Am I alone in never having wished there was a way to revive or save Aerith? Her death is central to the story.
Edited: and when you refuse to die at the alotted time, you become a Sephiroth.
In RPGs Bad boss design is something where you have to die repeatedly while attempting to gather the necessary information (obvious exceptions to this are the Souls games where death itself is a part of the learning mechanic).
Damn it makes a lot of sense, I appreciate the insights.Ok, so now that I got through that, I wanted to cover a couple things from other Chapters that point to potentially different plans for things that players would be free to do during the end-game. Then go over some more evidence that things with development hit major issues right around the end sections of Chapter 16. Lastly, and most importantly, I'm now 99.9% sure that I know what caused the issues, and now everything else makes even MORE sense than it did already, and I bet I know when we're getting the update for these final chapters as well.
When you're gathering flowers with Aerith, there's a prompt lets you know that the decorations at the Leaf House will change, depending on which flowers you choose – This is pretty odd for something that's a one-off event in the game.
The Wall Market outfits also change depending on choices, and there are other variables that exist throughout the game, but none of those let you know about them directly. There's a whole section of those variables in the endgame menu area – but the Leaf House flower decor isn't one of them. This open callout about what it does makes me think that the Leaf House decorations aren't intended to be a one-and-done and only changed during multiple playthrough alterations. Rather, I think that they're something that you would've gained the ability to adjust from time-to-time based on an interaction with someone there if you wanted to update the look just for fun.
However, this would mean that you'd need to be able to free roam around there some time after Chapter 8, like during Chapter 14 or during the post-game. I don't think that there's actually a way to re-trigger this event and choose different flowers after you do it for the first time with Aerith (feel free to let me know if there is and I just missed it). It struck me as incredibly odd just because it's something that openly presents that there's an option for differentiation, rather than listing it as a trophy, or end-game achievement.
I said that I was gonna bring up something about balance when I was talking about the M.O.T.O.R. boss fight, and I'm gonna address that now as well. This is about the One-on-One battles in the Shinra VR simulators.
The VR battles were fun, but they weren't heavily tested right around the same point that everything else in the game started having issues: the One-on-One Shinra fights, so you're up against the following:
This battle is an annoying and tedious bore on every conceivable level. In general, you NEED to have certain Materia loadouts, and several of these enemies have hard interrupt attacks that will hit you if you don't approach fighting them in a very specific way. This is a challenge in the form of tedium, where the first the time you run into it, you'll get a little ways only to eventually get screwed over by some misc enemy or at least the Cutter in the end. In fact, the main thing you learn is that one-on-one, these enemies all punish you for trying to use regular attacks against them, and most all of them mean that you just have to to kite them around the battle arena waiting.
- Sahagin Prince
- Phantom
- Grungy Bandit
- 3-C SOLDIER Operator
- Cutter
In general, you need to have a Fire & Lightning Materia. Fire+Elemental is pretty important. Lightning makes all the difference when dealing with the Cutter. Also, Aerith needs to have Debarrier for reasons that I will explain briefly.
Close-Range Fighters.
For Cloud & Tifa this is pretty straightforward. You can use Firaga against the first 4 enemies, and hit them while they're Pressured, or just keep kiting, and avoid their other attacks. For the Sahagin Prince, it's all about dodging the Frog transformation. The Phantom is just invisible a bunch of the time, waiting around for it to appear to hit it really quickly. For the Cutter, it's about again – running until you're far enough out to cast Thundaga, and following up while it's pressured.
Then come the long-range people, and things get really different.
Barret is slow as hell. He can barely stay ahead of the Grungy Bandit, but his Overcharge attack staggers and builds ATB enough to never make it a problem. Also, his use of Maximum Fury when her gets ATB charged makes it really easy to follow-up Thundaga and take down the Cutter. Overall he's tanky enough to deal with everything ok at range.
So, you've learned how to do these fights with the three characters who you initially had. These three characters get access to those battles just before the Vent-crawling & H0512 fight, which means that those three characters would have had time to test them. So then when you rescue Aerith, you want to do the one with her before continuing forward with Chapter 17... and then you run into the same issues that you're going to have with the Rufus & Arsenal fights – they require a particular setup & execution to win.
