Let's Talk About Final Fantasy 7 Rebirth #review #gaming

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Final Fantasy VII is not the  greatest Final Fantasy. There,   I said it. It’s by no means a bad game — at  least based on what little I’ve played of it,   but I can’t shake the feeling that those  who dickride this entry over all others   are wearing rose-colored shades and,  as such, are blinded by nostalgia bias. Welcome, my Bits ‘n’ Bobs, to The Pixcelation  Show; the only series on the ‘net to tackle   the questions on everyone’s mind, such  as: if people are saying Final Fantasy   VII is the greatest Final Fantasy, does that  mean they haven’t played Lightning Returns,   the clearly superior game in every  way imaginable? I’m Pixcelation,   and today’s episode will be an in-depth look at  Final Fantasy VII Rebirth, and what we have to   look forward to in the third — and presumably  final — entry in this anticipated trilogy. Final Fantasy VII Remake — as absurd as that  name is — had been plagued by nostalgia bias   since before its announcement at E3 2015.  Fans had been clamoring for a remake of   this beloved JRPG since the tech demo was  shown off a mere decade earlier at E3 2005,   making it clear what the PlayStation 3 could do. Because this was only a tech demo and not  a teaser for something actually being made,   and because the game we now know as Final  Fantasy VII Remake wouldn’t hit shelves for   another fifteen years, fans had plenty of time to  imagine what a complete overhaul of Final Fantasy   VII would — or could — look like. It reminds me  of when we saw the secret ending of Kingdom Hearts   II and our collective headcanons went bonkers  with what Kingdom Hearts III could be about,   when … that’s not at all what it was teasing. In  the same way, I don’t believe anything found in   the Final Fantasy VII Remake trilogy could  live up to what exists in the fans’ minds.   That’s usually how it goes with IPs that  inspire a lot of passionate headcanons. I say all this to make it clear  that Final Fantasy VII Rebirth,   like its predecessor before it, is not what you’d  expect from a remake of this classic title. But,   despite its insistence that players will  “defy destiny,” the story is very much   what you’d come to expect for better or for worse. Final Fantasy VII Rebirth is the second  in a planned trilogy of games that   serve as both remake and sequel to the  Compilation of Final Fantasy VII. But,   where Remake limited exploration to the  claustrophobic metropolis of Bette Midgar,   Rebirth opens the entire world  of Gaia — for the most part. For players who recall the original game, Rebirth  starts with Cloud’s Nibelheim flashback in Kalm   and ends with the shocking events at the Forgotten  Capital. As was the case with Remake, while this   is indeed a … somewhat … loyal remake, at some  point the plot is lost, and it’s never really   found again. I don’t want to dive too deep into  spoiler territory here, but I will say this: if   you experienced the epic finale of Remake,  you’ll know there’s some wibbly wobbly,   timey wimey stuff going on between  Aerith the Flower Girl and Sephiroth,   the most silver-fox twink who ever did twunk.  And, you’ll either be overjoyed or infuriated   to learn said multiversal shenanigans continue  here, though it still feels like the writers   have absolutely no plan whatsoever and are  literally winging it until the credits roll. I’ll explain what Rebirth does wrong in more  detail a little later on, as first I want   to highlight what it does right. To start,  it’s a breathtaking visual accomplishment;   from the characters to the environments,  Rebirth outperforms its predecessor in every way   imaginable. I mean, look at Kalm in the original  game and compare it with Kalm in Rebirth. In FF7,   it was a rinky-dink town only useful as a safe  place for Cloud to unleash his unresolved angst.   It’s still that in Rebirth, but the town’s been  expanded and now feels like a place where real   people live their lives. I think that’s one of  the better things about this game; it makes the   world feel less artificial, less like a video game  and more like a window into another dimension. Another example of this is the Gold Saucer. In  the original, it was filled with minigames and   distractions, but it wasn’t the kind of place  I’d wanna visit were it to exist in reality.   