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Elon Musk’s social media platform X has restored searches for Taylor Swift after temporarily blocking users from seeing some results as pornographic deepfake images of the singer circulated online. Searches for the singer’s name on the site Tuesday turned up a list of tweets as normal. A day earlier, the same search resulted in an […]

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Source: PlayStation / State of Play
Xbox hit us with the first Developer_Direct of the new year, and now it is PlayStation’s turn to show us what to expect in 2024 for the PS5.

After initially leaking, PlayStation confirmed a State of Play broadcast is on the way, and we can expect “extended looks” at Stellar Blade and Rise of The Ronin.

Per the PlayStation Blog, the broadcast will be 40 minutes long and cover 15+ games during the presentation, including the ones mentioned above.
Before PlayStation officially announced the State of Play, a post on X, formerly Twitter, from gaming insider @Shpeshal_Nick cryptically revealed what games we could expect to see during the broadcast.
“On the 31st (roughly), Ronins will Rise, we’ll die stranded, have a rebirth and Kojima will fulfil his dream. Sonic will live in the shadow of his generation while the hills will remain silent until the dawn when you’ll need to catch the metro. Just don’t be a Judas about it,” the tweet read.
Thanks to X user Rand_al_Thor_19, we know what games we could expect, and they are:

Rise of the Ronin
Death Stranding 2
Final Fantasy 7 Rebirth
Sonic Generations Remaster
Silent Hill 2
New Metro game
Judas

According to another X user, @Kurakasis, the new Metro game will be a VR title.
“I can reveal that a new Metro game, which is going to be announced very soon, is a VR game titled METRO AWAKENING,” the post on X read.

Sounds good to us. Keep it locked on HHW Gaming as we will recap what was revealed during the State of Play going down on Wednesday, Jan 31, 5 pm ET, 2 pm PT.

Lyor Cohen’s first encounter with Google’s generative artificial intelligence left him gobsmacked. “Demis [Hassabis, CEO of Google Deepmind] and his team presented a research project around genAI and music and my head came off of my shoulders,” Cohen, global head of music for Google and YouTube, told Billboard in November. “I walked around London for two days excited about the possibilities, thinking about all the issues and recognizing that genAI in music is here — it’s not around the corner.”

While some of the major labels are touting YouTube as an important partner in the evolving world of music and AI, not everyone in the music industry has been as enthusiastic about these new efforts. That’s because Google trained its model on a large set of music — including copyrighted major-label recordings — and then went to show it to rights holders, rather than asking permission first, according to four sources with knowledge of the search giant’s push into generative AI and music. That could mean artists “opting out” of such AI training — a key condition for many rights holders — is not an option.

YouTube did make sure to sign one-off licenses with some parties before rolling out a beta version of its new genAI “experiment” in November. Dream Track, the only AI product it has released publicly so far, allows select YouTube creators to soundtrack clips on Shorts with pieces of music, based on text prompts, that can include replicas of famous artists’ voices. (A handful of major-label acts participated, including Demi Lovato and Charli XCX.) “Our superpower was our deep collaboration with the music industry,” Cohen said at the time. But negotiations that many in the business see as precedent-setting for broader, labelwide licensing deals have dragged on for months.

Negotiating with a company as massive as YouTube was made harder because it had already taken what it wanted, according to multiple sources familiar with the company’s label talks. Meanwhile, other AI companies continue to move ahead with their own music products, adding pressure on YouTube to keep progressing its technology.

In a statement, a YouTube representative said, “We remain committed to working collaboratively with our partners across the music industry to develop AI responsibly and in a way that rewards participants with long-term opportunities for monetization, controls and attribution for potential genAI tools and content down the road,” declining to get specific about licenses.

GenAI models require training before they can start generating properly. “AI training is a computational process of deconstructing existing works for the purpose of modeling mathematically how [they] work,” Google explained in comments to the U.S. Copyright Office in October. “By taking existing works apart, the algorithm develops a capacity to infer how new ones should be put together.”

Whether a company needs permission before undertaking this process on copyrighted works is already the subject of several lawsuits, including Getty Images v. Stability AI and the Authors Guild v. OpenAI. In October, Universal Music Group (UMG) was among the companies that sued AI startup Anthropic, alleging that “in the process of building and operating AI models, [the company] unlawfully copies and disseminates vast amounts of copyrighted works.”

As these cases proceed, they are expected to set precedent for AI training — but that could take years. In the meantime, many technology companies seem set on adhering to the Silicon Valley rallying call of “move fast and break things.”

While rights holders decry what they call copyright infringement, tech companies argue their activities fall under “fair use” — the U.S. legal doctrine that allows for the unlicensed use of copyrighted works in certain situations. News reporting and criticism are the most common examples, but recording a TV show to watch later, parody and other uses are also covered.

