Original vs Remake: Final Fantasy VII (1997-2020)

Original vs Remake: Final Fantasy VII

© Square Enix

What has changed and can the remake satisfy new and retrogamers alike? Let’s dive into surprising story twists, modernized gameplay, artistic direction, and more…

Pitch

Starting in Midgar, an industrial city owned by the powerful and not-too-eco-friendly Shinra Corporation, Final Fantasy VII tells the story of Cloud Strife, a mercenary and former elite Shinra soldier recruited by the eco-terrorist group AVALANCHE to destroy one of Shinra’s reactors.

The remake’s starting point doesn’t differ substantially from the original game, and the opening cutscene follows the same narrative, except for one detail.

Original opening cutscene

It features a starry night sky before zooming into a young woman in a pink dress – later revealed to be one of the game’s main protagonists, Aerith. Kneeling in an alley, she then stands up, slowly working towards the busy streets of Midgar. The camera pans out, revealing the expanse of the metropolis, before refocusing on the fast-moving train taken by AVALANCHE to infiltrate Shinra’s premises.

Remake opening cutscene

It lays out a more vivid scenery of the natural landscape, Midgar, and its suburbs than the original game. We then zoom into Aerith kneeling in an alley, mimicking almost perfectly the opening cutscene from the original game. Almost because, in this version, she is startled by something in the back of the alley before running in the opposite direction, towards the main street. We then pan out to the game’s title before diving onto the train that AVALANCHE rides to take Shinra by storm.

The 2020 game being just part of a multi-installment remake, and thus only covering – and expanding – the Midgar narrative of the original game, what looks like a minor twist is actually the premise of significant changes to FFVII’s story as we know it.

Story (spoilers)

The first obvious difference is the expansion of the Midgar segment of the original game – at the time only consisting of 5 to 10 hours of gameplay – into an entire game.

The reasons for this choice are primarily technical. As Kitase said in an interview, remaking the entire original game in one release would have prevented them from going “for the highest video quality” and even forced them “to cut back on areas and scenes from the original”. The idea with the remake was, he continues, the opposite:  to go for “the highest level possible, with an expanded story” to give both fans of the original game and new players something new.

So when it comes to this story’s segment, the remake follows most of the original game’s narrative: Cloud and AVALANCHE members Barrett, Jessie, Wedge, and Biggs attack a couple of Mako’s reactors and take refuge at their headquarters in the lower section of Sector 7. There, they meet Aerith, who is pursued by Shinra and seems to have a special connection with nature. She eventually joins the group and helps them save Tifa, AVALANCHE member and Cloud’s childhood friend, from the sleazy hands of Don Corneo, kingpin of Wall Market’s entertainment district. There, they discover that Shinra’s response to their attacks is to drop the upper floor, or “plate” of Sector 7 onto the slums. The group attempts to prevent this outcome but fails, leading to many casualties in the population and AVALANCHE ranks.

 At the same time, Aerith is captured and held prisoner, alongside a strange creature named RedXIII, in the lab of Professor Hojo in Shinra’s Headquarters. The group eventually manages to save both captives after crossing swords with the Turks, and Rufus, the son of Shinra’s President. Meanwhile, we learn that Sephiroth, also a former Shinra elite SOLDIER, has been seen in the headquarters in search of JENOVA, an alien form experimented on by Shinra. The Midgar storyline ends as the group escapes Shinra’s headquarters, and decides to pursue Sephiroth.

The remake takes the time to largely develop aspects only touched upon in the original:

  1. The backstory of Aerith, with a slower build-up towards her origins as an Ancient and her connection to nature.

  2. Expanding on side characters with new sequences, for example, the one dedicated to Jessie returning to her family house, while the original game barely developed her.

  3. More background on Shinra’s activity, in particular Professor Hojo’s experiments.

  4. More weight given to the Turks, not only through stylish cutscenes offering a better glimpse at their personality but also through memorable battles with Reno and Rude

  5. Exploring Midgar’s life through many side-quests, and a deeper look into the rough life of the slums

  6. Revisiting some of the most classic moments of the original, such as Wall Market and its colorful residents.

  7. Introducing new side characters that do not have a significant role in the main storyline, though they might in next installments. Noteworthy ones are Roche (an over-the-top Shinra soldier with a misplaced rivalry with Cloud) and Chadley (a Shinra intern scientist who becomes your go-to person for materia and invocations).

Although the remake follows the same flow of events, there are drastic changes to the original scenario, especially due to the active role a couple of entities take in reshaping the story as we know it.

