Note: This review contains spoilers for Final
Fantasy VII and Compilation of Final Fantasy VII
Before I actually played Final Fantasy VII, I had watched the Advent
Children film and played Crisis Core when they first came out. The first
time I played Crisis Core, just over a decade ago, I liked it in spite
of a general lack of context. Of course, my memories of the game faded over
time and after finally playing the original Final Fantasy VII, I decided
to go through Compilation, which originally ended with this game. Now
that I’ve finished my second playthrough, I remembered why I liked it in the
first place, but now I also see more flaws, both in the story and gameplay.
Seven years before the events of Final Fantasy VII, Zack Fair is
a SOLDIER 2nd Class hoping to work his way up to First. While Zack trains under
his mentor, SOLDIER First Class Angeal, they learn that another First Class and
Angeal’s childhood best friend, Genesis, has betrayed Shinra and defected along
with a number of other SOLDIER members. Zack is then ordered to participate in
the final battle of the Wutai War, where he is saved by the legendary SOLDIER First Class, Sephiroth. Once the mission is over, however, they realize that
Angeal has also defected from SOLDIER. With their ranks thinning, Zack is
determined to help SOLDIER find their missing members and figure out exactly
what’s going on.
Given that Crisis Core is a prequel, it attempts to expand on
the events leading up to Final Fantasy VII, though mainly from Zack’s
perspective. For the most part, the game succeeds in this endeavor, fleshing
out Zack’s character beyond the flashbacks in the original game by showing his
previous friendship with Sephiroth and the influence he had on Cloud, an
infantryman. It was interesting to see how the Genesis War hardened Zack as a
person while still giving him room to remain optimistic, as well as how he
channels the game’s main legacy theme through the transfer of the iconic Buster
Sword between Angeal, himself and Cloud, especially given what the Buster Sword
now represents as a result of this game.
Sephiroth is also fleshed out a little, depicting his more good-natured
and competitive side before his discovery of his true nature at Nibelheim
causes him to go mad. He’s made a little more sympathetic from his interactions
with Zack, so it adds a little more depth to his character. However, that
didn’t really change my perception of him that much due to his extreme and
irredeemable actions in Final Fantasy VII.
Both Zack and Sephiroth’s backstories are also expanded on through the formal
introduction of Angeal and Genesis. Of the two, Angeal is the more interesting
one, since his actions and motivations felt more complicated out of a sense of
conflicting loyalties to his friends. After learning the true circumstances of
his birth and exiling himself as a monster, he still feels a sense of duty to
protect the planet from monsters. Even in death, he still acts as Zack’s
mentor, passing down the Buster Sword while telling Zack to protect his honor.
The Nibelheim Incident, a pivotal moment in both this game and the rest
of the series, is recreated very faithfully, down to Nibelheim’s layout and the
exact dialogue spoken by the characters in the flashbacks from Final Fantasy
VII. After this sequence, the story also attempts to fill in the gaps
between it and Zack’s inevitable death, as well as Zack passing his legacy down
to Cloud, while also wrapping up the Genesis War, or so it seems. As for Zack’s
actual death, it’s handled pretty well. Though his last stand against an army
of Shinra troops is pretty “anime” compared to the original Final Fantasy
VII, he is visibly exhausted during his canonical death, which leaves room
for this game’s interpretation to work.
As a prequel, Crisis Core also does its best to tie into Final
Fantasy VII as seamlessly as possible. This includes making a slew of call
forwards, including, but not limited to, mention of Shinra’s space program with
Cid preparing to pilot the rocket and a conversation involving the construction
of the Seventh Heaven bar in Midgar’s Sector 7 Slums. The player gets to name
the bar during this conversation and choosing “Seventh Heaven” causes the
planner to make very specific and on-the-nose references to how the bar appears
in the original game, including its owners and its purpose as a front for
Avalanche. Additionally, I liked that the post-credits scene, rather fittingly,
leads directly into the beginning of Final Fantasy VII, even faithfully
recreating part of the opening FMV while adding context from Crisis Core.
While I still enjoyed the story, I did notice some more glaring issues
this time around.
Crisis Core’s central conflict, the Genesis War, builds off the
mystery of Genesis, who was previously only seen in the secret ending of Dirge
of Cerberus, where he was physically portrayed by Gackt. This buildup made
me genuinely curious who he was, but I felt let down once he was explained.
Genesis serves as the main antagonist and an obvious analogue for Sephiroth,
but unlike Sephiroth, he isn’t a very interesting or sympathetic villain. His
motivations are entirely selfish, as he’s suffering from genetic degradation
over a wound that was his own fault, but when he’s unable to easily acquire the
Jenova Cells that might stop it, he immediately decides to take the whole world
down with him. Every single time he comes back into the story, he also recites
a passage from LOVELESS, his favorite poem, and can’t not relate every
situation to it.
