
The Unknown Journey Continues... After escaping the city of Midgar, Cloud and his friends set out on a journey across the planet. New adventures await in a vibrant, expansive world in this standalone entry of the FFVII remake trilogy.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About


Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99−70% | 35.6Kreviews | 75% | #28 | $11.1M |
| $49.99 | 62.7Kratings | 93% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2724 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really wanted to like this game, but it's so slow and corny. The minigames get in the way of what would have been an excellent sequel to FF VII Remake. As someone who generally dislikes card games, why am I being forced to play in the Queen's Blood tournament in Chapter 5? FF VII Rebirth introduces some interesting characters, like Yuffie, but as soon as the game starts to pick up, you're thrown into Costa Del Sol where the main focus is finding a hotel room, riding a segway scooter around for points, and playing dress up with Cloud and Tifa. Every time I think we're getting ready to battle some baddies, there is yet another cutscene or pointless task standing in the way. Why are they trying so hard to pull the player away from the core gameplay loop? The gameplay is what worked so well in FF VII Remake, and optional content mostly remained optional.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 4: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Same day: best FR #11, worst KR #43 · 13 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 36.33/day in the week to Aug 4 → 40/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German*, Spanish - Spain, Japanese*, Korean, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America, Traditional Chinese*languages with full audio support
| $14.99−70% |
| — |
| 95% |
| — |
| not modelled |
| $24.99−50% | — | — | #49 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 2.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'm tired boss.
The combat is fantastic, but everything else gameplay-wise is the most bloated open world garbage that I dropped it like a third of the way in. I had fun in parts, but SO MUCH of this game is an explicit attempt to waste the player’s time. Awful. Just watch the Chip & Ironicus lets play, lol
So much side quests and pointless slop forced into this game that it just becomes annoying. You can play this game for a few hours and get absolutely no where cause of all the slop thats forced upon you. Feels like they adding stuff in just to slow you down so you dont realize how little of the actual story is in each game probably so they can milk this ip for a few more games. Only buy if heavily discounted and lets hope Square sorts themselves out and starts making decent games sometime soon.
Naoki Hamaguchi não faz a menor ideia de como fazer esses jogos. Isso já era evidente no primeiro, mas agora fica mais claro nessa sequência. Entretanto eu não acredito que seja 100% culpa dele. A pessoa que teve a decisão de dividir esse jogo em 3 partes é o verdadeiro culpado aqui. [h2]MUDANÇAS REMAKE PRA REBIRTH[/h2] No remake, você tinha uma esticada de partes que duravam 1 ou 2 minutos no original, pra corredores que duravam 30/40 minutos. Gerando umas bizarrices como Train Graveyard e Collapsed Expressway que foram transformados em sessões entediantes com subtramas que não acrescentam em nada a história. [u]No Rebirth, você tem algumas tentativas de mitigar essa sensação[/u]: -Primeiro: Adaptando um conteúdo bem maior da história original. Se no remake você tinha um pedaço de 3 horas sendo adaptado em 30. Aqui você tem um pedaço de 20/25 horas sendo adaptado em 35. -Segundo: Minigames! Essa parece ser uma, senão a maior crítica do jogo que corre pela internet. E realmente