Part 3 FF7 Remake Can Help Materia Loadouts
Although the game doesn't provide any mechanisms to save or transfer any particular loadout, by the end of FF7 Rebirth any given character can have a sizable lineup of Materia. Although at best early in the game this can seem like a small annoyance, the frustration the missing feature causes rises during FF7 Rebirth's lifetime. When it comes to later side stuff, it can be extremely disruptive since some of the optional battles discovered just before FF7 Rebirth's last act are quite difficult and call for the correct settings.
While every player won't find micromanaging Materia appealing, it's difficult to overlook Materia shifting entirely. A challenging arena gauntlet in FF7 Rebirth might contain foes that are just weak to one particular element, or defensive alternatives could be required to escape some boss strikes that AI-powered party members won't constantly dodge. Some Materia choices are quite specific, such those that swap Attack with Magic Attack or HP with MP.
Part 3 FF7 Remake Needs To Correct FF7 Rebirth's Menus
The bigger issue around the discomfort of juggling Materia is how much of a headache navigating menus can be in FF7 rebirth, an area that feels considerably less simple and streamlined than it should be. There are many choices and facts to sort in the game, hence there is no universe where the menu feels small and seamless; some actions taken in FF7 Rebirth look essentially irrational. For instance, swapping Materia using the equipment menu instead of the Materia one can take hours upon hours of playing to get used to this strange decision.
This sense of unusual design goes beyond Materia; for example, party swapping falls under the combat menu rather than the one for parties. "Item Transmuter," the first choice on the general menu, is probably something most players would utilize much less frequently than party and equipment settings. With FF7 Rebirth, some important menus end up over halfway down a long list; it doesn't make much sense for little enhancements that weren't even in the original FF7 or FF7 Remake to take precedence over basic gameplay elements.
Other FF7 Games Load Out Better Materia
The absence of Materia loadout elements in FF7 Rebirth stands especially out since prior games already set a stronger pattern in this regard. Although it didn't have the ability to preserve loadouts, the original game included the opportunity to move all slots between characters in one go. This alone would go far in FF7 Remake Part 3, allowing dragging characters in and out of the party easier in a basic sense, even if a minor tweaks could be needed for the ideal configuration.
Crisis Core: FF7 allows the protagonist Zack the choice to arrange several loadouts and alternate between them as needed, however it centers on a single character instead of a party. Zack has less Materia slots, hence shifting loadouts is more essential at times; there is no clear reason this system couldn have carried over. When it comes to the card game Queen's Blood, FF7 Rebirth applies a similar idea, so it's especially difficult to defend the absence of one for essentially required equipment for fighting.
Materia enables the use of spells in Final Fantasy VII Rebirth; knowledge of which are best to level early could make all the difference.
The Materia system, which preserves the old options for magic and abilities from the original FF7 alive while adding some of its own twists, is among the most fascinating aspects of FF7 Rebirth. From unlocking strong summons to raising the rates for drops, Materia can strengthen characters in major and varied ways. Changing loadouts or transferring Materia amongst party members doesn't have to be as much of a pain as it sounds either.
Though the early Chapters of the game have a limited supply, materia are unique objects that allow you cast spells and increase your greatest stats in FF7 rebirth.
One Small FF7 Remake Part 3 Change Might Save a Lot of Time Wasted
Though it leaves considerable opportunity for development, Final Fantasy 7 Rebirth has set a high benchmark for FF7 Remake Part 3 to meet. From intricate story machinations to a vast diversity of combat systems, FF7 Rebirth has a lot of elements at play, and it is not surprising that not everything is balanced or tuned as it may be. Although FF7 Remake Part 3 will present special difficulties of its own, making it a flawless send-off also depends on improving on returning parts that demand the work.
Furthermore less plentiful are options for strong summon Materia; the difference in power between the best and poorest summons is also notable.
Regarding improvements to these issues in FF7 Remake Part 3, it's simple to be optimistic as most possible gameplay overhauls would be more difficult to execute than changing around menu functionality and adding a few utility features. Simultaneously, it's difficult to grasp why unintuitive ideas made it this far at all and feels like something that could have been readily improved during playtesting.
Whatever the cause behind FF7 Rebirth's annoying decisions on Materia and equipment, they are issues that just have to be dealt with for now; a little additional time spent in awkward menus is unlikely to spoil anyone's whole experience with the game. But failing to make things better could start to feel a lot less pardonable when Final Fantasy 7 Remake Part 3 rolls around.