FFVII Rebirth FFVII Rebirth

Gaming

Can FFVII Rebirth be your first Final Fantasy game?

The game’s director says yes

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It’s never easy to recommend which Final Fantasy game to start with to anyone interested in the franchise. Truth be told, there’s no easy answer. But Final Fantasy VII Rebirth Director Naoki Hamaguchi believes the upcoming game can be one of the top-of-mind options. 

At face value, that seems like an odd suggestion. Especially since Rebirth is a sequel to Remake. But Hamaguchi, speaking to GadgetMatch at the Thailand Game Show 2023, said that’s even the primary reason why they decided to remake Final Fantasy VII (FFVII). 

Naoki Hamaguchi | Final Fantasy VII Rebirth

Hamaguchi said there’s for sure many players who have never played any Final Fantasy game before. But they might have heard the names “Cloud” and “Sephiroth” somewhere. If that piqued their interest, it wouldn’t make sense to direct them to the original game given the state of gaming today. 

It’s this general thought that led them to pursue the Final Fantasy Vii Remake Project. It’s to bring these really popular characters to a gaming experience that makes sense for today’s standards. 

“We understand that FF7 is a difficult title to get into today. But the game [FFVII Rebirth] is developed very meticulously so it won’t feel unnatural when you start playing. All the tutorials will be there,” said Hamaguchi. 

“We have created everything carefully so that even a new player can enjoy the game,” he added.

And based on the latest trailer released as of writing, there does seem to be a lot going on in this game. 

Side content and mini games 

FFVII Rebirth

One of the biggest criticisms for FFVII Remake is that the side quests felt so detached from the story as a whole. So much so that it feels like these killed the pacing of the game. 

Speaking still in relation to FFVII Rebirth’s approachability as a game, Hamaguchi said “everything has been improved.”  

Talking specifically about the side content, the game director said the side content was made to fit the larger world map they built for the game. There’s so much to explore that he says playing through everything will take over 100 hours. 

He estimates the main story will take 40 hours to complete, in case you’re curious.  

Hamaguchi was also asked about the mini games in Gold Saucer. He said every mini game from that particular location was brought from the original game to Rebirth. 

But it doesn’t end there. He said the reaction they hope to get is players enjoying not just the mini games in Gold Saucer but all of the mini games sprinkled in Rebirth.

What’s new and will there be a twist? 

Barrett and Tufie Synergy Ability

Barrett and Tufie Synergy Ability

We asked Hamaguchi which game mechanic he’s most excited for players to experience. He said it’s definitely the Synergy Abilities which is something that wasn’t present in the FFVII Remake. A version of it, however, is present in INTERGrade. 

The Synergy Ability is a team-up move of one character with another. This varies widely depending on the characters you have in your party. He noted that you have to keep using the abilities to gain even better ones. 

He said the mechanic also encourages playing with all the characters. The many combinations yield many different abilities that can help you in combat. 

We played the game briefly and got to try the Synergy Abilities. Apart from helping deal massive damage, the abilities are also a visual spectacle. 

We only had 30 minutes to play so we can’t speak on it that much. During our gameplay, it almost felt like it’s a secondary Limit Break attack that you can unleash on your opponent. 

Unlike the Limit Break though, it doesn’t recharge by simply attacking and/or taking damage. You’re required to use ATB charges to trigger the Synergy Abilities. For instance, you have to build up and spend two (2) ATB charges for both Cloud and Tifa before you can use their Synergy Ability. 

Look at it as another trump card you can use in battle. Whether that’s to give you some breathing room against an opponent that’s giving you a hard time or deal even more damage to a staggered enemy. 

Aerith’s fate?

Final Fantasy VII Rebirth

It’s been previously revealed that it will cover the story that happens until Southern Captial. That means the infamous Aerith scene that scarred gamers worldwide. Asked if there will be a twist for Rebirth, Hamaguchi only said, “There will be a surprise in this version as well.”

Gaming

Now Playing: Final Fantasy Resonance 

A beautiful return to turn-based adventuring 

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Final Fantasy Resonance

I grew up in the PlayStation era, when Final Fantasy was already starting to move beyond its 2D roots. And while I’ve come to appreciate how much the franchise has contributed to role-playing games, I’ve always considered myself a casual fan. I don’t have quite the same attachment to its pixel-art adventures as someone who grew up playing them.

