Final Fantasy 7. The perfect game?

Proving popular with countless generations of gamers, despite its age, inspiring fanart, fiction, a series of spinoff games and even a full-budget movie, it's tempting to fit Final Fantasy VII with the title 'Greatest. Game. Ever'.

And I'll agree, it's an awesome game - but, as much as I love FF7, as much I enjoy playing through it over, and over, there's always been a nagging suspicion: could it be... better?


Let's be honest. The battles can get a little too samey, there's little incentive to experiment with materia, and the game can all to easily be bested by simply attacking and spamming Cure-All. We've all heard horror stories about players who have managed to push themselves to the Northern Crater without even grasping the basics of the materia system.

This mod - this rebalance - seeks to address these issues, altering enemy statistics and AI, nerfing overpowered skills whilst promoting others that have been neglected, introducing new tactics, creating cunning and entertaining creatures, and overall making battles far more exciting and engaging.

So, what exactly will the rebirth mod feature? Work is still in progress, and I intent to keep certain features secret until release, so as not to spoil matters, but the mod has the following broad aim in mind: to promote a more strategic mode of gameplay. You won't be able to mash attack to get through REBIRTH. You'll have to keep your wits as sharp as your sword, and think carefully about every choice you make through the entire game.

I think you'll love it.

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Contrary to popular opinion, Rebirth didn't die, it just got put on the back burner for a while. Since Christmas 2011, I've been working on a PSX Disc One beta to be released as a demo / early version sometime around the end of next month / May 2012.
As proof, here's a video of me fighting the Materia Keeper, here called a Hexadragon to hint at his ice-weak, fire-absorbing elemental affinities. Rebirth's enemies are divided up into a small number of memorable classes with particular weaknesses and resistances, and often renamed to hint at those classes. It's just one of the things that (I hope) will make Rebirth a fun mod to play.

The disc one demo will include

  • New materia and magic, including the much-desired water, wind and holy spells
  • Rebalanced limit breaks
  • Completely new equipment, with an emphasis on double-edged 'sidegrades' rather than 'upgrades'
  • Enemies with more intuitive status and elemental vulnerabilities
  • Stronger creatures and a noticeably increased difficulty
  • More steals and higher steal-rates, finally making steal useful.
  • The new 'disease' status, where Poison stops creatures from healing
  • The 'defence break' mechanic
Update: 2011

Update: 2011

News 2 comments

Rebirth isn't dead! The comprehensive rebalance for Final Fantasy VII is undergoing some changes, but *all* aim to take the mod back to its original vision...

Upcoming release: Alpha Demo

Upcoming release: Alpha Demo

News 3 comments

I intend to release an alpha demo before the new year. This demo will showcase Rebirth up to the Kalm Flashback, before allowing you to play the remainder...

Recent Progress

Recent Progress

News 3 comments

So, what's been going on with REBIRTH? Lots of behind-the-scenes coding, for a start - a new program I've written from scratch for the project, new AI...

Release Deferred

Release Deferred

News 5 comments

Unfortunately, REBIRTH will not be making the February 2010 release we hoped for. However, I am confident that a Beta-version demo for the first disc...

Rebirth v1 - Disc One

Rebirth v1 - Disc One

Demo 12 comments

At last! Rebirth v1 / Disc One has been released! This download includes a PPF patch for the NTSC PSX release.

Final Fantasy VII: Rebirth - Midgar Demo

Final Fantasy VII: Rebirth - Midgar Demo

Demo 9 comments

You've waited and waited, so it's high time you got something in return! Here's a patch for the NTSC (American) PSOne version of Final Fantasy VII. The...

Post comment Comments  (140 - 150 of 151)
CrazyJerick
CrazyJerick

As far as improving gameplay to be more tactical, it would also be worth employing some sort of hard mode idea. Think FF4 in that aspect. Making the game more strategically challenging is something I will earnestly respect and support. Changing dialog, well... as long as it's stuff like cleaning up typos or blatant mistranslations leading to cryptic grammar, sure, but changing names of things to keep it "trendy" to newer titles of the now decaying (in my sight) franchise, I abhor. Names of magics and so forth were simple and easy to understand. There's no need to turn it into more mouthful/gibberishy varieties like fira, firaga, whathaveyou. Barrier/MBarrier also doesn't need to change. It made sense as it originally was, Yojimbo, unless of course you're talking about how it works, then I am all ears.

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Yojimbo_Beta Creator
Yojimbo_Beta

Applying a selectable hard mode would be impossible. Even if this were still a PC mod (it isn't), getting the game to swap between multiple KERNEL.BIN files simply isn't feasible. For a start, we don't have the FF7 source code, so alterations to the engine are difficult enough as is, and *that's* just when we want, say, Chocobuckle to work as originally intended, or when we want to fix the infamous MDef bug.

I appreciate your feedback on spell names, however, I believe that 'Comet2' and 'Fire3' are clumsy fallbacks to a time of restrictive text buffers and half-hearted translation, so until further notice, 'Blizzaga' and its friends remain.

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CrazyJerick
CrazyJerick

Well. I meant hard mode as the game just being hard. It's like playing around with FF4 snes roms. There's the normal game rom and a hard version. That's what I was trying to get at.

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Yojimbo_Beta Creator
Yojimbo_Beta

Update coming soon. I might showcase a few prototype Enemy Skills, actually.

Watch this space.

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Wiweeyum
Wiweeyum

I'm very much appreciating your efforts. Stay consistent, and I'll wait as long as you're still going. Promise. I'll be your biggest supporter.

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morrowindsky
morrowindsky

Hey, this is looking pretty good so far. I know a good mod when I see it. You might want to check out my FF7 mod.

Speaking of which, I was thinking of a merge between mods, or at least sharing of materials. I'm doing an overhaul of the dialogue in FF7, and it looks like we both want to create a better experience. Would you be willing to cooperate?

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Yojimbo_Beta Creator
Yojimbo_Beta

Absolutely. Although, remember that there's no reason why players can't install separate patches side-by-side, especially as, in this case, we'll be working on updates for completely different files.

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morrowindsky
morrowindsky

Well, we can offer both separate files and an installer that allows both to be installed at once. Is it alright if I see what you have in the mod so far?

Also, what are you using to change the menu items? Can it also change battle dialogue?

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Gurra300
Gurra300

nuuu dont change name of magics D: Fire , 2 and 3 was good names, fire firaga and that should stay on *cough* bad final fantasy games *cough* o.o xD

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Yojimbo_Beta Creator
Yojimbo_Beta

You should see what I've done to Barrier/MBarrier : p

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Gurra300
Gurra300

WHAT DID YOU CALL IT?!?!? >:I

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Hidamari
Hidamari

yea i really liked the plainess of Fire 1 2 3, Ice 1 2 3 etc.

i thought firaga and such names were a bit extra. it helped push the grittiness of the game by keeping it plain. :)

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