Crisis Core: Final Fantasy 7 Reunion Review – Conflict Resolved

Much like protagonist Zack Fair himself, the story of the self-proclaimed country-boy-turned-SOLDIER-First-Class is not one shrouded in mystery. If you’ve engaged with Final Fantasy VII or any of its various spin-offs, prequels, remakes, or animated movies, chances are you understand the weight of his legacy–which is, coincidentally, only rivaled by the weight of his sword. However, if you’re looking for the definitive way to experience it, look no further than Crisis Core: Final Fantasy VII Reunion.

A remake of the 2007 PSP exclusive Crisis Core: Final Fantasy VII, Crisis Core Reunion is a faithful retelling of Zack Fair’s story with dramatic visual upgrades, full voice acting, and several quality-of-life changes. Considering the game was already heralded as a fantastic prequel and one of the best titles on PSP, it comes as little surprise that this version is triumphant in making Crisis Core into a modern day must-play for Final Fantasy VII fans. Not only does Crisis Core Reunion port the once fairly difficult-to-find game to several new consoles, allowing for a greater audience to experience the title, it transforms the game from feeling like a smaller, handheld experience into something that can proudly stand beside Final Fantasy VII Remake as a worthy companion.

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Now Playing: Crisis Core: Final Fantasy VII Reunion Video Review

Crisis Core: Final Fantasy VII Reunion follows Zack Fair, a skilled young man who quickly moves up the rank of soldier–Shinra’s elite fighting force–to stand beside other legendary heroes like Genesis, Angeal, and the later-notorious Sephiroth. However, once information regarding the various experiments Shinra conducted on these elite warriors begins to surface, the four colleagues quickly find themselves at odds with each other. Inevitably, these tensions set into motion the events of Final Fantasy VII, including Sephiroth’s turn toward madness, the burning of Nibelheim, and Cloud’s involvement in the whole ordeal. However, Crisis Core doesn’t solely exist as a precursor to something bigger, as it succeeds in weaving an engaging, intimate, and emotionally impactful narrative of its own.

A lot of this is due to the game’s protagonist. Whereas Final Fantasy VII’s leading man, Cloud Strife, has a tendency to be soft-spoken and a bit moody, Zack is exuberant and extraordinarily likeable. Throughout the game, Zack’s mentor, Angeal, likens the fighter to a puppy and affectionately teases him for his hyperactivity and eagerness. However, when compared to the other SOLDIER members–like the stoic Angeal, dark and poetic Genesis, and no-nonsense Sephiroth–Zack is a breath of fresh air who is widely idolized within the SOLDIER program (particularly by Cloud) for his proficiency, zeal, and encouraging nature. Outside of Shinra, these qualities also endear him to our favorite flower girl, Aerith, who shares a brief but powerful love story with Zack, complete with long-distance phone calls and tender letters.

In Crisis Core Reunion, the emotional impact of all these events is amplified thanks to the entire game now having full voice acting. While some voices might take getting used to, as they differ from the original Crisis Core’s performances, the new voice actors do a fantastic job in making the story more engaging than ever before. This voice acting also profoundly impacts how we view Sephiroth as the story progresses–Tyler Hoechlin’s performance makes him even more sympathetic as the truth about his birth is slowly brought to light and his downward spiral becomes more heartbreaking. On that note, I was delighted to hear several of the series’ new voice actors lend their talents to the characters who appear in Crisis Core Reunion, including Tifa, Aerith, Tseng, Reno, Rude, and several others. This is all a part of Square Enix’s push to make Crisis Core more cohesive with Final Fantasy VII Remake, which it ultimately does with gusto.