Turn-based RPGs, though? Those I’m very much a fan of.

That’s what drew me to Final Fantasy Resonance, which pairs the series’ old-school battles with an HD-2D makeover. Its story originated in the mobile game Final Fantasy Brave Exvius. Square Enix has since rebuilt that adventure for consoles and PC, leaving behind the gacha system of randomized character pulls.

About 12 hours in, I’ve found plenty to enjoy, particularly in the combat and character customization. The story hasn’t quite made the same impression. It’s a familiar adventure that, so far, gives me more reasons to experiment with my party than to care about where their journey takes them.

A familiar adventure

Resonance follows Rain and his fellow knight Lasswell as they try to stop a mysterious enemy from destroying their world’s crystals. Joining them is Fina, a young woman with no memory of her past, whose identity adds another mystery to their journey.

It’s a setup that has its charm. Crystals to protect, a looming threat, and an unlikely group of companions are all fitting ingredients for a Final Fantasy adventure. But in the early hours, the game does little to make those ingredients feel particularly distinct.

Most of the characters are likable enough. Still, they often feel like familiar character types rather than being people I’m eager to learn more about. There’s a difference between recognizing the kind of character someone is and becoming invested in what happens to them. Resonance hasn’t quite bridged that gap for me yet.

Some of the dialogue doesn’t help. Characters spend a lot of time explaining their feelings, when I’d rather see those feelings come through in their actions or interactions. The writing can be a little too eager to tell instead of show, leaving less room for me to feel like I’m discovering the characters for myself.

I wouldn’t call the story bad. Somewhat unremarkable, perhaps, especially for a Final Fantasy game. There’s still plenty I haven’t seen, and I hope the cast becomes more interesting as the journey progresses. For now, though, the battles are doing more to hold my attention.

Making each turn count

The combat is very much rooted in turn-based RPG tradition. You choose your party’s actions, pay attention to who moves next, and exploit elemental weaknesses. It’s a familiar foundation, but the Stagger system gives you something more to consider beyond which attack deals the most damage. 

Enemies have a stagger gauge that you can deplete through attacks. Hitting an elemental weakness helps you stagger them more effectively. Once staggered, an enemy loses its action and becomes more vulnerable, while you gain an opportunity for an extra action.

This reminds me a little of Octopath Traveler’s Break system. The appeal lies in working out when to disable an enemy and how to make the most of that opening. An attack’s value isn’t only in how much health it takes away. Preventing an enemy from acting can be just as useful.

That adds another consideration to the party’s turn sequence. Do you focus on the enemy closest to defeat, or stagger another before it gets the chance to attack? Those decisions give the familiar command-based battles a welcome sense of give and take. And for me, figuring out how to make the most of each turn is incredibly satisfying. 

This being Final Fantasy, there are summons and limit breaks, too. Calling on a legendary creature to help your party or unleashing a character’s powerful signature attack is always a treat. I love watching these flashy moves play out. They bring a welcome burst of spectacle to all that careful planning, while the smaller decisions between those big moments keep the combat interesting. 

Old heroes, new possibilities

Beyond the spectacle, some familiar Final Fantasy faces also help shape how you build your party through the Visions system. These equippable characters grant your party members additional abilities, letting you reinforce their strengths or cover gaps in their skill sets. They include beloved heroes from previous games such as Cloud Strife and Squall Leonhart.

The idea reminds me of Fire Emblem Engage, which also lets characters draw on the powers of heroes from earlier games. It’s a cool way to make the franchise’s history part of how you play, rather than simply something you recognize. And I love that about it. 

For longtime fans, seeing a favorite hero return will naturally be part of the attraction. But what I like most is the flexibility the system gives you. A party member’s starting role doesn’t have to define everything they can do.

You can pair Visions with characters whose abilities already complement them. But you can also try a less obvious combination to give someone an option they otherwise wouldn’t have. Both approaches have their uses, and figuring out what suits your party is part of the fun. 

Some abilities are so useful that I end up wanting them on every character. For example, I used Visions to give all my characters the ability to recover MP whenever they stagger an enemy. I felt that MP recovery was too useful to pass up. It also gave me another reason to prioritize staggering enemies, since doing so now helped replenish my party’s resources.

