Crisis Core: Final Fantasy VII – Review

Platform(s):  PSP 
Developer(s):  Square Enix 
Publisher:  Sony Online 
Series:  Final Fantasy 
Genre(s):  Role-Playing 
ESRB Rating:  Teen (13+) 
Read More:  Game Reviews 

Crisis Core: Final Fantasy VII CG Artwork 

Few role-playing games have left a bigger footprint on the industry than the influential, instrumental Final Fantasy VII. You can't toss a Buster sword into a crowd of gamers without hitting a few who'd call themselves true fans, and it's nearly impossible to find a player who isn't at least vaguely aware of the title despite the fact that it came out eleven years and two hardware generations ago. Without VII leading the charge, it's hard to imagine that RPGs would have taken off in the domestic market the way they did, and just about every spiky-haired amnesiac who's come down the pike since then owes at least a small debt to Cloud Strife and company. With this legacy in mind, it's not hard to see why Square would want to capitalize on the VII mindshare, but the fact is that none of their recent efforts to cash in on that landmark effort have done justice to, or truly enhanced the source material.

The latest attempt, Crisis Core is no different.

Putting aside all concerns of characterization and storytelling for the moment, as far as I'm concerned, Crisis Core is a complete failure in terms of mechanics and gameplay. There's no arguing that it's probably the most beautiful PSP game produced thus far, easily eclipsing the vast majority of PS2 games when it comes to visual sweetness, but once the sugar high wears off, it's hard to ignore the repetitive combat and absurd design choices that keep it from being anything but fanservice piffle.

Best described as a hybrid between real-time and turn-based combat systems, players control main character Zack Fair much like any other standard action game, the difference being that he auto-targets towards the closest enemy in the direction he's facing, and the type of action taken (attack, minor magic, healing, etc.) is selected by moving a cursor back and forth on a menu in the lower right-hand corner of the screen.

Crisis Core: Final Fantasy VII Screenshot

This setup seemed clever at first, perhaps a way to compensate for some of the PSP's physical drawbacks. However, the more I played, the less involved I felt—and the more toothless the combat became. Since clicking the Attack command makes Zack automatically move towards the target and execute the command, there's no need to master timing or worry much about positioning. Occasionally hitting the Dodge or Block button will help against tougher enemies, but this auto-combat setup means it's entirely possible to win most battles by spamming the attack button—looking at the screen is optional.

Taking even more out of players' hands, the designers have created a bizarre slot-machine called the Digital Mind Wave to handle leveling up, Summon spells and other magic that enhances Zack or his abilities. Instead of being able to cast the powerful, cinematic incantations that have been a Final Fantasy trademark at will, the game constantly spins three wheels. When the wheels match portraits of characters, the action stops and a spell occurs whether you want it or not. When the same wheels match numbers, it will randomly level-up the item you had equipped in a given spot, though you never know which one will get the boost.

I'd like to go on record now as saying that the DMW system is one of the worst ideas I've ever encountered—is Square-Enix under the impression that their audience is incapable of managing basic functions that have been central to their games and the genre for the last decade? By removing my ability to choose, not only was I left hanging when I needed some high-caliber backup during boss battles, the game kept "hitting the jackpot" and casting spells I didn't want when trying to get through generic enemies that my auto-fighting would easily destroy anyway. Being interrupted every three seconds with unnecessary spells and being forced-fed unskippable cutscenes is not my idea of entertaining gameplay—automatic assistance can be a great option when players need to manage multiple things at once, but when all I'm doing is hitting one button and yawning, I don't need the computer to usurp my decision-making.

Crisis Core: Final Fantasy VII Screenshot

(...And at this point, I'm sure some readers are outraged that I haven't yet mentioned the "added value" side missions that occur completely apart from the main narrative, existing only to "reward" the player with extra items and a longer completion time. Since the quality of Crisis Core's gameplay is terrible I don't see how giving more of it is a good thing, but there is a ton of monster-killing and repetitive side-questing here for those who want it. FYI.)

With the gameplay a flop, the only thing left to discuss is the plot. One of the key twists in Final Fantasy VII involved the hero's lost memories and his relationship to a character that was only seen in revelatory flashbacks. Zack was that character, and Crisis Core chronicles the events immediately preceding VII. The mileage gained from this supporting adventure will entirely depend on the amount of love the player has for VII. Personally, I haven't sat down with VII since the week it was released, I didn't think the original twist necessitating this game was well-done in the first place, and I can't say I've been waiting on pins and needles for this bit of backstory since then. Nail-biting drama you can't take your eyes away from, this isn't.

