final fantasy 7 is, indeed, the best final fantasy game ever(psp)

okey dokey! first i would like to strengthen my case then refute my opponents. and i also ecxuse him for not fully finishing his response. he was short on time and not every one can spend their life in front of a computer screen. The game's stunning cutscenes have an immeasurable effect on the emotionally resonant story. There is a harmonious mix of prerendered cinematics and in-engine cutscenes, and both were created with precision. Dramatic camera angles frame Crisis Core's greatest moments, from earth-shaking soliloquies to the quiet pauses Zack and Aerith share. There is a standout scene in which Sephiroth comes into deep focus using a cinematography technique familiar to Alfred Hitchcock fans. This kind of range is rare in cutscenes, even in RPGs, yet it's never forced or overdone here. The quality is further enhanced by incredible voice acting. Past Final Fantasies have sometimes suffered from awkward English voice-overs, but each actor here delivers the right degree of emotion at the right time, which in turn gives weight to the story. As Zack matures, you can hear the newfound confidence replace his adolescent arrogance; when Angeal tells Zack that he's just a little more important than his sword, you can hear a subtle grin in his deep, commanding baritone. If you enjoyed Final Fantasy VII, this kind of attention to detail won't come as a surprise. However, you may be startled at how the combat works. Crisis Core is an action RPG. Granted, it does have many of the same elements as FFVII: materia, limit breaks, and so on. Battles are almost exclusively random, though you can avoid them just as easily, with the exception of those that end your side missions (more on those later). When combat begins, you are limited to a contained area, but you can move freely within it. To target an enemy, you simply face in its direction, and to attack, you hit X. It's not quite real-time, but rather a series of quick turns that give you a smidgen of time in-between to select a different spell or attack. You can switch among different options and spells on the fly using the shoulder buttons. If you're familiar with the Tales series (Tales of the Abyss, and so on), you'll have a rough idea of how the combat works in Crisis Core. You can also guard and evade oncoming attacks, though doing so spends action points. A number of special attacks, such as assault twister, also use action points. Other attacks, like spells, use up magic points. To perform them, you need to possess and equip the corresponding materia. Zack can't use an unlimited number of materia in battle; he's limited to a certain number at a time, so you'll want to choose wisely before you head into late-game combat, especially if you know a boss fight is imminent. You can also fuse materia together to make new spells or enhanced attacks, such as the impressive Thundara Blade. There are times when you'll need to take advantage of your materia and dodge oncoming attacks. Nevertheless, for the first half of the game, Crisis Core is remarkably easy, and a lot of battles come down to mashing on the X button. There is no shortage of potions and gil (the series' currency), either, and given that you can purchase items at any save point, there's no reason not to be fully stocked. The combat is fun, and it will get Final Fantasy fans talking. But no mechanical element is bound to get more attention than the Digital Mind Wave, or DMW. The DMW is a slot reel that holds the key to two important facets of Crisis Core's gameplay: leveling up, and powerful attacks called limit breaks. The reel contains six slots: three that contain character portraits, and three that contain numerical digits. As you fight foes, you earn soldier points, which in turn function as currency that keeps the DMW in the top left corner spinning. When the left and right character portraits match, you enter a separate limit-verge screen where you wait for the digit slots and the center character slot to stop spinning. If you match all three portrait slots, you unleash a limit break, which is accompanied by a dramatic cinematic. If you match numerals, you may level up an equipped materia or Zack himself. The DMW also controls some status changes, such as temporary invincibility, though they aren't signaled by a change to the limit-verge screen. now i am low on remaining characters, so i will have to delay formalities on my opponents case. one of my opponents arguments say that cut scenes and good graphics are not the basis of fun for this game. i know this and i was simply pointing out how they increased someone's liking of this game. of course you cannot say that there is no storyline in this game, otherwise there would be no point to this game or debate. i have provided plenty of suffient reasons above to show you this game has perfect storyline as well as graphics. and second, because of other final fantasy's have good graphics as well, which i never said they didn't, i was referring to the argument you made about the previous final fantasy 7. And i have very much proved that this game provides plenty more action in response to your second paragraph. i have even provided examples. If you want to prove me wrong on this, your going to need a bit more evidence my friend. And to defend my own case, I was referring to your old debate argument in which you were often complaining about random encounters not being fair. This game is not less difficult because of its priviliges, but its more justice prone than other FF games. This game takes just as much thinking as any other FF game does. You would find yourself hypocritical to say that you think Random Encounters are fair, after posing a whole debate on how they were worthless. in paragraph three, you tell me modulating phases in this game, do not compare to other games limit breakers, etc. How are modulating phases less efficient than others? My purpose in this debate is to point out the benefits of this game, as better. Of course i know other FF games have these things. But what makes them BETTER than the modulating phase? Paragragh 4 says that it is more of a greater story with the whole father/son fighting thing. Let me ask you this, Would you rather fight your father knowing he is evil, or your friend, just because he is on difference of oppinion of you. This does not make FFX's plot more desperate in any way. paragraph 5 says Tidus and Yuna's love was sacrificed and that makes FF 7 old news. However everybody knows that kind of love story. They fell in love easily, and it was all gushy muckey "i love you!" "I Love you too" stuff. Zack and Aerith take a new twist to this though. They take a more serious aspect of it. Zack is always trying to be there when he can, be he is definitely not held to this woman. Zack and Aerith were the love that never happened. This is a new twist game-makers brung into FF that was overly loved. paragraph six you want me to expand on?? expand on what? that they were great friends, and then they betrayed them? in what way can i expand on that pray tell. paragraph seven Says that i have been expounding merely on characters goals. Yes, i have. Tell, me where in this next round please how multiple characters help. i'm still waiting for a response to the rest of my first round. Thankyou again for accepting this debate Logical-Master. And i am sorry if you take any offence at my arguments, for it is not intended. You are a very respectable debator. -kudos fo-shizzle