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Monthly Archives: December 2023

Putting the “J” in the RPG, Part 3: Playing Final Fantasy VII (or, Old Man Yells at Cloud)

Fair warning: this article includes plot spoilers of Final Fantasy VII.

Historians and critics like me usually have to play the know-it-all in order to be effective at our jobs. My work flow begins with me going out and learning everything I can about a topic in the time I have available. Then I decide what I think about it all, find a way to structure my article, and share it with you as if I’ve been carrying all this information around with me all my life. Often I get things wrong, occasionally horribly wrong. But I can always count on you astonishingly knowledgeable folks to set me straight in the end, and in the meantime being direct is preferable in my book to equivocating all over the place. For, with the arguable exception of a wide-eyed undergraduate here or there enrolled in her first class in postmodern studies, absolutely no one wants to read a writer prattling on about the impossibility of achieving Complete Truth or the Inherent Subjectivity of criticism. Of course complete truth is an unattainable ideal and all criticism is subjective! I assume that you all know these things already, so that we can jump past the hand-wringing qualifiers and get right to the good stuff.

Still, I don’t believe that all criticism is of equal value, for all that it may in the end all be “just, like, your opinion man!” The most worthwhile criticism comes from a place of sympathy with the goals and expectations that surround a work and is grounded in an understanding of the culture that produced it. It behooves no one to review a blockbuster action movie as if it was an artsy character study, any more than it makes sense to hold, say, Michael Crichton up to the standards of fine literature. Everything has its place in the media ecosystem, and it’s the critic’s duty to either understand that place or to get out of the way for those that do.

Which goes a long way toward explaining why I start getting nervous when I think about rendering a verdict on Final Fantasy VII. I am, at best, a casual tourist in the milieu that spawned it; I didn’t grow up with Japanese RPGs, didn’t even grow up with videogame consoles after I traded my Atari VCS in for a Commodore 64 at age eleven. Sitting with a game controller in my hand rather than a keyboard and mouse or joystick is still a fairly unfamiliar experience for me, almost 40 years after it became the norm for Generation Nintendo. My experience with non-gaming Japanese culture as well is embarrassingly thin. I’ve never been to Japan, although I did once glimpse it from the Russian island of Sakhalin. Otherwise, my encounters with it are limited to the Star Blazers episodes I used to watch as a grade-school kid on Saturday mornings, the World War II history books I read as an adolescent war monger, that one time in my twenties when I was convinced to watch Ghost in the Shell (I’m afraid it didn’t have much impact on me), a more recent sneaking appreciation for the uniquely unhinged quality of some Japanese music (which can make a walking-blues vamp sound like the apocalypse), and the Haruki Murakami novels sitting on the bookshelf behind me as I write these words, the same ones that I really, really need to get around to reading. In summation, I’m a complete ignoramus when it comes to console-based videogames and Japan alike.

So, the know-it-all approach is right out for this article; even I’m not daring enough to try to fake it until I make it in this situation. I hesitate to even go so far as to call what follows a review of Final Fantasy VII, given my manifest lack of qualifications to write a good one. Call it a set of impressions instead, an “old man yells at cloud” for the JRPG world where the joke is quite probably on the old man.

In a weird sort of way, though, maybe that approach will work out okay, just this once. For, as we learned in the last article, Final Fantasy VII was the first heavily hyped JRPG to be released on computers as well as consoles in the West. When that happened, many computer gamers who were almost as ignorant then as I am now played it. As I share my own experiences below, I can be their voice in this collision between two radically different cultures of gaming. The fallout from these early meetings would make games as a whole better in the long run, regardless of the hardware on which they ran or the country where they were made. It’s this gratifying ultimate outcome that prompted me to write this trilogy of articles in the first place. Perhaps it even makes my personal impressions relevant in this last entry of said trilogy, despite my blundering cluelessness.

Nevertheless, given the intense feelings that JRPGs in general and this JRPG in particular arouse in their most devoted fans, I’m sure some small portion of you will hate me for writing what follows. I ask only that you read to the end before you pounce, and remember that’s it’s just my opinion, man, and a critic’s aesthetic judgments do not reflect his moral character.


The trains in Final Fantasy VII look like steam locomotives. This doesn’t make much sense, given what we know of the technology in use in the city of Midgar, but it’s kind of cool.

I had heard a lot about Final Fantasy VII before I played it, most of it extremely positive, to put it lightly. In fact, I had seen it nominated again and again for the title of Best Game Ever. For all that I have no personal history with JRPGs, I do like to think of myself as a reasonably open-minded guy. I went into Final Fantasy VII wanting to be wowed, wanting to be introduced to an exciting new world of interactive narrative that stood apart from both the set-piece puzzle-solving of Western adventure games and the wide-open emergent diffusion of Western RPGs. But unfortunately, my first couple of hours with Final Fantasy VII were more baffling than bracing. I felt a bit like the caveman at the beginning of 2001: A Space Odyssey, trying to figure out what I was supposed to be doing with this new bone I had just picked up.

After watching a promisingly understated opening-credits sequence, accompanied by some rather lovely music, I started the game proper. I was greeted with a surreal introductory movie, in which a starry sky morphed into scenes from a gritty, neon-soaked metropolis of trains and heavy industry, with an enigmatic young girl selling flowers amidst it all. Then several people were leaping off the top of a train, and I realized that I was now controlling one of them. “C’mon, newcomer!” shouted one of the others. “Follow me.” I did my best to oblige him, fumbling through my first combat — against some soldierly types who were chasing us for some reason — along the way.

The opening credits are the last part of Final Fantasy VII that can be described as understated. From that point on, even the swords are outsized.

Who the hell was I? What was I supposed to be doing? Naïve child of 1980s computer gaming that I was, I thought maybe all of this was explained in the manual. But when I looked there, all I found were some terse, unhelpful descriptions of the main characters, not a word about the plot or the world I had just been dropped into. I was confused by everything I saw: by the pea soup of bad translation that made the strictly literal meanings of the sentences the other characters said to me impossible for me to divine at times; by the graphics that sometimes made it hard to separate depth from height, much less figure out where the climbable ladders and exit points on the borders of the maps lay; by the way my character lazily sauntered along — “Let’s mosey!”, to quote one of the game’s famously weird translations — while everyone else dashed about with appropriate urgency; by the enemies who kept jumping me every minute or two while I beat my head against the sides of the maps looking for the exits, enemies whom I could dispatch by simply mashing “attack” over and over again; by the fact that I seemed to be a member of a terrorist cell set on blowing up essential civic infrastructure, presumably killing an awful lot of innocent people in the process; by the way the leader of my terrorist group, a black man named Barret, spoke and acted like Mr. T on old A-Team reruns, without a hint of apparent irony.

What can I say? I bounced. Hard. After I made it to the first boss enemy and died several times because, as I would later learn from the Internet, the shoddy English translation was telling me to do the exact opposite of what I needed to do to be successful against it, I threw the game against the metaphorical wall. What did anyone see in this hot mess, I asked my wife — albeit in considerably more colorful language than that. She just laughed  — something that, to be fair, she spends a lot of time doing when I play these crazy old games on the television.

The first hill on which I died. Final Fantasy VII‘s original English translation is not just awful to read but actively wrong in places. When you meet the first boss monster, you’re told to “attack while it’s [sic] tail’s up!” The Japanese version tells you not to attack when its tail’s up. Guess which one is right…


I sulked for several weeks, deeply disappointed that this game that I had wanted to be awesome had turned out to be… less than awesome. But the fact remained that it was an important work, in the history of my usual beat of computer gaming almost as much as that of console gaming. Duty demanded that I go back in at some point.

