has set a high bar for to live up to, but it also leaves some room for improvement. There's a lot at play in, from complex story machinations to a wide array of combat systems, and it's no surprise that not everything is balanced or honed as well as it could be. While will have unique challenges of its own, improving on returning elements that need the work will also be critical to making it a perfect send-off.
One of the most interesting parts of is the Materia system, which keeps the classic options for magic and abilities from the original alive while adding some of its own twists. Equipping Materia can power up characters in significant and varied ways, from unlocking powerful summons to increasing the rates for drops. It can also be a hassle, however, and changing loadouts or swapping Materia between party members doesn't need to be as much of a drag as it is.
Setting Materia allows the use of spells in Final Fantasy VII Rebirth; knowing which are best to level early could make all the difference.
By the end of, it's possible to equip any given character with a substantial lineup of Materia, but the game doesn't offer any systems to save or transfer these loadouts. Although this can seem like a minor inconvenience at most early in the game, the frustration that the missing feature can cause increases across 's runtime. It can prove especially annoying when dealing with later side content, as some of the optional fights found just before embarking on 's final act are particularly challenging and demand the right setups.
Micromanaging Materia isn't something that's going to interest every player, but it's hard to ignore Materia swapping altogether. A difficult arena gauntlet in might have enemies that are only weak to one particular element, or defensive options could be necessary to survive some boss attacks that AI-controlled party members won't consistently avoid. Certain Materia options are incredibly specialized, like ones that swap HP with MP or Attack
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