Note: This review contains spoilers for Dirge of Cerberus: Final Fantasy VII
As part of my journey through Compilation
of Final Fantasy VII, the next stop after Advent Children was Dirge
of Cerberus, a sequel/spinoff game that puts Vincent Valentine directly
into the spotlight. Oddly enough, this also happened to be the only piece of Final
Fantasy VII media I didn’t own, likely due to its negative reception, so I
borrowed a copy to reduce the investment. Now that I’ve played it for myself, it
seems that its bad reputation wasn’t unearned.
Three years after Final Fantasy VII,
and one year after Advent Children, a group of SOLDIERs known as
Deepground have emerged with the intent of summoning Omega, a creature with the
ability to destroy the planet. Their plans also involve obtaining the
Protomateria from Vincent, the only one capable of stopping their plans.
The Tsviets want to summon Omega; L-R: Shelke the Transparent, Rosso the Crimson, Nero the Sable (top); Weiss the Immaculate, Azul the Cerulean |
I’ll admit that I liked the idea of
expanding on the character of Vincent Valentine, since his optional storyline
in Final Fantasy VII was interesting, but felt a little incomplete.
However, the execution of this expanded story, in spite of its impressive
scope, is questionable. For one thing, it involves the introduction of two new
groups, Deepground and the WRO, who were not referenced anywhere else in Compilation
of Final Fantasy VII up to this point, let alone the original game, and
seem to come out of nowhere in spite of the time skip.
Due to the relative proximity of when I
played Dirge of Cerberus, the most powerful members of Deepground, the
Tsviets, reminded me of the Winds of Destruction from Metal Gear Rising:
Revengeance, but without the same charm that made the latter group
memorable. What doesn’t help is that some additional backstory for the Tsviets
was exclusive to the Multiplayer mode, which only existed in the original
Japanese release of the game; though the US version got an Extra Mission mode
to compensate, it didn’t include any of the Multiplayer mode’s story. As it is,
the Tsviets seem single-minded in obtaining the Protomateria to bring forth a
being capable of destroying all life on the planet, but without a very strong
motivation to do so. That’s not to say none of them are interesting
individually, as there’s a glimmer of something for Shelke and Nero, but they’re
not very interesting as a whole.
The connection between Shalua (left) and Shelke (right) had promise. |
As for the story itself, the plot takes
a little bit to get going, since the early chapters are focused on building up
the mystery with the Tsviets and how Vincent factors in. I felt more engaged
once the pieces properly fell into place about halfway through, which is also
about when the game gets increasingly “anime” in its tone and presentation. By
this, I mean that though there is a serious story going on, it does indulge in
some silliness and more over-the-top moments, especially towards the end. While
some of the silliness is admittedly fun, like Yuffie getting carried away with
a speech and then botching the finale, some of it just didn’t stick the landing.
Of the different elements used to advance
the plot, however, I felt that the specific application of computer data was particularly
ridiculous. Shelke having some of Lucrecia’s memories is interesting on paper,
but the explanation is that computer data was placed into her mind for that to
work. Then there’s the major twist that Hojo was able to survive the events of Final
Fantasy VII by scattering his mind throughout the internet, then reassembling
his consciousness when it came back online and transferring his computer data
into Weiss’ body. As with Shelke, there is an interesting idea buried in there,
but expecting computer data to carry the full weight of it makes it sound
completely farfetched. Of course, Dirge of Cerberus also had to retcon
what happened during the Hojo fight in the original game to try and make this
work, which didn’t make sense in hindsight even though I went out of my way to
view the optional interactions with Vincent.
Then there’s how the game handles Vincent
himself besides his increased amount of self-loathing. His backstory is greatly
expanded and made fairly convoluted by explaining how the Protomateria factored
into his connection with Chaos and Omega. We also get to see him interact with
Lucrecia outside of his secret story from the original game, but the way it’s
executed made me unsure how to feel about Lucrecia’s character or Vincent's own
feelings for her. I also got the general feeling that Vincent was retroactively
made very important to the fabric of Final Fantasy VII, which only makes
his status as an optional character in the original game more confusing. After
a full ten-hour playthrough, I’m still not entirely sure what to make of Vincent’s
expanded role, considering how I found him so interesting before.