For me, this has been one of Resonance’s strongest features. I enjoy having a reason to reconsider my party beyond simply equipping something with better stats. Choosing a familiar face is fun, but finding a combination that works is more rewarding.

A beautiful change in perspective

Resonance is also gorgeous to look at. Its HD-2D presentation combines pixel-art characters with three-dimensional environments, giving the game a look that feels both retro and modern. Like the combat, it reminds me of Octopath Traveler, though it has its own approach to presenting that world.

However, what stands out most to me is the camera. Rather than relying entirely on the elevated, diorama-like views I associate with this style, Resonance uses more varied and dynamic angles. Those changes in perspective give the colorful environments a greater sense of depth and scale. 

It’s a creative decision that works tremendously in the game’s favor. The environments already look beautiful, but how the game frames them helps sell the size of the adventure. Pixel-art heroes can still feel small against the world around them, and the camera makes good use of that contrast. 

I may not have much nostalgia for the older games’ visuals, but I don’t think you need it to appreciate what Resonance does here. The presentation is a highlight in its own right.

Is Final Fantasy Resonance your Play Match?

So far, Resonance’s combat and customization have been the highlights for me. I’ve enjoyed experimenting with Visions, and the Stagger system gives me a reason to think carefully about how my party’s actions fit together. The beautiful presentation makes the adventure that much easier to enjoy.

The story feels familiar, but, again, it has its charm. I’m still waiting for the narrative to hook me, though I’m only about two chapters in. So there’s plenty of room for the adventure and its characters to grow.

I suspect longtime fans will get more out of its callbacks than I do. That familiarity may be exactly what they’re looking for. But even as a casual Final Fantasy fan, I’ve found plenty here to enjoy. 

For me, Final Fantasy Resonance is a Swipe Right, especially if you enjoy turn-based battles and traditional RPGs. 

I’m happy to keep experimenting with my party and see where the journey takes them.

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Gaming

KINGDOM HEARTS Collection [I–III] now available on PS5, Switch 2

All-in-one collection launches

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KINGDOM HEARTS Collection [I-III]

The KINGDOM HEARTS Collection [I–III] is now available on PlayStation 5, Nintendo Switch 2, Xbox Series X|S, and PC. Bandai Namco Entertainment Asia and Square Enix announced the collection’s launch on October 15, 2026, alongside the release of physical editions for PS5 and Nintendo Switch 2 in Southeast Asia.

The collection bundles three releases: KINGDOM HEARTS -HD 1.5+2.5 ReMIX-, KINGDOM HEARTS HD 2.8 Final Chapter Prologue, and KINGDOM HEARTS III + Re Mind (DLC). These include multiple games and cinematic compilations from the franchise, offering newcomers and returning fans a convenient way to experience Sora’s adventures.

The collection is available on Nintendo Switch 2, PS5, Xbox Series X|S, Steam, Xbox on PC, and the Epic Games Store. Individual titles are also available, while KINGDOM HEARTS -HD 1.5+2.5 ReMIX- will be available natively on the original Nintendo Switch.

Try Kingdom Hearts III for free

Newcomers can also try the free KINGDOM HEARTS III + Re Mind (DLC) demo on Nintendo Switch 2. It features two playable sections inspired by Disney’s Hercules and Disney-Pixar’s Toy Story.

Progress from the opening section through the early stages of Olympus carries over to the full game. However, save data from the Toy Box section does not transfer.

The Nintendo Switch 2 version also supports Japanese voiceovers through a separately downloadable Japanese Voice Pack DLC.

Platform-exclusive Keyblades

Players who purchase eligible editions of the collection or KINGDOM HEARTS III + Re Mind (DLC) can receive a platform-exclusive Keyblade.

  • Nintendo Switch 2: Long Night
  • PlayStation 5: Midnight Blue
  • Xbox Series X|S: Phantom Green

The physical edition requires an internet connection to download additional game data. Digital pre-orders on PS5 and Xbox Series X|S also included 48-hour early access.

Players who own digital versions of the games on Nintendo Switch (Cloud Version), PS4, or Xbox One are eligible for discounts on digital purchases of the corresponding releases on Nintendo Switch 2, PS5, and Xbox Series X|S.

Nintendo Switch Cloud Version owners can also transfer their save data to Nintendo Switch 2. Other platforms do not support save data transfers.

The KINGDOM HEARTS series will celebrate its 25th anniversary in 2027.

