1366 Reviews liked by gsifdgs


Pretty cool. For most of the game, you're rummaging through a database of live-action clips of a woman being interviewed by police on multiple occasions regarding the disappearance of her husband. It ended up being pretty expansive due to how you uncover new clips by typing in keywords and phrases into the database, finding these new clips and then tying them together with others made uncovering the events that transpired leading up to the interviews especially engaging. It's pretty short though, I was able to finish it in about 2 hours. The story itself is fine and I'm fond of how they were able to tie it together but some of these clips ended up being so absurd it had me like đŸ€š. I think the actress does a really good job for the most part, her mannerisms in certain clips stand out and add a lot to making the police interviews feel more authentic. This is definitely one of the more unique games I've played, and I recommend checking it out if you're able to catch it on a sale.

Open Roads is a game that has had a very rough development history. Back in 2021, Fullbright's Co-founder and Open Roads' creative director stepped down from his role on the game following allegations of mistreating employees and fostering a toxic work environment. Many employees ended up leaving the project due to the co-founder's terrible actions/behavior. The remaining employees ended up restructuring the project, and last year, the dev team and the game itself ended up splitting from Fullbright entirely! As someone who was interested in the game following its initial reveal back in 2020, I wondered how the game would turn out or if it would even see the light of day. Now the game has finally released and there's a lot to talk about.

The game is centered around 16-year-old Tess and her divorced mom, Opel, as they set out on a road trip across Michigan to uncover the mystery behind Tess's recently deceased grandmother, Helen. While the mystery serves as the driving force for the journey, the game puts a lot of focus on Tess and Opel’s relationship and how they handle Helen’s passing, and their current circumstances. The voice acting is amazing and helps both these characters feel authentic. I liked the game's portrayal of generational trauma and familial bonds but it could’ve been executed better.

It’s very short, I clocked in at around 3 hours and the game really doesn’t make the best use of its runtime, especially in the later part of the game. There are a few moments that just don't go anywhere and it just felt very abrupt near the end. It definitely would've benefitted from a slightly longer runtime.

For most of the game, you're walking around an area, interacting with the environment, and picking up objects, leading to dialogue between Tess and Opel. This is very usual walking simulator stuff, but what makes it stand out is how the game blends a 2D hand-drawn art style for the characters and a realistic 3D style for the environment around them. It works very well in the game's favor and helps make the world more immersive and the characters very expressive. This is one of the things this game did best and a main highlight for sure.

Despite my issues with how some parts of the story were handled, I enjoyed it. It's short and on Game Pass, so it wouldn't hurt to give it a try!

First game from the Recollection down! I never played the original DS game so I don't know how it compares but I enjoyed my time with the remake.

The story and main characters are definitely where the game shines most. The first two chapters are very slow and can come across as boring but it picks up very quickly. Ashley and D are cool characters and the way their stories intertwine while they work to solve the main mysteries makes it all the more engaging.

The puzzles the game hits you with are nothing to write home about but some of them have cool little gimmicks sprinkled in. A few accessibility features are available that make solving the puzzles(the game gives you two hints and will straight up tell you the solution if you want) and navigating the mansion very easy. I personally wouldn't rely entirely on these features as they may cause you to miss some cool story stuff.

Two Memories turned out to be a really nice puzzle adventure game! Now it's time to tap into the second game.

The minimalist approach to practically everything in this game could easily be mistaken as a conscious design choice. There are a number of unique NPCs that I believe were likely originally additional party members but the feature eventually got nixed, which just proves to me that this game was originally more ambitious, at least in one regard.

There’s also something to say for how isolated this can feel at times. Not only because of the single party member but because of so many long narrow paths in dungeons that I guess enemies couldn’t fit into. Just some liminal creepiness whether intentional or not.

Edit: Finished. That was one of the longest 11 hour games I've ever played. Don't even necessarily mean that as an insult, it certainly felt like a "quest."

Part of me wants to try the "upgraded" Japanese version to see if it improves the overall feel. It's not like there's much story to follow anyway.

I’m glad I played this, regardless of whether I enjoyed the entirety of it, as it’s a truly incomparable experience.

This game is genuinely very forward thinking and unique but it's bogged down by some very tedious gameplay. It's a game I really want to like.

This review contains spoilers

"These guys won't stop comin on us"

OK DUDE THIS IS SOME VERY GOOD FRICKING SHIT!!!! I already knew that i was gonna love this game because it's a detective game and i love detective stuff!(detective conan my beloved) And i also have a few friends who really love the game, so that probably pushed my expectations higher.

Judgment introduces a bunch of new things that aren't present in the yakuza games. One of the new features is the investigation mode, which is when the player has to look around for clues (you can also find cats during the investigation mode :3). Other new features include:lock picking, a dope ass drone that you can fly and a bunch of funny disguises. Am i forgetting something? Oh right tailing missions! Yayyyy i love following slow ass suspects while trying to not be spotted yayyy!

What about the combat? DUDE ITS SO FRICKING GOOD!!! Judgment brings back style switching but unlike in 0 and kiwami you only have 2 fighting styles which may not seem much but it is more than enough. Crane style in my opinion is insanely underrated, a lot of ppl call it inferior to the tiger style and some ppl have flat out called it useless, but i disagree. Crane style is only useless when used against bosses but when you utilize it against large groups of enemies, you will absolutely devastate everything around you because crane style is much faster and has a much wider range than tiger style. Tiger style isn't very good against large groups of enemies because it has less range and it's less faster than crane style, BUTT tiger style is much more useful against bosses since it has the ability to break guards and tiger style has the flux fissure which is insultingly overpowered since it can deal massive amounts of damage and it can charge your ex gauge by a lot if you upgrade it. You can also juggle enemies in the air which is very fun. You also have the ex boost which can be activated by pressing R2, and once you activate it Yagami becomes an unstoppable force.
Lastly Yagami has the ability to perform a wall jump, and by pressing the attack button you can do a wall jump attack (is that how you call it) and obviously there are ex actions aswell.