é um fator que enche o saco. Principalmente porque a maioria é obrigatória pra continuar a história principal. Você tem um capítulo inteiro que são só minigames, e pelo menos mais 2 onde a maioria do conteúdo do capítulo são minigames obrigatórios. -Mundo semi-aberto! As atividades desse jogo são um amálgama de conteúdo de triple A genérico. Você se sente realmente jogando um mundo aberto da ubisoft por exemplo. Inclusive elementos da ubisoft que a comunidade tem passado os últimos 10 anos criticando. Se você teve que lidar com sidequests do FFXVI, o mundo aqui vai parecer um bolo de chocolate gigante e gostoso. Mas se tu já jogou qualquer mundo aberto/semi aberto bom, essa não vai ser uma experiência que vai te empolgar [h2]Final Fantasy Rebirth, um jogo de comédia[/h2] É embaraçoso o quanto esse jogo quer que tu ache ele engraçado. Embaraçoso não, ridículo. Basicamente as adições de cena se dividem em dois tipos: Cenas """""engraçadas""""" e diálogos vazios que não levam a nada. Eles tentam toda hora replicar o momento divertidinho do The Honeybee Inn do remake, sem entenderem porque funcionou lá. No remake, o tom do jogo é completamente é mais pra baixo, é mais cinzento. Então quando vem o momento como do Honeybee Inn, ou da casa de massagem, tu fica surpreendido. Aqui, isso não funciona, porque é TODA HORA, absolutamente toda hora. Parece que ele grita na sua cabeça: "OLHA COMO EU SOU ENGRAÇADO! VIU? SOU MUITO ENGRAÇADO!!! JÁ TÁ RINDO? JÁ TÁ RINDO?" Todo momento tem que ser extravagante, todo personagem tem que ser extravagante. Isso cria justamente o efeito contrário do que eles querem. [h2]NARRATIVA[/h2] Assim como no remake, eles conseguem diminuir o impacto de cenas importantes. Nesse pedaço adaptado, você tem basicamente 3 momentos importantes: -Barret e Dyne -Red XIII no Grand Canyon -Aquela "parte" da Aerith Todas essas 3 partes são desnecessariamente modificadas pra pior. Incluindo as clássicas bullshitagens ala Tetsuya Nomura. E por falar nele, apesar de manter os fantasminhas e os encapuzados, eles são reduzidos a momentos de pouco importância, apenas pra justificar porque os personagens estão indo pra tais localidades. Dito isso, você fã de KH vai ter que jogar um jogo mobile e um prequel pra entender da onde surgiu um personagem com aurinha de escuridão igual KH [h2]PERSONAGENS[/h2] Eles não tem a menor ideia do que fazer com a Yuffie. É possivelmente o pior personagem de final fantasy dos últimos 5/6. E o bizarro é que nos primeiros capítulos, quando ela ainda não faz parte do grupo, ela é... normal. Você consegue se interessar um pouco nela, mas a partir do momento que ela entra no grupo, vira completamente outro personagem: "MATERIA, MATERIA, MATERIA", essa é a única fala dela. Ela interrompe momentos sérios ou dramáticos da tramas pra gritar "É A MINHA MATERIA!". Simplesmente destrói qualquer tentativa de conexão que as cenas tentam transmitir. São inserções forçadas e sem necessidade alguma. Red XIII foi o personagem que eu mais vi recebendo crítica por causa da decisão de infantilizar a personalidade ele. Não gostei da mudança, mas pra mim não chega nem perto de ser revoltante como é com a Yuffie. Red não atrasa e nem atrapalha nada. Cait Sith tá bem nesse jogo. Acho que ele consegue escapar do humor forçado que disse no tópico anterior. É um personagem interessante. O resto dos personagens tão ok! Gosto da relação Tifa e Aerith nesse jogo. Com a Aerith meio que sendo a Wingman da Tifa(ou do Cloud). [h2]ASPECTOS TÉCNICOS[/h2] É um jogo bonito, apesar dos modelos dos personagens estarme bem mais suavizados do que no remake, falta um melhor sombreamento no mundo também. O combate é legal. Você tem muito mais recurso do que tinha no game anterior, então se você usa shortcuts, tem que se planejar melhor no que vai encaixar, como gerenciar todas as skills. Trilha sonora é boa, apesar de umas músicas muito nada a ver que vem absolutamente do nada. Algo mais comercial de produto japonês. [h2]UM JOGO PRA QUEM?