When I buy a PSP title, I want something interesting, original, and above all, something that's entertaining to play. Hardly the blockbuster system-seller it's made out to be, Crisis Core is a puffed-up minigame that could easily fit inside a larger RPG alongside snowboarding, a few gambling diversions and a Chocobo breeding quest. Without harboring a socially crippling VII obsession myself, I could only endure it for twenty or thirty minutes at a time before becoming painfully bored, and when I walked away from it, I immediately forgot what I had been doing. After several such sessions, I started to wonder why I was even bothering to come back to it—so I didn't.

Crisis Core: Final Fantasy VII Screenshot

If the words "the death of Aeris" don't bring a tear to your eye, then dropping $40 on Crisis Core certainly will. here's hoping the inevitable VII remake fares better than this game did. Rating: 3.5 out of 10

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response

Good review Brad, I understand all the negative points you made about the game and I think they are all very valid. However, I did find myself enjoying FFVII:CC.

The combat is on the repetitive hack-n-slash side, but I enjoyed it. But then again, I'm a huge Dynasty Warriors fan.

I found the DNW wheel to be a decent idea that was taken way too far. I thought regulating all powerful summons and performance bonuses to a chance occurrence was a good idea as it made you not rely on them. However, using it to level up Zack and materia was ridiculous.

I know you didn't like the gameplay, but I still think the side missions deserve mentioning. Even if one does not like the gameplay I think it still important to recognize the side missions as the a very good way to make a story heavy RPG more portable.

Hey Brad!

The random battles in most RPGs can be completed by "just spamming attack." The DWM system is a brilliant plot device which gives background scenes and

-instead of dissecting everything that's wrong with this review I'm just going to assume that you aren't among the legions of fans and reviewers that get it, and it's not for you. This is wasting my time, fuck you Brad.

Brilliant plot device that

Brilliant plot device that gives background scenes...?

Sure, if you think there's some intrinsic value in watching the exact same short, out-of-context cutscenes *every single time* the DMW hits the jackpot over and over again.

If that's S-E's idea of a brilliant plot device and good storytelling, sign me up for a different series.

>>I know you didn't like the

>>I know you didn't like the gameplay, but I still think the side missions deserve mentioning. Even if one does not like the gameplay I think it still important to recognize the side missions as the a very good way to make a story heavy RPG more portable.

I see your point, and i guess i agree that adding these missions is a way to let gamers play something if they don't have time to get into the story part of the game.

at the same time, i sort of question the value of having these missions there when the main game is so poor. i would have rather S-E took the time to make a more satisfying central portion than waste time crafting all the extra missions.

i mean, i sort of see it like... if i have only five minutes to play the game, i'd rather play a good game and then put the PSP into sleep mode than use that five minutes to play a substandard side mission that's really just busywork for my hands.

Pretty sure the "brilliant

Pretty sure the "brilliant plot device" comment about the DMW is more in reference to its role in the ending than the little memories you can see in it along the way. The memories are just a curiosity; the way it's used to evoke emotion in gameplay during the ending sequence could very well be the justification for its existence.

It's probably difficult to understand its contribution to the game's storytelling if you haven't played through the ending, but it really does help add to the power of an already-powerful playable scene.

I suppose one can't really expect a reviewer to finish a game if he doesn't care about the story, but it's kind of a pity not to see the ending in Crisis Core's case. (It can also lead to rather misleading parental recommendations; while the game remains tasteful and the most worrisome parts are passive, I know I'd think twice before letting a younger kid play that ending. It's certainly not just your typical swords-and-sorcery fare, even if the rest of the game is mostly harmless.)

If you played FFVII, you KNOW the ending

If you played through FFVII, you already know how this game is going to end. Maybe not the specifics, but you already know the final sequence, since it's taken verbatim from a cutscene (albeit a secret one) in FFVII.

The DMW is just braindead, and it pisses me off to see how many reviews praise the stupid thing. It's a horrible idea and it should never be repeated. Its use in the ending, while poignant (I guess), doesn't override it being a horrible game mechanic.