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Entertainment

LE SSERAFIM Sakura recommends this game to a fan

A Square Enix title for Switch 2

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LE SSERAFIM Sakura | Torneko's Mystery Dungeon
LE SSERAFIM Sakura @39saku_chan on Instagram | Torneko's Mystery Dungeon

LE SSERAFIM member Sakura has a game recommendation for Nintendo Switch 2 owners, and it is an unexpected pick for fans looking for something to play.

During a fan send-off at the group’s PUREFLOW tour stop in Newark, New Jersey, a FEARNOT reportedly asked Sakura which Switch 2 game she would recommend. She pointed the fan toward Torneko’s Mystery Dungeon, a classic RPG from Square Enix.

The Newark concert took place at the Prudential Center on October 8, 2026. The game Sakura mentioned is now available internationally as Dragon Quest Heroes: Torneko’s Mystery Dungeon -Classic HD-.

What is Torneko’s Mystery Dungeon about?

The game follows Torneko Taloon, a merchant from Dragon Quest IV who dreams of becoming the world’s greatest weapons dealer.

Torneko hears rumors of a mysterious dungeon filled with incredible treasures. He ventures inside to collect valuable items, bring them home, and expand his shop.

The premise is straightforward, but surviving the dungeon is another story. Each expedition brings a new layout, different items, and new monsters. Torneko must make it out alive if he wants to keep the treasures he finds.

Source: Official Dragon Quest website

What kind of game is it?

Torneko’s Mystery Dungeon is a turn-based roguelike dungeon crawler with RPG and resource-management elements.

Every step counts as a turn. When Torneko moves, enemies move too. Players must decide when to fight, when to use items, and when to retreat. Poor decisions can quickly turn a promising run into a disaster.

Death also carries a hefty penalty. Torneko loses the items collected during a failed expedition and returns to the first floor at Level 1. However, successfully bringing items home helps expand his shop and provides a sense of long-term progression.

The game originally debuted in Japan in 1993. Its Classic HD release brings the pioneering dungeon crawler to international audiences with updated visuals, an official English localization, and adjustable difficulty options.

The game is available on Nintendo Switch 2, Nintendo Switch, PlayStation 5, Xbox Series X|S, and PC.

Source: Nintendo

How long does it take to beat?

According to HowLongToBeat estimates reported by M4 Games, the main story takes around 7.5 hours to complete. A playthrough that includes additional content takes approximately 16 hours.

Those estimates offer a useful starting point, but the game’s procedural dungeons and punishing mechanics can affect how long individual players need to finish it.

Source: M4 Games

What do critics and players think?

Torneko’s Mystery Dungeon -Classic HD- has received a mixed-to-positive response from critics.

Review aggregator listings put its critical reception around the high 60s to low 70s out of 100, depending on the platform and the aggregator. RPGFan awarded it an 80/100, praising its strategic dungeon runs, charming Dragon Quest monsters, and satisfying progression.

However, the game also shows its age. Critics have pointed to dated presentation, limited quality-of-life improvements, and pacing issues. Its demanding mechanics may also frustrate players who prefer more modern, forgiving roguelikes.

The general sentiment is that the core gameplay remains engaging, particularly for fans of classic RPGs and dungeon crawlers. However, this is a 1993 game at heart, and its remaster does not completely modernize the experience.

Sources: RPGFan, CriticDB, Steam player reviews

Would you play it because of the game or because of Sakura?

Let’s be honest. A recommendation from Sakura might be enough to make some FEARNOTs curious about a game they would otherwise overlook.

From a gameplay perspective, Torneko’s Mystery Dungeon -Classic HD- offers a glimpse into the roots of a genre that continues to thrive today. Its turn-based combat, randomly generated dungeons, and risk-reward loop could appeal to players who enjoy methodical RPGs.

Still, the game isn’t necessarily for everyone. Its old-school design and punishing mechanics may require some patience, especially for players accustomed to more modern dungeon crawlers.

Personally, I’d be tempted to give it a shot because of Sakura. 👀

Whether the game itself can keep me playing is another question. But if a FEARNOT is looking for a new Switch 2 game and Sakura recommends this one, that might be reason enough to take a closer look.

Would you play Torneko’s Mystery Dungeon because of the gameplay, or because Sakura recommended it?

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