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planckstorytime · 4 days
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Final Fantasy VII Rebirth: A World Beyond Anger (Part Six)
VI. … And Why It Doesn’t Matter
You thought I was done complaining? No, never.
Doubtless someone will punch holes in my theory, and I wouldn’t even feign indignation. The truth is that none of the explanations posed by fans have established a coherent story. But the fact that this is where our attention has been directed – away from the emotional moments that give stories relevance in the first place – exposes the shallowness of this trade-off. Even if my desired theory comes to fruition, I don’t think it redeems Rebirth’s rendition of Aerith’s death.
The consistency, or lack thereof, between the obnoxious multiverse stuff and the franchise’s established lore ultimately matters little when you’ve already squandered that critical moment that makes us care. From whatever universe you view it, Rebirth demonstrates a puzzling ambivalence to Aerith’s passing. The impact of loss never lands, because moments later you have Zack stepping in for a tag-team match with Cloud against Sephiroth. It’s framed as some fist-pumping “fuck yeah” moment, complete with embarrassingly out-of-place musical callbacks and quotes from Crisis Core (2007). It doesn’t feel like purposeful whiplash to create a sense of disorientation, but rather completely tone-deaf and disrespectful fanservice, all during a moment that should leave the player feeling hollow. And no sooner has Aerith left the building than she rises again like the goddamn Undertaker, kicking ass and eliminating any modicum of loss. Whether she’s in the lifestream or a parallel timeline or a phantom of Cloud’s addled mind is a distinction without a difference. Her death – and perhaps all death in the series – has lost its significance, because it feels merely inconvenient.
Hironobu Sakaguchi, creator of the Final Fantasy series and story planner for the original FF7, channeled the pain and shock of his mother’s death into the loss of Aerith. Where once there was a source of joy, now there is only a void that will never be filled. In the original game, you’ll always have that empty slot on your party selection screen to remind you of who you’re missing. It’s an aching, uncomfortable treatment of death in fiction that was unconventional for its medium at the time. It cut straight to players’ hearts. With this is mind, does Rebirth capture anything remotely comparable? Should we call Sakaguchi and tell him his mom is still kicking somewhere?
When asked about the scene by Game Informer, Nomura had this to say:
“Prior to Final Fantasy VII, there have been other titles where characters have experienced tragedy, but many of them have come back or been revived in some ways. But I believe that loss is something that happens unexpectedly, and it’s not something so dramatic or drawn out, but is something in which a person that you have just conversed with is suddenly gone and never to come back. I believe that the person who dies should not return in this title, and that is what we did with the original… I do believe that the way we have depicted it brings about a new emotion and a new feeling for both players who have played the original Final Fantasy VII and newcomers.”
I struggle to conceive what this “new emotion” could be. Bewilderment? I can’t imagine another response when the developers diminish the tragedy of a lost friend because they want you to be more invested in keeping track of the stupid cartoon dog! Nothing can rationalize the cluttering of this sequence with a shell game that asks us to follow the Black/White/Clear Materia. This sequence, and the events immediately leading up to it, should not have been reduced to a gimmick of prestidigitation. We’re not wondering what we’ll do without Aerith – we’re wondering which sleeve she’s hiding in, so to speak. All of these unnecessary contrivances dare you to solve them, encourage you to switch off your Lizard Brain. But if you turn off your Lizard Brain and welcome those higher mammal functions, you’re bound to see how stupid all of this truly is. For Christ’s sake, we’re naming these worlds after dog breeds! Is that really worth what we’ve lost?
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Mechanically-speaking, too, I feel the 1997 game better executed the subsequent battle. There’s an often overlooked quality of the Jenova LIFE fight: It’s really easy. Equip the Water Ring you picked up five minutes earlier and you’ve essentially won the fight. This works really well because you’re not supposed to be thinking hard about strategy and tactics or rocking out to Jenova’s awesome theme song – the battle just gives you time to chew on what’s happened, all the while Aerith’s theme softly rings in your ears. Rebirth gives you a complicated, high-flying, multi-stage boss fight that drops your dead friend’s musical motif midway through. Now, your party is dropkicking an eldritch monster and shouting quips, while electric guitars and synths blare in the background. You need to be actively paying attention for the hour-long boss gauntlet that follows, and it feels wrong to me. I didn’t party wipe; I’m not bad at this game (I beat Gilgamesh at level 49, prior to the endgame) – but micromanaging a chaotic battle drains what little emotion remained. I just felt numb in between fits of laughter.
