There was a whole world full of iconic moments awaiting modern revisions ahead, as well as whatever twists this now obviously diverging path might bring to them. I was overcome with a yearning I hadn't really felt from a game before, standing on the edge of Midgar's expressway at the end of Final Fantasy VII Remake. In many respects, Final Fantasy VII Rebirth is the realization of my wildest dreams; it's both a magnificent reconstruction of my early years and an intriguing—if occasionally clumsy—new take on a tale I've loved since 1997.
The already flawless action and turn-based role-playing combat in the remake has been revitalized with new party members and mechanics. Additionally, the way the original overworld was divided into large, open areas with fun optional activities has been redesigned, adding new depth to areas I previously believed to be familiar. Doing all of this with characters that I adore also has a certain charm to it; their backstories and turning points take on a certain grandeur. Rebirth's grandiose plan to rewrite Final Fantasy VII's history, though, wavers between being utterly brilliant and overly complicated. Although I have mixed feelings about some aspects of the new direction's execution, Rebirth is still an incredible journey that I will cherish as I eagerly await the third act of this reimagined Final Fantasy VII. I spent over 80 hours finishing the main story and a sizable amount of side content.
What We Said About Final Fantasy VII Remake
The Final Fantasy VII Remake lives up to the extremely high expectations, and for the most part, it does. It has excellent combat, a wide array of enemies to choose from, and I was ecstatic to see this little plot point developed with genuine character arcs and the previously unrevealed humanity of Midgar. My grin never stopped, even with the dull RPG filler and Kingdom Hearts-like convolution that was added in between, although not long enough to ruin the atmosphere entirely. That means that, while still being a fantastic role-playing game in and of itself, this remake succeeded in allowing me to experience (a portion of) a classic in an amazing way. - on April 6, 2020, Tom Marks
Its amazing magnitude is a big part of what makes that voyage unique. I felt a wave of amazement as soon as I stepped upon the Grasslands, the first of six zones that comprise Rebirth. I was astounded by how exquisitely the once low-poly Final Fantasy VII world had been rebuilt, whether I was gazing out over the far-reaching horizon or viewing a backdrop of massive and distant mountain ranges. Aerith is shown admiring the beauty of a previously unexplored natural world in an early cinematic, but Red XIII quickly reminds her that it is still dying from the inside out.
Rebirth manages to transcend its well-worn open world design.
Finding wondrous sights are their own little rewards.
Later areas in Rebirth change up how you move around them with unique abilities for your rideable chocobo. Bouncing off launchpad mushrooms to get around Gongaga's labyrinthine jungle and chaining boost pads to stay airborne in Cosmo Canyon started out cute, but eventually became more tedious than necessary. Rebirth also loves to make you climb cliffsides or swing across gaps with a grappling hook, Uncharted-style, which don't feel as fluid as they ought to be, though the sense of adventure these actions provide at least makes them tolerable.
Whether you’re tracking down Lifesprings to learn more about the region, fighting uniquely tough enemies in the wild while fulfilling specific battle conditions, or chasing down Protorelics for bespoke side stories, everything you do feeds into one gameplay system or another. For example, Lifesprings can unveil Divine Intel locations which can make the battles to unlock new Summons easier, or they can reveal the objective of an ongoing sidequest that didn't seem connected at first blush. Not all of the optional tasks are terribly exciting (like digging up treasure with your chocobo or doing silly timing-based inputs to activate Summon shrines) but the rewards are a decent enough incentive to at least prevent them from feeling like outright filler.
Sidequests pop up at every major town's Community Noticeboard, and they paint a more complete picture of Rebirth's vision for its reimagined open world. A certain party member is typically tied to each individual sidequest, so you'll get to see a side of them you wouldn't be able to otherwise, and also increase their Bond level in the process (a new feature that’s mainly relevant in a later part of the story I won’t get into here). These are more than mere fetch quests, instead featuring multiple objectives that take you across regions and encourage exploration, and they often tell their own compelling little stories or uplift the human element of Final Fantasy VII. Some of the later sidequests even provide context that's almost essential in order to fully understand the world and a few supporting characters as well.
Regardless of which tasks you take on, you'll be rewarded with XP for your Party Level, a separate progression system that advances your access to Folios. You can think of Folios as a system like Final Fantasy X’s Sphere Grid, where you spend a pool of skill points to unlock new perks and abilities for each character. The biggest addition within Folios are Synergy Abilities, powerful partner attacks between specific characters that lay on heavy damage and can grant bonuses like extending stagger windows, filling the Limit Break bar, or temporarily negating all MP costs. You'll also access Synergy Skills that can be used on the fly to make combat more flexible, such as having Cloud launch Tifa into the air to get into melee range of flying enemies, or letting Barret soak up incoming damage for Aerith. Synergies are yet another tool in a bag full of tricks that complements the already intricate combat from Remake – and instead of bloating what's already quite a busy system, they work to fill gaps and reward you for expending ATB bars, making the combat loop feel more complete.
Strong enemies won't go down through simple button mashing.
The Verdict
Final Fantasy VII Rebirth impressively builds off of what Remake set in motion as both a best-in-class action-RPG full of exciting challenge and depth, and as an awe-inspiring recreation of a world that has meant so much to so many for so long. After 82 hours to finish the main story and complete a decent chunk of sidequests and optional activities, there's still much to be done, making this pivotal section of the original feel absolutely massive. Minigames, sidequests, and other enticing diversions fill the spaces of its vast and sprawling regions, painting a new and more vivid picture of these familiar locations. But more than just being filled with things to do, Rebirth is often a powerful representation of Final Fantasy VII's most memorable qualities. It does fumble the execution of its ending, getting caught up in the mess of its multiple twisting timelines, but new moments and the overarching journey manage to evoke a deeper sense of reflection in spite of that. So, for as flawed as parts of how this classic has been reimagined might be, Rebirth still stands out as something both thrilling and unexpectedly impactful.
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