Crisis Core -FFVII- Reunion General Discussion

Keveh Kins

Pun Enthusiast
I always felt the dialogue in Crisis Core was wonky as balls, but man oh man did Rick Gomez ever carry that script.

It's so stilted sounding with all the new actors. A few of the originals managed to carry it off but this is like a bad cold read :monster:

To be fair, it's a very small snippet of the game we've seen so maybe it's better in other parts.

Still love me some Tyler Hoechlin-Roth
 

Tetsujin

he/they
AKA
Tets
Was hoping the recast would bring with it the good Remake acting and script localization but this sounds just as wooden as the OG except even Zack isn't great now when Rick Gomez was actually pretty decent. Too bad.
 
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ForceStealer

Double Growth
Briana White should be an improvement, and Angeal can't really get any worse. But yeah, Gomez really did elevate the not-great dialogue and without even that...could be ugly.
 

Odysseus

Ninja Potato
AKA
Ody
Evidently, while all the dialogue that had voice acting in the PSP version is basically word for word the same in CCR, all the newly voice acted stuff was redone (seemingly for the worse). It may have been rewritten in Japanese too but we're not sure yet.
 

LNK

Pro Adventurer
AKA
Nate
It’s normal, this represents the passing the baton between CCR and Remake; this is where Hollow starts as it starts raining - which is why Zack is turning his back to Sephiroth and Cloud. This is a really clever cover, I love it.

Edit: forgot to add but this pic is at the place where Zack dies:


Oh I get the symbolism of it. It's just he spent so little time in that uniform in crisis core. I'd have preferred to see him wearing the grunt uniform.
 

Makoeyes987

Listen closely, there is meaning in my words.
AKA
Smooth Criminal

...I can forgive this and will still enjoy it...

But this is fucked up. :monster:

The limited emoting capabilities of the 2007 era PSP model animations, overlayed with the incredibly detailed and Remake era character models creates a VERY weird juxtaposition of high def graphics and PS2 era character animations that come off weird as fuck.

Like, this only becomes a big deal when held next to the stellar current gen animation and facial expressions of FFVII-R, but... That's what S-E is precisely doing so LMAO.

Big blind spot here but I guess they don't give a fuck. Oh well, I guess we're really partying like it's 2007 now, huh?

Voice acting is definitely weirdly stilted in parts especially when combined with these animations. I guess they tried to make it match the body movements. Oh well, I love you anyways, CC. You awkward ass mofo.

Battle system and animations looks INCREDIBLY well done. Clearly that's where most of their systemic overhaul effort went :monster:

Zack sounds like a huge nerd, though.
 
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looneymoon

they/them
AKA
Rishi
yeah I'm not a fan of replacing assets for old hardware in this way. I mean, unless the assets are remodeled/uprezzed to maintain the same feeling/look of the art direction (the KH HD releases would be examples of this done very well).

Idk these kind of things always gives me that Star Wars re-release feel, even if it's just a smidge. There's always something weird :/ I mean, it isn't nearly as bad as the FF8 remaster... Idk the more I look at it the more I'm just not feeling it.

I'm hoping the reworked combat can at least pull this release as the definitive version of the game /shrug
 

Leafonthebreeze

Any/All
AKA
Leaf
The limited emoting capabilities of the 2007 era PSP model animations, overlayed with the incredibly detailed and Remake era character models creates a VERY weird juxtaposition of high def graphics and PS2 era character animations that come off weird as fuck.

YES! Thanks for putting into words why this feels so off to me. It comes off weirdly uncanny valley. I will still play this but it takes the awkward robotic style of CC from endearing to creepy.
 

ultima espio

Pro Adventurer
That's one of the reworked scenes that was previously text only, they must have taken the time to do that. It doesn't seem that bad in the scene where Sephiroth shows up.
 

KindOfBlue

Pro Adventurer
AKA
Blue
Bruh, if I can sit through the AC English dub, I can sit through anything lol my expectations for quality dubs in general are so low that Zack could be voiced by Tommy Wiseau for all I care, I just want more refined gameplay.

Unless the writing is totally reworked then I could hardly blame the actors for not being able to sell the dialogue too well, honestly. For every “what the hell did you do, Angeal?!” there’s always a “no way…he just ate my hair!”
 

