Final Fantasy VII Rebirth: A Maximalist Odyssey Beyond Midgar
Final Fantasy VII Rebirth: A Maximalist Odyssey Beyond Midgar
This is where Final Fantasy VII Remake earns its name. After the claustrophobic streets of Midgar, the second chapter of Square Enix’s trilogy swings the doors open on a planet begging to be explored, a maximalist odyssey that translates one disc of a 1997 classic into a sprawling 40-to-50-hour main quest, with completionist runs easily cresting 100 hours. Final Fantasy VII Rebirth immediately establishes its staggering scope: it covers the pilgrimage from the outskirts of Midgar all the way to the pivotal Forgotten Capital, translating the original’s first major act into a full-fledged epic. A narrated “Story So Far” recap by Red XIII is a polite gesture, but it underscores the game’s first major assumption—you really should have played Remake. The sequel picks up moments after that game’s reality-bending climax, and diving in fresh means accepting a bewildering alternate timeline and missing the profound weight of character dynamics that have been simmering for dozens of hours.

The transition to an expansive open world is a defining feature of Rebirth.
The transition from linear reactor corridors to the sun-drenched Grasslands is nothing short of masterful. It’s a statement of intent, a visual exhale after the oppressive steel of the first game. Each region—from the militarized spectacle of Junon to the sun-soaked beaches of Costa del Sol—is rendered not as a mere backdrop but as a fully realized, living space brimming with its own ecology, culture, and side narratives. This is where the game’s identity as ‘Act 2’ of a trilogy becomes crystal clear. It carries the narrative weight and expansive world-building of The Empire Strikes Back, using the through-line of chasing Sephiroth as a vehicle for deep, character-driven detours rather than a singular, urgent march. The macro plot is thin by design; the richness is in the micro-stories of each town and the bonds forged along the way.
The sheer scale is both the game’s greatest triumph and its most daunting challenge. This isn't just an open world; it’s a theme park built on nostalgia, where every iconic location from the 1997 map has been expanded into a lavish, explorable diorama.
This scope comes with a critical caveat: Final Fantasy VII Rebirth is a game of profound indulgence. It assumes your willingness to be sidetracked, to tame a Chocobo not just for utility but for the joy of hearing its theme song as you crest a hill, to pause a world-ending crisis for a round of cards with a local fisherman. The 40-hour estimate for the critical path feels almost misleading, as the game’s design constantly beckons you toward towers to climb, intel to gather for the ever-present Chadley, and hidden nooks to explore. For players who crave a tight, narrative-focused experience, this will feel like bloat. For those who view this journey as a pilgrimage to be savored, it’s a checklist nirvana. The game’s success hinges entirely on whether you buy into its maximalist philosophy—the belief that more, in this specific world, is inherently more valuable.
Combat and Progression: The Evolution of the Action-RPG Hybrid
If the first game’s combat was a proof of concept, Final Fantasy VII Rebirth is the master thesis. This is where Square Enix’s ambitious action-RPG hybrid crystallizes into a system of staggering depth and fluidity, one that confidently stands as a new benchmark for the genre. The core loop remains familiar—basic attacks to build ATB for skills and magic—but every layer has been refined, expanded, and polished to a brilliant sheen. The result is a combat system that is perpetually engaging, demanding both tactical foresight and split-second execution in equal measure.

Synergy features allow party members to execute powerful combined attacks during combat.
The foundation is the expanded roster, each member now a distinct, fully-realized combat archeism. Cloud’s measured swordplay contrasts with Tifa’s blistering, combo-centric flurries. Barret controls the battlefield’s tempo with his ranged cannon, while Aerith weaves devastating magic from her protected zones. The new additions are seamlessly integrated: Yuffie’s acrobatic, elemental ninjutsu turn her into a pinball of destruction, and Cait Sith, while an acquired taste, offers a chaotic, luck-based support style that can turn the tide of battle. Final Fantasy VII Rebirth forces you to learn them all, as story segments frequently lock your party composition, ensuring you’re never just relying on a single overpowered trio.
