Final Fantasy VII Rebirth continues Square's curious reappraisal of its most beloved and important game in unexpected and exciting ways.
. That tremendous journey takes Cloud and his friends from the quiet town of Kalm and the sun-soaked beaches of Costa Del Sol to the peaks of Mt. Nibel, the valleys of Cosmo Canyon, and then some. Along the way,faithfully honors numerous moments of the original game that take place in these iconic locales, all the while adding atop it and remixing things just enough to keep the most stalwart fans on their toes.
The formulaic sequence of collecting the world intel begins as a comfort before devolving into a mind-numbing checklist. The protorelic minigames are exciting diversions at first, but grow into boring and poorly thought out executions of familiar ideas. And gimmicks become seemingly half the name of the game as they continue to break up the story in moments that don’t really call for them.
Elsewhere, the desire to make “more” of everything gives the characters a lot of material to work through, to both great and detrimental effects. To give the game its flowers, it retains a lot of the core points of‘s middle section, which is famously character-driven while the party ambiguously hunts for any clues about Sephiroth, and blows up a lot of moments into full-fledged episodes. Barret’s history in Mt. Corel, for example, is one of the better uses of the greater screentimeallows for.
“More” is a double-edged sword around these parts though. For the increase in scenarios to better realize these characters, there’s also a familiar bloat in the narrative and design ofbefore it. A number of decisions made, particularly in the final chapters, are head scratchers that call into question whetherreally needed to be expanded so indiscriminately. But the question of necessity when revisiting a work like this is hard to weigh objectively.
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