This feat is also accomplished by how much care the team put into visually upgrading Crisis Core. Every location is lush, intricate, and has been adjusted to more closely resemble the world we see in Final Fantasy VII Remake, which makes the game’s trips to Junon, Costa Del Sol, Nibelheim, Shinra Manor, and Gongaga–areas that we’re yet to venture to in the remakes, but will see in the future–a bit surreal. In Crisis Core Reunion, we’re presumably getting our first look at just what lies ahead for us in Final Fantasy VII Rebirth, which, if you’re a die-hard fan, makes the game well-worth playing in itself. As someone who has spent the last few years yearning to see what wandering throughout Shinra Manor will feel like, or how grand the streets of Junon might feel as Cloud is tasked with parading down them, it was an emotional experience to see even a less graphically intensive glimpse at what’s on the horizon.

Crisis Core’s gameplay systems remain intact, albeit streamlined and remapped in fantastic ways. Those not familiar with the gameplay will find it to be unusual but exciting. Rather than Final Fantasy VII’s turn-based system, Crisis Core Reunion features fast-paced action-style combat. While the game’s simplistic hacking, slashing, and blocking is a fun time by itself, with challenging enemies requiring fast reflexes and quick planning, Zack can also equip up to six pieces of materia, which grant him spells and abilities he can use in battle. In the original Crisis Core, cycling through all these combat options could be daunting, as you were forced to use R1 and L1 to scroll through them all, then hit X on which one you wanted to use. In Crisis Core Reunion, this has been completely overhauled, as you now can hold R1 and assign all these abilities to various buttons to make combat less frustrating and more efficient.

Crisis Core Reunion also improves one of the original game’s most notable features: the Digital Mind Wave. Also referred to as the DMW, it’s a constantly spinning, slot machine-style combat enhancer that lurks in the upper left corner of your screen during combat. The icons featured on the slots are characters and summons you meet throughout the game, with characters providing you with limit breaks based on Zack’s relationship to them, and summons granting you the ability to, well, summon them. As your relationships with certain characters are altered, you become more or less likely to see them make an appearance in the DMW. In theory, it’s an incredibly strange feature, as this slot machine is responsible for allowing you to dish out your hardest-hitting moves as well as level up. In execution, however, the DMW is extremely fun and satisfying, generally working out fairly well for players while also introducing an element of randomness to battles that keep them fresh.

In the original Crisis Core, this feature did earn some criticism for its “modulating phase,” which would grind battles to a halt as the slots took up the entire screen. These phases no longer exist, though Crisis Core Reunion will still interrupt battles to show brief cutscenes when the slots land on certain characters. Considering the time we get with Zack is so brief, I found these cutscenes not only fascinating to watch, but needed. As an extroverted person who is supremely devoted to the people around him (just take a look at how many text messages the guy gets), having this mechanic where Zack’s relationships play a role on his mental state–and subsequently the way he battles–is a brilliant choice that tells us a lot about him without adding hours onto Crisis Core’s story. All these unique qualities create a tangible difference in Final Fantasy VII and Crisis Core’s gameplay, which drives just how different Zack and Cloud truly are.

Crisis Core also features materia fusion, which allows you to take leveled up materia and combine it with other types to create new and more powerful spells and abilities. While grinding materia out in Final Fantasy VII was arguably already fun, the implementation of this fusion system makes it even more satisfying. Rather than simply raising how powerful your Fira becomes, materia fusion allows you to create entirely new spells all together, such as combining said Fira with Assault Twister to create Fira Blade, an ability that inflicts magic damage while not using MP. Additionally, you can add items during fusion that, when equipped on Zack, alter his stats. I spent a lot of time managing and fusing my materia while playing Crisis Core Reunion, and despite being someone who doesn’t necessarily love crafting, I enjoyed every minute of it.

However, not all of Crisis Core Reunion’s grinds have aged quite as well. For starters, the game has far too many random battles. At times, I found myself sprinting with Zack pressed up against the game’s walls to avoid being in the centralized areas that trigger them. Additionally, Crisis Core Reunion has a lot of side missions. Considering the game was originally created to exist on a handheld console, it is understandable: Each of these missions last for a few minutes and would be ideal to play through if you have a few spare minutes while out and about. Removed from that context when played on a console, these missions are not as satisfying. And, considering how similar they are even if the background stories are slightly different, they quickly grow repetitive.

