Monday, 10 March 2025
Terry Brooks announces semi-retirement from writing
Wednesday, 5 March 2025
JV Jones completes ENDLORDS, the penultimate SWORD OF SHADOWS book
Tuesday, 4 March 2025
Final Fantasy VII Rebirth
The resistance group Avalanche has been fighting a desperate war with Shinra, the ruthless corporation that rules the city of Midgar and its surrounding regions with an iron fist. However, the return of Shinra's ex-special forces operative Sephiroth, now with his own agenda that may imperil the entire world, has caused a rethink of priorities. The Avalanche splinter cell led by Barret Wallace has joined forces with Cloud Strife, Sephiroth's former protege, and set out in pursuit of the ruthless soldier. His aims remain murky, and may extend far beyond this one world...
So here we are again. Five years ago, Square released Remake, which took the opening 5-7 hours or so of the original Final Fantasy VII and expanded it into a 35-hour long epic JRPG, complete with gorgeous (if often interminable) cutscenes, spectacular battle sequences and enhanced scenes of world and character-building. When it worked, it was brilliant, adding texture and depth to the great, but occasionally sparse, original. When it faltered, you abruptly realised you were wading waist-high through sometimes repetitive and often tedious filler which, due to the game's relentless linearity, you had no choice but to engage with.
Rebirth picks up the story immediately after the events of Remake and adapts the middle 20 hours or so of the original game into a staggering 100-odd hour odyssey. Rebirth is a lot of game, hurling so many stories, characters, quests, side-quests, minigames and cutscenes at the player that it sometimes feels genuinely overwhelming. But it also has a huge strength over Remake: this time most of the filler stuff is easily identifiable and can be avoided to focus on the main storyline.
Rebirth also opens brilliantly, with our heroes taking refuge in the town of Kalm after their flight from Midgar at the end of the first part. During this sojourn, Cloud regales his team with the story of his visit to his home town of Nibelheim with Sephiroth five years earlier, culminating in the destruction of the town and the slaughter of most of its citizens after Sephiroth discovered the secrets of his own origin, hidden from him by the merciless Shinra Corporation. This flashback sequence - fully playable as it was in 1997 - serves as a new tutorial section and reacquaints the player with the controls and combat from Remake.
From there the players can explore the town of Kalm, picking up side-quests and learning to play Queen's Blood, a popular card game. Having as much interest in digital card minigames as a capybara has in nuclear physics (New Vegas' Caravan and The Witcher III's Gwent both left me cold), I was prepared to play the required one game to advance the main quest and then forget it even existed, only instead to find the best card minigame ever put in a video game. Queen's Blood is brilliant and, to my eternal shame, I spent a nontrivial amount of Rebirth's run time enhancing my deck and defeating every player I came across. More bemusingly, Queen's Blood turns out to have an entire questline dedicated to the dark secret of its creation and the fate of its creator which brings in at least one other iconic Final Fantasy VII character and ended up being very compelling despite an abruptly anticlimactic ending, making me wonder if the final game in the trilogy will revisit it. This turns out to be a recurring theme in the game, which puts what appears to be filler candyfloss in front of you which you think you can ignore but then turns out to be unexpectedly great.
From Kalm you can venture into the first of six open world zones, each one of which replicates a distinct biome or area from the original Final Fantasy VII world map. The main difference between Remake and Rebirth is the open-world approach of the latter, with a main quest marker leading you to the next chunk of the main narrative, but a whole ton of secondary icons leading you to other objectives. Seasoned Ubiclone veterans may be surprised to see the unexpected return of that old open world standby, the Radio Tower which lights up the surrounding part of the map like it's still 2013. Each one of the zones has a distinctly similar array of side-options, including finding Mako crystal formations to scan, altars to various powerful monsters to gain the insight needed to summon them on the battlefield, and Moogle traders to convince to sell stuff to you (by collecting their wayward itinerant children; by the end of the game you really want to report the Moogle parents to some sort of safeguarding authority for cute Japanese fantasy creatures, they are really terrible parents).