Aerith actually ONLY deals physical attack damage when she's at point-blank-range with her staff. Everything else for her standard attacks actually deals non-elemental magic damage. Additionally, unlike most characters, a large portion of her ATB moves, in addition to both of her Limit Breaks are shields or buffs meant to be used as a part of a team. The only ones that are Attacks also deal damage as some form of magic-based damage. She's designed as a Magic Glass Canon.
Then you hit the second battle against the Phantom with Aerith. Every other character using Fire+Elemental can just attack the Phantom like normal when it casts Reflect on itself during the brief windows where it reappears, and with the ATB abilities, it'll make short work of it. This is why it doesn't matter that the Phantom's Reflect – unlike every other Buff in the game... never decays or runs out.
What this means is that the second that the Phantom casts Reflect on itself (when its HP drops by about 1/3, usually after a single Firaga hit) – Aerith literally cannot deal any damage to it in any way at all. All Magic Attack-based damage, simply says, "Immune" and does nothing, same with her only ATB-attacks. If she casts a spell on it, the spell will bounce back and hit her instead. This means that literally the ONLY thing that you can do is move slowly enough that while it's invisible and can't be targeted, that appears near you and tries to use one of it's physical swiping attacks rather than cast Blizzard/Blizzaga at you. When it tries to use a close range attack, you have to dodge when it appears, and then attack it while close enough that you are pushing against the enemy character model. This is the only way that it registers her staff hits as physical damage that won't be ignored by Reflect. While you can dodge Blizzard, you can't get close enough to deal damage before it disappears again, so the kiting strategy doesn't work for her. Even with Fire+Elemental & the Bladed Critical Hit-focused Staff, at Level 50 you're looking at a tiny ~8-12 damage per hit, and maybe 3-6 hits per attempt, each of which is more than 5 seconds of doing nothing but waiting for it to show up again. So, that's only ~24-72 damage per attack window.
Given enough time, you could probably forcibly push your way through that excruciatingly long and boring experience... except – The Phantom has a massive Area of Effect HP Drain attack as well that will use every 5-6 attempts. If you're running and it's using its Blizzard spells – you'll never get hit by this attack. However, if you're moving slowly enough to reliably trigger its close ranged attacks, you'll always get hit at least once before you can sprint out of range. This single hit will damage you for ~291 damage... and heal the Phantom for 291. Given that every 6 encounters, you've dealt ~144-432 Damage. This means in the absolute BEST case scenario, if you got 6 close combat hits every time, and they were all critical hits every time, that after the HP Drain, you'd still have dealt... 141 damage – which is basically nothing. In practice, this not only nullifies but it actually reverses any progress you've made, and in a couple rounds of doing this the Phantom will gradually start to regain all of its HP, leaving your only option to quit and restart, because the buff never decays – and you literally can't damage it more than it can self-heal.
Now, that's a minor inconvenience to throw away 400 Gil and go swap out a Materia – but this is a problem none of the other characters encounter. This also means that rather than using Aerith whatever way you want and try to overcome the odds of a tough battle which is what's the most fun thing about single character battles, you have to equip her a specific way to win. On TOP of that, you also have to equip her with a Materia that none of the other characters are forced to use – all because there's an enemy who gets a status buff that never decays.
This is the sort of thing that you see when QA is only testing happy path scenarios. This is what you see when only testing this fight with the Materia & Tactics that you know you SHOULD be using to beat them – rather than being able to take time seeing if it's much harder to beat them outside of the recommended way, but still possible to do. Enemy buffs can be much longer than player ones, but shouldn't ever be permanent. Again, it's an example of something that's running against the way that standard enemies, spells, buffs, and debuffs function in the rest of the game.
Unsurprisingly, this type of balance problem is the exact issue that also exists with all of Chapter 17's bosses that I talked about earlier. The fact that I ran into this annoyance about the combat scenario in Chapter 16, but encountered the precise issue of it being impossible ONLY with Aerith, who is the character who only becomes available after the Vent & H0512 fight at the start of Chapter 17 is incredibly telling. The fights themselves aren't fun – they're tiring but possible, until you get to Aerith and they have to be done in a very specific way. This just further reinforces that right around here is the EXACT point in the game's development where the testing team had to switch from, "Make sure that everything is a fantastic, fun, and thoroughly-polished experience." and changed to "You literally only have enough time to make sure that everything from this point forward works just well enough to be completed by players under ideal circumstances."
