YOUR FEELINGS ARE INVALID! This is part 3 of 3. You can check out parts 1 and 2 here. part 1: • Final Fantasy 7 Remake... part 2: • COMBAT: FF7 Remake Ult...
Gonna be real with ya, I'd 100% praise any sidequest that has Cloud (Or preferably Barret) programming somebodies VCR or changing their water filter. Sometimes a fun or entertaining tone is all I need to enjoy the sidequest regardless of the gameplay elements of the quest or reward etc etc.
Hmmm. Interesting. I guess I'll need to keep that in mind if I ever do one of these again. How was the rat-killing quest in this game specifcally for you? Come to think of it the 11 fetch trips for the dress in Wall Market was actually JayRPG's favorite quest.
@@thelegendaryzoltan9628 @The Legendary Zoltan It's been a year and a half since I last touched the game. Probably a little longer actually. What I primarily remember from the game now is the expanded character interactions which I greatly appreciated the remake for. Unless it was something like the gym games or that box-destroying bs that functioned as a new minigame I don't have much recollection of the sidequests. While I like when sidequests expand the world and stuff I also don't mind if they're just stand-alone pieces of side content with their own stories that you can comfortably avoid and not feel like you missed anything imperative and are just there to be used for adding new gear to your build or levelling up. One thing I hate to do in any RPG is grinding, so if I can work through a new story (A written sidequest, not a fetch quest grabbed off a job board) while gaining xp, that mitigates the RPGs biggest issue for me a lot. Takes the grind and turns it into an experience rather than repetitive hell.
Great video! I think you raise some interesting points, especially regarding the routes through the dungeons. I can't help but feel that this was a cost-saving measure. By railroading everyone through a specific path, they're wasting fewer resources on things that would otherwise go largely unnoticed. It's a problem with game design mentality that "every game must be a success", they're trying to min/max their way through game production. Which is a pretty smart business decision, lacks in the spirit and "soul" of good RPG world design. I think Square Enix did a pretty good job of trying to _obfuscate_ that linearity, (and if nobody notices it's linear, mission accomplished,) but when you lay it out like that it seems pretty plain as day. Well done! :)
Thanks, man. I'm totally open to disagreements too. I come in here claiming that I'm the objective authority, but I can accept if I'm wrong about stuff. As long as it was entertaining, this video can stay no matter HOW wrong I turn out to be.
@@thelegendaryzoltan9628 For sure! You definitely raised some interesting points and "interesting point-raising" is the stuff I live for. I wouldn't worry about things being "wrong," especially because you qualify a lot of your statements like "if complex dungeons and exploration are good game design, this is lacking" to paraphrase what you said. It's kind of what I do in my videos, often I'll say, "If this is something that bothers you, you'll want to take note," or "this was really excellent, if you like that kind of thing." These are all qualified statements because not everybody enjoys the same things about all RPGs, we're all a bunch of meat computers that suck at math trying our hardest to talk objectively about our subjective experiences. There's wiggle room. :)
Wow super in depth take man! It does really put it into perspective. I loved most everything about this game, I think it would be really cool if they switched back to turnbase combat in the next part because the party is going to expand a bit more and I’ll definitely want to play as more characters but if not that’s ok too
turn based would be a terrible decision in my opinion number1 the combat in the first part was action based number 2 they want to draw in newer audiences and not everyone likes turn based games. number 3 action based worked so well in the first game why would they change a core component that worked so well for them.
Yes! YES! I stopped Yuffie's Story because of that shinra building. Just seem like I am running in circles there. I wonder if they were trying to recapture getting lost leading into curiousity to explore, from the older games.
None of this surprises me, it's a sign of the times, every game has to have side quests for padding so they can claim the game is 60 hours long. A lot of the issues mentioned about Level Design are true for a lot of games, especially nowadays.
some people liked the game and some people did not and the story was not terrible in my opinion. the game sold 7 million unites so a lot of people enjoyed the game.@@ItsSVO
@@supersaiyaman11589 I wasn’t referring to whether people enjoyed it because plenty of people love objectively poor writing, 50 shades of grey being the perfect example. When I say remakes story was terribly written I’m speaking in an objective sense because there are many examples of it being the case using literary metrics.
