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Apr 15 2008
Review: Crisis Core: Final Fantasy VII PDF Print E-mail
Written by Cliff Bakehorn   
Monday, 14 April 2008
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What does it take to impress a Final Fantasy fan? For over a decade, Square Enix chose not to revisit Final Fantasy VII. When they did, Advent Children got mixed reviews and almost everyone agreed that Dirge of Cerberus got sticky vanilla all over the place. Crisis Core, the prequel to Final Fantasy VII and the series’ second PSP venture (Advent Children also had a UMD form), is the next attempt. It is a third-person RPG that shares a lot of mechanics from other similar games.

Still, Crisis Core has been bombarded with equal skepticism and hype. Final Fantasy fans have been looking forward to living the story before Cloud met Aeris, before Sephiroth started taking over the world, and all hell broke loose. This is definitely addressed, so anyone hoping to learn more about the world of Final Fantasy VII will be satisfied.

Background story is hardly a reason to justify purchasing a $40 game, though. Crisis Core utilizes a unique but strange gameplay concept that not everyone will receive nicely, but overall, it works. It is a game built effectively around the idea of being portable, handheld, and random—due to simple and quick missions, smooth transitions between exploration and combat, and a general addictive quality, Crisis Core is a lot of fun to take with you on-the-go.

Grab your buster sword; it’s time to visit Midgar.

If you didn’t already know, the story of Crisis Core focuses not on Cloud, Final Fantasy VII’s protagonist, but Zack Fair. Zack becomes a SOLDIER operative after leaving his home in Gongaga, a story most Final Fantasy VII players are already familiar with. He campaigns with SOLDIER alongside Angeal and Sephiroth, going about the Shinra Corporation’s bidding without questioning his loyalty. Eventually he meets Aerith (that is her actual name, look it up and get over it, purists), runs around familiar FFVII locations like Sector 5 (the slum market), and goes up against a crazy rogue named Genesis. It is definitely cool to see characters like Professor Hojo, Tseng, and Rude again. Jenova makes an appearance, too. There also isn’t a shortage of Bahamut, which is a treat.

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The combat system (cleverly titled “Combat Mode”) works well and is simple to use. Zack is controlled with the direction buttons or the analog nub, and his movement feels similar to Sora’s in Kingdom Hearts. He cannot jump or fly, though, so ditch those high hopes. He can kick a lot of ass with just the X button, though—and unless you are selecting a different attack or an item, X is the only button absolutely necessary to get through the game. Commands are chosen actively, and fighting feels quite like a mix between Final Fantasy XII, Knights of the Old Republic, and Kingdom Hearts.

The most unique aspect of the game is the DMW slot reel, which passively spins in the background while Zack battles. Generally, the reel will randomly align and form a certain combination of numbers that gives Zack a temporary status effect in battle—invincibility, infinite MP, all-critical hits, etc. Sometimes the character portraits on the reel will match on the left and right reels, and when that happens, Zack enters a “Modulating Phase”. The purpose of the Modulating Phase is always to level up Zack or use a Limit Break—when certain pairs of numbers pop up, a certain Materia equipped to Zack will level up. With a combination of 777, Zack levels up. When the pictures match up, Zack performs the Limit Break. This system is very random, and it definitely feels like it. Sometimes Zack will grow two or three levels in just a few battles, and other times it will take hours of clearing missions before you get a Modulating Phase and Lucky 7’s. 

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  If the Aeris picture was a Cloud one, Zack would enter a Modulating Phase.

There are other perks to the DMW, like the random activation of summons that you have collected throughout the storyline. Each of the familiar beasts, like Bahamut, Odin, Tonberry, Ifrit, and Cactaur all perform a special Limit Break. Usually these are joined with a beautiful CG cinematic that leads to the battle screen being filled with explosions and pain. My favorite summon, surprisingly, was the Moogle one—whenever you activate the Moogle, all of your equipped Materia are fully mastered and receive awesome stat boosts.

