Final Fantasy VII Rebirth – PS5 Performance Review

Final Fantasy VII remains one of the most beloved chapters in the long-running Square Enix franchise. With Final Fantasy VII Rebirth, the second entry in the trilogy that kicked off with 2020’s FF7 Remake, the game returns to a format much more similar to the PlayStation original, most notably with huge open zones to explore. Today we’ll be looking at the game’s performance on PS5 across its multiple modes of play, taking into account a performance and visual quality patch that dropped just barely ahead of the review embargo.

High Performance Gaming

As a PlayStation 5 exclusive, for now at least, the game mirrors much of the Intergrade upgrade released for the PS5 in 2021. Like Integrade, this is an Unreal Engine 4 game, offering the choice between a Graphics or Performance mode, along with HDR on or off.

The game performed well both before the patch and after, with less than a handful of dropped frames in the 30fps capped Graphics mode even prior to the patch, while the Performance mode makes sacrifices to visuals in order to double frame rates to 60fps. In that mode we see small areas of hiccups in long view distance battles and certainly high bandwidth sections with any heavy particle and alpha effects, or in scenes that use expensive post effects. These are very infrequent, and never worse than 33ms frame time spikes, remaining inside the Variable Refresh Rate range of the PlayStation 5 output if you have a screen that supports it. The absolute worst case found was during a scripted battle attack that filled the screen with effects, during which the game held a locked 30fps in the Graphics mode and a low of 50fps in the Performance mode.

With the 1.01 Patch applied we do see minor boosts in stability from the worst-performing sections. Taking a fixed real-time cutscene that originally dipped to a low of 52fps, things improved to a 54 fps low, meaning we maintain more frames within the required 16ms refresh. This offers a small 4% increase over the previous version, which is all but invisible to the player, but it may have bigger improvements elsewhere in such a wide open and dynamic game. This patch also attempts to improve the image quality issues we covered in our demo performance review and that were noted by the community online.

Visual Quality and Modes

Playing across a wide selection of the game, its visual and technical make-up across both modes is largely identical. As was the case with FF7 Remake, the Graphics mode is the best of the bunch, delivering a full 3840x2160p output that can scale to a counted low of approximately 2880x1620p. The game uses a heavy TAA implementation, which appears to be Unreal Engine 4’s own TAA. Prior to the patch, this also appeared to use the spatial TAAU upscale across the entire frame at the end of the raster output. What this means is that the image, including UI, post effects, alpha etc, will all shift to a lower or higher resolution depending on load, and then the engine uses a bicubic or nearest-neighbour spatial upscale sample to bring the game back to a target 4K output.

This is also true for the Performance mode, which tries to – spatially at least – upscale back to 4K from a much lower base. Performance targets a counted approximate high of the same 2880x1620p level when in non-dense areas of the world with little or no trees, alpha, or post effects present. However, in denser sections or heavy battles, such as when out in the Grasslands or other foliage-heavy areas, it can drop to a counted low of 1920×1080 and remain here for extended periods. Like the Graphics mode, that same heavy TAA looks to use spatial upscale to 4K, though with fewer pixels it is often far softer. Comparing the modes side-by-side, differences come down to resolution and a minor reduction in object Level of Detail, which is likely related to resolution.

The patch seems to focus on Performance mode specifically, as I didn’t see any improvements in image quality or performance on the Graphics mode. What the team appear to have done is attempt a sharpening of the image, to aid the lack of pixel samples, in order to improve clarity and high frequency elements. It does look remarkably similar to FSR1; however, any spatial up-sample technique can look similar depending on the taps made. It could also be an update to the TAAU spatial upscale UE4 Engine to use nearest-neighbour, which creates a slightly sharper but more pixelated image. Either way, the results are certainly not transformative, and this largely comes down to the same reasons I noted in our demo review.

The sharpening does help increase detail and clarity on high-frequency textures and help define edges better. Resolution remains the same as before, as does the low-definition textures. The Temporal AA pass is extremely aggressive and can create lots of ghosting in the image, which does not help the game’s minute details. However, it does provide a largely stable and clean image throughout, giving the game a softer, more post-processed, offline CGI look. This is certainly by design and an artistic intention. Cutscenes are the best showcase of the visual quality in the game, as are the pyrotechnic-packed battles, again harkening back to the magic and effects design of the PlayStation original. Not all is positive with this though, as the game’s large scale seems to have made an even bigger impact on the production assets and variety, which affects the gameplay and real-time segments, although cinematics fare much better due to the fixed camera and asset control the teams have here.