When that point came, I steeled myself to fight harder for my pleasure. After all, there had to be some reason people loved this game so, right? I read a bit of background on the Internet, enough to understand that it takes place on an unnamed world whose economy is dominated by an all-powerful mega-corporation called the Shinra Electric Power Company, which provides energy and earns enormous profits by siphoning off the planet’s Mako, a sort of spiritual essence. I learned that AVALANCHE, the terrorist cell I was a part of, was trying to break Shinra’s stranglehold, because its activities were, as Barret repeats ad nauseum, “Killin’ the planet.” And I learned that the main character — the closest thing to “me” in the game — was a cynical mercenary named Cloud Strife, a former member of a group called SOLDIER that did Shinra’s dirty work. But Cloud has now switched sides, joining AVALANCHE strictly for the paycheck, as he makes abundantly clear to anyone who asks him about it and most of those who don’t. The action kicks off in the planet’s biggest city of Midgar, with AVALANCHE attempting to blow up the Shinra reactors there one by one.

With that modicum of background information, everything began to make a little more sense to me. I also picked up some vital practical tips on the Internet. For example, I discovered that I could push a button on the controller to clearly mark all ladders and exits from a map, and that I could hold down another button to make Cloud run like everybody else; having to do so basically all the time was a trifle annoying, but better than the alternative of moseying everywhere. I learned as well that I could turn off the incessant random encounters using a fan-made application called 7th Heaven, but I resisted the temptation to do so; I was still trying to be strong at this point, still trying to experience the game as a player would have in the late 1990s.

Things went better for a while. By doing the opposite of what the bad translation was telling me to do, I got past the first boss monster that had been killing me. (Although I didn’t know it at the time, this would prove to be the the only fight that ever really challenged me until I got to the very end of the game). Then I returned with the others to our terrorist hideout, and agreed to help AVALANCHE blow up the next reactor. (All in a day’s work for a mercenary, I suppose.) While the actual writing remained more or less excruciating most of the time, I started to recognize that there was some real sophistication to the narrative’s construction, that my frustration at the in medias res beginning had been more down to my impatience than any shortcoming on the game’s part. I realized I had to trust the game, to let it reveal its story in its way. Likewise, I had to recognize that its environmentalist theme, a trifle heavy-handed though it was, rang downright prescient in light of the sorry state of our own planet a quarter-century after Final Fantasy VII was made.

Which isn’t to say that it was all smooth sailing. After blowing up the second Mako reactor, Cloud was left dangling from a stray girder, hundreds of feet above the vaguely Blade Runner-like city of Midgar. After some speechifying, he tumbled to his presumed doom — only to wake up inside a cathedral, staring into the eyes of the flower girl from the opening movie. “The roof and the flower bed must have broken your fall,” she said. While my wife was all but rolling on the floor laughing at the sheer ridiculousness of this idea, I bravely SOLDIERed onward, learning that the little girl’s name was Aerith and that she was being stalked by Shinra thugs due to some special powers they believed her to possess. “Take me home,” she begged Cloud.

“Okay, I’ll do it,” he grunted in reply. “But it’ll cost you.” (Stay classy, Cloud… stay classy.)

And now I got another shock. “Well, then, let’s see…” Aerith said. “How about if I go out with you once?” Just like that, all of my paradigms had to shift. Little Aerith, it seemed, wasn’t so little after all. Nonetheless, playing Cloud in this situation left me feeling vaguely unclean, like a creepy old guy crashing his tweenage daughter’s slumber party.

Judging from his facepalm, Cloud may have been as shocked by Aerith’s offer of affection for protection as I was.

Ignoramus though I was, I did know that Japanese society is not generally celebrated for its progressive gender politics. (I do think this is the biggest reason that anime and manga have never held much attraction for me: the tendency of the tiny sliver of it which I’ve encountered to simultaneously infantalize and sexualize girls and women turns me right off.) Now, I realized that I — or rather Cloud — was being thrown into a dreaded love triangle, its third point being Cloud’s childhood friend and fellow eco-terrorist Tifa. Going forward, Aerith and Tifa would spend their character beats snipping at one another when not making moon-eyes at Cloud. Must be something about that giant sword he carries around, tucked only God knows where inside his clothing…

I was able to identify Tifa as an adult — or at least an adolescent — from the start, thanks to her giant breasts, which she seems to be trying to thrust right out of the screen at you when you win a fight, using them as her equivalent of Cloud’s victoriously twirling sword. (This was another thing my wife found absolutely hilarious…) The personalities of the women in this game demonstrate as well as anything its complete bifurcation between gameplay and story. When you control Aerith or Tifa in combat, they’re as capable as any of the men, but when they’re playing their roles in the story, they suddenly become fragile flowers utterly dependent on the kindness of Cloud.

Anyway, soon we got to Wall Market. Oh, my. This area is unusual in that it plays more like a puzzle-based adventure game than anything else, featuring no combat at all — what a blessed relief that was! — until the climax. Less positively, the specific adventure game it plays like is Leisure Suit Larry at its most retrograde. Tifa gets abducted and forced to join the harem of a Mafia kingpin-type named Don Corneo, and it’s up to Cloud and Aerith to rescue her. Aerith decides that the only way to get Cloud inside Corneo’s mansion and effect the rescue is to dress him up like… gasp… a girl! This suggestion Cloud greets with appropriate horror, understanding as he does that the merest contact with an article of female clothing not hanging on a female body carries with it the risk of an instant and incurable case of Homosexuality. But he finally comes around with all the good grace of a primary cast member of Bosom Buddies. Many shenanigans ensue, involving a whorehouse, a gay bathhouse, erectile dysfunction, a “love hotel,” cross-dressing bodybuilders, and a pair of panties, all loudly Othered for the benefit of the insecure straight male gaze. What the hell, I wondered for the umpteenth time, had I gotten myself into here?

You can’t make this stuff up…

But I didn’t let any of it stop me; I pushed right on through like the SOLDIER Cloud was. No, readers, what broke me wasn’t Don Corneo chasing Cloud-in-a-dress around his  bedroom, but rather the goddamn train graveyard. Let me repeat that with emphasis… the goddamn train graveyard.

In a way, this area illustrates one of Final Fantasy VII‘s more admirable attributes, its determination to give you a variety of different stuff to do. It’s a combination of a maze and a sort of Sokoban puzzle, as you must climb in and over broken-down train carriages and engines in an abandoned depot, even sometimes putting on your engineer’s cap and driving a locomotive out of the way. This is fine in and of itself. What I found less fine was, as usual, the random combat. I would be working out my route in my pokey middle-aged way, coming up with a plan… and then the screen would go all whooshy and the battle music would start, and I’d have to spend the next 30 seconds mashing the attack button before I could get back to the navigational puzzle, by which time I’d completely lost track of what I had intended to do there. Rinse and repeat. Words cannot express how much I had learned to loath that battle music already, but this took the torture to a whole new level, as combat seemed to come at twice, thrice, five times the rate of before. I just couldn’t take it anymore. I quit. Not willfully… I just stopped playing one evening and didn’t start again the next. Or the next. Or the one after that. You know how it goes.

The second hill on which I died.

So, real life went on. But as it did so, my conscience kept pricking me. This game is important, it said. People love this game. Can you not find some way to make friends with it?

I decided to give it one last shot. This time, however, I would approach it differently. Final Fantasy VII has a passionate, active fan community — have I told you that people love this game? — who have done some rather extraordinary things with it over the years. I already mentioned one of these things in passing: 7th Heaven, an application that makes it effortless to install dozens of different “mod” packages, which can alter the game in ways both trivial and major, allowing you to play Final Fantasy VII exactly the way that you wish.