That is to say, the ending of Rebirth feels like a trip to the dentist.
New mysteries take priority over an earnest portrayal of events, and I just don’t think they’re compelling enough to warrant that. Our knowledge of them has barely advanced since part one. We knew going in that Zack was in a different world, denoted by a different Stamp. And now we know… that there are different worlds denoted by different Stamps. For all the rigmarole, we learned shockingly little. The mystery didn’t really progress, aside from showcasing such a circus of inconsistencies that we’re basically forced to accept that it operates on dream logic. The true ending remains to be seen, but if the clues only amount to “the clues not adding up”, then I’d say that this plotline hasn’t felt rewarding.
My gut tells me this all leads to a cul-de-sac. I judge these riddles as cynical mystery boxes with little concrete direction. Rebirth backtracks on several of Remake’s more audacious changes, completely dropping plot points in some cases. I suspect the final game will do the same, and we’ll have something approaching the original. After all, this “adds up” to Advent Children, by Kitase’s admission. The man likewise expressed that the story will likely be adjusted based on audiences’ responses to the ending of the second part. Given that the narrative disruptions have had mixed reactions at best this time, I believe it’s fair to guess that we’re just looping back to the OG plot anyway.
With all of this in mind, attempting to unravel these unknown elements seems like a massive waste of time. I don’t find this ending quite as intolerable as that of Remake, but it still comes off as tacky and desperate. I think the third part will likely still be fun and contain many of the great moments from the latter half of the original. But I can’t hide my disappointment that, even though my worst nightmares about the project didn’t come to pass, it didn’t fully rehabilitate itself in my eyes either.
I won’t lie – when I started to feel that familiar anger rising again, I got scared. I didn’t get the clean resolution that I wanted, and I worried that destructive obsession would take me over again. I feared I was about to relapse into the world’s stupidest addiction.
All of a sudden, it clicked together. I spent 120 hours staring straight at the answer, oblivious to it. Yet it finally came to me.
FULL ESSAY: https://planckstorytime.wordpress.com/2024/05/11/final-fantasy-vii-rebirth-a-world-beyond-anger/
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gamemories · 1 year
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silvergreenseraphim · 5 months
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“But the team was cautious in its approach to handling Sephiroth. After all, he's one of gaming's most iconic and influential antagonists, so naturally, fans will be touchy about any substantial changes.
"We felt it was necessary to have this very clear depiction of how he came to be the person that he is now in Rebirth," director Naoki Hamaguchi says.
"Even as a developer creating this game, seeing Sephiroth discover the truth and fall further and further into darkness – like falling from grace – and depicting this in his expressions, I could truly feel bad for him. Throughout the course of Rebirth, I believe players will not only grow to relate to and understand Cloud, but also Sephiroth through this game much more."
—Game Informer, 2023
I am going to cry. I am already hurting reading this. I love Sephiroth as a frightening villain but it’s his downfall that grips me the most. If it made Hamaguchi-san feel bad just creating it more clearly than ever in Rebirth, I can’t imagine what we the viewers will be feeling 😢
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siringadev · 4 months
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"No matter how it seems, Sephiroth really likes / loves Cloud so he's probably always safe" says Naoki Hamaguchi, Final Fantasy 7 Rebirth's director. Source
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demifiendrsa · 1 year
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FINAL FANTASY VII REBIRTH – Summer Game Fest 2023 Trailer
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Japanese version
Final Fantasy VII Rebirth, the second game in the Final Fantasy VII remake trilogy, will launch for PlayStation 5 in Early 2024. It will ship on two discs.
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Screenshots
Overview
Get a first glimpse at the captivating story, thrilling gameplay and expansive world of Final Fantasy VII Rebirth, the highly anticipated new story in the critically acclaimed Final Fantasy VII remake project. In this standalone adventure, Cloud Strife and his friends have escaped the dystopian city of Midgar and embark on a new journey across the wide world of Gaia to pursue the vengeful swordsman, Sephiroth. Find out which mysteries the party will uncover when Final Fantasy VII Rebirth arrives on PlayStation 5 in early 2024. Players can explore an expansive world, all brought to life with a new level of graphical fidelity, developed specifically to leverage the power of the PlayStation 5 console.
