Final Fantasy VII Rebirth [PS5]

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jiggles
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PostRe: Final Fantasy VII Rebirth [PS5]
by jiggles » Wed Mar 13, 2024 12:08 am

The music in this game is just strawberry floating unbelievable. The Jenova theme. Oh my godddddddd

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Rubix
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PostRe: Final Fantasy VII Rebirth [PS5]
by Rubix » Thu Mar 14, 2024 1:15 pm

Wedgie wrote:The piano mini game can strawberry float off.


It gets worse, only if you want a star.

jiggles wrote:The music in this game is just strawberry floating unbelievable. The Jenova theme. Oh my godddddddd


It so is!

Gongaga region can do one!it's so hard to move around. Also as pretty as the open world parts are they are filled with the same old gooseberry fool. Getting a bit bored of some of the repetitive ones now. Less is more Square!

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Hexx
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PostRe: Final Fantasy VII Rebirth [PS5]
by Hexx » Fri Mar 15, 2024 10:58 am

Oh and for the Battle Square I recommend Hexx's Super Duper Easy Method to cheese a win

You can press pause as soon as an enemy attacks, and then see what it's frozen doing in the background.

You can then react as needed as you un pause.

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Cheeky Devlin
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PostRe: Final Fantasy VII Rebirth [PS5]
by Cheeky Devlin » Fri Mar 15, 2024 2:38 pm

I've only just gotten to the Junon area. :lol:
13.5 hours in.

Still loving it. There are definitely some annoyances but nothing I can't cope with. The slow-movement sections are annoying and the less said about the "climbing" mechanic the better. Feels awful. :lol:

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Cheeky Devlin
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PostRe: Final Fantasy VII Rebirth [PS5]
by Cheeky Devlin » Fri Mar 15, 2024 2:41 pm

Also, is it just me or is the combat (At least as far as I've seen so far) a lot heavier on the need to block attacks? I don't remember it being as big a factor in Remake (Until further on in the game at least). I find my melee characters tend to take damage really easily, so much so I'm usually setting Barret or Aerith as my leader so I can keep some distance and manage the other characters accordingly.

EDIT: I do have the Materia that increases the window for blocking equipped, but I still find it a bit hard to judge the timing.

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Jenuall
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PostRe: Final Fantasy VII Rebirth [PS5]
by Jenuall » Fri Mar 15, 2024 4:03 pm

Blocking is important but I have found it much more satisfying in this compared to Remake.

Remember you have the dodge option as well and someone like Cloud can use ranged attacks after dodging which is useful in situations where you don't want to get too close to an enemy

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Godzilla
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PostRe: Final Fantasy VII Rebirth [PS5]
by Godzilla » Fri Mar 15, 2024 4:12 pm

I found combat was more enjoyable once I unlocked the enemy skill materia and ATB boost materia, as I started each battle with one action bar and was able to activate the enemy skill (shocking blast one) which then goes off each time I fill a skill bar. Makes staggering a lot easier and great for more challenging battles.

The highlight of the game is the music, which is sublime. The story is also excellent with some very good voice acting. Some of the mini games are frustrating and a couple are terrible (Tifa gym one being rage inducing)

I wonder if they will do DLC for this? Maybe a Vincent side story?

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Hexx
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PostRe: Final Fantasy VII Rebirth [PS5]
by Hexx » Sat Mar 16, 2024 10:14 pm

And done. 

Chapter 13 drags on and then Chapter 14 starts with a 10-15 minute movie and then if I count correctly 15 bosses/boss stages back to back - with limited chances to predict party members for each. 

There's a really good game here under so much bloat. Everything is just more more more.

But then there's the story which nose dives at the end and doesn't seem mysterious so much as deliberately confusing/muddled. No specific spoilers here but storybeats/themes

The end of the last game seemed to be exciting "Defy Fate". As Aerith says 'endless possibilities'.

But this game doesn't commit to that. It's an odd combination of barely deviating from the original, stuffing in tie-in references and new nonsense about timelines/multiverus


(Story spoilers)

Aerith's death is teased and toyed with so much, that the final one is somewhat devoid of impact.

And then the ambiguity of how/why she died robs of it any impact it could have still had.

In the original game it was shocking and demonstrated Sephiroth's evil. Here he's been present and teasing so much that we don't need it and I still don't get the point in Aerith's death.
It feels like every choice makes a different timeline but often they just end up in same place (Zach's deaths, except one)

It seems Sephiroth's plan is an expanded version of the original. But rather than absorb the lifestream, it's to absorb multiple (all?) timelines. It's still not clear why whispers saved Biggs (lol) and Zach. 


After Remake as I amazed how well they pulled off the "trick" and being excited for the future. Now I'm just befuddled and confused.


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Jenuall
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PostRe: Final Fantasy VII Rebirth [PS5]
by Jenuall » Sun Mar 17, 2024 12:07 am

Just did the entrance to Gold Saucer - strawberry floating hell, sometimes more actually is more! :wub: :lol:

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Fade
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PostRe: Final Fantasy VII Rebirth [PS5]
by Fade » Sun Mar 17, 2024 8:00 pm

I'm trying to suspend my disbelief but the Junom section is really dumb.

The fact your whole party can just run through a shinra military base with no one raising an eyebrow makes no sense

Especially after the fact they just showed you there's a bounty out for everyone and even the regular folk below know about it :lol:

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Wedgie
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PostRe: Final Fantasy VII Rebirth [PS5]
by Wedgie » Mon Mar 18, 2024 11:59 am

Fade wrote:I'm trying to suspend my disbelief but the Junom section is really dumb.

