Warning: the post contains full spoilers for FF7, FF7 REMAKE, and FF7 REBIRTH. I couldn't take my own screenshots because I played on PS5, so hope you're OK with walls of text!
I was never particularly attached to Final Fantasy VII. The game was not localized in Italian, so in my home country you could only play the English version of it, and as a teenager my English was by no means good enough for such a task. I eventually caught up and played it in my early 30s, a few years after the PS4 port got announced, and found it to be a good game, but not a transcendental one; but I assume it was a matter of time and place.
What I did love though was the REMAKE that came out in 2020. It looked gorgeous, played great (especially after that garbage pile that was FF15; but that's a hot take for another day), had a good blend of linear sections, small open areas with a handful of quests and things to do, and minigames you enjoyed engaging with. The four characters you got to control (Cloud, Barrett, Tifa, and Aerith) all played differently, with various strengths and weaknesses, the summon restrictions meant you couldn't spam them and had to engage with the active combat, dodging and parrying your way through foes. The pacing in some sections was maybe a little off (I'm thinking about the trip to Jessie's house), and it had a bit of a bad habit of turning a throwaway line of dialogue from the original into an hour-long segment, but by the end you cared about Jessie, Biggs, and Wedge more than you ever did in the original game, and the actual ending blew your mind about the possibilities of where the game could go.
The INTERGRADE PS5 version came out a year later, and I liked it too. The Fort Condor minigame was very much a highlight, it was nice to get a deeper look at Yuffie's backstory, and Yuffie's Ninjutsu was well-integrated into the combat, giving you more tactical options despite mostly having only one character in your party.
So when FF7 REBIRTH came out last year, I was curious where the story would go, especially regarding THAT moment (still holding out on spoilers, last warning), and eagerly preordered it and started playing day one. Sadly, I was about to get a very strong reality check about why bigger is rarely better...
First of all, let me describe my experience with the game: I bought it on launch, played it for a month or so, at which point I was only halfway through or so (after costa del sol but before Barrett's village whose name escapes me) when I got bored by the issues I describe below and dropped it. About a month ago I picked it up again and played it intensely for a week, making it halfway through to chapter 9, when I had to fly out to visit family. After I came back I spent a few more days on it, and finally cleared it last night. Before we get to what irked me about the game, I do want to mention some of its positives: it looks gorgeous, the combat is generally fun, the queen's blood minigame is addictive, and the piano minigame is inspired in its control scheme. I also had generally a good time in the 80-90 hours I played, despite my misgivings below; so I am by no means saying REBIRTH is a bad game, it's just a bloated one that falls short of the expectations that REMAKE put upon it.
My main beef with this game is that it does not respect your time on any level, whether open world, narrative, or gameplay. The open world might look gorgeous, but it feels empty and filled with boring activities. Every time you get to an interest point, it's typically either a fight with a special enemy comp or a collectible that is necessary to unlock some other activity (sigh). In between the interest points, there's a lot of boring combat that only lasts 10-15 seconds, where you spam your basic attacks and some of your specials with Cloud and wipe the enemies; exploring it feels like a chore, necessary to maintain your character level above the suggested minimum for the main quest. The biomes are diverse to look at, but some (I'm looking at you Gongaga) are extremely frustrating to navigate because the map is not up to the task, and the Chocobo abilities you get are a mixed bag of fun and annoying to use.
When it comes to gameplay, despite the basic combat loop being solid, it is stuffed to the absolute brim with minigames and ad-hoc control schemes that slow down your momentum to a crawl. Following a giant worm in the Cosmo Canyon sands? Here, take this detector that forces you to walk telling you when you're hot or cold on the path. Exploring a dungeon? Have this unique mechanic required to open your path we will never use again for the rest of the game (throwing boxes with Cait Sith, grappling with Yuffie, taming the lifeforce with Aerith). Do you like a minigame? Here, have all the minigames you can wish for and more, and with multiple difficulty levels, so we will make sure even the ones you enjoy turn into a grind by the end of the game.