Now, I normally consider such things off-limits; my aim on this site is to give you the historical perspective, which means playing and reviewing games as their original audience would have known them. Still, I decided that, if it could help me to see the qualities other people saw in Final Fantasy VII that I all too plainly was not currently seeing, it might be okay, just this one time. I installed 7th Heaven and started to tweak away. First and foremost, I turned off the random encounters. Then I set it up so Cloud would run rather than mosey by default. Carried away by my newfound spirit of why the heck not, I even replaced the Windows version’s tinny MIDI soundtrack with the PlayStation version’s lusher music.

And then, having come this far, I really took the plunge. A group of fans who call themselves “Tsunamods” have re-translated all of the text in the game from the original Japanese script. As if that wasn’t enough, they’ve also found a way to add voice acting, covering every single line of dialog in the game. I went for it.

I was amazed at the difference it made — so amazed that I felt motivated to start the game all over from the beginning. The Tsunamods voice acting is way, way better than it has any right to be — far better than the average professional CD-ROM production of the 1990s. Being able to listen to the dialog flowing by naturally instead of tapping through text box after text box was a wonderful improvement in itself. But I was even more stunned by the transformation wrought by the fresh translation. Suddenly the writing was genuinely good in places, and never less than serviceable, displaying all sorts of heretofore unsuspected layers of nuance and irony. Instead of fawning all over Cloud like every teenage boy’s sexual fantasy, Aerith and Tifa took a more bantering, patronizing attitude. The Wall Market sequence especially displayed a new personality, with Aerith now joshing and gently mocking Cloud for his hetero horror at the prospect of donning a dress. Even Barret evinced signs of an inner life, became something more than an inadvertent caricature of Mr. T. when he expressed his love for the little orphan girl to whom he’d become surrogate father. And I could enjoy all of this without having to fight a pointless random battle every three minutes; only the meaningful, plot-dictated fights remained. I was, to coin a phrase, in seventh heaven. I had abandoned all of my principles about fidelity to history, and it felt good.

At the same time, though, I wasn’t really sure whose game I was playing anymore. In his YouTube deconstruction of Final Fantasy VII‘s original English translation, Tim Rogers states that “I believe that no such thing exists as a ‘perfect’ translation of a work of literature from one language to another. All translation requires compromise.” I agree wholeheartedly.

For the act of translation — any act of translation — is a creative act in itself. Even those translations which strive to be as literal as possible — which in my opinion are often the least satisfying of them all — are the product of a multitude of aesthetic choices and of the translator’s own understanding of the source text. In short, a work in translation is always a different work from its source material. This is why Shakespeare buffs like me get so upset when people talk about “modernizing” the plays and poetry by translating them into 21st-century English. If you change the words, you change the works. Whether you think it’s better or worse, what you end up with is no longer Shakespeare. The same is true of the Bible; the King James Bible in English is a different literary work from the Hebrew Old Testament or the Greek New Testament. (This is what makes the very idea of Biblical Fundamentalism — of the Bible as the incontrovertible Word of God — so silly on its face…)

Needless to say, all of this holds equally true for Final Fantasy VII. When that game was first translated into English, it became a different work from the Japanese original. And when it was translated again by Tsunamods, it became yet another work, one reflecting not only these latest translators’ own personal understandings and aesthetics but also the changed cultural values of its time, more than twenty years after the first translation was done.

Of course, we can attempt to simply enjoy the latest translation for what it is, as I was intermittently able to do when I could shut my historian’s conscience off. Yet that same conscience taunts me even now with questions that I may never be able to answer, given that I don’t expect to find the time and energy in my remaining decades to become fluent in Japanese. Lacking that fluency, all I am left with are suppositions. I strongly suspect that the first English translation of Final Fantasy VII yielded a work that was cruder and more simplistic than its Japanese source material. Yet I also suspect that the latest English translation has softened many of the same source material’s rough edges, sanding away some racism, misogyny, and homophobia to suit the expectations of a 21st-century culture that has thankfully made a modicum of progress in these areas. What I would like to know but don’t is exactly where all of the borders lie in this territory. (Although Tim Rogers’s video essays are worthy in their way, I find them rather frustrating in that they never quite seem to answer the questions I have, whilst spending a lot of time on details of grammar and the like that strike me as fairly trivial in the larger scheme of things.)

What I do know, however, is that the Tsunamods re-translation and voice acting, combined with the other tweaks, finally allowed me to unabashedly enjoy Final Fantasy VII. I was worried in the beginning that forgoing random encounters might leave my characters hopelessly under-leveled, but the combat as a whole is so unchallenging that I found having a bit less experience to actually improve the game, by forcing me to employ at least a modicum of real strategy in some of the boss fights. I had a grand old time with my modified version of the game for the first seven or eight hours especially, when my party was still running around Midgar on the terrorist beat. Being no longer forced to gawk at the writing like a slow-motion train wreck, I could better appreciate the storytelling sophistication on display: the willingness of the plot to zig where conventional genre-narrative logic said it ought to zag, the refusal to shy away from the fact that AVALANCHE was, whatever the inherent justice of its cause, a gang of reckless terrorists who could and eventually did get lots and lots of innocent people killed.

After I carried the fight directly to the Shinra headquarters, I was introduced to the real villain of the story, a fellow named Sephiroth who used to be Cloud’s commanding officer in SOLDIER but had since transcended his humanity entirely through a complicated set of circumstances, and was now attempting to become a literal god at the expense of the planet and everyone else on it. Leaving Midgar and its comparatively parochial concerns behind, Cloud and his companions set off on Sephiroth’s trail, a merry chase across continents and oceans.

Wandering the world map.

This chase after Sephiroth fills the largest chunk of the game by far. Occasionally, dramatic revelations continued to leave me admiring its storytelling ambition. While the tragic death of Aerith at the hands of Sephiroth had perhaps been too thoroughly spoiled for me to have the impact it might otherwise have had, the gradual discovery that Cloud was not at all what he seemed to be — that he was in fact a profoundly unreliable narrator, a novelistic storytelling device seldom attempted in games — was shocking and at times even moving. Whenever the main plot kicked into gear for these or other reasons, I sat up and paid attention.

But a goodly portion of this last 80 percent of the game is spent meandering through lots and lots of disparate settings, from “rocket cities” to beach-side resort towns to a sprawling amusement park of all places, that have only a tangential relation to the real story and that I don’t tend to find as intrinsically interesting as Midgar. I often got restless and a bit bored in these places, with that all too familiar, creeping feeling that my time was being wasted. I’ve played and enjoyed plenty of Western RPGs whose watchword is “Go Forth and Explore,” but that approach didn’t work so well for me here. I found the game’s mechanics too simplistic to stand up on their own without the crutch of a compelling story, while the graphics, much-admired though they were by PlayStation gamers back in the day, were too hazy and samey in that early 3D sort of way to make the different areas stand out from one another in terms of atmosphere. Even the apparent non-linearity of the huge world map proved to be less than it seemed; there is actually only one really viable path through it, although there is a fair amount of optional content and Easter eggs for the truly dedicated to find. Being less dedicated, I soon began to wish for a way to further bastardize my version of the game, by turning off the plot-irrelevant bits in the same way I’d turned off the random encounters. Like a lot of RPGs of the Western stripe as well, Final Fantasy VII strikes me as far, far longer than it needs to be, an enjoyable 25-hour experience blown up to 50 hours or more, even without all those random encounters. I was more than ready for it to be over when I got to the end. The last fight was a doozie, what with my under-leveled characters, but it was nice to be pushed to the limit for once. And then it was all over.

