Sunday, 23 March 2025

Retro Look: Gunfighter - The Legend of Jesse James

In the late '90s and early 2000s, coin-op arcade shooters were massive. If you stepped into an arcade, you were sure to find, alongside the obligatory claw machines and rows of driving games, the latest installments of the genre's stalwarts: Time Crisis and House of the Dead. Naturally, with any popular gaming franchise, knock-offs and trend-followers were inevitable—and Gunfighter: The Legend of Jesse James is one such example.



Released in 2001 for the Sony PlayStation (or PSOne), Gunfighter: The Legend of Jesse James was developed by British studio Rebellion, which would later gain fame for the Sniper Elite series. The game puts you in the titular shoes of legendary outlaw Jesse James as he battles the villainous Sheriff Carson, who has kidnapped his girlfriend, Zee, and his partner, Cole. Over the course of five stages, you duck behind cover and take down waves of enemy gangsters while trying to avoid getting shot yourself.





If you're familiar with on-the-rails shooters, that gameplay description probably sounds pretty standard. Even at the time, Gunfighter didn't stand out mechanically, especially when compared to the smoother and more refined gameplay of House of the Dead and Time Crisis. But there's something charming about the game's simplicity. It sticks to the core mechanics that make rail shooters fun: the hide-and-shoot system, the satisfying rhythm of enemies popping up in groups, and the rush of taking them all down in quick succession. The game also benefits from its Wild West setting, featuring classic locations like a diamond mine and a moving steam train, both of which capture the atmosphere of a Hollywood Western. That atmosphere is further enhanced by an outstanding Spaghetti Western-style soundtrack, filled with twangy guitar lines that make you feel like a true gunslinger.


Unfortunately, Gunfighter's story leaves much to be desired. Sure, Time Crisis was cheesy, with an over-the-top excuse plot, but at least its characters and setting were memorable because of it. Gunfighter's cast, on the other hand, is entirely forgettable—which is ironic for a game starring such a legendary outlaw. Take Jesse's outlaw friend, Cole, for instance. He seems to be based on the real-life Cole Younger of the James-Younger Gang. But whereas the historical Cole lived to old age and eventually abandoned his outlaw ways, the game's version of Cole gets killed off in just the second level. He shares a brief, emotional farewell with Jesse before being taken out by a sniper's bullet. And that's the problem—the game doesn't give us enough time to care about him before he's gone. If you're going to take creative liberties with history, at least let us get to know the character first.





Then again, storytelling clearly wasn't Gunfighter's priority. Its main goal was to deliver a fun shooting experience in a classic Wild West setting, and to its credit, it does that well. It nails the iconic tropes of the genre: from the Clint Eastwood-style one-liners (“Hey boys, you wanna swap some lead?”) to the saloon shootouts, train battles, and even a Hollywood-style quickdraw finale. In that sense, Gunfighter was ambitious for its time, bringing cinematic Western action to the PSOne long before Red Dead Redemption set the gold standard.





While it doesn't innovate beyond the established mechanics of its genre, Gunfighter executes them competently. The gameplay is fast-paced and addictive, making it worth revisiting just to beat your high scores. It’s no masterpiece, but it does enough right to make you overlook the bad voice acting, jagged character models, and somewhat lifeless environments. If you have an hour or two to spare, it's worth taking a ride into the old American frontier and swapping lead with Jesse James and his enemies.


Interesting facts:

  • The game plays fast and loose with history. Rather than aiming for accuracy, it focuses on the legend and image of Jesse James.

  • Jesse's girlfriend, Zee, was a real historical figure, but in the game, she is reduced to a classic damsel in distress—even ending up tied to train tracks in need of rescue.

  • Cole Younger is depicted as Jesse's right-hand man, but his role is disappointingly brief. Unlike his historical counterpart, who lived into old age, the game’s version of Cole dies in the second level. His younger brother, Bob Younger, later serves as an antagonist in the PS2 sequel.


Saturday, 1 March 2025

Clark Kent or Superman: Which is the Real Identity?