The boss were overall very solid in my opinion. There are many bosses where the crane style gets to shine and a few bosses where the tiger style gets to shine. A good example of a boss where the crane style shines is Satoshi Shioya because it has a large group of enemies, and a good example of a boss where the tiger style shines is the 2nd Hamura fight because you are only fighting a single guy. Anyways my favorite bosses in this game are:
3. Toru Higashi 2nd fight:
This boss fight is insanely underrated in my opinion, both fighting styles get some spotlight, Higashi has a dope ass moveset, the music absolutely slaps and the dynamic intro is obviously amazing.
2.Cane man:
You fight this dude a bunch of times and everytime you fight him, he whips out a new weapon which changes his moveset and that is just very cool, and cane man's theme really slaps.
1. Mitsuru Kuroiwa 2nd fight:
Ok this honestly might be my favorite boss out of all the rgg games that i played. First of all we all know how amazing that dynamic intro is, and i especially love how in the intro Yagami and Kuroiwa are in the same pose which shows how identical their moveset is. The setting in this fight is unique and amazing, and the music is very awesome too! Another awesome thing about this fight is that after you beat Kuroiwa, Kuroiwa returns from the dead and injects idk a phoenix down to himself, he regains all of his health and the 2nd phase starts.

Ok now lets talk about side content.
Judgment replaces substories with side cases, and most side cases consist of Yagami taking a job from someone, and similar to substories, side cases are way less serious than the main story. Side cases can be unlocked by increasing your city reputations which is done by increasing your friendship with people scattered around kamurocho.
I honestly really liked the ability to befriend people since normally they would just be boring npcs that you forget that exist, and they did a really good job at making most of them have unique personalities. A few of these people that you befriend can actually be found wandering around kamurocho, and whenever i see one of them it kind of reminds me of those times where you randomly meet a friend in public, and some of them will actually help you in random encounters.They weren't gonna make the drone feel underused so they made a fricking drone racing minigame which is a lot of fun in my opinion. There's also this paradise vr minigame where you throw dice and have to reach a goal. Lastly there are a few side cases that you are actually forced to do during the main story, and some people call them useless filler but i will call them fun filler, because those side cases were fun af and you know it!

Kamurocho in this game looks absolutely beautiful, i think they stepped it up a bit in visuals and graphics.

The leveling system is honestly really solid, it is much better than yakuza 6's level system mainly because this time you only have 1 single currency, which is just enough for me.

Ok time for the best thing about this game which is the story. Our main protagonist is Takoyaki Yagami, an ex lawyer who is now a detective. 3 people died with their eyes gouged out and the Matsugane family captain Hamura gets arrested because they think that he has commited one of the murders. Yagami and a lawyer named Shintani succesfully defend Hamura, but Yagami wants to pursue the truth and find the real killer also knows as the mole. My favorite part about the story of judgment is its fantastic cast of characters.
Yagami is an amazing protagonist, do i love him a lot because i am a sucker for detective characters like the GOAT detective gumshoe? Hell yeah! But for me he is a really well written character aswell.
Yagami doesn't forgive himself for proving a killer named Shinpei Okubo innocent in the past, but this whole thing motivates him to pursue the truth and find who is behind all the murders in the game because he knows what happens if he doesn't, and Yagami never attempts to give up despite facing many obstacles throughout the main story. Deciding to chase the truth was probably the best decision that Yagami has ever made, because he learns that Shinpei Okubo was actually innocent, and there's one particular scene in the game where Yagami tells Okubo that he believes that he is innocent, and this scene is very important to Yagami's character because he forgives himself and his past doesn't weigh him down anymore, and for Okubo it was a possibility to not fucking die because of a crime he didn't commit.
Yagami is not alone in pursuing the truth because he is joined by a bunch of friends.
Masaharu Kaito is easily my favorite side character in this game. Kaito used to be in the matsugane family but he was a big obstacle to Hamura, one of the villains of the game, so Hamura got him kicked out of the family, and after that Kaito became Yagami's loyal partner. Kaito is the definition of a loveable character, there is nothing i hate about this guy, he offers plenty of help to Yagami, he is funny, he is cool, and idk man he is just a very awesome bro character.
During the main story Yagami gains 2 new allies which are Toru Higashi and Sugiura.
Sugiura is a particular character, at first he was basically just a mysterious masked guy who randomly decides to help you, but then we find out that his real name is Fumiya Terisawa, Emi Terasawa's brother (the girl who we thought got murdered by Shinpei Okubo but she actually got murdered by someone else). Helping out Yagami was a good decision because if he didn't, the real killer of Emi would've never been found.
Toru Higashi is quite a cool dude. Higashi used to be close with Kaito but they got separated after Kaito got expelled from the matsugane clan. He was first introduced as a person who changed and became a tougher and meaner dude, but we quickly learn that behind all that toughness lies a kind person.
Genda and Matsugane are 2 people that Yagami see as a father figure.
Saori and Hoshino are also pretty memorable characters who lend a hand to Yagami during the main story.

The villains in this game are absolutely awesome sauce.
Kyohei Hamura is a really well written villain. Despite being quite an unlikeable asshole, Hamura's actions were for the benefit of his clan. What makes Hamura a sympathetic villain is that his actions lead to the death of Matsugane, and for once Hamura isn't being a huge cunt, instead we see him feel sorry, and after that Hamura actually decides to help Yagami by revealing him the identity of the mole and giving him some crucial evidence for the trial in the final chapter.
Shono is quite a particular villain, he isn't strong or scary looking like many rgg villains, shit if you told me that he was a child cosplaying as a scientist then i would believe you. Shono is basically the main reason why the main story happened.
Kuroiwa is without a doubt the best villain in this game. Similar to Hamura, Kuroiwa is a character that you first think is an asshole but unlike Hamura, Kuroiwa doesn't get any sort of redemption arc. After it is revealed that he is the mole Kuroiwa steals the spotlight for every single scene that he is in, mostly because of how scary, intimidating, batshit insane and dangerous he feels. Kuroiwa is also the only one who gives Yagami a very hard time when fighting. Kuroiwa's character is brought to life by Shosuke Tanihara's fantastic voice acting, he fuckin killed it.

Music is fucking amazing like i expected it to be so here are my favorite tracks:
My own style plays during a few battles and my god does it slap! I probably love this one so much because i am a sucker for tracks with vocals even tho the rapping here is barely understandable.
Flower of chivalry is my favorite boss theme in this game and it's one of my favorite boss themes in general, and that fucking guitar manđŸ”„.
Penumbra is Kuroiwa's boss theme and not only does it kick ass but it also fits Kuroiwa perfectly in my opinion.
Destination plays during the final long battle. Hearing this while kicking the ass of many cops with the whole gang was an amazing moment.
Arpeggio plays during the opening cinematic, and this is easily one of my favorite vocal tracks in videogames.

