
The Unknown Journey Continues... After escaping the city of Midgar, Cloud and his friends set out on a journey across the planet. New adventures await in a vibrant, expansive world in this standalone entry of the FFVII remake trilogy.
Most likely between $6.7M and $19M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $14.99 | 75% | approximately $11.2M |
| PlayStation | $49.99 | 93% | #95 |
| Epic | $14.99 | 95% | #37 |
| Nintendo | $24.99 | — | #9 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 2931 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I really wanted to like this game, but it's so slow and corny. The minigames get in the way of what would have been an excellent sequel to FF VII Remake. As someone who generally dislikes card games, why am I being forced to play in the Queen's Blood tournament in Chapter 5? FF VII Rebirth introduces some interesting characters, like Yuffie, but as soon as the game starts to pick up, you're thrown into Costa Del Sol where the main focus is finding a hotel room, riding a segway scooter around for points, and playing dress up with Cloud and Tifa. Every time I think we're getting ready to battle some baddies, there is yet another cutscene or pointless task standing in the way. Why are they trying so hard to pull the player away from the core gameplay loop? The gameplay is what worked so well in FF VII Remake, and optional content mostly remained optional.
Sucked over all and I hate all the multiverse BS. The only thing that was fun was the battle system, but it was a step down from Remake's.
Nice ubislop copy and awful porting
The combat is fantastic, but everything else gameplay-wise is the most bloated open world garbage that I dropped it like a third of the way in. I had fun in parts, but SO MUCH of this game is an explicit attempt to waste the player’s time. Awful. Just watch the Chip & Ironicus lets play, lol
So much side quests and pointless slop forced into this game that it just becomes annoying. You can play this game for a few hours and get absolutely no where cause of all the slop thats forced upon you. Feels like they adding stuff in just to slow you down so you dont realize how little of the actual story is in each game probably so they can milk this ip for a few more games. Only buy if heavily discounted and lets hope Square sorts themselves out and starts making decent games sometime soon.
Naoki Hamaguchi não faz a menor ideia de como fazer esses jogos. Isso já era evidente no primeiro, mas agora fica mais claro nessa sequência. Entretanto eu não acredito que seja 100% culpa dele. A pessoa que teve a decisão de dividir esse jogo em 3 partes é o verdadeiro culpado aqui. [h2]MUDANÇAS REMAKE PRA REBIRTH[/h2] No remake, você tinha uma esticada de partes que duravam 1 ou 2 minutos no original, pra corredores que duravam 30/40 minutos. Gerando umas bizarrices como Train Graveyard e Collapsed Expressway que foram transformados em sessões entediantes com subtramas que não acrescentam em nada a história. [u]No Rebirth, você tem algumas tentativas de mitigar essa sensação[/u]: -Primeiro: Adaptando um conteúdo bem maior da história original. Se no remake você tinha um pedaço de 3 horas sendo adaptado em 30. Aqui você tem um pedaço de 20/25 horas sendo adaptado em 35. -Segundo: Minigames! Essa parece ser uma, senão a maior crítica do jogo que corre pela internet. E realmente é um fator que enche o saco. Principalmente porque a maioria é obrigatória pra continuar a história principal. Você tem um capítulo inteiro que são só minigames, e pelo menos mais 2 onde a maioria do conteúdo do capítulo são minigames obrigatórios. -Mundo semi-aberto! As atividades desse jogo são um amálgama de conteúdo de triple A genérico. Você se sente realmente jogando um mundo aberto da ubisoft por exemplo. Inclusive elementos da ubisoft que a comunidade tem passado os últimos 10 anos criticando. Se você teve que lidar com sidequests do FFXVI, o mundo aqui vai parecer um bolo de chocolate gigante e gostoso. Mas se tu já jogou qualquer mundo aberto/semi aberto bom, essa não vai ser uma experiência que vai te empolgar [h2]Final Fantasy Rebirth, um jogo de comédia[/h2] É embaraçoso o quanto esse jogo quer que tu ache ele engraçado. Embaraçoso não, ridículo. Basicamente as adições de cena se dividem em dois tipos: Cenas """""engraçadas""""" e diálogos vazios que não levam a nada. Eles tentam toda hora replicar o