What, then, do I think about Final Fantasy VII when all is said and done? For me, it’s a game that contains multitudes, one that resists blithe summation. Some of it is sublime, some of it is ridiculous. Sometimes it’s riveting, sometimes it’s exhausting. It certainly doesn’t achieve everything it aims for. But then again, how could it? It shoots for the moon, the sun, and the stars all at once when it comes to its story. It wants to move you so very badly that it’s perhaps inevitable that some of it just comes off as overwrought. Still, I’ll take its heartfelt earnestness over bro-dudes chortling about gibs and frags any day of the week, and all day on Sunday. “Can a computer make you cry?” asked another pioneering company almost a decade and a half before Final Fantasy VII was released. Square, it seems, was determined to provide a definitive affirmative answer to that question. And I must admit that the final scene, of ugly old Midgar now overrun with the beautiful fruits of the earth, did indeed leave a drop or two of moisture in the eyes of this nature lover, going a long way toward redeeming some of my earlier complaints. Whatever quibbles I may have with this game, its ultimate message that we humans can and must learn to live in harmony with nature rather than at odds with it is one I agree with, heart, mind, and soul.

My biggest problem with Final Fantasy VII — or rather with the version of it that I played to completion, which, as noted above, is not the same as the one Square created in Japanese — is that it tries to wed this story and message to a game, and said game isn’t always all that compelling. It’s not that there are no good ideas here; I do appreciate that Final Fantasy VII tries to give you a lot of different stuff to do, some of which, such as the action-based mini-games, I haven’t even mentioned here. (Suffice to say now that, while the mini-games won’t blow anyone away, they’re generally good enough for a few minutes’ change of pace.)

Still, and especially if you’re playing without mods, most of the gamey bits of this game involve combat, and the balance there is badly broken. Final Fantasy VII‘s equivalent of magic is a mystical substance called “materia,” which can be imbued with different spell-like capabilities and wielded by your characters. Intriguingly, the materia “levels up” with repeated usage, taking on new dimensions. But the balance of power is so absurdly tilted in favor of the player that you never really need to engage with these mechanics at all; there are credible reports of players making it all the way to the final showdown with Sephiroth without ever once even equipping any materia, just mashing that good old attack button. (To put this in terms that my fellow old-timers will understand: this is like playing all the way through, say, Pool of Radiance without ever casting a spell.) Now, you could say that this is such players’ loss and their failure, and perhaps you’d be partially correct. But the reality is that, if you give them the choice, most players will always take the path of least resistance, then complain about how bored they were afterward. It’s up to a game’s designer to force them to engage on a deeper level, thereby forcing them to have fun.

When I examine the history of this game’s development, I feel pretty convinced why it came to be the way it is. Throwing lots and lots of bodies at a project may allow you to churn out reams of cut scenes and dialog in a record time, but additional manpower cannot do much beyond a certain point to help with the delicate, tedious process of testing and balancing. What with a looming release date precluding more methodical balancing and the strong desire to make the game as accessible as possible so as to break the JRPG sub-genre for good and all in the West, a conscious decision was surely made to err on the side of easiness. In a way, I find it odd to be complaining about this here. I’m not generally a “hardcore” player at all; far more vintage games of the 1980s and 1990s are too hard than too easy for my taste. But this particular game’s balance is so absurdly out of whack that, well, here we are. I do detest mindless busywork, in games as in life, and if mashing that attack button over and over while waiting for a combat to end doesn’t qualify for that designation, I don’t know what does. If it couldn’t be balanced properly, I’d have preferred a version of Final Fantasy VII that played as a visual novel, without the RPG trappings at all. But commercial considerations dictated that that could never happen. So, again, here we are.[1]The game’s tireless fan base has gone to great lengths, here as in so many places, to mitigate its failings by upping the difficulty in various ways. I didn’t investigate much in this area, deciding I had already given the game the benefit of enough retro-fitting with the mods I did employ.

As it was, I found my modified version of Final Fantasy VII intermittently gripping, for all that I never quite fell completely in love with it. It’s inherently condescending for any critic to tell a game’s fans why they love it despite its flaws, and I don’t really want to do that here. That said, it does occur to me that a lot of Final Fantasy VII‘s status in gaming culture is what we might call situational. This game was a phenomenon back in 1997, the perfect game coming at the perfect time, sweeping away all reservations on a tide of novelty and excitement. It was a communal event as much as a videogame, a mind-blower for millions of people. If some of what it was and did wasn’t actually as novel as Generation PlayStation believed it to be — and to be fair, some of it was genuinely groundbreaking by any standard — that didn’t really matter then and doesn’t matter now. Final Fantasy VII brought high-concept videogame storytelling into the mainstream. It didn’t do so perfectly, but it did so well enough to create memories and expectations that would last a lifetime.

Even the romance was perfectly attuned to the times, or rather to the ages of many players when they first met this game. The weirdness of Wall Market aside, Cloud and Aerith and Tifa live in that bracket that goes under the name of “Young Adult” on bookstore shelves: that precious time which we used to call the period of “puppy love” and which most parents still wish lasted much longer, when romance is still a matter of “girls and guys” exchanging Valentines and passing notes in class (or perhaps messages on TikTok these days), when sex — or at least sex with other people — is still more of a theoretical future possibility than a lived reality. (Yes, the PlayStation itself was marketed to a slightly older demographic than this one, but, as I noted in my last article, that made it hugely successful with the younger set as well, who always want to be doing what their immediate elders are.) I suspect that I too would have liked this game a lot more if I’d come to it when the girls around me at my school and workplace were still exotic, semi-unknowable creatures, and my teenage heart beat with tender feelings and earthier passions that I’d hardly begun to understand.

In short, the nostalgia factor is unusually strong with this one. Small wonder that so many of its original players continue to cherish it so. If that causes them to overvalue its literary worth a bit, sometimes claiming a gravitas for it not entirely in keeping with what is essentially a work of young-adult fiction… well, such is human nature when it comes to the things we cherish. For its biggest fans, Final Fantasy VII has transcended the bits and bytes on the CDs that Square shipped back in 1997. It doesn’t exist as a single creative artifact so much as an abstract ideal, or perhaps an idealized abstraction. Like the Bible, it has become a palimpsest of memory and translation and interpretation, a story to be told again and again in different ways. To wit: in 2020, Square began publishing a crazily expansive re-imagining of Final Fantasy VII, to be released as a trilogy of games rather than a single one. The first entry in the trilogy — the only one available as of this writing — gets the gang only as far as their departure from Midgar. By all indications, this first part has been a solid commercial success, although not a patch on the phenomenon its inspiration was in a vastly different media ecosystem.

As for me, coming to this game so many years later, bereft of all those personal connections to it: I’m happy I played it, happy to have familiarized myself with one of the most important videogames in history, and happy to have found a way to more or less enjoy it, even if I did have to break my usual rules to do so. I wouldn’t call myself a JRPG lover by any means, but I am JRPG curious. I can see a lot of potential in the game I played, if it was tightened up in the right ways. I look forward to giving Final Fantasy VIII a try; although it’s widely regarded as one of the black sheep of the Final Fantasy family, it seems to me that some of the qualities widely cited as its failings, such as its more realistic, less anime-stylized art, might just strike my aesthetic sensibilities as strengths. And I understand that Square finally got its act together and sprang for proper, professional-quality English translations beginning with this installment, so there’s that.

Now, to do something about those Haruki Murakami novels on my shelf…


Where to Get It: The original version of Final Fantasy VII can still be purchased from Steam as a digital download. If you’re an impatient curmudgeon like me, you may also want to install the 7th Heaven mod manager to tweak the game to your liking. For the record, the mods I wound up using were “OST Music Remastered” (for better music), “Echo-S 7” (for the better translation and voice acting), and “Gameplay Tweaks — Qhimm Catalog” (strictly to make my characters “always run”; I left everything else here turned off). With 7th Heaven alone installed, you can toggle random encounters off and on by pressing CONTROL-B while playing. Note that you need to do this each time you start the game up again.



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Footnotes

Footnotes
1 The game’s tireless fan base has gone to great lengths, here as in so many places, to mitigate its failings by upping the difficulty in various ways. I didn’t investigate much in this area, deciding I had already given the game the benefit of enough retro-fitting with the mods I did employ.
 
