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4-So

Spicy
I'm over 100 hours now - thanks, Queen's Blood! (I finished those last night) - and I've reached a boss encounter that threatens to lower my estimation of the game. There's been a few frustrating moments in the game, nothing big or deal-breaking, but this fight is making my blood boil.
 

Sarcasmorator

Same as I ever was
(He/him)
That is the point where I'd knock it down to easy for the fight, personally. These days I only bash my head against a wall until it stops being fun.
 

Peklo

Oh! Create!
(they/them, she/her)
Finished at 125 hours. Did everything there was to do, really. I'll probably mess around with hard mode and see if the game's gargantuan structure is tenable for a rerun or simply a slog, but at least there's some unique hard mode/post-game stuff to try out.
 

Vaeran

(GRUNTING)
(he/him)
Got to the Gold Saucer last night, and there was a little character moment that I really appreciated. Very minor spoilers: Cloud starts hallucinating again while taking in the lavish and overblown spectacle at the entrance; the rest of the party (minus Barret, who's grumpy about all the mako being wasted) are all excited about running off and having fun. Barret assumes Cloud's just overwhelmed by it all, and leans in and quietly says "I know this ain't your scene. Why don't you and me go book us all some rooms?" As an introvert myself I thought that was really kind of him, and shows the growth in his relationship with someone he initially had nothing but disdain for.

The game's full of good moments like that, but that one really struck me for whatever reason.

I'm tremendously enjoying my time with Rebirth so far. While I can see what people are talking about when they say it expands every little scrap of the original to the breaking point, it doesn't bother me at all. This is a world and a cast of characters I have tremendous affection for, and getting to spend this much time with them, to this granular level of detail, is wonderful. I think of it a little like the LOTR Extended Editions: is any one scene or section an incredible, not-to-be-missed addition? Not really, but on the whole it makes for a very rich experience.

If I have a complaint it's that I still feel like an awkward nerd in most combat situations. I'm getting through them on the first try, but some boss fights (notably Mythril Golem and Jenova Emergent had me sucking down potions to scrape by. I think my problem is that I haven't learned how to properly integrate Synergy Skills and Abilities into my repertoire. Gotta work on that.
 
Synergy Abilities are awesome. They’re like Limit Breaks you can call on command. The Skills are dope too. Really combat in this game is awesome. It incentivizes the player to switch up their parties and who they control constantly which is nice. And every character is fun to play as/requires different strategies to approach being successful with them.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
Finished at 125 hours. Did everything there was to do, really. I'll probably mess around with hard mode and see if the game's gargantuan structure is tenable for a rerun or simply a slog, but at least there's some unique hard mode/post-game stuff to try out.
I have to imagine that all of the Intel points upon chapter replay/hard mode are still completed, and so I would expect the game to go much quickly if all you're doing is following the critical path.
 

Peklo

Oh! Create!
(they/them, she/her)
They are, but there's still tons of walk-and-talk, slow walk, squeezing through stuff and other scripted stopgaps that made Remake--mechanically one of my favourite hard modes--a real pain to interact with on the level I wanted to on a revisit. It's just the nature of these games and the concessions they make to be what they are.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
That is true, though I feel like they've at least been able to reduce the amount of "squeeze through this thing" moments, comparatively. But yeah.

I personally hope I'm not burnt out by the time I reach the end, because I never really dug into Hard mode in Remake and some of these encounters so far would make some excellent Hard mode content.
 

Sarcasmorator

Same as I ever was
(He/him)
I've actually been really impressed by the lack of noticeable buffering zones compared to Remake (that one you had to pass through all the time to reach the kids' area near Aerith's house, ugh). There aren't that many, and fast travel is very quick. I've noticed there are a few places that slow you down that aren't to delay for loading, which I think makes it less obvious when you reach a place that is.
 
The amount of buffering that happens between zones is negligible to none in Rebirth. Most of the time, it's hidden a little more cleverly because load times are so fast. Think: the dirt path to Junon's undercity. Just initiate a fast-travel event in the game and you'll see - loading happens in like a second or two. SSDs are a wonderful thing.

The thing that would prevent me from replaying on Hard Mode is not buffering/traversal. It's that hard mode is just too hard and I suck. You can contextually turn on Hard Mode with your New Game+ save in Rebuild so you can go into fights with max level and max stats/materia and use chapter select, and I still get my ass shoved in because I'm no good at blocking/dodging on reflex.
 

