Although this game is frequently criticized for featuring "angsty characters" and a large number of anime and video game cliches, critics of this game's plot should consider that fan perception of the originality of this game has been lessened considerably by the future inclusion of similar character and plot dynamics in the final fantasy series, particularly in FFVIII and FFX. This video game features truly incredible storytelling, and this game should be called cinematic not just because of the inclusion of FMV, but because of the large number of visual metaphors expressed in the game's visual direction. Consider the parallel between the stars in the game's opening and the sparks Aerith watches shooting out of the open electrical panel, or the fact that Midgar's poor literally live underneath its rich. The low-polygon-count 3-D presentation of this game gives it a visual style which emphasizes the geometric nature of objects, and the producers of the game have changed a technical limitation into a stylistic enhancement. The game's usage of light and dark, squalor and cleanliness, gloom and beauty, give it a literary theme of naturalism, by representing the products of human technology as ugly. The sweeping "theme of Final Fantasy VII", which compliments the wide-open world map prior to the summoning of Meteor, is first hinted at in "Holding my Thoughts in My Heart," which plays at the precipice of the dystopian technopolis of Midgar. The game's various themes communicate the producers' vision of which environments represent hell, and which represent heaven. Even the ironic real-life double-meaning of "finding the promised land" is parallelled in the game by Shinra's misinterpretation of the religion of Aerith's race. The game spends a lot of time exploring the identities of the characters of Cloud, Aerith, Tifa and Sephiroth through dreams, memories, and hallucinations, and rather than including definitive, conclusive scenes in which the whole truth of the characters are revealed, the game challenges you, much like a David Lynch film, to discover the reality of various events by logically reconciling the various perspectives from which they are viewed. This is "angsty storytelling" at its most beautiful, as it challenges the players to make an effort to understand the characters, much in the same ways that the game designers would probably like to see more interpersonal understanding within humanity.