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...
Yojimbo any news on the projects status?
I haven't had a lot of time this last six months or so, but I have fixed a lot of the bugs on Disc One. I'm nearly ready to start working on Disc Two.
Has anyone figured out a way to get this working on PSP?
I have patched it and converted the ISO into an Eboot but when I'm in the menu and I open "Item", "Equip" or "Status" and also as soon as my menu appears in battle the game freezes and forces my PSP to shut down.
Will this be compatible with a pal/european version of the game? if you could somehow add some stuff into the game that quare originally left out, that would be great :) (stuff like the inaccessible cave near bone village/city of the ancients area, and the sidequest involving the hidden "letter" key items in or around kalm)
good luck with the next 2 discs :D
Not kalm, it's gongaga reactor, my mistake
yoboom
Just downloaded the mod. It's pretty great! :D However I have a question about some of the steal items. Did you edit the actual items stolen or not? I just stole from a "Grunt" in No. 1 Reactor and it gave me a strange item.
Items> [acc. icon] ~44mkcj( 8. x&T
description: ol S(o<= (8*?u???)O;OMO_O qOE On/ /J/A/fi/ / %O#
I Just Sell it and have the bug to give you a lot of money a 2.000.000.000 Gold a Bit more of that with that money i can play all the game and buy 99 of all Items all the materias so You have to repair that i think and the patch is great i like it the idea of do a FFVII more tactical and hard well it not so hard than the PC Groevous Patch but is Hard and is more tactical i Like more it Continue Improving the Best Game of the world For me I Born With it and Die with it FFFF (Final fantasy Fan Forever) YEAHH!!!! GOOD WORK BOYS!
Yeah, I'm aware of that issue. It will be fixed in the next release. In the meanwhile, you don't have to do anything with the item - it won't do any harm or cause any bugs.
Glad to hear you enjoyed the demo otherwise!
Hello everyone :-)
Pls help with some info.
Did this mod affects entire game (in matter of dificulty) or only disk 1?
Any plans to work futher on this, or it's final version, which won't be changed/added anymore?
Thanks in advance!
Only disc one in the current demo - though work is underway on discs two and three.
Yay, ok, goin to watch the progress, thanks for your work and good luck!