Nearly every time the thing activated I found myself thinking (or shouting) "screw you, I don't need your help!" I'd rather just play the game without the stupid thing. Sadly thanks to all advancement occurring through it, just throwing on the Cursed Ring (it stops the DMW) and playing that way is infeasible.

I am a huge FF7 fan but that

I am a huge FF7 fan but that aside i agree that the fighting system in CC is fairly boring and repetitive and i personally hated the side missions. But i would still give the game an 8 or 9 because RPG's are not built on there combat but on there story and story telling. the cinematics in game and the overall presentation of the game is incredible the story is presented in a way that rivals the original. that presentaion is why we play RPG's not there combat systems if you want a fun game for gameplay pick up God of War not a final fantasy

I think you got it all

I think you got it all wrong, FFVIICC is the best PSP game ever. The graphics are amzing, the third person combat is brilliant and the materia fusion is a new way to create magic systems. You need to wake up and smell the coffee because this is the greatest game outside of Final Fantasy VII. You need to get real, see a game for what it is

Your review about ffviicc

Your review about ffviicc sucks, you call yourself a game reviewer. You single handledly made yourself the worst ever. The game is brilliant, are you blind or somethin becuase I'll tell you, you suck cock

It's peple lik u who stuf up the gaming comunity 4 the rst of us

If it's wasting ur time then why stop to write a comment?

Ur one of those f.bags who'd fall in love with a pile of dog sh. if only it'd say 'final fantasy' on it.

Brad gave a great review from a gaming and entertainment perspective. Not from the perspective of the likes of you, u zombie sh.

Anonymous wrote: "THIS

Anonymous wrote:

"THIS QUOTE IS FOR THE ANONYMOUS ON MAY 17, 2008 - 11:49AM."

If it's wasting ur time then why stop to write a comment?

Ur one of those f.bags who'd fall in love with a pile of dog sh. if only it'd say 'final fantasy' on it.

Brad gave a great review from a gaming and entertainment perspective. Not from the perspective of the likes of you, u zombie sh.

"THIS QUOTE IS FOR THE ANONYMOUS ON MAY 17, 2008 - 11:49AM."

FFVII Crisis Core

Everyone has their own opinion. I respect your opinion about this game.
I am a hardcore fan of FFVII. I've never even had a psp before this game came out. I already knew what was going to happen but not in details. I pretty much mastered the original game. It also made me remember about some things that happened in FFVII, like when Aeris mentioned that her boyfriend is in SOLDIER and she recognized that Cloud is in SOLDIER because of his Mako infused eyes.

I do agree somehow about your opinion on the side missions. Most of them are almost the same except for the really hard missions and some of the special ones (Yuffie,Security and that SOLDIER 3rd class missions).

About the DMW. I did find it kind of redundant as well. I wish they could've done something about it when we could just press a button and it'll be an option to watch it. There're ways to get rid of the DMW and ways of controlling it as well. Like the curse ring and the DMW enhancing materias. That's were materia fusion is for because , for example you could make the Ifrit materia have VIT +100.

The only thing that i didn't like about the game is it didn't include the story on what happened to Cloud after the events. How did he met Barrett and became a Mercenary and joined "The Hottest Video Game Character Of All Time" Tifa. Those questions were left unanswered!!!!!

Well cloud met barret

Well cloud met barret because he was a mercenary and did jobs with barret, really no significant meeting. And as to Tifa :)
Cloud met her back when he was a child in the small town of Nibelhiem. It was a small town so everyone knew each other; and cloud was sort of the odd one out in that town. So Tifa sort of stood off to the side and spectacted on cloud's doings in this town. And Tifa was the bar owner of the 7th heaven where Barret's base was located in the basement.
And Cloud became a mercernary because him and Zack ran away from Shinra, and they were thinking of they should do; and the driver giving them a ride helped them to understand that they should be a 'jack of all trades' as Zack said. So after the incident with Zack, Cloud followed Zack's dreams of becoming a 'jack of all trades'

Hope this clears things up for you Israel :)

Reply

I pretty much already know everything that you just said. Thank you though.
What I really want to know are the events that happened when Cloud took the "Buster Sword" and before he jumped off the train in Final Fantasy VII. I can probably just leave it to my imagination. Although there was probably not much into that gap but I still would like to see it made even if it's just on a comic book or something. I don't think he just took off with the sword and met Tifa and Barrett just like that.

Thanks for the reply,
Israel

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