![]() Even if they end quick, it’s a little annoying when you want to explore a map. Sometimes you can’t go five steps without running into a fight. It’s no sore point like the encounter rate, however. It keeps fights interesting but it’s kind of annoying how some of the game’s coolest summons like Bahamut or Ifrit are locked away, only usable at the whims of the game. I do have some irks with the slots for bonuses and special attacks, however. It looks great in motion too, as I never saw the game’s framerate dip once. ![]() It’s much flashier too, with plenty of particle effects spurting out of every attack that strikes your opponents. At its core it’s a simple combat system but being able to swap out abilities plus the enemy variety keeps things fresh throughout the game’s runtime. This combat system played well years ago and still does today. If you’re lucky and depending on the point of the story you’re in, you’ll roll special attacks and summons as well. And as you fight, a random slot-style mechanic known as the DNW will spin. Depending on Materia you have equipped, you can chain together magic or physical-based magic attacks that can weaken opponents (especially if you’ve struck them with their weakness) and do tonnes of damage. As an action game, you swing your sword, dodge out of harm’s way, and block attacks that just can’t be dodged. In each mission, you walk down a narrow hallway and a fight will trigger. Now for the combat, encounters in this game are straightforward. Plus, you’ll get to spend more time with some characters you may like. ![]() While it might be tempting to continue with the main plot, it’s always a good idea to take on said side stories as they’ll not only make Zack stronger but also give you items that you will definitely need to take on some of the harder fights. Gameplay is split up into chapters and missions, with the main story being a walk from quest market to quest marker, side missions are available from the game’s save points. Throughout the game, he’ll be tasked to fight off monsters, enemy combatants, summons, you name it. In CCR, players take the role of Zack Fair, a member of SOLDIER within the Shinra Electric Company. Combat is smooth! Visuals are still pretty nice! Everyone’s main man! And then some assets should’ve stayed home… A SOLDIER’s Honour When I can find faults in simple conversion ports, I do mean it when I say that CCR is a fantastic release and one of my favourite SE releases from the last several years. For what it’s worth, this really does feel like a faithful rework to the original game, and I don’t say that lightly. This remaster of sorts brings CCR to several new platforms and features changes to not just graphics but combat and visual style, seeking to bring it closer to Final Fantasy VII Remake. As part of that initiative, this PSP game has been given similar treatment, coming back as CRISIS CORE REUNION (“CCR”), developed and published by SQUARE ENIX (“SE”). A prequel to fan favourite Final Fantasy VII, CRISIS CORE was an action-RPG that featured what gamers dreamed to have on the go on top of expanding on a universe that’s so beloved it was given new life on the PlayStation 4. A little over 15 years ago, during what I’d call the ‘Golden Age of Handhelds’, marked the release of one of the best PlayStation Portable games of all times.
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