
Cloud Strife, an ex-SOLDIER operative, descends on the mako-powered city of Midgar. The world of the timeless classic FINAL FANTASY VII is reborn, using cutting-edge graphics technology, a new battle system and an additional adventure featuring Yuffie Kisaragi.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German*, Spanish - Spain, Spanish - Latin America, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Japanese*, Korean*languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 768 reviews with recorded playtime.
Reviews
Themes across 763 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
This is a game that learned all the wrong lessons from the original. Random timing based minigames? Those are in. That bit where you're in the vents and pushing forward makes you go back to the previous scene? That's in. Remember those annoying fetch quests in the Wall Market sequence? Friend, that is the *whole game.* Every single scene has been padded for time. Sequences have been dished out to teams, and those teams have clearly been told "MAKE IT LAST AN HOUR." Even if that sequence was 'the characters pass through a door.' A worked example: The motorcycle escape from Shinra HQ. Remember that? 3 minutes of swatting bikers out of the way then a cheeky miniboss. Now it's an hour. Ask yourself - do I want to play that game for an hour? That game when I can only hit the miniboss for 10 seconds of its 30 second animation cycle? That game where the boss fight respawns 10+ times? This somehow *feels* like a 90s game in a way that most remakes don't. But not the good 90s. This feels like the 90s where the characters were nonsensical, all the cool stuff happened in cutscenes and gameplay meant pressing 'potion' every 30 seconds because the boss is a bullet sponge with a cheese cycle. Aggressively disappointing.
Es hat viele gute Momente. Die Charaktere sind interessant und das Spiel lässt sich Zeit sie zu etablieren. Das reine Gameplay ist jedoch nevt leider. Extrem viel Backtracking und das durch dunkle, triste Schlauchlevel. Die Kämpfe fühlen sich nach Arbeit an und die Bosse variieren von toll bis schrecklich. Das gleiche Spiel bereinigt um die 20h langweiliges Füllmaterial wäre Klassen besser.
Cloud best girl. No more question.
From either developers' pov or the audience, neither should ever have to ask themselves at any given point "why is this happening? why does this exist?" Bland, corny dialogue. Obscene amounts of filler scenes Uninteresting, unengaging side-quests A terribly boring combat system I played Crisis Core years ago, and disliked the title for similar reasons, but I was more than willing to give this style of gaming another try; I'm not a 'purist' by any means, and I applaud games (remakes or otherwise) when they are trying something new and different. Unfortunately, the successful areas of this remake are few and far between: some expanded lore / world-building, and a genuine attempt to further characterize its cast. Even if you're generous with these aspects of the game, they are far outweighed by the glacial pacing and uninteresting story-telling. 12 Hours in, and 8 chapters completed, I feel absolutely no desire to continue outside of "FOMO" on some recompense with future story---and that can be fixed with watching cutscenes on youtube, saving hours upon hours of uninspired game design.
jogão...
Ich habe das Original FF7 geliebt als es damals zum ersten mal erschien. Da war ich erst 17 Jahre alt... wie die Zeit vergeht... x_x Und als jemand der das Original damals so gerne gespielt hat ist dieses Remake ein echter Gewinn in (fast) jeder Hinsicht. Das Einzige woran ich mich schwer getan habe war das Kampfsystem. Man gewöhnt sich dran aber das Rundenbasierte System von früher war mir lieber. Ich hab das "Klassische" System versucht aber nach wenigen Kämpfen hab ich das dann doch gelassen da die Umsetzung nicht gut gelungen ist. Es fühlte sich einfach zu träge an.
剧情还行,打击感不错,就是太磨叽加操作反人类
Geht so. Das Spiel hält mich eigentlich nur durch die kitschigen Dialoge und Zwischensequenzen bei der Stange. Ich bin immer noch lange nicht am Ende aber in etwas der Hälfte der Zeit, war im Original der gesamte Midgar Abschnitt durch und hat dabei das gleiche erzählt. Ich kann das Spiel auch nur häppchenweise ertragen. Man irrt stundenlang durch irgendwelche Geisterbahnen die überhaupt null zur Story beitragen, besiegt dabei auch mal gerne irgendwelche random Bosse, die mit der Story auch nix zu tun haben. Stehen halt einfach so ein paar Meter neben den Slums rum - gut, kann man machen. Die Kämpfe machen mir auch weniger Spaß als im Original, obwohl die auch da teils nervig waren, aber eher durch die zufälligen Kämpfe. Ist alles zu chaotische und zudem noch schlecht gemachte Prügelei. Wie oft hab ich schon auf Gegner geschlagen und die Waffe springt einfach zu irgendeinen anderen Punkt als den, wo ich getroffen habe? Wie oft sprang mein Charakter einfach so 5 Meter in eine Position, damit der Gegnerische Schlag auch richtig animiert trifft? Viel zu oft, praktisch in jeden Kampf, wenn er nicht nur wenige Sekunden dauert. Das ist wirklich schlecht gemacht. Sowas schlimmes hab ich noch nie gesehen, sorry. Spielerisch finde ich daher das Spiel von 1997 besser, weil es einfach so schlecht gemacht ist, dann hätte man es besser gelassen und einfach das alte Prinzip genommen.. Mir graust es auch schon vor den 2 Teil, denn nach Midgar ist auch im Original nicht so wahnsinnig viel passiert in der Spielmitte. Ich weiß gar nicht, ob ich den überhaupt spielen will... das kann ja was werden. Der einzige Lichtblick: Inszenierung, kitschige aber unterhaltsame Dialoge.
J'ai vraiment adoré ce remake de Final Fantasy VII. Le développement des personnages est une vraie réussite et permet de s'attacher encore plus à chacun d'eux. Les combats sont dynamiques, fun et très satisfaisants, sans jamais trahir l'esprit du jeu original. Quant aux graphismes, ils apportent une beauté incroyable à cette aventure et donnent une nouvelle dimension à des lieux et des scènes cultes, tout en conservant l'âme et l'originalité du jeu. Pour moi, c'est un remake réussi qui rend parfaitement hommage à ce classique.
Final Fantasy VII Remake is a game that excels in presentation. The story is great, the graphics are beautiful, and the soundtrack is outstanding. The side content is more uneven: the quests, supporting characters, and character development range from okay to genuinely good. The voice acting is also inconsistent. Some performances are excellent, while others are so overacted or awkward that they can take you out of the experience. My biggest criticism is the combat. Square Enix moved away from turn-based combat because it was supposedly too slow or boring, but I don't think they actually solved that problem. Instead of managing resources through menus, you're constantly building ATB by attacking in real time, switching between party members, exploiting enemy weaknesses, staggering them, and only then dealing meaningful damage. At its core, it still revolves around building a resource before you can do anything important. The difference is that it's now wrapped in an action RPG system that is less cinematic, less strategic, and more punishing when you make a mistake. Rather than creating something fundamentally different, it feels like they replaced turn-based combat with another resource-driven system that I found less enjoyable. Despite my criticisms, I enjoyed my time with Final Fantasy VII Remake enough to finish it. That said, I won't be picking up the sequels at full price. I'll wait for a deep discount, because there are plenty of game/RPG/action RPGs with much stronger combat systems that deserve my time and money more than this one and it sequel.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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