Alright alright time for the flaws of this game.
Even tho i think that the side cases were good overall, i heavily dislike the fact that a handful of them include boring and tedious tailing missions.
The keihin gang invasions and mortal wounds can be described with 2 words: mildly infuriating. Even tho i didn't mind them, i can understand why ppl think that investigations can be quite annoying.
Judgment may have a few annoying issues but honestly who cares when so many things about the game are so amazing?
10/10 one of favorite games of all time

As a narrative adventure game, MĂ©moire 0079 is quite an interesting concept. Login in as a player into a fictional terminal to uncover reports about a distant future and exploring both sides of a war. A narrative focused in on two major players during this fictional sci-fi conflict: Vega Hawthorne of the United Earth and Raya Sokolova of the Ceresian Republic. Both held up by their respective governments as great heroic figures, through propaganda and personal ideologies. It's all a novel idea, pulling your sympathies in multiple directions on whose story you might read first. Well, but here can we get into the biggest issue with the game, the fact that it's infact nothing more than a surface level novelty.

There is no real game to speak of here, just walls of unwieldy text to click through and mountains of hyperlinks that pull your attention away from reading what seems like it could be an engaging story. Just to be stoped dead in your tracks while reading in order to look up words and events you really have no context for and there for might not even care about right away. I know that is the idea and the game's own web page describes itself as "a unique narrative adventure game about exploring a wiki-like interface", but I fell like if you want to fully engage the reader into your world, it helps to have a clearer structure to the events being told. You can still have all the gimmicks of personal logs, redacted sections in government documents and military propaganda. Maybe have some real time email traffic or chats you can respond to popping up on the side as you browse the wiki. Having you engage with the world in a tangible way, and perhaps even being able to make a choice for what side your sympathies align more.  All in all, the most important aspect would be reducing the amounts of hyperlinks. Even just including a separate glossary on the side to pull up would help. In my opinion, it's better to make the broad strokes of your Universe as basic and understandable as possible and then you can bombard your audience with the more complex stuff later. The Universe is still interesting, mind you, there is potential here, but it's the dialogue between characters where the game ultimately shits the bed.

Throughout many of the personal logs and transcripts present here, these two warring factions feel less like opposing cultures and more like drunk discord mods. It's the clearest evidence of to the fact that if you want to make a distinct fictional universe, you need to put in some effort in to establishing a culture and a way of language. Especially if the main point of your story is to contrast the two factions against each other. I don't think Captain Picard encountering the Borg for the first time and trying to contact the Federation about the immediate danger would have had nearly the same impact as it did, if they're back and forth dialogue mainly consisted of “Naaaaah”, “lol”, “lmao” or “can we talk about the fact that they suck shit”. Not quite as impactful I would say.

If I had to pull up one last positive at the end, it probably be the presentation. It's all presented quit nicely through the UI of an old school computer terminal, with atmospheric background tracks. Although I would have liked to have more tracks overall, having some pages be completely silent while the next one suddenly ear blast you with a loud background track was an odd experience. Overall this was a neat project, that needed about 5 more rewrites and revisions. It's free to play in your browser anyway, so there is no harm in checking it out and having a laugh at it atleast. Maybe the next one will be better, always possible.

I play this at arcades after work dude its super fucking fun big mikasa mikoto main. Also got me interested into some other light novel series.

A minigame collection where I had more fun and put more attention that it actually deserved.

Long-winded shitty tutorial makes the game sound more complicated than it actually is while simultaneously not teaching you mechanics you will interact with in your very first race, creating a dangerously fake skill filter and leaving a disastrous first impression.

As an example - the tutorial spends like 10 minutes teaching you about your backup emergency attack that you can use while out of rings, while spending 5 seconds to tell you rings are a boost/health meter akin to F-Zero that you should be spending constantly. Another example - the closest thing to a race track you drive on in the entire tutorial is a drifting track that requires you to hit maximum level drift boosts, when the actual race tracks in the game are designed around drifting for short periods of time outside of extremely wide turns.

Anyways there's a THE iDOLM@STER stage that doubles as Honey the Cat's home stage

Certainly a game of all time. On one hand, the camera and combat is kinda ass, the game pulls a mario maker and drip-feeds the character creator features through a weird RPG levelling system instead of having everything available from the start, getting new moves for your characters is kind of counter-intuitive and emphasizes not using the custom characters that are the main selling point of the game, and the english dub is so horrible that it completely nullifies some really decent writing and solid gags just from how bored everyone sounds (like bro this isn't even a funny bad bad dub its just a bad bad bad dub). On the other hand though, this game has a really intricate character creator that's simple to use to the point where it really does feel like you can make fully 3D characters as easily as just sketching them out so you can basically make any character to your hearts content in it AND you can unlock THE Reimu Hakurei as a secret character so really let's call it a draw. The game is a pretty standard platformer otherwise and if I had this as a kid i'd probably hella fuck with it and try collecting all the different pre-made dudes. If the game had a bit tighter combat and the voice performers actually gave a damn, this would be some certified kino. (apparently there is an undub so I would certainly recommend playing that over the base english version, I didn't know it existed until it was already too late)

Here are the characters that I made before Reimu basically made everyone else obsolete for the rest of the game

amogus
this was the first thing i made to figure out how the character creator worked, and of course im gonna make an amogus im creatively bankrupt. his stubby legs meant i couldn't use him for shit in combat so i basically gave him psychokinetic elemental powers for puzzle solving purposes and long-ranged combat (until reimu could do a 3-hit combo using all 3 elements)

lostcontrol
This was the second character I made because I needed to make someone simple so I made the fucked up little triangle guy from that one meme. He was my movement guy as his tiny triangular size made him able to dodge enemy attacks and zip around the stage like a lil speedrunner. Eventually I needed a character that could fly to get the reimu card so I turned him into a one-winged angel. The music made him lose control.

jashinchan
Jashin was my first actual challenge to make but she surprisingly came out alright. There's no slithering option for movement so she just instead kind of bounces around but you know i'm cool with that. She was pretty useless at first because her punches did jack shit for damage so I rectified that by arming her and making her the combat character. At first, I just gave her a hastily-made pistol, but decided that wasn't fitting for her character and got rid of it. I gave her instead a battle axe (maybe she borrowed it from Yurine or something) for close range combat and a mega buster for long range combat.

