I was hesitant to dive into the FFVII Remake games, as the original Final Fantasy VII holds a special place in my heart as my first-ever RPG experience, opening the door to not only a series I continue to love but a genre I’ve come to deeply appreciate. I’ve many fond memories of the original PlayStation game, even if my thoughts on the Compilation of FFVII are more mixed. I was worried that the same might be true for the Remake series, especially given some of the narrative twists and turns I’d heard about. Curiosity and the Remake series’ positive reception so far made me interested. Even though I was late to the party, I couldn’t help giving them a chance. I’m glad I caved because Final Fantasy VII Rebirth, the second game in the planned trilogy, quickly stole my heart and rekindled my nostalgic fondness for the original while remaining refreshingly new.
FFVII Rebirth begins shortly after the events of the first game, Final Fantasy VII Remake. Despite the game description touting it as a standalone adventure, it contains a helpful “The Story So Far” summary of events from FFVII Remake narrated by party companion Red XIII. I don’t think having previous familiarity with Cloud and company’s adventures in Midgar hurts, though I admit I was impatient. I dove right into FFVII Rebirth, so it is entirely feasible to approach the game either way.
The overall narrative of Final Fantasy VII Rebirth remains the same as the original, with Cloud and the rest of his traveling companions having left the city of Midgar with the nefarious Shinra company in hot pursuit. At the same time, the party tries to stop Shinra’s planet-killing machinations and halt the returned former-hero-now-villain Sephiroth’s seemingly separate yet somehow connected goals. With a potential war looming on the horizon and mysterious otherworldly beings thrown into the mix, is all hope for the planet and those dwelling there truly lost?
To say much more about the plot of FFVII Rebirth would dive headfirst into spoilers, something I’d rather avoid. Those familiar only with the original Final Fantasy VII and its Compilation of FFVII counterparts may find that FFVII Rebirth treads several familiar narrative plot points but expands upon them in meaningful ways and intersperses them with original story threads unique to the remake trilogy’s alternate universe. One could almost equate it to Marvel Comics and the Marvel Cinematic Universe: familiar characters and storylines, but presented differently. The characters and story presentation are enough to spark nostalgia with each region of the world Cloud and company traverse, but different enough that you don’t feel you’re simply repeating the same steps as the original.
That approach makes all the difference to me. I generally don’t see the point in replaying lengthy video game adventures if they are identical to what I’ve already experienced. FFVII Rebirth succeeds because it’s more than a simple retelling or remake of the original FFVII. Instead, it celebrates the past while offering a new perspective. The plot points that take established lore and stories from the original game and expand upon them are respectful of the past material, not to mention they’re extremely well-written and help to add to the narrative.
On the other hand, the entirely new additions are more hit or miss depending on personal preferences. I enjoy some aspects of them and what they could mean for future storylines, while others seem less clear and confusing at this point in the story. I can see how some later narrative changes could be quite divisive among FFVII fans. However, I give the ending credit because I want to see how everything ultimately plays out in the upcoming third game. I could see it diverging significantly from the original FFVII.
Without a doubt, extensive and intricate world-building aside, the heart and soul of an excellent Final Fantasy game is its core cast of characters. FFVII Rebirth is already fortunate because the template for said characters exists, thanks to the original game. The party is just as memorable and well-written here as they were then, perhaps arguably more so. Cloud is the player character, giving you eyes and ears into FFVII Rebirth’s world. His stoic demeanor, belied by his awkwardness in social situations, makes him endearing. He’s someone with a lot of trauma in his past that’s significantly shaped his current perspective, making him extremely vulnerable and not always the most reliable narrator, causing players to sometimes question his reactions. He’s a fascinating character study that FFVII Rebirth only just scratches the surface of.
Suppose Cloud serves as the proxy for the player. In that case, flower vendor Aerith is arguably the main character of FFVII Rebirth proper. The game recounts her trying to find her way on the planet as the last of the sought-after and enigmatic Ancients. I greatly appreciated Aerith’s role in the original game, and I found that sentiment only intensifying throughout her character arc in FFVII Rebirth. She’s the “everyday” character, not used to constant fighting and extreme physical activity, yet she manages to hold her own and grow into her role as the quest continues. Aerith is memorable because she’s so painfully and beautifully human despite that “otherness” existing within and foisted upon her by those seeking the Promised Land: mischievous and flawed, yet kind and caring.Β She’s a standout character amongst many.