Genesis is also retconned into the Nibelheim Incident as part of the
catalyst for Sephiroth’s descent into madness by showing up and explaining the
mysterious Project G, hinted at in the collectible G Files from Dirge of
Cerberus, and the follow-up, Project S, which led to Spehiroth’s creation.
I wasn’t very fond of this retcon, since Sephiroth’s discovery of his true
nature was already perfectly understood in Final Fantasy VII, so it felt
both redundant and unnecessarily complicated to shoehorn Genesis into the
equation.
Accompanying Genesis is Hollander, a Shinra scientist presented as a
rival to Hojo. There’s potential in such a character, but Hollander ends up an
unremarkable villain due to a general lack of charisma. As such, he ends up
forgettable in spite of his large role in Genesis’ side of the story.
Interestingly, Crisis Core had the opportunity to touch on the
Wutai War, a crucial event referenced in Final Fantasy VII, yet nearly
glosses over it, only showing the final mission and a younger Yuffie as a form
of referential fanservice. Any lasting effects are only glanced at in optional missions, so
it seems that this affair will stay a mystery for the time being.
On a lesser note, Crisis Core expands on the canonical
relationship between Zack and Aerith. While I liked these scenes, it also felt
like the game took the relationship for granted. They’re shown in a
relationship and that they miss each other when Zack is away at Nibelheim, but
I wasn’t sure I got the sense of them falling in love with one another. By
contrast, Zack’s interactions with Cissnei, a Turk who debuted in the
Japan-exclusive Before Crisis, are sometimes playful enough to give a
sense of possible romantic chemistry, even if nothing will ever come of it.
After the TPS style of Dirge of Cerberus, the gameplay of Crisis
Core returns to the RPG roots of Final Fantasy VII, but has a more
action-oriented take on combat since Zack is the only player character. Though
the combat system is unusual, you quickly get used to it. Instead of a menu,
the player uses the PSP’s shoulder buttons to scroll across a bar with
immediate access to all of Zack’s equipped Materia and items. Zack can have up
to six Materia equipped at a time, but passive Independent and Support Materia
don’t appear during combat. The two combat-related Materia types, Command and
Magic, each have their own associated costs, with Magic requiring MP and
Commands requiring AP; AP is also expended whenever Zack dodges or blocks.
While that’s simple enough, this game makes up for the lack of party
members with the introduction of the Digital Mind Wave (DMW), essentially a
slot machine that constantly spins in the upper left corner until the three
reels land on different portraits and numbers from one to seven. Each spin
costs 10 SP, which Zack continuously earns throughout the game. Once the reels
stop spinning, Zack can gain a status effect based on what numbers appear,
either by having three of the same number or at least one seven, in which case
it depends on the position of the sevens(s).
If the left and right reels stop on the same portrait, a Limit Verge
(aka Modulating Phase) will trigger and the reels will take over the screen
while the action pauses. During this time, the DMW might also show a short
flashback related to the character whose portraits are displayed or one to five
stills of a previous scene from the game. If the center reel then matches the
left and right reels, Zack will gain HP, MP, AP and SP depending on the numbers
that appear, then perform a Limit Break related to the character portrait. If
the portrait is blank at that point in the game, Zack will instead perform a
generic Limit Break.
During a Limit Verge, the DMW may instead enter Summon Mode or Chocobo
Mode, which starts a new set of reels. If the three reels line up during Summon
Mode, the Summon in question will use its special ability. Chocobo Mode is
similar, though instead the center reel must once again match the other two
reels. After a certain point in the game, the DMW may also enter Genesis Mode,
which adds Genesis’ portrait to the DMW until either Zack dies or the current
Chapter ends, whichever comes first. As the DMW represents Zack’s emotions,
certain story events may cause specific portraits to show up more often.
Crisis Core also solves a major issue I had from Final
Fantasy VII, the random battle system. Instead of random encounters,
enemies now have specific spawn points that are generally easy to figure
out. Once you learn them, you can
potentially skip unnecessary encounters by hugging the correct walls on the
map. This helps immensely if the player decides to tackle the optional
missions, which can allow Zack to obtain powerful and exclusive equipment and
Materia.
One notable addition is Materia Fusion, which allows Zack to combine
two Materia, and later items, into new Materia. This system is very useful for
obtaining otherwise elusive Materia, though I found myself using it a lot less
on my second playthrough due to the rewards and treasures from optional
missions giving me more of what I wanted. Still, this system had a notable
influence on the Kingdom Hearts series, with the similar Command Melding
in Kingdom Hearts: Birth by Sleep (also for the PSP).
I observed during my second playthrough that despite a fresh new save
and a gap of 11 years, the game somehow felt easier the second time around. Zack’s
level at the final boss was the same, 47, yet I completed the game in 29 hours
instead of 42 and that was even with nearly 50% of the 300 optional missions
completed, including one that takes about an hour to finish. I also realized
that, in a way, the game was designed around the PSP’s portable nature. For
instance, the optional missions are generally pretty short and the save points
during the campaign are placed pretty well and somewhat generously. Some
aspects of the game are also streamlined by making them readily accessible through
Zack’s phone, including online shops that replace a traditional shop system
(though Zack must be on a save point to access optional missions).