This was by far the worst of your trilogy, still ok though but you often tried to masquerade objective criticism with stuff you didn't like in this one.
@@turnbasedmemories The placement of cutscenes is not an objective flaw, by that metric most if Hideo Kojima's games would be objectively the worst games of all time, the only real objective thing you can say about if a cutscene was good or bad is if it added nothing and only served to interrupt gameplay which I would argue isn't the case for w lot of the ones in this game.
@@samalmond2321 Hmmm. I see what you're saying. It MIGHT not be objective. I'm coming from the position that since video games are meant to be played, taking control away from the player as little as possible is the best practice. If it is the best practice, having too many cutscenes would be a flaw. So the question is, is that the best practice? I don't consider a massive flaw in one aspect of a game to make the whole game bad, so I wouldn't consider Kojima games the worst games ever, but I do think it would be an improvement to not be interrupted by codec calls left and right. So what do you think about the best practice/games are meant to be played argument?
@@thelegendaryzoltan9628 I think Joseph Anderson said it best "If you are having fun, then you are playing the game right.". As for best practices, I hate to out those kind of restraints on games as some of the best video game experiences I have had have been with games that have tried to do something different or flew in the face of best practice game design tactics. For example 3 if my favourite games ever have been God of War 4, Uncharted 2, and Final Fantasy 7 ( Remake and OG), all of which have pretty dam long periods of non-interactivity but which utilise them very effectively by better conveying character using the cinematic flare afforded by cutscenes, and without them the games would be less impactful I think, however by the same sense I fucking love Doom and the souls games which are literally the antithesis of cinematic in there presentation and pride themselves on rarely taking control over the player and not placing their story front and centre. The problem with setting out game design "best practices" is that publishers may become more afraid to try new things in games and greenlight new ideas that could push the medium forward, which could prevent the next Outer Wilds, Dark Souls or Nier Automata from ever being made which honestly would be tragic for me. I mean with the argument that games need to be played more and not less and yet with that statement people might believe that making a game entirely based around reading would be a bad game design practice and yet one of the greatest and most loved RPG's of all time is Disco Elysium which has very long stretches of just reading text on the screen which although you can make choices, people have argued that it isn't proper gameplay and yet it is integral to the design of the game and most people love it for that, same with the game "Depression Quest" which is an insanely polarising game but had something important to say through the medium of videogames and even if these games are not for me, I am glad they were made. The same goes for games that have actively "bad" controls as in theory this should be a game design as it makes the game more unpleasant to play, but what if that enhanced the intended play experience, be it accidental or on purpose like with Silent Hill 2, is it still a bad game design practice at that point if someone decides they want to intentionally invoke that feeling in their game. Ultimately I would say very few, if any, things are objectively bad as bad is a qualitative statement that has different meanings and associated expectations for each person that uses it and so widespread agreement is often very hard and I dislike to try and encourage specific practices as that leads to games by committee being made that are overly safe and repetitious such as with most Ubisoft games. However despite my personal critique of your video, just know I watch a fuck-load of videogame critiques and this was one of the best long-form ones I have watched in a while and you have outdone several creators I watch who have like 250k subscriber, so take that for what it's worth and thanks for reading.
one of the things i never get that if a game is boring to you why on earth would you buy it to begin with. in this day and age with TH-cam you can watch a lets play of some sections to see if it is a game you would like to buy.
Yes! YES! I stopped Yuffie's Story because of that shinra building. Just seem like I am running in circles there. I wonder if they were trying to recapture getting lost leading into curiousity to explore, from the older games.
Gonna be real with ya, I'd 100% praise any sidequest that has Cloud (Or preferably Barret) programming somebodies VCR or changing their water filter. Sometimes a fun or entertaining tone is all I need to enjoy the sidequest regardless of the gameplay elements of the quest or reward etc etc.
