There’s no doubt thatFinal Fantasy 7 Rebirthis a stunner in the visual department, but there’s much more to games than their visuals. While recent years have seen the AAA industry reach new heights in graphical fidelity, some arguably lean too heavily into the cinematic, so much so that gameplay might be compromised as a result. As an inherently interactive medium, the ability for games to feel driven by the player’s efforts is key in their experience, andRebirthmanages to skillfully balance itself in this regard. Cinematic and interactive in equal measure, bothRebirth’s bombastic and mundane momentsfeel well-integrated into its gameplay, letting players feel as though their efforts are driving the narrative forward.
The vistas beyondFinal Fantasy 7 Rebirth’s Midgar are a treat to take in, full to the brim with environmental storytelling. From the abundant Grasslands to the steel sky of Under Junon, the world ofFF7 Rebirthfeels cultivated in a way that promotes exploration and interaction. The same can be said for the game’s more linear sequences, interspersed within its different regions to progress the narrative, though not without their own sense of player agency. Often, moments that could have been relegated to simple cutscenes take shape through player choice and input, like the Junon parade, which seeks to enhance the originalFF7’s rendition.

Final Fantasy 7 Rebirth Doesn’t Compromise Gameplay in its Cinematic Vision
Highlighting Interactivity in the Junon Parade
FF7 Rebirth’s Junon paradesegment works in tandem with the game’s interactivity by letting players mold its experience. Exploring Junon has players enlisting new Shinra soldiers, allowing them to change formations for the parade’s sequence while adjusting its desired difficulty.Rebirthrewards thoroughness in this regard, not just through its zany dialogue, but in how it retains its sense of progression through player input. Beyond the QTEs of the actual parade, having the following cutscene with Rufus Shinra change depending on how well the performance went shows the ways in which this interactivity is highlighted.
This cutscene with Rufus' speech demonstrates merit in the game’s cinematography as well, utilizing sweeping shots and close-ups to mimic the sense of “live” coverage for the parade. As a result, there’s almost a theatrical charm to the sequence, not so dissimilar to the Roche boss fight that follows afterward. As a frequent narrative device throughoutRebirth, the ability to pull back from Cloud’s perspective and focus on other characters for a time is highlighted through this as well. While it would have been easy to haveYuffie’s assassination attemptplay out in the cutscene itself, allowing the player to momentarily control her actions heightens the sequence’s momentum.

Building on the Dynamic Nature ofRebirth’s Story Moments
This blend between cinematic and interactive can be seen throughout the many facets ofRebirth’s gameplay and overall presentation, from its boss fight sequences to its more mundane, “everyday” moments. The use of coordinating ambient and battle themes, for example, is an incredibly effective way to give its combat cinematic flair. Moments like theCosta del Solfight with Hojo’s robot draw on this dynamic nature through shifting perspective, while even smaller, comedic choices can enact change in the game’s progression.
The Mt. Corel mine cart ride also demonstrates this. Not only is the sequence treated as its own minigame rather than a linear cutscene, but the choice between Barret and Yuffie’s preferred routes provides both comic relief and effect on the party members' affinity statuses.

The way thatRebirthframes its main scenarios shows that, despite how cinematic the title can look and feel, gameplay was still kept at the forefront of its design. Though it can be argued that some ofRebirth’s mechanics are more successful than others, there’s something to be said about the strides the game makes to keep players engaged. Structuring its main scenarios in a way that highlights the party’s different skillsets and perspectives, like when locking party formation or altering cutscenes based on player input, demonstrates effort made toward the player feeling cause and effect in their actions. It’s through this thatRebirthstrikes a good balance between cinematic and interactive, working to modernize its source material.
Final Fantasy 7 Rebirth
WHERE TO PLAY
Discover a vibrant and vast world in this standalone entry in the Final Fantasy VII remake project. Final Fantasy VII Rebirth is the second entry in the Final Fantasy VII remake project, which retells the story of the genre-redefining RPG across three distinct games. Iconic heroes Cloud, Barret, Tifa, Aerith and Red XIII have escaped from the dystopian city Midgar and are now in pursuit of Sephiroth, the vengeful swordsman from Cloud’s past who was thought to be dead. This new adventure can be enjoyed by all players, even those who have yet to play Final Fantasy VII Remake or the PlayStation original. Expect a new standard of cinematic storytelling, fast-paced combat and rich exploration across a vast world.