[/h2] Acredito que tenha mostrado pontos suficientes do meu argumento de que o Naoki não faz a menor ideia de como fazer esses jogos. Claramente ele tá no tentativa e erro, esperando acertar. Mas a bomba que deram na mão dele é muito complicada. Afinal é pra quem esse jogo? O combate action, o mundo semi aberto copiado, os momentos engraçadinhos. A square quer que o jogo caia nas graças de um público que não joga final fantasy, mas sejamos sinceros: Uma pessoa que não conhece ffvii, não sabe quem é cloud, quem é sephiroth, não sabe a história toda, ela jogaria o remake INTEIRO com 25 horas de conteúdo filler? E mesmo se terminasse, acha que a impressão dela seria positiva pra jogar esse jogo aqui? Pessoalmente, se eu não conhece nada de FFVII ou de Final Fantasy em geral, eu teria abandonado o remake logo nas primeiras horas e simplesmente colocado na cabeça que é um dos piores jogos que já joguei e que a fandom de final fantasy é insana por babar isso aqui. Bem, se não é pro público novo, é pro público do OG? Acredito que o público do OG seja o que mais critica esses dois jogos, as vezes até de forma obsessiva. A esmagadora maioria das mudanças nesses dois jogos incomodam eles, então não diria que é um jogo pra eles também. Então é pra quem? É um jogo que vive num limbo, sem foco, tentando agradar todo mundo, mas acaba não agradando ninguém. É vazio, não tem muito pra ser extraído daqui. Mesmo o combate sendo legalzinho, ele não sustenta pelas dezenas de horas. Horas essas onde o jogo quer porque quer fazer você não gostar dele. Se você nunca jogou Final Fantasy, comece por outro, você vai sair com impressão negativa se começar por aqui. Se você já jogou, talvez seja melhor rejogar o original do que se aventurar por essa frustação.
おすすめはしかねます。 映像面のクオリティはかなり高いものの、ゲームとしては色んな要素を詰め込みすぎたせいで纏まりに欠け、余計な部分も多く、プレイ中は楽しい時間よりストレスを感じる時間の方が長かったです。 以下、適当に所感を書いておきます。 原作はプレイ済み。 PS5版のボケボケでカクカクな動作がストレスすぎて途中で挫折し、セール時にPC版を買い直してクリア。 再プレイだったので、最初から公式チート機能を使ってサクサク進めました。サブイベなど一通りの要素に触れた上でのクリア時間は90時間ほどで、ボリュームは十分にありました。 しかし、そんな大作のわりに中身の質はあまり良くなく、原作にない余計な要素がふんだんに取り入れられており、全体的に水増しした感が半端なかったです。 私はダンジョンで分れ道があったとき、正解ルートを進んでいると気付いたら、戻ってもう一方のルートを進んで宝箱を回収する派です。つまりアイテムやイベントの取り逃しが嫌いです。 そういった同志諸君にとって、本作は苦行になる可能性が非常に高いです。 なぜなら苦痛となる探索要素やミニゲームが満載だからです。 フィールドの探索はただの作業です。 ワクワク感とか皆無でした。 マップでマークのあるところまで行って、モンスターと戦うか、ミニゲーム未満の面倒で苛つく虚無作業をさせられるか、各フィールドごとにある退屈なミニイベントを見せられるか、そのいずれかです。 それでも私は全てのフィールドを探索しきりました。 クリアした今、馬鹿なことをしたなと思います。 本作のミニゲームの九割はストレス要因です。 メインストーリー上でプレイを強いられるミニゲームが多数あるので、プレイしないという選択肢はありません。ただ単にミニゲームをクリアするだけなら適当にやっていても問題ないですが、高得点を狙おうとすると難易度が高く、苛つかされます。久々にコントローラーをぶん投げたくなりました。ミニゲームの結果次第で仲間の好感度に影響が及んだり、装備品やアイテムの入手がかかっていたりしたので、私は妥協できずやり遂げてしまいました。本当に苦行でした。もう二度とやりたくないです。 ただ、ミニゲームの中でカードバトルだけは普通に面白かったです。 ストーリーはあまり面白くなかったです。 下手に手を加えず原作通りの方が物語の質は高かっただろうなという印象です。 そうでなくとも、フィールドを探索したりサブイベントをこなしたりしていると、どうしてもメインストーリーがブツ切りになってしまい、ストーリーに集中できませんでした。オープンワールドっぽくするために探索要素やサブイベントを入れすぎたことで、メインストーリーが薄まってしまっていました。 90時間以上プレイしてクラッシュしたのは一度だけだったので、最適化は良くされていると思いました。グラフィックも綺麗なわりにそれほど重くなく、少し古いグラボでもPS5より良い画質で十分に動かせました。 私は前作リメイクはかなり好きでしたが、本作リバースは好きになれそうにありません。三部作の二作目として見ると、中だるみしすぎている感じです。三部作が出揃って一気にプレイする人が現れたとき、本作で投げ出す人が多く出そうな気がします。 次回作リベレーションのために本作を頑張ってプレイしましたが、次回作に期待感を覚えるどころか、発売日に買う気力が失せてしまいました。 FF7は好きですが、残念ながら本作は好きになれません。