This point in time is also why we got a sudden and very late confirmation about Red XIII being a Guest Character publicly. This was setting expectations about things in this part of the game to match the bare minimum viable needs for release. This wasn't ever what they intended, but this was to help the team try and manage their tightened needs around development crunch that was hitting, while shifting the expectations publicly to avoid the team taking blame when people discovered it when playing. It's easier to deal with something like that if you know about it, but they couldn't just outright say, "You guys, please buy the Remake, but the end section is literally barely completed." so they tried to communicate similar information publicly as much as possible. You can see how much information they put out about their team and development to make it so that people can tell that something about the end of the game isn't totally consistent.
The Chapter 17 Shinra VR Testing chamber is immediately outside where you get Aerith back and where you would have gotten Red XIII for the first time. You can even tell that you were meant to select a specific team to move forward with however you wanted in Aerith's room:
Everyone is standing around in her room when Cloud wakes up. All of the characters actually have two unique lines of dialogue if you bump into them and wait. However, only Aerith has dialogue that's initiated with Triangle, and she tells you about her past. The way that they're all standing around is because you're means to intentionally form two different teams here. One team with Cloud, and another team without Cloud. This is also why Chadley is set up just outside of Aerith's room – It's meant to be a place where you can take a break, and help you do training with your different team configurations, and Red XIII before you proceed forward. (Instead, this only has the Hard Mode and existing Shinra VR Challenges that weren't fully tested).
If this was the case, that would also mean that you'd have intentionally divided up two teams on your own who were capable of surviving individually. In this case, Red XIII is going to serve as the variable for which group ends up where. The team with Red XIII is going to be on the path where Nanaki has to run around the outside and activate levers (Cloud & Barret), and the other team is going to be on the other path (Tifa & Aerith). This means that rather than getting pushed into the character & team-swapping section without any warning or preparation, the game was actually designed to teach you about splitting into two different functional teams before you fall into The Drum.
Then, this was going to continue forward into Destiny's Crossroads with your fights against the Whisper Bosses, where you have two separate teams fighting against Harbinger, and the other against Rubrum, Viridi, & Croceo. Again, that requires Red XIII to be a playable character though, which they learned that they wouldn't be able to complete in time. He's clearly built up at least as much as the pre-Royale Chocobros were in XV, but there's still a lot of work that it takes to make him a fully-developed character who can stand alongside the others. It's also pretty clear that (M.O.T.O.R. fight notwithstanding) this is the main thing that everything else is dependent on for the next sections of the game.
Playable Nanaki makes sense that he'd have been absorbing a massive effort, because you can't just put out a partially-finished character. There's a ton of work that needs to be done to make him work. This explains why a bunch of testing on the end sections are odd and half-built, because they're not designed to work the way that they are. Even the lack of generic fights in Chapter 18 is likely because they're all tied to having the two dedicated teams to fight them. This is also why there are so many strange and opaque changes between teams in Chapter 17 & 18. Red XIII being playable is one of the key things that is gonna have to be completed before LITERALLY EVERYTHING ELSE in the game can follow.
What happened on the development side is that they knew Red XIII wasn't gonna be good enough to release, so someone in charge made the call not to include him with release. This means that everyone had to go back through everything and rework the final two chapters of the game to still function without all of the triggers and interactions. All of the boss balance wasn't being tested against the team splits that they were meant to be. Everything was only being tested against minimal interactions. This means EXTRA work on the broken chapters, not less, because it's outside of the realm of everything that you've tested, and that means that it's even more likely for bugs or broken interactions to arise. This is because the setup for important events in those chapters actually requires the ability to knowingly split up the party at the start of Chapter 17, and events later on will rely on player-specific character choice data that occurs there, and it would all have been tested using Red XIII as a key party member to do a bunch of the interactions. This is the core of literally everything broken, incomplete, and weird we see in the current final two chapters of the game.
I'd expect that while we could see bug fixes for the game in general (likely to tackle the texture weirdness), I would be willing to bet that all of the efforts of the entire development team right now are full-time buried in making Nanaki playable, and re-adding all of the the necessary updates to both Chapter 17 & 18 that require him as a part of the workflow. However those will only come as a part of a major update DLC that gets marketed as including Red XIII as a playable character front and center. This will give them a way to get everyone excited and try out the end of the game again, and also provide all of the massive improvements to the parts of the game that everyone isn't enjoying right now without directly saying, "Hey you guys, we finally fixed the end of the game."
