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The best way I can describe my feelings after rolling credits is that FF7 Rebirth is a game that wants to be the quintessential form of everything it takes from. A game that brazenly embraces the “good” and “bad” of everything it encompasses, even when the two are diametrically opposed to each other.

Rebirth is the quintessential AAA game of the last decade, featuring both the “good” (top of the line production values, the highest quality models for characters with incredible performances across both EN and JP casts, 400+ tracks with seamless transitions between world and battle themes, ambitious scope for world design in both size and complexity) and the “bad” (menial busywork to keep the player occupied between main story moments, map boils down to going to the objective and cleaning the icons out instead of genuine exploration, all game design trends meant to add artificial speedbreakers - slow walking, climbing on yellow ledges, squeezethroughs etc., animation locking preventing you from doing things faster than you should like healing from the command menu).

It is also the quintessential nomura game, even though he had a different role this time round his footprint is clearly felt. Whether it be the earnestness of the character interactions with their idiosyncratic quirks and the distinct rhythm of conversations, or the inherent multiplicity of narrative design - where anything and everything is a crumb-trail that leads to something that is to come, something to endlessly look forward to.

This nature of being everything all at once is important, because it rears its ugly head once you get to the thing it has to be first and foremost - a Final Fantasy VII game. The original game is pretty (in)famous for being all over the place tonally, but one of the more charming aspects of FF7 is that it really felt like an abundant accumulation of ideas. If they thought of it, they put it in. This philosophy combined with the inherent abstraction present for PS1 RPGs lent itself to be a leaner game, exceedingly so when you compare it to today’s RPGs. It meant that even in this so called idea factory, you’re going from one moment to next briskly. Naturally when they decided to break this game up into multiple parts, that was one of the aspects I assumed they would change. To not necessarily remedy, but to just make those moments of transition feel more organic. It is baffling then that this new high fidelity unreal engine FF7 part deux makes the tonal shifts feel even more bizarre. Every scene/fight has been made more bombastic with lavish splendour and spectacle, restraint has been discarded and the intent was clearly to keep adding more and more. Barret and Dyne's confrontation is one of the worst offenders of this, where Dyne is depicted to be this criminally inhumane monster with a gnarly robo-arm made of junk. Their heart-to-heart moment then hard cuts to a Palmer mech boss fight where he pats his ass while techno/trap music plays (this shit made me so mad I actually don’t remember what kinda track it was lol).

The willingness to stick so close to the original script while merely “expanding” on it with the “more-is-better” philosophy yields a bloated mess of a game. Any spark of genuine brilliance is undercut by stretching events longer than they should or muddying it with beats of the original game. One such example of the latter is when Gi Nattak reveals that the lifestream has been rejecting the Gi - a revelation that would break the foundations of FF7's ethical balance because it would mean the Ancients and everyone who opposes them aren’t as black and white as the original game expects us to believe. This detail is not picked up subsequently at all and the party continues onward on their preordained path of FF7.

Which brings us to the ending. Split worlds, multiverses, stamps, reunions, straddling those split worlds, Zack and Cloud combo attacks, Aerith dying, her not dying - as is the trend, it had it all. Underneath all of that gibberish, what is the actual message being said here? That she can have her final date with Cloud (which was cute I will admit) but ultimately can never be with him happily ever after? Then they’d have been better off keeping the elegance of the original scene and just remade the game faithfully. Or is it that she can be with him but there will be a price that will have to be paid, most likely by everyone else? Then they should've made a meaningfully different game that incorporated that choice as a legitimate what-if scenario. What I got instead feels like straddling both decisions (much like Cloud straddling worlds) and ending up at a non-committal 3rd place where they pulled a lot of punches.
Maybe this is supposed to be meta commentary on them being indecisive, maybe I'm being too harsh reading into it from that lens. Either way I don’t think it would change my thoughts on the ending.

That combat system bangs though, demonstrable improvement over Remake. It’s just a shame that it’s the only unequivocally positive thing about the game.

