+FF7 Remake talk after the podcast credits.
Since we had to cut FF7 talk short I wanted to expound on a couple points at the end concerning the depth of the city and scope of the story.
Concerning the rendering, makeup and representation of Midgar, I'm not sure it gives me a satisfyingly more in-depth or superior experience. As a matter of fact, I found the areas less distinguishable from each other or their original counterparts. Part of the issue might be that I've been through lots of places like the remake's version of Midgar now, which to me feel like similar, relatively simple, actually pretty small, town environments or play zones with derivative quests; it's technically more, but it's all kind of perfunctory and less variety. It's bigger, but it doesn't
feel bigger to me; to paraphrase and spin something Walter said, it felt like the original was really only showing you the surface, but to me it actually suggested something massive and incomprehensible underneath, whereas this is what you see is what you get. The original was a uniquely realized game environment and genuinely oppressive place where corporate technocracy openly ate the environment and the poor (this theme felt more relevant than ever at the start of remake, but has completely fallen by the wayside for typical good guys vs bad guys fare). This one might have more details and just more stuff, but it's also more generalized and not necessarily evocative of the cohesive, oppressive tone of the original. Everyone's actually kind of optimistic and even cheerful. Not many died when Sector 6 fell it's explained. Sector 7 survivors make the best of it too. Wall Market is a fun, high energy place rather than a dangerous dive. The original Midgar was kind of cool because without trying too hard to be horrifying or hardcore it was a captivating fantasy metropolis that was also a realistically shitty place to live.
As for the expanded, and potentially diluted, plot, I'm kind of going back and forth on the point depending on where I'm at in the story progression, or what I see as a lack thereof. Sometimes it feels like they're really going the extra mile, like all the added exposition concerning the Avalanche gang, other times it feels like they're just adding extra fat that blunts the story's urgency and momentum, like everything when you're headed to the sector 7 pillar, and then after going to Shinra Tower. Nothing is ever directly point A to point B, even when that's not only appropriate but completely called for, there's always multiple extra stops and diversions. I'm reserving judgement until the end of the game since I've been vacillating throughout depending on the segment, but considering I've enjoyed the added details of the recreated portions individually, overall is where I think all the extra plot may water things down, it has a good chance to win me over and even wow me at Shinra Tower, assuming they don't go totally off the rails...
Now all that sounds very critical, but I'm not saying it harshly and am overall enjoying the game, but in future installments I feel like it might definitely benefit from simplifying things and paring down some of the extra material, because this was already a huge, overwrought story to begin with. That, and how they handle continuity from one part to another, aka does any of the extra shit I'm doing matter in the next game, will determine how worthwhile I determine this project to be.