TEST
I had to redo this mfer like 4 different times trying to get a correct hunched posture, making this guy took me an hour. I needed a character with wheels for the speed section of the game and asked my friend who would be the scariest cartoon character to see running at you at a million miles per hour. They said Robotnik from Adventures of Sonic the Hedgehog would be the scariest, and so it was written. His legs are actually wheels so they spin around and his mustache and asscheeks have jiggle physics. Due to technically being a vehicle, he's technically the only character that Reimu didn't immediately render obsolete. I never learned how to change his name to anything else so hes just TEST for the rest of eternity, truly a lab subject that shouldn't have escaped his confinement

craig
my final character, the only one that isn't based off of some other character or whatnot. Originally he was going to be my combat character as I was like "what if i just make someone with really fucking long arms that just punches people from far away", but then it didn't work because he was slow as balls and I just got jashin to be the combat character anyways. Later on I needed a character with long legs to reach a specific point to get the flying ability early so I added some really fucking long legs to craig in order to get the job done. Completely deformed and experimental, craig is a being whose God has forsaken him. Behind that tiny smile is a pain greater than what anyone could know, and I stay in heaven because I fear what I hath created.

This review contains spoilers

-- In Remake, despite all the flak they (rightfully) earned for narrative bloat, Square was ultimately able to pull a traditional three-act structure out from the original game's opening hours. They are unable to do that here. Rebirth’s plot is as episodic as it gets, with the narrative driven only by chasing after the robed men, because they’re following Sephiroth or something or other. Which would be fine, if the characters and their relationships were used as the emotional through-line, but this is where I felt like Rebirth stumbles. There are, of course, plenty of great little character moments of the kind that made Remake’s story so engaging. Unlike Remake, they don’t add up to anything. The party just doesn't talk to each other enough outside of exposition, even in the wake of major revelations, and the only relationship that gets enough focus to constitute an “arc” is between Cloud and Tifa. And the scenes between them are outstanding, but I don’t understand why nobody else gets the same consistent attention. Especially Aerith, since, well, you know. Her speech at Cosmo Canyon feels like the culmination of a story thread that doesn’t actually exist.

-- I guess this is unavoidable, but the fact remains that any physical space this could drum up was always going to pale in comparison to how interesting and unique Midgar was. Let alone a mostly empty, standard-issue five biome open world. You got the forest, the jungle, the desert, the mountains etc. like it’s a PS2-era platformer. It’s not bad, but none of it can compare to the Sector 7 slums, or the Shinra building, or the Mako Reactors.

-- The story missions don’t lend themselves well to the open world format. It makes perfect sense to complete lots of minor side content when the main story missions are bite-sized and evenly spread out across the map, revisiting old sections, giving you a chance to complete the side content during travel time. In Rebirth, the story missions are all long, relatively self-contained, and usually set in entirely new regions. The format ends up being hours of story missions, followed by hours of filler side content, rinse and repeat. It's not an ideal structure.

-- Compounding that, most of the side content just sucks. So much of each map is littered with Ubisoft-tier time wasting filler. The real side quests are actually better than Remake’s, but unlike there, in Rebirth they mostly just feel like distractions from the main narrative. And of course, the party can’t really fully develop as characters during side quests because they have to be optional and time-insensitive.

-- If you're dumb enough to do all the side content like I was, the game mocks you by making the final side quest, final protorelic, and final Queen’s Blood opponent all nearly impossible. Also it makes the game 100+ hours long which is the wrong length for something that portends to be story-driven but is largely plotless. This is not a game that respects your time.

-- I can’t hear the dialogue over the fucking music. Somehow this made it through testing.

-- I didn't completely despise the ending, which is more than I can say for Remake. Despite all their best efforts to ruin it, the main emotional beats still landed for me. You have to ask, though: putting aside all logic, does all this metaphysical alternate timeline stuff actually add anything to the story? Is Aerith’s death improved in any way by leaving us wondering if she’s even really dead? No.*

-- I'm trying to decipher Nomura/Nojima/whoever’s rationale for the bizarre story additions and coming up short. Is this all an excuse to have more Zack? Do they feel obligated to deliver bombastic endings every time because the story is unfinished? Is it so long-time fans have something new to be surprised by? The changes seem reviled by most and sheepishly accepted by the rest, so who is this all for in the end?

-- More specifically, their stated reasoning for splitting the game in three parts was so that nothing iconic from the OG would have to be cut and disappoint people. And indeed, this has been a very literal adaptation in some ways. So why did they pick the most iconic moment of the entire story, of the entire franchise, to doodle on top of?



* Actually, there is one element of the timeline fuckery that I genuinely think adds to the story, which is that I believe it adds an interesting dimension to Aerith’s character in both Remake and Rebirth that she’s already aware of her impending doom on some level. Her optional scene in the garden with Cloud in Remake, and their final moments together in this game, are both some of the best and most emotionally poignant moments in the saga. Whether this is worth giving up the surprise of her death is another matter entirely.

The game is sprawling in the worst way possible. It's bloated without meaningful reward, and is excessively padded. As a massive fan of Remake, and the Original, I'm disappointed the team chose to fluff the title.

This game suffers from what I'll call the "Red Dead Redemption 2" effect. Things take way too long. Menuing is slow af, but so is the whole game. This game is designed to waste your time. Thankfully, you don't have to bend over to pick up every single item. There are too many side quests that just have no real payoff. Every time the game does start to do anything interesting, it backs off of it and undoes it. I really enjoyed the weird/altered stuff in Remake. I was hoping for more of it or something bold. They did round out a few places, but every time they did, they added so much padding that just slowed the game down. Any time the story would start to get interesting, they would bring the game to a complete stop. Instead of making the mini games fun, they added too many and made them all kind of bland.
I'm still going to play the third one, but wow does this game just want to waste your time.

For all intents and purposes, Final Fantasy VII Rebirth AKA part 2 of the FF7 project is an outstanding remake that should be praised, critiqued, and enjoyed by fans of the original and newcomers to any JRPG coming from part 1. And for me I have a Midgar-size to unload. First, I’m no expert in determining if a remake and sequel to the first portion of Final Fantasy VII Remake with a massive AAA budget can succeed in its lofty ambitions or at the very least decisively conclude it is better than the first installment. My criteria differ from everyone’s standards, but I’ll try to fairly judge the awesome substance along with detailing what it could improve.

