985 reviews liked by Rowan1312


Graphix: 10/10
Story: 6/10
Art: 11/10
Gameplay: 5/10

a perfect representation of everything that makes gaming epic -- reviewed in the only way that matters

can be a nice way to play some levels from some great games! as long as you don't mind worse performance and worse object pop-in and worse balance due to new mechanics and worse writing. there's some pros here like a new game+ "go really fast" mode and like 2 new levels, but hardly anything essential even if you're a fan of the series. the remixed soundtrack has some highlights but feels less consistent to me compared to the PS2 entries in the series.

it's also a little off-putting to me that it doesn't really seem to advertise that it's more of a level remix/repack than a full new game? maybe I'm being unfair or maybe I'm missing something but nothing on the game's case really indicates that fact. when I picked this up at a retro gaming store I was under the impression that it was brand new stuff like the xbox 360 one, so it was a bit disappointing to figure out that wasn't the case.

well it's still katamari anyways, so it's still fun. not much of a point in seeking this out now that the modern HD ports exist. maybe listen to the soundtrack on youtube?

not a great FPS in any respect but it was kinda weird how the main guy kept breaking the 4th wall to ask the player if "you've gotten the surgery" and begged me to "keep it" because "a girl without it is like an angel without her wings" idk what that was about

This has got to have the weirdest story mode in any Mario Party I've ever played.

It's been several days now since I finished Final Fantasy VII Rebirth. I've been decompressing, letting my experience sit in the hopes that my thoughts might coalesce into something clear and concise. But this is a game that took me 139 hours to complete, easily the most time I've sunk into a single run of a video game, and naturally there's a lot of highs and lows in there. In some ways, Rebirth is everything I was hoping it would be, especially after embracing the more contentious changes Square made to Final Fantasy VII's continuity. In a lot of other ways, it's doing crunches for three hours straight so the number of collectables in Johnny's Seaside Inn goes up by [1].

In my review of Remake, I heaped a lot of praise on Square's audaciousness in regard to how they treated the source material, especially towards the end of the game. The promise that the "unknown journey will continue" removed some of the expectation for where the plot was headed, so much so that something as well-known as Aerith's death could once again be considered a genuine spoiler insofar that it was no longer a certainty. Rebirth certainly takes what Remake set up and goes places with it, though it backloads much of this and rushes through at a pace that makes some of the payoff a bit too vague and convoluted. It's got a lot more Zack though, and as a Zack fan, we're feastin'.

Rebirth does otherwise follow the plot of Final Fantasy VII's first disc with about as much faithfulness as Remake does, which is to say you'll still be visiting the Gold Saucer, experience an extended flashback to Nibelheim, and battle a fucked up looking wall in the Temple of the Ancients. Just like the last game, a lot of these familiar locations and moments are expanded upon and fleshed out using material introduced in the Complication of Final Fantasy VII and various spin-offs.

This was at times detrimental to Remake given its focus on Midgar, ballooning what was a three-to-four-hour chunk of gameplay into a full 40+ hour experience. Though Rebirth is packed to the point of bursting with superfluous content, it suffers fewer pacing issues thanks to the portion of the original game it covers, which already provided the player more moments to breathe between visits to dungeons and towns.

That's not to say all that side content is worthwhile. In fact, a lot of it is pretty tedious, excessive, and at times frustrating, and while it's optional on paper, some amount of it will be required either by force or by need. Lighting watch towers, collecting lifestream and summon intel, completing hunts, taking on special hunts, capturing chocobo, digging up valuable loot with said chocobo, completing air-courses with chocobo, jumping around in two different frog minigames, WHEELIES, getting the high score in shooting galleries, playing Not Rocket League, taking on VR battles, destroying your tendons in god damn Cactuar Crush, taking pictures of Cactuars, taking pictures for the photography club, finishing multiple tiers of 3D Brawler, playing Star Fox, riding the G-bike, performing in two different rhythm games, MORE WHEELIES, taking on brutal VR battles, redoing the pull-ups game from Remake but somehow worse, breaking boxes in Desert Rush, catching a bunch of ffffucking Moogles, playing a more truncated version of Intermission's otherwise excellent Fort Condor tower defense game, finding PlayArts figures in well-hidden rabbit holes, setting up automated attack patterns in Gears and Gambits, playing the piano very poorly, I FUCKING LOVE WHEELIES