Developer comments
How is development progressing on Final Fantasy VII Rebirth? Yoshinori Kitase, Producer: “Development is progressing smoothly and according to plan. We are currently working on nailing down a release date for the game.” How will players journey through the world outside of Midgar in Final Fantasy VII Rebirth? Naoki Hamaguchi, Director: “Players will be able to journey across the wide and multifaceted world with a ahigh degree of freedom, experiencing a myriad of different stories along the way.” What are some of the key things to look forward to in the Final Fantasy VII Rebirth story? Kazushige Nojima, Story and Scenario (Stellavista): “Players will witness a chain of narrative developments that lie at the very heart of the Final Fantasy VII story while discovering each character’s destiny.” Do I need to play Final Fantasy VII Remake to enjoy Final Fantasy VII Rebirth? Motomu Toriyama, Co-Director: “No—we have made preparations—so that players who did not get a chance to play the first game can fully enjoy Final Fantasy VII Rebirth.” Has the battle system changed from Final Fantasy VII Remake? Teruki Endo, Battle Director: “In Final Fantasy VII Rebirth, new comrades will join you in battle and you can cooperate with other party members in even closer ways than before.” Will Final Fantasy VII Rebirth have new original music? Keiji Kawamori, Music Supervisor: “Many new tracks have been created for Final Fantasy VII Rebirth and we will be making some new arrangements of tracks from FINAL Final Fantasy VII Remake as well.”
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altocat · 6 months
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Naoki Hamaguchi: The choice to allow the player to control Sephiroth was made after creating a flashback sequence with Cloud and the Soldier. We wondered how we could add some sort of "surprise effect" at that juncture. Controlling only Cloud, with Sephiroth managed by artificial intelligence, would not return that emotional impact we were instead trying to achieve. We wanted the player to feel more empathy with Sephiroth, and that's why we believed that making it playable was the best way to create a bond with the user. After the flashback in fact the players begin to witness the corruption of the Soldier. Sephiroth goes from being the legendary soldier to becoming an evil creature. I repeat: having Sephiroth as a playable character is the best way to allow the player to understand his point of view, and thus adds an extra emotional layer to all future encounters with the character.
I hope they let us control him at other points too, like during certain parts of the library sequence. I want to see more scenes from his perspective.
BuT sEpHiROth WaS aLWAys EvIL!!111
I really do hope this brings in a new generation of Sane!Seph enjoyers. I really do think the intention was always to make Sephiroth a multi-layered complex villain. We're supposed to fear him and hate him, but also pity him as well. This is actually a refreshing turn of events imo as it fleshes out Sephiroth more than what we had before, not including CC and FS. Sephiroth was a really interesting character pre-Jenova. That history is critical because it shapes him into a very interesting VILLAIN as well. So I hope we get a lot of emotional goodies along the way.
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roseartsandfics · 1 month
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Birthday Giftart for floralprophecy
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Here is a lovely birthday giftart for my bestie @floralprophecy ! Here is a little something for ya! We got Tifa Lockhart offering you a bday cake, Aerith Gainsborough and Sephiroth offering you lovely bday gifts! 🥳
I mostly drew these threesome from the Remake, and they aren't as bad to draw as I expected, I struggled with Tifa's arm guard and Sephiroth's belt. It was my first time drawing Tifa in her Seventh Heaven outfit in the Remake, because I adored her in the Remake (Rebirth, Crisis Core Reunion and and Advent Children as well) ^^. I also adored Aerith in the Remake as well :3. It wasn't too bad drawing Sephiroth, but I do like to draw more of Remake! Sephiroth a whole lot, and hopes of doing them more :3
This was finished earlier and my apologies for a late display lol. Added shadows and Tifa’s abs, which I struggled to draw. Eh, it'll do for now, and Tifa still looks pretty good in my style at least ^^
Hope @floralprophecy has a wonderful birthday! 🎂
Aerith Gainsborough, Tifa Lockhart, Sephiroth and Final Fantasy VII Remake ©Tetsuya Nomura, Naoki Hamaguchi, Yoshinori Kitase, Roberto Ferrari and SQUARE ENIX
Final Fantasy VII Rebirth ©Tetsuya Nomura, Naoki Hamaguchi, Yoshinori Kitase, Roberto Ferrari and SQUARE ENIX
Artwork ©RosePrincessArts
No copyright infringement is intended
Used: Sketchbook app from iPad
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finallyfantasy7 · 1 year
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Question: How is development progressing on FINAL FANTASY VII REBIRTH?