Pointless debates fill the nerdy halls of comic book geekdom, and one such debate revolves around the Big Blue Boy Scout himself: Which is Superman’s real identity—Clark Kent or Superman?

If this were the 1940s, there would be no question. The Max Fleischer cartoons introduced Superman as being "disguised as Clark Kent," and that was that. However, decades of comic books, movies, and other media have brought the very notion into question.

Those who argue that "Superman is the real identity" (famously explored in Quentin Tarantino’s Kill Bill) base their stance on the character’s birthright. Superman, after all, was born Kal-El on the planet Krypton. Upon arriving on Earth, he was wrapped in his home planet’s colors inside his spaceship. Though raised by Jonathan and Martha Kent under the Earthly name of Clark Kent, he spent his entire life hiding his abilities from his friends. In this view, his Earthly guise has always been a cover for his true alien self. Only once he adopted the Superman moniker was he able to fully express who he truly is—using his powers freely and as he sees fit.

However, the "Clark Kent is the real guy" side argues from a nurture-over-nature perspective. Sure, Kal-El was born on Krypton, wrapped in Kryptonian colors, and possesses incredible powers due to his biology. But ultimately, it was the Kents’ Midwestern values that shaped him into the man he became—the man they raised as Clark Kent. In many stories, his biological father, Jor-El, is absent from his life until young adulthood, by which point Clark has already been steeped in Earth’s ways and identifies as an Earthling. Before he ever dons the suit for the first time, he has experienced tragedy, heartbreak, and life lessons that all inform the man who eventually wears the Superman symbol.

To be clear, both sides of the argument have credence. The true identity of Superman ultimately depends on the writer. Yet, the fact that this debate persists today speaks to the complexity of the character. It also ties into the broader nature vs. nurture discussion—do we belong more to the culture we are born into, or to the one in which we are raised? The two are more intertwined than they may initially seem.

So, which interpretation do I prefer? Well, as boring as it may sound, I see it as a mixture of both. I believe Clark Kent is the engine that drives the heroics of Superman—"Superman is what I can do, Clark is who I am," as succinctly put in the ’90s series Lois & Clark. However, I also enjoy stories where Clark embraces and respects his Kryptonian heritage, merging it with his Earthly identity. After all, it’s that alien element that sets Superman apart from other superheroes.

As for when he is mostly "pretending," he always seems to be doing so regardless of the situation. Clark must hide his powers in everyday civilian life, yet even in the Superman suit, he can’t truly relax and enjoy the life he was brought up to love. Instead, he must act as the symbol the world expects him to be. In this sense—much like us—he presents different faces to the world depending on the expectations placed upon him.

And that very complexity is what makes Superman such a fascinating and enduring character.


Sunday, 2 February 2025

Jedi Power Battles - A Classic Reborn on PlayStation 5

The Force is strong with nostalgia, but does Jedi Power Battles truly deserve a remaster, or is it just another relic from a long time ago? Asphyr strikes back with a new Force-wielding remaster in the form of Star Wars Episode I: Jedi Power Battles, reviving the classic action platformer for modern audiences. The original version of the game hit the PlayStation 1 in 2000, one of many spin-off titles of the eponymous Episode I movie released during that time. The PlayStation and Dreamcast versions are often heralded among fans with the glossy eyes of childhood nostalgia. But saying that, does the remaster fix the original's bugs and rework its magic to sustain a modern gaming audience?



Firstly, let's look at the visuals. The game has been upgraded to a higher resolution, making everything crisper, but textures and lighting remain unchanged, exposing the blocky character models and simple environments. At times, it feels less like a modern remaster and more like an upscaled emulator version. The graphics look bright and inviting, but not much has changed beyond the 2000 Dreamcast version, on which this remaster is based. If anything, the higher resolution only further emphasizes the aged, jagged nature of the character models (Samuel L. Jackson has never looked more awkward than he has here), as well as the plainness of the environments. At the very least, the improved framerate makes the gameplay flow better and, therefore, more enjoyable than it could've been otherwise.