momento divertidinho do The Honeybee Inn do remake, sem entenderem porque funcionou lá. No remake, o tom do jogo é completamente é mais pra baixo, é mais cinzento. Então quando vem o momento como do Honeybee Inn, ou da casa de massagem, tu fica surpreendido. Aqui, isso não funciona, porque é TODA HORA, absolutamente toda hora. Parece que ele grita na sua cabeça: "OLHA COMO EU SOU ENGRAÇADO! VIU? SOU MUITO ENGRAÇADO!!! JÁ TÁ RINDO? JÁ TÁ RINDO?" Todo momento tem que ser extravagante, todo personagem tem que ser extravagante. Isso cria justamente o efeito contrário do que eles querem. [h2]NARRATIVA[/h2] Assim como no remake, eles conseguem diminuir o impacto de cenas importantes. Nesse pedaço adaptado, você tem basicamente 3 momentos importantes: -Barret e Dyne -Red XIII no Grand Canyon -Aquela "parte" da Aerith Todas essas 3 partes são desnecessariamente modificadas pra pior. Incluindo as clássicas bullshitagens ala Tetsuya Nomura. E por falar nele, apesar de manter os fantasminhas e os encapuzados, eles são reduzidos a momentos de pouco importância, apenas pra justificar porque os personagens estão indo pra tais localidades. Dito isso, você fã de KH vai ter que jogar um jogo mobile e um prequel pra entender da onde surgiu um personagem com aurinha de escuridão igual KH [h2]PERSONAGENS[/h2] Eles não tem a menor ideia do que fazer com a Yuffie. É possivelmente o pior personagem de final fantasy dos últimos 5/6. E o bizarro é que nos primeiros capítulos, quando ela ainda não faz parte do grupo, ela é... normal. Você consegue se interessar um pouco nela, mas a partir do momento que ela entra no grupo, vira completamente outro personagem: "MATERIA, MATERIA, MATERIA", essa é a única fala dela. Ela interrompe momentos sérios ou dramáticos da tramas pra gritar "É A MINHA MATERIA!". Simplesmente destrói qualquer tentativa de conexão que as cenas tentam transmitir. São inserções forçadas e sem necessidade alguma. Red XIII foi o personagem que eu mais vi recebendo crítica por causa da decisão de infantilizar a personalidade ele. Não gostei da mudança, mas pra mim não chega nem perto de ser revoltante como é com a Yuffie. Red não atrasa e nem atrapalha nada. Cait Sith tá bem nesse jogo. Acho que ele consegue escapar do humor forçado que disse no tópico anterior. É um personagem interessante. O resto dos personagens tão ok! Gosto da relação Tifa e Aerith nesse jogo. Com a Aerith meio que sendo a Wingman da Tifa(ou do Cloud). [h2]ASPECTOS TÉCNICOS[/h2] É um jogo bonito, apesar dos modelos dos personagens estarme bem mais suavizados do que no remake, falta um melhor sombreamento no mundo também. O combate é legal. Você tem muito mais recurso do que tinha no game anterior, então se você usa shortcuts, tem que se planejar melhor no que vai encaixar, como gerenciar todas as skills. Trilha sonora é boa, apesar de umas músicas muito nada a ver que vem absolutamente do nada. Algo mais comercial de produto japonês. [h2]UM JOGO PRA QUEM?[/h2] Acredito que tenha mostrado pontos suficientes do meu argumento de que o Naoki não faz a menor ideia de como fazer esses jogos. Claramente ele tá no tentativa e erro, esperando acertar. Mas a bomba que deram na mão dele é muito complicada. Afinal é pra quem esse jogo? O combate action, o mundo semi aberto copiado, os momentos engraçadinhos. A square quer que o jogo caia nas graças de um público que não joga final fantasy, mas sejamos sinceros: Uma pessoa que não conhece ffvii, não sabe quem é cloud, quem é sephiroth, não sabe a história toda, ela jogaria o remake INTEIRO com 25 horas de conteúdo filler? E mesmo se terminasse, acha que a impressão dela seria positiva pra jogar esse jogo aqui? Pessoalmente, se eu não conhece nada de FFVII ou de Final Fantasy em geral, eu teria abandonado o remake logo nas primeiras horas e simplesmente colocado na cabeça que é um dos piores jogos que já joguei e que a fandom de final fantasy é insana por babar isso aqui. Bem, se não é pro público novo, é pro público do OG? Acredito que o público do OG seja o que mais critica esses dois jogos, as vezes até de forma obsessiva. A esmagadora maioria das mudanças nesses dois jogos incomodam eles, então não diria que é um jogo pra eles também. Então é pra quem? É um jogo que vive num limbo, sem foco, tentando agradar todo mundo, mas acaba não agradando ninguém. É vazio, não tem muito pra ser extraído daqui. Mesmo o combate sendo legalzinho, ele não sustenta pelas dezenas de horas. Horas essas onde o jogo quer porque quer fazer você não gostar dele. Se você nunca jogou Final Fantasy, comece por outro, você vai sair com impressão negativa se começar por aqui. Se você já jogou, talvez seja melhor rejogar o original do que se aventurar por essa frustação.
