I've got some thoughts on Final Fantasy 7 Remake so far. I haven't included any story spoilers below, but I mention a few character names (Only ones from the original game) that you roll with...if you don't want that information because you didn't play the original then don't read below. There's also some discussion about the new combat that people may or may not want to know, so if you don't want to know about that then skip this.
I figure I'm about a third to halfway through FF7R. I'm sitting at about 18 hours, but that's hitting all the optional quests I can find, playing darts, completing challenges, checking every nook and cranny, doubling back in some cases to double check things, etc. The new characters and villains have been kinda ho-hum, nothing to write home about. However, the stuff they've built upon the existing characters has been very good. The extra stuff with Biggs/Jessie/Wedge was excellent. Doing side quests with the main characters have been enjoyable for the most part, although some bits have definitely felt like unnecessary fluff. Visually the game is absolutely stunning and the musical improvements have been nice. Voice acting for the most part has been top notch.
That said, I absolutely hate the combat system so far, it's just about awful in my honest opinion. There will be some people that will absolutely enjoy it I'm sure, and that's great for them, but it definitely has it's flaws and it's not my personal preference. Making the switch to an Action based combat style...it reminds me when Bethesda was asked circa 2007 why they didn't jump into MMOs. Todd Howard answered that they were a company that made RPGs with stories, and they didn't feel like they could do those things well in an MMO environment. Fast forward 10 years later and Bethesda released Elder Scrolls Online which has been kinda "meh," and they delivered Fallout 76 which has been a turd. Similarly, Square Enix has tried to turn the Final Fantasy franchise into a hack and slash Action genre. The character AI is about useless when you're not directly controlling a particular character. If you get attacked while using an ATB you can kiss that action goodbye because it often gets wasted. It's not the end of the world if it's an ability that uses 1 ATB, but if it's a healing ability that costs 2 ATB? Devastating, especially considering you've wasted a possible life saving healing opportunity. It's a major flaw with this system imo, actions are just getting wiped out. This issue is on top of any possible status ailments that can rob you of action, like Sleep or Paralysis. Lord help you if you get into a fight with 3 Venomantises and Cloud is put to Sleep, and the 3 enemies gang up on low defense Aerith while she tries to wake him up or heal herself.
Other than the flaws in the ATB system, I don't care for all the button mashing. It serves no purpose other than to build ATB. Action games tend to have combos and button sequences that make the combat more engaging and effective as you master it. There's really none of that here, you're just mashing the Square button until you've got enough ATB to do something actually useful. Unfortunately whatever character(s) you're not playing as tend to generate ATB painfully slow and they often don't have enough action to get you a heal when you need it most. There are a few ways around this like Auto Cure Materia, but even that has stipulations and limitations. What this game really needed is some form of Gambit system like FF XII to give the AI more direction when you're not in charge of a particular character.
There are other flaws with the system, like the fact Summoning Materia is nearly useless, or the fact that the "All" Materia has essentially been removed, or the fact monsters tend to gravitate to whatever character you're currently controlling and not the AI, but honestly the combat is just not that good at the end of the day. It's certainly flashy and fast paced, but it gets old. I realize there's a "Classic" mode, but it's not the original combat style. It's just some sad excuse, a sort of compromise between the existing style and the original. It does the attacking and guarding for you, leaving little for you to actually do other than picking the occasional ability. Given the popularity of Dragon Quest 11 and the fact they've worked on this project for 5+ years, I honestly have no idea why they couldn't just implement another option for a true old school turn based combat system like in the original game. It's obvious that people still enjoy the strategy with that gameplay style, and it wouldn't have been that hard to implement. This issue is going to dog Square Enix throughout this series if they don't correct it, and Metacritic scores are already showing the game taking a hit compared to the original.
Combat aside, if I had one other gripe it's that some dungeons/sections are a bit too long. I understand why that is, and it all comes down to the removal of random battles. The beauty of random battles is they take up their own space and aren't limited to the confines of room size or location. When monsters are visible and are fought in an action setting that's shared with the game world, you have to provide space for them as well as space for the player characters to move and fight. You also have to provide enough static encounters to make a dungeon feel treacherous, so that requires a lot of dungeon rooms. When you throw puzzles into the mix on top of all that, you're looking at hour long sections that were once just 3-4 quick screens of map in the original game. I'm dreading what the final dungeon will look like (Again, no spoilers, but those that have played the original probably have an idea). To go along with the combat complaints, I think some bosses can be a bit overdone/drawn out as well. The new Staggering mechanic is very important for most fights, and achieving it as fast as possible will help mitigate that. Again, this is all a minor complain, and I understand why it was done, but it can lead to some unnecessary fatigue as you try to get from point A to point B.
Overall I think the game is very good. If it was it's own stand alone game I think it'd get very high marks regardless, but being a remake there's certain expectations. I'll say again that the visuals are absolutely amazing. There was a point I was suspended in the air, walking across a narrow board high above the city...and looking down my limbs got tingly as if I really was navigating that obstacle in the real life and had the sensation I could fall. The world really feels "lived in" too, there are so many people populating it...and most NPCs have at least some form of dialogue that you can hear as you pass by them, even if you can't directly interact with them. It's a very immersive environment. There's a big story event coming up next, I'm eager to see how that pans out. For now, I need some sleep though.