How Final Fantasy 7 Remake 2 Can Fix Part 1s Pacing Issues

How Final Fantasy 7 Remake 2 Can Fix Part 1’s Pacing Issues

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Final Fantasy 7 Remake Part 1 had some bad pacing issues that were caused by its side-quests, but FF7R Part 2 has the potential to improve this.

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How Final Fantasy 7 Remake 2 Can Fix Part 1s Pacing Issues

The PS4’s Final Fantasy 7 Remake was one of the most anticipated titles of the year, but some longtime series fans weren’t entirely pleased with the end result thanks not only to its divisive story changes, but FF7 Remake’s detrimental pacing problems. The story of Final Fantasy 7 is being split into multiple full-length Final Fantasy games, so the first part only covers the first 6-8 hours of the original. As a result, part one of the Final Fantasy 7 Remake was packed with filler side quests and overly-lengthy segments that can be avoided in its inevitable follow up.

Final Fantasy 7 Remake’s stellar visuals, music, and combat make it a very immersive experience, but all of those strengths plummet the moment side-quests become available. At multiple points in Final Fantasy 7 Remake’s story, an overwhelming amount of side-quests will show up out of nowhere and the game literally tells the player that if he or she progresses with the main story, they will not be able to complete any of the side-quests they missed. Finishing every quest can take hours each time the game does this, so the game’s story ends up coming to a screeching halt.

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This side-quest conundrum is created almost entirely from Final Fantasy 7 Remake’s suffocating linearity. From start to finish, Final Fantasy 7 Remake almost never offers players chances to explore. The game is split among 18 chapters, and each of them forces the player to follow an overly strict path. Occasionally players will be given the option to run freely around a town or take a single detour in a dungeon that leads to a single optional chest and a dead end, but the game is ultimately in charge of exactly how its events unfold. Because of its insistence of making its story events bold and realistic, even the freedom to backtrack was taken away, which is the exact reason side-quests stop being available after Final Fantasy 7 Remake’s story progression begins.

How FF7 Remake Part 2 Can Fix Final Fantasy 7’s Pacing

The second part of the Final Fantasy 7 Remake has a fair shot at amending these issues since it will likely pick up right after the Midgar section. This is the segment where the original game starts to become more open, and allows players more opportunities to explore. Even though there was still the main objective to head towards, there was a massive overworld in between, and there was nothing stopping players from wandering off the intended path. Because the new Final Fantasy 7 game will likely take on a similar structure, side-quests should, in theory, have little effect on the story’s pacing.

One way Final Fantasy 7 Remake could expand upon this open-world is by creating something along the lines of Xenoblade Chronicles’ overworld. In Xenoblade Chronicles, the story was mostly linear and players could simply follow the objective for the entire game and eventually beat it. However, the game’s areas were like mini-sandbox worlds, stuffed with monsters, loot, side-quests, and gorgeous scenery. Using some sort of structure like this, Final Fantasy 7 Remake Part 2 could be a strong improvement over its predecessor by eliminating its pacing problems and allowing players to enjoy the game at their own speed.

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Link Source : https://screenrant.com/ff7-remake-part-2-open-world-location-pacing/

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