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Posted by on December 22, 2023 in Digital Antiquaria, Interactive Fiction

 

Tags: ,

Putting the “J” in the RPG, Part 2: PlayStation for the Win

From the Seven Hills of Rome to the Seven Sages of China’s Bamboo Grove, from the Seven Wonders of the Ancient World to the Seven Heavens of Islam, from the Seven Final Sayings of Jesus to Snow White and the Seven Dwarfs, the number seven has always struck us as a special one. Hironobu Sakaguchi and his crew at Square, the people behind the Final Fantasy series, were no exception. In the mid-1990s, when the time came to think about what the seventh entry in the series ought to be, they instinctively felt that this one had to be bigger and better than any that had come before. It had to double down on all of the series’s traditional strengths and tropes to become the ultimate Final Fantasy. Sakaguchi and company would achieve these goals; the seventh Final Fantasy game has remained to this day the best-selling, most iconic of them all. But the road to that seventh heaven was not an entirely smooth one.

The mid-1990s were a transformative period, both for Square as a studio and for the industry of which it was a part. For the former, it was “a perfect storm, when Square still acted like a small company but had the resources of a big one,” as Matt Leone of Polygon writes.  Meanwhile the videogames industry at large was feeling the ground shift under its feet, as the technologies that went into making and playing console-based games were undergoing their most dramatic shift since the Atari VCS had first turned the idea of a machine for playing games on the family television into a popular reality. CD-ROM drives were already available for Sega’s consoles, with a storage capacity two orders of magnitude greater than that of the most capacious cartridges. And 3D graphics hardware was on the horizon as well, promising to replace pixel graphics with embodied, immersive experiences in sprawling virtual worlds. Final Fantasy VII charged headlong into these changes like a starving man at a feast, sending great greasy globs of excitement — and also controversy — flying everywhere.

The controversy came in the form of one of the most shocking platform switches in the history of videogames. To fully appreciate the impact of Square’s announcement on January 12, 1996, that Final Fantasy VII would run on the new Sony PlayStation rather than Nintendo’s next-generation console, we need to look a little closer at the state of the console landscape in the years immediately preceding it.


Through the first half of the 1990s, Nintendo was still the king of console gaming, but it was no longer the unchallenged supreme despot it had been during the 1980s. Nintendo had always been conservative in terms of hardware, placing its faith, like Apple Computer in an adjacent marketplace, in a holistic customer experience rather than raw performance statistics. As part and parcel of this approach, every game that Nintendo agreed to allow into its walled garden was tuned and polished to a fine sheen, having any jagged edges that might cause anyone any sort of offense whatsoever painstakingly sanded away. An upstart known as Sega had learned to live in the gaps this business philosophy opened up, deploying edgier games on more cutting-edge hardware. As early as December of 1991, Sega began offering its Japanese customers a CD-drive add-on for its current console, the Mega Drive (known as the Sega Genesis in North America, which received the CD add-on the following October). Although the three-year-old Mega Drive’s intrinsic limitations made this early experiment in multimedia gaming for the living room a somewhat underwhelming affair — there was only so much you could do with 61 colors at a resolution of 320 X 240 — it perfectly illustrated the differences in the two companies’ approaches. While Sega threw whatever it had to hand at the wall just to see what stuck, Nintendo held back like a Dana Carvey impression of George Herbert Walker Bush: “Wouldn’t be prudent at this juncture…”

Sony was all too well-acquainted with Nintendo’s innate caution. As the co-creator of the CD storage format, it had signed an agreement with Nintendo back in 1988 to make a CD drive for the upcoming Super Famicom console (which was to be known as the Super Nintendo Entertainment System in the West) as soon as the technology had matured enough for it to be cost-effective. By the time the Super Famicom was released in 1990, Sony was hard at work on the project. But on May 29, 1991, just three days before a joint Nintendo/Sony “Play Station” was to have been demonstrated to the world at the Summer Consumer Electronics Show in Chicago, Nintendo suddenly backed out of the deal, announcing that it would instead be working on CD-ROM technology with the Dutch electronics giant Philips — ironically, Sony’s partner in the creation of the original CD standard.

This prototype of the Sony “Play Station” surfaced in 2015.

Nintendo’s reason for pulling out seems to have come down to the terms of the planned business relationship. Nintendo, whose instinct for micro-management and tough deal-making was legendary, had uncharacteristically promised Sony a veritable free hand, allowing it to publish whatever CD-based software it wanted without asking Nintendo’s permission or paying it any royalty whatsoever. In fact, given that a contract to that effect had already been signed long before the Consumer Electronics Show, Sony was, legally speaking, still free to continue with the Play Station on its own, piggybacking on the success of Nintendo’s console. And initially it seemed inclined to do just that. “Sony will throw open its doors to software makers to produce software using music and movie assets,” it announced at the show, promising games based on its wide range of media properties, from the music catalog of Michael Jackson to the upcoming blockbuster movie Hook. Even worse from Nintendo’s perspective, “in order to promote the Super Disc format, Sony intends to broadly license it to the software industry.” Nintendo’s walled garden, in other words, looked about to be trampled by a horde of unwashed, unvetted, unmonetized intruders charging through the gate Sony was ready and willing to open to them. The prospect must have sent the control freaks inside Nintendo’s executive wing into conniptions.

It was a strange situation any way you looked at it. The Super Famicom might soon become the host of not one but two competing CD-ROM solutions, an authorized one from Philips and an unauthorized one from Sony, each using different file formats for a different library of games and other software. (Want to play Super Mario on CD? Buy the Philips drive! Want Michael Jackson? Buy the Play Station!)

In the end, though, neither of the two came to be. Philips decided it wasn’t worth distracting consumers from its own stand-alone CD-based “multimedia box” for the home, the CD-i.[1]Philips wasn’t, however, above exploiting the letter of its contract with Nintendo to make a Mario game and three substandard Legend of Zelda games available for the CD-i. Sony likewise began to wonder in the aftermath of its defiant trade-show announcement whether it was really in its long-term interest to become an unwanted squatter on Nintendo’s real estate.

Still, the episode had given some at Sony a serious case of videogame jealousy. It was clear by now that this new industry wasn’t a fad. Why shouldn’t Sony be a part of it, just as it was an integral part of the music, movie, and television industries? On June 24, 1992, the company held an unusually long and heated senior-management debate. After much back and forth, CEO Norio Ohga pronounced his conclusion: Sony would turn the Play Station into the PlayStation, a standalone CD-based videogame console of its own, both a weapon with which to bludgeon Nintendo for its breach of trust and — and ultimately more importantly — an entrée to the fastest-growing entertainment sector in the world.

The project was handed to one Ken Kutaragi, who had also been in charge of the aborted Super Famicom CD add-on. He knew precisely what he wanted Sony’s first games console to be: a fusion of CD-ROM with another cutting-edge technology, hardware-enabled 3D graphics. “From the mid-1980s, I dreamed of the day when 3D computer graphics could be enjoyed at home,” he says. “What kind of graphics could we create if we combined a real-time, 3D computer-graphics engine with CD-ROM? Surely this would develop into a new form of entertainment.”

It took him and his engineers a little over two years to complete the PlayStation, which in addition to a CD drive and a 3D-graphics system sported a 32-bit MIPS microprocessor running at 34 MHz, 3 MB of memory (of which 1 MB was dedicated to graphics alone), audiophile-quality sound hardware, and a slot for 128 K memory cards that could be used for saving game state between sessions, ensuring that long-form games like JRPGs would no longer need to rely on tedious manual-entry codes or balky, unreliable cartridge-mounted battery packs for the purpose.