Final Fantasy VII Remake is not a game I enjoyed that much. Too much story padding, every area and dungeon was too linear, and the combat wasn't working for me. Final Fantasy VII Rebirth, however, really tidied up my problems with the original Remake... mostly. This is the type of game that will have you going "this is the greatest game of all time" and five minutes later thinking "what the hell were they smoking." Rebirth blows the doors wide open on the formula established in Remake. You can customize your party, have much freer movement, and much bigger, less linear areas. New combat mechanics and abilities make it feel like you're spending less time farming ATB and more time doing things. Every party member feels useful, fun, and unique to play, though I found spells to be heavily devalued. I don't actually remember if this existed in Remake or not, but you can unlock offensive spells as abilities in your upgrade tree, which has made the actual spells feel really pointless; the only spells I use are support ones like buffs, debuffs, and heals. I don't understand the point of using fira when I have a built in, better fira that costs no MP. Now, I'm not really an open world guy, and we'll get to that, to me there's an ideal place between hallway simulator and feeling like the area you're in has depth and at least as far as the main content is concerned the game does a good job. Open worlds are my nemesis. Nothing excites me less than the premise of trekking around a giant map full of copy paste filler content that exists only to pad out my playtime as I try to get to the next story objective. Here in Rebirth, I'm quite.. conflicted. Easily being able to get a chocobo in each region via a quick side quest is nice, really makes moving around less miserable, and each one having a unique skill for that region and environment is quite cool; and you'll need them for the copius amounts of side content out there in the open world. The thing with that side content is, it varies from Ubisoft Open World Towers and scanning rocks to actually good, fun stuff like a little tower defense/moba minigame or card game battles. If you're ever unfortunate enough to stumble across anything like the rocks you need to scan or the summon temples, be prepared for it to take twice as long as is necessary so Chadley can call you and say literally nothing just to waste your time. There is some great side quests here though, not to be confused with the open world side content, sometimes containing even more new minigames or having you hang out with a dog while the best theme in the entire game plays. The cast here is just phenomenal, everyone is so fun and expressive and gets their own time to shine... though the story at large is another contentious point for me. It's overall good, though the characters are doing most of the heavy lifting here, from the main cast to the entertaining and unique characters that populate the world. A solid 60-70% of the game is just 'Cloud and friends following the black robes hoping to stumble into Sephiroth,' who himself is constantly popping up to aura farm and vaguepost at Cloud so you remember he IS in the game. Things definitely pick up as you get to Gongaga, but the pacing issues don't really go away. Some sections are too long while others feel like they breeze by; certainly a weakness of splitting a game up into three parts leaving the middle as the most gameplay centric area, it's hard not to notice while playing. It's also worth keeping in mind that just like Remake, this isn't _really_ a remake of the original Final Fantasy VII, more like a reimagining with a new story, and we'd be here all day if I were to get into all the story differences, so I won't. As of writing this review, I'm not entirely done with the main story, but very close, and I'm already certain this is a great game and I look forward to Final Fantasy VII Revelation. This is definitely not a game that I'm interested in going for 100% for, there's way too much tedium in the side content, and I'm not interested in spending time doing Ubisoft Open World Towers and the other filler available; but if you stick to the main story and pick up the side quests that interest you and enjoy the little minigames there's a lot of love here.
