MULTI Final Fantasy VII Remake: Intergrade [OT] A Classic Finally Unfolds on PC

CerebralTiger

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But you're switching up fighting styles on-the-fly as Dante. Also, when playing as V, you're literally controlling 4 characters (V included) 🤷‍♂️:LOL:

There is indeed depth in GOW's combat w.r.t Kratos' move set, but some of the basic stuff like the tanky movement, up-close camera, slow start up for the ironically termed "quick attack" lmao, and the inability to go airborne leave much to be desired, even for you 🤣

Metascores/reviews aren't solely based on gameplay. As long as a game delivers in other areas, critics are willing to overlook flaws in gameplay in favor of the overall package 🤷‍♂️
 
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EternalBlizzard

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The problem with any action based game that is designed around button mashing is it gets boring pretty fast. So the main things you need to do to counter that is

1) to give more options and breadth to the characters in the combat so that it doesn't feel like you are doing the same thing again and again, e.g Witcher 3. Strip Witcher 3 from it's 5 signs and styles and you get a simple button masher. Adding the signs and styles give more options thus makes encounters feel unique.

2) Make the encounters themselves unique. This is more important. If there are a bunch of random enemies that all get taken down by the same style and the same sign it falls back to being boring. Need specific encounters designed keeping in mind the breadth of the combat.

3) If the game is party based, there must be interactions amongst the party members during combat. Simply switching to other characters than doing their skillset, then switching to the other gets boring. Need stuff like "combo arts/acts". This just an extension of the first tho xD But i feel this necessary,


Haven't played the game so can't comment with absolute certainty on any of the points but as far as I could gather from the videos, I don't think FF7R has any thing like combo acts? They could implement something like setups to make the combo acts more interesting like you need to stun/stagger the enemy first and blah blah.

Secondly the basic combat (basic attacks/solo combos) feels pretty similar to dragon's dogma. But I felt DD's system more pleasing and satisfying.

Thirdly The game does seem to have a basic weakness system but I think that's it. They could've made it more interesting like, for heavy armored enemies Tifa's knuckles are more effective than cloud's slashes OR You need to first use Fire then smash with knuckles and then slashes on heavy armored enemies to break their armor and stuff like that.

And lastly the damage numbers and the cross hair is hideous :ROFLMAO: The combat effects are pretty much teh same on every enemy. On mechanized enemies embers make sense but why on organic ones? Haven't seen blood in any videos as well. Cloud swings swords like a toy. In DD when your sword connects there is a small knockback effect on the camera making it feel like you actually hit something.

P.S:- most of my remarks might be wrong as I haven't played it. CT, confirm these for me please xD
 
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CerebralTiger

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HAHAHAHAHAHAHAHAHAHA

So basically, ab Metascores bhi matter nahi karte. Could this be the end of CerebralTiger's love affair with Metacritic? 🤷‍♂️ :ROFLMAO:
The biggest criticisms the game faced was that it was only one part of the original and that certain things about the story were changed for the worse (in their opinion), so 🤷‍♂️:LOL:

1) to give more options and breadth to the characters in the combat so that it doesn't feel like you are doing the same thing again and again, e.g Witcher 3. Strip Witcher 3 from it's 5 signs and styles and you get a simple button masher. Adding the signs and styles give more options thus makes encounters feel unique.
In the case of FFVIIR, not only do your party members have their own set of abilities, but you also have materia-based spells to equip and use, and even summons! Combat style is varied across each character, so you're definitely not doing the same thing over and over again here.

2) Make the encounters themselves unique. This is more important. If there are a bunch of random enemies that all get taken down by the same style and the same sign it falls back to being boring. Need specific encounters designed keeping in mind the breadth of the combat.
Regular encounters can get repetitive. You'll often be fighting random Shinra soldiers. but there is some variety with non-humanoid enemies. Boss encounter design is excellent, and you have to strategically work on their physical or elemental weaknesses in order to defeat them.

3) If the game is party based, there must be interactions amongst the party members during combat. Simply switching to other characters than doing their skillset, then switching to the other gets boring. Need stuff like "combo arts/acts". This just an extension of the first tho xD But i feel this necessary,

Haven't played the game so can't comment with absolute certainty on any of the points but as far as I could gather from the videos, I don't think FF7R has any thing like combo acts? They could implement something like setups to make the combo acts more interesting like you need to stun/stagger the enemy first and blah blah.
Ah, combo arts. Turns out, you are a fan of some aspects of Xenoblade Chronicles 2, after all :LOL:

FFVIIR doesn't have combo arts, but it does emphasize positioning in battle. Certain characters can better focus on certain enemy weaknesses because they're better at ranged combat, so switching around is important to figure out when it's more effective to fight from long-range or up-close. And, yes, working towards staggering powerful enemies in order dish out heavy damage is key to FFVIIR's combat. Say, one character has a special ability that quickly builds an enemy's stagger meter. Once it's staggered, you switch to a character that can deal a lot of damage to the enemy while it's in a staggered state.

It's possible to perform combos as well, as seen in this video.


Thirdly The game does seem to have a basic weakness system but I think that's it. They could've made it more interesting like, for heavy armored enemies Tifa's knuckles are more effective than cloud's slashes OR You need to first use Fire then smash with knuckles and then slashes on heavy armored enemies to break their armor and stuff like that.
This is kind of there, but not in the way that you described. Tifa's knuckles are most effective at building the stagger gauge of powerful/armored enemies. Similarly, elemental effects can accelerate the stagger gauge build up.
 
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Necrokiller

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The biggest criticisms the game faced was that it was only one part of the original and that certain things about the story were changed for the worse (in their opinion), so 🤷‍♂️:LOL:
Ab Metascore ne disappoint kiya to excuses shuru. God of War is a 94, higher than all three, VII Remake, DMC5 and Bayonetta yo. And a unanimous Oscar GoTY winner. Your wall of text ain't changing that, so 🤷🤣
 
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CerebralTiger

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Desprado, why aren't you talking about frame times? The game is stuttering while showing 100+ fps. Necrokiller ko bulaata hoon samjhanay ke liye. He liked your post, itna tou banta hai :LOL:



Here's how the PS5 version runs. A straight 16.67ms from start to finish, even in the now infamous slums area:

 
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CerebralTiger

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Just a cursory glance at this video shows abrupt pauses i.e. stutters, at these occasions while the frame rate counter shows only one or two drops in frames (and this is why one shouldn't only rely on frame rate):




There are very few open spaces with lots of NPCs and no sign of combat in thi video. Also, cutscene performance is wildly inconsistent:

 
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