The Gold Saucer in Rebirth, on the other hand,  looks like a cross between a Vegas casino and a   wheelbarrow filled with amphetamines. In fact,  while we’re talking about the Gold Saucer,   this is a perfect time to discuss Rebirth’s  minigames, of which there are enough to keep   you distracted from the main plot for  tens of hours, if that’s your style. There are at least 20 minigames scattered  across Gaia for your pleasure, but there   are a handful I’d like to highlight here. I am  not traditionally a fan of deck builders, and   this trend of including deck building minigames  in these big-budget adventures has annoyed me,   but Queen’s Blood … is an exception. It scratched  a certain itch in my brain that inspired me to   practically marathon its associated questline.  I had a really fun time with the Dolphin Show   minigame in Lower Junon, which reminded  me of multiple water-based racing games,   including Hydro Thunder and the jet-ski  levels in Crash Bandicoot. And, of course,   there’s Jumpfrog, which proves Fall Guys’ impact  on the industry was felt even by Final Fantasy. I really applaud the developers for optimizing  combat significantly when compared with Remake.   It’s one of those scenarios where — even though  I was playing on the easiest difficulty — I felt   incentivized to master a variety of weapons  and skills when I would’ve normally stuck with   the same loadout for the entire game, as I did  for most of Final Fantasy XVI. I recall several   moments in Remake where I was road blocked by  a boss or puzzle that obstructed my progress,   but the same can’t be said for Rebirth,  which makes me believe the game was made   easier in comparison. I don’t believe  that’s a bad thing, as it only means   more people will be able to make it to the  finale of Final Fantasy VII Rebirth. But,   speaking of the finale … well, that’s  a whole ‘nother can of worms, isn’t it? In a lot of ways, Final Fantasy VII Rebirth  feels like the awkward middle child in the   Remake family tree. I feel like it wasn’t met  with the same level of critical or commercial   nostalgia as its older sibling, but at the  same time, it’s so massive and provides   such value on its own, there’s little  reason for its youngest sibling — the   yet-to-be-named final entry in the trilogy  — to exist aside from wrapping up the story. Let me explain. In Rebirth, you’re allowed  to fully explore the world of Gaia,   with the exception of the Northern Continent  (which is partially explorable in the final   chapters) and the westernmost stretch of land  where Wutai resides. As mentioned earlier,   you can visit the Gold Saucer, where a  cavalcade of minigames can be played,   including G-Bike, 3D Brawler, and Chocobo  Racing. There’s even an optional subplot   where you have to confront the Final Fantasy  mainstay Gilgamesh, thanks to Sephiroth. If Rebirth is so tightly packed with content;  if it allows us to explore most of the world;   it seems to me the third and final game will  be forced to retread a lot of territory from   both Remake and Rebirth. I mean, sure —  there’s still a ton of story to be adapted,   but I would hate for the finale to  have the same minigames as Rebirth,   but with a shoehorned continuation of the Rebirth  questlines, if that makes sense. I don’t want to   run into Billy or Sam again when their stories  have been satisfyingly concluded because the   game needs a reason for players to participate  in Chocobo Racing again. I don’t want the third   game to start us off at the Northern Continent  and force us to re-explore the entire world from   scratch when we’ve already done that in Rebirth.  It might sound like I am bitching about a game   that hasn’t come out in a video about a game  that has, but I say all this to point out that   they included so much in the second game that  I worry they won’t have enough side content for   the finale. I’m sure I am overthinking things  on that front, but it is a valid concern given   the evidence we currently have. At least  it’s implied there’ll be new minigames   added to the third game, like snowboarding  at the Gold Saucer, so that’s exciting. So, with that, I’d like to shift gears  and talk about the game’s ending,   because … boy is it a mess. If you’d like  to avoid learning what happens at the end   of Final Fantasy VII Rebirth, click ahead to  the timestamp you see on screen now or forever   hold your peace. If you don’t skip ahead  now, you forfeit all right to be a karen   in the comments about being spoiled to the  game’s biggest moment. You have been warned! I mentioned it earlier, but in  the leadup to this game’s release,   there was something in the air that made  us think something would happen a little   differently in this timeline. Interviews with  Creative Director Tetsuya Nomura painted Nomura   as “nervous” about Rebirth’s ending.  