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FINAL FANTASY 7

The grass is always greener somewhere else. For years, computer gamers have asked for conversions of console role-playing games—ones that are accessible and cute as well as fun—and their wish has finally been granted. Final Fantasy VII, the first 32-bit entry in Square’s celebrated RPG line, has been converted from the PlayStation. Aside from a few rough patches (some unique to this Windows 95 implementation, some inherited from the original game), this four-CD epic is accessible, cute, fun, pretty, and likely to keep you pleasantly occupied for a long time. You’re cast as a mercenary named Cloud who’s working for a resistance movement preparing to bomb one of the reactors in the city of Midgar. Despite initially being in it for the money, he stays the course. Along the way he finds new allies and old friends, and his band of freedom fighters escapes the city into the wide world.

What makes FFVII special is variety. You’re given a good number of choices en route—should you sneak into the Shinra HQ or just knock on the front door?—so you never know quite what’ll come next. I liked the combination of fighting (in third-person 3D, but in the traditional face-off style of console games), exploration, puzzle solving, shopping, storytelling, and the exoticness of an unpredictable plot. The game is driven by combat but not dominated by it, and just when you get tired of bowling over minions, a boss-level monster wanders along and reacquaints you with the concept of death.

FFVII is also beautiful. The rich environments, displayed from a range of perspectives, were unlike anything the console world had seen, and they stand up particularly well on a PC with a 3D accelerator. The backdrops for the combat scenes seem to hold an inner light, and the effects for magic spells and special moves (often gorgeous) have a new momentousness.

It’s otherwise the same game as on the PSX. I enjoyed its easygoing, large-print interface and the ability to move everything I found after combat into my collective inventory with the push of a button. I liked the feeling of anticipation, which never really went away.

On the other hand, you can save only in certain special spots, which may not sit well with computer RPG vets. The 3D characters are cute in their spiky, huge-eyed anime way—I ultimately found myself caring about them—but the occasional close-ups make them look like Kewpie dolls with painted-on faces, which worked against my acceptance of them.

The writing isn’t exactly Hemingway, and while I got the Big Picture just fine, it was occasionally difficult to understand exactly what the writers meant in given situations. (Too bad the characters don’t have their own voices.) Of course, console players might tell you that very vagueness is part of FFVII’s charm, and they’d be right. Unfortunately, there’s no mouse control, and I had some trouble with the graphics. On a PC with a Voodoo Rush–based Intense 3D card, FFVII had a lot of glitches in movement mode. With a Voodoo-based Righteous 3D card, it displayed a black screen during a number of cut-scenes and all but the tail end of the sumptuous rendered intro.

I guess even when the grass is greener, you still have to deal with a few weeds. But not so many, or so well rooted, as to wreck a charming, light RPG.

                                

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