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Final Fantasy VII Remake review: Thundaga can’t strike twice

Final Fantasy VII Remake review: Thundaga can’t strike twice
MSRP $60.00
“...although the complete Final Fantasy VII storyline is a fascinating, emotional globetrotting adventure, this first 40-hour romp is anything but.”
Pros
  • A well-written expansion of one of gaming's most beloved stories
  • Visually striking when the story calls for it
  • Generously voiced and gorgeously scored with solid performances all around
Cons
  • Combat attempts to be too much at once
  • Level design boils down to corridors, platforms, and staircases
  • Extremely linear gameplay with little exploration
  • Too much fluff between the good stuff

Final Fantasy VII Remake is here to take things in a new direction more than two decades after the original gave us a hero and villain almost as recognizable as Mario. While it’s bold and sometimes beautiful, this much-anticipated update is the latest casualty of a company putting too much faith in its veteran designers.

Square Enix changed the gaming landscape with the seventh iteration of the Final Fantasy franchise 23 years ago. Final Fantasy VII had a profound impact on the lives of millions of kids and adults. Its warm reception influenced a CGI feature film that expanded its story further, as well as some interesting spinoffs.

I only played this cultural milestone a full decade after its release, at the request of a close friend who was ensnared by Cloud and Sephiroth’s dreamy polygonal good looks. 

Hopping off a train as Cloud, a young mercenary with a grudge against Shinra, the world’s corporate overlord, is still a fantastic opening all these years later. Other than the cash on the table, it’ll be a long time before we fully understand why he’s helping a militia detonate a bomb inside what’s essentially a nuclear reactor. Original story scribe Nojima keeps Cloud’s enigmatic personality trickling out at the behest of its gripping cast of characters throughout the 40-hour campaign, but puts us, as players, in charge of the dreary teenage heartthrob for so long that it gets stale far too early.

Final Fantasy VII review combat example
Image used with permission by copyright holder

Introducing the more repetitive gameplay elements so soon doesn’t help matters. You’re at the mercy of some truly egregious sections each time the story decides to take a breather. In between the engrossing cutscenes that put the 2005 movie to shame, it’s a slow-moving, heavily scripted adventure through dark tunnels and corridors, with plenty of glacially paced area transitions and incredibly uninspired switch and platform sections.

Midgar, the industrial city in the sky this whole tale is centered around, is humongous. But beyond a trip for pizza and some light identity theft, you barely get to see it. There’s a reason for that, of course. You spend most of your time in the slums below, but even the shadow of this steel state is little more than long, narrow pathways with impressively written yet graphically underwhelming shantytowns.

Fast, fluid, flawed

Unless you decide to play on its more relaxed difficulty setting, combat in Final Fantasy VII Remake is handled almost exclusively in real time. It’s a stark difference from the original’s turn-based system, and one that doesn’t always yield the best results. Stylistically, it’s absolutely gorgeous. Attacks have some real weight and flair. And while summons feel tossed in with little fanfare, tearing them out of their assigned material and having them wreak havoc is almost enough to detract from some of the harsher realities of this otherwise convoluted battle system.

When you’re given the chance to put your all into a battle, there’s no better feeling. Boss fights, like the Airbuster mech, are as magical as they are stressful. There are numerous instances of these well-executed battles, but they’re almost always tucked away behind multi-monster brawls that appear to play by their own rules. If you’re not getting batted around by off-screen enemies, the targeting system is stabbing you in the back. It’s almost impossible to know the outcome of a strike. Tifa will happily launch herself in the air to bare-knuckle box a bird, but attempt to use a stronger skill and she’ll land back on the ground to swing at nothing.

Final Fantasy VII Remake
Image used with permission by copyright holder

In a real-time action title like this, we’re used to the idea that everything can be perfected. But it doesn’t feel like that here.  Try to tip the scales in favor of a more enthralling offensive strategy, and you might end up switching off from your main target, botch a powerful spell and get slammed by something you either couldn’t see or were given half a second to adapt to. It’s a consequence of small battlefields and narrow camera angles, but one that could be improved with a simple target list complete with cast bars.

When it all goes well, combat feels incredibly satisfying. Tifa and Barret handle shockingly well, to the point where I actively tried to avoid controlling Cloud whenever I could. You can set which character you want to control from the start of a fight, but unless the scenario calls for it, you’ll be traversing the overworld as Mr. Moody Mercenary for a good long while.

It’s cold beneath the steel sky

What’s waiting behind all the fluff is fairly compelling, though. Most non-player characters (NPCs) aren’t nearly as graphically gorgeous as the main cast, but that doesn’t mean they’re not worth glancing at. Far from it. The area around Seventh Heaven is busy. It’s alive. Everyone has something to say about their day as you walk by, a personality that’s instantly apparent.

Kids practice dance routines, jocks discuss hitting on girls, and rumors spread left and right. It’s like Square Enix hired every voice actor on the planet to breathe life into these tiny hamlets. But the moment you leave Wall Market behind and attempt to sprint back over to Aerith’s house, you’re reminded of just how little landscape there is to explore. You get glimpses of something larger in scope when you run off a beaten path for a side quest, but after another four, you realize that although the complete Final Fantasy VII storyline is a fascinating, emotional globe-trotting adventure, this first 40-hour romp is anything but.

