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jj4211 ,

Thing is those criticisms also mostly apply to FF7.

Disconnect between combat and exploration? I see that for Zelda, but ff7 goes harder, with a random encounter jolting you into a different game engine for combat.

To much time in combat waiting while nothing happens? FF7 battle system is mostly waiting for turns to come to with lots of dead time.

Exploration largely locked to narrative allowing it? Yeah, FF7 had that too, with rare optional destinations a very prescribed order and forced stops. It opens up late in the game.

The video generally laments that OOT was more a playable story than an organic gameplay experience, and FF7 can be characterized the same way. Which can be enjoyable, but it can be a bit annoying when the game half of things is awkward and bogs things down a bit. Particularly if you are getting subjected to repeated “spectacle” (the slow opening of chests in oot, the battle swirl, camera swoops, and oh man the summons in ff7…)

They both hit some rough growing pains in the industry. OOT went all in on 3D before designers really got a good idea on how to manage that. FF7 had so much opportunity for spectacle open up that they sometimes let that get in the way. Also the generally untextured characters with three design variations that are vastly different (field, battle, and pre rendered) as that team try to find their footing with visual design in a 3d market.

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