Characters and World Details

The models of characters are easily the most impressive elements of the game. Depending on the sequence and areas in question, we have some strikingly beautiful effects in battle, with alpha flames mixed with extensive GPU-accelerated particles and physics-based destruction and interaction. Many sections have some well-placed spot, point, and area lights that cast high-quality shadows that stretch and dance. Outside, the shadow map cascade is noticeably short in both modes, but the game does mix shadow maps on characters to emulate a contact-hardening look for legs that occlude closer to the contact area of the ground and a more diffuse top half that is further away.

The cinematic sequences can be even more impressive, as the increased and improved lighting and shadows means that models can now be seen in the best light, literally. Material quality, self-shadowing, subsurface scattering, and bone rigging of faces and movement is dramatically better. Add in the cinematography of each, and the extensive use of expensive sprite sample bokeh depth of field, high quality per-pixel motion blur and no camera or radial blur offers, for the most part, the sharpest and most impressive visuals of the game. The Graphics mode is much better due to the significant pixel increase and thus sharper image, but both modes offer effects parity just at a lower precision.

That said, the high and lows are often enough to stand out. These come down to a few key aspects based on my analysis here. The TAA is strong, and although motion blur is off for camera motion, per-object blur on characters looks excellent but can add to the soft image. Texture filtering is still too low in both modes, although texture assets themselves as well as the MipMap bias in the performance mode do not compensate for the resolution shift. Screen space reflections can be good on some surfaces, but fall down with low sampling and little denoising from the TAA, causing artifacting – specifically on water bodies – even in cutscenes.

The biggest problem is that the game is chock full of low-fidelity walls, rocks, pictures, fabrics, signs, and even characters.

The biggest problem, though, is that the game is chock full of low-fidelity walls, rocks, pictures, fabrics, signs, and even characters. Compounding this is that some have very drab colours with blended browns, greys, and blues with little surface detail. As such we have a game that can both rise and fall on the visual rollercoaster. The lack of high-fidelity detail in the world as a whole makes it hard to pick out distinct objects or characters aside from when in battle or cinematics. It leaves many areas looking soupy in the Performance mode and soft in the Graphics mode. Using Cloud himself as an example, the lighting and material in some areas can leave his skin and details shiny and plastic looking, breaking physically based shading rules. In addition, his textures and detail can be soft, with hair cards causing fizzle. These issues extend across NPCs, teammates, and substantial portions of the game world.

Summary

Final Fantasy VII is a classic and Rebirth delivers on providing an incredible next chapter of the remake trilogy. This is a performance review though and on performance the team has delivered a near rock solid game that caters to both 30 and 60fps players. On a visual front though, it suffers from similar, and due to scale, more issues than Remake. This leaves a mixed impression, and though I hate to say it, it can look closer to a cross-generation game in some of the worst-case scenarios with regard to material details and quality.

The patch offers a small but noticeable increase to this, but more is required to aid the assets, and I feel this is beyond a simple patch. Asset quality and details can be muddy, even in the 4K mode, and even if other increases come in the form of improved Mip bias, adjusted TAA, or improved screen space shadow sampling, it would not resolve the lion’s share of the issues. That could only be improved with updated and higher quality assets and materials in the affected areas. Polygon count and textures would be the biggest focus for a later patch, which could transform the game’s look in those weaker areas. The team may be able to improve the game further, but at least you can play without any concerns on the performance side, and 30fps may have never looked so good.

Age of Mythology: Retold Coming to Xbox and PC Later This Year

Age of Mythology: Retold, the upcoming remaster of the 2012 Age of Empires spin-off of the same name, will release on Xbox and PC simultaneously later this year.

Age of Mythology: Retold is a real-time strategy game by World’s Edge and Xbox Game Studios. In it, players can command gods from Greek, Norse, and Egyptian gods in epic battles over warring territories in single-player or co-op campaigns. Although Age of Mythology doesn’t have a concrete release window, the game will launch as a day one Game Pass alongside its release on Steam and Xbox consoles.

