SPOILERS
Most of rebirth is a triumph. The world space, the party characterization, the animations, music and voice acting are brilliant. The combat, while certainly not up to the caliber of a dedicated action game, is a significant improvement on remake/16. The focus on non-combat gameplay is refreshing if a bit overdone at times.
However, the defining element of the title is the narrative and it is here where the game seems to teeter with pacing and tonal issues throughout, before failing catastrophically at the very end.
------------------- Combat and Gameplay -----------------------------
Its amazing how incentivizing use of multiple characters, with slightly different play patterns, keeps the experience generally fresh through a marathon experience.. that and adding a generous and effective parry.
Considering the game is a AAA JRPG, where combat is historically less relevant to the experience, rebirths combat is more than passable, with certain fights (the 1v1 human fights and summons especially ) bordering on great and satisfying. The new synergy builder/spender system works well and there are less MMO style raid mechanics, ala 16, and more dodge/parry punish windows.
The open world is exactly what you'd expect, whether you like that gameplay loop or not. I personally full cleared every region, but I strongly recommend against this for other players. The open world bloat of copy pasted objectives certainly pads the game length and content but at the not-worth-it cost of destroying the pacing of the meandering and listless story. I think most of the 'green' sidequests, all of which have an explicit purpose of exposition for your party members, are the worth doing however.
The minigames are likely to be divisive- at times they are overbearing (specifically the long stretch of junon - boat - costa del sol and golden saucer which dips into levity and recreation for far too long at the expense of the story) and I'd recommend skipping and returning if you genuinely care to engage with this content (which almost universally doesn't provide meaningful story exposition or advance the narrative). With that said the abundance of non-combat content and objectives feels true to the JRPG genre and helps break tension and combat repetitiveness. I think an unsung credit to the combat system is the frequent breaks from it, which keeps it fresh over a too-long experience.
------------------ Performance and Design -------------------------
The game runs exceptionally well and deserves a good deal of credit for running silky smooth with basically no frame drops or poor frame pacing. There are times (in performance mode) where the mediocre lighting engine washes out detail though... the game's graphics are at their best very zoomed in, with hand painted lighting and strong depth of field effects obscuring background imagery.
As most of the character models, faces and animations are brilliant and expressive this general focus on cropped portrait shots in cutscenes keeps the graphics looking great during the most important moments even if any significant level of zoom out erodes the performance mode graphical fidelity (but not frame rate) fairly harshly. There were a few rough spots... elevators, etc. where you really notice the detail washout but they are rare and more than a fair trade off for smooth gameplay.
The music is familiar but great... the new or original songs fit in well. There were more than a few times when the music is poorly balanced and overbearing on scenes. I recommend, as blasphemous as it seems, turning down the music volume relative to others... it will still be prominent and blaring, but hopefully alleviates this issue to an extent.
The open world level design introduces verticality to great effect, and uses quality foliage and textures. They seem to use a blend of black desert and forspoken inspired textures, which is a tremendous compliment. The regions are geographically distinct and a lot of love went into the world spaces and general level design (which makes sense considering we'll be revisiting these areas in the upcoming game).
----------------- the elephant in the room.. story and narrative -------------------
For all of the conceptual good in the game... ultimately a 50+ hour story game can and will be rightfully judged on the merits of its story, themes and execution. And rebirth fails in this regard.
The pacing of the story is problematic; it loses focus as the themes of the remake (defying fate, protecting the planet, etc.) are abandoned for a 'book 2 style' aimless benevolent meandering throughout the world. This is intentional, and flaw of the OG games as well, but it doesn't really excuse the issue. There are stretches where for hours at a time there is no meaningful progress of the core story threads.
More importantly, remake was presented as a faithful recreation of a beloved older title that, awkwardly, pivots into something different... with the cost of the unexpected shift being a lessening of pivotal scenes, and new plot lines and narrative threads that seemed needless or weak. Square Enix dedicated an entire game to shifting the core theme and message of FF7 to DEFYING FATE, 'actually this isn't a remake, this is something new' and both within the game, and the external discourse, and all the marketing, was saturated this idea that FF7 remake series was something new and distinct. The promise wasn't the game you knew and loved, but something new and unique, for better or worse. The significant deviations to the story in remake, executed poorly or otherwise, were presented as a promise of future change. It was literally in the closing scenes and taglines, and the DLC.
