TEST de Final Fantasy VII Remake : Ceux qui l'aiment prendront le train

Final Fantasy VII. Dans le monde du jeu vidéo, ces trois termes mis bout à bout auraient presque des airs de légende, une sorte d'Eldorado vidéoludique, symbole d'un big bang sans précédent dans l'histoire. En l'espace d'un titre, Squaresoft est parvenu à convertir une bonne partie du monde occidental au genre si typique et codifié du J-RPG. Final Fantasy VII, c'est pour beaucoup de petits européens fâchés avec l'anglais l'occasion de découvrir pour la première fois une série déjà culte du jeu vidéo, à travers une aventure devenue depuis un classique d'entre les classiques. Mais plus que n'importe quel autre média, le jeu vidéo aime se regarder le nombril, et cultiver sa propre légende. Près d'un quart de siècle après l'incontournable original, Final Fantasy VII Remake est-il seulement à la hauteur du chef d'oeuvre dont il s'inspire ?



Midgar, Cloud, Aerith, le Secteur 5... Même sans insérer la lourde galette dans votre console, l'univers de Final Fantasy VII semble déjà si familier, et confère cette drôle de sensation alors que l'écran titre s'affiche : celle de retrouver de vieux amis qui n'auraient pas donné de nouvelles, mais dont le souvenir serait resté intact. Sauf qu'à l'inverse de notre univers, le temps qui passe bonifie la technique dans celui du jeu vidéo, et c'est ainsi un monde transformé, magnifié et pourtant si reconnaissable qui s'offre à nous. Impossible de faire la fine bouche devant l'incroyable ravalement de façade qui se dévoile dès les premières secondes de Final Fantasy VII Remake. L'Unreal Engine 4 fait des merveilles dans les mains de Square Enix, et ne nous fera pas regretter le Luminous Engine maison. S'il ne faudra pas trop s'attarder sur les coulisses, la plastique du jeu lui confère une nouvelle identité, en même temps qu'un supplément de classe, qui transforme la perception que nous pensions avoir de cette ville à complètement redécouvrir, plus dense et complexe que jamais.

En rupture nette avec les angles de caméra fixes de la version de 1997, Final Fantasy VII Remake pousse le joueur à lever la tête, à observer tout autour de lui la triste réalité d'une mégalopole industrielle et son lot de dérives, écrasante et menaçante. La technique est surtout là pour servir une forme de narration environnementale qui offrira de nouvelles clés de lecture à ceux qui s'arrêteront en chemin pour mieux observer leur environnement, et ravira simplement avec justesse les pupilles des autres.


Midgargantuesque

It is not for lack of having shouted it over the rooftops: with this Remake, we would be able to explore the depths of Midgar with a new eye, and thus take stock of the daily lives of its idle inhabitants. The adventure holds all its promises on this point, since Cloud will be as of its escape from the reactor n ° 1 confronted with the poverty which touches this part of the population, but also with the direct consequences of its acts. If nothing is more truly binary, the attack all the same had repercussions as negative as immediate on the inhabitants of the adjoining suburbs, and it is among the plaintive victims that we will have to fight our way to find the quietness of the Seventh Heaven. The surroundings of Avalanche HQ will offer a dive into this gloomy daily life, where the streets are strewn with rubbish, and where animals roam aimlessly, like some of their masters. The vagrant children of Sector 6, the isolated lust of a Wall Market with Japanese inspirations assumed: all the districts of this monstrous city have a marked, fair identity, which gives the impression that the enrichment of this funny universe has been the focus of attention.


With great accuracy, Square Enix has taken advantage of the technological divide that separates Final Fantasy VII from this Remake, by offering a disproportionate panorama of this megalopolis as two-headed as unequal. Borrowing from Gunnm the superiority of its upper town, Nomura has managed to give a permanent account of the permanence of a form of social domination: it suffices to raise your head to realize the overwhelming presence of the upper districts, and how their mere presence durably obscures the poorest of its citizens. The city is still present, overwhelming, and the infiltration of Sector 5 which overlooks the slums offers an aerial vision of the madness plagued by the architects of Shinra.