1. Sephiroth, the main antagonist, is now introduced much more quickly. In the original game, Kitase wanted Sephiroth to be like Spielberg’s Jaws, “teasing this powerful presence, but never fully showing you the shark until later in the story”. This led to only off-screen mentions of him in the original Midgar segment. In the remake, Sephiroth appears within the first hour of gameplay, in what looks like Cloud’s hallucination of a burning Midgar, and the terrifying but very much visible presence of his nemesis. He then regularly appears throughout this installment, not only in Cloud’s various hallucinations but also when directly confronting the latter in Shinra’s building. A notable scene is Sephiroth’s assassination of Shinra’s president – in the original game taking place completely off-screen – but in the remake happening right in front of our protagonists’ eyes. He is also the main antagonist we pursue and fight in the game’s finale. It is hinted that Sephiroth’s early and active role in the Midgar segment of the story stems from his knowledge of the Lifestream (i.e. the planet’s vital energy possibly guiding both the afterlife and “fate” for the living), and his desire to change their outcome.

2. Whispers: In the remake, and likely in direct response to Sephiroth’s newfound time-bending quest, these ghostly figures are understood to appear whenever the course of fate is being steered away from its natural course. Sometimes they act as passive, invisible presences – most likely causing Aerith to be startled in the opening cutscene. But often they become active figures shown to delay, hurt, or save our characters if their fate deviates too much from what we know of the original narrative. For example, in the original game, the first meeting between Cloud and Aerith is attributed to chance: they just bump into one another in the busy streets of Midgar. In the remake, however, and as Cloud is heavily slowed down by his hallucinations of Sephiroth, Whispers are shown to block Aerith’s path so that both protagonists can meet when they are destined to. More tangibly, the remake’s bold move to kill Barrett at Sephiroth’s hands is quickly overturned when the Whispers revive him. The frequent interferences between Sephiroth and the Whispers are at the heart of any potential significant change in the canonical storyline. But while most of Sephiroth’s influences seem canceled out by the Whispers throughout the game, the finale, in which Cloud and his companions are pushed to defeat the Whispers, leaves things extremely open as to how even the most foundational narrative choices of the original game could be retold, or revisited altogether.

While I don’t want to explore all the theories out there, I will focus on what the remake’s finale effectively shows us.

First, the original game never acknowledged the Whispers, and Sephiroth himself was only hinted at in the Midgar section. In the remake, they’re the final bosses. As the group manages to escape Shinra’s headquarters, they run into Sephiroth who forces them into a dimensional break in which they have to fight off the Whispers. Upon defeating them, Cloud confronts Sephiroth, who transports them to a separate plane called “the Edge of Creation”. He then asks Cloud to join forces to “defy destiny together”. Our protagonist refuses, trying to fight back, but is quickly disarmed. Sephiroth chooses however to spare him, and ushers, before disappearing into thin airs: “Seven seconds till the end. Time enough for you, perhaps. But what will you do with it? Let’s see.”

The ending cutscene that follows suggests a few possibilities that will be explored in the sequel. The first few sequences don’t necessarily contradict the original story: Rufus is seen stepping up as President of Shinra after his father’s assassination, and Professor Hojo is shown laughing frantically at JENOVA’s empty vessel. The following scenes are however major twists. The original game mentioned on a few occasions Zack Fair, Cloud’s friend and incidentally Aerith’s girlfriend, we could learn through an optional flashback that he sacrificed himself to help Cloud escape Shinra’s grasp, before the events of FFVII. The remake’s ending subverts this lore completely, presenting what looks like an alternate timeline in which Zack survives, and carries on with Cloud toward Midgar. We conclude the game with hopeful scenes of Sector 7’s slums reconstruction, and yet another twist: Biggs’ survival after the plate collapses, when the original left no ambiguity as to his death.

The story, therefore, remains very open at this stage. It could mean we will effectively increasingly move away from the original story, into this new timeline. Or it could also mean that the sequels will purposefully blur the line – and have its characters move back and forth – between two or more separate timelines. What is clear is that we cannot take anything for granted when it comes to our characters’ fate in the next installments.

Characters

On top of a faithful yet classy upgrade in terms of character design, the remake’s cast also benefited from more fleshed-out personalities. Don’t get me wrong, the original game was extremely well written. But the technology at the time obviously couldn’t provide the nuanced facial expressions or voice-acting we get in the remake. The expanded scenario also gave writers an opportunity to make conscious choices about the new “vibe” our protagonists would convey. Click on the portraits below to discover some of those changes.