Speaking of gameplay, everything remains intact from the original. Players roam through fairly linear levels, sabering (mostly) battle droids and jumping from platform to platform. Completing levels grants the player new saber combos and increases their health/force bars. Like before, the game boasts a cast of different characters, each with their unique fighting styles. The Jedi have a range of Force powers—my favorite character, Mace Windu, has a Force power that makes his lightsaber spin around his head while he crouches, killing anything that nears him. Sadly, no Force-shaking improvements have been made. The frustrating platforming remains intact, and timing jumps is just as painful as it was in 2000. While the developer insists removing them would've hurt the game's unique charm, when you're falling down chasms because of a needlessly stiff jump mechanic, it's hard to agree with them.



If you've played any Star Wars-licensed game, you'll know the music is almost always top-notch. Jedi Power Battles is no exception, boasting John Williams' iconic score from the movies. While the remaster doesn't add any new tracks or noticeable music upgrades, the score still provides as much atmosphere and intensity as it did in 2000, making the game feel like a legitimate part of the Star Wars universe. Likewise, JPB's use of the iconic sound effects—the lightsaber hum, the blaster shots, the droids' robotic voices—further cements the game's place in George Lucas' unique world. Voice acting is few and far between, with character dialogue reduced to a few sound bites here and there, but this is for the best. The remaster has done nothing to improve the awkward nature of the voice acting, which only highlights the game's age.

So, the gameplay may be the same, but what about new content? Well, Asphyr has made somewhat of an effort. The new training mode offers a slew of new levels and challenges, but the settings are visually bland and uninspiring. There are a bunch of new unlockable characters now (including the battle droid, Droideka, and other enemies you encounter in the game), but they are a fun novelty at best since they lack the range of abilities of the Jedi characters. It's a shame that these additions were given focus when the game cries out for more quality-of-life enhancements like save states or quick-saving to make up for the frustratingly placed checkpoints. Likewise, the developers have not provided any extra difficulty modes beyond the original Easy and Jedi modes. Such omissions may alienate modern gamers who are used to these features in their games.

Another lost opportunity lies in JPB's co-op options (or lack thereof). While it's great that the devs have kept the game's couch co-op, the title would've highly benefited from an online co-op option for those who struggle to find someone in their social circle willing to play a 15-year-old action game. The very fact that the co-op mode makes the already awkward platforming of the solo game more glaring doesn't help. And though the quirky cheats—like big head mode—were advertised heavily for the remaster, these briefly amusing novelties get old quickly and add nothing valuable to the experience.

All in all, Jedi Power Battles remains a fun but flawed relic, more of a time capsule than a true remaster. Nostalgic fans will enjoy reliving the droid-slicing action, but for modern gamers accustomed to polished gameplay and meaningful upgrades, this remaster feels like a missed opportunity rather than a triumphant return. While mowing down hordes of droids is just as thrilling—and, sometimes, addictive—as before, this is a game ultimately unchanged from the original Dreamcast version. The extra characters, training rooms, and cheats are needless window dressing for an old game that could use improvement in its gameplay. And while such facts won't deter retro gaming fans who relish the nostalgia this game represents, it'll do little to turn the heads of younger, modern players who expect a more refined experience.

Wednesday, 24 May 2017

Discworld II: Missing Presumed...!?: A Retrospective Review

The late Terry Pratchett had written more than 70 books in his career, and sold well over 75 million copies. The greater majority of these books were set in his comical fantasy universe, Discworld, which has spawned a number of made-for-TV movies, graphic novels and board games. But the novels also inspired another medium which, at first, seemed unfitting for Discworld - videogames. Three games were, in fact, derived from Pratchett's wacky world (well, four if you count the commodore 64 adaptation of The Colour of Magic...but no-one really talks about that one). Dicsworld II: Missing Presumed...!? is just one of those great games.