Vincent's character is a bit rocky. |
While I don’t think the story was the
game’s strong suit, there were still some things I liked about it. In spite of
the rough execution, the idea behind Omega felt pretty natural for the setting
given what was established in Final Fantasy VII. I also liked that Reeve
got an expanded role and was able to interact with the main cast more. Though
the game never attempts to explain how Reeve and Cait Sith could be in the same
room at the same time, it was still nice to see some sort of in-story redemption
and acceptance beyond what little was in Advent Children.
While Dirge of Cerberus’ story is
pretty rough, to say the least, the actual gameplay isn’t much better.
As a third-person shooter with RPG elements,
there is an interesting framework in place. Some elements are reminiscent of Devil
May Cry, including a jukebox-like item shop where you can buy and restock items
or upgrade weapons, as well as an item shortcut. The most noticeable RPG elements,
and one that helps this game stand out, is the gun customization. You can mix
and match the type of frame, between Handgun, Machine Gun and Rifle, and short,
medium and long barrels. From there, you can add options, like a sniper scope,
or accessories that directly alter the properties of the gun, including Materia
that add magical attacks. Different parts also alter other properties of the
gun, including weight (how fast Vincent can run while the gun is drawn), firing
speed, power and range.
Throughout each chapter, you earn EXP
from defeating enemies. However, you don’t level up immediately. Instead, once
you’ve beaten a chapter, you can choose to either level up or convert it to Gil,
the in-game currency. This is an interesting system, which gets reworked a bit
for Final Fantasy XV, and adds some degree of challenge in a risk vs
reward system.
I also appreciated some of the quality
of life mechanics. You can customize guns and use items from a menu at any time,
even in the middle of combat, and some boss fights had a jukebox available in
case you blew through your items. Needless to say, this game had some
potential.
The general gameplay of Dirge of Cerberus. |
Unfortunately, it’s very obvious that
this was Square-Enix’s first crack at the genre. The shooting controls are
clunky, since you have to enter Shooting Mode and then aim and fire the weapon.
You can customize the aiming style at least, with the default semi-automatic showing
a larger ring that you can then find targets through. Vincent also has a melee option,
but it’s not much better than shooting, since it’s hard to quickly change your
position and you have to be next to the enemy for the attack to land. He can
also attack in the air, but I found this mostly situational and didn’t feel too
motivated, especially given Vincent’s jump height.
The gameplay structure itself is also
pretty boring. It does borrow a bit from the Devil May Cry series, mostly
clearing a room full of enemies, but clearing rooms and grabbing keycards feels
repetitive after a while. Due to a general lack of challenge, the game also
feels rather dull. Yes, there are times when the game catches you off guard or
cheeses you into wasting Phoenix Downs to complete uninspired stage challenges,
but there are few times where the game felt truly challenging enough to reward
any sort of catharsis.
This lack of difficulty, sadly, also
applies to the bosses, including the elite Tsviets, whose strategy can boil
down to strafing around the arena and whittling away their health with gunshots,
as I did with Nero the Sable. Even the final boss of the game, Omega Weiss,
sadly felt like a complete and utter joke, which made the ending feel
anticlimactic. The only times I felt any trouble were from Bloodburst Rosso,
Arch Azul and Weiss Empowered, but for the exact wrong reasons. Instead of having
truly challenging patterns, they exploit the fact that Vincent inexplicably has
no invincibility frames, meaning he can be stunlocked a little too easily. Arch
Azul also has an odd gimmick of being immune to bullets, so you’re forced to
use magic or the Limit Breaker item, but Vincent is still prone to stunlock
either way.
There are also stealth sections where
you get to play directly as Cait Sith. Though I liked the idea behind it, these
sections felt unpolished. I’ll admit to some human error at play, but it seemed
a little too easy for Cait Sith to get spotted at times even though the stealth
element is purely line of sight. It doesn’t help, however, that the button to
jump and the button to interact with objects are both Cross. In Cait Sith’s
case, it felt a little too easy to accidentally jump when trying to push a
barrel, resulting in him getting spotted and barely making it out alive.
Cait Sith is now (briefly) a playable character. |
Of course, I had a couple nitpicky
issues. Vincent has a rather slow climbing animation, which gets more noticeable
with how many long ladders there are. To unlock any extras, even cutscenes to re-watch,
you have to go out of your way to find memory capsules scattered throughout the
levels, both from the main game and Extra Missions, and shoot them. This was more annoying than anything, considering the
sheer number of them and the fact that this isn’t confined to the character, art and sound galleries. The Extra Missions themselves do provide a unique challenge, but are still fairly unremarkable.