This theater and the different neighborhoods to be followed, however, serve as the backdrop for many new sequences which strive to accurately portray the reality of the adventure, namely funny reunions between two childhood friends, separated for years after very tragic events. Rather than seeing Cloud rush headlong to recover his pay after lighting his first firecracker, the game takes the time to set its decor, its challenges, and skillfully fills the holes of the original, by reorganizing its priorities. The mercenary thus takes the time to exchange with the one he left during his adolescence, not without physically and semantically maintaining a certain restraint. Fans will appreciate it, except when situations of free fan service multiply to excess. As it progresses in Sectors 5 to 7, Cloud will thus discover the misery and resourcefulness of its second-class citizens, and gain a small reputation as a mercenary through more or less exciting side quests (rather less), thus making the urgency of the situation more credible.


I Am A Materia Girl

But if this introduction shows relevance and really contributes to enriching the experience, Final Fantasy VII Remake sometimes spreads its proposal as some spread their culture, and all the chapters offering new adventures are not equal in terms of narration. The infiltration of reactor n ° 5 or the double crossing of n ° 6 are two glaring examples among many others: despite the indisputable richness of the decorations, our heroes evolve in stupid corridors, which prevent finding the moments of freedom of 1997. Like Final Fantasy XIII, the exploration is then limited to a few short branches, looking for a chest or a material that was lying in a corner, and the feeling of constantly being put back on the right path prevails. Too bad for the RPG dimension.


These sequences drag all the more since they see the same dialogs and strings repeating themselves over and over again. The small team seems to have so much need to be motivated and to remember "that it is necessary to go there" that one ends up wondering if an early Alzheimer did not collectively fell on our heroes. Power cuts end up raising a wary eyebrow past the fifteenth, and we can only be surprised not to see a certain Georges Rémi in the credits, given the incredible number of fainting and falling containers used , thousand portholes. All the characters have in spite of certain failures been the object of a real work of writing, of a rich and coherent background. But to enjoy a splendid conversation on the roofs in the company of Aerith, who lets guess through a memorable duel of distributed love tension that does not say his name, it will also be necessary to type beforehand the heavy phases of comic relief, thanks in particular to the character of Wedge. Three jokes on his back protruding in the space of five minutes, it will go like that, thank you.

Go show yourself the hooded!
But how to surprise and really create issues for the old people of the old, those who know the lore of Final Fantasy VII on the fingertips? Square Enix responds to it in a very beautiful way, by creating new challenges, by reworking others, and rightly filling gaping holes in the intrigue which did not bother many people in 1997. The chronology of this drama in three CDs has thus been intelligently redesigned, teasing with brevity tragic future events, the Nibelheim flashback not having time to be mentioned in this first episode which still does not say its name. Doctors of Compilation will be delighted to see the Wutai War having such an impact, the others will wonder when the game will deign to provide them with a little more explanation. These freedoms offer a bit of breadth to the narrative, but are materialized by a host of satisfactory details, such as the invocations proposed well in advance of the original version, and which make it possible to unleash Hell, even within walls. New mystical antagonists come to sow trouble for much of the adventure, and almost reach the unthinkable: make us forget that we already know on the fingertips the purpose of these events. More subtle, some changes ostensibly amuse themselves with the expectations of old gamers, twisting certain parts of the plot, even if the game always ends up quickly regaining respect for the original work. And when certain aftershocks remain unchanged word for word, we know how heavy they are with meaning ...

The game nevertheless remains faithful to a more current point than ever, by continuing and enriching its criticism of corporatism, the exploitation of limited resources for the privilege of a few oligarchs, or the powerlessness of politics in the face of industrialists who have become monopolistic. But Final Fantasy VII Remake also draws in hollow a criticism of the current Japanese society, shooting an arrow here for the unshakable hierarchy, there another for those condemned to hide their true face to get out of it. Well, the criticism works especially in the original version, necessarily fairer than the English and French adaptations, but the latter do not fail, quite the contrary, and this is in view of industry standards already quite good. If it was necessary to nitpick, and we will not deprive ourselves of it, it would have been very nice to take advantage of subtitles calibrated on the text, and not the dubbing, as the latter sometimes takes some liberties with Japanese dialogues. But beyond a sincere and just celebration of an eternal classic, this reinterpretation is also the field of confrontation of two artistic periods not always very reconcilable: that of Squaresoft taking its first steps in the third dimension, experimenting with a still unprecedented technological background, and the era of fashionistas where Shibuya 109 dictates against all odds. You just have to go into the hipster stores of the Wall Market to realize it, or simply cross the road of the new hooters highlighted to be convinced: from Chadley to the treatment of Johnny via Roche the improbable biker, all seem to have come from another galaxy, and too often swear with tasteful decoration, except for Leslie. In this regard, the mayonnaise between the two schools is really hard to take, and gives the impression of attending a transplant performed despite common sense.