This isn't even getting into Chocobo Races or Rebirth's persistent card game, Queen's Blood, which both feel like full games grafted on at the hip. Sure, you could do as I did and fall into the trap of trying to 100% a game and come to hate parts of it as a result, but I also think it's fair to say these games are designed in a way that try to pull the player into its side content. Indeed, the story will have you dip your toes into most minigames, and the promise of valuable gear, folios, and even a super-boss might be temptation enough to suck you into some truly dreadful stretches of gameplay. I stomached about 3/4's of what Rebirth had to offer and started to get burnt out, but by that point am I really not going to finish the rest of it?

Well, no, because the final side quest is currently bugged and cannot be completed. Very nice thing to run into after doing literally everything else.

Final Fantasy VII Rebirth feels like a minigame compilation that is occasionally interested in being an action-RPG, but when it is, it's pretty damn good. I was already a fan of Remake's take on the familiar "active time battle" system that served as the series bedrock during much of its turn-based days. New to Rebirth are synergy skills, which both deal significant amounts of damage while conferring positive buffs to participating party members. And y-yeah, you know, like... you gotta beat a lot of side quests and stuff to get folios to buy new synergy skills, but if you're playing the game like a freak-ass maniac, you'll have a lot of fun messing around with different party combinations. Aerith can put on Barret's sunglasses and pose with him. She's so cool, I hope she doesn't get stabbed later.

The materia system is intact and has been expanded with new materia that allow for some pretty inventive builds, my personal favorite being Exploding Yuffie. Character playstyles carry over from the last game, though I found newcomers Cait Sith and Red XIII to be the least interesting of the bunch, and as far as I'm concerned, Cloud, Yuffie and Barret are the best combination and suitable for basically any combat encounter you'll find yourself in outside of sections where your party has been pre-determined.

A lot has been said about Rebirth's presentation and performance, and I think most complaints about it are extremely valid. Performance mode is one of the muddiest looking things I've seen and I play Nintendo 64 games on a CRT routinely. Remake's infamous door texture is carried spiritually into the wind-ranging vistas of Gaia, though the inconsistent texture work is better hidden when roaming around the open world. However, plenty of cutscenes are blocked in such a way that draws attention to low-res textures and objects, and I don't know, I think they could've swapped out Midgar's horrible looking skybox if they were going to focus on it this much.

Look, it's hopeless for me. I'm all in on Final Fantasy VII. I see Cid Highwind raise a hand to a woman and my brain goes as smooth as a marble. Palmer wanted butter for his tea, I stood up and clapped and said "yes, thank you, I will spend one HUNDRED hours of my life playing Leap Frog." I have the deluxe edition with two steelbooks, one for each disc, and worse than all of that... I tried to platinum the game. I'm already dead, man. Dump my ass in the Forgotten Capital.

I could say "Square ought to learn some restraint and reign it in with the final chapter," but even if they don't, I'll be on my hands and knees in front of the dog bowl ready for more wet slop. Mmm, diced Zack Fair for me, please!

this game gets really sold short just for not being as self serious as ff4 and not as grand as the series gets from 6 onward but it's a really spectacular game even outside of its stellar mechanics and practically outdoes ff4 in every way. definitely leans a bit more on comic relief than some people might like but there's some really great moments here and the cast is really strong, especially with galuf and bartz, and exdeath is undercut by fans for how interesting of an antagonist he is. neo exdeath is by far the coolest final boss design in this series to me other than safe sephiroth, and even if he's pretty stock standard on a surface level i think he deserves more credit as a villain. easily my favorite of the snes trilogy of final fantasy games and a game i can't recommend enough to fans of jrpgs

this game isn't perfect but i can't remember the last time i found myself this obsessed with a game. the character relationships, world, and story of the original are so fleshed out with changes and new details while remaining familiar and the gameplay feels so good compared to remake (although synergy abilities not being invincible the way limit breaks are is kind of a peeve)

Wife’s Reaction:
“I’m a little concerned you may love this game more than me.”

