In 2020, Square Enix achieved the seemingly impossible by remaking Final Fantasy 7 and delivering a game that reimagined the beloved role-playing classic with modern gameplay. Final Fantasy 7 Remake was a resounding success, thanks to its stunning visuals and exciting hybrid combat system. The remake focused on a small part of the original 1997 release, prioritizing a character-driven action-RPG over an epic adventure. However, it was inevitable that the story of Cloud, Tifa, Barrett, and Aerith would need to expand beyond the confines of Midgar. Square Enix had to address the iconic narrative moments that have become ingrained in video game culture, even for those who haven't played Final Fantasy 7. This is where the follow-up, Rebirth, the second installment in a trilogy, comes in, requiring a much grander ambition.
The conclusion of Remake demonstrates that the developers aim to pay homage to the original FF7 while also establishing the trilogy as a unique experience on its own. After teasing it for hours, Square Enix took a bold narrative gamble in the closing moments of Final Fantasy 7 Remake by introducing the concept of a divergent timeline and multiverses, allowing for both existing elements and the potential for a new future. This move sparked controversy but, from a storytelling perspective, ensures that longtime fans and the gaming community at large do not have a firm grasp on what to expect. After playing an hour of Final Fantasy 7 Rebirth, I can confidently say that I still don't comprehend the direction the game is taking, and I suspect Square Enix will maintain this mystery until its release, allowing players to experience it firsthand.
The hands-on experience was divided into two distinct segments: "The Fated Mt. Nibel Mission" and "The Open Wilds of Junon." The first segment holds significant importance in the Final Fantasy 7 story, showcasing the evolution of gameplay rather than advancing the narrative as one might expect. On the other hand, the seemingly less significant second segment provided small glimpses of changes made to the storytelling in Final Fantasy 7.
"The Fated Mt. Nibel Mission" takes players back five years, when Cloud and Sephiroth are sent to Nibelheim to investigate a malfunctioning Nibel Mako Reactor. Accompanied by Tifa as their guide, the team must first climb Mt. Nibel. While this segment does not contribute much to the overall story, it offers enjoyable familiarity to the world and adds depth to the characters' relationships. The demo begins with Cloud, Tifa, and Sephiroth appreciating the beauty of a mako spring, a delicate crystalline structure that serves as a source of energy for Shinra, the corrupt corporation. Tifa highlights the potential loss of such natural springs if people continue relying on mako for power, showcasing her understanding of the planet's plight and foreshadowing her transformation from an advocate for the planet's health to an eco-terrorist insurgent.
Cloud, on the other hand, questions Tifa and suggests that mako will never run out, presenting a more expressive side of himself compared to the stoic mercenary we saw in the previous game. Sephiroth, on the other hand, delves into a detailed explanation of how mako is used to cast magic spells, revealing his deep connection and understanding of the planet's resources. He also alludes to a peculiar scientist from the Research & Development department. Following these interactions, the narrative takes a backseat to focus on gameplay, with the party navigating the dark caverns of Mt. Nibel, guided by the vibrant blue glow and energy emanating from Materia formations. Along the way, they discover and equip new materia while encountering various enemies, starting with the Insectoid Chimera. The combat system in Final Fantasy 7 Rebirth builds upon the hybrid approach introduced in Remake, allowing players to control party members directly while utilizing command menus. However, this time there are adjustments and additions to enhance the sub-systems and their cohesion.
For fans of classic RPGs, [Synergy Abilities] present a captivating and visually stunning rendition of Chrono Trigger's Cross Techs. It is truly gratifying to unleash one of these abilities amidst the intensity of battle and witness its magnificent unfolding.
