Final Fantasy VII Rebirth - Part 39
Almost four years after Square Enix delivered the first installment in the planned Remake series and the sequel arrived. I’d been eager for this one since the first reveal – and based on the divisive changes to the story to bring in new ideas I was apprehensive and worried about how this one would be handled, despite the assurances that key scenes and story beats would be included but in more detail – and especially after all the hinting to the oh-so-tired multiverse formula. What was delivered was an absolute triumph that outshines Remake in every conceivable way.
The story covers the last 3 quarters of disc one of the original, from the flashback at Kalm up until *that* moment at the Forgotten Capital. The characters are well developed, as you learn more about them and their backgrounds – the destruction of Nibelheim, how Shinra tore Barret’s life apart, Red XIII’s ancestoral discoveries in Cosmo Canyon and Aerith’s arrival in Midgar are all emotionally charged and especially well done and expanded upon. The branching reality story is one that has you scratching your head and theorizing, but is engaging and well presented. I don’t want to spoil anything – FFVIIR is filled with excellent emotional storytelling, sometimes raw and powerful and sometimes endearing on the verge of cringe. The voice cast have all really had a chance to shine here, and it seems that they’ve been able to lean further into this than the occasionally restrained Remake. As with Remake, the soundtrack is absolutely incredible and I could talk about these new arrangements all day… but I’ll spare you.
The combat is fairly easy going on normal mode, expanding on the ATB/Action RPG hybrid system from Remake and Intergrade – Introducing new synergy abilities and unique attacks for your characters. Hard mode and the insufferable Chadley’s challenges are where the real challenge is, as you need to learn every character’s movesets and how to play with them – as well as juggle different materia builds to successfully navigate almost every fight. Although a real difficult ordeal at times, the sense of reward and accomplishment have been worth it.
One of the major complaints I’ve noticed is the sheer amount of minigames and the sheer frustration where people can’t “git gud”. I enjoyed almost every minigame, with the exception of crunches, 3d combat simulator and Cait Sith’s insufferable crate lobbing – but these are really minor gripes. There are some games lifted directly from other games like Fall Guys or Rocket League, which I found lazy but extremely fun! I spent most of my minigame time on the well-designed piano game where I was playing the “hits”. Queens Blood is also an absolutely killer card game – one that even outclasses Triple Triad from VIII once you get to grips with how it works.
Remake is around 60 hours of content if you’re looking to 100% the game – 236 hours and I’m extremely satisfied with the result after obtaining the platinum. First off, the linearity is all but gone and there is plenty to do across the 6 massive area maps. Where Midgar was self-contained and claustrophobic, Rebirth features 6 beautifully crafted and enormous and mostly traversable unique areas based on the original world map – Jungles, deserts, coastlines, mountains and much more.
The towns are created and almost perfectly resemble their original counterparts. The scale is massively impressive, and it’s almost intimidating when you see just how much side content there is. It seems a little Ubisoft checklist of things to do at first, but when you’re given challenges such as unique area battles and protorelic quests then you realise that it’s more engaging than simply climbing and syncing viewpoints.
All in all, Square Enix have triumphed here with not only the best game released this year to date (and I don’t see anything surpassing it), but the best Final Fantasy outing since VII originally hit shelves – a bold statement yes, but I don’t say that lightly.
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