After playing through the game another time, I feel like I can now talk about the game more critically now that my "honeymoon" phase is somewhat over. Though admittedly that's difficult because I still can't stop thinking about the game.
What remains impressive is how big the game is, though not particularly physically. I think there are other open world games that technically have bigger maps but as we all know there is more to the size of a game than the physical space in which your character's traverse. On first appearances the game is broken up into fairly decent sized chunks, Grasslands, Junon, Corel, Gongaga, Nibelheim, and Cosmo Canyon, each zone separated by a story segment like the Shinra-8 cruise ship that takes you from Junon to the Corel region, or the Mythril Mines that connect you from Grasslands into Junon. Every area feels like a zone rather than a world itself.
Until you unlock the Tiny Bronco boat in Chapter 12 and you gain access to the ocean. It's then you realize that if you fast travel to Kalm in the Grasslands, you can actually walk from Kalm, through the Grasslands, into the Mythril Mines, to the Junon region where you can then get on your boat and boat your ass over the Costa Del sol, hop into your buggy, drive to Gongaga all without a loading screen. In fact it's only Nibelhiem and Cosmo canyon that require an airplane ride that physically blocks you from 100% of the world travel.
Again though the size of the game isn't really the size of the map. But it's side quests that unlock, and through those side quests mini games unlock and through those mini games, harder versions of those mini games appear. Then in Chapter 12 every zone gets more quests to do just because. On top of that the proto-relic quest line finishes with another big story beat in a secret area as well. Oh but let's also not forget that Chadley has a VR combat sim, which he develops challenges not only based on doing the world intel activites, but also assessing all the enemies in a zone will unlock a special VR mission in which you gain Enemy Skill abilities. And on top of that there are Brutal and Legendary hard mode challenges available at the end of the game including some where you can fight as Zack and Sephiroth again.
But wait, there's more. Corel Prison has a combat arena that gets more fights near the end of the game, The Gold Saucer also has a monster arena with more fights unlocking later. There is also a Queen's Blood challenge arena with special matches that have completely different rule sets than the rest of the mini game. Costa Del Sol also has puzzle challenges for Queen's Blood.
Everytime you think you've completed something, more unlocks, there is more to do. It's honestly pretty wild and very few open world games do that. Most games of the GTA or Ubisoft variety, shit out everything there is to do on the map at once, and progression in the story rarely doesn't anything but lock you in and out of side content.
I mentioned this about the Spider-Man games, and how much I enjoyed their open worlds. Spider-man would unlock a set of challenges or a collectible set one at a time. Allowing the player to complete each individual component without being overwhelmed by a shitload of icons all over the map (unless you ignored everything until the end of the game or something). But to further promote their open world checklists, Spider-man had the added benefit of a wonderful traversal mechanic. Web swinging was a blast and so it was fun to just web swing around without any real purpose other than heading to grab the next collectible item or whatever. FF7 does not have nearly as good traversal, but it's made up for by having interesting side quests that get you around the map which let's you grab a ton of fast travel points, and because of the PS5 the fast travel is fast and makes jumping around the whole world a breeze so doing all this content all over the place has no friction. Go here, go there, do this, do that, it's seemless and painless which makes it all encouraging to do.
Now all of that sounds like more praise so I'm sure you might be wondering where the problems in Rebirth lie.
Well it's the dungeons again. For some reason this dev team has a hard time with level design because each dungeon arena is really rather bland. Thankfully there aren't very many dungeons in the game consisting of only the Mythril Mines, Cave of the Gi, the old Corel Mines, and Temple of the Ancients (which is the worst one by a mile because it also drags on for a long time to fill all the story moments into it). That isn't really to say the dungeons are outright bad, because the story and events they contain are pretty great. However they do come across as a series of boring fights and climbing mechanics to get you to the next big moment. Maybe it's a problem of the big moments being so good that when you are forced to sort of calm down and make progress it feels bad. I don't really know, but the levels aren't impressive either way.
I mentioned above about the lack of dynamic dialog, which admittedly isn't uncommon in open world games. The RPG-style Assassin's Creed games were also bad at this, but they also only had your character alone most of the time so it made sense. Horizon tries to avoid this by having Aloy be annoying to herself which....I guess also isn't great. Interestingly enough though FF15 did this well enough in which the character's chattered enough as you ran around to make it feel like a party of people doing things. Noctis would complain about the heat and Gladiolus would tell him to take off his jacket. Even if the dialog repeated a lot throughout the game, I think I would have preferred that to nothing. Aerith could make comments about the weather, Red could make observations about being a dog, Barret could complain about Shinra, Tifa could think up ideas for drinks at the bar. Whatever, just some sort of banter that allowed the characters to have life outside of the main story and specific side quest stuff. Remake had the characters talking all the time, but of course everything in that game was a linear path so it was probably far easier to script out.
Chadley, this little robot fuckwit has more spoken dialog than anyone else in the entire game. And that sucks. Not that Chadley himself sucks, he's fine, but he gets more spotlight time than your major characters and it just feels very off in the grand scheme of the game as a whole. Chadley is the most important character in the game by the nature of his quest for world intel and what he intends to do with it (which is explained if you 100% it all). It's a noble goal, and it makes sense, but having it be a bigger part of the game than the main cast whom you actually like is suite dumb.
Combat is much improved in the game but I feel like Hard Mode is incredibly unbalanced. There are many enemies that will simply 1-shot you with their attacks and you MUST parry or avoid them. The problem their is that your AI companions aren't that good at the game and most of the time those attacks will just kill your party immediately. Which makes the best solution to Hard Mode as a whole, is an obliteration tactic in your Materia set ups. Meaning you set your party up to basically cheese or 1-shot everything in the game because just having a standard fight like you've done for all of your first play through is not possible in hard mode. It requires perfect play which I frankly think is far too overtuned for the general audience. Especially in sections where you'll have to fight 4-8 bosses in a row non-stop. I simply don't think it's a reasonable request of the playerbase at all.
Most of the mini games are fine, but there aren't any GREAT ones beyond the card game, and there are more than a few that are just bad. Cait Sith throwing boxes is terrible, in controls like shit and the gameplay section drags on for far too long. Dog soccer is pointless. G-Bike controls like shit, but thankfully it's easy regardless. The Moogle game can be tedious. Shooting crystals in the Mythril Mines or boxes on the mine cart are just dumb and offer nothing to the experience.
Crafting is also kind of meh. It's fine in principal based on the open world formula. I would much rather have crafting than a bunch of vending machines everywhere, and gathering materials does promote exploration. But why do they lock material gathering automatically to the NG+? It adds nothing to my game running over material's mashing triangle, there is no reason they couldn't be auto-pickup and would have made the game just a little better from the gate.
Other than that I think this is easily a 10/10 game for me, none of my problems with it are enough to take away from the great experience it was all the way through. I fully expect to play this game several more times in the coming years especially once the lead up to Part 3 starts to come down the pipeline. My guess is it'll be 4 more years until that releases in early 2028 and it'll be one of the final PS5 games to launch.