None of the zones apart from Corel are truly massive and are helped by different traversal options, starting with your feet but then expanding to the chicken-like chocobos, and then later a desert buggy and an aircraft that is forcibly converted into a boat. But they are absolutely packed with stuff to see and do, which can be thoroughly enjoyable but then start leaning towards the exhausting. Final Fantasy VII Rebirth often put me in mind of Baldur's Gate III for its sheer, unrelenting assault on the player's free time and focus. Arguably Rebirth suffers a bit more from this, as its story is somewhat simpler (in the original you're basically chasing Sephiroth through these zones to a showdown at an ancient temple, with Shinra occasionally showing up to throw curveballs at you) and wholly unchangeable, without the multiple endings BG3 offered. Its side-quests are also much more of a mixed bag than BG3's mostly great side-offerings, though some of them (like Barrett and Red XIII helping a Gongaga local write a children's book based on their adventures) are very charming.
Some of these side-activities are very repetitive (scanning Mako formations or doing limited Quick-Time Events to get more Summoning intel gets boring around the third time you do them, out of forty-plus times you have to do it in the whole game) and are made worse in that they are foisted on you by disturbing boy-android Chadley, whose "man in the van" role in the first game was tolerable by a relatively limited amount of screen-time but here he is an almost constant presence, constantly yelling at you through largely unskippable cutscenes to scan things or fight things for his intel purposes. Apparently he has more dialogue in the game than any of your party members, which is ludicrous. Ignoring side-missions in favour of the main quest does mean reducing your interactions with Chadley to a bare minimum, which is a strong argument in itself for that approach.
The game is at its best when it refocuses on the very things that made Final Fantasy VII so incredibly iconic: the central narrative, with its three-sided battle between Avalanche, Shinra and Sephiroth; and the superb cast of characters. Remake focused on Cloud, Barret, Aerith and Tifa, not to mention Yuffie in the Intergrade DLC (Rebirth integrates Yuffie into the main team, but takes its sweet time about it). Rebirth furthers their stories but also focuses on Red XIII (introduced at the end of Remake but here expanded to main character status) and Cait Sith. Cait Sith is easily Rebirth's biggest success over the original game, with the fairly flat original cartoon character here enhanced into a deeper and more interesting character with an endearing Scottish accent and far more useful combat utility.
But all the characters get their time in the sun: we visit Barret's home town and uncover more of his personal history and what happened to Marlene's biological parents; Tifa gets to relive the events in Nibelheim and later makes a special connection with the planet itself; Aerith uncovers more information about her ancestors and her role in the events to come; and Cloud himself uncovers more information about his past, and his muddled memories. These aspects, all highlights of the original game, are given much greater depth here and represents the remake project at its best, enriching the original to make something better.
Combat is another aspect that Rebirth has improved on. The combat system from Remake was broadly similar to the original but, instead of your characters standing around like lemons whilst their time gauges slowly filled up, they could launch basic attacks and block, filling up their time bars faster. When the time bars filled up, they could unleash special attacks or use magic or items. That system is still the same here, but now enhanced by synergy abilities, where your party members can cooperate in carrying out attack moves in concert. Combat is certainly more complex here, as you can reach a much higher level than in Remake with access to a much vaster array of Materia and weapons, but not overwhelmingly so, with a nice array of tactical options and the game almost urging you to find broken and overpowered builds. Combat can look insane and random in videos, but when you're in the thick of them they can be surprisingly deep and tactical. That said, some boss fights (like the final one of the game) do go massively overboard in how long and gruelling they can be.
Environments are impressive, with a nicely evolving sense of locations as the game continues. You start in the medieval throwback town of Kalm and then cross the vast Grasslands to the swamps and mountains, beyond which lies the rocky coastlands around Junon. Then it's across the ocean to the balmy seaside resort of Costa del Sol and then the Corel Region, with its mixture of desert badlands and temperate woods (plus the gleaming techno-paradise of the Gold Saucer, this world's Las Vegas but only somehow more garish, fake and tiresome). South lies the thick jungles of Gongaga, whilst the vast Cosmo Canyon lies to the west. To the north lies Nibelheim and its mountains and islands rearing out of the ocean. A final journey sees you crossing the Meridian Ocean in search of pirate treasure and the fabled Gilgamesh Island (site of the game's most insane, but fortunately ignorable, battle challenges). These environments are all well-realised, and the best thing about Remake - taking those grainy 2D backgrounds from the original game and turning them into amazing 4K locations, fully explorable - is turned up to eleven here. Iconic locations like Junon Harbour, the Gold Saucer and the Temple of the Ancients are realised here on a scale and in a fidelity utterly unthinkable in 1997.