“In Age of Mythology Retold, we’re not only upgrading the engine and bringing all of those quality of life improvements that you’ve come to expect from World’s Edge, but in addition to that we’re doing even more to update the art,” art director Melinda Rose said in an announcement video. “That means all new 3D models, all new animations, textures, UI, VFX, the whole shebang.”

To showcase Age of Mythology: Retold’s updated 3D character models, Rose brought out life-sized augmented reality models of Medusa, Pegasus, and Cerberus.

“Our goal is to not only pay homage to the past but to breathe new life into this game and maximize the mythology,” Rose said.

Today’s Age of Mythology: Retold news coincides with World’s Edge studio and TiMi Studio Group’s other big announcement that they are working together to bring Age of Empires to mobile devices later this year. In short, 2024 spells exciting times for stalwart real-time strategy gamers across all platforms.

In our review for Age of Mythology, we rated the game a 9.3, saying it “blows open the doors of the series by taking a step away from history and giving the designers a bit more latitude.”

Hopefully, Retold will continue the work its predecessor achieved by providing yet another all-timer RTS game for fans when it releases later this year.

Isaiah Colbert is a freelance writer for IGN. You can follow them on Twitter @ShinEyeZehUhh.

Even Kesha and Doja Cat Couldn’t Help but Check Out Lady Gaga’s Fortnite Collab

Lady Gaga’s appearance in Fortnite Festival Season 2: Unlock Your Talent is so popular that some of the world’s biggest musicians can’t help but check it out for themselves.

Lady Gaga took the stage in Fortnite as part of a recent update that is running until April 22, bringing fans new cosmetics as well as an opportunity to play songs like Applause, Born This Way, and Poker Face in Epic Games’ Guitar Hero-like game mode. It’s a Gaga takeover that is attracting her fans – and big-name talent like Kesha and Doja Cat.

“Never played a video game before in my life but readyyyyy,” Kesha said, posting an image of her newly purchased Lady Gaga skin on X/Twitter.

This is the kind of thing that can send online fans into a meltdown, and Kesha followers did not disappoint. It wasn’t too long before the Cannibal singer’s mentions on X/Twitter were flooded with memes and requests for her to start a Twitch channel.

Doja Cat, meanwhile, has a well-documented history on her Twitch account, dojacattington. She, too, was quick to hop into Festival Season 2 to see how the Lady Gaga content was shaping up. Sadly, she did not have enough V-Bucks to purchase the Chromatica Armor skin and Rain Check emote right away.

And, if her Instagram is any indication, Gaga herself even seems to be playing Fortnite now, coming a long way from her infamous “what’s fortnight” tweet.

“Music. Fashion. Technology. Digital rain for my skin to dance in,” she wrote. “Best day ever. We loved combining these worlds so we could experience music on a whole other level. Feels like this was meant to be. Immersive experiences with art I think really leave an imprint on the soul and it changes the texture of how we experience pop culture. I love Fortnite*. Monsters enjoy!”

Fortnite made a name for itself with in-game musical tie-ins throughout the last decade. Musical giants, such as Travis Scott, Ariana Grande, The Weeknd, Eminem, and Marshmello, have all chipped in to offer players exclusive concerts and goodies. There have also been all-encompassing events that forever alter the course of the experience. Other highlights include the Devourer of Worlds event, which saw players fighting against Marvel’s planet eater, Galactus, and The End, which brought Fortnite Chapter 1 to a close with a bang.

Lady Gaga is only the latest star to make an appearance in Fortnite, and she probably won’t be the last. In other Epic news, Disney announced earlier this month that it had acquired a $1.5 billion stake in the game maker, helping secure its future and create an even bigger universe to play in.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Age of Empires Mobile Unveiled From Developer of Call of Duty Mobile, Pokemon Unite

World’s Edge studio and TiMi Studio Group today revealed they are working together to bring Age of Empires to mobile devices, with a planned release later this year.

Age of Empires Mobile will be a free-to-play strategy game with in-game purchases, which will include items to speed up progression and obtain resources. Like the PC games, Age of Empires mobile will feature base building, empire building, combat, and RTS elements. But it’s not strictly an RTS game – rather, it’s a mix of different strategy mechanics, and will also see certain elements of customization for mobile devices. Available characters will span a number of historical eras including the Chinese, Roman, Frank, and Byzantium empires, and will include King Arthur, Joan of Arc, Julius Caesar, Leonidas I, Alexander I, Khalid, Durgavati, and the Queen of Shiba. Players will also be able to compete both alongside and against one another in both 1v1 play and larger siege battles. More content is planned to be added to the game as time goes on.

