FINAL FANTASY VII REBIRTH

FINAL FANTASY VII REBIRTH — TestMassive open-world sequel spanning six distinct regions with refined hybrid combat, offering dense exploration that occasionally suffers from narrative complexity.

Externe Wertungen75%Steam-Bewertungen25.363 Bewertungen90Metacritic/10091OpenCritic/100
Getestet von: Liu Mian · Veröffentlicht: ·review.views: 2,717 Kommentare
Entwicklung/PublishingSquare Enix|Release2025-01-23|ActionAbenteuerRollenspiel|
8.0
Gesamtwertung

Massive open-world sequel spanning six distinct regions with refined hybrid combat, offering dense exploration that occasionally suffers from narrative complexity.

Grafik
9
Sound
6
Gameplay
9
Story
6.5
Umfang
8.5

Overall Rating | 8.0/10

Is Final Fantasy VII Rebirth worth spending dozens of hours on? Yes. The catch is that you have to accept that it isn’t a cleanly drawn work, but one whose strengths and awkwardness are both amplified. Its strongest aspects—the sense of scale in its reconstructed world, the combat system that has taken another step toward maturity, and the way its content design gradually teases out your urge to explore—are already enough to make this “sequel” into “a major title that demands to be taken seriously.” This is not a safe play. It swings hard.

What really affects the buying decision, though, is how you feel about its narrative direction. If you want it to be like Remake, retelling familiar material with higher production values, then Rebirth will leave you both delighted and uneasy; it isn’t content to simply retell, and insists on pushing forward, with the result that both iconic scenes and a sense of chaos increase. Some will find that exciting, others will find it out of control. That’s where the divide lies.

So this game is best suited to two kinds of players: those who love the world and characters of FF7 and are willing to watch it expand old memories into something sprawling; and those willing to invest time in mastering the combat and exploring the map at a slower pace. If all you want is a tightly paced journey with a story that stays sharply focused, this may not be the most comfortable choice. But if you’re willing to embrace an RPG that is ambitious, occasionally fumbles, yet truly shines at its best—then those dozens of hours will very likely not be wasted.

One-line recommendation: If you love FF7, don’t miss its boldest expansion yet.

Pro

  • The rebuilt world nails a huge sense of scale, with open areas delivering genuinely striking vistas
  • A more refined hybrid of action combat and command inputs, balancing strategic decision-making with controls that feel responsive and satisfying
  • Six major regions give exploration real weight, with enough density to keep discovery consistently rewarding

Kontra

  • The new narrative direction raises the barrier to entry, and the story can feel muddled at times.
  • The audio rarely stands out, staying too restrained to leave much of an impression.

Introduction

That scene on the rainy night says a lot about the character of Final Fantasy VII Rebirth: Sephiroth and Cloud stand side by side, facing Shinra soldiers. The image is quiet, yet the air feels so heavy it could be wrung out like water. What it does best is not simply making the old FF7 bigger, but turning moments you once remembered only as “things that happened” into scenes worth stopping to watch. That matters. Because a “remake” can all too easily become an expensive nostalgia exhibit—beautiful, lively, and hollow. But Rebirth is not that. On one hand, it takes the world of the original apart and spreads it open into open exploration across six major regions; on the other, it refuses to simply retell the old story, insisting on weaving new narrative directions into classic set pieces. The result is that it often amazes you, and just as often makes you frown. Contradictory? Very much so. But that is precisely its true face: a hugely ambitious sequel that, at its best, feels like memory remade as epic, and at its most awkward, like a director rewrote half a page of the script at the last minute. You can clearly feel that it wants to do more. The question is—it may not always be able to pull it off.

Visual Presentation | 9.0/10

Grafik: 9/10

The first time you stand on the flower-strewn highlands along the coast, with distant ruins pressing against the far edge of the horizon, the party is simply standing there, yet the sheer scale of the world is already palpable. What makes this game’s visuals impressive isn’t some on-paper upgrade like “sharper textures,” but the way it turns those abstract locations from the original into places with real distance, depth, and atmosphere. When the mountains, coastline, wasteland, and varied elevations all connect into one continuous landscape, you understand why the media has almost unanimously singled out the visuals as its greatest strength.

More importantly, it doesn’t just know how to do “big.” When you ride a Chocobo through desert canyons, the drop of the cliffs, the bends in the path, and the ruins flickering in and out of view in the distance naturally give exploration a sense of direction. It’s a bit like those ultra-widescreen shots in films—the amount of visual information is huge, but you never feel lost, because the composition has already sorted out what matters most for you. Beautiful. And the kind of beauty that holds up the longer you look.

That’s not to say there are no issues. Once open areas become larger, players naturally expect more consistency in the finer details; and in Rebirth, the visual impact is concentrated mainly in its overall art direction, sense of scale, and the staging of key set pieces. The moments people keep talking about, again and again, are those highlights. Fortunately, that isn’t fatal. Because what it does best also happens to be what you’re most likely to remember: it makes “the world is huge” into something your eyes can immediately confirm as fact.

Claude and his party gaze toward the distant ruins from the coastal flower-field highlands
Cloud rides a Chocobo through the magnificent desert canyon.

Gameplay & Combat | 9.0/10

Gameplay: 9/10

Rebirth carries forward the action-command hybrid foundation of Final Fantasy VII Remake, but it doesn’t simply reuse it—it clearly pushes it a step further. In the first dozen or so hours, the pace sweeps you along: switching characters, building resources, timing your commands, and constantly scrambling to keep up. But later on, once you start to understand each character’s role and how the new mechanics function, that feeling of “so every switch actually matters” gradually begins to click. It’s not chaotic. It’s dense.