That being said, Crisis Core Reunion is marketed as a direct remake, so it makes sense it’s all there and I can’t fault the studio for carrying over pre-existing content too much. Even so, the game would have greatly benefited from finding ways to make this content more worthwhile and less outdated in feel. Really the only feature I would argue was woefully neglected by the studio is the game’s dialogue, which can come across as awkward and very “early 2000s JRPG” in feel. This is exacerbated by just how incredible the dialogue changes and additions were in Final Fantasy VII Remake, which enhanced already-fantastic characters as well as made the overall story deeper and more comprehensible. While Crisis Core Reunion did not set out to expand or reimagine the same way Remake did, a few alterations–and less awkward pauses from Aerith–would have gone a long way.

Ultimately, if you go into Crisis Core Reunion expecting a one-for-one remake of Crisis Core, quirks and all, you will not be the slightest bit disappointed. It is a greatly improved version of a great game, one that all Final Fantasy VII fans eager for more story would benefit from playing. While you shouldn’t expect any new content or story revisions (sincere apologies to all of you who were hoping, I’ll admit I was too), you can expect a powerful ode to the kindest man you’ll ever meet and the legacy he passed on.

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Indika Review – The Devil Makes Three

Indika is a hard game to define. It looks like a horror game, but it’s not scary–at least not in the conventional sense. It plays like a third-person puzzle game, but most of the puzzles don’t require much thought. What Indika definitely is, however, is a fascinating psychological examination of faith and doubt that’s supported by remarkable visuals and mature writing. Occasionally, its ambitions get a little unwieldy, but developer Odd Meter’s decision to take on these heady themes and confidently explore nearly all of them is an impressive feat.

You play as Indika, a nun tormented by a demonic voice in her head, as she travels across a nightmarish interpretation of 19th-century Russia to deliver a letter. Most of the game consists of traveling from point A to B, solving a few puzzles, and watching cutscenes, but within these tasks are moments of introspection and self-discovery. Along the way, she meets an escaped convict named Ilya who claims God speaks to him. What ensues is a nuanced exploration of faith and doubt, love and hate, and pleasure and suffering. Both characters believe in the same God; rather than pitting a believer against a nonbeliever, Indika explores the space that exists between two interpretations of the same faith. This specificity allows Odd Meter to delve into different shades of Christianity and examine how the same texts, rituals, and prayers can be bent to ascertain different meanings.

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These frequent philosophical exchanges could have easily come off as overwrought or self-indulgent, but all these musings are in service of the characters and their development over the course of the story. For example, Indika tells Ilya she joined the convent of her own volition, but because her decision was fueled by emotions and experiences that were out of her control, can she really say she became a nun through her own free will? Ilya challenges this notion, and declares that free will is how we rise above our biological dispositions. Reflective conversations like these are key to Indika’s character as she grapples with her faith and attempts to make sense of her life.

It helps that Indika is portrayed by the fantastic Isabella Inchbald, and Louis Boyer embodies Ilya with equal confidence. There’s a raw authenticity and conviction to their performances that bring both characters to life. You can hear the fear and doubt in Indika’s voice and the desperation and hope in Ilya’s. Meanwhile, Silas Carson’s portrayal of the devil is humorous, sadistic, and cordial in his demeanor as he deftly narrates the action. While the writing and acting are great, they are occasionally undermined by awkward animations. Sometimes the action will look a bit too robotic, or dialogue won’t quite sync up with a character’s mouth. These are minor issues overall, but sometimes it was just enough to take me out of a scene.