The fact your whole party can just run through a shinra military base with no one raising an eyebrow makes no sense

Especially after the fact they just showed you there's a bounty out for everyone and even the regular folk below know about it :lol:


Shrina knew they were there. Well the higher ups does as it was mentioned that they are keeping an eye on them. Rufus wanted to speak to them. Well only Rufus and that Turks leader knew. Also it was mentioned that the avalanche group isn’t their top priority during the mines beforehand.

But still find it hard to believe that the army doesn’t recognise them.

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Denster wrote:My phone messaged me yesterday after i'd encouraged him to download and play the RESi demo.


Super Intelligent Phones Are Here!!!! We are dooooomed!
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Fade
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PostRe: Final Fantasy VII Rebirth [PS5]
by Fade » Mon Mar 18, 2024 12:32 pm

Wedgie wrote:
Fade wrote:I'm trying to suspend my disbelief but the Junom section is really dumb.

The fact your whole party can just run through a shinra military base with no one raising an eyebrow makes no sense

Especially after the fact they just showed you there's a bounty out for everyone and even the regular folk below know about it :lol:


Shrina knew they were there. Well the higher ups does as it was mentioned that they are keeping an eye on them. Rufus wanted to speak to them. Well only Rufus and that Turks leader knew. Also it was mentioned that the avalanche group isn’t their top priority during the mines beforehand.

But still find it hard to believe that the army doesn’t recognise them.

It's even worse because in the first game they have that whole section where they broadcast their faces everywhere.

Not to mention them raiding Kalm.

The only logical explanation to me is they only explicitly told the midgar soldiers about them. And the ones in Junon are completely separate. But people have phones and computers so don't strawberry floating know, just bad writing :lol:

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Met
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PostRe: Final Fantasy VII Rebirth [PS5]
by Met » Tue Mar 19, 2024 10:27 pm

Rolled credits. I love this game so much. I'm so happy.

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Drej
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PostRe: Final Fantasy VII Rebirth [PS5]
by Drej » Wed Mar 20, 2024 5:49 am

Currently at the start of Chapter 9. I think the combat in this game is really good, its a great balance of action and strategy once you get used to it. In general I just dont think Square can do open world games.... there is just so much hand holding and a lot of repetitive tasks to do in the open world. Its a game that is purely aimed at FF7 nostalgic like me, which I am perfectly fine with, but I dont think it will gain the series any new fans.

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Wedgie
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PostRe: Final Fantasy VII Rebirth [PS5]
by Wedgie » Wed Mar 20, 2024 7:43 am

The jungle is annoying as strawberry float. Spend a long time trying to get to the world intel stuff on that map.

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Denster wrote:My phone messaged me yesterday after i'd encouraged him to download and play the RESi demo.


Super Intelligent Phones Are Here!!!! We are dooooomed!
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PostRe: Final Fantasy VII Rebirth [PS5]
by Jenuall » Wed Mar 20, 2024 12:03 pm

Drej wrote:Currently at the start of Chapter 9. I think the combat in this game is really good, its a great balance of action and strategy once you get used to it. In general I just dont think Square can do open world games.... there is just so much hand holding and a lot of repetitive tasks to do in the open world. Its a game that is purely aimed at FF7 nostalgic like me, which I am perfectly fine with, but I dont think it will gain the series any new fans.

This is one of the key things that I find really hard to gauge about this and Remake. It's a great nostalgia trip for long time FFVII fans but I find it really hard to appreciate the level to which newcomers would respond to and understand the things that are happening and the fact that each part doesn't really seem to have a real compelling 3 act structure. (I haven't finished Rebirth yet to be fair so this is based on my reading of it so far)

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Hexx
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PostRe: Final Fantasy VII Rebirth [PS5]
by Hexx » Wed Mar 20, 2024 1:23 pm

The "plot" for Rebirth is horrible

"Follow the robed men". It's never overly clear why or how or if it's right, or how they're actually moving (did they all get the boat).

It was flimsy in the main game where it was 5-10 hours at most, but it's paper thin as the "main drive" for a 70 hour game - especially when it disappears to the back ground for hours so you can do another one of the 30 mini games.

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jiggles
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PostRe: Final Fantasy VII Rebirth [PS5]
by jiggles » Wed Mar 20, 2024 5:15 pm

Hexx wrote:The "plot" for Rebirth is horrible

"Follow the robed men". It's never overly clear why or how or if it's right, or how they're actually moving (did they all get the boat).

It was flimsy in the main game where it was 5-10 hours at most, but it's paper thin as the "main drive" for a 70 hour game - especially when it disappears to the back ground for hours so you can do another one of the 30 mini games.


hmm i wonder if there’s any plot significance to cloud just being being drawn to the same path the robed men are on with very little explanation hmm hmmm hmmmmm

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Hexx
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PostRe: Final Fantasy VII Rebirth [PS5]
by Hexx » Wed Mar 20, 2024 7:23 pm

jiggles wrote:
Hexx wrote:The "plot" for Rebirth is horrible

"Follow the robed men". It's never overly clear why or how or if it's right, or how they're actually moving (did they all get the boat).

It was flimsy in the main game where it was 5-10 hours at most, but it's paper thin as the "main drive" for a 70 hour game - especially when it disappears to the back ground for hours so you can do another one of the 30 mini games.


hmm i wonder if there’s any plot significance to cloud just being being drawn to the same path the robed men are on with very little explanation hmm hmmm hmmmmm


No FFVII spoilers if you know the original story, but for what happens/doesn't happen Rebirth

That's not answer. Not is Tifa's "Cloud was never in Niblehiem" (80 hours ago). Or who Zack is and why he/Cloud are coming to Midgar.
It's an awful game if you don't know the main story

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Met
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PostRe: Final Fantasy VII Rebirth [PS5]
by Met » Thu Mar 21, 2024 7:42 am

It gets explained in the next game. This was always announced as being a 3 part series.


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