Final Fantasy 7 Rebirth is largely considered one of the best RPGs ever made, and for good reason. Not only does its excellent character work, visual flair, cinematic storytelling, and riveting combat coalesce to create a dynamic and consistently exciting experience throughout, but its pacing and open-world activities, while not for everyone, prove to be a unique twist on a formula we've all grown a little tired of. While it isn't quite as revolutionary as Breath of the Wild, Rebirth's open-world innovations are nevertheless refreshing.
Importantly, these innovations led to FF7 Rebirth's fantastic reviews, which swayed newcomers and veterans of the series to give it a try. As such, it would be a great shame to see its best features locked away behind this singular experience. They should be shared with the rest of the gaming world and inspire future developers to create better works of art. Crucially, one feature in FF7 Rebirth should be copied in practically every open-world RPG, as it is not only amazing but fixes a huge problem they've suffered from for years.
Final Fantasy 7 Rebirth's Protorelic Side Quests Are Genius
They're One Of The Best Parts Of The Game
Final Fantasy 7 Rebirth has a number of side activities for the player to complete as they're bounding around the world, putting a stop to Sephiroth's antics, or, perhaps more aptly, getting distracted by literally everything at every possible moment. By far the best side activity in Rebirth is the Protorelic quests, a series of interconnected missions tied together by a mystery that unfolds the more players complete. These are genius for a number of key reasons, the most important of which is the way they are implemented to simultaneously deepen the lore and tell an overarching narrative.
While some Protorelic quests are worse than others, they're all largely impressive, offering a detailed and thoroughly engaging insight into the world of Final Fantasy 7. For example, one Protorelic quest chain sees players undergo Turk training led by none other than Tseng himself. This not only explores the moral code of the Turks and what it means to their organization, but it's also a frankly rather engrossing insight into how they're trained to become the extremely powerful bosses you fight throughout.

Final Fantasy 7 Rebirth’s Mobile Game Tie-Ins Are Out Of Place
Final Fantasy 7: Rebirth expects players to play FF7: The First Soldier or FF7: Ever Crisis. Otherwise there will be some confusion in the story.
However, as aforementioned, each Protorelic quest is also a part of a wider narrative that doesn't really unfold until the very end. By beating each Protorelic quest, players will unlock the titular relic, which shows Cloud a vision of an enigmatic and often hilarious unnamed warrior. The mystery of who the warrior is and the bizarre kingdom they reside in is enough to keep players entertained until the epic reveal and phenomenal reward at the very end. The Protorelic quests even manage to tie in the summons you've been unlocking throughout, giving them even more purpose beyond being mere unlocks.
It is no small feat to not only offer genuinely meaningful side missions that are memorable in their own right, and tie them into a larger narrative that is sustained throughout the entire game. Final Fantasy 7 Rebirth's writing team executed it perfectly, resulting in me and many others still fondly ing the final climax of the Protorelic questline a year later. Of course, when a developer does something so great, it absolutely needs to be adopted by others, as it would be a genuine shame to see this style of quest design be trapped to a singular experience.
Interconnected Side Quests Are Better For Open-World RPGs
They Keep Players Invested & Are More Memorable
Unfortunately, open-world RPGs have long suffered from meaningless side content. It really is the worst part of a lot of open-world games, including the likes of Breath of the Wild, which, while excellent in almost every regard, still succumbs to pointless side missions that offer little beyond something else to do. That's not to say that there are no great BOTW side quests, but rather that among the slew of quests to complete, the majority of them feel meaningless. A big part of the problem is that a lot of these quests are short and over once you beat them.
This can lead to a sense of fatigue, especially in an open-world environment with dozens, if not 50+, quests to complete. While they can be good at introducing players to certain characters or gameplay elements, or even, as is the case with the aforementioned Breath of the Wild, delve into the game's lore, unless their stories are extremely dramatic, over-the-top, emotional, or have some element that stands out, it's all too easy to forget them. That isn't so much the case with interconnected quests.
Interconnected quests like FF7 Rebirth's amazing Protorelic missions help to not only give a purpose to each quest in the chain, but also a secondary narrative that can run parallel to the main story.
Interconnected quests like Hogwarts Legacy's darkest questline, which many argue is even better than the base game's narrative. Sebastian Sallow's quests unfold across the entire game and result in a truly harrowing finale.
More RPGs Should Copy FF7 Rebirth's Protorelic Quests
They Should Be The Blueprint For Side Quest Design
More RPGs would absolutely benefit from this style of quest design. Of course, it isn't applicable all of the time, and even Final Fantasy 7 Rebirth supplements its Protorelic quests with a handful of more generic side quests. Additionally, side quests don't need to be interconnected to be good, as games like Cyberpunk 2077 and The Witcher 3, among many others, have proven time and time again. However, the inclusion of interconnected questlines, especially ones that last the entire game, in more open-world RPGs would fix the problem of content fatigue.

Final Fantasy 7 Rebirth Finally Sold Me On RPGs Without Customizable Characters
For a long time, I stayed away from RPGs that didn't let me customize my character, but Final Fantasy VII Rebirth finally showed me the appeal.
A quest chain that not only incorporates unique characters, worldbuilding, fun and diverse activities, but also elements that perhaps seem disparate at first allows developers and writers to tie together everything they've been building towards throughout a game's runtime, and both contextualize and give meaning to the dozens, if not hundreds of hours players have sunk into the experience. Final Fantasy 7 Rebirth did this perfectly, and I don't see why other open-world RPGs can't incorporate this, even if it is to a somewhat lesser degree, in the future.








Final Fantasy 7 Rebirth
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- Top Critic Avg: 92/100 Critics Rec: 97%
- Released
- February 29, 2024
- ESRB
- T For Teen Due To Blood, Language, Mild Suggestive Themes, Use of Alcohol and Tobacco, Violence
- Developer(s)
- Square Enix
- Publisher(s)
- Square Enix
- Engine
- Unreal Engine 4
- Franchise
- Final Fantasy
- PC Release Date
- January 23, 2025
- PS5 Release Date
- February 29, 2024
- Platform(s)
- PC
- How Long To Beat
- 40 Hours
- Metascore
- 93
- PS Plus Availability
- N/A
- OpenCritic Rating
- Mighty
- Wiki
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