As a FF lover and OG FF7 lover this game is terrible Every single section is filled with so much bloat that all meaning and impact is lost Several characters are totally changed for the worse (Red 13 being the worst) I tried for weeks hating the game hoping for it to pick up, it never did. I've never seen a game more full of bloat I actually like some of the multi-verse stuff, theres essentially 2 parallel stories that i think will meet/merge in the 3rd one but the pacing is now a snails pace. Cosmo Canyon has been like 3 hours and theres no sight in end, its insane. I have hopes for the 3rd game, and I think vincents gameplay might be insanely good, but im worried. Im very glad I played the OG first, people online say you dont need to but theyre lying The game still only partially makes sense, but without the ogs context I would have been screwed
they really just went with the ubisoft open world garbage huh. the story itself is really fun, the rest of the game not so much. idk who designed these minigames but they're terrible. Pretty much none of the minigames are engaging or interesting, just really, really frustrating and time consuming. this game unfortunately oozes poor game design from almost every aspect besides story and combat. I understand the side content is side content so it isnt required but it baffles me that it even exists. the side content should have been cut in favor of the intriguing and fun story, kinda like the first game. Chadley as a character could be interesting, but hes just used as a conduit to muddy the game. I see no reasonable explanation for having 6 identical cell towers to activate per region with the same style combat trials, horrible protorelic minigames, copy paste lifestream rocks, and copy paste summon analysis. i've yet to finish the main game but im hoping after cosmo canyon the story takes the forefront. this portion of the story is supposed to be about chasing after sephiroth but instead we're doing ubisoft open world cell towers and random minigames. i'm going to see it through but this is just sad.
SPOILERS: I have mixed feelings about the game as a whole. Every time it builds itself up to be something good, it immediately does something to make me hate it. The first half was a drag. The latter half was better but still had some downsides. 5.5/10 [b] Minigames [/b] It took some getting used to the fact that progressing through the main and side quests meant playing minigames. Getting weapon upgrades, useful items, deepening relationships with companions, and progressing through main/side quests all meant doing minigames. I thought finishing them and getting the best rank would be the end, but later on, new challenges and hard modes were introduced for the same minigames. The upside of having so many minigames was that there were at least one or two I enjoyed and grew fond of. During the Loveless play, instead of just watching and enjoying the play as the characters bond, we're instead tasked with doing quick-time events, completely ruining what's supposed to be a laid-back section where we should be paying attention to the play and our characters performing different roles. I'd say a good 40% of the gameplay is just minigames. [b] Combat [/b] The game gives you plenty of options for approaching enemies rather than just relying on their weaknesses to defeat them. This installment introduces synergy skills/abilities that let you perform powerful attacks when two characters work together. Parrying is a bit better here. Although there are many ways to approach enemies, the game does a terrible job explaining some deeper concepts, which makes them easy to miss and causes players to overlook major aspects of the game. Looking up videos on the topic will give you more info. One of the most frustrating and lazy combat scenarios is when the game actively puts you in a situation that goes against everything it has taught you about fighting. One example is a combat simulation battle where you have to defeat one enemy before killing the two others accompanying it. The frustrating part is that your companions will attack the 2 weaker enemies, which makes you fail the mission. A 2nd example is the Rufus battle. This boss fight is the first and only one of its kind, where Rufus is completely invincible except when he's reloading. You can perform Cloud's most powerful attack, and Rufus will simply be immune to it. Even the final boss doesn't have this feature and is notably easier to defeat. [b] Weapon/Skill Progression [/b] I thought the UI and progression system were worse in this game. I could see they were trying to make it easier, but it comes out messier and less coherent. Instead of dedicated spheres like in the last game, we're given skill trees that feel mashed together. This game is stingy and inconsistent about giving you new weapons or good materia. For weapons, they'll give you new onesnfor each character, over one or two chapters, then none for several chapters afterward. One example is the Mako Reactor: the game gives you new weapons back to back, but then, for several chapters before or after, you get just one or none. It was disappointing to reach a new region or store and not be