The sight of Cloud and Tifa teaming up against a giant beast captures the appeal of this system perfectly: the effects explode across the screen, the camera is lively and dramatic, yet underneath it all, strategic judgment is still what drives everything. The game’s widespread critical acclaim isn’t because its thrills are simple and brute-force, but because it twists together the feel of action and the thinking of an RPG, preserving both the pressure of real-time control and the depth of a command-based system. It can be frustrating at times. But it absolutely gets its hooks into you.

The expansion on the exploration side is just as effective. The original world map has been broken into multiple vast regions, which means traversing the map is no longer just a transitional sequence, but part of the gameplay itself. Riding a Chocobo across varied terrain makes movement feel like more than movement—it’s almost like learning how to read and interpret the map. The issue is that once both combat and exploration become richer, the amount of system information rises with them; the sense of novelty and the learning curve increase together. That may put off some players who just want to cruise through the main story, but for those willing to dig in, that is exactly the most valuable part.

Cloud and Tifa join forces to battle a giant magical beast, with dazzling combat effects
Independent

Content Volume | 8.5/10

Umfang: 8.5/10

The open-ended exploration across six major regions is the most direct proof that Rebirth is packed with content. It doesn’t follow the kind of structure where the main story charges straight down a single path while side quests merely pad the runtime. Instead, it spreads a huge amount of optional content across the map, so that somewhere between heading to your destination, taking a detour, and casually checking out one more point of interest, you end up sinking hours into it without even noticing. It feels a lot like going to a supermarket intending to buy only bread—you walk out carrying a pile of unplanned items and still feel like it was worth it.

When the party rides Chocobos and looks out over coastal cliffs and sunken ship ruins, you’ll very naturally get the urge to think, “Forget the main quest for now, I want to go check that out first.” That’s the smartest part of its content design: it doesn’t try to intimidate you with numbers, but constantly tempts you off course with visible goals. On top of that, there’s already a healthy amount of side quests and optional activities, and the rewards for exploration are solid, so its scale isn’t just about length—it has a lasting pull.

Of course, having a lot of content doesn’t mean the pacing is always perfect. Once the open regions expand, players more frequently face the question of “Should I stop and clear stuff out now?”, which inevitably dilutes some of the tension of pushing the main story forward. The issue is that the pacing loosens, and the effect on the experience is that you may occasionally feel like you’re working through a checklist instead of chasing the story. Is it fatal? Not really. Because the way Rebirth layers on content still, overall, puts it firmly in the category of games that are easy to get absorbed in, rather than the kind that look huge but feel hollow once you actually play them.

The protagonists ride chocobos, overlooking the coastal cliffs and shipwreck ruins.

Story Presentation | 6.5/10

Story: 6.5/10

The strengths of Rebirth’s story are very clear: once classic set pieces are reinterpreted through a modern lens, they truly feel more epic, and the emotional expression in the characters’ personal arcs and key moments is much stronger as well. In a scene like that rainy-night standoff, you do not need much background explanation to feel the pressure and tension in the relationships between the characters. It makes longtime players revisit familiar moments with fresh eyes, while also making new players realize that this world is not just “big in concept,” but that there is real electricity between its characters.

The problems are just as clear. The new timeline and new narrative direction do bring a sense of freshness, but they also raise the barrier to understanding. It is not simply “complex”; at times, it becomes complex without being clear enough. It is not simply “bold”; in some places, you can feel it striving to tell something grander, only for the emotional payoff to become more diffuse. The image of standing on a coastal height and gazing at distant ruins is undeniably poetic, but once the narrative starts shifting direction too often, that sense of poetry can sometimes be diluted by the urge to explain.

What effect does this have? A very direct one: you will remember certain scenes, remember stretches of character emotion, and even remember the rearrangement of a particular set piece, but when you try to piece those elements back into a narrative line solid enough to hold together, it may not feel entirely smooth. It looks great. And it is messy. Whether that is fatal depends on which side matters more to you. If you came for the characters and the iconic moments, it can still hit you; if you want the story progression to be clear and the themes to come together cleanly, then it is not quite as steady.

Sephiroth and Cloud stand shoulder to shoulder against Shinra soldiers on a rainy night
Claude and his party gaze toward the distant ruins from the coastal flower-field highlands

Audio Performance | 6.0/10

Audio is the hardest part of Rebirth to praise emphatically—not because it is necessarily weak, but because existing reviews clearly do not go far enough in discussing the music, sound effects, and voice acting. What can be confirmed more readily is that the overall performance atmosphere and the characters’ emotional expression have received positive feedback. In other words, this aspect will most likely “do the job without dragging anything down,” but there is still not enough evidence to place it in the category of something truly worth singling out and talking about at length.

From an experiential standpoint, this actually points to one thing: its audio serves to support rather than steal the spotlight. Good audio is often like salt in cooking—without it, everything immediately tastes flat; with too much, it overpowers the main dish. Rebirth currently gives the impression of being more in the “well-judged seasoning” camp. In key scenes, it can lift the emotional weight, and the character performances hold up well, without easily pulling the player out of the experience. It is solid. More than merely solid, even.

The issue is that when a work’s visual scale, combat intensity, and story presentation are all aggressively competing for attention, audio will naturally come across as conservative if it lacks a more distinct sense of presence. The effect on the experience is that you are unlikely to think of it as the highlight you most want to talk about first. Is that fatal? Of course not. It simply lacks that clear hook that makes you think, “I want to revisit this part on its own after finishing the game,” so its score can only land in the upper-middle range rather than higher.

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