Final Fantasy 7 and the world of mini-games – opinion

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Michael Hengst takes the real flood of mini-games in Final Fantasy 7 Rebirth as an opportunity for a little overview.

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The recently published one Final Fantasy 7 Rebirth covers only part of the adventure that spanned three discs on the PS1 original, and yet has become a mammoth work of JRPG. There's a lot of scope in there and a lot of games in the game to boot – even more than in the original classic. They are extremely popular or deeply hated – depending on who you ask how they are installed or how the individual implementation is. We're talking about “mini” games, small, self-contained game chunks that are embedded in the actual gameplay loop.

Sometimes these extras are purely optional and just for fun. Some of them are good for déjà vu: the mini-game to get machines in Bioshock Hacking wasn't just remotely reminiscent of the Amiga oldie Pipe mania. The example also brings us into the area of ​​mini-games, which are not only optional and extra, but there is no way around them. If you don't have the nerve for the Pipe Mania clone, you won't be able to get a discount at vending machines or change the polarity of guard robots. In Rebirth you also have to successfully complete some mini-games as part of the main story, at least at a low rank – certain attractive items, on the other hand, are linked to high scores.

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Some welcome mini-games as a welcome pastime and a change (including the majority of favorable critical voices from the press for Rebirth), for …

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Published on February 28, 2024: Stories are like trapeze art in the circus: the excitement in the middle of the performance evaporates if you are not caught at the end. Even in games, the ending is not an easy thing.

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