Graphically, though, the game can be a little of a mixed bag. The character models, especially of the main cast, are all incredible, with amazing detail, skin textures and hair. But the environments can sometimes feel a bit undercooked, with weirdly low-res textures on mountains, rockfaces and roads even with everything turned up to eleven. The game's graphical options are also limited (particularly annoyingly trying to turn frame generation on even if your hardware is good enough not to need it). The PC version of the game still does look amazingly beautiful at times, but Final Fantasy VII Rebirth definitely isn't quite challenging recent games like S.T.A.L.K.E.R. 2, Alan Wake 2 or Baldur's Gate III in terms of consistent visual quality.
Like Remake before it, though, the soundtrack cannot be faulted. OG Final Fantasy VII has one of the best soundtracks of all time and both Remake and Rebirth faithfully recreate the original soundtrack and then enhance it with stunning and far more epic new arrangements of the classic songs, as well as wholly new tracks. The amount of music in the game will cause your brain to start melting at a certain point, especially when you realise Rebirth's most random new mission type - escort missions for certain types of cats and dogs (!) - has its own dedicated set of songs.
Rebirth does eventually come to an end, and like Remake before it, the ending is a bit too smart-arse for its own good. The remake trilogy is not just retelling the original Final Fantasy VII story but expanding it with some kind of parallel universe/alternate timeline gubbins. Some of this new material is great - a chance to play as perennial FF7 also-ran character Zack in an alternate version of Midgar in brief interstitial storyline moments is surprisingly enjoyable - but it's a ton of complicated new material on top of a game that already famously has a dense, complex storyline complete with fake memories, plot twists and intricate politics. Rebirth's endgame is even more interminable than Remake's and the crowning emotional moment of the entire FF7 narrative (you know the bit if you know) is left a bit swamped by vagueness in its retelling here.
Final Fantasy VII Rebirth (****½) is a vast amount of video game, with a colossal amount of story, characters and gameplay. Fans of the original game with its much tighter focus and story may find the constant interruptions from new side-activities in this remake extremely frustrating, but at least this time around you can mostly ignore that material. But some of that stuff is great, and genuinely worth a look for how it enhances the original story and character arcs. There is so much in this game that I've barely scratched the surface here. I haven't even mentioned the Gold Saucer opera that you get to take part in, or the full-blown J-pop number that greets you on your arrival there, or Cloud's potential new careers as a professional photographer or Segway advertiser, or the stuff related to late-arriving party members Cid and Vincent or...you get the idea.
The game is overstuffed, sometimes too silly, sometimes too grimdark and sometimes too disrespectful of your time, but it's also heartfelt, funny, touching, action-packed and epic in a way too few video games genuinely are. It's also a major improvement over Remake, and leaves the decks clear for the third and final game in the trilogy to end things (hopefully) in style.
Sunday, 2 March 2025
Blogging Roundup: 1 December 2024 to 1 March 2025
The Wertzone
News
- SKYBLIVION developers re-commit to 2025 release
- Warner Brothers shuts down iconic studio Monolith Productions
- Akiva Goldsman developing three Irwin Allen reboots for television
- Amazon resurrects CULTURE TV project, based on the Iain M. Banks novels
- Netflix and Wizards of the Coast put FORGOTTEN REALMS TV series into development
- BUFFY THE VAMPIRE SLAYER legacy sequel series in development
- Netflix's THE SANDMAN to end with Season 2
- Rebecca Yarros sells 12 million copies of her EMPYREAN series in under two years
- New MURDERBOT editions criticised for poor quality
- Further allegations against Neil Gaiman emerge
- Martha Wells's MURDERBOT DIARIES series gets omnibus editions
- CD Projet Red formally announces THE WITCHER IV
- Glenn Cook to publish four new BLACK COMPANY novels
- Games Workshop & Amazon agree to proceed with a WARHAMMER 40,000 screen project
Reviews
- The Galaxy, and the Ground Within by Becky Chambers
- Age of Empires II Definitive Edition Chronicles: Battle for Greece
- Exodus: The Archimedes Engine by Peter F. Hamilton
- Star Wars: Skeleton Crew
- System Collapse by Martha Wells
- Indiana Jones and the Great Circle
- Wind & Truth by Brandon Sanderson
- S.T.A.L.K.E.R. 2: Heart of Chornobyl
- Play Nice: The Rise, Fall, and Future of Blizzard Entertainment by Jason Schreier
- The History of the World Begins in Ice by Kate Elliott
- Fear the Walking Dead: Season 1
Articles
- RIP Michelle Trachtenberg
- RIP Viktor Antonov
- RIP Chris Moore
- RIP David Lynch
- The Longest SFF Novels of All Time (2025 update)
Atlas of Ice and Fire
Wednesday, 26 February 2025
RIP Michelle Trachtenberg
Tuesday, 25 February 2025
SKYBLIVION developers re-commit to 2025 release
Warner Brothers shuts down iconic studio Monolith Productions
Akiva Goldsman developing three Irwin Allen reboots for television
Akiva Goldsman (Fringe, Star Trek) is developing a new TV project based on three classic Irwin Allen TV shows. New iterations of Voyage to the Bottom of the Sea, The Time Tunnel and Land of the Giants are being worked on.