While mainline Age of Empires games have been developed by World’s Edge, Age of Empires Mobile is being made by Tencent subsidiary TiMi Studio, the same studio that developed Call of Duty Mobile, Honor of Kings, and Pokemon Unite. We spoke with producer Robin Xin and TiMi Studio Group general manager Brayden Fan via email ahead of the announcement to learn a bit more about the partnership, and how it came to be.

So why did TiMi choose the Age of Empires franchise specifically as its next major mobile partnership project? One reason might be that a number of the developers there are big fans of the series. Xin is, certainly, saying it was his introduction to the RTS genre and calling the series “iconic.”

“The original title was how I learned to use a mouse and keyboard,” Xin says. “So when you grow up playing Age of Empires, you learn the different aspects of the game. First off I was always trying to build my base to be more powerful. Then, I got into the combat. And even still, I’m hooked. I’ll watch Age of Empires 4 content creators on BiliBili – although I must admit, I am personally more interested in videos sharing different tactical approaches rather than watching the game’s competitive scene. But just the fact that this series can offer different ways to engage with it, shows why it’s such a great title to work on.”

Age of Empires Mobile differs from TiMi’s previous partnerships in that with Call of Duty Mobile and Pokemon Unite, publishing rights stayed with the IP holder. But for Age of Empires Mobile, TiMi will be the publisher. Fan explains that this is due to TiMi’s “considerable” experience in mobile game publishing, and that both World’s Edge and TiMi have “maintained a strong, deep cooperation” throughout the project.

But that doesn’t mean this will be the exact Age of Empires PC-fans are used to. Xin tells me that this should be considered a “brand-new” take on the series, tailored for mobile users. He explains that some of the differences will include reductions in the number of combat units controlled by players as well as the frequency of operations, and adds “smart assists” to help with controls during troop battles, as well as a simpler UI throughout the game. The goal, he says, is to make the game easier to play so that players can focus more on strategic planning rather than fumbling with the UI.

And there are some new gameplay elements as well, Xin adds:

“Age of Empires Mobile introduces a variety of single-player gameplay modes – some are based on RTS gameplay – but more distinctive is the multiplayer experience. The core aspect being the alliance gameplay. This offers players a chance to team up in massive alliances and take part in epic siege wars, building strength through cooperation and competing against players worldwide.”

Age of Empires Mobile is planned to enter early testing in select regions soon, and pre-registration is expected to be available today.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Unveiling the Arcane Clash: The Legendary Mages Set to Debut Dragonheir’s Multiverse Through Phase Two Collaborative Adventure With Dungeons & Dragons

In the immersive storytelling between Dragonheir: Silent Gods and Dungeons & Dragons, the legendary ranger Drizzt Do’Urden successfully thwarted his nemesis, Errtu the Balor, in the first phase of the storyline. As the adventure moves into its second phase, two arcane masters from Dungeons & Dragons, Elminster Aumar and Sammaster, will debut on February 23rd, offering players an exciting showdown.

Expanding Dragonheir’s Fantasy Multiuniverse with Classic IP Collaboration

Dragonheir: Silent Gods, also referred to as Dragonheir, is an open-world TRPG that incorporates several classic Western fantasy tabletop game mechanics. It includes dungeon duels, card mechanics, dice rolls, and a wide variety of races and professions.

Sagi, the lead producer of Dragonheir and head of SGRA Studio, shared his thoughts on the collaboration: “We look forward to embarking on an extensive collaboration with Dungeons & Dragons, a renowned western fantasy IP. Our goal with this collaboration is to provide players with an immersive experience as they explore the vast world of Dragonheir. We want players to enjoy the thrill of forming adventurous teams with iconic Dungeons & Dragons characters and engaging in strategic combat.”