4-So

Spicy
Finished this tonight. I have some thoughts about places the narrative went and where it ended but I'll wait until more people have finished it to discuss those.
 
I just finished Chapter 4 last night. What a wild ride. Just got on the boat to Costa Del Sol. If they spend a whole chapter on the Shenmue boat, this is going to be the greatest game of all time.
 

gogglebob

The Goggles Do Nothing
(he/him)
Finished this tonight. I have some thoughts about places the narrative went and where it ended but I'll wait until more people have finished it to discuss those.

I finished it on Monday, and... how do I put this? I want so bad to dissect the ending and ending sequence, but I also feel the ending itself has an overall tone of "you could be doing something else, though." Couple that with the "part 2 of 3" nature of the game, and... I think AVALANCHE wants me to go out and touch grass, and I should probably do that more often.

Regarding the gameplay: aside from what was going on (gameplay-wise) with two late-game dungeons, I would say this game is practically perfect, and the best word I would use for it is "refined". Nearly every bit of FF7Rebirth feels like a game that was not only envisioned by people who knew what they were doing, but also sat down and said "if we are going to do X, how do we make X the absolute best and most playable it can be". There are a few aesthetic details I did not agree with (the GUI for [Junon spoilers] a military parade should not be the same as performing at the Honey Bee Inn and [last region spoilers] a chocobo propelled by a jet of water continually pumping out of its underside is a choice), but that kind of thing feels more like a subjective complaint than normal. This is just a damn fine videogame.

Hard to believe we got this and The Legend of Zelda: Tears of the Kingdom within the span of a year. The dreams of 1997 are alive and well.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
I almost finished Chapter 10 last night and it was quite unfortunate I had to go to bed before finishing it out because what the fuck is going on right now why are we in the Gi village, what is going to happen to Zack and Biggs ahhhhhh!
 

gogglebob

The Goggles Do Nothing
(he/him)
Chapter 10 Spoilers

Gi Natak: "AVALANCHE, welcome to Hell. If this is not Hell, how else would you describe a place of endless misery that will only cease at the destruction of the very world itself?"
Cloud Strife: "Oh! A bench!"
 

Peklo

Oh! Create!
(they/them, she/her)
Finished hard mode. It's still got those same issues for replays as I was talking about, but yeah, you do get to truncate the revisitation massively... so much so that "no MP recovery at benches" doesn't really become a factor almost ever, with how short chapters generally play. It was very fun, and I've done most of the game's various arena combat challenges too; the toughest 10 or so yet elude me, but the solo character challenges at least all got done, which were really enjoyable to puzzle out and help you for good to figure out how the respective characters ought to be played, if it hasn't clicked yet by that point. Honestly, all of this stuff here is great if you're into the battle mechanics... except the 10-round endurance monstrosities, requiring you to spend probably an hour straight at the worst performing extremely on-the-ball play while attempting to learn as many distinct movesets and how to counter them. Those are the ones I might just have to walk away from.
 
Peklo I know this is trite question that would be hugely biased by recency, but how would you rate your time here with Rebirth vs other games in the franchise?
 

Peklo

Oh! Create!
(they/them, she/her)
It probably has to be contextualized first by my general feelings about this series, which to summarize would be that I like almost all of them on some level, with the major exceptions where the pendulum tilts toward dislike being anything Hajime Tabata had a major creative role in, and Final Fantasy XVI. The latter belongs to the recent string of Final Fantasy action games including Rebirth, which are perhaps easier to compare between one another, and of the three I've played within the year--Stranger of Paradise being the third--Rebirth at least has no fear of being stuck dead last in favour, either narratively or mechanically.

The strongest aspect of this game is almost unquestionably how it reframes the party dynamic across the entirety of it. Back in the olden days, you had the cute cellphone justification and inexplicable "can't have too big a group rolling across the hills; it's too dangerous" contrivance to facilitate how an RPG party would limit themselves to just three members, and it was never an issue or implausibility of the narrative in its context... yet game design shifts over time, and modes of presentation with it, and now Rebirth is defined by the party always occupying the same space and being together, even as the playable trios are maintained. Replaying FFVII can be interesting because you can only ever bring two people with you, so many smaller moments and interjections are mutually exclusive across playthroughs; I am certain I've never seen all of them to this day. On the flipside, it also contributes to the game's overall writing voice where it follows FFVI's lead and precedent in that character arcs and significant moments are mostly done as soliloquies with perhaps a player avatar looking on to witness the events--there's ultimately not much interplay and characters don't interact amongst themselves very often, particularly outside the needs of the critical plotting.