Answer: Development is progressing smoothly and according to plan. We are currently working on nailing down a release date for the game.
- Producer Yoshinori Kitase
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Question: How will players journey through the world outside of Midgar in FINAL FANTASY VII REBIRTH?
Answer: Players will be able to journey across the wide and multifaceted world with a high degree of freedom, experiencing a myriad of different stories along the way.
- Director Naoki Hamaguchi
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Question: What are some of the key things to look forward to in the FINAL FANTASY VII REBIRTH story?
Answer: Players will witness a chain of narrative developments that lie at the very heart of the FINAL FANTASY VII story while discovering each character's destiny.
- Story & Scenario Kazushige Nojima
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satoshi-mochida · 1 year
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Final Fantasy VII Rebirth launches in early 2024
Gematsu Source
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Final Fantasy VII Rebirth will launch for PlayStation 5 in early 2024, Square Enix announced. It will ship on two discs.
Here is an overview of the game, via Square Enix:
Final Fantasy VII Rebirth is the second entry in the Final Fantasy VII remake project, which retells the story of the iconic fantasy game that redefined the RPG genre in three distinct games.
Final Fantasy VII Rebirth picks up with iconic heroes Cloud, Barret, Tifa, Aerith and Red XIII after they escape from the dystopian city Midgar and sees them embark on a journey in pursuit of Sephiroth, the vengeful swordsman from Cloud’s past who was thought to be dead.
In this standalone adventure, players will explore an expansive world, all brought to life with a new level of graphical fidelity, developed specifically to leverage the power of the PlayStation 5 console.
As players unravel a gripping narrative rich with mysteries to uncover, they will also witness the personal journey of each party member and strengthen their bonds to work together and face off against powerful enemies.
“We’re honored to bring Final Fantasy VII Rebirth to players around the world early next year,” said producer Yoshinori Kitase in a press release. “In the next installment of this thrilling tale, Cloud and his friends—both new and returning—will embark on a new adventure, so all players can enjoy this story, even those without any familiarity with the previous title or the original Final Fantasy VII. The entire team has worked fervently with love and adoration for the world of Final Fantasy VII to deliver an unforgettable experience for new adventurers and longtime fans alike, reaching new heights of cinematic storytelling, immersive and fast-paced combat, and rich exploration across a vast world. We can’t wait to share more details later this year.”
Square Enix also shared a number of developer comments on the game’s official Twitter account leading up to today’s announcement. Here is the full compilation:
How is development progressing on Final Fantasy VII Rebirth?
Yoshinori Kitase, Producer: “Development is progressing smoothly and according to plan. We are currently working on nailing down a release date for the game.”
How will players journey through the world outside of Midgar in Final Fantasy VII Rebirth?
Naoki Hamaguchi, Director: “Players will be able to journey across the wide and multifaceted world with a ahigh degree of freedom, experiencing a myriad of different stories along the way.”
What are some of the key things to look forward to in the Final Fantasy VII Rebirth story?
Kazushige Nojima, Story and Scenario (Stellavista): “Players will witness a chain of narrative developments that lie at the very heart of the Final Fantasy VII story while discovering each character’s destiny.”
Do I need to play Final Fantasy VII Remake to enjoy Final Fantasy VII Rebirth?
Motomu Toriyama, Co-Director: “No—we have made preparations—so that players who did not get a chance to play the first game can fully enjoy Final Fantasy VII Rebirth.”
Has the battle system changed from Final Fantasy VII Remake?
Teruki Endo, Battle Director: “In Final Fantasy VII Rebirth, new comrades will join you in battle and you can cooperate with other party members in even closer ways than before.”
Will Final Fantasy VII Rebirth have new original music?
Keiji Kawamori, Music Supervisor: “Many new tracks have been created for Final Fantasy VII Rebirth and we will be making some new arrangements of tracks from FINAL Final Fantasy VII Remake as well.”
Watch a new trailer below. View a new set of screenshots at the gallery.
Summer Game Fest 2023 Trailer
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Japanese
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ghostofnibelheim · 1 month
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So we finished Rebirth and here's what I think happened.
Naoki Hamaguchi: Okay so you kind of made a mess of everything in Remake so for Rebirth I'll be taking control. You sit here with your toys and be good while I put all of my focus on patching up all these plotholes and giving the fans the remake experience they really wanted.
Nomura: This doesn't sound fair.
Hamaguchi: You can have one chapter where you can write anything you want.