The game is infamous amongst the Pratchett fandom for mixing plot elements from a number of Discworld novels to create a huge plot amalgamation. The basic story is similar to Reaper Man, with Death having suddenly disappeared and the ancient city of Ankh-Morpork having been overrun with undead since no-one is around to collect their souls. The Unseen University, premier college of wizardry, has noticed and has charged Rincewind, incompetent wizard and highly-trained coward, to find Death and bring him back before the epidemic gets any worse. Along the way, Rincewind will encounter a range of weird and wonderful characters, encounter a range of absurd puzzle-solving and challenges, and may even have to become Death himself. As you can probably see, the nature of Pratchett's universe has the potential to make a very unique game - and unique it is, blending the best of Pratchett's humour, served with a side-dish of Python-esque wit to boot.



The game, if you haven't already gathered from the screenshots, is a Point and Click Adventure, or 'Graphic Adventure'. You play as Rincewind and must guide him through the various locations, collecting random objects and solving puzzles, usually with said random objects. Explaining the game is hard, because Discworld II does random to a tee, and, like its predecessor, often requires a departure from logic to solve its puzzles. For example, the first act of the game requires Rincewind to collect a number of odd items to enact the Rite of AshKente, a ritual that summons Death. This isn't merely a simple matter of visiting locations and collecting these items however, as you need to go through a number of 'hoops' to get them. One item you need, for example, is 4ccs of mouse's blood. In order to get this, you have to get a rooster drunk and go to a bar where a vampire is sitting, forcing the rooster to crow. The vampire will feverishly return to his resting place in the cemetery, thinking morning is approaching. You then go to a High Magic Facility at the University and steal a test tube before going to the cemetery to steal the vampire's teeth while he rests. Then you use those teeth to bite a mouse before pouring into the aforementioned test tube. And, hey ho, you have 4ccs of mouse's blood! As a reader of the books, I can concede that mouse's blood is mentioned somewhere as a prerequisite for the Rite, but even so, the extremes this game goes to in order for the layer to obtain such items is wacky and unparalleled. Still, it is pretty damn humorous and is what makes the game unique in its charm. At the very least, this sequel is a fair bit easier than the original, which is infamous for its harsh difficulty level.



But as illogical and wacky as the game can be, DWII is truly a beautiful game to look at, even more than twenty years after its release. Its zany, cartoon look holds up incredibly well, with beautifully drawn locations and characters, adding in an atmosphere aided by a beautiful soundtrack. The team at Perfect Entertainment truly outdid themselves in terms of the game's presentation, its hand-drawn visuals far more exuberant than the first game's jagged pixels. Not to beat on the first game, of course - its visual style is still cute and charming - but the sequel just outdoes it in this area. However, as a devoted Pratcheteer, I had to wonder - why isn't Rincewind wearing his 'WIZZARD' hat in these games? It was a key element to his appearance in the novels but is puzzlingly absent here. Not a major issue, but it did cross my mind.



To finish off then, I would happily recommend Discworld II to both Pratchett fans and those unfamiliar with the man's work. This game was my introduction to the Discworld as a child and, all in all, it really isn't a bad place to start, introducing you to a host of lovable and zany characters. For those dedicated Pratcheteers, you will find great pleasure in finding your favourite characters adapted for the computer screen as well as famous locations such as UU, Ankh-Morpork, Djelybebi and much, much more. For those unfamiliar with Pratchett, it will be just as wild an adventure and worth every moment.

Tuesday, 16 May 2017

Monster Rancher anime

Transport your mind back to the late 90's when monster-battling shows and games burst onto Western shores. Pokémon had gained significant foothold in 1996 with its first pair of games, Red and Blue, with an accompanying anime that was released just two years later. This, too, proved to be extremely popular. But wait! There was also Digimon, another monster-battling cartoon that also started airing in America in 1998. Parets at the time could barely distinguish between them but the kids knew. Both anime shows proved to be big hits but another slipped underneath the proverbial radar - that of Monster Rancher.

