Final Fantasy 7 Rebirth director says all that timewasting filler was good actually

Cait Sith
(Image credit: Square Enix)

Final Fantasy 7 Remake took the first eight or so hours of Final Fantasy 7 and expanded them into a 30-hour prestige RPG that, while it contained some quite skippable sidequests, added to the story in ways that made it even more impactful. The additions deepened character relationships and made you feel more attached to the setting. By contrast, Final Fantasy 7 Rebirth took the original's second act and bloated it into 50+ hours of open world RPG filler.

It wasn't just the optional tower-climbing and chocobo-stealthing stuff that made Rebirth feel stretched. Even if you stuck to the critical-path story you'd have to slog through Cait Sith throwing boxes around, an overlong final dungeon, and a plot you had to move through at a crawl—sometimes literally.

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Jody Macgregor
Weekend/AU Editor

Jody's first computer was a Commodore 64, so he remembers having to use a code wheel to play Pool of Radiance. A former music journalist who interviewed everyone from Giorgio Moroder to Trent Reznor, Jody also co-hosted Australia's first radio show about videogames, Zed Games. He's written for Rock Paper Shotgun, The Big Issue, GamesRadar, Zam, Glixel, Five Out of Ten Magazine, and Playboy.com, whose cheques with the bunny logo made for fun conversations at the bank. Jody's first article for PC Gamer was about the audio of Alien Isolation, published in 2015, and since then he's written about why Silent Hill belongs on PC, why Recettear: An Item Shop's Tale is the best fantasy shopkeeper tycoon game, and how weird Lost Ark can get. Jody edited PC Gamer Indie from 2017 to 2018, and he eventually lived up to his promise to play every Warhammer videogame.

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