AISubs v3.7
Why, hello, everyone! Welcome! Welcome to PlayFrame, and welcome to Final Fantasy VII!
I'm excited! So, I've decided it's time that we finally got around to playing this, the original version of the game, and for a couple of reasons.
One, I am working on a big video series over on my other channel, NewFramePlus, about the history of the animation in the Final Fantasy games,
and it just never hurts having some more gameplay footage to work with, so this will be helpful.
But the bigger reason is that the second part of the big Final Fantasy VII remake, Final Fantasy VII Rebirth, is nearly upon us.
It's gonna be out in like a couple of months from now, at least, unless the release date gets moved.
And I'm very excited for that. I played the first Final Fantasy VII remake here on the channel — I'll link to that down in the description if you want to watch that playthrough —
and I enjoyed it immensely. But, as we played through that remake, it did become increasingly clear that they're not just doing a pretty straightforward, word- for-word remake of the original game.
They are doing something pretty different with that story, and they're being kind of coy about what that is, still, a little bit.
So I thought, you know, before we go into part two, it might be helpful to just get reacquainted with the source material.
Let's go ahead and play the original game, see the original story as it was back in the day, and be armed with that knowledge going into part two of the remake.
Because I think it might be helpful.
And I know there's a lot of people who watch our channel who have not played the original Final Fantasy VII before, and this story is new to them, so I figured this might be helpful for those folks, too.
Speaking of which — so, let's be considerate to folks like that and not post any spoilers down in the comments, either for this game...
or for Final Fantasy VII Remake — I don't want to assume that everyone watching this has also watched the playthrough of that or played that game there.
I may speak in vague terms about stuff that the remake does differently, but I will not get into any details around story or anything like that.
Uh... we will approach this as if we are experiencing this story for the first time, just so everyone can have that first-time experience — I wouldn't want to take that away from anybody.
Because this is a great game — and one that I have a great deal of nostalgia for.
Especially given this is the original PlayStation 1 version of the game...
My original PS1 copy... on my original PS2, running through an upscaler so that it looks... all nice.
But, uh... yeah. This is going to be a good time.
Let's go ahead and begin... with a new game.
Here we go!
Get ready to enjoy... some very early 3D video game... graphics...
created by a team... not yet really familiar with the technology.
There's a definite charm to this game's visuals, but it is also abundantly clear that this team was...
figuring out how to use this tech as they went.
I think it's pretty clear, seeing the difference between Final Fantasy VII and VIII visually...
just how much they learned over the course of the production of this game.
It's going to be a lot to talk about in that new Frame Plus video someday.
It's still a really potent intro, I still think.
Despite the very, very early CG work here.
I love the direction and cinematography choices.
Even if a lot of the execution is clunky, the spirit of it still gets a great vibe across.
And looking at this as like... considering the leap from Final Fantasy VI... to this...
it's a pretty amazing... jump forward.
There's our guy.
Come on, newcomer. Follow me.
Oh God, I gotta do all these voices now.
That only kind of just now occurred to me.
I have all these voices that I... well, at least now...
that the remake is here, I at least have some voices to try to sort of imitate.
I know how to make it up.
Here's our hero.
Look at him...
in all of his... like...
150 polygon glory.
I don't know how many polys it is, but it's not a lot of them.
This is the face of a hero.
Anyway, let's get started.
We got a job.
I'll try to talk about the animation and the, like, presentation and all this a good deal as we go.
But I'm not gonna, uh...
I'm not gonna worry about doing too much of that up front.
It's like a 30-hour RPG. We'll be here a bit.
I got time.
I am super fascinated, though...
To hear...
Anybody who, uh, is watching this now, who has not played the original Final Fantasy VII, or seen it through...
But has played or seen Final Fantasy VII Remake...
I want to hear your thoughts on what this feels like.
Because it is...
the same intro, the same...
story, more or less, as what you've seen in that remake.
But in its original retro form...
I am super curious to hear how it hits.
Wow, you used to be in SOLDIER all right!