The true genius, however, lies in the Synergy System. These are not mere flashy team-up attacks; they are a fundamental resource layer woven into the combat economy.
Unlocked via the Folio skill trees, Synergy Abilities are powerful, screen-filling maneuvers that also grant temporary stat buffs, while Synergy Skills offer defensive parries or repositioning tools. Managing these alongside ATB charges and Limit Breaks creates a thrilling, multi-resource juggling act. The system actively rewards switching characters mid-fight and building teams based on their synergistic relationships, turning pre-battle preparation into a deeply satisfying tactical puzzle. Finding the perfect moment to unleash Tifa and Cloud’s Dual Destruction as a boss staggers is a payoff few games can match.
This tactical depth is powered by the vastly expanded Materia system. With more slots, more combinations, and new materia types, the customization is near-limitless. Building a character isn’t just about stacking stats; it’s about engineering synergies between materia—pairing a spell with its corresponding boost, or linking support effects to auto-trigger. For major boss fights, this prep work is essential. I spent a full hour before one late-game summon encounter tweaking my loadout, swapping materia between characters to perfectly cover elemental weaknesses and status immunities. It’s a system that respects your intelligence and rewards your diligence.
Where this elegant system stumbles is in its most demanding optional challenges. Chadley’s combat simulations and the post-game Hard Mode often abandon the game’s celebrated flexibility for punishing, ultra-specific demands. Certain VR missions don’t just ask you to win; they require you to do so with a mandated party and a strict time limit, forcing a rigid, trial-and-error approach that can feel antithetical to the creative team-building the rest of the game encourages. While these segments are optional, they gate some of the best rewards, creating a friction point where mastery can curdle into frustration.
Ultimately, the combat in Final Fantasy VII Rebirth is its crowning achievement. It takes the solid framework of Remake and elevates it with more tools, more strategic interplay, and a sheer sense of style that makes every encounter feel significant. It’s a system so good that it can make you forget the original was turn-based, not by replacing that legacy, but by building a new, equally deep pillar of its own.
The Open World: Checklist Nirvana or Tedious Padding?
The moment you step out into the Grasslands, Final Fantasy VII Rebirth presents you with a choice: follow the critical path toward Sephiroth, or succumb to the siren song of a map littered with icons. This is the game’s most divisive design philosophy, a maximalist approach to exploration that delivers both profound joy and, at times, tedious obligation. The world is structured into distinct, lavish regions, each unlocked by climbing a radio tower—a mechanic so familiar from the Horizon series it borders on cliché. Activating these towers populates your map with the expected checklist: combat challenges, lifespring locations, fiend intel, and hidden protorelic caches. For players who find comfort in systematic completion, this is checklist nirvana. For those who see it as outdated open-world busywork, it’s the first sign of significant padding.

The game's checklist-style activities are a core part of the open-world experience.
The quality of the side content itself is where Final Fantasy VII Rebirth manages to elevate much of its familiar framework. The green-marked character side quests are almost universally excellent, using local problems to deepen your bonds with the party. A quest in the Corel region doesn’t just have you fetching items; it becomes a quiet, poignant exploration of Barret’s guilt and resolve, culminating in a dialogue choice that genuinely feels like it strengthens your friendship. These narratives are small, character-driven stories that leverage the game’s strongest asset—its cast—and they consistently feel worth the detour. The writing and incidental party banter during these excursions are so good they often surpass the urgency of the main macro plot.
Where the design falters is in its reliance on Chadley’s World Intel system. While the rewards are substantial—including crucial Summon Materia—the activities themselves are repetitive chores copied and pasted across every region.
You will hunt the same types of fiend intel, scan the same types of lifesprings, and complete nearly identical combat simulations in the Grasslands, Junon, and Gongaga. The act of gathering this intel becomes a mandatory grind if you want access to powerful abilities, creating a friction point where exploration feels less like discovery and more like checking boxes for a faceless AI. The reward loop is compelling, but the journey to it can feel like a hollow, game-y obligation that directly clashes with the otherwise organic world-building.