I do want to state before I start that I'm not a fan of FFVII(1997). Doesn’t mean I hate it or it is automatically bad. I favorably look at aspects they brought to the table by evolving from the past entries. What works, what doesn’t, offer evidence behind claims, critique, move on. The series core has a way of continually shifting and embarking on new journeys than retreading old familiar grounds. Sequels are the exception. For what it's worth, the seventh in the series is firmly within my top ten. And I've played over 23 titles in the IP. So I'm average with the lore, story, characters of the world. Devoured the connecting spin-offs, anime, film, and light novels. Heck, my first unofficial entry to the franchise is via Crisis Core for the planet's sake. As a result, I like quite a fair bit of the universe created. I say this early on to defuse any misconceptions of negativity. I’ll try to keep the following text as spoiler free as possible. Failing that, you have my explicit permission to call upon Ramuh to smite me down. Or Ifrit if you prefer scorched BBQ.

Bear with me as I put my mixed feelings first then move onto the good stuff. Merely concerns I had in varying degrees of quality tilting my head at various moments during my adventure.

I’m disappointed to say those who didn’t like the first entries' linear sections, make a dreaded return here. There’s so much padding nearly everywhere. I’m forced to overcome numerous obstacles through a straight path. Impeding my progress. Blocks on the road where I cannot move at my own pace from A to B. Unless I find a solution to my current barriers. Hurdles of screen of tutorials will display providing information on the unique circumstances to progress. From beginning-middle until endgame. The messages never end in both main and side content. Not all of them are frustrating, but I can’t for the life of me praise at least one during a mandatory plot segment. Use a mako vacuum to overcome an obstacle while walking unbearably slow. Rerouting power via cables, climbing passages galore, sling-like Tarzan with grappling wooden/steel beams. Where my buddies consist of a frowning, no-nonsense mercenary, an endearing flower girl, a thug with a gun on his arm, a bartender/pugilist, and a talking dog who must undergo these mundane annoyances. Don’t get me started with unwilling stealth zones in some mandatory and side stuff as well. Stretching the avenue in mindless work of what would otherwise be a normal route with some leeway to explore in a regular dungeon taking the fun and excitement out of my body. An illusion tricking my mind of the ‘ooohhh’ and ‘ahhhing’ of spectacle.

To be fair, I didn’t mind these obstruction elements early on, but when I'm grumbling to repeat yet another ascending rock, ninja labors, and new tutorials to solve my current dilemma. Though, I won’t call them ‘puzzles’ but more like mindless busywork solvable by process of elimination. In effect halting the pacing and making me groan internally once again. The first had these as well, and for what it is worth it's an improvement from XIII and XV’s iterations from the usual hallway simulators and open-world nature. However, I still didn’t like the beeline routes in the remake. Whereas in the original release. I didn't need to spend hours in a dungeon. For example, in one large layout without saying any spoilers. Took me over five hours to complete. In the initial game, the same dungeon took an hour - <- spoilers for the original game inside link. To complete everything. I checked the reported lengths to complete the game and users online said similar times. Not gonna link due to spoilers, but if you check YouTube on dungeon comparison in walkthroughs. Such as mine taking four to five hours to complete the same place. Likewise, one dungeon near the end feels so forced to play as one character and engage in yet no one's surprise a linear path. Taking the haunting vibes in favor of a frustrating if not cute atmosphere marred by boxes
 Just no no no. Not to say every dungeon takes that amount of time, but it is something to note going forward. With that said I feel most of these large dense places need to be cut in my honest opinion. I didn’t come here to play a three-hour chunk to reach the next adventure beat.

Don’t get me wrong, Square Enix’s work on the title has already been shown earlier in the first part to detail not a 1 to 1 retelling of the same game. Kind of a sequel/modern/recreation/re-imagining take to the past FFVII compilation/universe. Designed as a way to give old and new players a fresh, but familiar take of the aforementioned classic from 1997. Rebirth and the preceding title stretch both the material in ways I'm still coming to grips years later for better or worse.

For comparison, I recorded my entire playthrough, dividing the main scenario, optional content, and dungeon sectors and I can only conclude the dungeons will take at minimum depending on how fast and how thorough you are in exploring and battling or running. At least an hour to three hours on average. For each dungeon. Coming from someone like me who likes to explore a lot and attain as much as I can, that's a pretty long time. When put side-by-side with the extra content I devoured against the story-only segments, I emerged with less than fifty hours for the story, and the rest were completing the countless minigames and non-base content. For a total of 88 hours. And honestly I was tired by the end. Partially due to the fact of the repetitive nature. Finishing 95% of total activities except 2 side quests(which requires mini-game completion), replaying the entire length on hard difficulty with post-game challenges as well. How Long to Beat & the trophy guide will show analogous data to attain 100%. Granted times will vary. Don’t take my hours as definitive. Playstyles will differ. In my case, I don’t idle. And I don’t rush. So the numbers given above are raw gameplay completing activities.

Perhaps instead of climbing, stealth, and other hurdles we face on repeat. I would’ve favored these aspects more if the developers Creative Business Unit I(CBUI) introduced new, unfamiliar, and fun obstacles to overcome than recycling and reusing the same old methods. Letting us use an elevator or slide our way to the top somehow. Instead of sneaky mode, implement a dialogue check at different points if they are disguised. There is already a relationship meter atop our characters' heads to reflect their current status to Cloud, changing depending on answers given to the recipient. Thus I can’t imagine it can’t be too hard to inject for one passage. Heck, it's kind of similar to passing the lie/truth side-scenario in the Dust Bowl. Since there is plenty of clambering, why not include an extensive platforming branch or puzzle tomb to get from one starting place up to the treasure room? Traversal and how to get there would’ve been a wonderful inclusion. Think Assassin’s Creed’s Ezio when hunting for relics in tombs, Lara Croft from Tomb Raider or the titular character from Prince of Persia to avoid many traps. Moreover, the man with a machine gun arm could’ve demolished rock obstacles in my way not repetitively, but if I was trapped in a cave with multiple paths. Blasting different boulders atop could help stop a wave of monsters incoming on our positions. The talking dog could be used to enter smaller entryways to unlock a roadway for my allies. I could think of more possible ones, but I don’t want to litter pages here. Instead, this is to display how I could think of alternate suggestions I thought within 10 minutes. Imagine if everyone who played could say different ideas. Says a lot for an over hundred-hour game to constantly recycle the same old methods. Resulting in predictableness and dullness.