Not every day you find one in a group like AVALANCHE.
SOLDIER? Aren't they the enemy?
What's he doing with us in AVALANCHE?
Hold it, Jesse. He WAS in SOLDIER.
He quit them and now is one of us.
Didn't catch your name?
Well, I guess we could name him whatever we wanted. (laughs)
We'll stick with Cloud, though. I think it works.
Cloud...
Cloud, huh? I'm...
I don't care what your names are.
Once this job's over, I'm outta here.
The hell you all doin'?
I thought I told you never to move in a group!
Our target's the North Mako Reactor.
We'll meet on the bridge in front of it.
X sold you, huh? Don't trust you.
And here's Barrett. I love Barrett.
If you push the directional button while pushing the cancel button to run earlier marked X.
This right here, this is some good old video game conventions.
This is a great summation of original Final Fantasy VII right here.
Just this screenshot with this text.
Having a character break the fourth wall for a second to explain very basic video game controls
on a controller that would be new to a lot of people who were playing this.
But also there's like.
Some clunky localization happening here where the sentence structure doesn't work
if you push the directional button while pushing the cancel button to run earlier marked X.
There's a lot that's clunky about original Final Fantasy VII in a whole lot of ways,
localization definitely being one of them, but boys is still full of charm.
I have to stress to all of you who are experiencing this for the first time, like,
I'm not going to say that this is an amazing looking game without flaws.
Oh, it's full of them.
But you have to understand how hard this hit in its time.
This was one of the most expensive games ever made at the time it came out.
And it was impressive as heck.
And I still think a great deal of it is actually in the context of that time.
Very impressive.
And there's a reason this game resonated with people in a way that almost no other Final Fantasy has.
It's it.
This is the first Final Fantasy that like really hit big more worldwide than the previous entries had.
Final Fantasy is a big deal now, in large part because of how well this game did.
Look at that full-motion video.
Pre-rendered video with a real-time rendered character layered on top.
That's still a cool trick to me. I'm not gonna spend all day talking about it now, but I still kind of love that, um...
You know what? Alright, I will take a second to talk about this now so we can get into it a little bit later.
So, this is old hat news for a lot of you who are more familiar with this game and how old graphics worked, but for the rest of you...
So, this is the first 3D Final Fantasy game.
All previous games in the Final Fantasy series were pixel art games on 8 and 16-bit consoles like the Super Nintendo and the Ninte... and the Ninten... and... bleh... Nintendo Entertainment System.
This was on the PlayStation 1, and they decided to move into 3D for this one, but not completely.
So, Cloud here, our main character, is a 3D model running around in 3D space.
The environment he is in is not 3D.
This is a 2D image, uh... in some layers... or... well, I don't know how they're handling the layers, but you can obviously, like, move behind some elements of it...
but it is a 2D image that is pre-rendered, which we are running around on...
to help create the illusion of depth, but also present a environment in way more detail than they could have with, uh... PS1 hardware.
In the battle system, in the battle scenes like this, we are in a 3D space...
but... as you... you can tell the big difference in just how much more stripped down and simplified and "flat" the environments are here.
Like, there's... the... the console's able to handle way less detail and a lot more of that, uh...
a lot more of those resources are going into character models and effects and... uh... enemy models and stuff like that.
But it allows them to actually move the camera around in these sequences...
which is really cool, it makes battles way more visually dynamic.
They can't really move the camera around here, though, it's basically just... scrolling left, right, up or down...
the camera can't, like, rotate or move in closer to the characters or reframe the shot...
'cause this is just a... "flat" image... in the background.
It's a pretty cool trick, though, like, a cool approach.
It's neat seeing how a lot of these early games that are kinda starting to bridge the gap from old pixel art to 3D took different approaches, right?
Because you've got this game, which does the "OK, 3D character models on a 2D pre-rendered background." That's one approach, and it works pretty well.
You've got "Xeno Saga," which did the opposite — 3D environments, but with 2D sprite characters just like you saw in the old days — and that has its benefits.