Much like the FFXV Chocobro DLC, they know how to do all of this work at once, and release it as a major update. I don't know whether or not this will also include new post-game content, or if it will solely the main game, and post-game updates will be added as another update, but this is the thing that we should be keeping eyes out for, and the timeline that we should be thinking about before they show up.
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That really could be the best opportunity, I kinda forgot about the PS5 ver lolThat's sort of my line of thinking too, Wol. Could that somehow come as part of a PS5v version too?
Idk. I'm just really trying to find ways they can actively improve this game without being too much of a hurdle.
Damn it makes a lot of sense, I appreciate the insights.
I think Nomura said in some recent interview there are no big dlc plans because they're already in prep work for Part 2, but I would love if FFVIIR received some ongoing updates (fixes for current problems, additional VR battles, customization options..)
Could that somehow come as part of a PS5v version too?
Better not take into consideration for now, if I find the interview I'll post it here.Glad to provide information where I can based just on QA-minded observation.
With respect, if you actually have seen that in an interview somewhere, please do me a favor and take the time to confirm if really did read it somewhere first & if you did, also link where that was stated by Kitase.
Doing this kind of really heavy in-depth analysis of development processes based solely on opaque information from the outside is a monumentally exhausting amount of work mentally. I'm trying to use and compile as much concrete contextual information as I can in this thread, and having to suddenly adjust several hours worth of analysis to accurately respond to something you think you remember seeing somewhere is... extremely frustrating to say the very least.
I hadn't ever seen that in any interviews, and when I looked through all of the Interviews that I'd read or seen that were linked in the Remake Interview thread, like the one talking about Part 2 development, the changes made for the new game, and also the most recent interview talking about the game's development – none of them mentioned anything about not releasing DLC or updates for Remake.
Essentially, please just do me a solid and fact check your own memory before you post something, rather than making me do it for you in order to see whether or not I was missing something exceptionally important about the game's current development.
While there's every possibility that that size of an update could be released at the same time as the PS5 Compatibility update, I highly doubt it.
First, in everything that I've been able to poke at around Remake and PS5 compatibility, the game is pretty much already stuffed with PS5-ready content that's baked in to the core of the game all over. I don't expect the PS5 update to be a an update that's talked about a lot outside of JUST making it have massively improved visuals and performance on the PS5 to help it show off how smooth and impressive the game is on Next Gen.
Second, from a Marketing standpoint – you absolutely do not want to run the risk of confusing your core audience that you need to have a PS5 to be able to play as Nanaki and get all of the game's Chapter updates. That's an absolute disaster from a PR standpoint, and you'd spend more time clarifying things than you would positively promoting them. Given that you're already dealing with the last two chapters in the game being in a result of extremely strained development that have gotten very polarizing reception, this is 100% something that you absolutely don't want to do. Even if they come out at the same time, you want to make sure that you talk about them EXTREMELY differently.
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Aerith saying that she missed the steel sky. The lack of steel sky represents freedom. The steel sky is unnatural and unhealthy, but it is a canopy of security. I believe that this may also be an attempt to communicate with the long time player - that we were expecting the warm comforts of one of our favorite games, and that the developers want to challenge, or even rebel against that. That they want us to feel uneasy and force to embrace change, just like they'd forced us to accept that Aerith could not be brought back to life.
The Lifestream courses through our world… ever flowing between the edge of life and death. If that cycle is the very truth of life, then history, too, will inevitably repeat itself. Go on, bring your Jenovas and your Sephiroths. Cause trouble till your heart’s content. We’ll do as life mandates, we promise. We won’t let you win and we’ll stop you.
Am I alone in never having wished there was a way to revive or save Aerith? Her death is central to the story.
Edited: and when you refuse to die at the alotted time, you become a Sephiroth.
I don't know what your overall game over rate against bosses was, but three game overs still feels like a REALLY bad time. Even if you've had worse, it doesn't make it a good experience.
Lastly, if it would help & if anybody wants and/or is curious about this sort of thing: I'd be happy to dissect and critique literally any other boss fight in the game if there's one that you felt wasn't well designed – especially if you can tell me what kinds of things you struggled with on it. I'll do my best to tear it down in the same level of core detail, so that I can help show what I mean about the type of gameplay polish that exists elsewhere in the game – but doesn't exist in the things I just covered as it might help to show what's different between personal less-than-ideal experiences with a boss fight vs. poorly designed / under-tested boss fights.
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