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Final Fantasy VII Rebirth Review By Kennedy L. Patterson


Final Fantasy VII Rebirth has a tough act to follow, as it must both live up to the lofty expectations established by its predecessor, Final Fantasy VII Remake, also synthesize and modernize possibly the most important chapter in our heroes' journey across Gaia. While my 80 hours in Rebirth didn't quite approach the overall nirvana of Remake, it was a game I found difficult to put down. A few stumbling obstacles, such as a huge and occasionally dull open world and sporadically inconsistent pacing, threaten Rebirth's high points. However, an intriguing and well-told narrative, complete with an awe-inspiring ending, almost made up for the lows. The end product is an imperfect yet incredibly respectful love poem to one of gaming's most popular RPGs. Cloud, Aerith, Tifa, Barret, and Red XIII finally leave Midgar and embark on a continent-hopping expedition to prevent Sephiroth from carrying out his plot to destroy the Earth, beginning with an excursion to the city of Kalm. Kalm, like Midgar before it, has been meticulously reconstructed from polygonal paths into a fully formed settlement. Viewing such a recognizable region via the camera of 2024 for the initial time is a delight, and this emotion lasts throughout the game. Junon, Cosmo Canyon, and Nibelheim - legendary sites burnt into my memory that provide moments of astonishment with each return, and the experience never grows old.


However, asset pop-ins in huge sections and artificially harsh lighting changes while transitioning from inside to outdoors might detract from that wonder. And the performance of the game's mode, which appears to operate at a consistent 60 FPS, is so fuzzy that I had to go with the 30 FPS graphics level. A recent patch helped to alleviate some of these difficulties, but they remain. Each of these sites is surrounded by a vast open space filled with side missions, combat difficulties, card game corresponds, gold caches, intel towers, hunts for treasure, and other activities. While first exhilarating, the realization that each open-world location in Rebirth had identical goals became increasingly depressing as time progressed. Much of it is fantastic fun, driven by superb fighting and deep links to the environment. The lore of Final Fantasy VII, but additional diversity would have greatly improved my time away from plot content.


Pockets of excellence, such as the amazing Queen's Blood card game or unique Summon Shrines that unlock new strong materia, remain excellent even when replicated over the entire map. And, while the basic area goals seldom veer from the template set early on, the side missions, which range from decent and forgettable to outstanding and are scattered throughout each location, provide levity and a welcome touch of oddity to Cloud and his buddies' world. One even had me laugh aloud at my screen, reeling from a reality check sent directly to Red XIII. Traversing these territories may be tiresome at times, especially in locations where unique Chocobo techniques, like mushroom-hopping and wind gliding, are necessary, and my complaints with Rebirth's overcrowded wide environment


But classic and new plot beats, such as Bugenhagen's explanation of the lifestream and the reappearance of familiar people from Final Fantasy VII Crisis Core, drew me out of my funk. Some of my favorite original Final Fantasy VII sequences are revived with stunning visuals and extra exposition. Fighting new opponents and iconic monsters in Rebirth's combat, which expands on Remake's real-time action-strategy engine, is thrilling. Additional party members, like as Red XIII, Yuffie, and Cait Sith, add fresh levels of defensiveness, speed, and whimsy to the mix, and Rebirth cleverly employs the weapon proficiency bonus system and plot events to ensure no one sits on the sideline for too long.


Square Enix hits practically every plot beat, adding on the backstory in ways I didn't realize I needed while keeping true to the original tale, but falters a few times with too long chapters. One, in particular, starts with the Gold Saucer's endorphin high and then drops you into a real dustbowl with a laundry list of uninteresting objectives to do before allowing you to continue, putting the enjoyment to a painful halt.


If Remake depicts the capitalist, wicked Shinra Electric Power firm destroying Midgar, Rebirth depicts the firm killing the whole globe. Square Enix uses the game's many areas to show Shinra's impact on the earth and its inhabitants up close. The Gold Saucer sparkles brightly at night, featuring roughly a dozen minigames (a mere fraction of the game's staggering number) and valuable riches for its clients (and Cloud) to enjoy. However, the surrounding Corel region is in ruins and has become a desert as a result of small reactors transforming the region's lifestream into energy to fuel the nighttime resort.


Sephiroth's limited screentime makes each entrance by the One-Winged Angel all the more horrifying, culminating in a final act that destroyed my head in the greatest manner possible, both as a test of my fighting skills and my grasp of Final Fantasy VII. Square Enix has previously made it known to players where this game will end, but the ending, which is more suited to aficionados than first-time players, is no less magnificent for it. With exquisite tear-inducing melodies, jazz-fusion bops, and a varied mix of new and old classics, Rebirth's music meets the heights of this last act and the rest of the game.


Cloud's struggle to capture and stop Sephiroth takes a second seat to this discourse throughout, allowing everyone time to process their feelings together since most are traveling beyond where they've ever been in this universe. Those talks and building alliances weave in and out of combat, where new Synergy Abilities significantly augment Rebirth's action in a variety of ways, such as splitting two Active Time Battle bars into three or dramatically increasing an enemy's stagger. These and other talents directly boost Cloud's standing among his party, providing possibilities for more information and building a unique connection meter.


This sequel expanded wide, which has advantages, such as additional opportunities to explore this wonderful planet and its diverse vistas, but it also has problems. They aren't unlike anything genre fans have seen before, and playing as beloved characters helps to alleviate the pain, but the tedium and bloat of the open-world checklist can sometimes get in the way of Rebirth's true brilliance. The finest of Remake may be found in Rebirth, although the other open-world sections around it, which distinguish Rebirth from its predecessor, occasionally fall short.


Written By Kennedy Lucas Patterson

Head Editor & Chief : Kennedy Lucas Patterson


Presented By "Kennedy Lucas & Associates


© 2024 "Kennedy Lucas Patterson" Entertainment


© 2024 Kennedy Lucas & Associates


© 2024 The Vox Times By K.L.P Entertainment


© 2024 Kennedy Lucas Publishings LLC


© 2024 The Office Of Kennedy Lucas Patterson



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