The environment is a lot less detailed, but it does feel more like running around in a 3D space, and the sprites have that really, like, expressive charm that sprites have, which these simplified 3D models — like, we... we can barely make out a face on this guy.
There's pros and cons to this choice, right? And then you have "Final Fantasy Tactics," which did something kinda similar to "Xeno Saga" — like, largely 3D environments, but with pixel sprite character designs.
I think the characters benefit really well from that — from sticking with sprites this early on, at these resolutions — but there is really something to the "detail" of these environments and the world that you're running around in, that they simply could not do if they tried to actually render this in 3D. It just... just no way.
"I'll secure the escape passage." "Concentrate on the mission, Cloud." "Jeez, we're really gonna blow up this huge furnace up?" "This'll be something to see."
It's gonna be fun realizing in real-time how many of these voices I can and can't imitate.
Battles this early on are very simple and straightforward. We're in kind of tutorial zone here.
Just one character in the party to control with very few abilities. He's got basic attack, he's got two magic spells I could cast here. We'll use ice...
...which will spend some of our MP bar...
...but do a fair amount of damage for it.
And then we'll see him do his little sword spin.
[chuckles]
There's a great deal of charm to this.
And a heck of a soundtrack too...
...despite still being kind of constrained to working with MIDI...
...uh...
...just basic MIDI soundtrack stuff. I think Uematsu made that choice because...
Like, the PS1 could technically have loaded up like MP3s for music, but...
I think they'd sort of realized that the... that was gonna impact load times frequently...
...during play.
And so we decided to kind of stick with the old ways of the, uh... MIDI music...
...which has its own charm and the compositions are still... like... fantastic.
[chuckles]
I love these goofy old video game conventions.
So now Barrett is in our party...
...um... that's what that was signifying. Barrett walking into us and disappearing...
...is their visual shorthand for "okay, Barrett is walking with you now, you technically have both of them here".
[chuckles]
Games don't really do that anymore when you have a party of characters, they either just have the characters following around with you, or they just sort of like you may control one character, but it is like assumed that you will understand "okay, the rest of the crew is with you, they're just not shown".
I love in these early games, they sort of like feel the need to demonstrate "okay, I'm gonna show you, we'll watch, the character's gonna slurp into your current one and now you're in a party together", right? [chuckles]
They like, they feel a need to visually explain and justify it, and maybe that was necessary kind of feeling back then at the time, when a lot of this was all sort of new and we were all figuring stuff out, but...
Oh, charming. Sorry, I'm going very slow.
Hang on... detour... items...
A phoenix down, that'll hopefully not have to come in handy, but it sure will come in handy if I need it.
By the way, if you're wanting to play Final Fantasy VII yourself, if you haven't before, I am... I don't recommend doing it in the way that I am, playing on the original hardware, original disc, all that sort of stuff.
I'm doing that mostly for footage and a little bit nostalgia, but mostly for footage. There are so many other ways you can play Final Fantasy VII now.
New ports of it on, like, PC and on, like, Switch and stuff like that will even let you, like, speed up the speed of the game so that you can get through grindier bits.
There's lots of nice quality of life changes that have happened over time.
You can also... on the PC version, there's all kinds of mods that you can do to change the visuals, change the music, change... like, add quality of life stuff you want.
There's lots you can do, unless you just really want this original retro... vibe.
Push that button over there.
Okay.
Switch on.
I'm going to spend a whole episode just getting through this original run just because I can't stop rambling.
Little by little, the reactors will drain out all the life and that'll be that.
It's not my problem.
The planets die in cloud!
The only thing I care about is finishing this job before security and the robo-guards come.
Tch. Angry.
It is neat, though. Like, they... they can't express with faces anymore.
With Final Fantasy V and VI, they'd gotten really good at figuring out how to...
get a lot of, uh... expressiveness out of their characters with, like, big, exaggerated facial expressions.
But here, with these character models, they just can't.
You can barely see their faces half the time.