Rebirth's reinvention of these characters comes through in that there's much more focus dedicated to internal party dynamics in ways that were previously inferred or left to a player's imagination, as if between the pages of a comic book, when the party was literally separated on the road, across the travelogue that the game is structured around. Now that everyone is on screen all the time, there is passing-the-time banter, there are character spotlight sidequests, and all the plot-critical scenes and events are littered with commentary and discourse between the party at large instead of Cloud speaking on everyone's behalf. It completely transforms the feel of the game and the cast, and allows characters outside of the initial foursome to better impress themselves as unique personalities because they have mechanical as well as written character to support both aspects of themselves. It would be uncommon for people to single out Red XIII or Cait Sith as their favourites from the original, because they are so underplayed in that context--for Rebirth, it's likely and expected that every single character will cultivate a fanbase through their depiction, this time leaning on more than impressive Tetsuya Nomura designwork. My favourite narratives (and games) in the series are stuff like V, VIII and XIII, and what those have in common is emphasis on group interplay, group unity, and group friction--Rebirth amps up the interpersonal interactions considerably and comprehensively through all its runtime in ways that textually unite this group of characters in ways they've lived in people's heads for decades.

It's not like I like all of it, though. VII in its original incarnation has one foot in horror genre works and has a capacity to be grim, dreary and lonely--the melancholy is a large part of my imprinting on and affection for it. Rebirth cannot do the same, and I'm not sure it's even interested to: disquieting or anxious scenes are often supplanted by loud spectacle, and the game is not really willing to let any scene breathe or leave the player to their own devices to decompress. Everything's always going forward at full blast, and you're caught between that momentum and the infinite loop of overworld activities to perform, which are similarly framed as to-do-list tasks instead of organically taking in the world for what it is. There's an artificiality to the world design that has nothing to do with deliberate juxtaposition of Shinra's encroachment and abuse of the environment, but of dopamine-motivated design loops structuring what the world is allowed to be and how you interact with it. It's "fun" to accomplish those goals, or it may be exhausting, but it rarely lets you get lost in the serenity and vastness of the Planet in the ways the original could impress on you, simply because there's so much vying for attention and engagement when the scale of the presentation that's been accomplished here would have sufficed on its own.

Contrasting elements like that extend to interrogating the game for its tonality, which is interesting for the legacy it seeks to uphold. FFVII is one of the most presentationally transitional and liminal games there are, and much of that unique character was expressed through juxtaposition of the macabre with the comical. It's something many players struggle with in many video games (or other media), but there was so much wild experimentation and sketching out the rulebook in what the original did that it could usually turn that befuddlement into captivation. Rebirth does not discard these elements, and it frequently even plays them up--the inexplicable curiosities become fixated-upon sources of humour or levity, and this supercharged facet of the material's treatment is surely one of the most personal assessments to be made in whether it lands or doesn't, but it is typically the game's approach. For me, this was the moment to bring the absurdity to the fore in the game's narrative arc, as the critical plot for Rebirth's events takes an extended leave of absence for increased focus on character vignettes and the party maintaining a set course for the duration, so why not go full hog with the most mini-games any RPG has ever had? Why not break out into a musical number conducted by Dio's jiggling nipples? In retroactive estimations of the game's merits, I'm willing to believe that it will follow the precedent set by another middle chapter of a blockbuster RPG trilogy, in how Mass Effect 2 is talked of to this day: lauded for its focus on making you care about its cast through their personable mutual interactions, and given much leeway for not doing very much with a thinner of substance central plotline, because the weight of staging an explosive opening act or sticking a satisfying landing are not on its shoulders.