Now, I get that some of the above are due to how my lizard brain likes to play games, clearing the map methodically and systematically. So when I see a minigame I don't like that I feel forced to beat for completeness' sake, it puts me in a bad mood; but the game has a serious issue where it worries so much that you'll get bored walking from A to B that it thinks it needs to throw at you three different unique navigation tricks/control schemes/different interactions to keep your attention. This lengthens the time you play for no good reason and no satisfying payoff, and feels a bit like trying to rub your stomach and pat your head.
Finally, let's get to my beef with the narrative, which is twofold. The first one is that the main story pacing is absolutely terrible, and Nomura needed a good editor for his script, because he's taken 30-second exchanges in the original game and expanded them to hour-long dramatized scenes where all the stakes are up all the time. There is a point towards the end when you go to the Gold Saucer to get the Keystone to access the Temple of the Ancient. Dio tells you he'll give it to you if you beat Don Corneo's lackeys to help him retain the ownership of the Gold Saucer; easy enough, point me to those idiots and I'll take care of it. Then the game proceed to force you on a date with one of your companions, in which you have to watch a dramatic performance (an in-game film) involving Jessie before she joined Avalanche, and then play a QTE minigame in which you further re-live the story of the film with some of your companions. I DID NOT NEED OR WANT ANY OF THAT! First of all, not giving you choice on your date companion means Nomura has never played a harem RPG game (like Persona 5 or Trails of Cold Steel), because he would otherwise know everyone has a very different opinion about who best girl/boy is; it just felt like an hour-long chore that I was forced to sit through to get to the part I cared about, which is advancing the story.
The other issue I have is with the direction of the story overall. REMAKE offered an interesting variation to the story of FF7 by introducing the notion of whispers trying to keep fate on its course, and our characters' fight against predetermined outcomes. So the question naturally becomes, will Sephirot kill Aerith in this timeline as well? This is a conundrum, because if she does, then what was the point of the whole "defying fate" in REMAKE, and if she doesn't the whole game feels like bad fanfic whose purpose was to prevent Aerith from dying; neither outcome is likely to generate positive feelings in the player unless the writer is good enough to deliver the outcome in a satisfying way. It's the eternal issue of setup and payoff; taking a page from Dr. Who, some writers are good at writing setups (Russel T Davies), but it takes a special one (Stephen Moffat) to give you a good payoff and make you feel like you didn't invest in the story for a wet fart of a resolution.
Does Testuya Nomura have the writing chops for it? Well, considering the author's Magnum Opus is the Kingdom Hearts series, the odds of it working out were stacked against the player, and I'm sorry (but not surprised) to say the ending is an absolute mess. Not knowing which way to take Aerith's fate, Nomura implied that this Sephirot (same as the old Sephirot? different one?) is trying to ¿unite all the multiverses and burn them all at once with Meteor? Maybe? And Aerith ¿was still killed but brought back to life as an entity in the lifestream? Possibly? And now ¿Sephirot controls the dark whispers and Aerith the white ones? I think? It's never a good sign when you finish a game and google "ending explained" to understand WTF just happened.
What makes this very hard to explain/parse is that Cloud's mental state is worsening and connection to Sephirot/Jenova is strengthening towards the end. What was made clear is that only Cloud sees Aerith alive after the confrontation, that Cloud is in possession of the Dark Materia (or its key? again, not real clear WTF is up with that), and only he can see a giant gash in the sky, representing the confluence of the timelines (...probably?). Don't ask me to explain what is happening with Zack either, and whether by the end he is alive or dead; I don't anybody could give a sensible explanation (but if you know of such a person/video, please link it below). I assume some answers will be coming in FF7: REUNION (place your bets now that this is the title, it's a Nic guarantee), but after this game I don't know if I'll be there day one to witness it for myself. Fool me once, shame on you, fool me twice...




