Would benefit immensely from a skip minigame option for both the story and optional content. I don't want to go through a boring repeating button segment. Hitting a specific combination on a controller or the same old solution moving a slowpoke of a cart again. Every single time I go and sync with a summon you have to hit a specific order of presses to bond. I have no idea why I have to do this three times on repeat. And there are more than eight in the game
 Furthermore, anytime I have to receive regional lore concerning any place I have to press a timed button and again three times for each place. I need to repeat these mind-numbing routines in a handful of regions. A simple shortcut option would work wonderfully instead of forcing the player to engage with the systems. In Marvel’s Spider-Man 2 I was able to skip their contrived restrictions of familiar button minigames with no sweat nor downtime. To the point, I earned a reward for completing the activity!

Final Fantasy VII: Rebirth isn’t just a JRPG it’s a game spliced with Ubisoft Tower DNA. I kid you not I traveled dozens of these in regions to show nearby locations. I don’t have to unlock them, since you can stumble upon them if you stray from your main objective. But I felt I had to experience everything the game had to offer. Not purely for the story. The side content deserves to be experienced. In a YMMV area. And so climbing the tall structures is nearly the same for everyone. Usually with monsters nearby and barely any change in obstacles soaring to the top. Horizon Zero Dawn uses the same Ubisoft formula except with walking dinosaurs and every time you scale their appendages presents a challenge to get onto the robo-dino. I liked it. Was a fresh take on the formula. Part 2, doesn’t mobilize with creativity and at its most basic form clones the same functional schematic. I wish I could snipe it from far away to activate if something is blocking the antenna. Use a thunder spell, or slap fire spell to destroy vines forming an obstacle. One obstacle I liked was flying to my destination. Though, such an example only occurred in one region. Hence, I feel the developers could’ve created innovative endeavors rather than having to resort back to good old recycling. And I’ve played my decent share of Ubisoft tower games being over 12 entries. If players enjoy these types of rising to the top then I salute you. But for me, Square could do better.

This is relative in the world being a checklist and lifeless at times. All regions barely have anyone in their region to converse and interact with when roaming. Most if not all quest givers are located in their respective cities and towns. And yes there are other denizens within the settlements to converse with, but it is all located mostly with other people. This is painful to witness and experience when I am on the road and admiring the landscape and come across new mobs, but see the same types once I travel enough in a region. Expanding on the checklist most if not all side activities boil down to extermination monsters, fetch chores in retrieving an ingredient from the said place or creature, and returning to the employer. Variations will exist sometimes like following a person delving into one more stealth section or traversing on a mount. But most boil down to boring design. Some of which made me excavate using my chocobo’s senses to follow a trail and then dig for the item. One assignment had me use a sort of radar to find the exact location. No arrow at all except a circle pulsing. I think if the world was more populated adding in travelers. Not allocating all job-givers in a single location within settlements and introducing better sidequest implementation. The execution of which leaves a lot to be desired. Better investigations. Reduction in fetches in favor of already having the item in our stock or bartering for it while giving off a lore bit during discussion. Increase variation in fiend secondary objectives than the standard pressure, stagger, and kill everyone. Or remove them entirely. Such a lack of meaningful implementation leaves me filled with busy work and more like a chore than a fulfilling endeavor to look forward to. Leaving me in a state of confusion and bewilderment.

I did not like the restricted freedom in traversal, whether on foot or on mounts. Regions you encounter being large zones to freely travel there’s a steady amount of verticality to head towards whether above or low normal elevation. Nevertheless, I hit multiple invisible walls constantly as I tried to jump from a very tall cliff to the bottom since some places I traversed didn’t land where I was supposed to. I tried jumping off a cliff only to fail, thereby I had to go all the way around before finally landing on my destination. This is infuriating. Why can’t I jump from the tallest point and suffer an HP cost or none? The year is 2024 and I can’t believe I have to say this, but the game has no shortage of invisible walls. Pressing a button on your controller will help speed you down a sharp incline only if there are ‘steps.’ Without these you’re SOL. What’s baffling is two mounts circumventing these issues entirely, but my character, an EX-soldier can’t land from a high elevation? Square Enix please play Xenoblade Chronicles and take notes.

By extension, I don’t like having to manually gather materials anytime on foot or a mount. Yet when I acquired traversal vehicles later on I could gather them automatically. I’m again mystified why I can auto-pick them up through a mount but have to resort to manual pick-ups of materials I may need. The devs clearly knew earlier on. Except I'm forced once again to enlist with tediousness. And trust me the game litters the world with common, uncommon, and rare materials to freely transmute as if I'm some impromptu full metal alchemist. Good luck trying to get the right ones if you can’t find them for some quests requiring key items to be made.

Without saying spoilers. A new addition to the remake is Interlude sequences. These consist of playable sections using a certain character I won’t name. But suffice it to say I feel their global inclusion needs to be overhauled. Similar, but different from ones like FFVIII. There we could battle, earn experience, change our equipment, interact, talk to both the citizenry, and volunteer in fun activities. Here we barely interact with the world and are stuck in a linear pattern to complete before we're back on the main content. And this is a mandatory story. So you can’t bypass it. It is like teasing older veterans on you know what, but you actually can’t do much of anything. A missed opportunity to interest both old and new in the figure which I like quite a fair bit. Remember what I said previously about padding? We could use the AAA budget in the interlude, please. Not less than ten minute moments.

I feel the pacing and major villain suffer in consistency as I absorbed and devoured as much of the game. The former(pacing) is tangled in a web of Ubisoft towers with poor sidequest implementation coupled with an absence of quality of life regarding countless button assignments leaves me fatigued despite resting on days to embrace a slow-burn plot that doesn’t hit their strides until later on. The latter(villain) and extends to minor antagonists feel like someone teasing me from far away. As if “Na na na you can’t get me.” Accurate from the original yet becomes more infuriating with the lack of any real achievement upon fighting them. By achievement, only a small modicum of advancement, fluff, and perchance a bit of drama details emerge to move the group along and ascertain with one another “ All right so what have we learned, and what can we do better?” Reusing the same old trick again when moving on. Although, some segments do spice up the encounters to be different and unique. The fact I only saw their interactions change and the climax propelling faster near the endgame. And not in the middle of the game’s story. There’s a lot of focus on padding unnecessary content without giving proper characterization. One chapter takes place in a cave and after voice lines are given from an enemy encounter, I have control of my members only to realize they barely engage in banter. Calling out their moves sure and mottos yes. But nothing to extend their relationship further with bonds. Maddening to witness going through multiple sections with nothing but silence as my companion. While in reverse when finishing some side activities I am treated to some pure development straight from the heart. And here I am left wondering what in the gates hell is going on with my non-existent friendly banter. Did they run out of expenses for more voice lines? Or was it all used for Chadley's (a friendly NPC from the preceding entry) budget because his face is the most I’ve seen whenever I initiate any side activity
 wish some of the money went into a M&*(New NPC) budget.