Experience an Exclusive Storyline to Receive Limited-Time Rewards

In the storyline of this collaborative adventure, Dragonheir‘s multiverse welcomes the arrival of Elminster Aumar and Sammaster, two esteemed masters of the magic arts. In the original lore, Sammaster once studied magic under Elminster Aumar. However, after a heated argument, Sammaster’s irrationality led him to redirect his dissatisfaction towards Elminster’s existence, fueling his resentment. This divergence pushed him away from the path of righteousness, delving into necromantic arts, and ultimately opposing Elminster Aumar. Within Dragonheir, players will accompany Elminster Aumar to thwart the collaborative boss Sammaster from encroaching upon the world of Dragonheir.

In addition, the second phase collaborative event offers players new gameplay features, artifacts, and promotional benefits compared to the first phase:

  • Introduction of a limited-time dice skin exclusive to Phase Two Collaboration – [Arcane Dice].
  • Debuting the multi-phase gameplay for the collaborative Boss, presenting varied abilities and attributes, empowering players to tailor their strategies.
  • Presenting the limited-time artifact – [A Guide to Magic by Elminster], accessible through the Collaboration Token [Sage’s Chess Piece].
  • Unveiling for the first time, an exclusive collaborative promotion bundle containing multiple Heliolite Dice and Skill Scrolls, accompanied by the exclusive collaborative avatar frame [Sage of Shadowdale].

Players can delve deeper into strategic gameplay and reap additional benefits during this collaborative adventure. The expanded feature set promises a more immersive experience, with greater strategic depth and an enhanced reward system for players who participate in this event.

Dragonheir: Silent Godscollaboration with Dungeons & Dragons is now available to play on Mac, Windows, Epic, Steam, iOS, and Android platforms. Click here to download the game now and enter IGN’s exclusive gift code ign223 to redeem limited rewards.

Join Dungeons & Dragons legends in Dragonheir and engage with the game’s community on Facebook, YouTube, and Discord for comprehensive information!

Microsoft Makes Custom Palworld Xbox Series S

Microsoft has continued its custom console collection by creating an Xbox Series S based on ‘Pokémon with guns’ hit Palworld.

Revealed on X/Twitter, below, the Palworld Xbox Series S itself features a ton of Pals in colourful artwork, but it’s perhaps the controllers that will draw the most attention. The console comes with four gamepads, each one themed after different Palworld beasties.

A yellow controller features Electric element Pal Grizzbolt, a green controller features Grass element Pal Mammorest, a blue controller features Water and Ice element Pal Pengullet, and a pink controller features Neautral Pal Cattiva.

Xbox isn’t selling the custom console but is instead giving it away in a sweepstake. Fans can enter for a chance to win by following the Xbox X/Twitter account and retweeting the post by March 17, 2024. The prize bundle comes with three months of Game Pass Ultimate, too.

Palworld is a smash hit, logging 25 million players since going on sale in January 2024, including 10 million on Xbox. It’s the biggest third-party launch on Game Pass ever. This might lower the chance of winning the special console, but someone’s got to win.

This isn’t the first custom console or controller Xbox has created, as earlier in February it revealed a Dune: Part 2 special edition with a floating gamepad. Other Xbox Series X and S generation highlights include red and blue fluffy Sonic the Hedgehog gamepads, one made out of actual Jade, and even an edible gamepad.

Its more regular line of controllers include the sexy Gold Shadow, cosmic Stellar Shift, dusty Stormcloud Vapor, and even an Earth Day one made partly from recycled CDs, water jugs, and other Xbox controller parts.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Nightingale Studio ‘Prioritising’ Development of Offline Mode

Steam survival crafting game Nightingale is getting an offline mode “as soon as is feasible”, with developer Inflexion Games deeming it a priority.

In a developer update posted to Steam, Inflexion said it built the game with a shared, connected universe in mind but didn’t realise players would want an offline mode too.

It updated the post later to say work on regular updates would be uninterrupted despite saying it was prioritising the unplanned single player mode. News on regular updates, pertaining to new content, fixes, bugs, and other work would arrive in the coming days, it said.

“We are now prioritizing and developing an offline mode that we plan to release as soon as feasible,” Inflexion said.

“Our vision for the game since inception was to create an interconnected series of Realms, with the idea of allowing for co-operative exploration in mind — a universe bigger than a single Realm or server. That meant we made a choice early in development between supporting co-op from day one or focusing development on an offline mode.”

It added: “Looking back on that decision, we misjudged what some of you were looking for in your experience.”

Nightingale launched on February 20 in Steam Early Access as a shared world survival crafting game set in an all new fantasy universe. Players are stranded beyond their own world, cut off by the sudden collapse of the arcane portal network.