Gameplay

Exploration

The general gameplay of the original FFVII set up the stage for most 3D J-RPGs of the Playstation-era (though to be fair most of them were also Squaresoft’s). We control our 3D lead character in a top-down/isometric perspective across various 2D environments, usually rather small areas that scroll gradually as we move toward the edges. In them, we interact with NPCs, take on side quests or mini-games, and gather collectibles. 

After the Midgar arc – so what is not covered in the remake – we gain access to the World Map, advancing the story as we visit new cities and “dungeons”, for the lack of a better word. The original game truly opens up at that stage, offering quite a few secret and optional locations to explore. Fast or instant traveling wasn’t an option then, though we could eventually gain access to speedier means of transportation than walking: Square’s iconic mounts Chocobos, of course, but also a submarine or aircraft. 

Enemy encounters – except a few bosses – are not visible on the map but (too often) triggered through the infamous spiraling screen effect. As we progress, grow more powerful, and unlock story events and cutscenes, we unfold step by step the entire game, until the credits roll. A simple but effective approach in balancing out a linear narrative progression, and a more open exploration of the world.

The remake, for the most part, is a logical modernization of that gameplay, with few big surprises. We control our much better-looking protagonist in a third-person perspective and explore beautiful 3D environments, once again interacting with NPCs and collecting treasures. Unlike the original, we can control the camera, and see the active members of the party on screen following the lead character, and regularly interjecting catchphrases or plot elements. 

The exploration is fairly linear for most of the game but eventually allows for a more open exploration of Midgar’s slums,  in which (many) side quests involve exploring all corners of the city. A type of fast travel is unlocked only near the endgame, allowing us to fulfill our completionist drives more efficiently. In other words, while more “modern” there are no major changes to how we progress in the game. The main change from the original is the fact that enemies are now directly visible on the map, leading to a very different approach to combat…

Combat

The original Final Fantasy VII used the system implemented in previous entries of the series. The ATB or “Active Time Battle”, is a turn-based system where a visible meter dictates when each character can take action through a pop-up menu: physical attack, magic, skills, items, etc. The speed with which the meter would fill varied based on each character’s stats and buffs. Quicker enemies, or the ones frequently using Area of Effects (AoE) spells could be quite challenging, and this system pushed players to think strategically and plan ahead of a fight what skills and spells were required to beat the odds. This led to a fairly slow-paced, but quite thrilling system where your entire party could be wiped out by a boss if you didn’t prepare accordingly, or didn’t think a few turns ahead during the entire fight. 

In the remake, action-based elements are integrated within the ATB system to make fights much more dynamic and nervous. The ATB meter remains, giving us access to proper skills or spells only at specific intervals. But in between, we can freely move around and mash buttons to hit our opponents with physical attacks and various combos. Doing so not only damages enemies, but can “open up the enemy, knock them down, and create a chance to do big damage”, as Hamaguchi explained in a pre-release interview. So in comparison with the original game, we have a much bigger place given to the individual fighting style of each protagonist, and it is really enjoyable to switch between Tifa’s crazy kung-fu moves, Barret’s exhilarating machinegun barrages, and Cloud’s ground-shaking heavy sword combos. 

Invocations were also revisited. While the original game presented them cinematically as super powerful AoE spells, the remake’s invocations effectively enter the battleground and assist our protagonists as gigantic teammates of their own for a few minutes.

Essentially, what they did here was to merge the action-packed and cinematically grandiose rhythm of a Final Fantasy XV combat, with the strategic possibilities of its retro predecessors.

Materia and character progression

A major strength of the original game was the system of Materia, collectible gems that could be associated with weapons to provide our characters with skills (like Steal), magic (Healing, etc.), and other perks & buffs (counter-attack, ATK+3, etc.). The more those abilities were used, thus gaining “AP points”, the more proficient they became, unlocking next-tier versions. A “Fire” (level 1) materia can then, after multiple uses, unlock the “Fira” skill (level 2). In this regard, the main mechanisms aren’t that different from the simple skills acquired by leveling up or using some “items” in previous entries of the series. 

There was however one brilliant mechanism that made the original FFVII materia system so fun. You could link a “support materia” to another materia to create new effects, allowing one character to heal the entire party in one command, for example. This led to some good strategic elements, with some players grinding their way up to absolutely insane game-breaking combos, leaving no chance to the greatest of foes. 

Another thing I loved with the original game was the “collector” side to materia: they were in general sparse, and some of them were extremely well teased in-game, requiring us to complete extensive side-quests, finding very well hidden locations, and defeat secret bosses to get a decent collection of powerful abilities. 