Play the original FFVII. This trilogy is a bloated, cowardly rewrite that drags one complete classic across three games, murders its pacing, replaces psychological mystery with timeline sewage, and waves Sephiroth and Zack around whenever it needs applause. Expensive, polished, and creatively bankrupt.
I'm tired boss.
SPOILERS: I have mixed feelings about the game as a whole. Every time it builds itself up to be something good, it immediately does something to make me hate it. The first half was a drag. The latter half was better but still had some downsides. 5.5/10 [b] Minigames [/b] It took some getting used to the fact that progressing through the main and side quests meant playing minigames. Getting weapon upgrades, useful items, deepening relationships with companions, and progressing through main/side quests all meant doing minigames. I thought finishing them and getting the best rank would be the end, but later on, new challenges and hard modes were introduced for the same minigames. The upside of having so many minigames was that there were at least one or two I enjoyed and grew fond of. During the Loveless play, instead of just watching and enjoying the play as the characters bond, we're instead tasked with doing quick-time events, completely ruining what's supposed to be a laid-back section where we should be paying attention to the play and our characters performing different roles. I'd say a good 40% of the gameplay is just minigames. [b] Combat [/b] The game gives you plenty of options for approaching enemies rather than just relying on their weaknesses to defeat them. This installment introduces synergy skills/abilities that let you perform powerful attacks when two characters work together. Parrying is a bit better here. Although there are many ways to approach enemies, the game does a terrible job explaining some deeper concepts, which makes them easy to miss and causes players to overlook major aspects of the game. Looking up videos on the topic will give you more info. One of the most frustrating and lazy combat scenarios is when the game actively puts you in a situation that goes against everything it has taught you about fighting. One example is a combat simulation battle where you have to defeat one enemy before killing the two others accompanying it. The frustrating part is that your companions will attack the 2 weaker enemies, which makes you fail the mission. A 2nd example is the Rufus battle. This boss fight is the first and only one of its kind, where Rufus is completely invincible except when he's reloading. You can perform Cloud's most powerful attack, and Rufus will simply be immune to it. Even the final boss doesn't have this feature and is notably easier to defeat. [b] Weapon/Skill Progression [/b] I thought the UI and progression system were worse in this game. I could see they were trying to make it easier, but it comes out messier and less coherent. Instead of dedicated spheres like in the last game, we're given skill trees that feel mashed together. This game is stingy and inconsistent about giving you new weapons or good materia. For weapons, they'll give you new onesnfor each character, over one or two chapters, then none for several chapters afterward. One example is the Mako Reactor: the game gives you new weapons back to back, but then, for several chapters before or after, you get just one or none. It was disappointing to reach a new region or store and not be able to spend my accumulated Gil on anything useful. I expected to earn weapons through side quests or deep exploration, but most of the time they were just sitting in chests out in the open. It felt like they were handed out at random. [b] Open-world [/b] At first, I was skeptical of the open-world concept, but it turned out better than I expected. My favorite part was when Chadley shows you a compilation of everything you've explored in a region, field intel, towers/springs discovered, activities completed, enemies assessed. That was a nice touch and made the repetitiveness of the region activities feel mostly worth it. You're rewarded well for it