So instead, they gotta use, like, body language and... like... gesture and pantomime and...
it's not a bad trade-off, it actually kind of works out we've been attacked from behind.
Barret's in the party now, though!
And if I do a quick, like, try to escape, it'll turn me around to at least face the enemy.
Barret, attack!
Don't light me on fire.
I love the soundtrack to this game, and I have really, really enjoyed in the remake,
hearing how much they do with the original melodies and all the ways they rearrange it.
Like, there's so many arrangements of the battle theme that they use for different fights in the remake,
all of them sounding a little bit different and bringing different energies.
It's a delight.
Like, look at all this detail in this backdrop here, even at this low resolution.
It's selling vibe really well, and like, having this little rendered layer of like steam billowing out over it like...
Strong atmosphere.
So like this, it looks like I'm traveling in 3D space. And technically I think like that model, the 3D model is. I think there's sort of like a, uh, a navigation mesh, basically, that is. Oh, that's a bigger thing. Um, bear to attack that thing, please.
Cloud, use bolt on the thing. It's a machine. It'll probably work.
Yes!
Not to keep rambling about the remake and what I like about it too much...
'cause, again, I don't want to get all, like, spoilery with it, but, uh...
you know what, let's save that limit break for a bit later.
But I also really like that, like...
Final Fantasy VII's got some real goofy enemy designs...
and there would be... there would have been the temptation, I'm sure, with a remake to...
modernize them, try to make them look "cool"... somehow, or to just get rid of the goofiest designs.
The remake does not do that at all.
The remake celebrates Final Fantasy VII's goofy aesthetic choices...
and I think that's wonderful. It's better for it.
But okay, so... we now have...
this limit break thing, this flashing bar...
Uh, which is a special character-unique move that Cloud can now use...
uh, instead of a basic attack in combat, basically whenever I want.
Uh, we'll use it in the next fight.
Every character has their own limit breaks, multiple of them that you will kinda unlock as you progress...
and limit breaks are kinda one of the main ways that your different party members...
bring distinct roles to combat.
Here's what a save point looks like...
Uh... 'kay.
I bought a brand-new... well... used, but...
I got a PS1 memory card just for this occasion.
'Cause my old one... like, my original one is quite full.
As much nostalgia as I have for these old RPGs, I do not miss random encounters.
All right, Cloud, do braver...on...this unfortunate sap.
It's a cooler-looking attack, custom camera animation treatment.
Being able to move the camera in combat adds so much over...
...the original, uh...
...the original games.
Big shot! All right, let's, uh, use that on this one.
Barrett, do it.
Yes!
I'd spend more MP using bolts, but whatever, this thing's gotta be near dead.
There we go.
[♫ Back to regular game music ♫]
The nostalgia's intense for me right now. I don't know...
I don't know where everyone watching this is at...
[chuckles]
But I feel I needed to express where I am at on the front, and it's very...
...nostalgia-overloaded.
Okay, let's, uh, let's put Barrett actually in the back row...
...because he's got a ranged weapon, he'll be doing just as much damage from there, but taking less damage.
Might as well minimize damage where I can.
[♫ Back to regular game music ♫]
Ooh.
"Receive for store materia." Oh, that is going to be important, I think.
Can I equip Barry with any of that yet? I don't know if I can.
Do I even have a materia...
Oh, I don't even have like a materia menu yet. No, they're gonna teach me materia later.
That's just gonna live in our pocket, useless for now.
When we blow this place, this ain't gonna be nothin' more than a hunk of junk.
Cloud, you set the bomb.
Shouldn't you do it?
Just do it! I gotta watch to make sure you don't pull nothin'!
Fine, be my guest.
Watch out!
This isn't just a reactor.
What's wrong?
Huh?
What's wrong, Cloud? Hurry it up!
Yeah, sorry.
Uh-oh.
Heads up! Here they come!
And now we have our first little boss fight.
Against the...
whatever this is.
You know, this.
Mecha-scorpion.
Hit it with Bolt.
Locked onto target.
And now we have our first little boss fight.
Scorpion Tail?
