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 11 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  (70 - 80 of 151)
Yojimbo_Beta Creator
Yojimbo_Beta

The demo download had a few bugs, and has been taken down briefly.

In the meanwhile, download the latest patch from Mediafire.com

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EtDiesIrae
EtDiesIrae

First, sorry for my english level.

I'm actually playing rebirth. (wall market first visit). This is my feedback:

Reactor mako 1) Correct and fine. Maybe can be difficult for noobs players, but I really think that is fine (and fun!)

Reactor mako 5) Ok. The subway and underplaque part are correct (no floating fish enemy?) but the reactor 5 no. For oneside, only exist a challenge (engynners+mech, equal to reactor 1). That is bored. What happens with other vanilla enemys? (red hound, red engynner and green-smoke-machine) I'm sure that this part becomes more interesting creating two different challengues with this enemys (maybe red hounds alone and a combined challengued with red engynners and green-machines?) For otherside, airbust is easy: he need a serious Hp bonus, or more (and really more) frontal defense (more interesting choice, but more difficult to implement)

Slums sector 6: No thief? Why? Thief are a interesting opponent. The others enemys (hellhouse, etc) are fine.

Bugs:
-In slums, one challenged crashes.
-If you change cloud weapon in mako reactor 1, and after that, you change the weapon other time, water materia isn't equipped.
- The ghost blue materia in the menu!

But, in anycase, good job, I really enjoy this mod, and the final result can be awesome!

(I go to play more. when I complete the midgard chapted I return to complete feedback)

Good luck!

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EtDiesIrae
EtDiesIrae

I defeat Reno in sector 7 today, let's go with Feedback part 2:

Corneo Mansion: Fine

Sewers: Apps need to don't hit himself or is to easy with spam cure + attacks + Aeris limit. Sahagin are fine and interesting opponent with the royal guard. Cranck is out, but not problem with that. Maybe change steal materia by other? I don't need two steal. In one battle I see a bug: I can attack with weapons to frontal sahagin (out of range message)

Train graveyeard: Ghost are really interesting opponents. Chaplain weapon for Aeris are a great and correct addition, useful for heal and counter sleep. In general, this part is correct and don't need changes.

Support tower (sector 7): I think that Reno (equal to Apps) need a more interesting item for be stolen. He final attack are a little extra surprisse. Fine.

In general, I think that Tifa need a little extra Hp. She are really weakness to be a frontal character. Others guys are correct. Enemy variety is low, but battle are, in general, more interesting. I suposse that you intent to don't repeat enemys in different colours right?

Good job, more feedback in one or two days.

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Yojimbo_Beta Creator
Yojimbo_Beta

Thanks for your responses - this is always genuinely helpful.

* Sector 5: At the time, I thought duplicating enemies would give the player chance to 'master' an encounter, and be rewarded for it. But perhaps I need to add more variation...

* Sector 6: You're right. The thief is a pretty interesting enemy, not least when items are already scarce...

* Aps: Now you mention it, it's too easy to just tank until Aps kills himself. That's something to modify.

* Reno: Perhaps he should carry some sort of equipment? Maybe something relevant to the Shinra HQ?

* Tifa's supposed to be something of a glass cannon, but I appreciate that phoenix downs are quite rare in those early chapters, so I might boost her initial HP or vitality a little.

As I said, these insights are really helpful.

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EtDiesIrae
EtDiesIrae

-Sector 5: One option is add the "underground" encounter to the reactor. At least, that give to the player two different battles. Other option is remove the engynner+mech battle from the reactor 1. That part can be really difficult for a noob, and have many different encounters.

-Sector 6: I understand that you think in put the thief enemy in corel prison. Ok with that, no problem.

-Reno: I intent to stolen his item 10 times. (more or less). For a bolt 2 item? Ohhhh mannnn. Make more easy to stolen, and fine.

-Tifa is useful thanks his "limit". But in the first step of the game (underground tunel) she can die in two hits. Upgrade his Hp is a option, upgrade the number of enemys with phoenix down is other.

Thank you for your work. I really enjoy playing this demo and i can't wait to the complete version. Tomorrow assault to Shinra HQ!

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darksun45230
darksun45230

Just found his Qhimm post.

"Re: Final Fantasy 7: Rebirth (PSX and PC)
« Reply #14 on: Today at 17:32:46 »

I will be releasing an alpha demo for the Midgar chapter.

This will showcase:

* Entirely new AI and encounters for the Midgar chapter
* New materia, spells, limits and enemy skills
* Updated shops
* Updated disc one enemies (vanilla opponents with boosted stats and the new enemy skills

I'm planning to release this as a PPF patch. You can either:

1. Use an emulator with PPF support (pSX), or
2. Use PPF-o-matic to prepare an NTSC ISO and emulate, or
3. Burn a PPF-patched ISO and play on original Playstation hardware.

I may also consider releasing for UK-PAL."

Forums.qhimm.com

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Yojimbo_Beta Creator
Yojimbo_Beta

There's a News post about it, awaiting moderation.

Basically, a Midgar demo before the end of the year.

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darksun45230
darksun45230

Yojimbo_Beta
Posted 11/14/2010 3:39:39 PM

"I've made a decision. Many AI changes are going to be postponed until later releases.

Working with AI, creating new attacks and laying out new scenes is probably the most time-consuming part of development. Even with Welder and some AI tools I've built, creating a scene from scratch is laborious and repetitive. Put everything together, it crashes. Check the animations are correct, it crashes. Authorize the animations in the formation section, it still crashes. Verify the AI (written in an assembly-like scripting language), still no love. Ensure you haven't done anything stupid, like place an enemy part-way through a floor - still ain't working. Etc. etc. etc...

As is, I'm just going to blast through with new KERNEL, make sure changed Enemy Skills are set out appropriately, institute the element / status schemas, and tweak stats. I may add AI code when it doesn't mean refiguring animations and attacks available to enemies, but that's it. Even something as simple as 'make Blugus cast Cure' is surprisingly complex.

This is a shame in some ways. Enemies who work together and make smart decisions are genuinely quite fun to play against when they're working. But this is taking too long. I have other commitments. It's not as though I'll be purging work from the face of the planet - but the current post-Midgar SCENES are going to get forked off for later versions of REBIRTH."

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darksun45230
darksun45230

Yojimbo_Beta
Posted 11/2/2010 12:58:34 PM

"I have things on my plate. My old machine is broken, and I can't really use my work lappy (which I've been borrowing for the past four weeks) for mod work. Before that, it was moving, and before that, it was a mad panic to try and find work / sort of my postgraduate studies / find a tech writing internship.

But I'll tell you what I'll do. When I get my machine (probably this Saturday or next), I'll start a dev diary, just to let you know what's going on. I won't be able to be verbose, but I can try.

The issue is creating enemy AI (the script templates are done, more or less) and playing through the game iteratively to try and get the balance right. I suppose I *could* release an open beta without AI changes, but I wouldn't feel happy doing so. I don't think any element of a game can be 'balanced' in isolation, and I think AI changes would really add an extra dimension to the game, even if I only make monsters a bit smarter.

Don't worry. Something will be released before a popular Christian festival that's fast-approaching. I'm actually going to promise it."

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mrfranswa
mrfranswa

Yeah, I just found out about this awesomeness. I sent yojimbo an email saying I would help out with the project

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