 

In contrast to the consoles of Nintendo, which seemed almost self-consciously crafted to look like toys, and those of Sega, which had a boy-racer quality about them, the Sony PlayStation looked stylish and adult — but not too adult. (The stylishness came through despite the occasionally mooted comparisons to a toilet.)

The first Sony PlayStations went on sale in Tokyo’s famed Akihabara electronics district on December 3, 1994. Thousands camped out in line in front of the shops the night before. “It’s so utterly different from traditional game machines that I didn’t even think about the price,” said one starry-eyed young man to a reporter on the scene. Most of the shops were sold out before noon. Norio Ohga was mobbed by family and friends in the days that followed, all begging him to secure them a PlayStation for their children before Christmas. It was only when that happened, he would later say, that he fully realized what a game changer (pun intended) his company had on its hands. Just like that, the fight between Nintendo and Sega — the latter had a new 32-bit CD-based console of its own, the Saturn, while the former was taking it slowly and cautiously, as usual — became a three-way battle royal.

The PlayStation was an impressive piece of kit for the price, but it was, as always, the games themselves that really sold it. Ken Kutaragi had made the rounds of Japanese and foreign studios, and found to his gratification that many of them were tired of being under the heavy thumb of Nintendo. Sony’s garden was to be walled just like Nintendo’s — you had to pay it a fee to sell games for its console as well — but it made a point of treating those who made games for its system as valued partners rather than pestering supplicants: the financial terms were better, the hardware was better, the development tools were better, the technical support was better, the overall vibe was better. Nintendo had its own home-grown line of games for its consoles to which it always gave priority in every sense of the word, a conflict of interest from which Sony was blessedly free.[2]Sony did purchase the venerable British game developer and publisher Psygnosis well before its console’s launch to help prime the pump with some quality games, but it largely left it to manage its own affairs on the other side of the world. Game cartridges were complicated and expensive to produce, and the factories that made them for Nintendo’s consoles were all controlled by that company. Nintendo was notoriously slow to approve new production runs of any but its own games, leaving many studios convinced that their smashing success had been throttled down to a mere qualified one by a shortage of actual games in stores at the critical instant. CDs, on the other hand, were quick and cheap to churn out from any of dozens of pressing plants all over the world. Citing advantages like these, Kutaragi found it was possible to tempt even as longstanding a Nintendo partner as Namco — the creator of the hallowed arcade classics Galaxian and Pac-Man — into committing itself “100 percent to the PlayStation.” The first fruit of this defection was Ridge Racer, a port of a stand-up arcade game that became the new console’s breakout early hit.

Square was also among the software houses that Ken Kutaragi approached, but he made no initial inroads there. For all the annoyances of dealing with Nintendo, it still owned the biggest player base in the world, one that had treated Final Fantasy very well indeed, to the tune of more than 9 million games sold to date in Japan alone. This was not a partner that one abandoned lightly — especially not with the Nintendo 64, said partner’s own next-generation console, due at last in 1996. It promised to be every bit as audiovisually capable as the Sony PlayStation or Sega Saturn, even as it was based around a 64-bit processor in place of the 32-bit units of the competition.

Indeed, in many ways the relationship between Nintendo and Square seemed closer than ever in the wake of the PlayStation’s launch. When Yoshihiro Maruyama joined Square in September of 1995 to run its North American operations, he was told that “Square will always be with Nintendo. As long as you work for us, it’s basically the same as working for Nintendo.” Which in a sense he literally was, given that Nintendo by now owned a substantial chunk of Square’s stock. In November of 1995, Nintendo’s president Hiroshi Yamauchi cited the Final Fantasy series as one of his consoles’ unsurpassed crown jewels — eat your heart out, Sony! — at Shoshinkai, Nintendo’s annual press shindig and trade show. As its farewell to the Super Famicom, Square had agreed to make Super Mario RPG: Legend of the Seven Stars, dropping Nintendo’s Italian plumber into a style of game completely different from his usual fare. Released in March of 1996, it was a predictably huge hit in Japan, while also, encouragingly, leveraging the little guy’s Stateside popularity to become the most successful JRPG since Final Fantasy I in those harsh foreign climes.

But Super Mario RPG wound up marking the end of an era in more ways than Nintendo had imagined: it was not just Square’s last Super Famicom RPG but its last major RPG for a Nintendo console, full stop. For just as it was in its last stages of development, there came the earthshaking announcement of January 12, 1996, that Final Fantasy was switching platforms to the PlayStation. Et tu, Square? “I was kind of shocked,” Yoshihiro Maruyama admits. As was everyone else.

The Nintendo 64, which looked like a toy — and an anachronistic one at that — next to the PlayStation.

Square’s decision was prompted by what seemed to have become an almost reactionary intransigence on the part of Nintendo when it came to the subject of CD-ROM. After the two abortive attempts to bring CDs to the Super Famicom, everyone had assumed as a matter of course that they would be the storage medium of the Nintendo 64. It was thus nothing short of baffling when the first prototypes of the console were unveiled in November of 1995 with no CD drive built-in and not even any option on the horizon for adding one. Nintendo’s latest and greatest was instead to live or die with old-school cartridges which had a capacity of just 64 MB, one-tenth that of a CD.

Why did Nintendo make such a counterintuitive choice? The one compelling technical argument for sticking with cartridges was the loading time of CDs, a mechanical storage medium rather than a solid-state one. Nintendo’s ethos of user-friendly accessibility had always insisted that a game come up instantly when you turned the console on and play without interruption thereafter. Nintendo believed, with considerable justification, that this quality had been the not-so-secret weapon in its first-generation console’s victorious battle against floppy-disk-based 8-bit American microcomputers that otherwise boasted similar audiovisual and processing capabilities, such as the Commodore 64. The PlayStation CD drive, which could transfer 300 K per second into memory, was many, many times faster than the Commodore 64’s infamously slow disk drive, but it wasn’t instant. A cartridge, on the other hand, for all practical purposes was.

Fair enough, as far as it went. Yet there were other, darker insinuations swirling around the games industry which had their own ring of truth. Nintendo, it was said, was loath to give up its stranglehold on the means of production of cartridges and embrace commodity CD-stamping facilities. Most of all, many sensed, the decision to stay with cartridges was bound up with Nintendo’s congenital need to be different, and to assert its idiosyncratic hegemony by making everyone else dance to its tune while it was at it. The question now was whether it had taken this arrogance too far, was about to dance itself into irrelevance while the makers of third-party games moved on to other, equally viable alternative platforms.

Exhibit Number One of same was the PlayStation, which seemed tailor-made for the kind of big, epic game that every Final Fantasy to date had strained to be. It was far easier to churn out huge quantities of 3D graphics than it was hand-drawn pixel art, while the staggering storage capacity of CD-ROM gave Square someplace to keep it all — with, it should not be forgotten, the possibility of finding even more space by the simple expedient of shipping a game on multiple CDs, another affordance that cartridges did not allow. And then there were those handy little memory cards for saving state. Those benefits were surely worth trading a little bit of loading time for.

But there was something else about the PlayStation as well that made it an ideal match for Hironobu Sakaguchi’s vision of gaming. Especially after the console arrived in North America and Europe in September of 1995, it fomented a sweeping change in the way the gaming hobby was perceived. “The legacy of the original Playstation is that it took gaming from a pastime that was for young people or maybe slightly geeky people,” says longtime Sony executive Jim Ryan, “and it turned it into a highly credible form of mass entertainment, really comparable with the music business and the movie business.” Veteran game designer Cliff Bleszinski concurs: “The PlayStation shifted the console from having an almost toy-like quality into consumer electronics that are just as desired by twelve-year-olds as they are by 35-year-olds.”