This review contains spoilers

“The legacy of the crystals has shaped our history for long enough”. This is a line that’s stuck with me since the reveal trailer of Final Fantasy XVI, reverberating in my thoughts still as I try to pen down how I feel about this bold new direction of Final Fantasy. On the surface it should be a no brainer really - the game is built on the themes of oppression, slavery, prejudice and discrimination; the crystals along with the magic that they allow you to channel are the very tools through which this world is run, and in turn the very instrument used to other those “branded” with the power to do so without said crystals. But I can’t help but feel a different interpretation of it at the same time, one that feels slightly more profound than what XVI has hammered home ad nauseam and one that only sets in once you see Clive burn every sinew of <redacted final area> down to the ground. The proverbial “legacy of the crystals”, as much as it’s shaped the history of the world, has also shaped the history of the very franchise this game is a part of. Casting away shackles of the past and building a new legacy on its own terms. Sound familiar?

XVI makes no attempt to meta-textualise the themes of the game into something greater than what it is. Quite the contrary in fact, the game revels in how simple the resolution is to the plight the people of this world suffer through and what must be done to strive towards a new world. Looking outside the confines of the box though, it’s hard not to sense that through Clive’s journey the people behind this game felt similarly about expectations around a new Final Fantasy game, a series steeped in prestigious history and infamous for dividing opinion incessantly around “which is the best one”. XVI represents a brazen commitment to a vision that felt so detached in its direction from other games in the series, people (a lot of them my friends and mutuals) genuinely felt they couldn’t even recognize the series anymore. The team did not waver though, sticking to their guns throughout the press cycle and not misrepresenting (for the most part) what this game was. It is quite fitting in that sense that this is indubitably a Final Fantasy ass Final Fantasy game and the parts of it where that boldness and brilliance shines through are the best aspects of it, but irony being the cruel rhetoric device it is would have it that the game is ultimately weighed down by elements that feel outdated, conservative or ultimately traditional.

Starting the game you can immediately recognize the references the devs were tapping into for this game, notably being Game of Thrones, God of War 2018 and Berserk, the first of which feeling very prominent early on. The more you play though, the more you see the layers peel off and the stark similarities with GRR Martin’s seminal works start to feel like superficial aesthetics. The strongest influence, both mechanically and narratively remain the previous game this team worked on - Final Fantasy XIV, specifically the Heavensward expansion. What initially feels like the flair and expression brought by combat director Ryota Suzuki weighed down by influences of modern AAA game design choices like cooldowns indicative of the nu-GoW games, it’s actually better to view the combat holistically in the same vein of FFXIV. Equipped with 3 eikons and 2 moves each, there is almost always an optimal “rotation” of sorts to get the most out of your chosen toolkit. Not that you need to be optimal to beat this game, the default difficulty is quite easy (another Heavensward trait lol) and the encounters are definitely built around being more reactive than the memorized rote attack patterns early XIV enemies/bosses offer. From the little I’ve played of the NG+ harder difficulty though, it definitely feels like something you have to consider in order to beat it and also consider which accessories will give you that extra edge for your playstyle (oh hey! It is an RPG still). While I haven’t beaten the game in this mode, it is funny to hear that people apparently have same problems with this difficulty that they’ve had with XIV’s harder content (inflated HP pools, certain eikons being unviable etc.), but I’ll come back to that once I’ve gone through it myself. All in all, I would put XVI’s combat somewhere in the middle of playing as a healer in XIV and a pure action game like DMC5/Sifu etc. on the scale of reactivity and dynamism. I do think it would have benefited from having more options in combat (additional weapons, magic shots having physical properties etc.)

The XIV influence is the strongest however in its quest structure, level design and supporting cast, and this is where I’m kinda torn.
A big chunk of the main story quest and majority of side quests have you perform the most trite and listless activities that XIV players will be very familiar with - go here, talk to this guy, then go there, pick up 3 flowers, then come back and fight the miniplot McGuffin that’ll advance the quest. It gets so tiring in the middle half of the game I started spacing out. The writing in these quests does grow stronger, with the final 3rd of the game featuring some of the most heartfelt moments that made me misty-eyed on multiple occasions. I really respect leaving some these high production value scenes completely optional, given how much your perception of the ending can change having that knowledge. But there needed to be better variety and quality filtration here, lesser could have been better and more side activities like chocobo racing could have definitely helped. Speaking of side activities, the hunts are the shining star of this game in terms of a combat challenge. Some of them are so interesting that they’re more involved and compelling fights than what you get in the main story.