One of the bigger issues, however, is a
lack of New Game Plus. If you want to save your Gil for one of the biggest purchases
of the game or watch the secret ending by finding all three G-Files, you have
to do it in one go or, in the case of the latter, replay the last four Chapters
of the game in a row if you didn’t find anything. This eliminates a lot of
potential replay value, since playing through the game over again from scratch
just to do something differently isn’t exactly ideal considering how dull it already
is.
I will mention here that it’s also
possible to play the game with a USB mouse and keyboard, as long as neither
require a driver to work (so no gaming keyboards). Since it was rare for me to
play a PS2 game with such a feature, I gave it a shot and found that while it
works, it’s not as smooth as just using a controller. Consider trying it if you
have a better setup than I did, but keep in mind that it has trouble with
anything other than a very basic mouse (just two buttons and a normal scroll
wheel).
The graphics look decent for a PS2-era
game, with a generally dark color palette that fits the tone of the game. It
was interesting to see this early interpretation of Final Fantasy VII’s
world in a fully 3D video game, including the playable sections of Kalm and
Midgar, among others, since they still fit the familiar setting. Advent
Children was also an obvious visual influence, since returning characters
use their designs from the film and Reeve receives an updated look to try and
match the new aesthetic, plus there are FMV sequences that blatantly recycle film
assets. This did, however, lead to one jarring moment where an in-game cutscene
also included actual film footage, specifically the Advent Children
interpretation of a famous shot from the Nibelheim Incident.
I also liked some of the visual effects,
including a detail that I’ve often wished RPGs would actually use, in this case gun mods
actually showing up on the in-game gun models, with the curious omission of the
accessories. Some of the effects also felt reminiscent of Kingdom Hearts II,
specifically the darkness effects used during the Arachnero fight. Gackt also
makes a live-action appearance during the secret ending dressed as Genesis,
though thankfully his inclusion into the CG via greenscreen was pulled off near
flawlessly.
That’s not to say I liked everything,
however. I encountered one physical smoke plume, meaning that for some reason I
couldn’t walk through it, and I was bugged greatly by a visual inconsistency
with weapon mods. More specifically, when I equipped the Gravity Floater, the
Power Booster would show up on the in-game model instead. I also found the designs
of the new characters generally awful, with some of Tetsuya Nomura’s worst work
yet. Shelke came out the best, but all the other Tsviets have odd visual quirks
that, at least to me, didn’t seem to fit the Final Fantasy VII aesthetic.
For example, Azul the Cerulean looks like a Kingdom Hearts II reject and
Nero the Sable looks like he’s wearing a jock strap on his face. Plus, Shalua
has a completely impractical dress design. On a lesser note, Vincent has the exact same arm animation for every keypad interaction, even if he's not actually touching it or is using an elevator with only one or two buttons.
Shalua's dress is completely impractical. |
If there’s one element that was truly on
point, it would be the voice acting and music. The Tsviets are a little hit and
miss and Paul Eiding really chews the scenery as Hojo, but all of the returning
cast turned in a great performance. Considering Vincent is the main character,
Steve Blum’s performance really doesn’t disappoint and in spite of the
character’s self-loathing, he showed a great range of emotion when needed. The music
by Masashi Hamauzu fits the tone of the game, especially the battle music,
though I must say once in a while I was reminded of Yoko Shimomura’s music from
the Kingdom Hearts series. Additionally, Nero the Sable’s boss music sounded
close to a PS2-era Devil May Cry track.
There are also two songs from Japanese
rock singer Gackt, “LONGING” and “REDEMPTION”. Both songs are the biggest
highlights of the soundtrack due to their prominence around the end of the game.
The former is used in a very “anime” way while Vincent, as Chaos, makes his way
to Omega and the latter is played during the ending credits. It helps that they’re
superbly done and fit the game’s tone.
Dirge of Cerberus is easily the weakest link of Compilation of Final
Fantasy VII. Expanding on Vincent’s character had potential, but the weak
story and dull, repetitive gameplay bog down the experience. I would only
recommend it to hardcore fans of Final Fantasy VII who really couldn’t
get enough after Advent Children or people who find enjoyment in less
than stellar games. If you’re someone like me trying to get the whole picture
of Compilation, however, then this is simply something you’d have to
endure.
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