The next segment of Final Fantasy VII is important because it introduces Aeris. But first, Cloud, Tifa, and Barret go on another mission to blow up Mako Reactor #5. The scenery is exactly the same as the first mission, though getting to the reactor is a bit different because the gang triggers the alarm system on the train and has to jump off, ending up in some sewers. On the way in, there’s the first of many goofy and badly-explained minigames: in order to open the door to the reactor (the same door that Jesse hacked last time), Barret, Tifa, and Cloud all have to hit buttons at the same time; this requires the player to time a button press so that Cloud raises his arms and then hits the button at the same time Barret and Tifa do. It was an annoying and nonsensical attempt to add variety to the gameplay.
Once at the reactor itself, Cloud has his first freakout. There is a short flashback to a scene where Tifa, dressed like a cowgirl, discovers that her dad was killed by Sephiroth and declares, “I hate them all!!” (referring to Sephiroth, Shinra, and SOLDIER). This is the first actual glimpse of the Nibelheim Incident we get in FFVII, and I was surprised at how early on it happens. It’s shown very early on that something is not right with Cloud, and it adds a layer of mystery to the story. When he regains consciousness, Cloud just says, “… Tifa?” It seems as if this was either not a memory of his, or something that had been deeply buried that he had forgotten. But why?
I picked up Crisis Core again recently, and toward the end of the game, it catches up with some of the backstory sequences from Final Fantasy VII. I’ve only played FFVII once, a long time ago, so I decided to play it again to fill in the gaps of my hazy memory. I’ve only played the first hour or so so far, but what I wanted to remark upon was how great this opening hour is for setting up the world, plot, and a couple of the main characters of the game quickly, without sacrificing excitement.
In the opening scene of the game, our protagonist, Cloud, and a group of four people who call themselves AVALANCHE infiltrate and destroy a thing called a Mako Reactor. The group breaks codes on security doors, battles through the facility to the reactor where they face a giant scorpion robot, sets a bomb, escapes before the place explodes, and flees the area via train. Throughout all of this, we learn about:
Pick-up-and-play games–puzzle games, especially–do well on handheld consoles for this obvious reason: handhelds are generally most often played in short bursts, often while traveling or waiting for something. But is it possible to make an epic, story-heavy RPG, adventure, or action game on a handheld while designing for portability? Crisis Core on the PSP and The World Ends With You on the DS both attempt to deliver such an experience, and I’d like to examine how they do so, whether they succeed, and what level of portability is truly necessary.