Party in the Front, Meteor in the Back:
Instead of being a tight, focused narrative like the first game, Rebirth offers freedom: explore the world, tackle sidequests, and enjoy minigames as you like. It complements its predecessor so well by changing the structure while building on what worked: the characters, music, and combat. An all-time personal fave.

Not too much to add to what's been said already. It's weird, combining some really fun card strategy battle stuff with a load of weird, bland social interaction stuff. It feels like Fire Emblem Three Houses, if all the Houses were slightly bland takes on Marvel characters. Tons of good ideas, more than a few bad ideas, and a lot of stuff that's just not executed as well as it might be. Case in point- after every level it mocks up a comic book cover for that adventure with your heroes splashed all over the page, except all the titles are just like "Good Guys Win", "Spider-Man does Punch", etc. Kind of sad it didn't do well, because I could easily imagine a more polished version of this that's absolute dynamite.

This review contains spoilers

first of all it's not a video game. removing the gacha elements only makes this more clear. the only mechanic is Number Big? if number big, you win. if number not big, pay up. in its final pre-cancellation form they let you skip that and in so doing only reveal there was never anything there in the first place, it was alwasy only a series of whale checks in front of that sweet sweet yoko taro lore you crave. the craven cynicism of it all is existentially destructive for the work, as taro's already tiring eccentricities of hiding crucial details in the least accessible of places now become vectors to leverage for the direct exploitation of his audience into a gambling black hole. better hit the pulls so you can upgrade enough bullshit to see the dark memory that reveals the connection to drakengard 3 that makes everything click into place!! don't want to be left behind!!

but that is known. the game is a gacha and more than that it is a bad one even by the exploitative standards of a blighted genre that shouldn't exist, and that's why it's shutting down. nier reincarnation will forever live on as a series of youtube videos where fans can experience the story fairly close to how it was originally intended, and that's more than you can say for japanese exclusive yorha stageplay number squintillion. so how is that?

bad!! very bad!!! the game takes one of the weakest elements of the nier games, the sidequest and weapon stories all having the exact same tragedy monotonously drilled into your skull over and over and make it the entire game. no weiss and kaine bantering to prop all that up with a jrpg party of the greatest oomfs ever pressed to a PS3 disc, no experimental presentation of combat and level design, just storybook tragedies presented at such arch remove you don't even learn the character's names until you check the menu.

it is ludicrous. it is hilarious. there's one where a kid joins the army to get revenge on the enemy commander who killed his parents, only to as he kills him discover with zero forshdaowing that the commander is his real father and his parents kidnapped him as a child. there's one where a perfect angel little girl's father is beaten to death by his own friends so she runs home crying to her mother, who is in the middle of cheating on him, and is like sweet that owns and leaves lmao. they do the who do you think gave you this heart copypasta!!! and you'd think with such ridiculous material that it would be played with a coens-esque A Serious Man type wry touch, but it isn't at all, it's thuddingly earnest throughout as every tragic story plays out to overwrought voice acting and a haunting sad piano.

it is impossible to take seriously, and by the time the twelfth playable character has experienced a tragic loss and succumbed to the anime nihlism of I'll Kill Them All, another more fundemental question arises: what does all this lore actually give you, as a function of storytelling? the yokoverse is an intricate and near impossible thing, spanning multiple decades and every kind of storytelling medium imaginable, and reincarnation references damn near every single page of it, grasping onto the whole thing and framing it as a sprawling multiverse of human conflict across infinite pasts and infinite futures, with decades of mysteries to unravel and connections to make and characters to ponder and: why? for the exact same No Matter How Bad It Gets, You Can't Give Up On Hope ending that every anime RPG has? that automata already did? the plot is vast and intricate but the themes are narrow and puddle deep.

