Final Fantasy 7 Remake

Summary

Final Fantasy 7 Rebirthhas determine a high bar forFF7 RemakePart 3to live up to , but it also leaves some room for advance . There ’s a mess at maneuver inFF7 Rebirth , from complex fib machination to a wide raiment of combat systems , and it ’s no surprise that not everything is balanced or hone as well as it could be . WhileFF7 Remake Part 3will have unique challenges of its own , improving on returning elements that need the work will also be critical to making it a perfect send - off .

One of the most interesting theatrical role ofFF7 Rebirthis the Materia system , which keeps the classicoptions for magic and abilitiesfrom the originalFF7alive while adding some of its own twists . equip Materia can power up characters in meaning and varied ways , from unlocking herculean process to increasing the rate for drop-off . It can also be a rough-and-tumble , however , andchanging loadouts or trade Materia between party extremity does n’t need to be as much of a drag as it is .

go under Materia allows the employment of spells in Final Fantasy VII Rebirth ; be intimate which are best to level early on could make all the difference of opinion .

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FF7 Remake Part 3 Can Improve Materia Loadouts

Swapping Materia Is A Pain In FF7 Rebirth

By the conclusion ofFF7 Rebirth , it ’s possible to outfit any given theatrical role with a solid lineup of Materia , butthe secret plan does n’t offer any systems to save or transfer these loadouts . Although this can seem like a minor worriment at most early in the game , the frustration that the missing feature can cause increases acrossFF7 Rebirth ’s runtime . It can prove specially annoying when deal with later side content , as some of the optional competitiveness institute just before embark onFF7 Rebirth ’s last act are particularly thought-provoking and demand the right setups .

Micromanaging Materia is n’t something that ’s run low to occupy every player , but it ’s hard to neglect Materia switch altogether . Adifficult field gauntlet inFF7 Rebirthmight have enemy that are only weak to one particular element , or justificative options could be necessary to outlive some gaffer attacks that AI - controlled political party phallus wo n’t consistently avoid . sure Materia pick are incredibly specialised , like ones that swap HP with MP or Attack with Magic Attack .

Materia are peculiar items that let you roam spells and boost your best stats in FF7 Rebirth , but the first Chapters of the game have a modified supply .

Cloud and Tifa in front of a green Materia orb in FF7 Rebirth.

Custom Image by Ben Brosofsky

intensify the issue is how oft moving characters in and out of the dynamic company can take materia alteration . little of a lot of optimisation and grinding , no party is get to have all the relevant maxed outmateria for all seven party membersinFF7 Rebirth , a bit that ’s going to be even higher inFF7 Remake Part 3.Moving around a clump of materia just to lend a dissimilar fiber into the party for a while is n’t exactly motivative , and it ’s an unfortunate downside to the fun of shake it up .

option for sinewy summon Materia are even more special , and the gap in world power between the good and bad process is significant .

Other FF7 Games Did Materia Loadouts Better

The Original FF7 & Crisis Core Offered More Options

The thing that ’s particularly blatant about the lack of Materia loadout feature inFF7 Rebirthis that old games already set a undecomposed case law in this regard . The original secret plan did n’t have the option to make unnecessary loadouts , butit did offer the selection to transplant all slot between characters in one go . This alone would go far inFF7 remaking Part 3 , making pulling character in and out of the party easier in a canonic gumption , even if a small tweaking could be necessary for the stark setup .

Crisis Core : FF7focuses on a individual persona rather than a party , but it give the protagonist Zack the option to set up different loadoutsand switch between them as necessary . Although Zack has fewer Materia slots , make swapping loadouts more necessary at times , there ’s no good grounds why this system could n’t have carried over . FF7 Rebirthputs a similar concept to use when it comes to the wag secret plan Queen ’s Blood , so it ’s in particular hard to apologise the lack of one for equipment that ’s basically necessary for combat .

FF7 Remake Part 3 Needs To Fix FF7 Rebirth’s Menus

FF7 Rebirth Menus Don’t Always Make Much Sense

The larger problem surround the annoyance of brawl Materia is how much of a pain navigating computer menu can be inFF7 Rebirth , an area that feel importantly less intuitive and aerodynamic than it should be . There are a lot of options and information to wrangle in the game , so there ’s no world where the menu palpate minimum and unlined , but some determination made inFF7 Rebirthseem basically illogical . Swapping Materia , for example , is done through the equipment menu rather than the Materia one , and it can take hours upon hours of act to get used to this weird choice .

This signified of strange purpose extends to more than just Materia , with a similar instance lying in company swapping being categorize under the combat fare rather than the party one . The very first option in the overall carte du jour is " Item Transmuter , " something that most players are potential to use significantly less often than political party and equipment preferences . It does n’t make much sense for minor additions that were n’t even in the originalFF7orFF7 Remaketo take precedency over core gameplay conception , but withFF7 Rebirth ’s approach , some key carte end up over halfway down a long list .

There ’s one character in Final Fantasy 7 Rebirth who ends up just being a drag , but future plans for him could in the end offer some meaningful payoff .

Cloud Strife in front of a colorful background from Final Fantasy 7 Rebirth

It ’s promiscuous to be promising about changes to these problem inFF7 remaking Part 3 , as swapping around menu procedure and adding a few utility feature should be a lot gentle to follow out than most potential gameplay overhauls . At the same time , it ’s hard to see why unintuitive concept made it this far at all , and it feel like something that could have easily been perfect during playtesting .

Whatever the reason forFF7 Rebirth ’s frustrating pick surrounding Materia and equipment , they ’re problems that merely have to be dealt with for now , and a routine of extra time spent in clumsy menus is n’t likely to ruin anyone ’s overall experience with the secret plan . WhenFinal Fantasy 7 Remake Part 3rolls around , however , failing to better things could lead off to experience a good deal less forgivable .

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Magic Materia and Cloud from Final Fantasy VII Rebirth

An equipment menu with different loadout options in Final Fantasy 7: Crisis Core Reunion.

A menu in FF7 Rebirth showing a long list of options for equipment, inventory, and more.

Cloud in front of Hojo and Chadley in FF7 Rebirth.

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