Nevertheless, Indika is one of the most visually arresting games I’ve ever played. Developer Odd Meter uses framing, color, and lighting to achieve a look and feel that is rarely seen in games. Wide-angle shots often distort Indika’s facial features and warp the background to give the experience a voyeuristic feel. The framing, meanwhile, consistently impresses as it accentuates the action and world. In one section, after being chased by a wolf the size of a truck, the beast takes a tumble and wedges itself in a water wheel. What follows is a subdued conversation between Indika, Ilya, and the devil in her head about whether or not a beast can be sinful, as the camera tracks the dead wolf being dragged underwater by the water wheel. It’s a macabre scene given the context alone, but the stylistic choices allow the tone to meet the moment more effectively than a standard shot/reverse shot conversation would.

Rather than pitting a believer against a nonbeliever, Indika explores the space that exists between two interpretations of the same faith.

These choices aren’t just for show, either. They are bold and sometimes jarring creative decisions that reflect Indika’s inner turmoil as she travels across Russia. There are sections where the world–at least from Indika’s perspective–is split in two. When this happens, an oppressive and discordant synth kicks in as hellish red light soaks the scene. Through prayer, Indika can reforge the world around her and suppress the chaos. To progress, you–and by extension, Indika–must rip apart and merge her world by alternating between Indika’s cacophonous hell and her quiet reality. Although rare, these moments give weight and meaning to Indika’s gameplay as they leverage Indika’s themes of faith and doubt.

The same can’t always be said for the game’s puzzles, though. Most are simple and mundane: Move some boxes around, manipulate a crane, and strategically align lifts and elevators. Puzzles like these make sense in the early hours, as the game familiarizes you with Indika and her menial life. But as her world expands, these bland puzzles start to feel tonally and narratively incongruous as Indika struggles with her faith, especially when some puzzles literally let you tear the world apart, while others have you shove a box around.

With these criticisms in mind, it may seem like this story would be better told as a film or book. What’s fascinating, though, is that Indika clearly understands the medium it inhabits. It brazenly leverages video game tropes to elevate its themes. You’ll earn points for acts of faith, such as performing the sign of the cross at crucial moments, lighting altars, and collecting religious texts. You can then use these points to unlock skills that increase the amount of points Indika can earn. The thing is, these points do nothing. The loading screens even tell you they are useless. They have no discernible value and are simply a shallow way to measure Indika’s faith.

Yet, I didn’t want to miss any of it. I lit every altar, collected every text, and mashed the sign-of-the-cross button (yes, there’s a button) at every opportunity. It’s almost silly to gamify this stuff, but putting Indika through the motions as she builds up an arbitrary “faith” score while she’s actively questioning her faith is brilliant. I grew up religious. I went to church every Sunday and attended Catholic school. There was a distinct period in my life when I was questioning my beliefs, yet I still held on to some of those ingrained rituals. There was a quiet guilt that I couldn’t expunge: a feeling that could only be alleviated by going through the motions. In a way, it feels like Indika is using the language of video games and my understanding of them to reinforce her feelings of faith and doubt. Indika is about the internal struggle of a nun who isn’t entirely sure what she believes anymore, but seeing her cling to tradition–through my actions–is powerful.

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Although Indika does an excellent job exploring its themes of faith and doubt, there’s one subject the game doesn’t handle with the care it requires. In one particular scene near the end of the game, it touches on some uncomfortable territory that–depending on your interpretation of the story and its themes–might feel unnecessary. Up until that point, the evil that exists in the world feels intangible and theoretical. Indika and Ilya talk of hell and demons, but it always feels distant, almost as if God is protecting Indika on her journey. That is, until the final moments of the game, which allude to a sexual assault. The reasoning behind this scene is to test Indika’s faith, but as it stands, the scene in question feels like a means to an end rather than something Odd Meter wanted to properly explore.