able to spend my accumulated Gil on anything useful. I expected to earn weapons through side quests or deep exploration, but most of the time they were just sitting in chests out in the open. It felt like they were handed out at random. [b] Open-world [/b] At first, I was skeptical of the open-world concept, but it turned out better than I expected. My favorite part was when Chadley shows you a compilation of everything you've explored in a region, field intel, towers/springs discovered, activities completed, enemies assessed. That was a nice touch and made the repetitiveness of the region activities feel mostly worth it. You're rewarded well for it too, since you can practice defeating enemies in the simulation, which grants you new skills via the Enemy Skill materia. You also earn intel points, which let you develop new types of materia from Chadley. Every soundtrack perfectly captures the atmosphere of its region. [b] Story [/b] Story-wise, this game really moved me and genuinely made me care about the characters and the story. I already knew the basic story, but playing this game made me develop a deeper appreciation and a hunger for learning more about the deeper themes of FF7. I think one thing that hurts the game is its unserious attitude. It felt like the writers were afraid to let some things go all out. Take Barret's rage against anything Shinra. There are multiple times where he is given the opportunity to finish off someone he deeply despises but just lets them go because it's "the better thing to do." It doesn't make sense to build him up as someone who holds a grudge against people for literally dropping a plate on their home but he does nothing about it. One of the main themes of FF7 is death, but it seems to be nowhere to be found where it makes the most sense to appear. The game isn't subtle about portraying Don Corneo as a human trafficker who keeps women as sex slaves. Tifa, Aerith, and Yuffie act threatening toward him but pretty much just give him a slap on the wrist. Instead of some gritty outcome, it doesn't have to be death or gore, he just gets kicked in the stomach and let go. Isn't Cloud at least a little mad at him for almost trafficking Tifa? Wouldn't Barret, who has "Dad" energy in the group, especially in his relationship with Marlene, be the first to want to kill Corneo? Another miss was bringing back Reno, since Remake made it seem like he died. The Turks are some of the most boring characters in this FF7. They never die and Barret or Tifa never do anything to them despite the Turks committing atrocities. Their only purpose seems to be showing the banality of evil. All Sephiroth ever does here is taunt Cloud. But it's the little moments and interactions between the main characters that grew on me, and my thoughts about them evolved beyond my first impressions. I took Yuffie as an annoying brat but playing her here, completing her side quests, and taking note of her small interactions within the group made me grow fond of her and her small development from someone who only cares about materia and proving herself, to someone who genuinely cares about the other characters. She's not perfect, but it's the small changes here and there that I really took note of. This sequel made me understand why Aerith is a truly beloved character among the FF fandom. I think her personality is an important part of the group's dynamic, and more importantly, of Cloud's personality/psyche, as a positive force that combats his dry, monotone, and fractured character. All the drama within the first half acted as trauma bonding, and the Gold Saucer was probably one of my favorite events in a video game to date. The setting simply makes sense for the group to bond even further in a fun setting where we get to see a different side of them. As the endgame approached, I grew increasingly sad that our adventure was ending. I completed all the side quests and most of the activities the game had to offer, and in return I felt a stronger attachment to the characters, their individual stories, and the game's overall story. [b] Ending Thoughts [/b] Personally, I like the game. But I don't think it's a good game. It's an okay game. Whatever topics the game tries to tackle, it never fully commits to them. Despite all the good things, I don't think I can recommend this game, mainly because of the minigames and the hit-or-miss storytelling around serious topics. Some people might argue you can just skip them, since most are entirely optional, but when people buy a product, they usually expect to get the most out of it, if not all of it. With the lack of character deaths, it's hard to take the game's themes seriously when characters are going to live anyway.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 0 | — | $69.99 | |
| — | 0 | — | — | |
| $8.2M | 52.8K | 87% | $9.99 | |
| $12.7M | 33.7K | 78% | $19.99 | |
| $2.9M | 9K | 89% | $17.49 | |
| $15.5M | 12.5K | 87% | $49.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $11.1M | 22.4K | 92% | $17.99 | |
| $11.1M | 16K | 89% | $24.99 | |
| $11.1M | 12.1K | 86% | $49.99 | |
| $11.1M | 16.1K | 82% | $24.99 | |
| $11.1M | 12.7K | 86% | $29.99 | |
| $11.1M | 22.6K | 85% | $19.99 |