FF:WA Features
Final Fantasy VII: Revisited

What Final Fantasy VII Is To Me - By Nick Curd

What made Final Fantasy VII such a success? Why is it still so talked about and debated today, four years after its release?

A World Of Mako And Corruption

The First Run Through - I took a ridiculous amount of time over completing Final Fantasy VII. I was so wrapped up in the story that I restarted several times to relive the story over and over before I finally allowed myself to complete it. My mind was so captivated by the sheer brilliance of the story that it was all I talked about for days.

Final Fantasy VII made itself a part of my life at that time: at my workplace I pondered upon Cloud in the lifestream, I was awake at midnight playing the flashback scene in Kalm; shivers still run down my back when I hear that spookily atmospheric music. Three years on and Final Fantasy VII is more fun every time I play it, the storyline timeless: I never tire of it. So what is it about Final Fantasy VII that keeps me coming back?

The Artistry

Aeris' House
Aeris' House: Lovingly created
Final Fantasy VII was released in 1997, a time when graphics were not brilliant and pixelation was the name of the game. Just three years before, Final Fantasy gamers could expect no more than a few sprites moving over static backgrounds created with a not-too-great palette depth - Final Fantasy VII was a huge leap from the faithful SNES box era of gaming.

Fantastic graphics were not actually needed for a Final Fantasy game, but they were a nice bonus and no doubt gave Final Fantasy the huge mass-market appeal it enjoys today. The simplicity of the characters, in terms of looks on-screen, made it easier to admire the brilliant landscapes composed by Tetsuya Nomura. I for one was not looking at the characters, but at the pre-rendered artwork surrounding them. I still notice little details in the scenery to this day that previously went unseen. This artistry is what makes the game so real - real enough and fantasy-like at the same time to enthral the player from beginning to end, captivated in their own world. No expense was spared; even backgrounds that were only to be used once were still rendered in immense detail.

The movie sequences, for the time, were unparalleled not only in quality, but in sheer length - over 60 minutes throughout the game - seamlessly sewn into the scheme of things to give added effect to the more important moments. The nearest game of the time to offer such cinematics was Tomb Raider, and that didn't even come close.

Cloud And Sephiroth
World Map
The CGI sequences gave for the first time in a Final Fantasy game a truly cinematic feel
The extra number crunching of the PSX gave Final Fantasy VII a fully 3D world map


The fully 3D world map was groundbreaking compared to its predecessors. The landscape felt more real, the character moving in real-time towards hills that came slowly into focus. Such additions, on top of little niceties as hearing the creak of the bridges as they were crossed, all gave the world of Final Fantasy VII a reality not felt in any previous Final Fantasy, in a complete fantasy world.

These three different styles in imagery and artistry gelled to give Final Fantasy VII something extra special - something that made it stand out over the previous six games. But as you know, Final Fantasy VII shone not because of the eye pleasing, but because of the magic it contained.

Hit-Points And Turn-Based Battles?

Sephiroth
Hard to believe today, but to much of the world turn-based battles and Hit-Points were a bit of an oddity before FF VII
The thing that makes or breaks games is the much-overused word: gameplay. Before Final Fantasy VII the RPG was an unknown genre for most gamers in the west, beside the minority of hardcore players. In Japan, the game was already a phenomenon with thousands of Final Fantasy 'otaku' camping outside games shops ready for Final Fantasy VII. For the rest of the world, Final Fantasy VII was something new. Level up your character and teach them new skills or pay the price and get your behind kicked by the next boss.

Many did not expect the driving story line: love, hate, honour, betrayal, friendship and war. (More on that later.) Players enjoyed the realism, being in the position of the character, being responsible for their progress. This is what set Final Fantasy VII apart from other genres of the time people were used to. You are in charge: you can even choose the personality of your character by being rude or kind when given the option. True, this doesn't really have the ultimate effect on the ending, but you get a sense of being in control throughout.

It wouldn't be too wrong in saying that a player could very easily get emotionally attached to a character, feeling for them throughout their sufferings and victories. Millions of nouveau-RPG players thoroughly enjoyed it because it was something new and different - Final Fantasy VII was their first "real" RPG and very different from anything they had played before.

Proper Music... In A Game?

Sephiroth
The Chocobo Theme - surely the catchiest tune in videogame history?
Nobuo Uematsu had already made a name for himself in Japan with his musical scores from previous Final Fantasies, and in Final Fantasy VII some say he did some of his finest work. His music gives real atmosphere to the game. The music is beautifully orchestrated, from the beating drums of Cosmo Canyon to the oddly synthesised notes played at the Temple of the Ancients. No piece of music sounded out of place, instead each gave depth to its surroundings. It brought life to the game, no more adlib sounds or bips and bops of ye olde games. REAL MUSIC! Music that you wouldn't be ashamed to pop into your CD player and listen to.

People complain that there is no voice acting in Final Fantasy VII. In my opinion the music covered what needed to be said - it added the right atmosphere without words, and if you stay up till midnight with the lights off playing the flashback scenes at Kalm, (like I did, and it scares me to this day!), then believe me, it will stay with you. And something that can make that sort of impact is sheer class.

The Game With A 101 Different Interpretations
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