Rebirth is a soft retcon of this philosophy. The ending of remake promised a story free of the constraints of expectation. Rebirth basically immediately abandoned this conceit in practice, while pretending to preserve this approach in theory. The plot ghosts are gone for the majority of the title, Aerith, Red, and Sephiroths prescient knowledge of the future is retconned clumsily, and we are presented, with some exceptions, a fairly faithful recreation of disc 1 of the OG FF7. Nibleheim is presented differently, there is a new section for Tifa, Dyne's story is softened for the worse, etc. but all of these changes while mostly neutral could be overlooked. Especially as a ton of the 'filling in' stories added like Cissnei and others are effective and engaging. Adding new story telling to the setting isn't inherently bad in rebirth.. expansions of minor OG plots are generally good, just as in Remake.
While square does a great job embellishing the parts that don't matter, its literally the reverse for the actual story beats that matter.
The important story elements in rebirth are a disaster. It follows almost the same path as remake- a great game that inexplicably ruins and fundamentally changes seminal moments for no apparent purpose. Its bloated and convoluted. The most important moment of the game has to be an example of one of the worst presented scenes I've ever experienced. I am referring only to execution here; there is a separate discussion about whether this scene, in conception, is a worthwhile change.
Square wants the best of both worlds- they want to tell the same story as the original, faithfully, while pretending there is something new and novel to the game. Its intellectual cowardice; either recreate the experience so a new generation of players can enjoy a timeless story, or create something distinct and new.
It reeks of shameful marketing juju; they want to titillate, and misrepresent this game as something novel and new, packed to the brim with unabashed fan service, but not alienate people who just want the OG game.
- Zack, a character whose lengthy inclusion in rebirth is seemingly purposeless, is featured for no reason (even on the cover..)
- Sephiroth, an iconic villain from the original specifically because he almost entirely absent and mysterious until the very end of the game, is constantly everywhere, and presented as shortsighted and weak. We, the player, have now fought and defeated like 10 different versions of this character, including the literal iconic ending form, before even encountering him in game.
- All of the potentially unanswered questions that should have been addressed in this game have been punted to the next game, with rebirth basically not addressing any of the ongoing mysteries, character motivations or important plot details. There is functionally no resolution at the end of rebirth; the player knows basically nothing about the key story elements (holy, black materia, zach, multiverse garbage, aerith, seph, etc.), which seems impossible after 50-100 hours of play. Intentionally misdirecting and obfuscating your audience about core plot details for the sake of it doesn't make the story fresh and mysterious, it makes the story incoherent and unsatisfying.
Square seems to be using fan service, spectacle and nostalgia (its Zack! and Aerith is alive somewhere! and 10 stage Sephiroth fight, so cool!) to cynically sell an incoherent story which keeps promising it will explain, deliver, resolve... eventually. I don't know why anyone would have faith they are going to deliver a meaningful, quality narrative with what they have provided so far.
This game, like its precursors, is a tremendous time investment... and the payoff narratively has not been worth it. If the low bar of seeing your favorite characters from the OG realized and well characterized, and seeing the iconic locations from your childhood memories on modern tech are enough for you to appreciate this game, then you will enjoy it. If you don't care about the story quality in a story-focused game with decent peripheral content, you'll enjoy this title.
For people hoping to experience the brilliance of a game from another generation for the first time, this game is confusing and shallow, with a weird focus on nostalgia and meta-references you won't understand or appreciate.
For people who already love FF7 and were excited to see the promised variation or twist on the story, you've instead received a bastardized version where its somehow too conservative, but the few changes they made are terribly conceived and poorly executed.
The formula- the combat, the graphics, the adherance to traditional JRPG tropes, is great. The banal and minor writing and world building is good. However, the most important narrative elements ruin what could have been.
The good news is square has already indulged in two unwanted bait-and-switches; 1) remake isn't actually a remake, but the start of a distinct and new story... and now 2) rebirth actually isn't a distinct and new story as expected, but just a worse and poorly presented version of the OG story with the same major story beats and outcomes.
Media doesn't get a pass because the potential exists in the future to re-contextualize poorly presented prior story telling. Rebirth has to be evaluated on its merits; its a good game with a pretty weak and frustrating story. The third game, with the total lack of meaningful plot commitment so far, could be anything... but it likely won't be the story anyone wanted.