Ow.
Cloud keeps spamming bolts.
We'll let Barrett do the...
We'll let Barrett do the healing when we need a potion.
Just since he can't do any, uh...
magic casting yet.
Spam that bolt!
Ooh, all right! Limit Break again, why not? Braver!
So your Limit Break meter fills up as you... generally as you take damage.
So the more your character is hit, the more that limit meter will fill up.
Uh, let's go ahead and get Cloud healed.
There we go.
Barry, be careful!
Attack while its tail is up.
Actually, no, that's a localization mistake. Don't do that.
It's gonna counterattack with its laser. (laughs)
What Cloud is trying to say is, "Don't attack while the tail is up,"
or it will counterattack with a laser. (laughs)
So let's just... either defend or... take this opportunity to top off...
and then resume the fight.
Alright.
I like that they had a different camera angle for the phase where the boss has the tail up.
For sort of like that "hey, don't attack in this window" phase.
They emphasize it even further with a camera move.
It's a cool touch.
I love seeing them...
A big reason why I'm doing that Final Fantasy Animation History series is it's so fun watching a team...
Figure out what they can do over time.
It's fun seeing that...
Like watching that learning process happen.
We win!
Bera gets a level...
And an assault gun...
And we get money.
That's probably a stronger Bera weapon.
Come on, let's get out of here.
Ten minutes to detonation, oh dear.
That's... not a lot of time. I'd love to... really quick... equip...
The assault gun, though. Yep, that's stronger.
Here you go.
Alright.
Let's run!
Run and very quickly save!
Normally I try to not save... in the middle of episodes... too much.
But since I can save in multiple slots, that's fine.
I think the clock is still going, though. Yep, yep, still going in menus.
Climb for your life, cloud!
C'mon, let's go!
You alright?
My leg got stuck.
Thanks!
Just jumping right over me.
By the way, I should probably mention, I have a lot of nostalgia for this game, and I'm very thrilled to be revisiting it.
I do not want to suggest that I am an expert in it by any means.
I am confident that there's a lot about this game I actually don't know, especially because I sort of discovered it and like most of my memories of playing it are from like high school...
At a time when I was not like... when there were fewer online resources for learning all the ins and outs of a game.
And I've not spent a lot of time since then like developing expertise in all the ins and outs of this game's like contents.
I don't know where every single item is hidden. I don't know the... all the best strategies for fighting enemies or breaking the game.
So I still have plenty to learn there.
So if you are an expert at this game and you see me making silly mistakes...
That's why.
We're going to get through the game one way or another.
Keep going!
Switch on...
and run!
Code deciphered.
Enemies now.
They're trying to run.
What a weird enemy.
Look at these weirdos.
I... I'm so excited for those of you who are experiencing this game here for the first time for this playthrough,
to see some of the enemy designs in this game that are offered with no explanation.
There's lots of enemies that make complete contextual sense in the world, in where you fight them, and all that.
And there are some that are just bonkers.
Seeing a full-on, like, pre-rendered movie in your video game back in the day felt like a huge treat.
Those were like the little candy rewards for those of us back in the day, playing through games like this and getting to like,
Oh, look at the cutscene! It's so cool-looking!
Even though so many of these cutscenes look just absurd or comically outdated now,
they were... they were very impressive-feeling at the time.
That should keep the planet going. At least a little longer.
Yeah.
Okay, now everyone get back!
Wedge, you all right? Little singed?
All right, now let's get out of here. Rendezvous at Sector 8 Station. Split up and get on the train.
H-hey! If it's about your money, save it 'til we're back at the hideout.
Okay. You're the boss.
Well, look who it is.
Excuse me?
What happened?
Ah, we have an option.
You'd better get out of here, or...
nothing. Hey, listen.
Let's do this one.
Oh, we have another choice.
Don't see many flowers around here, or never mind.
I got time.
Oh, these? Do you like them?
They're only a gill.
Why not?
Oh, thank you.
Here you are.
And now we've gotten a flower, and off she goes.
