Final Fantasy VII Rebirth | Fully Ramblomatic

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The final novel in my Jacques McKeown trilogy, Will Leave the Galaxy for Good, is now available on audible.com. Tell them Yahtzee sent ya. They won't care. Second Wind [Intro Music] Hello, and welcome to my review of Final Fantasy  7 Remake, Episode Two. Oh, sorry, I must have   briefly flashed into a fucking sensible timeline  for a moment there. You know what, title namers?   You win. Words officially don't mean anything.  Future video game academics will just have to   intuit that Rebirth is the sequel to Remake  somehow. Guess they could always look it up,   but words don't mean anything anymore so they'd  have to use the new Bullshit Decimal System   where it's filed under Mangrove Underpants dot  Catalepsy. Right, sorry, got it out of my system,   now. So, having progressed through a hearty .5% of  the original game's plot in Final Fantasy 7 Remake   Episode Spooge, Final Fantasy 7 Remake Episode  Dingbat opens with Cloud Strife, Mr. T, Manic   Pixie Dream Girl A, Mr. T's dog and Manic Pixie  Dream Girl B embarking upon what was originally   the middle third of the game, which, speaking as  someone with still only a passing acquaintance   with the original, seems to have consisted largely  of pissing about. There's a scene early on where   Manic Pixie Dream Girl B - the wholesome one,  not the one who dresses like a crossfit-themed   dominatrix - gleefully does a little skip and  goes "That's the first step on our new journey!" And I very clearly remember yelling at the screen.  "Journey to where? To do what?" We have a vague   notion that our goal is to stop Sephiroth, but we  don't know how to do that or where the bugger is,   the most reliable method we've had for finding  him so far is to feed Cloud expired prescription   meds until he hallucinates him again. There's a  bunch of weird pale blokes in robes congregating   towards something and Cloud gets it into his  head that they'll lead them to Sephiroth,   but they could also be dehydrated Emperor  Palpatine cosplayers for all the evidence   presented. I do note that following them just  happens to take us through a luxury cruise,   a beach resort and a theme park, at every one of  which the manic pixie affiliated portion of the   entourage goes "Oh hey well since we're here..."  Yeah, good hustle, girls. I've tried that one a   few times. "No really, this vat of ice cream is  totally a business expense, Nick, it's research   for the next time I review a Kirby game." So for  a large part the plot of Final Fantasy 7 Kumquat   feels directionless and lacking in urgency.  It's Persona 3 syndrome again where the first   nine hundred hours of gameplay is summarised  in one paragraph of the Wikipedia plot summary. And the lack of prevailing wind combined with the  commitment to adapting the goofier elements of the   original does tend to fuck up the emotional tone.  There's a subplot in the midgame where Barrett   has to confront a former comrade who's gone  insane with grief and PTSD and ends up having   to put him out of his misery and it's actually  tragic and well told and emotionally engaging,   but then while Barrett is crying over the body  of his friend, a fucking circus strongman in a   cape and little red pants shows up in a monster  truck and attempts to alleviate Barrett's grief   by strategically flexing at him. Not for the  first time, playing through these remakes as   a non-fan feels like being a new boyfriend in  a well established friend group. Especially   when Manic Pixie Dream Girl C shows up, the  ninja girl who gets introduced about nine   times before officially joining the party, always  presented like the game was convinced I was going   to fall in love with the kooky moo and her clumsy  antics, when in reality I was mostly cringing and   worrying about how this was going to affect the  manic pixie dream girl tag team rota. Blimey,   how much can one man be manic pixie dream  girled without going into diabetic shock? But moving on. New for Final Fantasy  7 Balustrade is open world gameplay,   including having to unlock radio towers,  climb up sequences of yellow painted ledges,   and crafting mechanics. And try to imagine my  face transitioning through one of those Faces   of Meth photo sequences as I read those out. It's  not that I kneejerk hate yellow paint ledges like   Green Lantern without a stepladder, it's that  in this game they're always laid out in flat,   tedious sequences where all you do is hold  up to slowly ascend like a brain damaged   parakeet looking for the cuttlefish. Who the  fuck is Chadley anyway, I looked it up and I   know they weren't in the original game, who  are they to muscle their way into the remake   like K-Pop Data from Star Trek and oblige us  to do all this radio tower twattery. Still,   it's only an open world game in the sense that  Nicholas Cage is a good actor - it's only true   about half the time. Prolonged periods are spent  away from the open world in linear story missions.   Unnecessarily prolonged, perhaps, but not quite  as much as the ones in the first game were. In fact, I find I generally enjoyed the combat  more, too, I can't quite put my finger on how   it's changed unless it's just that a few more of  my brain cells have died since then. But as the   party continued to accrue new members, every  time I was forced by contrived story reasons   to switch them around to maximize manic pixie  efficiency or whatever I'd make a noise like a   frustrated walrus trying to open a ring pull tuna  can sorta like this "NYAAAAOOOOOORH" - 'cos I knew   it meant having to spend another ten minutes in  the fucking menus swapping their Materia around,   spending their upgrade points, managing equipment,  making sure none of them have pooey nappies,   so that was annoying. But that's only for combat,  and combat seems to be something Final Fantasy   7 Porridge only falls back on when it can't  think of another bloody minigame. In the grand   Final Fantasy 8 tradition one of the main side  activities is an anomalously popular collectible   card game, and I tend to avoid such things in  RPGs because inevitably they'll explain the rules   and inevitably I'll listen with my mouth  hanging open and the Inspector Gadget theme   tune running through my head and then after the  tutorial never play it or think about it again. But then there's a whole chapter of the critical  path devoted to a tournament of this fucking   game that I had to opt out of, and when I heard  the incredulous voice of the tournament manager   asking if I was really quitting, my stubborn pride  forced me to back down and learn this stupid card   game I didn't find fun just so an NPC wouldn't  make a disappointed face. Probably a me problem,   but it's just the start of the minigame  safari. There's motorbiking, chocobo wrangling,   rock'em sock'em robots, dolphin riding,  a veritable buffet of rhythm challenges,   although now I'm thinking about it the  original was about as rife with minigames,   and tended to be much worse at explaining  them. In fact, cards on the table, lol,   I enjoyed playing Final Fantasy 7 Remake Part  Knickerbocker more than I enjoyed Final Fantasy   7 Remake Part Jockstrap, and probably  more than I'd enjoy playing the original,   but I still don't *like* it that much. The  way we speed from concept to concept indulging   five hundred different game mechanics makes  the game feel a mile wide and an inch thick,   and every time one of the manic pixie dream girls  emphasises their feelings by holding up two fists   under their chin and doing a little partial squat,  it really, really looks like they're farting.
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Channel: Second Wind
Views: 247,668
Rating: undefined out of 5
Keywords: Final Fantasy VII Rebirth, Second Wind, Yahtzee Croshaw, Fully Ramblomatic, Zero Punctuation
Id: Bc7wjch1OVg
Channel Id: undefined
Length: 6min 34sec (394 seconds)
Published: Wed Apr 17 2024
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