The level design is also a mixed bag for me. On the surface a middle ground between XIII’s hyper linearity and XV’s empty unremarkable open world seems like the ideal approach given inflating budgets and scope creep of recent Square Enix games, but the end result turns out to be a world that’s very pretty but feels very disconnected. It leans harder into linearity for most of the zones, and when it’s time travel to another area it zooms out to a map where you pick a fast travel point. I would’ve preferred the XIV way of having the player cross the dotted lines between zones the first time they go to a new area and then delegating further revisits to fast travel (fwiw the speed of the PS5 SSD is really impressive here). Pivotal story moments have you go through bespoke linear dungeons that are identical in structure to a XIV dungeon (fight mobs -> 1st boss fight -> fight mobs -> 2nd boss fight -> more mobs or 3rd boss fight) and they all lead to a XIV “trial” type big boss fight. Initially I really liked this structure because it evoked the same feeling as XIV did in its best dungeons, but given that this game wasn’t trapped by the confines of an MMO, this approach along with the artificial gating of areas in the level (gates you hold R2 to open, squeezethroughs etc.) started to grate on me towards the end.

Unquestionably my favorite part of the game though, even with the adrenaline inducing spectacle of the eikon fights, is the supporting cast of this game. This also something the XIV team is very familiar with, as the WoL in XIV is essentially a superhero and making characters around them compelling is a huge challenge, and that experience is valuable here. Working towards a better tomorrow together with everyone having a role to play is a theme that this game commits to hard. I was really nervous about this aspect given that there’s no playable party but every member of the hideaway feels part of a tight-knit community. All of them with their own imperfections and differences in opinion, but willing to sacrifice and embrace the greater good of the ideal future where they can be their own person free of prejudice and discrimination. The sidequests that feel like trite affairs early on grew borderline essential by the time I got to the final 3rd of the game since I had grown so attached to the characters. Each area even has its own little character arcs, where they will comment on the state of the world if you go back while progressing the story and some of them join you right before Clive and the gang leaves for the final area. These flourishes help make them feel like real people, and the voice performances only helps augment the quality of the writing here.

Before I dive deeper into the writing and spoiler territory, I’ll comment on the eikon fights - they’re cool! I got the PS5 temperature warning multiple times which is great. While the gameplay during these segments is simplistic and I don’t think it’d be as impressive on repeat playthroughs, the sheer scale and flamboyance of these audiovisual feasts had me in awe and disbelief at times. Masayoshi Soken is a god and he brought his A game here with the music having different versions for each phase of the bossfight. Make no mistake though, his S game was Shadowbringers, but the fact that the man survived cancer and pumped this soundtrack out along with Endwalker is worthy of the deepest and unending reverence.

My overall charitable take on the game is based solely on a particular interpretation of the ending, despite the many problems I have with it. Beyond this point there’s nothing that adds anything valuable to my critique, just random musings on the story and characters. I do like this game and I hope that if 17 or 18 falls to this team again, they learn from the mistakes of this game to create something even more unique and special. It took the XIV team 3 attempts at an expansion to do it, I’m sure this team can do it next time too.

STORY TERRITORY

The kind of narrative written here makes it so that Clive being the only character you have agency over (along with Torgal but that’s kinda tenuous) makes perfect sense. The sole perspective we see everything through, and the only one who can “shield” the burden of expectations of the people around him to lead them to a better world. It is Clive who goes through the highest highs and lowest lows in the story, and it is him who will lead even us, the player, onto the next part of the game.
Through that localised perspective, the plot pivoting harder and harder away from the class struggles in Valisthea to an otherworldly alien threat in the name of the Ultima might feel sudden, but with the context of Cid saying “no one’s willing to listen, so what’s the point” I kinda always saw it coming that Ultima would present the final ideological difference with Clive. Where one’s faith is earned through love, companionship and listening, the other is, apathetic and aloof, whose faith is enforced and ultimately disingenuous as ultima had no plans to preserve those prayed to him as a god. Clive fights with the power of everyone he considers a friend, Ultima considers those as tools to be exploited and thrown away once they run out of use. It’s very simple but the transition of the plot feels natural as it represents a fight to eradicate a similar master-slave dynamic that has plagued the twins for eons, and it is against someone who is arguably responsible for all of it.