That, paired with the marketing tagline   being “Defy Destiny Together,” made me believe  Aerith, who is killed by Sephiroth at the end   of the original game’s first disc, would  somehow survive this alternate timeline. It’d be one thing if she didn’t  survive the events of Rebirth. I mean,   that’d make sense given that’s what happened  in the original, but the final chapters are so   unbelievably vague that I still don’t  know if Aerith died, if she survived,   or if she exists somewhere in-between  life and death, like in another dimension. So, as Cloud ascends the steps leading  to Aerith, he pushes through a sea of   White and Black Whispers, and for a moment, you  might think the big twist is that Cloud will be   the one to kill Aerith this time. It’s then  that the One-Winged Angel himself descends,   making us think he’ll be the one to do  it, which would totally make sense. But,   at the very last second, Cloud swings his sword  and parries the attack. It doesn’t seem to matter,   as reality shifts and Aerith collapses, leading  to … [sigh] … another epic battle sequence with   a Jenova variant and Sephiroth. If I had a nickel  every time a Final Fantasy VII Remake game ended   with an epic battle sequence with a Jenova variant  and Sephiroth, I’d have two nickels, but it’s very   strange that it happened twice. If it were the  first time, that’d be one thing, but it’s not.  It was around this point where I thought to myself  … ‘if we make it to the credits without an epic   teamup between Zack and Cloud, then bringing him  back to life was kinda wasted potential,’ and as   if reading my mind, we get an epic teamup  between Zack and Cloud. In fact, now seems   like a good time to mention that bringing Zack  back to life was … ultimately wasted potential. I can’t express how hype I was at the end of  Remake, seeing the alternate version of Zack’s   Last Stand where he survives and imagining  what that’d mean for the next game. So,   you can imagine my distaste as I  discovered he was only alive in an   alternate timeline that may or may not be a  sandbox dimension created by Aerith that may   or may not be leaking into the primary  dimension … it makes no sense, y’all. In any case, the fight against Sephiroth  continues until … wait, what? Is that Aerith?!   Yep! She might be alive, y’all! But … huh?? After  the battle, she fades into the lifestream?! Is she   dead?! It certainly seems that way, based on how  everyone in the party is actively mourning her,   but Cloud seems … undisturbed; in fact,  he can see and talk with an apparition   of Aerith that everyone else … can’t. It  could be that she’s a lifestream ghost,   or perhaps she’s a figment in Cloud’s demented  brain, but I’ve also heard this could be a sign   that the timelines are merging as a result of  the party’s actions. I’m … so confused, y’all. So, it might go without saying, but while  I’m aware I have a ton of ‘big feelings’   about Final Fantasy VII Rebirth, at the end  of the day … it’s a phenomenal, if flawed,   work of art that deserves to be played. I am  — despite evidence to the contrary — looking   forward to the third and final entry in  the Remake trilogy. I just want it to be   the best final chapter it can be based on  where I believe its siblings have lacked. It’s a visually stunning masterpiece that  takes the original game’s caricatures of   people and locations and adds a  layer of depth that brings them   a little closer to reality. It has a ton of  side-content like minigames, collectibles,   and quests that can distract you from the main  narrative if you need a palette cleanser. The   combat system has been polished and optimized  to encourage customization and freedom, which   helps to feel less like you’re just hitting  enemies over and over until they die,   which can be a problem in other, more edgy  entries in the Final Fantasy franchise. On the other hand, the narrative suffers  from a lack of coherency in the last few   chapters that sours the overall experience.  In addition, some of the coolest ideas fall   flat the more you learn about them, which  points to a lack of thorough planning and   disappoints, especially when said ideas seem  revolutionary for a Final Fantasy game. It   also suffers from a plague of repetition  that doesn’t seem to be close to finished,   given we have it on good authority the repetition  must continue into the final game in the trilogy. So, I must reiterate. Final Fantasy  VII — and Rebirth, by extension — is   not the greatest Final Fantasy. But, I don’t  really think it needs to be … and that’s OK.
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Channel: pixcelation
Views: 360
Rating: undefined out of 5
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Length: 14min 10sec (850 seconds)
Published: Fri May 10 2024
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