Given the Catholic Church’s long and pockmarked history of sexual abuse, it makes sense that it plays such a critical role in Indika, but it’s not examined with the care that is necessary. The scene and what follows are clearly intended to elicit a lot of different emotions and speculation, but when those knee-jerk reactions stem from something so traumatic, it feels unearned. It’s almost as if the game wants you to move on as quickly as it does, which stands out as unusual in a game that is otherwise very thorough in its interrogation of sensitive subject matter. To be clear, Odd Meter doesn’t botch this scene entirely. Atrocity is often the most difficult test of faith, and they had the good sense not to show the assault itself. However, once the scene ends, it feels like Indika is barrelling towards its conclusion, while I was still trying to make sense of what just happened.

I’m often frustrated when developers lean on religious iconography but fail to explore faith in a meaningful way. Some of the greatest works of art exist because of religion, either as an exploration of it, a testament to it, or a denouncement of it. Human history is inextricably tied to religious faith. Yet, outside of a few exceptions, games tend to avoid commenting on religion without obfuscating it behind fake dogmas and fantastical gods. Indika’s direct examination of Christianity allows it to better explore the gray areas of religion and faith that are often lost when the recognizable specifics are swapped with allegorical fiction. And while the execution occasionally falters, its willingness to grapple with these difficult themes, and the conclusions it draws, make Indika a fascinating journey.

Endless Ocean: Luminous Review – Hope You Really Like Fish

Between the advent of cozy games, farm sims, rhythm games, narrative adventures, and more, we’re in something of a golden age of non-violent games. If you want to take a break from shooting and punching and instead just relax with some chill vibes, you have myriad options available to you. Endless Ocean: Luminous is an aquatic take, letting you freely explore the ocean with no danger or violence to speak of whatsoever. It sometimes straddles the line between game and edutainment in ways that could be engaging, but achingly slow progression and a lack of realism leave it feeling washed up.

Scientists say only 5% of the ocean has been explored. The name Endless Ocean, and the unexplored nature of the ocean itself, suggests an incredible degree of possibility and adventure. In practice, though, there actually isn’t all that much to do in Endless Ocean: Luminous. You can take part in a Solo Dive, in which you explore a seemingly randomized map; a Shared Dive, which is just a Solo Dive with friends exploring the same map together online using Nintendo’s Switch Online service (complete with its usual shortcomings); and Story Mode, which gives you short missions consisting of objectives accompanied by a little dialogue.

With this dearth of options, its approach to progression gating further compounds the lack of variety. After the first handful of story missions, the others are locked behind scanning ocean creatures in Shared or Solo dives. To scan you just hold the L button in the direction of sea life until the meter fills, which then gives a detailed look at the creatures in your scan. But the progress gates are set so absurdly high that the novelty wears off quickly. One of the earliest gates is set at 500 scans, which felt high but reasonable. The next was at 1,000, so I had to get another 500. That rubbed me the wrong way. By the time I reached the next gate, set at 2,000–meaning I needed another 1,000 scans–the chill vibes were gone. I was just annoyed. It’s hard to overstate how frustrating it is to spend almost an hour roaming around a randomized map scanning fish, only to exit the map and find I’ve only gained another 200 pips toward my next story goal. Plus, judging by the creature log, there are just under 600 species of sea life total in the game. Why would you need to scan 2,000 times to see a mid-game story mission?

Not that there’s much story to tell. You’re a new diver accompanied by an AI companion, exploring phenomena of glowing fish, and sometimes you’re accompanied by a brash (but actually cowardly) fellow diver named Daniel. The story missions are short and largely uneventful. Sometimes they end so quickly that I was genuinely surprised. Other times, they feel like a glorified tutorial, which makes it that much stranger to gate it behind so much free-roaming playtime. At least one of them is just a cutscene with no actual diving gameplay whatsoever. Occasionally, the story mode will deliver something unexpected and fun, like a massive or fantastical species of fish, but those moments are few and far between. There is a meta-story involving an ancient relic with 99 slots, which you fill in by discovering certain artifacts scattered randomly throughout dives or by fulfilling achievement objectives, but it feels more like a busywork checklist than a real story-driver.

