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.
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
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...
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...
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...
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...
At last! Rebirth v1 / Disc One has been released! This download includes a PPF patch for the NTSC PSX release.
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...
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
You should see what I've done to Barrier/MBarrier : p
WHAT DID YOU CALL IT?!?!? >:I
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. :)