the more nier blows itself out to greater and greater scales the smaller it feels. in earthbound you fight the same ultimate nihlism of a the universe and then you walk back home again. and you say goodbye to your friends. and you call your dad. and it makes me cry like a fucking baby every time. the original nier, for all its faults, had that specificity. that sense of a journey with characters you loved that overcame the generic nature of its larger plot. here, you heal all the tragedies and fix all the timelines and everyone continues to live inside the infinite quantum simulations that will never end as you strive to find a way past the cyclical apocalypses past and future that repeat for all eternity, and i feel absolutely nothing. a world of endless content and no humanity. how tragic. how so very like nier.

The worst thing the internet ever did to me way back when was selling me on the idea of Dark Souls as this SUPER HARD GAMER series for GAMERS! GIT GUD and PREPARE TO DIE! When in reality it’s this really offbeat and interesting interpretation of an RPG where even though it’s entirely skill-based, and it can be pretty hard, there’s still more than enough to form personal attachments with outside of the gameplay itself. It’s very light on narrative but fosters mechanical storytelling through its nonlinearity and some of its wonkier mechanics. Getting cursed in Depths and having to climb my way out, having my weapon nearly break halfway through a bossfight and having to swap around on the fly; two emergent situations that aren’t really all that significant, but were memorable enough to hold onto and help my playthroughs feel ‘mine’. Working towards the Dragonslayer Spear only to realise I just transformed my only good weapon into something I’m 10(!!) levels away from being able to use would probably come off as cheap in any other game, but I found myself eager to work around this sudden frustrating wrench in my build when the whole game builds itself around putting you in uncomfortable situations and telling you to deal with it.

It’s a vibes game to me, really. It’s hard for me to imagine there’s many of that GIT GUD crowd still grinding out DS1 when games like DS3, Sekiro and Elden Ring exist because it just doesn’t offer the same mechanical depth or extreme upper limit of challenge compared to them, and it only gets easier when you realise you can deal with most of the enemies in the game by circle strafing and backstabbing where possible. But that’s not the point, right? It’s more than just a set of challenges, it’s a world to be explored and overcome. Combat encounters aren’t just enemies to be killed and walked past; they’re part of the world they live in, to transform threatening environments into dangerous ones and communicate the hostility of the world. “Easy” sections lighter on combat allow themselves to exist in order to punctuate the danger for feelings of peace, introspection, foreboding; Kiln of the First Flame, Lost Izalith, the empty space in Anor Londo. Challenge is part of the aesthetic, but it’s not *the* aesthetic.

Something I noticed even when I was playing DS3 as my first Souls game, and have only grown more vindicated on as I’ve gone back, is that the slow combat is much better to emphasise the games’ stellar visual design than the faster-paced lean the newer games have taken. Taking DS3 as the example, most combat encounters with anything too much harder than basic Hollows take a lot of focus to the point where it’s hard to take in anything that’s around me until they’re done, and in bossfights I’m spending too much focus on the attack cues to focus on really anything else. Not that DS1 doesn’t take focus, but there’s enough downtime *during* combat to take in everything else; to focus in on bossfights, there’s only one fight in DS3 - Gael - who I’ve been able to appreciate for anything except for the kinetic feel, whereas one of my favourites in DS1, being Gaping Dragon, I love for practically everything *but* the gameplay.

It’s probably not that surprising from this to hear that I have more of a strained relationship with From’s later titles, but this game really hits such a good blend of atmospheric exploration and slow and simple yet punishing combat that I just can’t get enough of, even when it’s not putting its best foot forwards. Anyway I can’t wait for King’s Field to beat my ass