does a lot of work to set up a climactic conclusion to the remake trilogy, but there's one key regard in which it's making the next game's job harder. Splitting one classic into three games is a tall order, even if the original packed more story into its relatively efficient runtime than many RPGs twice the length manage to tell. 's approach to expanding the story tries a lot of different things, some of which prove significantly more successful than others.
One change in approach that actually starts in is an increased emphasis on Sephiroth. Despite looming large over the culture for decades now, Sephiroth had a generally minimal presence in the original game, acting as an often unseen shadow over the story that turned up in some memorable key sequences rather than a frequently recurring villain. tosses in a fair share of extra appearances, an act that follows with some additions of its own.
FF7 Rebirth is an exceptional return to the world of Gaia that leans heavily into its star-studded memorable cast and a classic-but-reimagined story,
It's not that surprising that the trilogy is increasing Sephiroth's presence. After fracturing the story, there's probably some concern over releasing games where the main villain barely shows up. It's still not the right decision, however, and proves once again that the less-is-more approach to Sephiroth that the original took remains a stronger choice than more maximal alternatives.
The scene that best exemplifies this problem is probably the fight with Midgardsormr, a giant serpent that can be found when the party is first moving from the Grasslands to Junon. In the original game, the party could come across a slain serpent impaled on a spiked dead tree, an image that lent a terrifying sense of power to the idea of Sephiroth. It didn't need explaining, as whatever the mind could conjure up proved more evocative than a fight scene between Sephiroth and the beast likely would have.
Sephiroth's «One-Winged Angel» theme plays
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