• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
April 19, 2024, 09:14:11 am

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Bosola

1
Non-FFT Modding / Final Fantasy VII: Rebirth
September 10, 2012, 09:45:56 am
FFVII: Rebirth is a strategic mod and comprehensive rebalance of the PSX classic Final Fantasy VII.

Disc One Demo (NTSC PSX) | ModDB Page

What's it all about?

Wooing millions since its release in 1997, 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 battle mechanics and creating new enemies, 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. 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.

So what, specifically, have you changed?

Lots of things - but of particular note:

       
  • A fleshed out elemental system, where each monster belongs to a class with consistent elemental affinities. Use Holy, Water and Wind magic to decimate your foes

  •    
  • A revised status system, with debuff spells actually worth using, a more dangerous Poison status ("Disease") and memorable patterns of enemy vulnerabilities

  •    
  • Equipment that offers double-edged 'sidegrades' rather than simple 'upgrades'. Weapons that trade in damage output for situational advantages; armour choices that matter.

  •    
  • More distinct characters with stronger differences in stats and roles.

  •    
  • Double-edged spells and limits that can be compounded with accessories to create killer tactics. Will you use a Headband so you can use Lullaby (sleep on all) without putting yourself to sleep? Or would you rather keep the slot for a Zombie Ring, that doubles strength at the cost of preventing healing? These are the sorts of challenges Rebirth will constantly throw at you.

  •    
  • Faster, more dangerous enemies

Here's an example of the 'tactical gameplay' I'm talking about - Rebirth's revision of the Materia Keeper battle:



OK, I'm interested. What next?

I released a Disc One demo for the US PSOne release earlier this year. You can find it here. Alternatively, keep an eye on the mod's ModDB Page to find out when the finished version is finally ready to play.