Traversal is a highlight, thanks largely to the region-specific Chocobos. Each area introduces a new breed with a unique ability: the Grasslands Chocobo can scale cliffs, the Junon one uses sonar to reveal hidden dig spots, and the Cosmo Canyon variant can glide. Unlocking them involves a simple, repetitive stealth minigame, but the payoff is immense. Riding your Chocobo across these stunning landscapes, the iconic theme swelling in the background, is one of the game’s purest joys. It encourages organic exploration and makes the world feel truly connected, even if the underlying structure guiding you to points of interest is formulaic.
This brings us to the central tension of Final Fantasy VII Rebirth’s open world. The critical path is an emotional, character-focused journey that could be completed in about 40 hours. Yet the game is stuffed with enough optional content to easily double that playtime. For some, this abundance is a gift—a chance to live in this world and with these characters for as long as possible. For others, the 10-15 hour stretches spent clearing map icons in a new region can completely dilute the narrative urgency of chasing Sephiroth and saving the planet. The game doesn’t force you to do it, but its design—from locking summons behind Chadley’s tasks to gating story beats in some regions behind light exploration—strongly incentivizes it. Your enjoyment hinges entirely on whether you view this as a rich world to savor or a bloated itinerary to endure.
A Carnival of Minigames: From Queen's Blood to Chocobo Racing
If the open world is the main attraction, then Final Fantasy VII Rebirth stocks its parks with a dizzying array of carnival rides. This is a game that doesn’t just include minigames; it builds entire ecosystems around them, with a philosophy of “more is more” that yields both the game’s most transcendent joys and its most egregious padding. The execution spans a breathtaking quality gap, creating moments where you’ll ignore the apocalypse for one more card game, and others where you’ll wonder if the developers lost the script.

Queen's Blood offers a deep, addictive distraction from the main quest.
The crown jewel is, without a doubt, Queen’s Blood. It’s not just a side activity; for many, it becomes the main game. This isn’t Triple Triad 2.0, but a beast all its own—an elegant mix of resource management, positional strategy, and psychological warfare played on a compact three-lane board. The brilliance is in its deceptive depth. Conquering tiles to deploy stronger cards, chaining abilities, and countering an opponent’s setup feels like a puzzle duel. Its own substory, complete with elite opponents and rare cards to collect, is so engrossing I found myself deliberately avoiding story progression to hunt down a fisherman guarding a crab-themed deck. The soundtrack alone—shifting from jazzy tavern tunes to high-octane techno-orchestral bangers during climactic matches—deserves its own concert. Queen’s Blood succeeds because it respects your intelligence and offers a self-contained world of challenge and reward.
Where other games might offer a card game as a novelty, Final Fantasy VII Rebirth presents Queen’s Blood as a core pillar of its world-building, and it’s one of the few minigames I actively looked forward to replaying.
The other standout is the fully-fleshed Chocobo Racing. With 19 distinct tracks, Mario Kart-style speed pads, and weaponized items, it’s a legitimate racing game tucked inside the RPG. The thrill of mastering a hairpin turn on a mount you personally tamed is a potent feedback loop. Similarly, the tower-defense homage Fort Condor is a clever, strategic love letter to the original’s obscure mini-game. These highlights, however, sit atop a mountain of less successful diversions. The Glide de Chocobo in Cosmo Canyon is a famously dreadful exercise in awkward physics, while the piano-playing rhythm game has a steep, unforgiving learning curve. With over twenty distinct minigames, the law of averages dictates a few will land with a thud.
This brings us to the game’s most contentious design choice: the mandatory gating of progression behind minigame performance. It’s one thing to have a terrible mini-game as optional content; it’s another when you must achieve a gold ranking in it to unlock a crucial piece of story or a powerful summon materia. The adventure’s flow grinds to a halt when you’re forced to spend an hour failing at a frustrating motorcycle chase or a clumsy boxing match, not because you lack skill in the RPG’s core systems, but because you’re wrestling with a half-baked side show. This overexploitation turns what should be delightful distractions into roadblocks, diluting the main narrative’s urgency and testing player patience in the worst way.