Final Fantasy VII Remake is a fraction of the whole story. There’s more to come, but we don’t know when. After 20 years of hardware advancements, Midgar still doesn’t feel as big as we always perceived it, so I can only hope the time bought by cutting so many corners here has been spent shaping a far more ambitious follow-up. The world of Gaia will feel dreadfully small if it leans on the practices presented here.

Kazushige Nojima, who penned the original Final Fantasy VII and its subsequent side stories, returns to the baby he fathered over two decades ago. Between writing FFVIII and the tearjerking Kingdom Hearts series, the man has spent years fleshing out its world in spinoff titles, books, and the popular movie. With Remake, he’s fleshed it out further, extending a fairly tame and tiny section of the original game into one that’s almost as heart-wrenching as the whole chronicle.

Image used with permission by copyright holder

New to this retelling are characters who originated in subsequent side stories. Leslie, from the Advent Children prequel book The Kids Are Alright, makes direct contact with Cloud this time around, meaning it’s safe to assume the original FFVII is no longer completely canon. There’s more to this development once you dive into the details, but Remake is more than a simple extension of what came before — it’s a wholly reworked narrative that will undoubtedly sink its claws into subsequent releases, and one that should still offer up plenty of ways to hook those already invested in FFVII lore. Nojima’s tall tale was a hook for a younger me. His efforts have shaped the series ever since. Anyone able to put up with a few archaic game design decisions are in for not only a storytelling treat, but a feast for the eyes and ears, too. Mostly.

With Nojima doing what he does best, composers Masashi Hamauzu and Mitsuto Suzuki join counterpart Nobuo Uematsu to rescore the game’s classic soundtrack. New additions like the hip-hop sound of the dingy Collapsed Expressway and the completely reworked Wall Market theme are two bops I can’t wait to add to my playlist.

Visually, Final Fantasy VII Remake looks incredible. It’s not going to blow strangers away if they happen to catch a glimpse of it through a YouTube ad, but when we consider that its real-time cutscenes trump the prerendered footage of the Advent Children movie from the mid-2000s, it’s incredibly exciting to see just how far we’ve come. It’s just a shame that no amount of storytelling or catchy tunes can make up for this dull attempt to wrap a playable game around its script. World-building isn’t this game’s shortcoming — it’s still one of the greatest gaming stories ever told. Its questionable, dated game design that runs rampant throughout is what makes Final Fantasy VII Remake fall flat.

Our take

After years of waiting, it pains me to say Final Fantasy VII Remake fails to truly impress. The classic storyline — or at least what’s on offer here — benefits greatly from generous and stellar voice acting, but how you extract the tale of a generation is nothing short of a slog. Running up and down corridors and staircases for dozens of hours is a drag, and while the combat system can, at times, offer up brawls that put MMO raids to shame, mountains of fluff and a combat system that can’t settle on a single style make this one feel like a slight step back from the already problematic Final Fantasy XV. There’s very little freedom of movement here. Just a linear campaign with not much else to offer.

Once we take the polarizing reception of Final Fantasy XIII into account, it’s clear Square Enix’s comically long development times have formed a track record of games that just don’t demonstrate the number of work hours that go into them.

Is there a better alternative out there?

If you’re looking for an emotional roller coaster, two names spring to mind. If you prefer a more grounded experience, Persona 5 is truly worth a look. It’s almost triple the length of Final Fantasy VII, but it knows what it’s doing with that extra time. Nier Automata, with its action-oriented combat system, is a closer comparison, though.

How long will it last?

Right now? Forty hours give or take. That’s with all the side quests, too, of which there aren’t many at all. Other than a hard mode option and a few Colosseum quest additions, there’s little in the way of replay value.

Should you buy it?

If you’ve had gripes with Final Fantasy XIII and Final Fantasy XV, you’re going to find those same faults here. Maybe support a creator by watching their playthrough instead. If you played Final Fantasy VII as a kid, you’ll get a kick out of this elongated story experience, but you’ll come out feeling underwhelmed.

Josh Brown
Former Digital Trends Contributor
Josh Brown is a UK-based freelancer with devoted interests in video games, tech, film, and anime/manga. Just don't talk to…
Final Fantasy 7 Rebirth: all piano sheet music locations and rewards
Cloud playing the piano in Final Fantasy 7 Rebirth.