Goldsman and producers Jon Jashni and Derek Thielges are developing the three shows for Legendary Television, with a view to creating an Allen-based "expanded universe," with the three shows either co-existing in the same universe or being merged into one project (somehow).
Irwin Allen (1916-91) was a prolific writer and producer in both film and television. He is best-known to the general audience for producing the hit disaster movies The Poseidon Adventure (1972) and The Towering Inferno (1974), and creating and running the hit TV show Lost in Space (1965-68). Lost in Space is not part of the current deal as it was remade by Netflix in 2018-21, who retain certain rights.
Voyage to the Bottom of the Sea (1964-68, 110 episodes) was a development of a stand-alone movie, released in 1961; the film's sets and VFX models were retained for use in the film. The TV show is set on board the advanced submarine Seaview as it explores the oceans, undertaking scientific research, rescue operations and, occasionally, military missions. As was often the case with Allen's projects, the show started off grounded and (relatively) realistic, but became more unhinged as it proceeded, bringing in aliens and time travel. seaQuest DSV (1993-96) was something of a spiritual successor to this show.
The Time Tunnel (1966-67, 30 episodes) saw two scientists build an experimental "time tunnel" and then become lost in time after its inadvertent activation. The two scientists took part in many of the major events of history, guided by a team back at base who served as their "man in the van" group. The show only lasted one season. Intriguingly, Allen planned something of an evolution in the premise, with the scientists eventually being rescued, followed by the show deliberately sending them on missions into the past and future for different purposes. The later Quantum Leap seems to have taken some moderate inspiration from this earlier show.
Land of the Giants (1968-70, 51 episodes) was arguably Allen's most outlandish premise, with a passenger aircraft being dragged through a "dimension lock" and crashing. The crew find themselves at the mercy of "Giants," humanoids who are twelve times larger than themselves. Rather than having been shrunk through some mechanism, they quickly confirm they are on another planet and the Giants are aliens. The show saw the humans trying to return home without allowing the Giants to follow them and invade Earth, sometimes helped by sympathetic Giants. The show had no resolution, as it was cancelled at the end of the second season with little warning. Notably, the show did introduce a time travel element towards its end, creating the intriguing notion of the entire show being a time loop.
It'll be interesting to see what ideas they have in mind for these projects. The Irwin Allen shows were very entertaining, in a cheesy and somewhat repetitive way (understandable given the lack of time and budget), but had a lot of potential.
Amazon resurrects CULTURE TV project, based on the Iain M. Banks novels
Monday, 17 February 2025
RIP Viktor Antonov
Thursday, 13 February 2025
Netflix and Wizards of the Coast put FORGOTTEN REALMS live-action show into development
Monday, 10 February 2025
RIP Chris Moore
Esteemed British science fiction artist Chris Moore has sadly passed away at the age of 77. Moore is best-known for his memorable covers for Gollancz books, including for their SF Masterworks line, and his frequent art for the likes of Alastair Reynolds and William Gibson.
Moore was born in Rotherham, South Yorkshire in 1947. He was educated at Mexborough Grammar School and Doncaster Art School. In 1972 he joined forces with Michael Morris to form Moore Morris Ltd., and worked on graphic design and cover art for book, magazine and record covers, operating out of Covent Garden in London. The partnership dissolved in 1980, when Moore moved out of the capital. During his time there he'd created cover art for artists including Rod Stewart, Journey, Fleetwood Mac, Status Quo, Pentangle and Rick Wakeman.