Urbex and orbi
Inherited from one of the most illustrious series of J-RPGs, Final Fantasy VII Remake remains nonetheless largely influenced by the great action / adventure games of recent years: do not hope to find freedom and opening of a Final Fantasy XV, inspiration is rather to be sought from the thirteenth episode and its pretty disguised tunnels. However, the intrigue spread out will offer you a few moments of wandering and freedom, especially in the heart of the most lively districts, which offer their share of challenges, mini-games and quests of all kinds. It's a shame that the opening only arrives late in the progression, and what forces us to complete everything before setting off to attack the interminable Shinra tower. The feeling of being constantly oriented remains despite everything, and you can feel Square Enix very anxious to never lose anyone on the way, evidenced by the countless replicas of a confusing evidence that sometimes spring from your acolytes. Yes Tifa, for the hundredth time, "here we go". Apart from the surroundings of your few home ports, you will have to go ahead, and generally be content to admire splendid scenery by climbing scales by the dozen, which leave too little room for real exploration. Admittedly, the magic of the places, their sublimated atmosphere and their plunge into the third dimension delights the fan, too happy to discover here and there a good number of appreciable winks, but the feeling of constantly advancing on a well marked path remains too present to offer the feeling of freely exploring this extraordinary urban universe.

So, to take advantage of the writing and modeling work of Midgar's shallows, there remain the side quests, those which had been proudly highlighted by the publisher, and which had made some laugh under cover . History will not necessarily prove them wrong, because if they allow to dig a little background and to scrape the varnish of Shinra, they take care to never really surprise. Or if so, but in a bad way, by organizing a parade of nomature freaks that sting the eyes and tickle the throat. Most of the time it will be necessary to revisit certain environments to rid them of new mobs that have taken up residence there, but also to go hunting for cats, or even worse: for children (cats do not speak, and you do so thanks to a dialogue cutesy). There are however good reasons to be interested in them: they first offer the best way to scrape a little extra experience, and to get your hands on a few more strategic enemies than the average, but sometimes give access to bonus sequences, which reward the perfectionist adventurer, and the fan in him.

When I say SOLDIER, you will raise your hand

Final Fantasy VII Remake goes to great lengths to keep you in the middle. It will indeed be difficult before arriving at the Wall Market to farm excessively, the enemies having little opportunity to reappear, and the game taking pleasure in locking the path behind you from time to time. It is thus necessary to manage with a relatively framed level to progress in the different dungeon phases. The trick is clever (cuckoo Lost Odyssey), and requires to exploit the whole range of action of your fine team. Borrowing from Final Fantasy XIII has been known for a long time, and forces you to think of each confrontation in two stages, since your enemies will need to be "interned" before they can inflict real damage on them. Cloud analysis capacity is therefore your best ally in the search for efficiency, and will also allow you to carry out a quest in the form of a red thread. If it is still possible to stuff the basic mobs, the boss fights take the form of half-marathons in several phases, and observation will be more than ever the key to success. The variety is ensured thanks to the face-to-face with the TURKs, more readable and choreographed, which contrast with the big mechs with multiple guns and fiery zone attacks.

Square Enix still had the good idea to offer a very practical option: that of coming back just before the confrontation, whatever it was, in order to change strategy. Without the good materiel previously equipped, some bosses will rough you up, and it is often easier to temporarily raise the white flag to set off again, prepared and efficient. Better to think about everything, because your playmates do not show a particular zeal at the front, and it will soon be necessary to learn to move from one character to another to optimize the damage. Indeed, the ATB gauge seems to climb at the speed of a Stana stairlift when you let Tifa & Co coast, while their grip gives the impression of climbing the steps four to four, in addition to be particularly enjoyable. The combat system is refined with the openings proposed as the progression progresses, and the mastery of the different skills ends up offering a wide variety of approaches, which the quasi-pause system allows to appreciate as closely as possible. . In the end, there is nothing more satisfying than spending several tens of seconds tweaking the timing and effectiveness of an action in three stages and then seeing it execute to perfection at real speed, or scraping the last life of a boss thanks to the final attack of Ifrit, which punctuates a Dantesque confrontation of sometimes more than ten minutes. Exhilarating. The publicity was also not misleading: each fighter has his own characteristics, but also a handling which pushes to examine each of them with a magnifying glass. Perfectionists will take advantage of the challenges of the Cornéo arena to deepen the gameplay, but also unlock new techniques of Transcendence (the old Limits), history of mischievously recovering the last drops of juice. Those who have not touched a controller since Final Fantasy VII will even be able to opt for the "Classic" mode, which automates the attack and thus leaves you with your hands on the triggering of spells and other skills, but it would still be good pity to cut depth

