Shameless self-promotion, but I think you'll be interested:
Final Fantasy 7. The perfect game?
Proving popular with countless generations of gamers, despite its age, inspiring fanart, fiction, a series of spinoff games and even a full-budget movie, it's tempting to fit Final Fantasy VII with the title 'Greatest. Game. Ever'.
And I'll agree, it's an awesome game - but, as much as I love FF7, as much I enjoy playing through it over, and over, there's always been a nagging suspicion: could it be... better?
Let's be honest. The battles can get a little too samey, there's little incentive to experiment with materia, and the game can all to easily be bested by simply attacking and spamming Cure-All. We've all heard horror stories about players who have managed to push themselves to the Northern Crater without even grasping the basics of the materia system.
This mod - this rebalance - seeks to address these issues, altering enemy statistics and AI, nerfing overpowered skills whilst promoting others that have been neglected, introducing new tactics, creating cunning and entertaining creatures, and overall making battles far more exciting and engaging.
So, what exactly will the rebirth mod feature? Work is still in progress, and I intent to keep certain features secret until release, so as not to spoil matters, but the mod has the following broad aim in mind: to promote a more strategic mode of gameplay. You won't be able to mash attack to get through REBIRTH. You'll have to keep your wits as sharp as your sword, and think carefully about every choice you make through the entire game.
I think you'll love it.
Features
*Rebirth sports a far more tactical battle system, with a renewed emphasis on statuses and elements. Monsters belong to 'classes' with consistent and intuitive status / element vulnerabilities. Remember your frustrations trying to get Sleepel to hit, only to find out this particular monster can't be put to sleep, for no apparent reason? With Rebirth, that's a thing of the past. Unlike VII, which lets players switch off and mash attack, Rebirth rewards you for making smart choices in battle.
*Entirely new materia, including Water, Air and Pearl. Renewed importance to these elements.
*Entirely new enemy AI. See squad leaders improve the intelligence of their friends, see monsters look after each other, prioritize their safety and make smart combinations of status effects. Creatures can now inflict stop before using deathblow, take out hobbled party members and reflect magic off themselves.
*Entirely new weapons, including multi-hit weapons, status-inflicting and elemental arms, double-edged equipment (like the black cape, which boosts stats yet prevents healing)
*Rebalanced mechanics - restrictions on multi-casting, pruning of overpowered attacks and promotion of neglected abilities
*Entirely new enemy skills, many double-edged for tactical, engaging gameplay. See how Tsunami harms both party and enemy, how Magic Breath toggles all statuses, good and bad, or how Purge Flame heals all negative statuses at the cost of HP damage
*Play with better individuated characters, who actually play quite differently and possess noticeably distinct stats
*Use new limit breaks, such as Nanaki's and Yuffie's bolstered final attacks
Interested?
The mod is very close to completion, with only AI debugging to polish off.
You can follow the mod here: http://www.moddb.com/mods/final-fantasy-7-rebirth
And see my Youtube channel here: Link removed; embedding videos are fine and you can answer questions in this thread so that is unnecessary advertising. ~Sevre90210
If you have any questions, responses or suggestions, send them right this way!
Final Fantasy 7. The perfect game?
Proving popular with countless generations of gamers, despite its age, inspiring fanart, fiction, a series of spinoff games and even a full-budget movie, it's tempting to fit Final Fantasy VII with the title 'Greatest. Game. Ever'.
And I'll agree, it's an awesome game - but, as much as I love FF7, as much I enjoy playing through it over, and over, there's always been a nagging suspicion: could it be... better?
Let's be honest. The battles can get a little too samey, there's little incentive to experiment with materia, and the game can all to easily be bested by simply attacking and spamming Cure-All. We've all heard horror stories about players who have managed to push themselves to the Northern Crater without even grasping the basics of the materia system.
This mod - this rebalance - seeks to address these issues, altering enemy statistics and AI, nerfing overpowered skills whilst promoting others that have been neglected, introducing new tactics, creating cunning and entertaining creatures, and overall making battles far more exciting and engaging.
So, what exactly will the rebirth mod feature? Work is still in progress, and I intent to keep certain features secret until release, so as not to spoil matters, but the mod has the following broad aim in mind: to promote a more strategic mode of gameplay. You won't be able to mash attack to get through REBIRTH. You'll have to keep your wits as sharp as your sword, and think carefully about every choice you make through the entire game.
I think you'll love it.
Features
*Rebirth sports a far more tactical battle system, with a renewed emphasis on statuses and elements. Monsters belong to 'classes' with consistent and intuitive status / element vulnerabilities. Remember your frustrations trying to get Sleepel to hit, only to find out this particular monster can't be put to sleep, for no apparent reason? With Rebirth, that's a thing of the past. Unlike VII, which lets players switch off and mash attack, Rebirth rewards you for making smart choices in battle.
*Entirely new materia, including Water, Air and Pearl. Renewed importance to these elements.
*Entirely new enemy AI. See squad leaders improve the intelligence of their friends, see monsters look after each other, prioritize their safety and make smart combinations of status effects. Creatures can now inflict stop before using deathblow, take out hobbled party members and reflect magic off themselves.
*Entirely new weapons, including multi-hit weapons, status-inflicting and elemental arms, double-edged equipment (like the black cape, which boosts stats yet prevents healing)
*Rebalanced mechanics - restrictions on multi-casting, pruning of overpowered attacks and promotion of neglected abilities
*Entirely new enemy skills, many double-edged for tactical, engaging gameplay. See how Tsunami harms both party and enemy, how Magic Breath toggles all statuses, good and bad, or how Purge Flame heals all negative statuses at the cost of HP damage
*Play with better individuated characters, who actually play quite differently and possess noticeably distinct stats
*Use new limit breaks, such as Nanaki's and Yuffie's bolstered final attacks
Interested?
The mod is very close to completion, with only AI debugging to polish off.
You can follow the mod here: http://www.moddb.com/mods/final-fantasy-7-rebirth
And see my Youtube channel here: Link removed; embedding videos are fine and you can answer questions in this thread so that is unnecessary advertising. ~Sevre90210
If you have any questions, responses or suggestions, send them right this way!