Beginner Tips For Crisis Core: Final Fantasy VII Reunion – One of those remasters, Crisis Core: Final Fantasy 7 Reunion, is anticipated to be enjoyed equally by novices and returning veterans. After all, the first iteration of Crisis Core was released on the PlayStation Portable, a portable that was marginally successful in the West but hardly a big enough deal for every fan of Final Fantasy to have tried the game.
However, even those who are returning for a second adventure with the tenacious hero Zack Fair could discover that enough has been changed in Reunion’s gameplay to merit reading our advice. So take a seat, imagine that you are Zack reading a workplace tutorial email, and let’s get started.
Hug The Walls To Ditch The Stalls – Beginner Tips For Crisis Core: Final Fantasy VII Reunion
Even though it rarely affects main quests, you might discover that some of the 300 (!) gradually unlocked extra stages are really taxing you. After all, routine encounters accumulate. Perhaps your supply of potions, ethers, or somas is getting low. Perhaps you are indeed passing away. There is a workaround, regardless of the situation.
Actually, quite literally. You can avoid getting into most typical fights by hugging the walls. In Crisis Core’s missions, it’s important to keep Zack rubbing up against the edges of the numerous corridor-like areas to stop the system from detecting your entry into a spawn place. Because of the relatively small landscape opening out to accommodate combat, spawn locations can be identified.
You should engage in combat at least occasionally if you want Zack and his Materia to level up frequently. But there’s little purpose in completing every task (which can be played an unlimited number of times). perhaps even just half of them.
Skip The DMW Drip
Notice the triangle-shaped button prompt in the lower right corner of the display? Your closest friend is that. Or perhaps your best friend is the button that is designated for you on the console or PC of your choice. We can assure you that you’ll want to skip some items.
I’m talking about Zack’s Limit Breaks. The first time you see them is fun. Not watching them for the tenth time. Limit Breaks feature fairly drawn-out, extravagant scenes that can significantly impair the flow of fighting. And summons too. In the Final Fantasy series, summoned monsters with protracted animations are nothing new, and their epic nature makes them a spectacle. But occasionally, watching that spectacle will make you happier.
Orange Is The New Blue
There are two colours that will show up if you are in range to initiate an interaction with an NPC: orange and blue. If it’s blue, you’ll get some fantastic, but barely necessary, flavour text about the world and the plot. On the other hand, if the image is orange, fresh content becomes available as a result of the conversation.
Throughout your Crisis Core playthrough, keep an eye out for these people. Keep in mind that they frequently show up on your map as marked points of interest, particularly when you are exploring Sector 8 and finally Sector 5. Therefore, make it a habit to frequently check your map while the story is on hold.
No Shame To Mini-Games
Crisis Core: Final Fantasy 7 Reunion is a linear experience in many aspects, but it also has several enjoyable side activities. Some of these take place naturally as part of the plot, like the missile-slicing mini-game from Chapter Two that is shown in our picture below. It will be entirely up to you whether or not to interact with others.
For the record, we wholeheartedly advise playing every mini-game and putting your best effort into each. Several of them are repeatable, but the missile-slicing trick isn’t (short of loading a save, of course). The goal should be to achieve whatever their personal definition of a “high score” is. Usually, the benefits of doing well outweigh the costs.
Missions: Impossible – Beginner Tips For Crisis Core: Final Fantasy VII Reunion
Within the main narrative, some missions will unlock after a certain amount of time. Some are related to other factors. The majority, nevertheless, merely unlock after finishing another. You’ll quickly become accustomed to this feedback cycle, in which one task triggers the opening of a second mission, which then triggers a third.
Don’t give up if you have to return to one later because of a bump in the road. Actually, we venture to claim that this is a foregone conclusion. Keep an eye on how many stars are assigned to each. This serves as a benchmark for general difficulty. Even so, you can still discover that some missions with a lower star count are taxing you more than purportedly harder fare, depending on your Materia configuration and other circumstances.
Continue on with these similarly difficult affairs while frequently checking in to see if you’re up to standard.
Don’t Frown At Phoenix Down
We are aware of the opinions of some Final Fantasy enthusiasts. “What’s the point of playing Phoenix Downs if there’s just one playable character?” In most Final Fantasy games, using Phoenix Downs in battle allows a character to be revived after becoming unconscious. So, how do they function when Zack is taken out and there is no one else left to access them?
If Zack is vanquished, Phoenix Downs in your inventory is automatically called upon to bring him back from the edge with full HP, MP, and AP. Because of this, they are so strong that they practically end games. They will thus be extremely rare until a very late-game optional super-boss.
However, there is a woman in the basement of the Shinra Building. When you can between missions and main quests, go talk to her. Free of charge, she will set you up with one Phoenix Down. She won’t be present all the time, but when she is, Zack can consider her to be one of his close pals.
The Fusion Solution
Around the beginning of Crisis Core’s third chapter, players can combine two Materia to create a new one. Do not undervalue this value statement. Consult the Materia Fusion system whenever you acquire new materia to see if you can combine it with something superior.
Even before you get the chance to throw an item into the mix, Zack’s numbers can be improved in this way to very remarkable levels. The options are endless at that moment. You can continuously improve Materia with stat boosts applied if you tinker about long enough, utilising higher-level Materia, and previewing the outcomes. Early on, there is a significant difference between, let’s say, Magic with normal strength and Magic increased by 20 or so.
Materia Fusion becomes crucial at the finish and unquestionably in the most difficult missions. When facing certain attacks, increasing Zack’s HP by hundreds of percent from its baseline level can mean the difference between life and death.
Magic Is Magical
Don’t misunderstand us. AP-based assaults are excellent. Regular attacks are useful for boosting their power, and occasionally they’re just the best course of action when facing inferior opponents. However, spells in Crisis Core are superior than those in the majority of other Final Fantasy games.
Magic is powerful. Enemies can be held at bay with early access to something like Fira or Blizzara. (Fun fact: Fire spells are good at hitting several targets, thus their real damage isn’t as high compared to Ice and Thunder.) The spells ending in “-aga,” such as Quake, are that much niftier, and having curative supplies on hand is just as practical. Barrier and MBarrier can also stop otherwise fatal hits to you.
Try to use accessories to increase Zack’s Magic stat, and think about concentrating on doing so with Materia Fusion as well. Similar to that, MP Plus Materia is fantastic once its increases are sufficient. There is a good reason why spells are expensive.