Nomura: just one?
Hamaguchi: Just one.
Nomura: I want the last one then.
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planckstorytime · 4 days
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Final Fantasy VII Rebirth: A World Beyond Anger (Part One)
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“A confluence of worlds… and emotions. Loss, chief among them. It engulfs fleeting moments of joy, transforming them into rage, sadness, hatred.”
– Sephiroth, Final Fantasy VII Rebirth (2024), speaking to me, specifically
*The following contains spoilers*
I. Memoirs of a Neurotic Fan
Hoo boy.
It’s been a long four years since Final Fantasy VII Remake (2020) released, and I don’t think I have ever before devoted so much emotional energy to deciphering how I truly feel about a piece of media. Initially, I enjoyed my return to a reimagined world of lovable characters, but unfavorable writing choices and a mind-boggling finale left me feeling torn. Despite striving to maintain an optimistic outlook at the end of my previous essay, my perspective on the game only darkened as the years wore on. Developer interviews constantly oscillated back and forth as to whether they would remain faithful to the original FF7 (1997), or, as the ending of Remake indicated, strike out on a brand new “unknown journey.” That’s not to mention the downright radioactive discourse among fans, combined with the litany of harassing messages I received for the most tepid criticisms.
Eventually, I grew to despise Remake. The positive emotions and ecstatic love I had for parts of the game sunk beneath my waves of ire toward its creative divergences – as well as what they represented to me. And I fed that hate. I hated its ponderous navel-gazing about the nature of adaptations. I hated its self-congratulatory insinuation that asinine story decisions like the “Baby’s-First-Metacommentary” Whispers and the resurrection of multiple deceased characters somehow constituted “bold” storytelling. I hated the uncritical portion of certain audiences that fell for this illusion of transgressive storytelling, all the while embracing a game that went out of its way to barrage the player with fanservice and puerile pandering. I hated the frequent argumentation that “it’s not a remake, it’s a sequel” was somehow seen as a mitigating factor, when it actually further aggravated my problems with it. I hated Remake’s emphasis on novelty, its subversion without meaning, its arrogant alienation of new audiences that wanted to experience a classic story, and its implicitly cynical view on thousands of years of storytelling tradition for the sake of “surprise.” To quote director Naoki Hamaguchi:
“When you try to remake a game and make it an entertaining game, having the exact storyline as the original would lack the excitement and surprise. I was looking for an essence to add to the story, and Zack was chosen to be this essence because in the original, there wasn’t much story about Zack, but in Crisis Core, he had a huge character development.”
But that lonely ember of hope persisted; after all, I had loved Remake at one point. I hated that stubborn attachment most of all. By the time Rebirth was fully unveiled, I wanted only one thing from it: to repulse me to my core, to be something so egregiously offensive to my sensibilities that I could never associate the project with anything positive again. “Perhaps if things get stupid enough,” I thought, “others will also see the emperor’s nakedness.” Pain and despair morphed into objects of desire for me. They were my keys to escaping these contradictory feelings of love and hate.
As you can see, I am quite well-adjusted and able to engage with art in a healthy way.
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Silly feelings, right? I totally agree, but I can’t deny that’s how it played out. I realized that I was allocating an unhealthy amount of energy into something that made me feel bad, but I felt powerless to stop it. I kept picking at that scab. It itched insatiably. Surely, I must be justified, right? After all, Square Enix was clearly in the wrong! They wasted a golden opportunity to modernize a legendary piece of interactive fiction with massive talent and money behind it! They marketed a crappy predatory gacha game as “another opportunity” for a more faithful remake! They ran a crappier battle royale game into the ground in just a year! They sold energy-sucking NFTs as a package deal with cool figures of eco-terrorists! If I stewed in my anger enough, perhaps the multi-million dollar company would realize the error of its ways! It seemed that the very future of the artistic medium hung in the balance, and I was determined to be on the right side of history.
In truth, I don’t think the magnitude of my displeasure can be attributed entirely to my gripes with Square (though I stand by my criticisms). Rather, the intense response resulted from the emotional displacement of a lot of personal trauma and grief that plagued me for years. Ironically, there are few things more definitively “Final Fantasy VII” than that. Those negative emotions needed somewhere to go, but they just got caught in a feedback loop where bitterness and pain became both the motivator and the end goal.
