First off, huge spoiler warning. I cannot talk about why this game is scored the way it is without talking about the good, the bad, and the ugly when it comes to the storyline. My gameplay was nearly ~101 hours, all on PS5, and up until late game was all on Normal mode. That being said. Let’s get into it.
Final Fantasy VII Rebirth has a strong start, strong gameplay mechanics, but generally over stays its welcome in game length and pacing. What I thought would be one of the greatest Final Fantasy games of all time, falls well short due to some design and story decisions made throughout the playthrough. I’m going to talk pros, then cons, then story.
Pros
The combat is wonderful. It marries the great duality between easy to start hard to master. It, at times, can be absolutely riveting. Square’s action based direction with pause based actions is well executed. This should be a design blueprint for any other game looking to jump from turn-based to action-based.
The soundtrack is absolutely incredible. Chefs kiss.
The minigames are largely fun, and unless you are someone who is trying to platinum the game, you can choose to walk away before they become too monotonous. I enjoyed my time at the gold saucer. I enjoyed queens blood enough and was mostly irritated that the fort Jeunon minigame didn’t get more time.
The game is too long, see below, but still provides a high value in today’s high price gaming market.
The game is absolutely beautiful. For some reason, square enix games cause me a massive amount of eye strain. I don’t suffer this in any other game. Just square games since Final Fantasy 13. I think they need to fix whatever camera nonsense causes that (it’s enough of an issue that you can google Final Fantasy eye strain; I’m, to my surprise, not the only one talking about it). But this is a mechanical issue. The environments are wonderful. The monster design is my favorite, really adding to the world. Although there is clearly a style shift from remake to rebirth, once I got use to it, I actually loved it.
Cons
The late game difficulty spike was unnecessary and feels rushed. Like the developers ran out of interesting mechanics and just ramped up the difficulty. Due to this, I did something I’ve never really had to do in a game. I set the mode to easy starting about late chapter 12 through the end of the game. Too many bosses getting the ability to stagger lock the party, hit them unavoidable and unblockable high damage AOE attacks, all while your characters struggle to generate the ATB meter. It is a jarring adjustment and given how much time I was invested already into this game, I couldn’t continue to invest 10 to 15 minutes of failed battles that I was just not having fun with.
The best way to handle this jarring adjustment is to re-equip and prepare appropriately for every battle. Unfortunately, materia equipment is cumbersome and the menu/UI for doing so in not enjoyable and after I hit about 60 hours, I could not bring myself to spend more time, just menu hopping. Also, assess should have been a learned mechanic for some characters. Assess should not take up a materia/accessory slot for the entire fucking game.
Character leveling, especially the party member skills, is slow and even in this enormous game, it would be difficult to unlock everything you’d like to in a reasonable amount of time. I did not get to see a single final limit break and that is frustrating.
Audio balancing is poorly done. This might be my longest (as in noticed it right in chapter 1), greatest, gripe not related to story. Sometimes the audio over takes dialogue while not being loud enough during times like combat or when themes need to ramp up. I remember during the remake, when you jumped into boss fights, all of a sudden the audio was thumping and the boss music sounded great. In this game everything is not balanced appropriately. I had times where I couldn’t hear dialogue over music as well. This should have been easy. I was using 5.1 surround sound.
Certain mini-games feel like they were not well though out or even tested. After frustratingly attempting the infamous Tifa minigame and almost finishing the hardest difficulty, I ended up losing in a tie because of a control phantom press. I look forward to criticizing squares unwavering commitment to bad design in game three. Expecting players to commit time to learn new, complex minigames, as late as cosmo canyon feels like they’re asking too much.
The game is way too long. The game’s length combined with the large portion of monotonous hours, makes it feel like the interns gathered to brainstorm ideas for rebirth and square said “Good, put them all in.” This has a huge impact on the games pacing. Unfortunately, due to the open world design we spend too much time suffering “go here, press button” and the enjoyability of the story suffers from that pacing design. The greatest fix would have been to cut more. Every new area should have continuously reduced time commitment. I had an Elden Ring platinum in less time, and I’ll be the first one to admit, I cheesed the multi-ending trophy, but at 101 hours of rebirth, I left a lot undone, because I was ready for this entry to END! A platinum was completely out of the question.
Side-quests were largely another pacing slow-down. I had to fucking heard cats. I’m not impressed. Many added little to know value. Unlocking a bunch in Chapter 12, just frustrated me. I did none of them in chapter 12.
Things I hated: How the planet weapons look, a lot of the equipable weapons, and Cait Sith.
The Story
What in the actual fuck was that ending. Up until the end of the game, I had been fairly forgiving about the inclusion of fate related elements and the multi-universe tease. I have some very basic rules to follow with story telling. Unless you are designing a very specific, well-thought, story around elements like time-travel or multi-verse, AVOID. Final Fantasy VII unfortunately leads into multi-verse and builds up a huge, and what ultimately feels like unnecessary, story around fate.
Let me be clear, the decision to kill Aerith is not my gripe. My problem is, spending two full games (~150 hours) teasing us about how fate isn’t set in stone, we forge our own-path, and then ultimately falling back to the safe place of following the original story, feels like a massive cop out. If their plan was to kill Aerith all along, Square should have avoided the inclusion of the fate story-line entirely. This would have saved some much needed time across the two games and avoided the rug pull of telling us how unique this new story was going to be, just to make it the same story.
Again, before I get flamed, sticking with the Aerith death is fine, but doing it this way, made many early points moot. That was upsetting, as well as the decision to basically speed run temple of ancients to the forgotten capital. It felt like the developers ran out of time, so they just mashed all of the ending together. I disagree with anyone who says “Aerith had to die”. I don’t disagree that Aerith dying though was the safe and easy choice. Had Aerith lived, we would be anticipating a new and great step forward in the story of Final Fantasy VII. Instead we’re left expecting to go and beat Sephiroth and save the planet. So, my last reiteration is, don’t tease us with bold and new and serve us something old, that’s all.
Other than the ending, I really enjoyed the story (except the pacing). I like how Shinra has been propped up better as a villian. Shinra and Sephiroth feel like they have a much better villainous presence in the new story line. I like all the additional world building, but with the end decision of rebirth, I can say that the fate story line (up to this point) feels moot and the multi-verse/fate story line should have been cut entirely.
I will say though, the Zack/Cloud V Sephiroth fight was AMAZEBALLS.
Conclusion/Next Game
Overall, I’ll give the game 4/5 stars due to how good of a GAME it was. However, due to the large time commitment to do boring tasks, the pacing of the story, and some final story beats. It more closely resembles a 3.5 star out of five. I could not justify lower than that for a game of this quality, even with my disappointment. Unfortunately though, the trilogies final game will determine if FFVII remake as a WHOLE is destined for greatness or going to be remembered as a scrambling of the original story. How history looks on rebirth will be largely determined by how well Square pulls off the final game.
My overall hopes is that we get a very traditional final fantasy game for the final installment. We take something like Remake and give it the scope of Rebirth. Mostly, I need square to pull off a historic installment and demonstrate that they are still committed to telling compelling stories. I also would like to see the de-Ubisoftication of the open world in the next installment.