Final Fantasy VII Rebirth Review: Nostalgia, Rewired
- Ashley Smalls
- Jun 24, 2024
- 3 min read
Rating: 9/10
There’s something wild about playing a game that knows how much you care about it. Final Fantasy VII Rebirth doesn’t just remake a classic — it stares directly at your expectations, nods, and then swerves. It’s big, messy, emotional, and unapologetically ambitious. And somehow, even with a few stumbles, it delivers an unforgettable experience that made me fall in love with this world all over again.
If Remake cracked the door open, Rebirth blows it off the hinges. The world beyond Midgar is sprawling and stunning, with each region brought to life through rich environmental storytelling and a ridiculous amount of side content. Whether I was scaling cliffs in Junon, sprinting across the sands of Costa del Sol, or just vibing with a chocobo, I felt like I was living in this world, not just playing through it. And yeah — the open world has towers and map markers and “do all the things” energy, but Rebirth gives those tasks emotional weight and character-driven context that makes it all feel worth doing.
Combat? Still fire. The real-time and turn-based blend from Remake is back, and Rebirth deepens it with new characters, Synergy Abilities, and just enough tweaks to keep you on your toes. Red XIII is an absolute monster in the best way. Yuffie… okay, here’s the thing: she’s mechanically impressive, with elemental ninjutsu and flashy mobility that make her incredibly useful. But personality-wise? A little grating. Her over-the-top energy and constant quipping started to wear on me after a while. She has her moments, but let’s just say she didn’t earn a permanent spot in my party.
On the flip side, the Synergy system is a blast. Synergy Abilities and Skills let your party members team up in ways that feel cinematic and strategic. It’s not just about damage — it’s about momentum. Whether it’s launching Tifa into the air or setting up a Limit Break chain, these moves made me feel like I was choreographing a dance mid-battle. Even with all the layers — Materia builds, Folios, Summons, Synergies — the system never feels bloated. It’s deep but intuitive once it clicks.
But not everything lands. Some traversal gimmicks — like grappling or mushroom bouncing — feel more clunky than fun. A few too many minigames and microtasks slow the pacing, especially early on when the story is still finding its footing. And look, I’m all for weird Final Fantasy plot twists, but the ending of Rebirth gets a little too caught up in itself. There’s a difference between being mysterious and being confusing, and I wish the game trusted its audience a bit more with the final moments.
That said — when this game hits, it hits. The emotional beats land harder thanks to incredible voice performances and character work. Barret’s arc had me tearing up. Aerith and Tifa’s friendship grows in beautiful, quiet ways. And even Cloud’s internal struggles are given the nuance and space they deserve. It’s melodramatic, sure, but that’s always been part of Final Fantasy’s charm — and Rebirth wears that heart on its sleeve.
Oh, and Queen’s Blood? An unexpected obsession. It’s a grid-based card game that starts off simple and evolves into something lowkey diabolical. I went from casually trying it out to becoming a card-carrying menace across the map. The side story tied to it is surprisingly solid too — more proof that Rebirth is overflowing with things to discover, if you’re willing to dig.
Final Thoughts
Final Fantasy VII Rebirth is the rare sequel that respects its source while daring to push beyond it. It’s flawed, sure — but it’s also brave, beautiful, and deeply human. Whether you grew up with the original or you’re just stepping into Gaia for the first time, this is a journey worth taking. It may not answer every question or land every twist cleanly, but it gave me something even better: the sense that this world, and these characters, still matter.
And I can’t wait to see how it all ends.
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