Final Fantasy 7 Rebirth’s combat is an excellent rendition of its source material, blending real-time action with the ATB gauge to provide a compelling experience across the board. The iterations made afterFF7 Remakehelp even more to accommodate the game’s battle system: synergy attacks to better showcase the team’s bonds, skills like Tifa’s Heavenly Ascent to help close-range attacks have more versatility with aerial enemies, and new weapons culminate in an exciting and dynamic playing field for decimating enemies. With the many ways to customize materia and equipment for the party,combat inRebirthis conducive to both strategy and skill. The true extent of its challenges, however, comes in the moments where solo fights occur, making every action worth consideration.
Final Fantasy 7 Rebirth’s party composition is generally locked to three members, a balance that accommodates the game’s large cast while letting combat feel fluid as players swap between characters mid-battle. With the range ofFF7’s different job archetypes alongside character personalities, there’s merit to each of the abilities they bring to the table; from Aerith’s conjuring wards to Barret’s barrage of bullets, each party member’s skill set is carefully crafted and compelling in their own right. The case of the three-party format is one that works well throughout the many contexts ofRebirth’s fight sequences, though in the moments where this is disrupted, the stakes feel higher, and not just from a story perspective.
Final Fantasy 7 Rebirth Makes a Case for More Freedom in Party Configuration
Changing Party Composition in Pivotal Story Moments
To accommodate certain story moments inRebirth, the party’s composition will sometimes be locked to certain members, necessitating that players branch out with their respective team formations. In some cases, this has players act with a sole member; other times, in pairs. This approach is best exemplified through pivotal fight sequences like Barret and Dyne’s showdown, orCloud’s coliseum fight with Rufus, disrupting the status quo by pitting one member of the party against a formidable enemy. These limiters make for some incredibly tense combat moments, letting the true extent ofRebirth’s battle system be known.
While these moments have been divisive among some of the fan base, it is clear that they offer a level of challenge that makes players' actions feel increasingly consequential. Rufus' fight scene, for example, requires precise timing to pressure him with Cloud, and given the lack of party members at his side, making proper use of the ATB gauge is a must. The same can be said for Barret and Dyne’s fight, where the dwindling availability of cover makes maneuvering Barret even more important as the battle goes on, a feat that ties into his slower speed.
These moments work well due in part to their sparse nature; not often is the party limited to one character. Still, the opportunity to let players change their composition in the overworld to one or two members could be something to consider for the final entry in theFinal Fantasy 7remake trilogyfor a few reasons.
Solo or Duo Combat Could Fix Problems with Being Over-Leveled, or Create New Challenges
Open-world exploration inRebirthisn’t as high stakes as its story moments, though some fights, like those offered with fiend intel, can be great challenges nonetheless. Ticking off all the boxes for fiend intel can pose a problem if the player backtracks without having met their requirements beforehand, however. With a full party of three members being over-leveled, fiends from earlier regions can sometimes be impossible to keep alive before their stagger bars fill up all the way, especially since allies can’t be configured to go defensive only. While this is a small problem and one symptomatic of backtracking too late in the game, being able to lower the team to one or two members could help to remedy it.
The same can be said for letting players simply experiment with new strategies from a solo or two-person party formation. There are certain coliseum fights that allow for this, though having the freedom to change this configuration in the overworld could provide an added layer of challenge that is up to the player’s discretion. In conjunction with some ofRebirth’s most strategic materia, like swapping VIT and SPR values, this could be a good way for players to test their expertise against a wider variety of enemies in a solo fight context, mimicking the tense feeling of when allies are downed and only one party member is left in the fray.