In 1974, art director Peter Bennet suggested that Moore start creating covers for science fiction novels, a genre Moore had little interest in or knowledge of (outside of seeing 2001: A Space Odyssey). But Moore agreed and was soon producing art for new books and reprints alike of Isaac Asimov, Larry Niven, Anne McCaffrey, Clifford D. Simak and Arthur C. Clarke. Heading into the 1980s, he also become a preferred cover artist for mainstream authors including Jeffrey Archer, Jackie Collins and Wilbur Smith.
In 1989 Moore was sought out to produce concept art for Stanley Kubrick's A.I., but Kubrick took against Moore's agent and tried to go around him to employ Moore directly, which Moore felt was unethical so passed on the opportunity.
Saturday, 8 February 2025
The Galaxy, and the Ground Within by Becky Chambers
Tuesday, 4 February 2025
BUFFY THE VAMPIRE SLAYER legacy sequel series in development
Saturday, 1 February 2025
Netflix's THE SANDMAN to end with Season 2
Rebecca Yarros sells 12 million copies of her EMPYREAN series in under two years
Rebecca Yarros' Empyrean fantasy series has sold (non-paywalled reference) a startling 12 million copies in less than two years, marking it as one of the fastest-selling fantasy series of the 21st Century. The first book in the series, Fourth Wing, was published in May 2023 and was followed by Iron Flame in November 2023 and Onyx Storm in January 2025. Two more books are projected to bring the series to a conclusion.
Onyx Storm itself is the fastest-selling adult novel published in the last twenty years, shifting 2.7 million copies in its first week on sale. Onyx Storm saw bookshop midnight openings, launch parties and other events that haven't been seen since the release of the final Harry Potter novel in 2007, without the dual adult/child appeal of that book.
For comparison, Yarros' sales in two years are approaching half those of Brandon Sanderson's non-Wheel of Time books in twenty (Sanderson has sold 40 million books, with over 12 million of those being his three Wheel of Time novels, for approximately 28 million sales of his solo work). Yarros has sold approximately a quarter of the total sales of her colleague Sarah J. Maas, who has sold just over 40 million books in thirteen years. 12 million is also approximately the same number of books that George R.R. Martin sold of his Song of Ice and Fire series before the TV adaptation began.
The only author who can be said to had a more impressive debut was Patrick Rothfuss, who shifted over 10 million copies of his debut novel The Name of the Wind alone (though nowhere near as fast).
With two more books to come and an adaptation of the books underway at Amazon MGM Studios, it's clear that these figures are only going to continue rising in the future.
What will be interesting to see is if this influx of new readers benefits the rest of the fantasy genre, but it does confirm that Romantasy's current sales dominance is no danger of ending soon.
Monday, 27 January 2025
New MURDERBOT editions criticised for poor quality
As I noticed previously, readers have been calling for omnibus editions of the critically-acclaimed Murderbot Diaries science fiction series for some years. The series, by Martha Wells, consists of five novellas and two short novels which has been positively festooned with awards, praise and strong sales, but their high prices for a short page count have put them out of the reach of more frugal SFF fans.
The books have been reissued in the last few weeks in new omnibus editions to hopefully address the issue. Whilst the format is still not generous - with only two books per edition rather than a more appropriate three (the first three novellas combined only come to 450 pages) - it was still a marked improvement over prior editions in terms of value for money. Unfortunately, the new editions have been called out for terrible proofing and formatting.
The problem appears to be that the books have been released in a print-on-demand format, with all the hallmarks of shoddy formatting and/or corrupted files being used. Given the publisher is Tor Books, the largest and most popular SFF publisher in the United States, and its UK off-shoot, the poor quality of the books is most surprising, especially given they are charging the price of a full, properly-formatted and edited paperback edition.
The three omnibus volumes are each a different height and size to the others, with the cover images not aligned correctly, and in the interior there is an inefficient use of space.
Multiple reviewers have pointed out the problem on the Amazon review pages, and via BlueSky, noting they have returned the books for a full refund.
Hopefully this problem can be fixed quickly; as one of the highest-profile science fiction book series of recent years, and with an imminent TV adaptation on Apple TV+, it would be a shame for new readers to be put off by poor quality books. The series, and readers, deserve better.