Perhaps the biggest offender to me is the motivation to complete the main story. Any game worth their salt needs to have a compelling plot. We can reduce this simple notion to some regular examples. Revenge, stop ‘x’ person, find out why I have missing memories, find a method for ‘y’ idea. Etc etc. Within the 2024 title, our task is to stop someone who-I-shall-not-name but you can probably figure out who. Along with the goal of saving the planet is sorely lacking. The turtle pace narrative walks instead of blazes. Out of the total 14 chapters, only the chapter [blank] finally moved the glaciers out of my way in my opinion. Some of which were merely a warm-up. By the end, I didn’t feel like I reached a definitive answer to my motivation at the start and was left helpless, confused, and horribly misled.

Lastly, maybe a hot take, I couldn’t help but feel a decent amount of camera work stayed too far on certain antagonists as if to give importance or impending doom. The former of which I don’t need to know the layout of a room before hitting the dude's clothing drip or his lips. The latter of which relates to my point on the villain as if poking at the player to remember they are still a grave and present threat looming over their heads. And the ‘headaches’ we receive frequently to distort our reality into a green filter television flashback in ala schizophrenia leaves me groaning every time I see it. I know the man is in pain. I know he is suffering. Yes, I will expect another occurrence again in the following cutscene. With minor variations in between. Makes me think of splendor shots as if the cutscene director wants their audience to embrace the spectacle. And to its credit, some very impressive moments took my breath away. However, not every shot or angle is up to par and I’m sad to report the camera work at times feels excessive to the point of unnecessary.

I hope my mixed feelings aren't a turnoff. Think of them as major concerns that severely impacted my overall experience. Merely trying to say the above text could be better and improved from what didn’t work out for me. Not to be taken as the ultimate egregious stain upon the landscape of gaming or JRPGs in general. And if some take that to heart well you have my permission to send Bahamut to obliterate me. Besides, the game could be far worse
 like full of microtransactions, bugs, and crashes, improper balancing, nonsensical narrative, boring characters, a weak villain, etc. Yet I'm glad to report the game is nothing like those horrible examples. Anyway, now is the time for the awesome stuff. With our party exiting Midgar and embracing the wild wilderness outside the yoke of Shinra’s capital. To find answers and well hunt someone-who-I-again-shall-not-name.

Rebirth is faithful and bold. Excelling in recreating some of my favorite spots back in the original and enhancing nearly everything from combat, music, cutscenes, bonds between friends, etc. I could imagine. The over-and-beyond soundtrack and great range in the countless voice actors to the satisfying combat are nearly the same as the first installment but the addition of synergy skills adds a new tactical layer of syncing up with my ally and delivering punishing blows. And the pleasing visual aesthetic of seeing Kalm, the first town you visit is breathtaking, but more so for every city/town you visit as well. Like by the lifestream seeing Junon with a big freaking cannon jutting out into the ocean still gives me shivers. Cosmo Canyon, a place if anyone ever visited the Grand Canyon in America is of a comparable breadth and scale except steampunked and teeming with monsters, but futuristic with windmills and strapped to the rocky cliffside and denizens living freely without the yoke of oppression from Shinra. Without a doubt, the locations are given maxed attention in both scale and exploration to freely travel between several layers of a city. Don’t get me started on the jungles of Gongaga. I embraced my inner gaga over there.

Characters by far receive adequate characterization and some of their development is hidden in their sidequests. The quality of which is just as satisfying to witness once you earn the end of a side objective. My man with a machine gun easily hits powerful lines almost every time he reflects or delivers passionate speeches. Played by John Eric Bentley, he delivers words like a critical point past midpoint and hidden within a cutscene delving deep into his past providing not only proper development but nuance in his self-reflections concerning others. Most of all he’s not afraid to say it and I deeply admire him. Making his actions later on with his comrades heartwarming. Briana White who voices Aerith equally delivers an emotional range from funny and wholesome to genuinely gripping me with her performances. I saw neither cringe nor an inadequacy of tone in any of my allies in general and as a result, the cutscenes pertaining to each of my comrades' screen time were enjoyable. Heck, the talking dog rises past mountains and bites the cosmos zenith delivering one of the funniest scenes in the game. To the point, I prefer this version’s take than the old one haha. And the sheer range they undergo, once I learn new facets of their personality, is both amusing and shocking. I also feel there’s a greater emotional spectrum at play here concerning the main cast. Tifa and Aerith’s budding friendship is heartening to observe as are the darker feelings my cabal undergoes when the narrative dips back into the dark hold of Shinra’s all-encompassing reach over the planet. For every nice moment my group encounters a looming shadow is stalking them. And I like how not all is fine and dilly dally. Makes the cast relatable and human. Although, I wish Cloud would emote a bit. His facial expression is too stoic at times, but when he does delve into more emotions oh it is a sight


The cinematography is oh my lord exceptionally well done. I know I groaned about the slow burn early on, and some camera work being excessive but goodness, when you cross after the midpoint. The story cutscenes set the tone right - Clean sequences, no hard cuts constantly to confuse the viewer on the action moments and landing the poignant spots when needed. With the voice actors enhancing these scenes to the limit. Various points during the endgame were magical and beautiful. The flow of which offers a nice break from the usual humor and fluff from the side scenarios reeling back the curtain of the main adventure. But I must say, one long sidequest chain being proto-relics regarding the super boss is pretty sick and the attention to detail and care is lovingly crafted. Fans of the series will take special gratification in experiencing all their quirks and epicness.

No copy-paste for enemies and most environments. By the end of my journey I found a total of 230 unique enemies. No different colored variations or slight increases in HP and power differences either. These mobs will chew and spit you out if you’re not careful. On normal difficulty I found the balance to be justtttt right. Didn’t find battles too easy or too insurmountable. Environments for the most part didn’t repeat as if the 3D artists got lazy. Every area you visit, be it a city/town or a hidden place tucked away reveals something beautiful and mesmerizing. I can’t count the number of times I admired the land and embraced the call of nature. Screw the main assignment and subsidiary content. I’m becoming a photographer! Heck check out some of these shots.