too, since you can practice defeating enemies in the simulation, which grants you new skills via the Enemy Skill materia. You also earn intel points, which let you develop new types of materia from Chadley. Every soundtrack perfectly captures the atmosphere of its region. [b] Story [/b] Story-wise, this game really moved me and genuinely made me care about the characters and the story. I already knew the basic story, but playing this game made me develop a deeper appreciation and a hunger for learning more about the deeper themes of FF7. I think one thing that hurts the game is its unserious attitude. It felt like the writers were afraid to let some things go all out. Take Barret's rage against anything Shinra. There are multiple times where he is given the opportunity to finish off someone he deeply despises but just lets them go because it's "the better thing to do." It doesn't make sense to build him up as someone who holds a grudge against people for literally dropping a plate on their home but he does nothing about it. One of the main themes of FF7 is death, but it seems to be nowhere to be found where it makes the most sense to appear. The game isn't subtle about portraying Don Corneo as a human trafficker who keeps women as sex slaves. Tifa, Aerith, and Yuffie act threatening toward him but pretty much just give him a slap on the wrist. Instead of some gritty outcome, it doesn't have to be death or gore, he just gets kicked in the stomach and let go. Isn't Cloud at least a little mad at him for almost trafficking Tifa? Wouldn't Barret, who has "Dad" energy in the group, especially in his relationship with Marlene, be the first to want to kill Corneo? Another miss was bringing back Reno, since Remake made it seem like he died. The Turks are some of the most boring characters in this FF7. They never die and Barret or Tifa never do anything to them despite the Turks committing atrocities. Their only purpose seems to be showing the banality of evil. All Sephiroth ever does here is taunt Cloud. But it's the little moments and interactions between the main characters that grew on me, and my thoughts about them evolved beyond my first impressions. I took Yuffie as an annoying brat but playing her here, completing her side quests, and taking note of her small interactions within the group made me grow fond of her and her small development from someone who only cares about materia and proving herself, to someone who genuinely cares about the other characters. She's not perfect, but it's the small changes here and there that I really took note of. This sequel made me understand why Aerith is a truly beloved character among the FF fandom. I think her personality is an important part of the group's dynamic, and more importantly, of Cloud's personality/psyche, as a positive force that combats his dry, monotone, and fractured character. All the drama within the first half acted as trauma bonding, and the Gold Saucer was probably one of my favorite events in a video game to date. The setting simply makes sense for the group to bond even further in a fun setting where we get to see a different side of them. As the endgame approached, I grew increasingly sad that our adventure was ending. I completed all the side quests and most of the activities the game had to offer, and in return I felt a stronger attachment to the characters, their individual stories, and the game's overall story. [b] Ending Thoughts [/b] Personally, I like the game. But I don't think it's a good game. It's an okay game. Whatever topics the game tries to tackle, it never fully commits to them. Despite all the good things, I don't think I can recommend this game, mainly because of the minigames and the hit-or-miss storytelling around serious topics. Some people might argue you can just skip them, since most are entirely optional, but when people buy a product, they usually expect to get the most out of it, if not all of it. With the lack of character deaths, it's hard to take the game's themes seriously when characters are going to live anyway.
I stopped, as you might guess from the hours in the game, playing this very near the end. The cumulative weight of the numerous minor annoyances (tedious mini-games, uncooperative camera that sets you up to face tank hits, etc.) just became too much and I was no longer having fun with the game. Certainly not enough to care about finishing it.