Tetsujin

he/they
AKA
Tets
Opening FMV


Of note is that they credit staff for the HD Remaster specifically and replaced the OG credits. Even Hajime Tabata's credit was replaced by a Nomura one lmao
Hope the OG staff is still in the ending credits at least, otherwise this would be kinda shitty.
 

Strangelove

AI Researcher
AKA
hitoshura
nooo this english zack still sounds bad. idk rough voice acting can have some charm (like ffx) but i think some of that is nostalgia from playing it years and years ago. but it's 2022, you can't keep doing this. pack it in.

remember ffxii's dub? even i liked that.

the gameplay looks good and i probably won't play it in english, so there's that at least. i'm just getting excited to play this again but on a big screen (or getting a switch copy too and also playing it on a small screen)


That "SKILL POWER" mechanic is new...looks like you can decrease the boss's special attack power or maybe even interrupt it if you get the bar to 0%?
that's exactly what it does
 

cold_spirit

he/him
AKA
Alex T
Finally had the time to sit down and inspect the new trailer and gameplay footage.

We can see how the two additional materia slots are added to the UI after Zack is promoted to 1st Class. If I had to guess, I'd say these will be mapped to R1 and R2 (while holding L1).

1663845764955.png


Oddly, switching targets is done by holding L1 (which is already used to open the materia menu) and flicking the right stick. In Remake, only the right stick is used to switch targets. I found this discrepancy odd at first, but then I began to consider the "soft lock-on" that Crisis Core utilizes.

In the original, there was no lock-on button nor a way to adjust the camera yourself in battle. Instead, Zack automatically locked on to whatever target he was facing. With Reunion, both a lock-on button and camera control were added, but the game still uses a "soft lock-on" system like the original. If I had to guess, I'd say L1 + RS are used to adjust the soft lock-on when casting magic. When locked on with R3, then perhaps target selection will function like Remake. Hopefully it feels good in motion.

1663846245861.png


Just gotta say that the Ability Power gauge is going to make Hard mode significantly easier, which is a good thing. The unblockable attacks in the original forced you to create materia with a high HP% boost, as well as have barrier/mbarrier active at all times, which got stale.

1663847964450.jpeg


The DMW photo remembrances appear right over the reels now. Love it. Just to clarify, the video remembrances are still full screen.

1663848070290.png


Anyone have an idea what those little blue numbers under the materia icon mean? They weren't in the original, and they don't represent the casting cost, level, or stat boost. Perhaps it's how much SP they're worth with the SP Convert feature?

1663848808714.png
 
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cold_spirit

he/him
AKA
Alex T
Ran into the 5 image upload limit.

There's now an on-screen timer for "No MP Cost", "No AP Cost", and other status buffs! This just keeps getting better and better.

1663849781729.png

1663849654968.png


Enemy weaknesses are shown next to their names now. This is great as there still doesn't appear to be an in-game bestiary (I checked the field menu) nor an in-battle assess screen like Remake.

1663849911170.png


There's now a DMW "pulse" effect a few seconds before a video remembrance plays in battle, warning you that it's about to start.

1663850344368.png


Finally, I'm not a fan of how X is dodge and Circle is use item. Wish it was the other way around, that way Circle is dodge like in Remke and X is use item like the original Crisis Core.
 
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ForceStealer

Double Growth
Hopefully that's configurable.

The memories appearing up there are less intrusive, but also certainly harder to watch during battle. Hopefully the DMW completion menu now has an option to let you rewatch them.
I also assume the final battle ones will still take over the screen given their importance to the presentation.
 

Jimmy XH

Pro Adventurer
Well I’m really looking forward to this. I never got to play the original CC, though of course through my thirst for FFVII knowledge I have done a fair bit of reading and YouTubing. Not the same though, is it?

Some of the acting and animations are going to look weird as some have said here for sure. I hope that doesn’t detract from what is going to be a largely new experience for me. I do like the “remakeification” of the UI, though.

I wonder if they’re going to add in any new story/sidequest elements or whether it’s going to be a like-for-like remaster, has any comment been made about that?

Some chat as well about the fact it is going to spoil a huge element of the OG story ahead of Rebirth. It’s a puzzling timing choice for sure, I just wonder how many new players are going to pick this up and be genuinely shocked at the revelations within. Does it have the same appeal to new players as Remake did and Rebirth will have?

Roll on December, a nice early birthday present for me!
 
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