Fortunately, Final Fantasy VII Rebirth demonstrates crucial self-awareness by including comprehensive accessibility and game modifiers. You can toggle boosts to make minigames easier, automate QTE sequences, or even skip them entirely in some cases. This isn’t just a concession to player frustration; it’s an admission that the maximalist approach won’t resonate equally with everyone. The ability to tailor this aspect of the experience is a saving grace, allowing you to preserve the flow of the adventure when a particular mini-game threatens to derail it. It empowers you to curate your own journey, embracing the carnival rides you enjoy and bypassing the ones you don’t, which is ultimately the only way to navigate a game this determined to try absolutely everything.
Character Growth and Narrative: Reimagining an Iconic Cast
If the lavish world and refined combat are Final Fantasy VII Rebirth’s spectacular stage, then its characters are the undeniable, beating heart of the entire production. This is where the game’s maximalist philosophy pays its highest dividends, transforming a cast of beloved archetypes into deeply human figures through a relentless focus on intimate moments and shared trauma. The macro plot of chasing Sephiroth may be thin, but it serves as a perfect vehicle for a series of profound character studies, ensuring that by the time the story reaches its devastating climax, your investment isn’t in a destination, but in the people walking the path.

The core cast remains the heart and soul of the experience with deep character writing.
Cloud Strife remains the fascinating anchor, a study in dissociation and constructed identity. Final Fantasy VII Rebirth brilliantly leverages his unreliable narration, not just in the Nibelheim flashbacks, but in his daily interactions. His stoic, cool-guy persona constantly cracks to reveal profound social awkwardness—a moment where he robotically attempts to flirt in the Gold Saucer is both hilarious and heartbreaking. The game never lets you forget the traumatized child soldier beneath the spiky hair, making his moments of genuine connection, like quietly reassuring Barret about Marlene, feel like hard-won victories. Aerith’s role is similarly elevated; she is the emotional core and arguably the protagonist of this chapter. Her journey isn’t just about being the last Ancient, but about a young woman grappling with the weight of her lineage while fiercely asserting her own humanity. A side quest where she helps a struggling farmer isn’t filler—it’s a definitive statement of her character: compassionate, pragmatic, and deeply connected to the planet in a way that feels personal, not merely mystical.
The handling of the love triangle is a masterclass in avoiding cheap drama. By focusing on the sincere, supportive friendship between Aerith and Tifa, the game strengthens both women immeasurably.
Their relationship is one of the narrative’s greatest joys. They confide in each other, tease Cloud together, and operate as a united front. This choice allows Tifa’s own complex history with Cloud and her simmering rage towards Shinra and Sephiroth to develop without being framed as rivalry. Her character is given tremendous space to be more than a childhood friend or love interest; she’s the party’s moral compass and emotional anchor, her quiet strength providing a crucial counterbalance to Cloud’s instability. Barret’s arc continues to be one of the most emotionally resonant, with his gruff exterior perpetually shattered by his devotion to Marlene. A late-game scene in Corel where he speaks to her via phone, his voice trembling with a father’s love, is a quiet, powerful moment that justifies his entire crusade against Shinra.
Where this otherwise stellar character work stumbles is in its meta-narrative ambitions, particularly with Zack Fair. His inclusion feels like a promise perpetually deferred. While his survival in a fractured timeline is a central mystery, his playable segments are frustratingly scarce until the final chapter, creating a sense of narrative “blue balls.” The game teases his parallel journey but keeps him largely separate, making his eventual convergence feel undercooked rather than epic. This multiverse plotting, reminiscent of Kingdom Hearts, risks convoluting the emotional simplicity of the original tale. While it creates anticipation for the third game, within Final Fantasy VII Rebirth it often feels like a distracting subplot that hasn’t yet earned its significant screen time.