Hmmm. Interesting. I guess I'll need to keep that in mind if I ever do one of these again. How was the rat-killing quest in this game specifcally for you? Come to think of it the 11 fetch trips for the dress in Wall Market was actually JayRPG's favorite quest.
@@thelegendaryzoltan9628 @The Legendary Zoltan It's been a year and a half since I last touched the game. Probably a little longer actually. What I primarily remember from the game now is the expanded character interactions which I greatly appreciated the remake for.
Unless it was something like the gym games or that box-destroying bs that functioned as a new minigame I don't have much recollection of the sidequests.
While I like when sidequests expand the world and stuff I also don't mind if they're just stand-alone pieces of side content with their own stories that you can comfortably avoid and not feel like you missed anything imperative and are just there to be used for adding new gear to your build or levelling up. One thing I hate to do in any RPG is grinding, so if I can work through a new story (A written sidequest, not a fetch quest grabbed off a job board) while gaining xp, that mitigates the RPGs biggest issue for me a lot. Takes the grind and turns it into an experience rather than repetitive hell.
I dig u style man made me chuckle at ur jokes keep it up bro just subbed.
Great video! I think you raise some interesting points, especially regarding the routes through the dungeons. I can't help but feel that this was a cost-saving measure. By railroading everyone through a specific path, they're wasting fewer resources on things that would otherwise go largely unnoticed. It's a problem with game design mentality that "every game must be a success", they're trying to min/max their way through game production. Which is a pretty smart business decision, lacks in the spirit and "soul" of good RPG world design. I think Square Enix did a pretty good job of trying to _obfuscate_ that linearity, (and if nobody notices it's linear, mission accomplished,) but when you lay it out like that it seems pretty plain as day. Well done! :)
Thanks, man. I'm totally open to disagreements too. I come in here claiming that I'm the objective authority, but I can accept if I'm wrong about stuff. As long as it was entertaining, this video can stay no matter HOW wrong I turn out to be.
@@thelegendaryzoltan9628 For sure! You definitely raised some interesting points and "interesting point-raising" is the stuff I live for. I wouldn't worry about things being "wrong," especially because you qualify a lot of your statements like "if complex dungeons and exploration are good game design, this is lacking" to paraphrase what you said. It's kind of what I do in my videos, often I'll say, "If this is something that bothers you, you'll want to take note," or "this was really excellent, if you like that kind of thing." These are all qualified statements because not everybody enjoys the same things about all RPGs, we're all a bunch of meat computers that suck at math trying our hardest to talk objectively about our subjective experiences. There's wiggle room. :)
Wow super in depth take man! It does really put it into perspective. I loved most everything about this game, I think it would be really cool if they switched back to turnbase combat in the next part because the party is going to expand a bit more and I’ll definitely want to play as more characters but if not that’s ok too
turn based would be a terrible decision in my opinion number1 the combat in the first part was action based number 2 they want to draw in newer audiences and not everyone likes turn based games. number 3 action based worked so well in the first game why would they change a core component that worked so well for them.
what music is used in your "sidequests" section? starting at 5:27
Yes! YES! I stopped Yuffie's Story because of that shinra building. Just seem like I am running in circles there. I wonder if they were trying to recapture getting lost leading into curiousity to explore, from the older games.
Loving this review it’s so great that you explain why something is good or bad and state the criteria you’re judging it on
Thanks. Feel free to disagree with anything. I promise I only act like a narcissist in my videos.
None of this surprises me, it's a sign of the times, every game has to have side quests for padding so they can claim the game is 60 hours long. A lot of the issues mentioned about Level Design are true for a lot of games, especially nowadays.
Yeah, I think you're probably right. I wonder if the result would be much better if I had analyzed the original FF7 levels.
final fantasy 7 remake does have some bad exploration but not a bad story however the side quests were not that great.the robot arm puzzles are slow
The story was terrible, I’d say one of the worse in a AAA game for many years.
some people liked the game and some people did not and the story was not terrible in my opinion. the game sold 7 million unites so a lot of people enjoyed the game.@@ItsSVO
@@supersaiyaman11589 I wasn’t referring to whether people enjoyed it because plenty of people love objectively poor writing, 50 shades of grey being the perfect example. When I say remakes story was terribly written I’m speaking in an objective sense because there are many examples of it being the case using literary metrics.
