of the title any, and may even harm it.  Even when it was released, FFVII was not considered a tour de force when it came to graphics.  Certain aspects of the game were praised, such as the FMV summons and cut scenes, but the general look of the game was mostly just passable with its blocky characters and pre-rendered backgrounds.  For a re-make, FFVII would require a new game engine and would need to be recreated from the ground up.  Square-Enix could use an existing engine and could probably farm a lot of the textures and models needed from other games, but the cost would be considerable making it more like a brand new game in terms of production, as opposed to a remake.

As a result, none of the Playstation-era Final Fantasy games have received a make-over since release.  Final Fantasy VIII isn’t looked on fondly, so that fact makes it unlikely for re-release, but Final Fantasy IX was mostly well-received by fans and critics and that too has not been re-done.  As a later era title, an HD remake would suit the game far more than one would for Final Fantasy VII.  If anything, it’s surprising none of these titles were ported to the PSP, but availability on the Playstation Network has made it so that they can be purchased and downloaded to Sony’s portables, as well as the PS3, and enjoyed as they were originally released.

If Square-Enix is growing tired of this topic, it only has itself to blame after inviting this kind of attention with a PS3 tech demo of FFVII.

If Square-Enix is growing tired of this topic, it only has itself to blame after inviting this kind of attention with a PS3 tech demo of FFVII.

The lack of a physical re-release for Final Fantasy VII likely irritates fans almost as much as the lack of a re-make, and that’s mostly due to the fact that so many other titles have been released in its place.  The NES era games have all been re-released, and in some cases, remade all together.  The SNES games have also all been re-released or remade on other platforms, most notably Final Fantasy IV which has been re-released multiple times and also completely redone for the PSP.  A sequel was also commissioned and released in installments before being released as a physical game.  If supporters for a FFVII re-make are looking for companions in misery, they at least can turn to the group looking for a Final Fantasy VI re-make.  Final Fantasy VI and VII are often considered the best in the series.  I blogged years back on the subject and selected VII as my favorite, but in truth my opinion changes with the wind.  FFVI has had the benefit of re-release on the Gameboy Advance and Playstation, but outside of those two it really hasn’t been touched much.  Working against both games is their reputation as all-time greats, which probably does intimidate, to some degree, Square-Enix as they know any attempt at a reimagining for both games will be held to considerably high standards.  Square-Enix likely could have remade VI instead of IV with the Final Fantasy III engine crafted for the DS, but maybe felt like fans would be less willing to accept a half-way attempt at a remake of such a beloved game.

Whichever game you would prefer to see remade, it’s undeniable that supporters for a Final Fantasy VII remake have been teased far more than those holding out hope for a VI remake.  Square-Enix, and the gaming press, have kept the topic alive over the years and I sense that fans are starting to tire of it.  Most seem to have the attitude of “just announce a final decision already or don’t talk about it at all.”  I suppose I share that sentiment, as I don’t care to read about Square-Enix or one of its producers musing on the subject and offering no substance.  Part of the reason why the subject seems to be coming up more and more is due to the fact that a lot of gamers aren’t satisfied with the current Final Fantasy XIII themed games.  Ultimately, the question is simply should Square-Enix take the time (and money) to re-make Final Fantasy VII?

There may never be a remake, by the film sequel Advent Children did offer fans a glimpse of what their favorite characters might look like in a modern game.

There may never be a remake, by the film sequel Advent Children did offer fans a glimpse of what their favorite characters might look like in a modern game.

In short, the answer is “Yes.”  Square-Enix could approach a remake in two ways: build it form the ground up, or just attempt a better looking game from the original.  The ground-up approach wouldn’t necessarily mean a brand new engine.  Square-Enix could opt to use the same engine currently in use for Final Fantasy XV which is being developed for the Playstation 4 and Xbox One.  They’re also developing numerous other “next-gen” games they could utilize.  Going in the other, less-ambitious, direction, Square-Enix could opt for a remake more on par with the Final Fantasy IV ones, which aimed to improve the look of the original but not up to current home console standards.  That engine was crafted for the old portables and obviously would not be suitable for a FFVII remake now, but Square-Enix could use the FFXIII engine, or if aiming to be even less ambitious, a PS2 era engine.  Upgrading FFVII to resemble a game like FFXII would be a huge improvement over the original and something fans may even accept if released for a modest price.

Considering how big the game is and how beloved by its fan-base it’s become, Square-Enix probably feels like a Final Fantasy VII remake can’t be done on a conservative scale.  This is likely the biggest obstacle standing in its way.  That means if Square-Enix decided to green-light the project today, it would have to do so as a PS4/Xbox One game for retail release at the standard price of $60.  In addition to re-crafting the look of the game, Square-Enix would also be faced with the decision of whether or not to dub the game.  When FFVII was originally released, the characters didn’t speak and would not do so until FFX.  A sequel movie for FFVII was made a few years back, so Square-Enix has already given a voice to the main characters, but it’s still a large undertaking to dub an old game for multiple audiences.  Such an undertaking means Square-Enix is basically faced with the choice of remaking FFVII or making a new game such as a potential FFXVI.  Square-Enix’s strategy with the previous generation of consoles was to make a new game, FFXIII, and then reuse the resources to create multiple sequels.  Square-Enix never used to make direct sequels to its Final Fantasy games but I suspect it started to because of the rising cost of game development.  A sequel to FFXIII was a lot cheaper to make than a brand new game, primarily because development time was shortened with gameplay mechanics that could just be carried over as well as textures and character models.  I would propose this time around, Square-Enix opt to not make a direct sequel to FFXV and instead remake VII.  XV already started off as Final Fantasy Versus XIII, a would-be spin-off/sequel for the original FFXIII that never made it out of development Hell.  It’s likely not going to happen, but if FFVII is ever to be remade then this seems like the now or never point.

Even if a remake never happens, at least we'll always have the original to fall back on.

Even if a remake never happens, at least we’ll always have the original to fall back on.

At the end of the day, I find myself asking do we even need a remake for Final Fantasy VII?  It’s only being discussed as much and as often as it is because it was such a well-received game in the first place.  If it’s already a classic, does it need a new version?  After all, nobody is asking for remakes to Casablanca or The Wizard of Oz even though technology has advanced monumentally since those films came out.  I would argue it is different with video games as opposed to film.  Classic films are restored and re-released on new formats all the time, Final Fantasy VII hasn’t even received that much attention.  The game is somewhat crude looking by today’s standards, more so than even the game that preceded it.  The sprites of Final Fantasy VI have aged much better than the polygons of Final Fantasy VII, and a fresh take on the game could make the world even more expansive than before (just go ahead and look at the world map of FFVII, there isn’t much going on that makes it feel “alive”).  Fans want a remake because they honestly believe the game can be improved, which isn’t something you hear when discussing remakes for famous films.  It feels like it’s worth doing because it is, and there’s little question a remake will sell extremely well for Square-Enix, and that’s the biggest reason why fans are still holding out hope.


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