Zephyranthes
Member
First things first: I do really like this game. It has some Game of the Generation quality content (Junon and the Gold Saucer come to mind), the cast is phenomenal, and it has one of the greatest video game soundtracks ever composed.
I also think it is entirely too long. There are chunks of the main story that I think could be done away with without significantly altering the narrative. The sheer quantity of side content hurts the overall pacing of the experience, to the point where I found myself skipping more and more of it as I got closer to the ending. I got to that ending in right around 100 hours, and I've been thinking about how I would trim the fat to get it down to a tighter 70-75 hour game.
So I made a list:
Main Story:
Side Content:
I also think it is entirely too long. There are chunks of the main story that I think could be done away with without significantly altering the narrative. The sheer quantity of side content hurts the overall pacing of the experience, to the point where I found myself skipping more and more of it as I got closer to the ending. I got to that ending in right around 100 hours, and I've been thinking about how I would trim the fat to get it down to a tighter 70-75 hour game.
So I made a list:
Main Story:
- Cut most of the section with Barret and Red in the Mythril Mine...all of the climbing is pretty annoying anyway.
- Have the party travel together to the Gongaga reactor instead of having to do it twice; they can still split for the two boss fights at the end.
- Reduce the length of the Gi Cave dungeon by about half; the addition of the Gi Village makes up for it.
- Shorten the hike up Mt Nibel to get the keycard....we already saw most of it in Cloud's flashback.
- Remove the entire Cait Sith box/vent section at Shinra Manor; just have the party fight Lost Number right after Hojo AI drops them into the basement.
- Cut the Rude/Elena fight at the Gold Saucer; that whole bit is already long enough with Corneo and Rufus, and you fight the Turks twice in the next chapter anyway.
- Only have one section each for the two parties after they get separated at the Temple. Also, change Aerith's lifestream gathering mechanic to where you can tap the button and pick them up like normal items instead of having to stand still and pray every time.
- Remove the Sephiroth Reborn boss fight in the ending. There is already a long multi-phase boss fight immediately before it with the same basic gimmick. Keep the fight with Sephiroth himself, connecting the Zack and Aerith phases with a solo Cloud phase.
Side Content:
- Reduce all protorelic quests to have 3 steps instead of 4. Rework the Nibel region protorelic quests to not involve having to slowly follow the black cloaks for multiple minutes.
- Remove the remnawave towers entirely. They don't really fit the landscape in most cases, and their in-game functionality can be easily combined with the lifesprings.
- Remove two of the enemy intel fights from each region.
- Remove half of the regional side quests (starting with that terrible chicken one in Gongaga); most of them are pretty bland.
- Remove the folio system entirely. There are plenty of progression subsystems as it is, and most of the buffs you can unlock are hardly noticeable, which makes managing it a waste of time. The synergy skills/abilities can be made into sidequest rewards (which would also make sidequests more appealing).