Additionally, Zack can receive email from various characters and NPCs. If
they aren’t spam, these emails can explain important lore, show some of what’s
going on in the world or open access to more missions. If there’s one thing I
wasn’t a fan of, however, it’s that you sometimes need to find certain NPCs at
certain locations at certain points in the story to start receiving email and
potential quests from them. Though a lot of them don’t really matter in the
long run, it’s something to keep in mind if you want to read as much as you
can.
Of course, there are plenty of actual annoyances within the game
design. For one thing, the camera isn’t the worst, since the presence of only one
analog stick means using the left and right shoulder buttons, but there’s no
way to control the camera during combat, since it automatically adjusts according
to Zack’s position. This doesn’t really get in the way of combat too much, but
there are times where Zack can go behind something and you can’t see him until
the camera manually adjusts. Additionally, when going through narrow doorways,
it’s possible for the camera to flip itself and cause you to start running back
into the room you just left.
This camera also plays a part in why the stealth section in Modeoheim
is a little sloppy. You have to get to an underground facility by dodging three
Shinra infantrymen, but the camera can make it hard to reliably keep track of
everyone at all times. It also doesn’t help that if you fail enough times, the
game takes pity on you and removes the threat entirely, meaning you don’t even get
the satisfaction of succeeding properly.
The most annoying thing about the combat, however, is actually the DMW
itself. Not the idea, since it’s actually interesting, but the fact you’re at
the mercy of the completely random nature of it. Random status buffs are one
thing, but this system also includes random level ups, as well as any of Zack’s
memories tied to a character, which also only occur during a Limit Verge. If
two of the numbers in a Limit Verge are the same (between one and six), then
the Materia equipped in that slot will level up. If all three are sevens,
however, Zack levels up. Apparently, Zack’s level ups aren’t completely random,
as the chance of it comes up whenever Zack gets enough EXP, but the EXP counter
is hidden from the player, so it certainly feels random. Either way, it’s very
frustrating when the stars seem to perfectly align, sometimes with the center
wheel realigning itself, but then you get nothing out of it. The DMW adds an unnecessary
degree of luck that you have to deal with no matter how skilled you are or how
high Zack’s level is.
The only way Zack can level up in the game. |
While fighting a boss, they may occasionally use an unblockable attack
accompanied by an unskippable animation, both of which are painful in
situations when you’re low on health and couldn’t heal in time or you’ve repeatedly
seen the same animation. The player can skip Summon FMVs, so why not these boss
attacks? Also, Zack’s last Materia selection sticks between battles, so it’s
possible to waste MP, AP or items if you’re not careful.
As previously mentioned, Zack can participate in 300 optional missions
to obtain potentially powerful Materia and equipment. However, these missions
quickly feel repetitive thanks to their often-similar objectives and exiting
within the same handful of maps, just with different parts of them blocked off.
You also quickly realize that since the spawn points are set in stone, it’s
quite possible to accidentally enter another combat encounter immediately after
finishing one just because you took two steps in the wrong direction.
Fortunately, you can still flee unwanted encounters by running against the edge
of the encounter area, though you might still take damage in the process.
For a PSP game, Crisis Core holds up pretty well visually thanks
to its stylized graphical style and clean UI. The characters and environments
made a good transition to this system, with faithful recreations of previously
seen parts of the world of Final Fantasy VII. However, there are some
obvious uses of Advent Children assets and footage, as well as time when
pre-rendered FMVs are better at capturing the scale of the action rather than
the in-game engine. On a minor note, I did notice that the basement of the
Shinra Manor had a different layout than the one seen in Final Fantasy VII.
This might be due to the significant upgrade in the hardware compared to the
PlayStation, but it’s worth mentioning for those who care about continuity.
The voice acting is generally pretty good, especially from the
returning voices, including Steven Burton as Cloud and George Newbern as
Sephiroth. Rick Gomez’s take on Zack also does a good job at capturing his evolving
personality and the proper emotions in each scene. Interestingly, Oliver Quinn
takes over for Robin Atkin Downes as Genesis, which I didn’t really mind, since
he did a great job despite my personal feelings on the character. The original
score by Takeharu Ishimoto is amazing, with plenty of memorable tracks, and complements
the returning tracks by Nobuo Uematsu very well.
With all of its faults, Crisis Core remains one of the better
titles on the PSP. The exploration of Zack’s character was handled in an
interesting way and the combat, as well as the game design in general, takes
full advantage of the mobile nature of the platform while remaining mostly fun
to play. It’s an easy recommendation for Final Fantasy VII fans, but if
you’re not attached to the story, you can still find some enjoyment in the
gameplay.
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