All of these notions turned out to be eerily relevant to the narrative of Rebirth. Or perhaps my narcissistic ass couldn’t help but see my darker self in the black reflection of a 4K TV. Grab your cigars, folks, because you can bet we’re getting psychoanalytical today.
I dreaded it for so long, but I’m glad that I tried out Rebirth. To my surprise, I did not hate it – at least, not completely. I first engaged with it in Lizard Brain mode, doing my damnedest to just let it happen. I tried not to let my nitpicking get the better of me and ruin my enjoyment. Cautiously, I opened my heart to the series again. In many ways, it continues to frustrate and disappoint me, but I had something of an epiphany upon finishing it. I will elaborate on that in due time. First, I need to share my thoughts, criticisms, and interpretations of the story, as they are all critical to my personal reconciliation.
If you have the patience, please listen to my story about how I (possibly) stumbled onto a path of spiritual enlightenment through examining my feelings on a dumb anime game.
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“Glimpses of Moksha in a cycle of Saṃsāra” by Crawfish Comic FULL ESSAY: https://planckstorytime.wordpress.com/2024/05/11/final-fantasy-vii-rebirth-a-world-beyond-anger/
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janeiteoftheslums · 5 months
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This isn’t new but I’m repeatedly astounded when people continue to speculate that the story of FF7 is going to change drastically in Rebirth, in particular that characters who died in the original will survive or that another character who survived the original will die this time around.
From IGN interview with Yoshinori Kitase, Tetsuya Nomura, and Naoki Hamaguchi, September 20, 2023.
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remedialreviews · 2 months
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Remedial Rewards 2023
I didn't follow the Academy Awards at all this year, though of course I watched Ryan Gosling's performance of "I'm Just Ken" afterwards. I hardly know or care who was nominated, and was devastated to learn that my worst picture of the year came away with 7 trophies. Truly, these are the Remedial Rewards! In no particular order, then, the winners in my esteem (from 42 watched pictures) are:
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Best Picture
Monster
Godzilla Minus One
Past Lives
Perfect Days
Evil Does Not Exist
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Best Director
Hirokazu Kore-eda - Monster
Takashi Yamazaki - Godzilla Minus One
Wim Wenders - Perfect Days
Celine Song - Past Lives
Ryuske Hamaguchi - Evil Does Not Exist
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Best Lead Actor
Kōji Yakusho - Perfect Days
Ryunosuke Kamiki - Godzilla Minus One
Hitoshi Omika - Evil Does Not Exist
Greta Lee - Past Lives
Cailee Spaeny - Priscilla
Sophie Wilde - Talk to Me
Paul Giamatti - The Holdovers
Emma Stone - Poor Things
Jun Jong-seo - Ballerina
Soya Kurokawa - Monster
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Best Supporting Actor
Hinata Hiiragi - Monster
Kuranosuke Sasaki - Godzilla Minus One
Robert Pattinson - The Boy and the Heron
Teo Yoo - Past Lives
Minami Hamabe - Godzilla Minus One
Sakura Ando - Monster
Eita Nagayama - Monster
John Magaro - Past Lives
Arisa Nakano - Perfect Days
Hidetaka Yoshioka - Godzilla Minus One
Best Adapted Screenplay
Takashi Yamazaki - Godzilla Minus One
James Gunn - Guardians of the Galaxy vol. 3
Sofia Coppola - Priscilla
Robert L. Baird, Lloyd Taylor, Troy Quane, Pamela Ribon, Keith Bunin, Marc Haimes, Nick Bruno - Nimona
John Francis Daley, Chris McKay, Michael Gilio, Jonathan Goldstein - Dungeons & Dragons
Best Original Screenplay
Yuji Sakamoto - Monster
Wim Wenders, Takuma Takasaki - Perfect Days
Celine Song - Past Lives
Ryuske Hamaguchi - Evil Does Not Exist
David Hemingson - The Holdovers*
*Pending its plagiarism case
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Best Production Design
Suzie Davies - Saltburn
Anri Jojo - Godzilla Minus One
Masato Nunobe - Evil Does Not Exist
Andrés Villagrán - El Conde
Tamara Deverell - Priscilla
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Best Cinematography
Linus Sandgren - Saltburn
Yoshio Kitagawa - Evil Does Not Exist
Łukasz Żal - The Zone of Interest
Franz Lustig - Perfect Days
Atsushi Okui - The Boy and the Heron
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Best Costume Design
Sophie Canale - Saltburn
Evil Does Not Exist
Wendy Chuck - The Holdovers
Thierry Delettre - The Three Musketeers: D'Artagnan
Stacey Battat - Priscilla
Best Film Editing
Hirokazu Kore-eda - Monster
Ryusuke Hamaguchi, Azusa Yamazaki - Evil Does Not Exist
Clémentine Decremps, Toni Froschhammer - Perfect Days
Paul Watts, Andreas D. Nold - The Zone of Interest
Ryuji Miyajima - Godzilla Minus One
