“Christianity in FINAL FANTASY VII: ADVENT CHILDREN”
I am among those fans of the FINAL FANTASY series whose devotion is more akin to serial book reading than game playing, which is to say, I keep going back to the installments because I’m expecting good literature. Not just good literature, but modern contributions to age-old themes, retellings of Biblical and classical archetypes made accessible to a variety of audiences. That “variety” is only hampered by the medium, although gaming is slowly becoming an accepted art form and attracting interest from a broader spectrum of users. And while the FINAL FANTASY series isn’t likely to enter the mainstream in full, this is also an indication that it retains the thought-provoking, possibly loaded features that qualify it as literary.
One attempt to expose the literary side of a FINAL FANTASY installment is the CGI movie sequel to FINAL FANTASY VII (or FFVII). This is largely considered to be one of the best games ever made, and certainly one of the bestif not THE bestof the FINAL FANTASY series. It still came as a pleasant surprise, however, when I found out that the story would be revisited through an animated movie.
After a long wait, FFVII: ADVENT CHILDREN hit shelves in April 2006 and I picked it up right away. Like many PG-13-rated animated movies appearing these days, ADVENT CHILDREN skipped a theatrical release and went straight to DVDunlike the earlier FINAL FANTASY movie attempt, THE SPIRITS WITHIN (2001). After an initial viewing, it was clear to me that the two should have traded places; while SPIRITS WITHIN had failed in theatres, it seemed to me that ADVENT CHILDREN might have cleaned up much nicer.
That comparison aside, ADVENT CHILDREN faced a lot of internal challenges as far as I was concerned, mainly in living up to expectation. While FFVII (released 1997 for the original PlayStation) was a story told in anywhere from 30 to 60 hours through interactive game-play, ADVENT CHILDREN was attempting to follow-up on that story in a mere hour-and-a-half. Granted, the hours one puts into a game go in good portion to the game-play itself; but even if you were to piece all the dialogue and story scenes from FFVII together and leave out the player’s role, you’d still be left with a massive amount of plot. Consider also that most of that plot went toward character development, so that when something happened to a character as part of the storylinetake Aerith’s death for a classic examplethere