This ambition extends to the game’s most controversial narrative choice: the handling of Aerith’s fate. The game knows you know what’s coming. Instead of a straightforward replay, it orchestrates a breathtaking, confusing sequence that deliberately evokes denial—in Cloud, and in the player. The moment is intentionally ambiguous, followed immediately by a marathon 10-stage boss rush that prevents any emotional processing. It’s a messy, audacious gambit. The ending, where Cloud visibly rejects reality while his party mourns, mirrors the player’s own potential confusion. It’s a high-risk narrative strategy that sacrifices the original’s shocking finality for a meta-commentary on remaking an icon. Whether it pays off depends entirely on the trilogy’s conclusion, but within Rebirth, it creates a uniquely unsettling, if not entirely satisfying, emotional cliffhanger.
Thankfully, the antagonists remain on solid ground. Sephiroth is used sparingly but perfectly, his calm, menacing presence a constant shadow. The Turks, especially the returning Cissnei, are granted welcome depth, balancing their professionalism with flickers of conscience. Professor Hojo is a genuinely unsettling monster, and Rufus Shinra’s cold, corporate ambition provides a compelling human face to the planet’s exploitation. They ensure the party’s found-family dynamic—warm, funny, and constantly evolving through campfire chats and party banter—has a worthy counterpoint. Final Fantasy VII Rebirth proves that the most spectacular world is meaningless without people you care about to save it, and on that front, it delivers one of gaming’s richest and most human ensembles.
Technical Performance: A Visual Spectacle with Minor Flaws
Final Fantasy VII Rebirth is a visual and auditory spectacle that justifies the power of current-gen hardware, but its technical execution isn't flawless. The game’s maximalist ambition is most apparent in its presentation, where breathtaking vistas and orchestral grandeur often—but not always—mask the seams of its sprawling construction.
On PlayStation 5, the game is a showcase for cinematic scale. The transition from the sun-drenched cliffs of Junon to the neon-drenched spectacle of the Gold Saucer is a constant parade of visual ambition, with draw distances that make the world feel genuinely vast. The cinematic camera work during combat and exploration is masterful, framing the action with a blockbuster sensibility that few RPGs match. However, this spectacle comes with trade-offs. While the game maintains a generally stable 60fps in Performance mode, it does so at the cost of some visual crispness, with softer textures and occasional pop-in, especially in dense foliage areas. The 30fps Graphics mode offers a sharper, more detailed image, but the sacrifice in fluidity is too great for a combat system this fast-paced. For a game built on spectacle, the Performance mode is the definitive way to play, accepting minor visual concessions for the sake of buttery-smooth synergy attacks and spell effects.

Character models and creatures feature high-resolution textures.
The soundtrack isn't just background music; it's a core emotional pillar. The monumental arrangements of Nobuo Uematsu’s original score—from the haunting melancholy of Aerith’s Theme to the thunderous dread of J.E.N.O.V.A.—are performed with such care that they often carry the emotional weight of entire scenes.
This audio mastery extends to the most unexpected corners. The card game Queen’s Blood has its own suite of "bangers," shifting from jazzy tavern tunes to high-stakes orchestral techno during elite matches, a level of audio polish that highlights the game’s indulgent philosophy. The voice acting matches this high standard, with the returning cast delivering nuanced performances that deepen the character work praised in earlier sections. Tyler Hoechlin’s Sephiroth is a particular standout, his calm, measured menace a chilling counterpoint to the party’s warmth, while Max Mittelman imbues Red XIII with a gravitas and weariness that perfectly suits the wise, burdened creature.
The ambition of the PS5 build makes the Switch 2 port an impressive, if clearly compromised, technical feat. As a late port, it is a solid conversion that avoids game-breaking issues, but it is undeniably a downgrade. Load times are noticeably longer, and the visual presentation—while retaining the art direction’s charm—loses significant crispness and detail, particularly in handheld mode. Performance is most consistent in Docked Mode, where it manages to hold a stable frame rate for the core experience, making it a viable option for portable-focused players akin to a Steam Deck experience. However, for anyone with access to a PS5 or capable PC, those platforms remain the definitive way to experience Final Fantasy VII Rebirth’s visual grandeur. The Switch 2 version proves the adventure is transportable, but it also highlights just how much spectacle is sacrificed to make that happen.