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Best Makeup & Hairstyling
Priscilla
Saltburn
Evil Does Not Exist
Barbie
Bottoms
Best Sound
The Zone of Interest
Godzilla Minus One
Evil Does Not Exist
The Boy and the Heron
A Haunting in Venice
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Best Visual Effects
Godzilla Minus One
Dungeons & Dragons
Barbie
Salaar: Part 1 - Ceasefire
Best Original Score
Eiko Ishibashi - Evil Does Not Exist
Naoki Sato - Godzilla Minus One
Joe Hisaishi - The Boy and the Heron
Ravi Basrur - Salaar: Part 1 - Ceasefire
RADWIMPS, Kazima Jinnouchi - Suzume
Best Original Song
I'm Just Ken (Barbie)
Kanata Haruka (Suzume)
Prathi Gaadhalo (Salaar: Part 1 - Ceasefire)
Dance the Night (Barbie)
The Ballad of Lucy Gray Baird (The Hunger Games: The Ballad of Songbirds and Snakes)
Best Stunts
John Wick Chapter 4
Salaar: Part 1 - Ceasefire
Godzilla Minus One
Dungeons & Dragons
Guardians of the Galaxy vol. 3
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silver-wield · 4 months
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Is Naoki Hamaguchi a Clerith?
No, he's Aerith obsessed, which is just as bad.
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siringadev · 4 months
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"Kitase and Nomura decided something very early in FFVII's development that has remained since then: within the FFVII universe, there's no one better than Sephiroth. He'll always be the strongest, the most powerful, and the most evil there is. (HobbyConsolas) Below are their specific words.
Yoshinori Kitase: This goes back to conversations I had with Tetsuya Nomura, who did the character design and also co-wrote the script for the original game; we designed and created the Sephiroth. Essentially, we talked and decided very early on something that has remained true all these years since: There is no one better in the Final Fantasy VII universe than Sephiroth. He will always be the strongest, the most powerful and the most evil of all. In many RPGs, what we call "boss inflation" happens: you meet a very powerful boss who is the greatest warrior, but oh my God, behind that character is another who turns out to be even more powerful; you will defeat him and surprise! Behind him was another, even more powerful. And this leaves those who arrived first in a bad position. We decided that we wouldn't do that in Final Fantasy VII; that there will be no one higher than Sephiroth. He will always be the big bad and the most powerful bad guy. I think it might have something to do with the fact that it remains so memorable. Because there's no one better in Final Fantasy VII than Sephiroth.
Naoki Hamaguchi: Sephiroth is already a very popular and beloved character, but let me tell you, I think people will love him and have an even stronger connection with him after playing Final Fantasy VII Rebirth. We received a lot of press after playing flashbacks of Sephiroth and Cloud in their youth. He's a little different from the Cloud that most people know, he's rougher, he's more new, he's a less savvy character (Cloud). And that's very interesting to see, but we also see Sephiroth from a different angle, when he wasn't the villain he later became. The demo ends at a certain point, and after that something happens that no one has seen yet… Although this is what was in the original, so people already know: we see what made Sephiroth stop being so heroic, a more human character and become a villain who disappears in the fire, becoming the true Sephiroth. Even knowing what was going on when I was working on this part, it really affected me. I wouldn't say I sided with Sephiroth, but I did sympathize with him. You understand much better why he made this decision. And I think that when people see this, they will love Sephiroth even more." There is a persistent idea among FF7 fans that Sephiroth is under Jenova's control and that he is a victim. But is it? In reality, Jenova is an alien parasite, a collection of cells with an instinct to destroy everything it touches. Jenova has no will or consciousness. Sephiroth then took control and came up with the image of a "mother", which is his own subconscious, or his repressed instincts. The parallel with the Anima of Carl Jung will be interesting here. The shadow that was not realized came out and took on terrible forms. But the horror is that this is Sephiroth. His previously repressed, dark, "feminine" side. Shinra wanted to make him a hero, an example of courage and bravery, an example for men, while his attractive image was sexualized along with the suppression of his own emotions. His image was sold as a commodity, and he himself was simply a propaganda tool. I think he realized all this and at that very moment a suppressed part of his personality was released in the fires of Nibelheim. And in Lifestream he finally established himself.