This is where Clive shines as a protagonist because his journey represents how much of a struggle that path really is. It isn’t always rosy, where he loses people he loves dearly and some of the sidequests even go as far as to show that key NPCs of the MSQ don’t end up surviving. But yet, he pushes on and is ready to face the truth instead of running away from it like Ultima did.

My feelings are much more complex however on what those design choices of agency represent thematically, mostly for the romantic couple - Jill and Clive himself.

Jill has romantic tension with Clive from the very beginning of the game. She has her own demons and trauma to contend with, and it surprisingly does give a good reason behind her stoic and quiet outlook in every cutscene of the game early on. Her abuse has essentially desensitized her to feeling any reactive emotion whatsoever, and while this might feel like a tacky explanation for some, it works for me because I’ve experienced this phenomenon first hand with few of my best friends, and I feel a similar sadness and empathy towards her. She’s able to exorcise those demons when she takes agency and kills Imreann. Even though the trauma will never go away, she’s able to look up to Clive face to face and join him in his journey in earnest, even if it means sacrificing herself for the man she loves.
While it’s not a problem I have with these characters in particular, it’s this style of writing that feels very stereotypical and evocative of XIV’s treatment of women pre-Shadowbringers. While Jill doesn’t suffer a fate nearly as bad as Moenbryda or Ysayle for example, the story essentially puts her in the position of being an accessory to the main man of the story. During the intimate romance scene, she forsakes her power to Clive in the hopes that he can beat Barnabas and in turn, Ultima. I don’t necessarily view it as throwing away agency from Jill, as it is her choice ultimately and once her demons are purged she wants nothing more than to spend the rest of her life alongside Clive. But this is what I mean as fairly conservative writing, where she’s not allowed to fight alongside him anymore. The best way to summarize it is to compare how cis-straight people write het-relationships compared to how queer people do so, and this very much feels like the former.

Nothing about this bugs me as much as the ending though (or well, an interpretation of it).

In and of itself, I don’t think the interpretative nature of this ending is that profound. All attempts at them are to stir conversations and very few of them allow those interpretations to all lead to interesting and different thematic takeaways.

I’m fine with the fate of Joshua either way, given that his character arc has always been about being the figure that was protected by Clive but never one who was strong enough to return the favor and protect his brother.

While the interpretation that Clive died is a poignant one to accept, I think it betrays the running theme of Clive’s journey and goes against explicit clues provided by the final batch of sidequests.

But that is not the conversation I am personally interested in. More than anything, after seeing Jill and Joshua explicitly reiterate that in an attempt to save everyone he’s forgotten to love himself, I simply cannot accept an act of pure self-sacrifice where he saves everyone but himself. It would make them saying that essentially pointless and his character arc ultimately incomplete. The implication of that ending makes Jill a worse character too because her own sacrifice is rewarded with her lover making a selfish choice that leaves her stripped of agency and any will to go on further, condemned to deal with the grief of his loss alone.

It might seem obstinate on my front to say that, but frankly speaking I’m sick of stories where the man shoulders the responsibility and the woman sacrifices everything to make the man stronger, only for the man to embrace self-sacrifice and leave the woman to contend with all that comes with it. For a game that goes the extra distance to show men of all sizes, shapes and backgrounds be vulnerable and show raw unfiltered emotion, receding back to the same tired tropes of toxic masculinity, heteronormativity and in turn misogyny would be way too tonedeaf to give the story any benefit of doubt

Much like Charles Dickens' A Tale of Two Cities, Stormblood is a tale of two countries, with revolutions taking place in both. Problem is, Dickens is a better writer than whoever fuckin wrote the Ala Mhigan half of Stormblood, and Dickens is most certainly a better narrator than the focal point of all of Stormblood's problems : Lyse.

The Doman half of Stormblood constantly has to rush to squeeze the Ala Mhigan half of it, which means not even the good parts of Stormblood get enough time to get fleshed out and breathe. Not even the excellent raids and trials, possibly some of the best XIV has to offer, could help counteract the sour taste left in my mouth by some of the most baffling writing decisions I have seen in a role playing game.