e Part 3 will be much better if it cuts one of the Rebirth’s core features

0
e Part 3 will be much better if it cuts one of the Rebirth’s core features

Final Fantasy 7 Rebirth sets the stage for an explosive finale to the FF7 remake trilogy, but there is one element of the game design that should be left in the past FF7 remake part 3 To be as great as it can be. So far, the team behind the FF7 Remakes haven’t been too afraid to embrace evolution, changing key narrative elements from the original game and making plenty of tweaks in between Remake And Rebirth. While there’s still a strong sense of continuity to the whole thing, the fluidity of the formula is a big part of the appeal.

The biggest change of FF7 remake to Rebirth Is the embrace of a huge map to explore, a natural consequence of moving from a focused plot in the city of Midgar to the sprawling midsection of the story that stretches across the world of Gaia. It’s not technically a traditional open world, with each area serving as a discrete open zone, but the gameplay loop borrows heavily from the standards that have come to define open-world games. While it’s possible to beat Rebirth While focusing on the main story, exploring the world reveals a large chunk of content.

FF7 Rebirth deserved better than Remnawave Towers

Borrowing from Ubisoft’s playbook isn’t the best move


Cloud and Aerith look at the beacon from a high-tech tower in FF7 Rebirth.

There are plenty of fun things to do in there FF7 Rebirths take on Gaia, however One piece of the open-zone concept that just isn’t inspiring is the use of Remnawave towers. These destinations are new to FF7But they should be familiar in function to anyone who has played a Ubisoft open-world game like this Assassin’s Creed Or any title that follows a similar structure. Climbing a Remnawave Tower and accessing its terminal unlocks information about the surrounding area on the map, pointing to other locations of interest that otherwise go unmarked.

Related

Dealing with Remnawave Towers is never particularly difficult, especially compared to some of the other optional trials in FF7 Rebirth. Although the party may have to defeat a small batch of enemies at the base of a tower, there is generally no other obstacle past that point apart from a few ladders to climb. It is a minor task that is designed to be offensive, however The way it slots into the game’s approach to exploration as a whole points to an opportunity for significant improvement.

The problem with open worlds designed around towers is not the act of climbing them, but what they tend to represent. Exploration is exciting when it is built around stumbling upon surprises and finding bespoke experiences in the least likely of places. Evenly distributing a set of content according to a set number of categories enforces a sense of artificial structureAnd FF7 Rebirths Remnawave towers serve as the centerpiece of the strategy.

Checklist content is a disservice to discovery

FF7 is exciting when it’s not a rigid structure

What makes it so disappointing is FF7 Rebirth Often helevizes himself above the checklist approach, and both The main story and many of the discrete side quests showcase a huge amount of variety that is clearly guided by love and care. Therefore, it is easy to suggest that the rest of the content is not a problem. Those who do not enjoy it can simply skip it all, and following this directive results in a more focused experience that still has a lot to offer.

Related

It’s not a sacrifice that should be necessary, however, and it doesn’t do justice to the rich history of exploration in the original. FF7 And the JRPG genre in general. FF7 Rebirth Has even more to do than its source material, but despite a lot of wonderful details with the capacity to surprise, it often lacks the joy of discovery in the search for secrets. Whether completing everything the game has to offer or sticking to the main content, The sense of discovering a world through a player’s own agency and wit is not as strong as in many great JRPGs.

If there is a particular point in remaking a game as great as FF7It is to make the experience more alive and immersive than ever before, an area where the fantastic voice acting, detailed urban environments and cinematic presentation all do a lot of heavy lifting. Making the exploration feel less mechanical would help raise it to a similar standard, and it just feels like a shame that it’s currently borrowing from games that have tackled the open-world problem in a tired way. The structure of the original FF7 is incredibly erratic, and that’s part of what makes it so memorable.

FF7 Remake Part 3 is the perfect opportunity for a change

The evolution of the trilogy is not complete


Aerith looks at the Highwind in key art for the original Final Fantasy VII.

FF7 remake part 3 Could set itself on a more exciting course by leaving Remnawave towers in the past, but the situation could improve even with some minor tweaks. The Legend of Zelda: Breath of the Wild Proves that ingenuity and exploration can still matter in a game with open-world towers, because discoveries in Hyrule aren’t arranged like a checklist and tied directly to the towers. Even adding some element of excitement to towers can help, and a lot of what originally made them delicious in Assassin’s Creed was the joy of swan diving from a staggering historical landmark.

With the inclusion of the Highwind as a means of convenient world travel in the final part of FF7s story FF7 remake part 3 Will have to add some aspects of the open zone approach regardless. There would be no point in revisiting the same regions to complete slightly altered checklists, and inserting Remnawave Towers into the expected new area of ​​Gongaga wouldn’t make much narrative sense. Moving on to a more flexible, dynamic approach to side content would be another natural evolution, and ignoring this opportunity could rob you FF7 remake part 3 of the opportunity to feel fresh.

Related

Considering the generally glowing reception of FF7 RebirthFailing to reach greater heights with FF7 remake part 3 Was not going to sink the game. Striving for greatness is what the series has been all about so far, and giving up on continuing that pursuit now would be the least respectful way to treat the legacy of FF7. Remnawave Towers are the most routine part of a game that mostly tries to be anything but pedestrian, making them the perfect candidates for sacrifice in the quest to make Final Fantasy 7 Remake Part 3 The best finale the trilogy could offer.

Final Fantasy 7 Rebirth is the sequel to Final Fantasy 7 Remake and will see Cloud and his friends set off beyond the walls of Midgar to explore the world, stop Sephiroth’s machinations and see the world outside their slum prison. Now that the whispers of fate no longer guide the characters on the predetermined path in the original PlayStation classic Final Fantasy 7, the heroes (and villains) will shape the future. The game will still visit familiar locales and revisit critical story points, but it will be a more significant departure from the first game’s source material.

Released

February 29, 2024

developer(s)

Square Enix

Leave A Reply