While there's no shortage of ways to distract yourself while playing Final Fantasy 7 Rebirth, one of the most unexpected minigames is the surprisingly deep piano system. In most of the major hub towns you encounter across the expansive world, Cloud can find a piano to sit down at and tickle the keys. You're free to play any song you want in free play, but you can turn this system into a full-on rhythm game, almost like Guitar Hero, by collecting sheet music of some of the game's most iconic tracks. There's even an NPC near each piano who will reward you if you get a high enough rank on each song. Cloud may not be the most expressive in his words, but he can sure play the piano with heart. Here is where you can find all the sheet music and what rewards await if you can master them.
Where to find all sheet music

Sheet music, thankfully, isn't hidden away in chests or has to be purchased for crazy amounts of Gil, but a few do have some hidden requirements. Each new composition is found on a piano in the world and is free to snag once you sit down. Even if you don't feel like playing right then and there, make sure you always at least grab the music to add to your collection so you don't have to backtrack later and get it. There are eight in total to find, and some will only come later in the story, but none are missable once you open up fast travel back to previous areas. This is the natural order you can collect them.
On Our Way
Our first piece of music can be picked up once you hit Chapter 4. During this section, go to the Crow's Nest town in the Junon region, which you can only enter by doing the "When Words Won't Do" side quest. Once you complete this quest and can freely enter the town, hit up the bar and grab this tune.
Tifa's Theme
After a rather exciting cruise to Costa del Sol in Chapter 6, you can add this piece to your collection by making a quick stop at the fancy Royal Crown Hotel.
Barret's Theme
Not much further into the game in Chapter 7 you will visit Barret's old hometown of Corel. The Rock Bottom Bar is waiting with his song.
Cinco de Chocobo
Chapter 9 takes you through the town of Gongaga. Even a town way out in the forest has a piano, which means yet another song to snag.
Two Legs? Nothin' to it
One chapter later, in Chapter 10, you need to do a little exploring in Cosmo Canyon to find your way to the piano, but the icon on your map won't lead you astray.
Aerith's Theme
Perhaps the most iconic song in the entire game, if not the franchise, is hidden behind a completely optional side quest. Once you reach Chapter 11, return to Nibelheim and do the "White-Haired Angel" side quest. It may seem totally irrelevant, but the quest ends with you playing and collecting this song.
Let the Battles Begin!
Once you prove your skills and get an A rank or better on all prior songs, you will get this new one as a reward from the NPC Dorian next to all pianos.
One-Winged Angel
We're not sure if fighting Sephiroth or getting this song is harder. If you want to play this terrifying arrangement, you need to donate all 88 Treasure Trove items to Johnny. This more or less requires you to 100% the entire game
All song rewards
For every song you A rank, Dorian will give you a prize when you talk to him. Here's everything you can get:

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How long is Final Fantasy 7 Rebirth?
Cloud and his friends overlook a scenic field.

By expanding the Midgar section of Final Fantasy 7 into an entire game, Final Fantasy 7 Rebirth finally takes us beyond the walls into the world beyond. This much larger swath of land to explore begs the question of just how big this game will be. Between all the open-world tasks, sidequests, and minigames awaiting in the Gold Saucer, could this game really be a 100-hour experience as was claimed? What if you just tried to focus on the main story to see what has or hasn't changed? We've played through the entirety of Final Fantasy 7: Rebirth and can give you a good idea of just how long it will take you to reach this chapter's conclusion.

Note: We will not be spoiling any story details, but will list how many chapters there are.
How long is Final Fantasy 7 Rebirth?

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The best ways to farm Gil in Final Fantasy 7 Rebirth
Cait Sith dances in Final Fantasy VII Rebirth.

Some say it's the Lifestream that makes the world go round in Final Fantasy 7: Rebirth, but we all know the real answer is Gil. Cloud may be on a quest to save the world from Sephiroth, but he's still a merc who wants to get paid for his efforts. Plus, there are a ton of expensive items to gather up on your journey, such as Materia, Accessories, Armor, and Queen's Blood cards. You'll need some very deep pockets if you want to buy everything that catches your eye, but Gil isn't the easiest thing to come by. We've done all the odd jobs and activities around Gaia to give you the best ways to grind for Gil in Final Fantasy 7: Rebirth.
Best ways to farm Gil
Final Fantasy 7: Rebirth introduces a ton of new activities, minigames, and quests that didn't exist in Remake. That means there are a lot more ways to earn Gil than ever before, but also a lot that are a waste of time compared to others.
Get your steps in

Even when you get yourself a Chocobo to ride around on, there's no getting around how much running you will be doing. Whether it's in one of the dungeons or towns where you can't take your mount, part of a quest that keeps you on foot, or if you just like exploring the old-fashioned way, Cloud will be getting more than his fair share of steps in. So why not get paid for your efforts? The Pedometer Pin is an accessory that automatically pays you 1 Gil for every 100 steps taken. Now, that doesn't sound like a lot, but that number will build up fast when running around. Plus, it's free money you'd otherwise be leaving on the table. The best part is you don't need to sacrifice a valuable accessory slot on Cloud, or even anyone in your active party, to get the benefits. So long as the person who has it equipped is available to be in your party, not necessarily currently in it, you reap the rewards.
Sword for hire
Sidequests pay well in Rebirth for the most part. There aren't a ton of them compared to most open world games, so they all tend to be worth your while in one way or another. Visit every new town's notice board and snag all the requests whenever possible. You won't know exactly what reward you're going to get until it's said and done, but you should expect at least a couple thousand Gil for your efforts in most cases.
Get crafty

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