Rather than duking it out with Nintendo and Sega for the eight-to-seventeen age demographic, Sony shifted its marketing attention to young adults, positioning PlayStation gaming as something to be done before or after a night out at the clubs — or while actually at the clubs, for that matter: Sony paid to install the console in trendy nightspots all over the world, so that their patrons could enjoy a round or two of WipEout between trips to the dance floor. In effect, Sony told the people who had grown up with Nintendo and Sega that it was okay to keep on gaming, as long as they did it on a PlayStation from now on. Sony’s marketers understood that, if they could conquer this demographic, that success would automatically spill down into the high-school set that had previously been Sega’s bread and butter, since kids of that age are always aspiring to do whatever the university set is up to. Their logic was impeccable; the Sony PlayStation would destroy the Sega Saturn in due course.

For decades now, the hipster stoner gamer, slumped on the couch with controller in one hand and a bong in the other, has been a pop-culture staple. Sony created that stereotype in the space of a year or two in the 1990s. Whatever else you can say about it, it plays better with the masses than the older one of a pencil-necked nerd sitting bolt upright on his neatly made bed. David James, star goalkeeper for the Premier League football team Liverpool F.C., admitted that he had gotten “carried away” playing PlayStation the night before by way of explaining the three goals that he conceded in a match against Newcastle. It was hard to imagine substituting “Nintendo” or “Saturn” for “PlayStation” in that statement. In May of 1998, Sony would be able to announce triumphantly that, according to its latest survey, the average age of a PlayStation gamer was a positively grizzled 22. It had hit the demographic it was aiming for spot-on, with a spillover that reached both younger and older folks. David Ranyard, a member of Generation PlayStation who has had a varied and successful career in games since the millennium:

At the time of its launch, I was a student, and I’d always been into videogames, from the early days of arcades. I would hang around playing Space Invaders and Galaxian, and until the PlayStation came out, that kind of thing made me a geek. But this console changed all that. Suddenly videogames were cool — not just acceptable, but actually club-culture cool. With a soundtrack from the coolest techno and dance DJs, videogames became a part of [that] subculture. And it led to more mainstream acceptance of consoles in general.

The new PlayStation gamer stereotype dovetailed beautifully with the moody, angsty heroes that had been featuring prominently in Final Fantasy for quite some installments by now. Small wonder that Sakaguchi was more and more smitten with Sony.

Still, it was one hell of a bridge to burn; everyone at Square knew that there would be no going back if they signed on with Sony. Well aware of how high the stakes were for all parties, Sony declared its willingness to accept an extremely low per-unit royalty and to foot the bill for a lot of the next Final Fantasy game’s marketing, promising to work like the dickens to break it in the West. In the end, Sakaguchi allowed himself to be convinced. He had long run Final Fantasy as his own fiefdom at Square, and this didn’t change now: upper management rubber-stamped his decision to make Final Fantasy VII for the Sony PlayStation.

The announcement struck Japan’s games industry with all the force of one of Sakaguchi’s trademark Final Fantasy plot twists. For all the waves Sony had been making recently, nobody had seen this one coming. For its part, Nintendo had watched quite a number of studios defect to Sony already, but this one clearly hurt more than any of the others. It sold off all of its shares in Square and refused to take its calls for the next five years.

The raised stakes only gave Sakaguchi that much more motivation to make Final Fantasy VII amazing — so amazing that even the most stalwart Nintendo loyalists among the gaming population would be tempted to jump ship to the PlayStation in order to experience it. There had already been an unusually long delay after Final Fantasy VI, during which Square had made Super Mario RPG and another, earlier high-profile JRPG called Chrono Trigger, the fruit of a partnership between Hironobu Sakaguchi and Yuji Horii of Dragon Quest fame. (This was roughly equivalent in the context of 1990s Western pop culture to Oasis and Blur making an album together.) Now the rush was on to get Final Fantasy VII out the door within a year, while the franchise and its new platform the PlayStation were still smoking hot.

In defiance of the wisdom found in The Mythical Man-Month, Sakaguchi decided to both make the game quickly and make it amazing by throwing lots and lots of personnel at the problem: 150 people in all, three times as many as had worked on Final Fantasy VI. Cost was no object, especially wherever yen could be traded for time. Square spent the equivalent of $40 million on Final Fantasy VII in the course of just one year, blowing up all preconceptions of how much it could cost to make a computer or console game. (The most expensive earlier game that I’m aware of is the 1996 American “interactive movie” Wing Commander IV, which its developer Origin Systems claimed to have cost $12 million.) By one Square executive’s estimate, almost half of Final Fantasy VII‘s budget went for the hundreds of high-end Silicon Graphics workstations that were purchased, tools for the unprecedented number of 3D artists and animators who attacked the game from all directions at once. Their output came to fill not just one PlayStation CD but three of them — almost two gigabytes of raw data in all, or 30 Nintendo 64 cartridges.

Somehow or other, it all came together. Square finished Final Fantasy VII on schedule, shipping it in Japan on January 31, 1997. It went on to sell over 3 million copies there, bettering Final Fantasy VI‘s numbers by about half a million and selling a goodly number of PlayStations in the process. But, as that fairly modest increase indicates, the Japanese domestic market was becoming saturated; there were only so many games you could sell in a country of 125 million people, most of them too old or too young or lacking the means or the willingness to acquire a PlayStation. There was only one condition in which it had ever made sense to spend $40 million on Final Fantasy VII: if it could finally break the Western market wide open. Encouraged by the relative success of Final Fantasy VI and Super Mario RPG in the United States, excited by the aura of hipster cool that clung to the PlayStation, Square — and also Sony, which lived up to its promise to go all-in on the game — were determined to make that happen, once again at almost any cost. After renumbering the earlier games in the series in the United States to conform with its habit of only releasing every other Final Fantasy title there, Square elected to call this game Final Fantasy VII all over the world. For the number seven was an auspicious one, and this was nothing if not an auspicious game.

Final Fantasy VII shipped on a suitably auspicious date in the United States: September 7, 1997. It sold its millionth unit that December.

In November of 1997, it came to Europe, which had never seen any of the previous six mainline Final Fantasy game before and therefore processed the title as even more of a non sequitur. No matter. Wherever the game went, the title and the marketing worked — worked not only for the game itself, but for the PlayStation. Coming hot on the heels of the hip mega-hit Tomb Raider, it sealed the deal for the console, relegating the Sega Saturn to oblivion and the Nintendo 64 to the status of a disappointing also-ran. Paul Davies was the editor-in-chief of Britain’s Computer and Video Games magazine at the time. He was a committed Sega loyalist, he says, but

I came to my senses when Square announced Final Fantasy VII as a PlayStation exclusive. We received sheets of concept artwork and screenshots at our editorial office, sketches and stills from the incredible cut scenes. I was smitten. I tried and failed to rally. This was a runaway train. [The] PlayStation took up residence in all walks of life, moved from bedrooms to front rooms. It gained — by hook or by crook — the kind of social standing that I’d always wanted for games. Sony stomped on my soul and broke my heart, but my God, that console was a phenomenon.

Final Fantasy VII wound up selling well over 10 million units in all, as many as all six previous entries in the series combined, divided this time almost equally between Japan, North America, and Europe. Along the way, it exploded millions of people’s notions of what games could do and be — people who weren’t among the technological elite who invested thousands of dollars into high-end rigs to play the latest computer games, who just wanted to sit down in front of their televisions after a busy day with a plug-it-in-and-go console and be entertained.

Of course, not everyone who bought the game was equally enamored. Retailers reported record numbers of returns to go along with the record sales, as some people found all the walking around and reading to be not at all what they were looking for in a videogame.