😔 Promo_SM!!!
This was by far the worst of your trilogy, still ok though but you often tried to masquerade objective criticism with stuff you didn't like in this one.
Thanks for watching all three of them. I appreciate it. Can you give me an example of a criticism that was an opinion masquerading as objective?
@@turnbasedmemories The placement of cutscenes is not an objective flaw, by that metric most if Hideo Kojima's games would be objectively the worst games of all time, the only real objective thing you can say about if a cutscene was good or bad is if it added nothing and only served to interrupt gameplay which I would argue isn't the case for w lot of the ones in this game.
@@samalmond2321 Hmmm. I see what you're saying. It MIGHT not be objective. I'm coming from the position that since video games are meant to be played, taking control away from the player as little as possible is the best practice. If it is the best practice, having too many cutscenes would be a flaw. So the question is, is that the best practice? I don't consider a massive flaw in one aspect of a game to make the whole game bad, so I wouldn't consider Kojima games the worst games ever, but I do think it would be an improvement to not be interrupted by codec calls left and right.
So what do you think about the best practice/games are meant to be played argument?
@@thelegendaryzoltan9628 I think Joseph Anderson said it best "If you are having fun, then you are playing the game right.".
As for best practices, I hate to out those kind of restraints on games as some of the best video game experiences I have had have been with games that have tried to do something different or flew in the face of best practice game design tactics. For example 3 if my favourite games ever have been God of War 4, Uncharted 2, and Final Fantasy 7 ( Remake and OG), all of which have pretty dam long periods of non-interactivity but which utilise them very effectively by better conveying character using the cinematic flare afforded by cutscenes, and without them the games would be less impactful I think, however by the same sense I fucking love Doom and the souls games which are literally the antithesis of cinematic in there presentation and pride themselves on rarely taking control over the player and not placing their story front and centre. The problem with setting out game design "best practices" is that publishers may become more afraid to try new things in games and greenlight new ideas that could push the medium forward, which could prevent the next Outer Wilds, Dark Souls or Nier Automata from ever being made which honestly would be tragic for me.
I mean with the argument that games need to be played more and not less and yet with that statement people might believe that making a game entirely based around reading would be a bad game design practice and yet one of the greatest and most loved RPG's of all time is Disco Elysium which has very long stretches of just reading text on the screen which although you can make choices, people have argued that it isn't proper gameplay and yet it is integral to the design of the game and most people love it for that, same with the game "Depression Quest" which is an insanely polarising game but had something important to say through the medium of videogames and even if these games are not for me, I am glad they were made.
The same goes for games that have actively "bad" controls as in theory this should be a game design as it makes the game more unpleasant to play, but what if that enhanced the intended play experience, be it accidental or on purpose like with Silent Hill 2, is it still a bad game design practice at that point if someone decides they want to intentionally invoke that feeling in their game.
Ultimately I would say very few, if any, things are objectively bad as bad is a qualitative statement that has different meanings and associated expectations for each person that uses it and so widespread agreement is often very hard and I dislike to try and encourage specific practices as that leads to games by committee being made that are overly safe and repetitious such as with most Ubisoft games.
However despite my personal critique of your video, just know I watch a fuck-load of videogame critiques and this was one of the best long-form ones I have watched in a while and you have outdone several creators I watch who have like 250k subscriber, so take that for what it's worth and thanks for reading.
This game is kinda boring. im drop it and get back to starocean 4
An excellent choice!
one of the things i never get that if a game is boring to you why on earth would you buy it to begin with. in this day and age with TH-cam you can watch a lets play of some sections to see if it is a game you would like to buy.
Yes! YES! I stopped Yuffie's Story because of that shinra building. Just seem like I am running in circles there. I wonder if they were trying to recapture getting lost leading into curiousity to explore, from the older games.