No complaints whatsoever for part 2 shatters the limit break on soundscape design. I would equate it similarly to how FFXVI composition goes but differently. I can’t help but notice whenever I gather new intel the music would dynamically change. Specifically towers. Vocals and instrumentals are more fleshed out as you embrace more intel and my god almighty I'm reminded of whenever FFXIV introduces a new trailer for their expansion you don’t get the full trailer, instead you get a teaser before getting the full course meal. Essentially we listen to an adequate sampler then upon reward hear a better-improved version as I progressed in each region is incredible. And good lord almighty Masashi Hamauzu and Mitsuto Suzuki the composers hit the baseball flying into a homerun reaching outer space. It's phenomenal. No copy-paste and recycling of old tracks. You will undoubtedly hear new remixes, arrangements, instrumentals, vocals and so much more while playing. Shifting and changing as I played more and more. Battles, sidejobs, new areas, main story, and cutscenes all have their unique flair of variety. Resonating with my ears. By the time I entered one weird region called Gongaga, I put my controller down and had my hands over my eyes. Silently listening to powerful emotional moments brought by flute wind and percussion instruments among others I can’t for the life of me identify due to screaming internally how a track touches my heart. For those who played a certain title in the FF7 compilation I 100% felt one person's spirit manifested and oh so pure. The feeling is Indescribable. And then I'm treated to a bow wow wow as if I'm suddenly transported onto a jolly happy place filled with children chorusing a heartwarming rendition to give me enough incentive to conquer anything and everyone in my path. Move over final boss. Once I’m listening to the beat of the bow wow I am unstoppable!

Pivoting to minigames, some of which are truly enjoyable to the extent I kept coming back. Out of more than a dozen to play around with. Without any contest. I must say Queen’s Blood(QB) reigns supreme. Fans of the series know about the Triple Triad, a 3x3 grid where you and one other player duke it out card style to win. QB is similar except we have a bigger grid to manage along with more cards to fiddle around with. Up to fifteen. I won’t go into explaining the mechanics, rather I want to say how satisfying it is to go through the side content and challenge QB players who have a passion for the cards. Bonus points for the team to cheekily take great notes from The Witcher 3’s Gwent pre-match camera angles cause man Cloud and whoever he faces offers a mean frowning “Come and get some!” face-off before entering the battle stage. And thankfully enough the difficulty is balanced I would say. There’s an interesting questline integrated into beating new and experienced veterans only to secure the thrilling conclusion near the end. Such care and thought only deserve every ounce of praise in my eyes. Rules feel fair, thankfully not overly complex. Large assortment of cards to collect and over thirty people to challenge and partake in special survival and puzzle matches too! Seriously makes me wonder if we'll face off a new big bad villain with a card game in the next installment. I can't wait! I need this version in FFXIV please!

Anyway, here are other fantastic ones to try. Leapfrog aka Frogger is a nice way to avoid the spinning beams. Fort Condor goes all out on low poly tower defense. Running Wild is like Rocket League, except with animals. 3D-Brawler is an awesome boxing game using poly characters of our members vs poly enemies. Galactic Saviors is an on-rail shooter ala star-fox kind. Can’t forget a full course Chocobo racing with separate tournaments to enter. Honestly, that one feels like its own game with different races to enter. Heck, there’s even a Wall-E-like Tower defense, but you can input your gambits. I could list extra, but I’ll refrain.

Despite what I said earlier about the padding of both story and optional content. To play devil's advocate against myself I do think on the flip side. The result of engaging with the subsidiary content reveals vital characterization for your companions. I touched on the notion with a machine gun guy. But to expand further without getting into the nitty gritty. If a player finishes all the main story content before moving into a new region and decides to complete remaining the side missions within the area. They are treated to an aftermath of story events prior about my friends. Mostly at the conclusion. Sometimes calling back to familiar NPCs we met and knew about in the past game. Making their presence feel more alive in developing their interpersonal relationships. We also get payoffs on some unanswered inquiries regarding our side-cast in the midpoint. Reveal startling lore bombs on what we know of the planet and as you dove deeper reveal further details. By endgame, I ultimately liked the ambition and deviations shifting outside the norm conceptually and with respect to certain areas to old material in a modern form. But can’t help but think their execution needs work to make it fun and gratifying. If I am treated to a tedious quest design only to reveal a paragraph of lines of development from the main cast to the side cast or vice-versa within the entire product to give me joy. Then I think something needs to change to make the long-term experience enjoyable and not half-and-half.

A triple ‘A’ JRPG remake of this caliber is a sight to behold. However, in my honest opinion, it could be improved a lot. Despite the praise I stated previously, it is not without imperfections. My numerous mixed feelings severely impacted my overall experience to the point I found underneath the splendor lies a stern absence of respecting the player’s time and freedom to participate in its padded nature. A shortage of quality-of-life features like a simple skip minigame(than a reduction in difficulty, from the latest patch) or lessening the involuntary barriers during linear slices. Would’ve done wonders to not forcibly engage with the long dungeons included thereby halting the pacing and breaking the momentum of the plot beats. And an ending I'm frankly disappointed at which I’ll explain more in a separate spoiler link regarding a breakdown why. Though I am glad many enjoyed this title greatly, I can't help but feel wary if I constantly fill the Square Enix’s CBUI heads with clouds of praise without fair critique. That is why I find this title enormously troublesome to rate fairly. After spending weeks bashing my head back and forth, plus reading what my friends had to say and reading those on the other side praising/enjoying/loving everything Rebirth has to offer. I am still shaking my head in distress. Furthermore, I don’t like being baited or teased endlessly, and inside the 2024 title clearly showed plenty. If you’re onboard with that and more such as exploding your suspension of disbelief at times then you will have no problem turning off your brain here. I’m still kinda looking forward to the last entry, but the bigger question I’ve been asking myself is if this remake/re-imagining is something all other companies will take heavy inspiration from and I believe they should for the right reasons. Left unsaid I hope my overall conclusion doesn’t deter the game from prospective buyers. My intention is never to be harsh on a game from which fans adore everything the remake offers. But to inform with evidence what worked well and what didn’t for me. And pray the information helps someone.

5.7/10

Additional Material:
FFVII - Rebirth Ending Analysis - good defense on why this works - ending spoilers
My spoiler thoughts on FFVII Rebirth. Every chapter breakdown - same warning as above