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FF7 Rebirth’s Most Criticized Element Still Captivates Me

Final Fantasy 7 Rebirth received an overwhelming amount of acclaim in 2024, accumulating praise from both critics and fans, and consistently being featured in discussions for Game of the Year. While many enthusiasts have rated it a perfect 10/10, the abundance of positive feedback highlights certain criticisms that are often brought to attention. Whether individuals express that the game falls short of perfection or criticize it harshly, the most common complaint revolves around the excessive number of mini-games present in the experience.

Personally, I found FF7 Rebirth to be enjoyable, yet it doesn’t rank among my very top favorites from last year. While the game reaches impressive heights, it also leaves me with several reservations. This skepticism may set me apart from those who frequently discuss the game’s flawless nature, yet it also perplexes me that critics focus heavily on the mini-games. Although I can understand that not every mini-game appeals to everyone’s preferences, I firmly believe that the abundance of mini-games is one of FF7 Rebirth‘s greatest strengths, despite a few minor shortcomings.

Experience Enhanced Variety Through FF7 Rebirth’s Mini-Games

Mini-Games: A Welcome Break from Rebirth’s Routine

Every player has unique perspectives on what they consider tedious in a video game. For instance, engaging in a battle against Sephiroth in FF7 Rebirth‘s 3D Brawler mini-game can feel more monotonous compared to the intricate primary combat system. However, despite the focus on mini-games, there’s a significant difference in how often they appear. When diving into all the side content that Rebirth has to offer, it’s clear that you’ll spend considerably more time fighting monsters than participating in challenges at the Gold Saucer, and this is evident when considering the overall gameplay experience. On an individual basis, even the most commonly encountered mini-games represent only a small portion of the overall Rebirth journey.

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In my view, breaking up the relentless barrage of typical combat scenarios is one of the finest aspects an RPG can provide, and this adaptability significantly contributed to the original FF7‘s greatness. I often find myself fatigued by the frequent random encounters in JRPGs from that era, especially in titles lacking strategically engaging battle systems. However, FF7 consistently shifts gears when the potential for excessive repetition arises. From squats to snowboarding, the mini-games played a pivotal role in relieving this monotony, with sequences like the submarine adventure feeling like entirely different games integrated into the RPG.

FF7 Rebirth slightly shifts this balance, as the game’s midsection begins to feel like a blend of mini-games interspersed with regular gameplay instead of the reverse. In terms of gameplay pacing, I find it to be acceptable since players are never confined to a single activity for too long. The array of mini-games in Costa del Sol does not require the party to labor through the shooting gallery for hours. Instead, the gameplay alternates between a diverse set of challenges, ranging from a Cactuar scavenger hunt to a Rocket League-style soccer match.

Mini-Games Introduce Unique Challenges in FF7 Rebirth

Experience Diverse Difficulty Levels Across Various Challenges

Tifa celebrating after beating Jules in a crunch-off in FF7 Rebirth.

One common critique I encounter regarding FF7 Rebirth‘s mini-games is that their difficulty can be frustrating, particularly for completionists striving to achieve 100%. I understand this perspective, and I have certainly experienced moments of irritation caused by unexpected mechanical challenges in other games. For instance, while I enjoyed playing Dragonyhm earlier this year, I found some unexpected platforming mechanics towards the end to be far more aggravating than Super Meat Boy ever was.

There’s no reason why all of FF7 Rebirth‘s hardest challenges should need to conform to one set of rules.

Rebirth‘s mini-games are not particularly punishing, at least not to an extent that surpasses the demands of other completionist pursuits. For instance, mastering every piano song without making a mistake could be tedious, but the game only requires consistent A-ranks for completion, and even the most challenging tasks like the Crunch-Off are well within my capabilities. In contrast, the chaotic dual boss encounters on Gilgamesh Island presented a far less clear and engaging path to mastery, despite being part of the game’s more conventional challenges.

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The most difficult challenges in FF7 Rebirth are often not the ones that appear in the biggest story moments, and one in particular can be brutal.

I ultimately find that the diverse array of challenges in FF7 Rebirth is much more invigorating than frustrating, and I believe that incorporating adaptability into the game’s journey towards perfection is entirely valid. While there may be room for debate regarding the mechanical refinement of each mini-game, there’s no compelling reason for all of FF7 Rebirth‘s toughest challenges to adhere to a single set of rules.

Exploring My Main Concern with Mini-Games in FF7 Rebirth

Inconsistent Tone: FF7 Rebirth’s Narrative Struggles

Riding up the ruins with Dio's buggy in the Corel desert in FF7 Rebirth.

The primary challenge with FF7 Rebirth‘s mini-games lies within its narrative execution rather than any specific gameplay mechanics. The original FF7 is known for its wildly inconsistent tone, yet it skillfully balances comedic and tragic elements, creating a unique experience. Unfortunately, FF7 Rebirth sometimes falters in maintaining its dramatic weight in pursuit of entertainment value.

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While Costa del Sol and the Gold Saucer were already entertaining diversions in the original game, FF7 Rebirth enhances these areas with numerous modifications that make the gritty nature of the world and the significance of its themes begin to fade. Although it does incorporate some emotionally impactful new material, these additions are often overshadowed by an increased emphasis on entertainment. This shift can largely be attributed to the amplified focus on mini-games, but a more significant factor lies in the altered portrayal of the world itself.

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A cargo ship transforms into a party cruise, Corel Prison becomes a vibrant hub of criminal activity, and Corel Desert loses its sense of intrigue in favor of mundane checklists. While more mini-games are crammed into these locations, the push to elevate every area into an entertainment hotspot is at the core of the real issue.

When I reflect on the content I find tiresome in Final Fantasy Rebirth, the generic tasks populating the open zones come to mind rather than the rich variety of mini-games available. Of course, players can opt to ignore these checklists, but their mere inclusion fundamentally changes the game’s structure, making it more challenging to capture the essence of adventure, exploration, and surprise that defined the original game. Faced with the option to activate another Remnawave Tower or play another round of cards in Queen’s Blood, the excessive presence of mini-games won’t sway my choice; I’d always prefer the latter.

ff7-rebirth-cover.jpg

Final Fantasy 7 Rebirth
Systems

PC-1

10/10

Released
February 29, 2024

ESRB
T For Teen Due To Blood, Language, Mild Suggestive Themes, Use of Alcohol and Tobacco, Violence

Developer(s)
Square Enix

Publisher(s)
Square Enix

Engine
Unreal Engine 4

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Sarah Parker is a research analyst and content contributor with a strong interest in business strategy, organizational behavior, and social development. With a background in sociology and public policy, she focuses on exploring the intersection between research and real-world application. Sarah regularly contributes articles that bridge academic insights and practical relevance, aiming to foster critical thinking and innovation across sectors.

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