I don't follow the trajectories for Rebirth's glowing reception that I often see and what facilitates them. I am not a lapsed fan; I replay FFVII every few years or so, as I do with many games I like. I don't have a fixation or thirst for a "feature-rich" RPG that emulates the genre's formative breakthrough and bubble era semiotics and design trends; games in the genre come out all the time that are highly specific expressions of the form and which land as some of the best I've played in their niches. I am not inherently impressed by the amount of money spent on a project, or deride others for their seeming lack of "budget." There's still a 2010s-vintage narrative being pushed in this one game supposedly redeeming a studio or even entire genre's output for the past twenty years, in that the genre "fell" and now can soar again, if only for a moment. Rebirth to me isn't a miraculous game, or an extensively satisfying one where some aspect or another of it would push me to adore it... but it does very many things at a consistently considered level, in that that generalist impression of an all-game, the "quite possibly the greatest game ever made" showmanship that whisks one away through its sheer diverse mutability is its greatest asset propping up all the rest beyond their individual strengths.
 

jpfriction

(He, Him)
I’m less far along. Spent some (very fun) time in the Gold Saucer yesterday.

Man, Barrett’s lamenting about draining the planet dry to do stupid shit like power giant casinos sure hits a little different as an adult with severe climate change anxiety.
 

SpoonyBard

Threat Rhyme
(He/Him)
I'm starting Chapter 12, but I'm having a devil of a time against the final summon in the combat simulator. Any advice? Even bumping down to Easy and depowering Odin as much as possible I still just do not possess the skills to ward off his Zantetsuken. I've pretty much facetanked everything the whole game and never bothered learning enough about perfect blocking or dodging, so this fight may just be beyond me.
 

Peklo

Oh! Create!
(they/them, she/her)
He'll like it if you Punisher mode counter him, which you might find easier to do since the execution threshold is much simpler with just holding block instead of the timing component in perfect blocks. You probably still need to actively pressure him otherwise too with ATB abilities--ranged debuffs similarly being a generally safer option.
 

gogglebob

The Goggles Do Nothing
(he/him)
One way or another, you basically need a setup FOR that fight. Additional "I am not good at this combat system" tips include:

Sticking a Level up (or whatever it is called) blue materia on the revive materia gets you reraise for surviving Zantesuken
Phoenix summon for the same reason
Multiple accessories are available for instant reviving, and I think there is a weapon skill on some characters, too
And, as Peklo said, long distance debuffing doesn't feel like it should work, but it works great. Odin is impressed by the weirdest stuff.


Super secret vague progress spoiler unrelated to the fight: that is not the "final" summon.
 

Vaeran

(GRUNTING)
(he/him)
Some people on reddit are reporting a progress-halting bug in Chapter 8.

After you visit all the areas of the Gold Saucer and go to Skywheel Square, you're informed that there's been a shooting in Battle Square, and have to use the fast-travel moogle to get there. (The game does not let you walk out of Skywheel Square at this point; you must use the moogle.) For some people the option to fast-travel to Battle Square is greyed out with no way to activate it, and therefore no way out of Skywheel Square to progress the story.

It's not clear what causes the bug or how to avoid it, so you're going to want to start creating multiple save slots if you haven't already. Fortunately I'm past that point already and it didn't hit me, but I wanted to give people a heads up.
 

4-So

Spicy
For Odin, I would encourge ranged combat with Yuffie. She's pretty much the go-to for any fight where you need a higher degree of movement, and Odin is pressured by dodges and landing ATB commands, which Yuffie should excel at by this point. Red 13 and Tifa are also good choices for landing ATB and evading attacks.

I did not use Phoenix or reraise, so the fight is definitely doable without them. Obviously, they could add some needed cushion.
 

gogglebob

The Goggles Do Nothing
(he/him)
Has enough time passed that we can talk about how (mini game spoilers) there is a whole-ass kart racing game in here?
 

4-So

Spicy
Chocobo Racing is much improved but I was already ready to move the plot by the time that really opens up with the Chocobo Sam stuff, so I found it mostly a dull kind of tedium.
 

Sarcasmorator

Same as I ever was
(He/him)
I'm not sure if I'll do more racing but I was at least able to come up with a terrible pun (The Final and the Fantasy: Chocobokyo Drift)
 

Peklo

Oh! Create!
(they/them, she/her)
Bronze and most of Silver Cup are pretty boring, but Gold and Legend Cup are great fun, I thought. And beyond play considerations, there's so much music in there which is consistently one of the greatest excesses of this very excessive game.
 
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