And because the scanning requirements are so excessive, small inconveniences feel more impactful than they should. It’s easy to pick up a fish you’ve already scanned while trying to register a new one. Every time you scan any fish, it zooms in on them for a moment, forcing you to hit B to back out of the detailed view. If you scan multiple species at once, they’re grouped in a listing together, which is meant to be a convenience feature–but new species aren’t prioritized in the list, so you need to scroll down to find any with a “???” designation to mark them as discovered. If you don’t, the unidentified fish remains unidentified. If you scan a large school of the same fish, they’ll all be listed separately. In Solo Dives, the map is slowly charted in segments as you explore, but keeping an eye on the map to make sure I was filling in the little squares meant I could fail to notice a fish swimming by, or I could miss a depth change that may reward me for diving deeper.

Your dives get you experience points to level up, which increases your dive capacity, which you can use to tag sea creatures to swim alongside you. At first, these only include the smallest of sea creatures, but as you build capacity, you can swim with larger ones that are used to solve riddles. A stone tablet might challenge you to come back with a particular type of turtle or a fish that “sails as it swims.” Even then, though, the solutions are too rigid. When I returned to the tablet with a “Sailfish,” nothing happened, presumably because it was not the specific solution the riddle had in mind.

A Shared Dive in Endless Ocean: Luminous

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In addition to story progress and dive capacity, leveling up also opens new but severely limited tiers of customization options. Those include palette swaps for your diver or individual SCUBA suit parts, different stickers to apply to your profile, and emotes. There isn’t even a different helmet or mouthpiece, just the default in different colors.

It feels as if the goal was to create a virtual, interactive aquatic museum, and the variety of sea life does support this nicely. It actually is exciting the first time you see a new species of sea turtle or an extinct megalodon shark, even if you know that it can’t hurt you. But the mechanical underpinnings get in the way of its potential as a museum too. For example, every species of fish has a blurb with some interesting marine facts, complete with a reading of it from your AI companion. This could be a cool and educational feature, but when you’re pressed to perform thousands of scans, it’s hard to bother listening to every blurb. There also isn’t an indicator for when you’ve already heard a blurb, and since you’ll see species repeated a lot, it’s nearly impossible to remember which ones you have or haven’t heard–even if you can tell dozens of roughly similar-looking fish apart, which I can’t.

In part due to its non-violent nature, Endless Ocean does not present the depths very realistically, even to my layman’s eyes. Your oxygen is unlimited, and you don’t need to worry about temperature or depth. You’ll never freeze or get decompression sickness or drown. More aggressive species will never attack you. Species of fish seem to be scattered more or less randomly around the map, which leads to oddities like finding large-scale creatures in shallow waters, or discovering deep-sea dwellers in middle-depths instead of the deepest, almost pitch-black parts of the ocean where they actually reside. And while this is likely a limitation of the Switch hardware, the fish, coral, and ocean floor themselves aren’t rendered photorealistically enough to instill a sense of awe and majesty.

It seems Endless Ocean wants you to spend most of your time diving with friends to pass the time. The Shared Dives option is the first one on the menu, after all, and it is easier to fulfill the simple procedural objectives when you’re paired with other divers. But like most Switch games, you join friendly games using a digital code, and there isn’t built-in voice chat, so you can’t really treat it like an underwater virtual lobby. Even if you could, though, scanning fish with your friends would not sustain the group fun for anyone but the most devoted of sea-life enthusiasts.

Endless Ocean: Luminous could have been a realistic SCUBA sim with all the treacherous hazards that real underwater divers need to consider, a relaxing chill-vibes game that’s mostly about finding fish with your friends, or a story-driven game centered around discovering awesome and even extinct underwater beasts. It has pieces of all of those, but it doesn’t commit to any of them. Instead, it takes the enormity and glory of earth’s largest and most mysterious region and turns exploring it into a dull, repetitive chore.