 

If you don't know what the heck Monster Rancher is, then all is forgiven. It is a monster-battling simulation videogame that, while having attracted a cult following of sorts, hardly ever reached the phenomenal success of its peers, particularly in the West. The games are highly underrated and are well deserving of a play if you ever get around to it. But alongside these underrated games came a similarly underrated anime adaptation. The series began airing in 1999 in the West and followed every imaginative child's dream. Genki is a sprightly ten-year-old (his name literally means 'energy' in Japanese) who is unwittingly transported into the world of his fantasy monster videogame. Here, he teams up with a human girl, Holly, and a group of monsters to find the mystery disk needed to summon the Phoenix which is the only monster who can seal away the evil lord Muu forever. Predictably in a series such as this, Genki and his new friends will have to travel all over the Monster Rancher world and encounter trials and tribulations along the way. As Genki himself would say, "Aw, yeah!"

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The series setup, as has already been noted, is familiar if you've seen Pokemon or Digimon. Genki and co. travel from place to place, encountering new friends and a 'villain of the week' monster. There is some difference to the other monster-battling anime in that it isn't merely the monsters who do the fighting - the humans actually join in this time around. Genki, in particular, chooses to do battle in his yellow Rollerblades and from the moment he does this, it makes him such a lovable character. He starts out the series as a typically impulsive, brash ten-year-old kid who gradually develops into a mature young man capable of critical thought and strategy. The cool thing is that he is no exception - every one of the seven main cast members receive appropriate development throughout the series. Tiger (ironically named since he looks more like a blue lion) learns to operate in a team as opposed to his 'lone wolf' persona and Moochi goes from being an innocent harmless monster into a monster that can fend and fight for himself and others.

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Like a great many shows like it, Monster Rancher's animation is either a hit or a miss. Some episodes are really quite well animated whereas other episodes feel like a slideshow, especially where the fights are concerned. But one thing that the series never fails to exhibit is its charm and colour which is evident in every scene. This is further aided by the beautiful soundtrack. Even when the show does descend into some darker moments - and trust me, it does have its darker moments - it shows off even more musical strength with a soundtrack that oozes doom and dread. Perhaps the only downside I can think of is that the music tends to get repetitive after watching for a while as the themes are consistently used.

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Unlike its contemporaries, Monster Rancher ran for only three seasons. The first and second seasons covered one whole story arc - that is, Genki and his friends' quest to find the Phoenix and stop Muu. The third season continues whee the second left off,with Muu's former right-hand mook, General Durahan, filling in the power vacuum left by his former master, and trying to revive the evil lord once again. Season 3 is decidedly lighter and softer when compared to the first two, since it also introduced coliseum battles which brought a more ambitious, competitive side to the characters that gave little breaks between the world-saving.

All in all, if you missed the Monster Rancher anime the first time around, it is more than deserving of a look. Combine a dark storyline with light-hearted and well-developed characters and you've got yourself a fun and engaging series. All three seasons are available on DVD and can be purchased from Diskotek Media so if you haven't already doen so, buy them already!

Batman: Arkham Asylum - A Retrospective Review



Superhero videogames haven’t always had a good reputation. Fighting against movie tie-ins for the title of ‘videogame concept most done poorly the most’, there are only a handful of great superhero games to name. Before Batman: Arkham Asylum, I would have fearlessly said that Spider-Man 2 was the best among them. However, Rocksteady’s unexpected hit starring the Caped Crusader, released in 2009, easily made that opinion an uncertain one. Like the Bat, this one came out of the shadows and caught the gaming world by surprise.

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The plot, written by Paul Dini of Batman: The Animated Series fame, revolves around Batman trying to stop his archenemy, Joker, who has managed to lead a complete takeover of the titular asylum, unleashing its inmates, many of which happen to be some of the Dark Knight’s most dangerous foes. The player is therefore tasked to proceed through the asylum and its intricate security systems and passageways, solving puzzles, taking down inmates and putting away some of the most dangerous foes in the Bat’s comic book history. While the plot has its share of twists and turns, its really not the star of the show here nor is it really meant to be. It shines where it matters the most – gameplay.