In a way, I share their pain. Despite all its exceptional qualities, Final Fantasy VII fell victim rather comprehensively to the standard Achilles heel of the JRPG in the West: the problem of translation. Its English version was completed in just a couple of months at Square’s American branch, reportedly by a single employee working without supervision, then sent out into the world without a second glance. I’m afraid there’s no way to say this kindly: it’s almost unbelievably terrible, full of sentences that literally make no sense punctuated by annoying ellipses that are supposed to represent… I don’t know what. Pauses… for… dramatic… effect, perhaps? To say it’s on the level of a fan translation would be to insult the many fans of Japanese videogames in the West, who more often than not do an extraordinary job when they tackle such a project. That a game so self-consciously pitched as the moment when console-based videogames would come into their own as a storytelling medium and as a form of mass-market entertainment to rival movies could have been allowed out the door with writing like this boggles the mind. It speaks to what a crossroads moment this truly was for games, when the old ways were still in the process of going over to the new. Although the novelty of the rest of the game was enough to keep the poor translation from damaging its commercial prospects overmuch, the backlash did serve as a much-needed wake-up call for Square. Going forward, they would take the details of “localization,” as such matters are called in industry speak, much more seriously.

Oh, my…

Writerly sort that I am, I’ll be unable to keep myself from harping further on the putrid translation in the third and final article in this series, when I’ll dive into the game itself. Right now, though, I’d like to return to the subject of what Final Fantasy VII meant for gaming writ large. In case I haven’t made it clear already, let me state it outright now: its arrival and reception in the West in particular marked one of the watershed moments in the entire history of gaming.

It cemented, first of all, the PlayStation’s status as the overwhelming victor in the late-1990s edition of the eternal Console Wars, as it did the Playstation’s claim to being the third socially revolutionary games console in history, after the Atari VCS and the original Nintendo Famicom. In the process of changing forevermore the way the world viewed videogames and the people who played them, the PlayStation eventually sold more than 100 million units, making it the best-selling games console of the twentieth century, dwarfing the numbers of the Sega Saturn (9 million units) and even the Nintendo 64 (33 million units), the latter of which was relegated to the status of the “kiddie console” on the playgrounds of the world. The underperformance of the Saturn followed by that of its successor the Dreamcast (again, just 9 million units sold) led Sega to abandon the console-hardware business entirely. Even more importantly, the PlayStation shattered the aura of remorseless, monopolistic inevitability that had clung to Nintendo since the mid-1980s; Nintendo would be for long stretches of the decades to come an also-ran in the very industry it had almost single-handedly resurrected. If the PlayStation was conceived partially as revenge for Nintendo’s jilting of Sony back in 1991, it was certainly a dish served cold — in fact, one that Nintendo is to some extent still eating to this day.

Then, too, it almost goes without saying that the JRPG, a sub-genre that had hitherto been a niche occupation of American gamers and virtually unknown to European ones, had its profile raised incalculably by Final Fantasy VII. The JRPG became almost overnight one of the hottest of all styles of game, as millions who had never imagined that a game could offer a compelling long-form narrative experience like this started looking for more of the same to play just as soon as its closing credits had rolled. Suddenly Western gamers were awaiting the latest JRPG releases with just as much impatience as Japanese gamers — releases not only in the Final Fantasy series but in many, many others as well. Their names, which tended to sound strange and awkward to English ears, were nevertheless unspeakably alluring to those who had caught the JRPG fever: Xenogears, Parasite Eve, Suikoden, Lunar, Star Ocean, Thousand Arms, Chrono Cross, Valkyrie Profile, Legend of Mana, Saiyuki. The whole landscape of console gaming changed; nowhere in the West in 1996, these games were everywhere in 1998 and 1999. It required a dedicated PlayStation gamer indeed just to keep up with the glut. At the risk of belaboring a point, I must note here that there were relatively few such games on the Nintendo 64, due to the limited storage capacity of its cartridges. Gamers go where the games they want to play are, and, for gamers in their preteens or older at least, those games were on the PlayStation.

From the computer-centric perspective that is this site’s usual stock in trade, perhaps the most important outcome of Final Fantasy VII was the dawning convergence it heralded between what had prior to this point been two separate worlds of gaming. Shortly before its Western release on the PlayStation, Square’s American subsidiary had asked the parent company for permission to port Final Fantasy VII to Windows-based desktop computers, perchance under the logic that, if American console gamers did still turn out to be nonplussed by the idea of a hundred-hour videogame despite marketing’s best efforts, American computer gamers would surely not be.

Square Japan agreed, but that was only the beginning of the challenge of getting Final Fantasy VII onto computer-software shelves. Square’s American arm called dozens of established computer publishers, including the heavy hitters like Electronic Arts. Rather incredibly, they couldn’t drum up any interest whatsoever in a game that was by now selling millions of copies on the most popular console in the world. At long last, they got a bite from the British developer and publisher Eidos, whose Tomb Raider had been 1996’s PlayStation game of the year whilst also — and unusually for the time — selling in big numbers on computers.

That example of cross-platform convergence notwithstanding, everyone involved remained a bit tentative about the Final Fantasy VII Windows port, regarding it more as a cautious experiment than the blockbuster-in-the-offing that the PlayStation version had always been treated as. Judged purely as a piece of Windows software, the end result left something to be desired, being faithful to the console game to a fault, to the extent of couching its saved states in separate fifteen-slot “files” that stood in for PlayStation memory cards.

The Windows version of Final Fantasy VII came out a year after the PlayStation version. “If you’re open to new experiences and perspectives in role-playing and can put up with idiosyncrasies from console-game design, then take a chance and experience some of the best storytelling ever found in an RPG,” concluded Computer Gaming World in its review, stamping the game “recommended, with caution.” Despite that less than rousing endorsement, it did reasonably well, selling somewhere between 500,000 and 1 million units by most reports.

They were baby steps to be sure, but Tomb Raider and Final Fantasy VII between them marked the start of a significant shift, albeit one that would take another half-decade or so to come to become obvious to everyone. The storage capacity of console CDs, the power of the latest console hardware, and the consoles’ newfound ability to easily save state from session to session had begun to elide if not yet erase the traditional barriers between “computer games” and “videogames.” Today the distinction is all but eliminated, as cross-platform development tools and the addition of networking capabilities to the consoles make it possible for everyone to play the same sorts of games at least, if not always precisely the same titles. This has been, it seems to me, greatly to the benefit of gaming in general: games on computers have became more friendly and approachable, even as games on consoles have become deeper and more ambitious.

So, that’s another of the trends we’ll need to keep an eye out for as we continue our journey down through the years. Next, though, it will be time to ask a more immediately relevant question: what is it like to actually play Final Fantasy VII, the game that changed so much for so many?



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Sources: the books Pure Invention: How Japan Made the Modern World by Matt Alt, Power-Up: How Japanese Video Games Gave the World an Extra Life by Chris Kohler, Fight, Magic, Items: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West by Aidan Moher, Atari to Zelda: Japan’s Videogames in Global Contexts by Mia Consalvo, Revolutionaries at Sony: The Making of the Sony PlayStation by Reiji Asakura, and Game Over: How Nintendo Conquered the World by David Sheff. Retro Gamer 69, 96, 108, 137, 170, and 188; Computer Gaming World of September 1997, October 1997, May 1998, and November 1998.

Online sources include Polygon‘s authoritative Final Fantasy 7: An Oral History”, “The History of Final Fantasy VII at Nintendojo, “The Weird History of the Super NES CD-ROM, Nintendo’s Most Notorious Vaporware” by Chris Kohler at Kotaku, and “The History of PlayStation was Almost Very Different” by Blake Hester at Polygon.

Footnotes

Footnotes
1 Philips wasn’t, however, above exploiting the letter of its contract with Nintendo to make a Mario game and three substandard Legend of Zelda games available for the CD-i.
2 Sony did purchase the venerable British game developer and publisher Psygnosis well before its console’s launch to help prime the pump with some quality games, but it largely left it to manage its own affairs on the other side of the world.
 
 

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