I also greatly appreciate how the game tackles the love triangle between Cloud, Aerith, and Tifa, which is normally one plot device I could do without. Seeing the sincere friendship that develops between the two women is heartwarming despite the feelings they both have for Cloud, and I think there is an argument for either potential romance without negatively impacting the characters or their dynamics together, which is also an important reason I believe FFVII Rebirth strengthens Tifa’s character. My overall impression of her in the original game was that she was simply caring. Still, FFVII Rebirth delves more into her complicated history with Cloud and her views on Shinra and Sephiroth. She’s supportive and protective of those she cares for but also vulnerable and unsure. Some of my favorite parts of the game are when you get to play as her.
Barret’s character arc was a highlight of the original FFVII to me, somehow becoming even more emotional in FFVII Rebirth. I like the complex feelings he shows in the aftermath of events in Midgar, and the parts when he acts as the doting father to Marlene are downright heartwarming. He’s a standout character alongside Red XIII and Yuffie. The scholarly and diligent Red XIII is one of my favorite party members, and I love the justice FFVII Rebirth does to his story. Likewise, Yuffie is a scene-stealer the minute she makes her appearance. I adore how realistically they portrayed her wanting to fight Shinra and how she’s still inexperienced with the fundamentals of war despite her training.
Cait Sith is the final party member to join you in combat. He’s a lively and fascinating character who keeps you guessing. I also love the found family dynamic that tentatively develops between the party and their two tagalongs: expletive-happy pilot Cid Highwind and the mysterious Vincent Valentine. I certainly hope we see more of them in the third game! There’s a genuine sense that, when it counts, Cloud’s party looks out for and cares about one another despite their differences.
The narrative also showcases other characters outside the sphere of the party. It was great seeing Cissnei again following the events of Crisis Core: Final Fantasy VII, and I love how caring Aerith’s adopted mother, Elmyra, is. Even story-relevant sidequest characters like Billy or Kyrie have surprising depth to their storylines. Despite his unpopularity, I even liked quest-giver Chadley due to the world- and lore-building he provides! Phenomenally written antagonists such as the Turks and Rufus Shinra permeate the narrative, and Hojo still wins the award for the creepiest mad scientist in an RPG. Sephiroth manages to be quite enigmatic and menacing in his appearances as well. I admittedly wasn’t the biggest fan of the eager “friendly” rival Roche, as he is a bit over the top for me, but his character arc takes a surprising turn.
I could feasibly go on and on regarding the characters and story, so let’s rein it in. After all, FFVII Rebirth is an action RPG at its core, so let’s talk about gameplay. Players set one of the party members as the “leader” of a three-person max team. When combat initiates, your goal is to string together basic attacks until you acquire the AP needed to unleash a more specialized ability upon an enemy or use an item from your inventory. You can also equip materia orbs onto your armor and weapons to boost stats or cast additional magic spells so long as you have MP.
As you level up, not only does the materia equipped to characters strengthen, but you also gain skill points to trade at folio stores to improve party members’ stats or gain new abilities. In combat, you can also use powerful synergy attacks between two different party members, summon powerful entities to aid you temporarily in battle or unleash potentially devastating limit breaks when your gauge is full. Combat is fast and fluid, perfectly fitting a more action-based setup, though you can slow things down a notch as desired when cycling through action menus. It’s a nice balance for those who prefer “turn-based” mechanics. Each party member has a unique playstyle that you get to experiment with at various points in the game. I tended to gravitate towards Cloud, Red XIII, and Tifa, but no doubt some characters will fit your playstyle.
