Dirge of Cerberus: Final Fantasy VII
Tuesday, October 31st, 2006by tonyadpx
Vincent’s story is told. And that’s all that’s really good about Dirge of Cerberus. Okay, maybe that’s not all—the graphics were amazing and some game play elements were interesting—but that was the only standout that kept me playing throughout all of the game.
The design of the game is to run from beginning to end shooting whatever pops up in the process. The game attempts to add strategy by making special bonuses for achieving certain criteria upon the completion of a level. Using few items, getting hit rarely, and achieving critical hits are graded from S to D and gaining an S in enough categories nets you the biggest monetary reward. In truth simply running and blasting will get you what you need in most circumstances. Critical hits happen randomly enough to get an A or S, moving quickly gets you a better rank in the time and also makes it difficult for enemies to hit you, and items are limited as is. So there it is, strategy solved by poor design.
Guns are the key to Vincent’s success. Though you start with the namesake of the game, it’s a surprisingly weak gun and in need of upgrades throughout. Besides the Cerberus, which is the basic handgun, you can get a rifle called the Hydra, and a machine gun called the Griffon. In addition to the gun types you can apply barrels, each with their own special ability, like speed, distance, and power. You can add one of three types of materia as well, and can even get bonuses for using magic throughout the levels rather than bullets, but doing so makes it impossible to achieve critical kills. Beyond those parts—gun, barrel, materia—there are useful upgrades, such as power and defense boosters that help in getting through every level.
One of the few interesting features of this game is hunting the Time Capsules hidden throughout every level. Usually they’re hidden in places that Vincent can’t access and need some sniping skills to shoot them down. Finding these little nuggets are difficult, but they do add a little replay to the game since you can go back through after the initial play of every level and find them without worrying about time or ranking constraints. And then, upon completing the game, you’re given a reward for each Time Capsule shot down. At well over a hundred capsules in total, it makes finding them all one heck of a reward.
Now, for the gold in the game. As previously mentioned, Vincent’s story is told, amidst a chaotic time of upheaval that occurs three years after the events in FFVII—one year after Advent Children. A mysterious group of super warriors known as Deepground are snatching up people for some purpose as yet unknown to Vincent, who is caught in the initial invasion. Though unwilling, Vincent finds himself fighting once again on the side of good, joining the WRO, headed by Reave, as well as his friends from past adventures. But what he discovers of his enemies, and of himself, makes his quest far more personal. Visions of Lucrecia, Hojo, and transformations into his ultimate form, Chaos, haunt Vincent, and he finds himself more in search of his own personal questions than in saving the world. What he discovers, though, links him personally to the apocalypse, and he must find a way to avoid becoming a tool in the end-game.
Thankfully, the beef of this game is long cut scenes of story with some amazing FMVs, so the constant running and blasting isn’t as monotonous as it could be. Repeat: as it could be… meaning that it still is monotonous, and gets very boring after about the fifth level. The levels are mission based, and every mission involves shooting at something. Each level is about as linear as a hallway with two doors, and in today’s gaming world, where entire counties can be explored (like in Grand Theft Auto) this is a big no-no. As for recommendations, I really can’t recommend Dirge of Cerberus unless you want to know what Vincent’s been up to since Advent Children. The few highlights, gun modification and Time Capsules, are fun, but eventually tedious. It really isn’t that good of a game.
What Makes This Anime Binge-Worthy: Everything. FMA has great music, great animation, and some extremely lovable characters. What makes FMA stick out most would have to be its excellently plotted storyline. Following the Elric brothers’ turbulent journey through the world of alchemy as they attempt to set right the wrongs they have done. FMA delivers what is arguably the most dramatic plot in any animated series without resorting to the blood and guts and some of the more cliché storytelling tools to achieve this. Also, unlike a lot of anime series out there, FMA follows the full story arc, with a beginning, middle, and end, leaving behind very little in the way of ambiguity. Yes, you’ll be asking questions when this finishes, and yes, these questions won’t get answered (that’s something that most of us, as anime fans, have long since grown used to) but FMA still has a feeling of being complete once the credits in the final episode close.
Here’s a quick, spoiler-free rundown of what can be found in FMA’s story:
Highlights: FMA has quite a bit to it that’s worth mentioning here, but I’ve chosen three moments that to me stick out most. The first would have to be the initial scene in which Ed and Al attempt to resurrect their mother. This scene pounds the seriousness of the story into Fullmetal Alchemist. Initially, I had thought this series childish, mostly because of the look, but after seeing this scene my impressions shifted.
The Length of the Binge: 51 Episodes at 25mins each for a total of 1275mins. That, for those slow in the math department, is over twenty-one hours. Obviously, this isn’t a one-sitting binge, unless you have a really comfortable chair and some strong coffee and absolutely no life or obligations.










