Eighteen years have passed since the release of the original Final Fantasy VII, and a whole new generation of gamers are ready to explore this fantastic world for the first time. For the gaming industry, Square-Enix has effectively reached the status of Disney. They really don’t have to truly innovate anymore as they could probably get by through updating, remaking and re-releasing their golden age classics.
There are plenty of other wishlists for the upcoming Final Fantasy VII remake, but this article covers some content elements. Many of the other articles have been more obvious. New soundtracks! Better graphics! As though Square-Enix is expected to release a remake with MIDI music and character models that use a jaw dropping 17 polygons.
Rather, these recommendations are more about expanding the core gameplay. Questions regarding the combat system and faithfulness to the story have yet to be answered. So rather, these suggestions work against what has been established from the original game.
Traveling the world and beyond is a common hallmark of the Final Fantasy series. Since game one, travel by land, sea and air were long established. The fourth game sent the main characters to the moon.
Yet after the release of Final Fantasy VII, it was heavily rumored that there were large swathes of the map left on the cutting room floor.
No one can really blame then Squaresoft for the decision. The game was fairly massive to begin with, so it really wasn’t a surprise to anyone that about five sectors of Midgar didn’t make the final product. Likewise, when AVALANCHE finally commandeers the ShinRa sub, they can only use it to explore the inner ocean between the three major continents. There’s a whole outer ocean just begging to be explored. And perhaps out there, a slight change to the story will allow us to…
Fight the Sapphire WEAPON
When Final Fantasy VII came to the United States, Squaresoft decided to add two new bosses the Japanese audiences didn’t receive until later. These were the powerful Emerald and Ruby WEAPONS, and defeating them is a brag-worthy achievement to this day.
But among the original series of WEAPON bosses was one that the plot never allowed us to fight; the Sapphire WEAPON. It would require a slight alteration to events to permit this battle, but why not let players complete their trophy collection?
Say that the Sapphire WEAPON was injured instead of destroyed and forced to retreat, allowing Cloud and company to hunt him later. Perhaps that could lead to a fourth Limit Break for Cait Sith. Wait, Cait Sith has only two Limit Breaks? Well then…
A Full Set of Limit Breaks for Cait Sith
Cait Sith is best described as a divisive character, story wise. Some people liked him, some didn’t. But in terms of play-ability and use in combat, there’s definite room for improvement.
Every other character besides shape-shifting Vincent possessed a total of seven Limit Breaks, the powerful attacks each party member can execute after absorbing enough damage. Most characters divided these attacks into four levels. The first tier of any level was earned by having the party member slay 80 foes, while the second tier of a level was earned by using the first tier 10 times. The fourth level was unique and specially earned by discovery. This added incentive to swap characters to obtain all their abilities.
But Cait Sith was different. As the game’s resident gambler, he possessed only two Limit Breaks; a dice based attack he starts with and the random slots. Thus there just wasn’t much to earn with him once the second skill had been achieved.
Gambling and gaming wise, there are plenty of themes to choose from. Roulette boards, poker, darts and billiards, maybe some kind of Black Jack game where every hit results in “card” that hopefully adds up to 21 unless the player chooses to stay while a bust hurts him. There’s more fun to be had with Cait Sith!
Furthermore, one of the slot “attacks” actually resulted in an automatic game over. Maybe instead, how about a horde of status effects against the whole party? Automatically losing seems too harsh, especially if the player hasn’t saved recently.
Allow Swapping the Main Character During Travel
Above, incentive to swap characters was mentioned. While the importance of Cloud to the plot is understood, one wonders why he can’t sit out a bit more during the more mundane segments of the game. Why not let Barrett lead when the player is just leveling in the Junon area? Or let Aeris or Tifa catch the chocobo? When approaching a location that requires Cloud, they can just force him to join the party.
If Square-Enix even goes so far as to add quips and rib poking between their characters during combat, the reason to do this grows even larger, allowing for interesting relationship building and stronger dynamics.
More Time with “That Character”
In early 1997, the world’s most public spoiler involved a man armored in black telling a maimed fellow, “I am your father.”
The second most public spoiler involved the death of a certain character in Final Fantasy VII. Amusingly, before the game was even released state-side, a rumor sprouted that the Japanese version would allow for (paraphrased) “the resurrection of a party member who dies,” while the United States version would not. This proved false, and the person leading the petition even apologized for the mistake.
As mentioned before, a new generation of gamers has grown since the release of the original, so it’s worth trying to preserve the spoilers even after so long. But even in the first edition, the time the player had with this character was fairly short. Usually, the player achieves the departed’s ultimate weapon and Limit Break just before the events of their demise.
Attempting to undo the death of this character risks a great deal of the plot falling apart. So rather, it would seem fair to ask for a few events to slow down and strengthen an already strong emotional connection. It just seems a gentler way for veterans who are already used to the loss to better accept it.