Dig up Heidegger's ax
The increase in power is also done through your weaponry, which allows you to boost certain statistics much faster than with traditional experience points. Each weapon can also level up, unlock new improvements, and comes with its own technique that you can keep once it is fully mastered. To see the gauge of life points increase or the physical and magical resistance take center stage, you will have to get used to take a turn in this new literally cosmic menu, and conscientiously choose the points to spend on it. Their evolution also makes it possible to unlock slots for additional materias, which are very practical to spice up your approaches. The combinations of skills specific to the different characters with the materias equipped on their weapon allow with trick to double offensive spells (practical when Fira & Co. quickly cost more than 10 MP) or to boost buffs, a nice depth that makes you want to invest a little more. At least for the beauty of the game. The adventure remains calibrated, never treacherous, but suggests that the Hard mode would have deserved to be offered from the start.

Once again, we would almost regret that the new weapons did not arrive until too late in number, as if Square Enix apologized at once for having so far wanted to control everything. We also wonder how all this arsenal, these materials pushed into their last entrenchments and these meticulously made combinations will find an echo in the episodes to come, or if the level of our protagonists will be able to continue to climb, by preserving the progression. Because the roleplay dimension predominates, even in this universe where the big mainstream show often imposes its vision, and it will quickly be necessary to reassure the players conscientiously on what they will be able to keep from this first episode which obviously keeps it a little underfoot. A big thirty hours in Midgar is very good, but the desire to see a little more, to go even further still remains.
On That Day, Twenty-Three Years Ago
But if there is a dimension perhaps even more cult than this work that we thought timeless, it is undoubtedly the incredible compositions of Nobuo Uematsu, which have become for most of them standards whose aura exceeds anything you can imagine. Fortunately, the melodies known to all benefited from a remarkable work of arrangement, intelligent and often subtle, each of them offering a variety of distinct versions to adapt to all situations. Keep the melody but transform it to serve the change of action or place: this is what makes Final Fantasy VII Remake a real joy for the ears, and this variety of approaches allows to endlessly intermingle the themes, to to nest, to send them back to each other, to better lose and surprise the fan who thought he would put his feet under the table. Until the end, music lovers will be delighted with the trip, despite some rare oddities nothing out of place. The characteristic paw of Hamauzu is recognized through the many layers of futuristic strings or synthesizers that dot many scenes, and at times recall the magnificent sound of Final Fantasy XIII.

The themes are so intertwined that it is sometimes difficult to find your way among this thousand-sheet of respectful quotes, which however still manages to find the right notes to evoke terrible events to come, or recall without saying the links sometimes complex that bind these ex-terrorists destined to save the world from disaster. Despite the redundancy of the leitmotifs, their orchestrations are so varied and often so inventive that they never tire, and the arrangers have allowed themselves some post-Midgar borrowings in the form of winks, just as we will be surprised to discover in this first episode some heads that we did not imagine meeting soon. Each theme multiplies the variations until it makes you dizzy, going from exploration to combat via narrative packaging, and the algorithm that manages this adaptive orchestra never misses the mark. The covers of Final Fantasy VII have multiplied so much over the past twenty years that it was just as difficult to get out of it with flying colors, but the result is impeccable, not necessarily perfect, but finds its place between respectful tribute and welcome freedoms .

Suffice to say that we are already waiting for the sequel just to discover the work done for the second CD of the OST, and that we wonder especially how many episodes we will have to wait before resonating the choirs of One-Winged Angel ... Now that the train is finally on, we shouldn't be left in the dark for too long before announcing the next departure, should we?

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