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Gameplay-wise, if Spider-Man 2 was the first Spidey game to make you feel like the wallcrawler, then Arkham Asylum was the first Batman game to make you feel like Batman. Everything, from Batman’s oddly pleasant weighty feel to his wide assortment of gadgets, is incredibly satisfying. Of course, the thing that players often revere about this game is its fun battle system. The fun lies in its beautiful simplicity, allowing you to chain combos with the Square button and counter with triangle without ruining the flow of the fights. There’s nothing sticky or restraining about Asylum’s fights – in fact, much the opposite. Moves can be pulled off with such ease and yet with the grace of a dancer that it’s impossible not to have a good time. Often, the only frustration that occurs is if an enemy attacks you and breaks your combo chain. But it’s also that frustration that brings you back in for more.

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If the simple delights of subduing inmates weren’t enough, the boss battles in Asylum ices the top of the cake. The boss battles are pleasantly reminiscent of PS1 platformers like Crash and Spyro, where the player is forced to think and use different tactics for each individual villain. The joy of the boss fights is that they require a mix of Batman-like detective skill and gadgets. Figuring out their weakness makes it all the more satisfying when you finally defeat them. As for the villains themselves, there’s a good selection from Batman’s past rogue gallery including Bane, Scarecrow and Poison Ivy as well as the aforementioned Joker. While the voice acting for these characters (as with pretty much most of the game’s voice acting) is brilliant, some of them feel as though they were merely shoehorned into the plot just to serve as a boss. The motivations of these characters don’t always seem plausible to me. Then again, this is a game about a bunch of super-powered lunatics in an asylum so perhaps we can let that one slide.
Anyway, as we all know, Batman isn’t merely a skilled martial artist, but also The World’s Greatest Detective. As far as I know, Batman games before Asylum never attempted to show this side of the character, but alas, here it is. In certain situations, the player will switch to a first-person view and be required to scan evidence (i.e. traces of alcohol or footprints) in an enclosed area and then go follow said evidence to reach a certain goal or objective, usually a non-player character. These sections are pretty cool in concept and look impressive visually, but gameplay-wise, are easy and underwhelming. Perhaps responding to this criticism, Rocksteady beefed up these sections in the first sequel while Warner Bros. Montreal took this up to eleven in Arkham Origins.

But where the Arkham series was concerned, Asylum really hit the ground running. Not only did it start a brilliant Batman subseries, but it restored gamers’ faith in the superhero videogame genre. A superhero videogame could be done properly. The proof is in the pudding, and the pudding is this brilliant game.

Thursday, 3 September 2015

Final Fantasy VII Remake – What is needed to make it great


If you’ve never played Final Fantasy VII, then there’s probably a very, very good chance you’ve heard of it. The game was a major hit in its release year of 1997. Having been released in North America in September of that year, the game managed to sell one million copies by December. As many will tell you, there’s a good reason for that. Combining then-high-quality visuals with a simple but intuitive battle system and upgradeable characters alongside a compelling story , the game really stabilised the popularity of JRPGs in the West. It’s why people still speak about the game years later and for many, it was their first experience of playing a game in that genre.

It would be a true statement to say that a remake of FFVII is one of the most requested games from Square-Enix. For years, the company denied that one was in the pipeline and that they were focusing on new titles in the series as opposed to revisiting old ground. Truth is, it was their own fault; at E3 2005, the company showcased a PlayStation 3 tech demo of the opening scene of the game remade in glorious PS3 visuals. This was what got many fans excited at the prospect of a remake – but alas, it was what it was, a tech demo designed to showcase the PS3’s graphical power and no plans had been made for Cloud's return. Since then, hope for a remake has been kept strong, with fans keeping their fingers crossed for an announcement every E3.

Then, something magical happened. On the 15th June 2015 during the Sony press conference, the trailer for the game’s remake was shown to a room – and worldwide web – full of overwhelmingly enthusiastic fans. After years of hoping, it had finally come to fruition. The Final Fantasy VII remake was coming. No hoaxes, no April fool’s. This was the real deal.

