The MirrorARCHIVES: May 01 - May 07.2008 Vol. 23 No. 45  





Seventh heaven


by ERIK LEIJON

erikAfter 12 unique Final Fantasy games and dozens of spinoffs, it can be safely acknowledged that the seventh in the landmark series remains the most beloved and the most important.

Originally released in 1997, Final Fantasy VII unequivocally turned the tide of the Sony-Sega-Nintendo 32/64-bit console wars in favour of Sony’s first Playstation. Imagine the shock received by hardcore turn-based role-playing game fans when the latest, greatest FF (the first to use 3D graphics) was not a Nintendo exclusive—considering how Squaresoft’s Japanese RPGs were synonymous with Super Nintendo—but only available on Sony’s machine.

It was a harsh reminder of how technologically limited those bulky N64 cartridges were, and it took Nintendo a decade to climb out of the dregs. Therefore, it comes as no surprise that the FF7 universe and name is being used for a PSP spin-off, Crisis Core: Final Fantasy VII (PSP/Square Enix). What is surprising, however, is that this is no mere cash grab—Crisis Core is quite possibly the best PSP game ever conceived and one of the most engaging portable games in general.

Only tangentially related to FF7—familiar characters such as Sephiroth, Cloud and Aerith (previously known as Aeris) make cameos and the industrial city of Midgar is the primary backdrop—Crisis Core is a standalone prequel. At this point, war-mongering corporation Shinra hasn’t sucked the earth of its life energy (Mako) yet, and FF7 protagonist, Cloud, is only a bit player.

In keeping with recent Square Enix history, the developers have created an equally effeminate, skinny-armed, spiky-haired, humongous sword-packing hero named Zack, who is a soldier for Shinra and is trying to stop rogues who have deserted the company.

Without divulging the numerous twists and turns that take place, one must acknowledge the incredibly detailed cinematic cutscenes, which tell an intense story without sidetracking the game experience—a problem in recent FF history. I’m just glad they allow for pausing during cutscenes because too often when playing a portable game I would need to reach for my cellphone or wallet only to miss an important, un-rewindable scene.

FFXII for the Playstation 2 may have spoiled gamers with the auto-fighting gambit system, but I still enjoyed the vastly different Digital Mind Wave (DMW) and real-time battling system in Crisis Core. With only one character to control as opposed to a full party, players can move Zack around freely, attacking enemies without going through a menu screen.

Pressing the left and right trigger changes the attack method, making the use of devastating magic attacks a simple exercise even in the heat of battle. DMW is a slot machine in the top left corner of the screen that keeps spinning as you fight. After attacks, sometimes the DMW stops and if the numbers or slots match, Zack can level-up, increase an ability or execute an elaborate cinematic magic attack.

Micromanaging role-playing fans might not like the randomness of the DMW, especially since level-ups happen beyond your control and there are no traditional experience points, but it keeps the gameplay loose and fun. Considering one can splice and create new magic attacks, there are still plenty of different and new ways to customize your character.

Crisis Core isn’t the first FF7 spinoff, but it is one of the best attempts yet by Square Enix to combine a rich story, movie-quality presentation and involving, Japanese RPG gameplay.

No ordinary computer camp

If you’re between the ages of 15 and 18 and interested in joining the sexy business of game development, consider applying for Ubisoft Immersion Camp, a two-week summer camp (in French) devoted to the growing field.

Deadline for application is May 12. Visit www.immersionubisoft.com for details.

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