Final Verdict: Is Final Fantasy VII Rebirth the Ultimate Remake?
The final hours of Final Fantasy VII Rebirth are a breathtaking, bewildering gambit. They sacrifice the original’s shocking finality for a meta-narrative about the impossibility of remaking an icon, leaving players not with closure, but with a masterfully orchestrated cliffhanger built on a foundation of denial. This is the game’s ultimate test: do you trust the trilogy’s vision enough to embrace a messy, audacious ending over a safe, nostalgic replay? The answer defines your final verdict.

Balancing original story elements with new, potentially divisive narrative turns.
The ending itself is a “surprising stroke of genius” precisely because it refuses to give you what you think you want. Knowing Aerith’s fate is the game’s central dramatic tension. Instead of a straightforward reenactment, Final Fantasy VII Rebirth delivers a spectacularly confusing sequence that deliberately mirrors Cloud’s own dissociation. The pivotal moment is intentionally ambiguous, followed immediately by a marathon 10-stage boss rush that prevents any emotional processing—a design choice that brilliantly weaponizes player frustration as part of the narrative’s theme. The final scenes, where Cloud visibly rejects reality while his companions mourn, force you to sit in that same uncomfortable state of uncertainty. It’s a high-risk strategy that feels incomplete on its own, but as a bridge to a third act focused on acceptance, it’s a powerful, if divisive, setup.
This is the game’s core value proposition in a single package: 40-plus hours of a phenomenal, character-driven main quest, surrounded by 40-plus more hours of optional content that ranges from transcendent to tedious. Your enjoyment hinges entirely on your willingness to curate that experience.
With a main story easily stretching past 40 hours and completionist runs cresting 100, the sheer volume of content for a $69.99 price tag is undeniable. Yet, the game’s greatest pitfall is its own abundance. As noted in earlier sections, the Chadley World Intel grind and the overexploitation of minigames can turn exploration into a chore. The key to avoiding burnout is resisting completionist “OCD.” Focusing on the excellent green-marked character quests and the main narrative, while using the game’s own accessibility options to bypass frustrating mini-game gates, creates a far more streamlined and satisfying 50-60 hour journey. The value is there, but you must be the editor the game refuses to be.
Final Fantasy VII Rebirth is, ultimately, a game of staggering highs and frustrating lows. Its pros are some of the finest in modern gaming: the combat system is a masterful evolution of the action-RPG hybrid, the soundtrack is a monumental achievement that elevates every scene, and the character development creates one of gaming’s most human ensembles. The card game Queen’s Blood alone is a masterpiece within a masterpiece. Yet, its cons are equally significant: the repetitive open-world checklist mechanics often feel like outdated padding, the mandatory gating behind some dreadful minigames halts narrative momentum, and the early chapters can meander before finding their emotional footing.
This makes Final Fantasy VII Rebirth a must-play for RPG fans and a fascinating case study for anyone interested in the art of the remake, but it comes with clear caveats. Purists attached to the 1997 story’s exact beats will be divided by its ambitious deviations and meta-commentary. Players who crave a tight, linear narrative will chafe against its maximalist bloat. Yet, for those willing to meet its ambition halfway—to embrace its spectacular combat, fall in love with its deepened cast, and navigate its excesses with smart curation—it offers an experience that is, despite its flaws, unforgettable. It’s not the ultimate remake; it’s something more interesting: a bold, messy, and brilliantly human reimagining that earns its place as one of the generation’s defining RPGs.
Pros:
- A combat system that sets a new benchmark for action-RPG depth and fluidity.
- A soundtrack and voice acting that are emotional pillars of the experience.
- Profound character development that transforms icons into deeply human companions.
- Queen’s Blood—a legitimately great card game that could stand on its own.
Cons:
- Repetitive open-world checklist activities that can dilute the narrative urgency.
- Excessive gating of progression behind a mixed bag of mandatory minigames.
- A narrative pace that meanders in early chapters before finding its stride.
- A divisive ending that prioritizes trilogy setup over standalone satisfaction.