Now, it would be fair to say that many fans would be more than content with a remaster of their favourite game. Just the thought of seeing Midgar come to life with the advanced graphical processing power of the PS4 is a mouth-watering one, to say the least. However, FF veteran, Tetsuya Nomura assured fans that this would be no mere remaster; it would be a remake through and through, with an updated battle system and story changes to boot. In other words, it’s the gaming equivalent of the Hollywood movie reboot, albeit the only difference being that we actually asked for this one.
Given the hype and speculation surrounding this game, there’s no better time than to discuss what changes should be made. It will be a long time before it finally hits Sony’s popular console and all we can do, therefore, is speculate about what it’s going to be like until new information arrives. Here, we intend to do just that.

 

1)      A larger Midgar



We’re living in a world where games like The Elder Scrolls and Dragon Age are giving us complex, detailed open worlds where the player can explore at their own leisure and take in every detail of the world’s character and tone as well as the backstory. While the original FFVII did a tremendous job of inviting players into its steampunk, dystopian universe, games since have managed to explore their worlds in far greater detail and this is something Square-Enix should take into consideration when developing the game. This means that the linear feel of the original’s Midgar section should be there no longer and be more open for the player to explore; think a dystopian Grand Theft Auto-style design.

 

2)      Voice Acting
 
 

Let’s face it; voice acting is very much the norm for all modern videogames nowadays so there’s a large unlikelihood that the remake won’t feature it. Alas, I thought I would include it anyway and here’s hoping that Square-Enix invite the voice cast of The Compilation of Final Fantasy VII to reprise their roles because, damn it, they did a fantastic job, especially in Advent Children. If this genuinely happens, it will be like the cherry on top of the cake.

 

3)      Humour
 
Who can forget the Don Cornero encounter in FFVII?
 

Look, I appreciate the subject matter of VII is a solemn one indeed; calamities from space, silver-haired wackos wanting to destroy the planet and the idea that your loved ones will remain alive in spirit via the lifestream. However, people will remember that the original Final Fantasy VII had a great deal of humour to allow players to occasionally rest from the angst of the main storyline. Whether that be the brother-sister-like banter between Cloud and Aerith, Cloud wearing a dress to sneak into a rich pervert’s mansion or the absurdity of its mini-games such as the cute Mog House, it wasn’t all grim like The Compilation often was. We don’t want to see Cloud moping all the time so make sure to insert some humour breaks so we can cut down on our antidepressant intake.

 

4)      Improved music
 

“They’re gonna do it anyway, obviously!” you may cry, to which I will reply, “Hold on just a second here”. FFVII was an epic game and the remake will no doubt heighten those feelings of grandeur with its state-of-the-art visuals, but the soundtrack also needs to be just as grand. In a dystopian setting with robots and motorcycle chases, it will be all too tempting for Square-Enix to bust out the electric guitars and synthesisers but I also want to hear some soaring orchestral reiterations of some of my favourite tunes from the original game. Of course, Aerith’s Theme will have to be among them and most definitely Anxious Heart. All I’m saying is that orchestras and sweeping strings really add emotion and depth to a game’s soundtrack as well as a game overall so having that would be fantastic. Get on it, Square.

 

5)      More action-packed battle system

The battle systems of Dissidia and FFXII would be a cool combination
 

Okay, so Square-Enix pretty much confirmed this one and I know a lot of FFVII purists are probably anxious about it. The fact is that, although the ATB system in the original was brilliant for its day, JRPGs have really developed since 1997 – just looking at more recent FFs like XIII and Dissidia show that the genre is changing and becoming more action-oriented thn before(true, the latter is an action-based spin-off, but my point still stands). In a world becoming more impatient with less attention span, the remake needs a more action-oriented battle system to draw in new players. How? I’m not entirely sure. I’ve always said a mixture of FFVII’s battle system with a tad bit of Dissidia thrown in would be great. Likewise, something resembling FFXII’s battle system wouldn’t go down too badly either. Either way, as Bob Dylan once sang, The Times Are A Changing and the way we experience JRPG battles needs to change and especially so if the developers want to draw in new players.

So, what changes do you feel need to be made to the original game to make it suitable for modern players? Feel free to share a comment below and tell me what you think!