The gameplay consists of near-open-world regions spliced with dungeon areas to explore. In the more open areas, you can perform world intel quests for Chadley that reward you handsomely in items, stronger summon materia, or more experience and skill points. Given those benefits, I didn’t mind running his errands, as I found getting lost in an area while exploring to be fun, even if it felt rather empty until spying the odd settlement. Likewise, dungeons were fairly well-designed overall and came with gimmicks to help you advance. The only one I wasn’t quite sure of was the Shinra Manor dungeon design, but it was still reasonable to navigate with minimal frustration once I got used to using Cait Sith. Thanks to walls you can climb and ropes to swing from, you can go everywhere in FFVII Rebirth. As soon as fast travel becomes available in a region, it becomes a valuable tool in your arsenal.
Each area also has a different type of chocobo native to it, with a unique ability to help get across the terrain. Gaining the ability to ride a chocobo in several regions requires you to first “tame” a wild chocobo, a process involving a stealth minigame where you have to avoid detection by diverting attention away from Cloud as he slowly approaches the feathered steed. They can sometimes be tricky to figure out, though a helpful checkpoint system can keep you from having to repeat the whole effort. The chocobo-taming minigames serve as an introduction into what is arguably the lion’s share of FFVII Rebirth aside from exploration and combat: the minigames!
There are a wide variety of minigames in FFVII Rebirth, to an extent where I understand why some feel they oversaturate the game. I didn’t mind them as nice breaks from the exploratory gameplay loop; most of them were well-orchestrated. Chocobo racing at the Gold Saucer was fun in the original game and continues to be, while the addictive Queen’s Blood is a standout card game with a storyline attached to it. You protect animals from monsters while out on the field or practice a shooting range game. There are so many that no minigame appeals to everyone (my brain’s wiring does not agree with the piano performances!), but their sheer scope and number can keep you entertained. There’s even a strategy game that utilizes the original FFVII’s “block graphics” to significant effect!Β Β It’s feasible to lose hours playing minigames and trying your hand at side quests before advancing the main story.
I appreciate that the sidequests that pepper FFVII Rebirth’s world are often story-relevant and usually tied to an individual party member. “Successfully” completing them can even raise and/or change Cloud’s relationship with a fellow party member. A conversation wheel similar to a BioWare game pops up when controlling Cloud, allowing you to make dialogue responses and game choices. Depending on what Cloud says or how you approach the decision, you might change how certain party members view him.
While there’s a plethora of things to do during a first playthrough (mine clocked in at around 120 hours), post-game content adds even more, including providing a play log to see things like relationship values for replay purposes or which quests you’ve already done, as well as story chapter selections and harder difficulty for those wanting a challenge.
I played the game on the verified Steam Deck without gameplay issues. A controller schematic seems to work best, given its action RPG roots, and I am unsure how it might do with a keyboard schematic. I should note that, while fully playable on Steam Deck, it won’t be the best-looking version of FFVII Rebirth. FMVs still looked great, and I adored the over-the-top battle cinemas that brought to mind the outlandish battles in things like The Legend of Heroes: Trails series, but sometimes the graphics during intense fights would get blurry or it would take a few seconds to load textures and objects in an area entirely. Still, it is an impressive game graphically, with plenty of gorgeous vistas and detailed, varied character models.
Soundwise, FFVII Rebirth carries on the FF trend of amazing music. The soundtrack is incredible, comprised of arrangements of classic FFVII songs alongside new and rather experimental tracks that vary from genre to genre. The main vocal theme, “No Promises to Keep,” is gorgeous. The English voice acting is also top-notch, with several characters boasting compelling performances depending on the scene. Special mention goes toΒ Tyler Hoechlin as Sephiroth and Max Mittelman as Red XIII.
There’s not much I can critique about FFVII Rebirth. It reminded me of everything I love and appreciate about the original game while granting a new perspective. It’s a wonderful action RPG with some addicting minigames to boot. I like the slight element of choice interspersed throughout the narrative as well. I can see where some of the more original aspects of FFVII Rebirth’s story could be divisive to fans of the original, but for my part, I felt they helped set the stage for what could be a wholly new experience (a rebirth, if you will). Final Fantasy VII Rebirth is a game I’m glad I played as a fan of the original and a newcomer to this remake trilogy, as it’s an excellent Final Fantasy title with its own merit. I’m now curious and eager to see how this game’s ending might change what’s coming next.