This interview has been edited for clarity.
It’s always tricky to strike a balance between familiarity and novelty, especially when there are sky-high expectations involved. Throw nostalgia into the mix, and the bar is pushed even higher – sentimental feelings and fond memories can evoke a very strong sense of overprotectiveness, and sometimes all it takes is one bad outing to lose years of hard-earned faith.
Where the baggage of legacy has felled some, others have succeeded and carved out a space to stand on their own. The critically-acclaimed Final Fantasy VII Remake, the modern remake of Square Enix’s 1997 classic, is a shining example within the video game realm, retaining all the charm of the original, while bringing a modern, polished twist that endears itself to both newcomers and longtime fans.
Riding on the coattails of its triumphant run, its sequel Final Fantasy VII Rebirth looks to bring the momentum to greater heights. The highly-anticipated adventure is already off to a strong start, stirring excitement with the brand-new synergy system and chance to play as Sephiroth, drawing laughter with lighthearted moments in the hands-on preview and announcement trailer, and satisfying the thirst to explore a bigger, more open world. That’s not counting the return of beloved mini-games, intriguing narrative possibilities, and old faces like Vincent Valentine and Yuffie.
It’s a lot of content waiting to spill over the shiny veneer, promising a longer journey than before. But every endeavour has to begin somewhere, and the follow-up referred to an unexpected source to shape its first steps: Disney’s live-action adaptation of Beauty and the Beast (2017) with Emma Watson.
“When I watched the movie, I noticed there weren’t many big changes to the story, but there were differences in the way it was told,” shared game director Naoki Hamaguchi in an interview with regional media at Thailand Game Show 2023. “I realised there are some things that could only be expressed in that way because it’s a live-action.”
Drawing from the observation, he added, “We decided that instead of surprising the player by making big changes to the original work, we wanted to express things in a way that can only be done in the current times we’re living in – one of the main points was the title, which we felt would resonate strongly with fans.”
Indeed, the significance of the “Rebirth” mantle continues to spark discussion among the community. A separate interview with IGN shed light on how it was thought of as the next iteration that captured the same concept of recreation or reimagining of its predecessor, but the vague response has only invited more speculations and questions in the lead-up to its release next year.
Take for instance, the return of Whispers, the shadowy beings introduced in Final Fantasy VII Remake that appear in large gatherings whenever events stray too far from fate’s intended path. Invisible to the eye until someone who can see them, such as Aerith, makes contact with another person, they serve to block people’s ways, guide those who veer off their destined course, and may even attack those who defy their fate too strongly.
While not explicitly stated, it looks like these cloaked figures will return in Final Fantasy VII Rebirth. Highlighting the team’s focus on putting in a new element and eliciting anticipation from players when they notice it, Hamaguchi noted, “In the previous game, we brought in the Whispers, so for the player, they can expect to see if there are any further developments for the Whispers. Not only will they appear, Zack is showing up as well, so it’s like, ‘What will happen to Zack?’ This is the exciting point.”
The other half of the equation involves switching things up to make things more difficult – or more rewarding, depending on viewpoint. For one, obtaining the Platinum trophy on the PlayStation 5 requires more time and effort than before, as players will now need to explore the world map and collect materials.
Completionists aren’t the only ones subjected to the treatment, however. For mini-game enthusiasts, the reimagined Junon Parade activity is hell-bent on making your life difficult, but not without first spicing things up. The 1997 classic sees Cloud joining in the parade in Upper Junon as a Shinra Infantryman and moving at the same time as the other soldiers; if he does everything nicely, Rufus Shinra would compliment him.
Moving into the second stage, players are required to push the correct buttons to score points when the commander calls out instructions. In Final Fantasy VII Rebirth, not only does Cloud need to perform well in the parade, he can also make his own party of soldiers and have them join the march. Each combination will deliver a different performance, which adds on the experience that couldn’t be done back in the day.
The catch? Hamaguchi has made it really difficult to master the mini-game. “When I went on SNS (social networking service), there was someone who commented something like, ‘Who made this kind of setup?’ and got a little angry about it. But I was happy to see that,” the director said, tongue-in-cheek. Cue laughter from all in attendance.
It’s this blend of old and new that puts Final Fantasy VII Rebirth – just like its predecessor – in a weird space within the larger Final Fantasy VII universe. Naturally, that makes it easier for the game to borrow elements from established canon material, such as having the three named Whispers in Remake take after the fighting styles of Kadaj, Loz, and Yazoo from the Final Fantasy VII: Advent Children CG film.
Chances are, the upcoming title will feature a similar approach, but until more information is revealed, fans can bask comfortably in the knowledge that the game’s release is just about four months away.
Final Fantasy VII Rebirth launches 29 February 2024 on the PS5.