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jcmarchi · 5 months
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Final Fantasy VII Rebirth Preview - How Cait Sith's Combat Works - Game Informer
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Final Fantasy VII Rebirth Preview - How Cait Sith's Combat Works - Game Informer
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In Final Fantasy VII Remake, players had the chance to thoroughly explore the movesets of Cloud, Barret, Tifa, and Aerith through an extended stay in Midgar. Final Fantasy VII Rebirth adds several new playable party members. While we already covered how one of those new playable characters, Red XIII, controls (read more here), this time, we’re talking about another playable party member: Cait Sith.
The cat creature joins the party during the course of Final Fantasy VII Rebirth following a brief cameo in Final Fantasy VII Remake. Just like Red XIII, he becomes a playable character for the first time in the Remake trilogy in Rebirth. As the team began adapting the underappreciated character for gameplay fitting the Remake trilogy and, in particular, Rebirth, they looked towards Cait Sith’s original Final Fantasy VII mechanics.
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“For Cait Sith, we wanted to keep intact the really fun elements from the original, like the dice attacks and the luck components in his battle play; that’s shown in Rebirth as well,” director Naoki Hamaguchi tells Game Informer. “Of course, given its very cute appearance, it’s going to have a more quirky and extravagant fighting style as opposed to the more orthodox battle style of Cloud.”
Battle director Teruki Endo agrees with Hamaguchi’s desire to rely heavily on the original elements prevalent in Cait Sith’s style. “It really goes back to looking at and analyzing what is at the core of these characters going back to the original,” Endo says. “For Cait Sith, there are these luck-based abilities; we really wanted to express these in Rebirth. Starting from there, we would then build upon it with commands and actions we felt were suitable for this character. It’s not just the case for [new additions like] Cait Sith or Red XIII, but the same games for other characters like Cloud or Barret. Seeing what fighting style or battle experience players think of or imagine when playing as Cloud or Barret, and then analyzing this on a more micro level let us express it as we do in Rebirth.” 
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Cait Sith starts battle as a singular character, with the option to attack, perform a special ability known as Kitty Wallop, or use a luck-based command like Lucky Roll. However, the main differentiating factor for Cait Sith’s battle style lies in his ability to summon a secondary character to lend a hand and, in the process, change his combat mechanics completely.
“By calling a Moogle into battle, Cait Sith’s battle style will change,” Hamaguchi says. “You can jump off and control Cait on your own. In that case, the Moogle is just an A.I. character that battles on its own. When the HP is depleted to zero, it disappears, but you can call it again to make it appear again. There are attacks you can only do when you’re solo and not on the Moogle, but there are some that you can only do when you’re riding it.”
During a hands-off demo showing off a side mission (read more here), Hamaguchi, who is giving the demo, shows off Moogle Mine, an ability the Moogle can use while on the battlefield. This ability spreads mines within a radius of the Moogle, damaging any enemy that gets close enough to one. While I wasn’t the one controlling the action, it did seem to be a fairly impactful move from Cait Sith and the Moogle.
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Red XIII also joins as a new playable character in Rebirth, bringing another distinct combat style
As with all party-character pairings, Cait Sith has Synergy Abilities with every other character in the party. Sadly, I only got to see one of Cait Sith’s Synergy Abilities, but if it’s any indication, we’re in for some fun interactions with the other characters in the party. Hamaguchi activates a Synergy Ability between Cloud and Cait Sith. The result is one of the zaniest attacks I’ve seen in the Final Fantasy Remake trilogy to this point. Cait Sith summons a Moogle, who grabs Cloud’s Buster Sword while Cloud rides on its back. Even as Hamaguchi touts the juxtaposition between Cloud’s more orthodox style and Cait Sith’s over-the-top, extravagant style, their combination in this Synergy Ability feels natural and fitting while also being completely wild and silly.
I can’t wait to play more of Cait Sith and learn how he interacts with the other characters when Final Fantasy VII Rebirth arrives on PlayStation 5 on February 29. For more on Final Fantasy VII Rebirth, be sure to check out our exclusive coverage hub by visiting the banner below!
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