In the remake, Materia felt much more common, and you’ll often find yourself having to sell some just to clean up your inventory. There are rarer ones of course, but collecting them seemed less “rewarding” than in the original game. In the later portion of the remake, you eventually have access to an “arena” type of side quest where you can collect powerful invocations. While the thrills of challenging boss fights are still there, we still lose the sense of discovery we feel when following an elusive quest for hours on end to finally discover a mythical creature to invoke. To be fair the first installment of the game only covers the Midgar section of the original game, so maybe this problem will be alleviated in the sequels. But in the end, not much is re-imagined or improved on the materia system, for better or worse.

This lack of novelty regarding materia is slightly counter-balanced by the weapons system, where each piece of equipment can be upgraded by obtaining and using skill points (SP) to add boosts, skills, and even materia slots to the few (5 or 6) weapons each character can collect.

Artistic direction

The original game’s music, design, and atmosphere were its biggest strengths. Like previous FF entries, the world was coherent in its reunion of sci-fi/steampunk elements (large cities, machines) and medieval/fantasy ones (mounts, swordsmanship). Despite the cartoon-like feel of our polygonally-shaped characters, they didn’t feel off in the world surrounding them. They managed to convey just enough presence as we explored the multitude of environments the game had to offer. 

The soundtrack of the original game is probably the most memorable to me, thanks not only to its quality, but also to its narrative role: the adrenaline rush of enemy bosses, or the discomfort instantly felt upon Sephiroth’s appearances were made possible in great part due to a perfectly built, timed and paced use of their respective themes.

The remake is very respectful of the original game’s artistic direction. Yes, everything is modernized, but nothing feels alienated or lost. For the fans of the original, we immediately feel at home with the steel-and-plate atmosphere of Midgar, the festive but still uneasy vibe given off by Town Market, the peacefulness of Aerith’s home, or themes and other musical leitmotivs that never surprise us, nor disappoint us. While this artistic choice could be considered as the safer and more “conservative” solution, I think it is the opposite: managing to dramatically upgrade the graphics & music to 2020’s best standards without losing the essence of what made the 1997 game so unique and beautiful, is quite an achievement. 

The gallery below can hopefully give you a glimpse of what I mean here.

Summary of main changes

Story

While the remake expands on but mostly follows the Midgar segment of the original game, a few elements, characters and narrative choices will have far-reaching implications on FFVII's story as we know it.

Characters

The modern cast is more fleshed out in terms of personalities and background compared to the original Midgar segment. Some characters originally quite discreet at that point in the story are given a much more decisive role in how the events unfold.

Gameplay

The transition to a full 3D environment and more action-oriented combats create a very smooth, cinematographic and immersive experience. At the same time, exploration and character progression, in particular the materia system, remain quite conservative.

Artistic Direction

One of the remake's strongest suit. Graphics, design, music and overall atmosphere have been modernized beautifully, without losing any of the charm and feel that emanated from the original game. Faithful, easily recognizable, and as powerful as ever.

Is it a good remake?

We’ll see how the next installments will follow up on the story, but in my opinion, this retelling of the original game’s first act found a good balance between nostalgia and novelty. 

It is true that not a lot of risks were taken in terms of gameplay. Combat, exploration, and character progression all took the form of a fairly logical – and conservative – merging of the canonical and more modern mechanisms of the Final Fantasy series. But what first made me love the original was kept, thanks in great part to the game’s artistic direction: character design, settings & music were all modernized, but without modifying them significantly. The changes implemented to the story are ambitious, to say the least, but all things considered pretty smart and promising, and I am hopeful these choices will lead to the same types of “no way” moments we witnessed in the original.

A lot depends on how the next installments to the “Remake”, Final Fantasy VII: Rebirth, will unfold. 

But in the end, what made the original game so memorable is still here: a solid narration that gradually distills various twists and turns developing interesting and fairly mature themes (identity, memory, fate), a surprising yet coherent world characterized by the grandeur or beauty of its environments, and a cast of vibrant, nuanced, very different characters we can only root for, even when none of them are flawless.

Sources & further reading

All visuals are © Square Enix 

Sources:

  • Final Fantasy Fandom: The most complete and accurate encyclopedia on the FF series. I also got some visuals from the 1997 FFVII there.
  • Square-Enix official website: which on top of many visuals, also provided the two useful interviews I linked to above.
Further reading:

Author

  • I'm a long-time gamer, prof and writer who, between family and professional duties, still tries to keep up with my passion. I'm fascinated by video game remakes (even bad ones), and how they allow older and younger players to dive back into - and reflect on - the history of video games. You can follow me here, or also @retrotohero on Twitter(X) and Youtube for all sorts of content!

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