It's funny coming back to this and seeing how much...
more concise and condensed a lot of these scenes are.
Just coming from...
the remake where a lot of these scenes are fleshed out and there's a lot more added in the margins and...
conversations go on for longer. Like, it's good choices that they've made where they've...
mostly where they've added stuff.
It's just, uh... it's funny going back to the original and to seeing how... abrupt and short... the conversations were back then.
I wonder what that is on the wall over there. Let's see...
Don't be fooled by Shinra. Mako energy doesn't last forever. Mako is the planet's life source. The end is in sight.
Protectors of the planet. Avalanche.
Hey, you there!
General Soldiers...
Uh, later.
Halt! Run!
Mm, nope, later. Keep running.
Nope.
That's as far as you go. I don't have time to be messing around with you guys. Enough babbling, grab 'em!
And we escape.
You know what else is interesting? Like...
I would love to be able to pick the brains of the people who worked on...
these sequences and like animated this stuff.
In part just 'cause like I'd be fascinated to hear just like what...
their workflows were like, what their challenges were, what sort of stuff they were...
what the process of making this stuff was like and just what...
their thinking behind some of their creative decisions.
Especially stuff like...
okay we've had some cutscenes where we've got the characters...
in more realistic proportions like humans...
at full height...
and all that.
We've got their...
in-game kind of world running around more...
chibi-style character models that we see them in during the story and just...
navigating the world.
They've got more realistic proportions during battle.
Sometimes there's a pre-rendered cutscene though where they...
still maintain the little chibi-sized models, but it's pre-rendered.
Like sometimes the character is not pre-rendered it's just the...
these models with a pre-rendered movie playing behind them.
This cutscene though, that was a...
pre-rendered chibi-sized Cloud...
jumping on the train.
Like there's a...
they're just playing so fast and loose with their standards...
like there's no standardization to the conventions of when they're using what size of...
models and it's...
interesting. I'm wondering...
I'd be so interested to hear like what led to each creative choice on all of those.
Anyway...
Cloud never came.
Cloud...
I wonder if he was killed.
No way!
Cloud...
Say, do you think Cloud's... going to fight to the end for Avalanche?
The hell would I know? Do I look like a mind reader?
Huh, if y'all want such screw-ups...
Hey, Barrett, uh, what about our money?
Uh, nothing, sorry.
Ah...
With a little flip and everything.
Cloud! Cloud!
Looks like I'm a little late.
You're damn right you're late!
Come waltzing in here, making a big scene.
It's no big deal. Just what I always do.
Shit.
Having everyone worried like that. You don't give a damn about no one but yourself!
[cell phone vibrating]
[chuckle]
Wake up! We're moving out! Follow me!
[cell phone vibrating]
Be careful. I'll shut this.
Oh, Cloud! Your face is pitch black!
There you go.
Say, thanks for helping me back there at the reactor.
No problem.
You don't have to! She still gets out!
[cell phone vibrating]
This is why I hate the last train. Phew, boy.
Our train car now. Well, mostly. How's it going?
They must have a real calculating leader. I wonder what they'll do next.
Takes time for that, too, and really, uh...
The place feels lived in.
And there's a lot of texture to it.
Especially here in Medgar. I really like that.
Barrett, you want to chat?
Stop acting like a damn kid. Sit down and shut up.
Okay. Not feeling chatty.
Hey, Cloud, you want to look at this with me?
It's a map of the Medgar rail system. Let's look at it together. I'll explain it to you.
I like this kind of stuff — bombs and monitors — you know, flashy stuff.
Okay, it's about to start.
This is a complete model of the city of Midgar. It's about one ten-thousandth scale. The top plate is about fifty metres above ground.
A main support structure holds the plate up in the centre and there are other support structures, built in each section.
Psst, whisper, whisper. The number one reactor we blew up was in the northern section.
Then there's number two, number three, all the way up to the number eight reactor.
The eight reactors provide Midgar with electricity.
Each town used to have a name, but no one in Midgar remembers them.