As an example, when playing as Cloud, players have the option to continuously press the square button to execute his standard sword slash attack. By pressing the same button immediately after evading an incoming attack, Cloud can unleash a ranged attack. Alternatively, holding down the square button can initiate an impressive aerial combo. However, after landing a sufficient number of attacks, players can incorporate a special attack into their arsenal, elevating their basic attacks to an enhanced level. At its core, this mechanic provides a satisfying rhythm to the standard attack sequence in any combat encounter. With careful consideration and strategy, it can prove to be immensely advantageous. Additionally, Cloud also possesses the Punisher Mode from the Remake, introducing stance-based options once again. Adding another layer to this gameplay dynamic is the ATB gauge, which fills gradually over time but can be expedited by landing standard attacks. Once the gauge is filled, players can access the command menu and unleash devastating abilities such as Braver, Triple Slash, and Firebolt Blade for offensive purposes, or Assess for gathering vital information. Furthermore, ATB gauges can also be utilized for casting spells or consuming items.
Each character, whether a close-quarters fighter like Tifa, a ranged attacker like Barrett, or a healer like Aerith, follows the same basic framework. During the demo, we had the opportunity to play as Sephiroth, who wields his Masamune blade to deliver brutal slashes. By pressing triangle after landing enough hits in a combo, Sephiroth can unleash a branching finisher. This approach not only improves the engagement of basic attacks but also fills up the limit gauge faster, enhancing the flow of combat. In his Retaliation stance, Sephiroth switches from offense to defense and can quickly parry incoming attacks.
The introduction of Synergy Skills adds an interesting twist to guarding in Rebirth. While holding down R1 to guard, additional skills become available without using ATB charges. These skills vary depending on the active character and offer various applications. For example, while controlling Cloud and blocking the swooping attack of the airborne Zu enemy, I called upon Sephiroth's aid. He imbued my Buster Sword with a purple energy, transforming it into a giant magical blade. I charged it briefly and then swung it around as I leaped into the air and brought it crashing down—a technique known as Voidshatter. Another ability, Counterfire, allowed Cloud and Sephiroth to join forces and negate projectiles. This synergy between the two characters, especially when combined with a larger party, encourages deeper investment in each character and provides another reason to switch between them. Overall, this smart tweak has the potential to yield satisfying results.
Building on that, with similar objectives and impacts, are Synergy Abilities, which can be described as collaborative Limit Breaks. While Limit Breaks unlock a unique special ability for an individual character, often more devastating than anything else in their arsenal, Synergy Abilities take it a step further by combining the powers of two characters to execute a move of equal power. In my battle against the colossal insect-like creature known as the Materia Guardian, I had the opportunity to test out Double Helix, a Synergy Ability that involves both Cloud and Sephiroth leaping into the air side-by-side. As Sephiroth launches ranged attacks by skillfully slicing through the air with his sword, both characters hurl themselves towards the enemy. Cloud then delivers a powerful downward spin slash that seamlessly transitions into a flurry of acrobatic maneuvers from both characters, culminating in a combined cross slash. For fans of classic RPGs, it is akin to experiencing a visually stunning and cinematic version of Chrono Trigger's Cross Techs, and the satisfaction of executing it in the midst of battle is unparalleled. The battle concluded with Sephiroth acknowledging Cloud's exceptional performance with a nod of approval, indicating a deepening connection between the two characters.
Another prominent aspect of this section of the demo is the unique movement mechanics. The game introduces "Terrain Actions," which refers to the ability to interact with the environment in various ways. Specifically, while traversing Mt. Nibel, this meant utilizing basic traversal techniques such as hopping between elevated terrains, climbing walls to access different areas, and shimmying along ledges. Although these actions may appear straightforward, they signify a more open design with subtle branching paths, deviating from the relatively linear nature of the original Remake.
The second part of the demo, called The Open Wilds of Junon, provided a glimpse of the open-world features of Rebirth. However, it must be noted that calling it an open-world experience may be somewhat misleading based on our gameplay. Cloud, Tifa, Aerith, Barrett, and Red XIII are tasked with tracking a group of mysterious figures through the Mythril Mine, which were introduced as a new addition to the Remake. This mission leads them to Junon, described as an "expansive" region where players can traverse the area on the mountain chocobo Beller and investigate sightings of hostile creatures. While it was indeed an open space for exploration and various activities, it did not reach the extent that the term "open-world" implies. Square Enix mentioned that this demo showcased a more limited version of what will be available in the final game, as it was designed for the Tokyo Game Show. While this is understandable, it also means that I wasn't able to fully grasp the level of openness in this supposed open-world. It remains uncertain whether it is a vast playing area seamlessly connected to the rest of the world or just one of many hubs that offer freedom and space to roam. Considering the level of detail in the world and the developers' approach to the Remake, I personally believe it is more likely the latter option.
