Final Fantasy VII Rebirth Continues the Reinterpretation of One of Gaming’s Best Legends

When Final Fantasy VII Remake released in 2020, nobody was entirely sure what we were getting. Without spoiling too much, because so much of that incredible game begs to be seen and heard firsthand, it reinterpreted and outright rewrote major parts of the original game, acting simultaneously as a meta commentary, remake, and continuation of the franchise built around Final Fantasy VII. It’s a bit heady but digestible, and a game clearly trying to work through the legacy of one of the greatest legends in gaming’s relatively short history. In the years since, there has been nonstop theorizing about what kind of game Final Fantasy VII Rebirth, the second part in a planned trilogy, would look like after the first took such creative liberties and surprising left turns instead of simply playing the hits. A few months ago, we got our answer. Final Fantasy VII Rebirth promises a sprawl to fit the age, with huge open zones and a zest for adventure in tune with the original’s open-ended second act, a fact that a recent preview of the game’s opening hours doubled down on. But for those aware of Final Fantasy VII‘s history, Rebirth, much more than Remake, also feels like a chance to refine and clarify, rather than flip the script entirely.
If you’re familiar with the sequence of events following Cloud and friends’ escape from Midgar, then you know the general trajectory of Rebirth‘s opening hours. If you aren’t, allow me to explain. The team settles in at an inn just outside Midgar in the quiet town of Kalm, where Cloud finally loosens his lips about his time with Sephiroth in SOLDIER, a private army for the Shinra Electric Power Company. This tale consists of one of Final Fantasy VII‘s pivotal moments, the Nibelheim flashback, where we follow a younger Cloud and Sephiroth on a joint team to Cloud’s childhood home. The pieces of this section come together in much the same way they always have, save for Rebirth‘s obvious graphical and performance upgrades, as well as the notable addition of Sephiroth’s playability. He is, for what it’s worth, exactly as powerful as he appeared to be when he joins your party in Final Fantasy VII in the same segment.
What intrigued me most about Rebirth’s opening was the Cloud of it all. In the aforementioned flashback, he comes across like an entirely different person. He’s youthful, boyish, and cocky. He’s overeager and desperately wants to prove himself to anyone willing to witness his feats. He finishes a conversation by squatting in front of another person. His interplay and banter with Sephiroth is something to behold, honestly. Something about his character—and the distinctions between his past and present self—comes to life thanks to the ability to give the lines to a performer for interpretation. The advancements made in the decades since Final Fantasy VII first released have provided Square Enix the chance to go back and really tap into that dissonance within Cloud with more clarity than they were ever able to before. To be clear, Cloud’s always been a little off, and getting to the bottom of it has always been one of VII‘s more intriguing stories, which makes me excited for it to be retold (and perhaps even fine tuned) for a new generation of players. The preview definitely sets up familiar dominos that seem like they’ll fall in ways we might already know, but the fun of this project seems to be managing and playing with expectations so it’s a wonder I’m such a mark for everything I’ve seen thus far.
Once the flashback was over, Final Fantasy VII Rebirth began feeling much more like Remake before it, expanding on things we thought we knew. Our time in Kalm comes to a different ending than the one I was familiar with, for example, but not before introducing characters and mechanics that never existed before. In particular, this section leads with a new card game called Queens Blood that I could only put down once I’d cleared all the available battles in the immediate area. Queens Blood begins players with a column of pegs on either side that corresponds to a number you need to summon or play certain cards. Cards that you can play have a range of effects: some simply expand your territory and add your pegs to nearby spaces based on the pattern listed on the card, others can weaken or outright eliminate other cards, and some provide buffs to their allies. The end goal of the game is lane supremacy: if the power of your cards in a lane beats out your opponent, you win the lane and the winning amount of points and vice versa. If you tie, no one gets the lane and points. It’s definitely Triple Triad-adjacent and already got its hooks in me by the end of the preview so I’ll be checking it out extensively in the full game.
Before I made for Rebirth‘s first open zone, the Grasslands, an ally gave me an item transmuter, which allowed me to turn materials picked up in the overworld into items to use, like a potion or an antidote. Eventually, players will be able to level up their transmuter’s capabilities by crafting more items for the first time, unlocking the ability to even craft armor pieces and accessories. Quite literally the last thing I did before heading out was what Aerith later called a date, which showed Rebirth‘s new social system. All party members now have a sort of emoji hovering over them when you’re in hubs like Kalm that shows where your relationship with them stands. Talking to them and providing favorable responses, as well as the completion of quests, seems to make it go higher, though this early on it was impossible to discern what tangible effects this system has on the rest of the game.