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No game that follows the open world template that has been overused for the last decade should be lauded as a AAAA game. Heck, the term "AAA" has become so perverted since the PS2 era that it basically just means big budget slop. In this way, yes, FFVII is AAA.
FF games earned their title as a AAA title in the past for defining the genre for (console) generations, not because it was copying Ubisoft's notes from the worst part of the companies history, but because people were copying them. It would be like MGS coming back as a Fortnite clone, or if SIlent Hill made a return as a mascot horror and calling them AAAA experiences because you either dont understand what genre defining is, or are just so caught up in modern trends that anything that fits the mold must be considered a masterpiece experience.
With that said, I don't necessarily hate FFVII Rebirth, I like the new direction it is taking by playing on the audience's expectations. I truly dreaded every moment hanging out with Avalanche knowing the pillar was coming, I legitimately didn't know what would happen to Aerith/Aeris and Zack despite knowing for decades what would happen. I think the game does that well.
Where I feel like it stumbles, is it's over reliance on modern anime/gaming/cultural tropes. It's overuse of specific and non-important characters, and repetitive and overused gameplay elements. (Im willing to bet that you know what I am talking about here despite me being nonspecific and vague as possible. That is exactly my point.)
Basically it's exactly when this game is trying to be anything other than FFVII and trying so hard to be something we have already seen a million times already it's doing a poor job.
I sincerely hope in the next game they figure out how to right the ship, but I dont have any high expectations. I honestly wouldn't be surprised if Yuffie and Chadley become the main protagonists bv the end of this series who have an anthropomorphic mascot sidekick who get up to highjix in a bath house because they want to spy on the girls bathing then get caught, then the girls have to cook them a meal, but one of them is notoriously bad at it, and another one loves to eat but never puts on weight.
I do address the open world elements and how some people may feel about them, I personally don't think they're a big deal at all, it's like 10% of the game and it's completely optional. I disagree entirely that "devolving into the Ubisoft cookie-cutter open world formula" is a fair characterization of Rebirth.
1. The open world elements on their own is not what makes Ubisoft games unsatisfying.
2. The role, balance, and execution of the open world elements are all very different in Rebirth than in any Ubisoft game. If anything, the open world elements are closer to Ghost of Tsushima's evolution of the Ubisoft formula.
If you're the type of gamer that instantly shut downs when they see open world checklists, like it seems you may be to some extent, I think I make it clear you probably won't like the game as much as I do. The fact is that those elements are such a small part of the game I think it is very unfair to let them color your whole perception of the game. It's like rejecting a beautiful, delicious meal because you were served a drink you don't like. Just don't drink the drink? No one is holding a gun to your head.
I also disagree entirely that Rebirth is anywhere close to approaching repetitive. There are definitely criticisms you can fairly make of Rebirth, but repetitive is not one of them.
I prefer to evaluate what we have based on what we have, not based on what could have been. We can spend the rest of our lives daydreaming about what could have been and whether that would have been better or not, but in my mind that has zero bearing on how good what we have is. Would the game have been better without Chadley and if the exploration was more organic like it has been in previous games? Absolutely, but that doesn't mean what we have in Rebirth is any less great.
Really, this criticism can be applied to the vast majority of the gaming industry. Over time, game developers have become increasingly hesitant to design their games in ways that allow the player to miss content or really just struggle in any way. This seems to stem from an incessant march towards 'accessibility'.
To its credit, Rebirth successfully bucks the trend of accessibility in several other aspects. It's combat is surprisingly deep, to the point that it will no doubt be inaccessible to people who are unwilling or unable to put in the time and effort to properly engage with it.
FFXVI fails much more significantly with the burden of this pervasive trend. It's accessible to a fault and it ends up ruining the game for me. Far too easy, even less missable content than Rebirth. Everything is explicit, there's no room for meaningful experimentation or exploration.
And that could be said for just about every aspect of design between Rebirth and Ubisoft. There's loose similarities, but if you actually played both games, you'd realize one game does things very lazily, and the other puts in a ton of quality work.
Ubisoft games have largely flat maps where you go from point A to point B in a straight ass line. And Rebirth has very thoughtfully designed geography, where the maps ebb and flow in fascinating ways. Getting around Gongaga for instance is rewarding because of how the map is structured like a dense impassable jungle. It's amazing. Whenever you come across a point of interest there it feels like you peeled back layers of great level design to find it. Ubisoft games have nothing like that.
And none of this even touches on Rebirth's progression systems, loadout customizablility, variety of play between the 7 characters, eealth of minigames, and what is probably one of the best combat systems in gaming. All of which make exploring that world SO much more satisfying.
So no, I don't think the comparison to Ubisoft world design is fair at all, or even logical.
I say this as someone who felt the the game suffered for being restricted to the PS5, the performance was abysmal, and I still absolutely loved my time with it.
Oh no.
"Rebirth leans heavily into the goofy and campy tone. It also has immense gameplay variety that reminds me of those games"
Oh yes!
Ubisoft pads about 80% of their game's content with repetitive ultra-low quality, frankly unfun, tasks side content throughout the world. In addition, they do this with nearly every open world Ubisoft game released, and often the same type of repetitive filler content at that. Hence the whole "cookie cutter".
Final Fantasy VII Rebirth is not devoid of some of that, but it is definitely well recognized that a great deal of the side content is significantly higher quality with character development main cast and side cast stories, background lore, etc. that properly fleshed out and offers a more quality engaging experience.
Your review is very good though. Thank you for posting!
the ff fandom is just like that. they all hate every new ff that comes out because it is different but then 5 years later it is considered a classic and they are hating on the new thing
i think the reason for this is because final fantasy games have had SO MANY different styles of nearly every component of the gaming experience, so you have this fandom coming together over 30 years who all like different things and can’t ever agree on anything
and a lot of them are super butthurt that we aren’t still doing turn based combat. they are extremely opposed to change and it makes them unreasonable and nearly impossible to please, so SE just does what they want anyway and the fanbase eventually gets on board lol
Personally not into the over the top style of Yakuza, as far as I know, so if this game is similar that might be a problem. On the other hand, I've never played a Yakuza game for more than 10 minutes. Lot to consider here.
In a triple-A climate where development costs spiral and content often replaces craft, the generosity and ambition of Rebirth is a convincing argument that, once in a while, too much is exactly what you want.