“The gameplay loops of Nightingale look flexible, engrossing, and fun, though [we are] mildly worried about how much attention the base building can keep,” IGN said in our final preview. “[We’re] unsure of what else there is to do or maintain once it’s built the way you like. Of course, [we] do suppose creatures can also come wreck things and force you to build anew.”

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

IGN UK Podcast 737: Buster Swordin’ Makes Me Feel Good

Cardy, Matt, and Dale have all finished Final Fantasy 7 Rebirth and had a bloody good time playing it, too. Find out why, as well as why Dune: Part Two is a fantastic sequel and film you should see ON THE BIGGEST SCREEN POSSIBLE. Plus, there’s also time to try and explain how the new poker-based roguelike Balatro is taking over lives.

What’s the scariest kids TV show? What’s the best KitKat? Get in touch at ign_ukfeedback@ign.com.

IGN UK Podcast 737: Buster Swordin’ Makes Me Feel Good

Avatar: The Last Airbender Star Thought He Was Auditioning for James Cameron’s Avatar

Avatar: The Last Airbender star Ken Leung thought he was auditioning for a role in James Cameron’s Avatar instead of that of Commander Zhao on the Netflix series.

Speaking to Deadline, Leung admitted he hadn’t heard of the beloved animated series before he was awarded the role and laughed that, when he was told the role was for Avatar, he thought he’d “be blue”.

“I didn’t know the original at all,” Leung said. “Maybe it’s an age thing but I didn’t know about it. First of all, the audition, you couldn’t tell it was for Avatar, it was kind of disguised as a different project. And when I first heard it was for Avatar I thought I was gonna be blue.”

Leung said this served him well, however, as he didn’t have the pressure of knowing the original portrayal of Zhao and therefore could let his version of the character flourish.

“Looking back, I kind of love that I came in blank,” he said. “Because when you have ideas you can kind of corrupt a pure process. You come in blank, things will come into it that will inform your playing of it in a way that it might not if you came in with preconceived ideas or plans. So I was grateful for that.”

The Netflix adaptation premiered on February 22 and also stars Gordon Cormier as Aang, Kiawentiio Tarbell as Katara, Ian Ousley as Sokka, Dallas Liu as Zuko, and Paul Sun-Hyungas as Uncle Iroh.

In our 7/10 review, IGN said: “The live-action Avatar: The Last Airbender series enriches the original story with meaningful new material, but its breakneck pacing, exposition-heavy dialogue, and hit-or-miss effects aren’t precisely in balance.”

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Final Fantasy 7 Rebirth Isn’t Out Yet But Fans Are Already Obsessing Over Tifa

Final Fantasy 7 Rebirth may not be available until February 29 but fans are already obsessing over Tifa’s appearance in the game.

A clip of the remade Costa Del Sol section of Final Fantasy 7 has gone viral, with Tifa trending alongside Aerith. The clip shows the party at the beach, with Cloud seemingly taken aback by Tifa and Aerith’s swimsuits.

The internet has already grown obsessed over it, with one post from X/Twitter user @Genki_JPN having clocked 1.6 million views by itself.

Tifa’s popularity isn’t anything new, of course, but the fact she’s trending over Aerith upon the release of a game that already has fans fiercely debating the latter’s fate is telling. Tifa was trending in January too, when fans called for her to be added to Tekken 8 so much that Tekken boss Katsuhiro Harada had to address it.

“We all know she is attractive and I understand that,” Harada said in a post on X/Twitter. “But as yet we have not decided anything about guest characters etc.”

The Costa Del Sol section of Final Fantasy 7 Rebirth is just one of several cities players can explore. Unlike the first game, Final Fantasy 7 Remake, the sequel takes place throughout a large portion of the world and also includes the likes of Gold Saucer and Junon. The latter can be explored in the recently updated demo too.

In our 9/10 review of Final Fantasy 7 Rebirth, IGN said: “Final Fantasy 7 Rebirth impressively builds off of what Remake set in motion, both as a best-in-class action-RPG full of exciting challenges and an awe-inspiring recreation of a world that has meant so much to so many for so long.”

Those looking to see how long it takes to get through the epic can also check out IGN’s How Long Is Final Fantasy 7 Rebirth? guide.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.