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PSP Games and General ChatDiscuss FFVII: Crisis Core Review in the Sony Playstation Portable forums; Originally Posted by 1up.com
Impressions on the most polished FFVII spinoff yet.
By Torrey Walker 11/27/2007
After the disappointing Final ...
Impressions on the most polished FFVII spinoff yet.
By Torrey Walker 11/27/2007
After the disappointing Final Fantasy VII: Dirge of Cerberus, it may be tempting to write off Final Fantasy VII: Crisis Core as another ill-conceived attempt at cashing in on the most popular Final Fantasy installment. Temptation be damned; we gave the Japanese game a fair shake and found that fans are likely to be pleased.
Crisis Core is a prequel to Final Fantasy VII that examines the story of Soldier Second Class Zack in his quest to ascend the ranks of the Shinra Corporation's elite Soldier unit and become a hero. The game unfolds as an action RPG divided neatly into missions accessible from hub locations. In-game cut-scenes -- many of which are expertly voiced -- and eye-popping Advent Children-style videos convey story elements. But importers beware; Crisis Core's exceedingly convoluted storyline would be difficult enough to follow in English, let alone trying to decode in Japanese the circumstances surrounding rogue soldier Genesis and his copies, friend and mentor Angeal, and a pre-manic Sephiroth.
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Missions involve a number of randomly occurring real-time battles and a few scripted ones punctuated by story elements. In battle, the Circle button handles actions like attacking, while you can use the L and R shoulder buttons to select magical abilities and items. (Like in FFVII, spells, which you enable by equipping materia, consume MP.) Zack can also perform an evasive roll or block, both of which consume AP (action points). While rolling is instant, however, blocking takes a moment to register and must be planned nearly a second in advance to be effective.
The oddest part of the battle system seems to be the Digital Mind Wave or D.M.W. system that fires off a slot machine of numbers and character portraits based on Zack's SP (soldier points), AP, HP, and MP. A trio of matching portraits triggers limit breaks, pre-rendered video summons attacks, and other offensive abilities. The number combinations can cause Zack to level up, receive stat bonuses or increase the power of collected materia. As if this system weren't confusing enough, Zack sees visions when the slots start, hinting at a deeper, unexplained significance behind the DMW system.
Given Crisis Core's sharp graphics, mood-evoking music, and amazing cut-scenes, the game's load times are remarkably brief. The adventure looks to be lengthy and filled with optional side-quests, items, and materia. However, the essence of the game boils down to a nearly impenetrable FFVII-esque story with loads of atmosphere and an unusual button-mashing battle system. While sure to delight fans of the series, it doesn't seem likely to win over anyone who doesn't have a soft spot for all things Final Fantasy.
That D.M.W sounds so weird
I so excited though and now I actually have a PSP to play it on