I guess this would be the perfect time to follow up and talk about the Materia. Crisis Core does Materia differently than Final Fantasy VII. The magic orbs can be equipped to Zack—four initially, and eventually six—and they not only allow him to cast magic, support abilities, or increase stats, but they also have stat bonuses attached to them. Whenever the Materia levels up randomly in a Modulating Phase, it levels up the stats of the Materia similar to when Zack levels up.  This is important in Materia Fusion.

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Materia can be “breeded” with the Materia Fusion system, which is simple but very effective to use. If you combine different kinds of Materia together, you end up with a new Materia. It is simple, but furthermore, the stat bonuses attached to the Materia can change and grow. Forming the perfect Materias suited to your battle style is a strategic and fun way to deepen the game exponentially. With some work, I had an HP-Up++ Materia that gave Zack 300% more HP whenever he equipped it. This made him quite a tank alongside a mastered Attack-Up Materia that also made him quite a killer. Zack can also equip items and accessories that make him stronger, and with all of these, there is a huge amount of flexibility in the way you fight everything.

It would not be worth all of the effort to level up Materia and customize Zack if the Missions were no fun, and fortunately, most of them are. They are simple go-and-attack missions where Zack is deployed in a small area and given an infinite amount of time to run around, kill enemies, and collect whatever items can be found before fighting the only on-screen enemy and finishing the stage. They are all performed like this with no exceptions. Some of the on-screen enemies appear very close to the start of the mission, so some missions can be completed in less than a minute or two. Normally I would consider this a serious fault, but Crisis Core is benefitted by the fact that it is a handheld game. Handheld games are allowed to have short, quick bursts of fun. Although the missions become very repetitive to see—eventually there are heavily-repeated environments and enemies—they are rewarding. What is so bad about a handheld game that allows you to pick it up, play it for ten minutes, and put it down feeling like you accomplished something?

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There is a lot of time spent fighting against Wutai.

Crisis Core also happens to be one of the most jaw-dropping, beautiful handheld games I have ever seen in my life. The Kingdom Hearts art style is great, and the character models look like they could have walked out of Kingdom Hearts 2. The environments are detailed very well, and Midgar is restored well in 3D—the park in the slums, Hojo’s laboratory, and the cell block in the Shinra Building are all familiar locations. In battle, combat is animated very smoothly—attacks like Jump, Assault Twister, and any of the elemental-Blade attacks are very helpful, and look great. Attack spells are also beautiful; why is it that the people who make Final Fantasies are the only people who know how to make attack spells look interesting? Seriously, even next-generation RPGs on the Xbox 360 fail to look as impressive with their spell effects as Crisis Core. Don’t even make me talk about the CG sequences, which sometimes even put Advent Children back in its place, in 2006.

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Okay, I'll admit, he's really only here before he's awesome.

Unfortunately, not everything is perfect. Even though there is a LOT to do in Crisis Core, the actual storyline accounts for only a small percentage of the game. The slightly-repetitive missions, then, make up most of the experience. Playing through Crisis Core feels a lot like playing through Oblivion in the way that the only reason you really keep playing is because you want to keep feeling more and more powerful, earning more items and abilities that become increasingly useless as you grow into a behemoth on the battlefield. Not the real purple behemoth with the gold mane, just a figurative one.

So, the final verdict is this: Final Fantasy VII fans might want to watch out for the combat system, which is far from a throwback to FFVII. Once that has been addressed, it is hard not to feel loved by Square Enix when you are wrapped up in all of the fan-pleasing crap you could possibly stomach. It is just too bad the bastards made us wait so long to play the game, because it would have been even easier to overlook the flaws and enjoy all of what makes Crisis Core great, otherwise.

Final Score: 8/10

 

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Garwalker said:

I finished the game last night. I even got choked up and angry with the final scene even though I knew the outcome. Good review.
April 16, 2008

RolexDPracer said:

This is the first PSP game I plan to finish. Great review.
April 17, 2008

Caveman Bouch said:

I cannot wait now! As FF7 fan I plan on getting this asap... Just curious to if I will like the battle system.
April 18, 2008

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