Final Fantasy VII Rebirth, Remakes, and Anti-Revisionism

If I was given one word to define Square Enix’s Final Fantasy VII reimagining project, it would be “ambitious.” To take a game so culturally beloved and dare to blow it up in a way that would require three installments (Final Fantasy VII Remake, Rebirth, and an unnamed third entry) over a likely decade-long period takes real stones. Square has doubled down on this and expanded their scope even further. The long-forgotten Playstation Portable prequel was remade for modern consoles; a gacha game stormed its way into the wallets of tens of thousands of people. Final Fantasy VII even had its own battle royale game that has since been relegated to the sands of time. The project has become so gargantuan that it has arguably eclipsed its parent franchise’s spot in the zeitgeist—there are potentially people at Square who will spend their entire videogame career immersed in developing some installment of the Final Fantasy VII reimagining. So yeah, it’s ambitious.
What, then, is born of this ambition? The most cynical would say that the project serves as little more than the capitalist’s wet dream: an unstoppable money-printing tour de force; a no-brainer for a company sitting on one of the most cherished titles of all time. There’s a grain of truth to this thinking—it’s the same logic inspiring the leagues of remakes and adaptations plaguing most media industries—but it ignores the conversation that this project is most interested in having. Final Fantasy VII Remake, at its core, wants you to question what it means to be a remake. This isn’t a new idea for me to write out: the first game tasks you with slaying the literal manifestation of fate, a force hellbent on ensuring the events of the remake play out according to how the original game ordained they would. Square makes it clear that they are aware of fan hopes and expectations, proves that they can match those and still ask the player to trust that they can surpass those to deliver a wholly familiar yet entirely new experience. Final Fantasy VII Remake then becomes not just a justification of itself, but a justification for remakes as a whole. They’re an opportunity to tread new ground and tell new stories, and a chance to more fully realize the themes and messages that laid in the heart of the original work.
Final Fantasy VII Rebirth demonstrates this realization, to me, with Red XIII’s defining moment in Cosmo Canyon. As a pup he learned a harrowing truth: the night their idyllic settlement was terrorized by the Gi tribe, his warrior father Seto abandoned his post to save his own hide. Carrying the weight of his father’s cowardice, Red XIII strove to become the hero that Seto wasn’t. Facing the threat of planetary extinction at Sephiroth’s hand, Cloud’s party ventures to Cosmo Canyon, where Red XIII learns what truly happened to his father that night. He fought desperately to protect his home, and was turned to stone as the Gi’s poison arrows took hold. Red XIII proclaims his father a hero, howling in his honor, and Seto’s makeshift monument weeps upon hearing his son’s affirmations.
It’s a touching scene, and the power afforded by modern development allows for a presentation the original game could only dream of: As Red XIII swallows his hubris, the camera closes in on his face; as Seto cries tears of pride, the musical accompaniment swells to eruption. Filmic grammars are on full display to finally elevate this scene to a proportion that likely mirrors what the scenario writer imagined in their head as they penned it. The team at Square did a brilliant job realizing this moment, and it alone could stand testament to the idea that it’s worth revisiting works to escape the technical limitations they were originally restricted by.
This idea stands in contrast to an all too familiar issue that remakes or remasters encounter: the pursuit of graphical fidelity can often mean the loss of artistic identity. There’s a spectrum in ways of which this is true, and I want to point to one of the least egregious examples first. The Legend of Zelda: The Wind Waker HD took advantage of two generational leaps of processing power to deliver some stunning bloom lighting effects, and this upgrade drew the ire of some. While the game still utilizes cel-shaded expressionism to render its world, the new lighting jars with the solid-colored storybook presentation that frames the game’s narrative, potentially upsetting the original vision of this world. As mentioned, it’s fairly harmless. The original art direction remains mostly intact.
A slightly more damning example comes from Bluepoint Games’ Shadow of the Colossus remake—a game that, when I played it in 2018, had me losing my mind at how gorgeous it looked. For all the beauty and splendor that The Forbidden Lands are rendered in here, something is missing. The original game painted its scenery in washed grays and low contrast. The PlayStation 2 wasn’t as powerful as the game needed it to be, and a compromise was made to decrease the render distance from the player. All of this created a dream-like world, a mystic haze that wrapped around the player as they explored a vast and empty land. The remake uses the Playstation 4’s superior processor to increase graphical fidelity across the board: the contrast is increased, the lands appear more vibrant, and you can see for miles ahead of you. Gone is that subtle intrigue, and even though it’s no more drastic of a change than Wind Waker HD, it lessens the experience ever so slightly.
I think the paramount example of this, however, comes to us via the Silent Hill HD Collection. The perpetual unease one feels when walking through the streets of the titular city owes a lot to the eerie fog it drapes itself in. It’s an iconic mark of the franchise, and just as with Shadow of the Colossus, it was born from a need to disguise the hardware limitations and render distance the developers were working with. When the games were ported to the next console generation, there were many, many things that players took fault with—they were not good ports—but there’s one key issue that fans remember above the rest: the fog isn’t there, at least not in a way that feels meaningful. In escaping the confines of the weaker PlayStation 2, there was no need to cover up the jagged far off landscapes that would break the player’s immersion, so the need for the fog went away; the series forgetting its own world-building in the quest for graphical realism.
The legacy that remakes and remasters leave behind is often informed by this pursuit of realism, and paints the idea that these creative decisions—cel shading, low contrast environments, fog—were not artfully minded inclusions, but concessions. It’s corporate revisionism, and leaves the taste in one’s mouth that these companies are ashamed of their past works because they aren’t as aesthetically elegant as their descendants. There are more and more remakes now that seek to dispel this revisionist approach, and engage with their audience in a meaningful way. It feels so odd to call this an “anti-revisionist” approach (not to be confused with the Marxist–Leninist political movement, though oddly sharing similar ideology), as the remakes that do this are often completely revisionist—I will never forget the playful dialogue that Capcom builds with the player in the Resident Evil 4 remake: should the player attempt to cheese the opening encounter by hiding in the village’s watchtower, the floor will collapse under Leon. This was a viable strategy in the original game, but the developers want you to know that this is a different experience. The game you played 20 years ago is merely that; this is a new game. In turn, Resident Evil 4 becomes this anti-revisionist idea: it does not replace the original work, and offers a greater understanding to those familiar with it.
The Final Fantasy VII remake project exists as the perfect distillation of this anti-revisionist design, keeping the authenticity of its design out of the question by engaging directly with it. It’s simultaneously a remake and a sequel to the original: the idea that things will transpire according to a 20-year-old game is the final boss of Final Fantasy VII Remake! It doesn’t eschew the somewhat goofy tone the 1997 game could take at times, pretending that it’s better off making Cloud the ever-brooding recluse he is in Final Fantasy VII: Advent Children. His awkwardness is often played for laughs. This game takes strides to retain itself, and delivers unadulterated spectacle while doing it.
It’s phenomenally brilliant—it’s just not for me.