Instead of names, we refer to them by numbered sectors. That's the kind of place this is.
Phew. This is next, look.
This is the route this train is on. The route spirals around the main support structure.
We should be coming around this centre area right now.
At each checkpoint, an ID sensor device is set up.
It can check the identities and background on each and every passenger on the train...
...by linking it up to the central databank at Shinra headquarters.
Anyone can tell that we look suspicious, so we're using fake IDs.
Speak of the devil, that light means that we're in the ID security check area.
When the lights go off, you never know what kind of creeps will come out.
Anyhow, we're almost back now. That's a relief.
I know. Next time, I'll give you one I made myself.
Um... one what?
Um... looking forward to it?
Okay, then I'll put a little extra effort in and make it with a bang! Oh, the bomb, you mean the bomb.
That's... nice, I guess, thank you.
I'm seeing stars... this sucks, I hate the dark.
[snoring]
The localization of this is so... is... charming, but definitely rough.
That's another reason I'd recommend playing a newer version of Final Fantasy VII if you are wanting to play this yourself.
Newer versions of the game have... I understand at least... somewhat improved localizations.
There's charm to this, but it was definitely a case where they had one translator on staff for this entire thing and...
there was a lot about their workflow in general with localization that Square was gonna be figuring out over the next five or six games, to be honest.
So Final Fantasy VIII's a pretty big step up over this, but... this one's definitely rough in some places.
Don't act so damn big, Barrett. [snoring] Snooze.
Look... you can see the surface now. The city don't have no day or night.
If that plate weren't there, we could see the sky.
A floating city... pretty unsettling scenery.
Huh? Never expect to hear that out of someone like you. You're just full of surprises.
The upper world, the city on a plate. It's 'cause of that. Also, they used like comic style profanity filter over stuff. I don't really know what to — carry add beeps, I guess? I have no idea. It's 'cause of that pizza that people underneath are suffering. And the city below is full of polluted air.
On top of that, the reactor keeps draining up all the energy.
Then why doesn't everyone move onto the plate?
Dunno. Probably 'cause they ain't got no money. Or, maybe... 'cause they love their land, no matter how polluted it gets.
I know. No one lives in the slums because they want to. It's like this train — it can't run anywhere except where its rails take it.
As dated as so much of this is, I am still pretty impressed by the... vibes it manages to create.
Yo! Get over here, all of ya!
Oh, me too, right. I am part of all of ya.
This mission was a success, but don't get lazy now.
The hard part's still to come. Don't y'all be scared of that explosion.
'Cause the next one's gonna be bigger than that!
Meet back at the hideout. Move out!
You got it.
Hey, who are y'all?
I'm not letting you go tonight.
Wow!
What?
Isn't there somewhere we could go to be alone?
Wow!
Someone's very easily impressed.
There's only the train graveyard around here, and they say there's ghosts around, too.
Damn.
What?
I'll leave you two to...
figure out what on earth each of you is saying.
I have places to be.
Hello.
Sorry to interrupt.
Hey now! Whoops!
What on earth are you doing? Just put out! Geez!
Huh? You come to see it, too?
There was a bombing on top. If this pillar should come down, everyone in the slums is dust.
Well, there's no point in worrying about that.
Hey, look! It's huge, ain't it?
It sure is.
Hey, this is a strange and wonderful place.
This is my place, but you can come here when you want. Bye, bro!
Huh, we're already making friends.
Yo, Cloud! Over here, now!
Right, sorry. Actually, you're gonna have to wait 'til tomorrow, Barrett. I'm gonna go ahead and call it an episode since I'm here at this hate point.
Y'all, I'm very excited to be playing through this here on the channel with you.
If you are catching this later and you wanna watch the full, like, playthrough all the way through,
I've got a link to the playlist for this entire Final Fantasy VII playthrough down in the description below,
and also a link to the playlist for the Final Fantasy VII remake playthrough.
I always put those down in the descriptions.
But, uh, yeah! I will see you tomorrow for another episode of this!
Take care until then, and goodbye!