Nevertheless, this is still exciting because it presents an opportunity to focus on depth rather than breadth, and this was demonstrated to some extent. With the entire group together, we embarked on exploring the wilds of Junon while riding chocobos. These mounts serve a greater purpose than just transportation, as they can now help in finding hidden treasures. By pressing R1, I could summon my chocobo and swiftly maneuver through the environment. When the chocobo detected the scent of treasure nearby, a question mark would appear above its head, prompting me to follow the trail to claim the prize. It's worth mentioning that each member of my party had their own chocobo, including Red XIII. I find this amusing because seeing the wolf-like creature ride another animal and appearing slightly awkward while doing so was both funny and endearing.
The implementation of an entire party has brought about new methods for managing them. Now, party loadouts can be established, allowing the creation of different team combinations of three characters. These combinations can then be assigned to a specific slot, with a maximum of three combinations. When exploring the world outside of battles, it is possible to swiftly switch between loadouts, causing the characters to reposition themselves accordingly to either the front or backline based on the desired setup. This streamlined approach to managing the party composition avoids the need for excessive navigation through menus.
This particular area provided me with my initial opportunity to experience combat as Red XIII, so he played a significant role in my parties. Red excels in both agility and self-enhancement, utilizing quick strikes and the ability to buff himself to enhance his power and speed. His basic attacks consist of swipes from his claws, but he also possesses an impressive whirling slash attack. By blocking attacks, Red's Vengeance Gauge fills up, which can then be utilized to enter Vengeance Mode and boost his attributes. Once activated, the gauge gradually depletes, allowing timing flexibility for its usage. It is most effective when fully charged, but can also be unleashed earlier if necessary. My time in the wilderness of Junon mainly revolved around engaging in hunts, where the objective was to track down and defeat powerful beasts. Cloud and his companions now have the assistance of an AI-companion, communicating with them through a device and providing information about the wildlife. This feature strongly reminded me of a Pokedex. The AI-companion informed me about a rare variant called elphaduk that I was about to confront, explaining that it is typically utilized for agriculture, transportation, and in some cases, warfare due to its docile nature. These hunts offered the usual search and destroy missions but added an additional layer of challenges through sub objectives. These included defeating the beasts within a time limit, staggering or pressuring them, or interrupting specific attacks. Although the long-term gameplay rewards remain uncertain, the exhilarating combat mechanics of the hunts compelled me to willingly undertake them rather than simply rushing past.
I eventually reached the local village, where the gang was warmly received despite the existence of wanted posters calling for their arrest. This part of Junon resembled one of the locations from Remake, with citizens going about their daily lives under the oppressive influence of Shinra and its exploitation of the planet's resources. Without going into detail, it was here that a certain ninja with a penchant for stealing made an appearance, presumably to join the crew. There was a clever nod to fans in how this all played out, taking a silly but nostalgic element of the original Final Fantasy 7 and reworking it to fit the modernized vision. And that is what Rebirth feels like at this stage. It may not come as a surprise or sound overly thrilling for those expecting drastic changes, but as a fan of both the original and Remake, it is exactly what I want from Rebirth.
In Rebirth, Square Enix aims to take the foundation of Remake and expand upon it in ways that, while not revolutionary, are poised to further enhance what made it such a remarkable modernization of a beloved game. The true surprises will lie in discovering the full extent of the open-world and, more importantly, the twists and turns in the narrative. How these developments will be received is yet to be determined, but the opportunity to experience them in a few months' time is a thrilling prospect.