“A diverse array of cases supports the proposition that copying of a copyrighted work as an intermediate step to create a noninfringing output can constitute fair use,” Anthropic wrote in its own comments to the U.S. Copyright Office. “Innovation in AI fundamentally depends on the ability of [large language models] to learn in the computational sense from the widest possible variety of publicly available material,” Google said in its comments.

“When you think of generative AI, you mostly think of the companies taking that very modern approach — Google, OpenAI — with state-of-the-art models that need a lot of data,” says Ed Newton-Rex, who resigned as Stability AI’s vp of audio in November because the company was training on copyrighted works. “In that community, where you need a huge amount of data, you don’t see many people talking about the concerns of rights holders.”

When Dennis Kooker, president of global digital business and U.S. sales for Sony Music Entertainment, spoke at a Senate forum on AI in November, he rejected the fair use argument. “If a generative AI model is trained on music for the purpose of creating new musical works that compete in the music market, then the training is not a fair use,” Kooker said. “Training in that case, cannot be without consent, credit and compensation to the artists and rights holders.”

UMG and other music companies took a similar stance in their lawsuit against Anthropic, warning that AI firms should not be “excused from complying with copyright law” simply because they claim they’ll “facilitate immense value to society.”

“Undisputedly, Anthropic will be a more valuable company if it can avoid paying for the content on which it admittedly relies,” UMG wrote at the time. “But that should hardly compel the court to provide it a get-out-of-jail-free card for its wholesale theft of copyrighted content.”

In this climate, bringing the major labels on board as Google and YouTube did last year with Dream Track — after training the model, but before releasing it — may well be a step forward from the music industry’s perspective. At least it’s better than nothing: Google infamously started scanning massive numbers of books in 2004 without asking permission from copyright holders to create what is now known as Google Books. The Authors Guild sued, accusing Google of violating copyright, but the suit was eventually dismissed — almost a decade later in 2013.

While AI-related bills supported by the music business have already been proposed in Congress, for now the two sides are shouting past each other. Newton-Rex summarized the different mindsets succinctly: “What we in the AI world think of as ‘training data’ is what the rest of the world has thought of for a long time as creative output.” 

Additional reporting by Bill Donahue.

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Source: Microsoft / Xbox /Activision Blizzard
New year, more layoffs in the video game industry, sadly.
Can we hit the reset button?
The video game industry continues to be hit with layoffs despite companies seeing massive amounts of profit and games selling like hotcakes.
Microsoft is the latest company to take an axe to its workforce, laying off 1,900 employees from Activision Blizzard and Xbox. The Verge reports that most of the layoffs will affect roles at Activision Blizzard, and these cuts will also impact some employees at Xbox and ZeniMax.
The 1,900 layoffs will account for 8% of Microsoft’s gaming division’s 22,000 employees.
The website obtained an internal memo from Microsoft Gaming CEO Phil Spencer confirming the horrible news.
Per The Verge:
It’s been a little over three months since the Activision, Blizzard, and King teams joined Microsoft. As we move forward in 2024, the leadership of Microsoft Gaming and Activision Blizzard is committed to aligning on a strategy and an execution plan with a sustainable cost structure that will support the whole of our growing business. Together, we’ve set priorities, identified areas of overlap, and ensured that we’re all aligned on the best opportunities for growth.
As part of this process, we have made the painful decision to reduce the size of our gaming workforce by approximately 1900 roles out of the 22,000 people on our team. The Gaming Leadership Team and I are committed to navigating this process as thoughtfully as possible.
The people who are directly impacted by these reductions have all played an important part in the success of Activision Blizzard, ZeniMax and the Xbox teams, and they should be proud of everything they’ve accomplished here. We are grateful for all of the creativity, passion and dedication they have brought to our games, our players and our colleagues. We will provide our full support to those who are impacted during the transition, including severance benefits informed by local employment laws. Those whose roles will be impacted will be notified, and we ask that you please treat your departing colleagues with the respect and compassion that is consistent with our values.
Looking ahead, we’ll continue to invest in areas that will grow our business and support our strategy of bringing more games to more players around the world. Although this is a difficult moment for our team, I’m as confident as ever in your ability to create and nurture the games, stories and worlds that bring players together.
Phil
Blizzard president Mike Ybarra Is Also Bouncing
Among the 1,900 will also be Blizzard president Mike Ybarra, who did his best impression of the Spongebob “might imma head out” meme.
“As many of you know, Mike previously spent more than 20 years at Microsoft. Now that he has seen the acquisition through as Blizzard’s president, he has decided to leave the company,” Microsoft’s game content and studios president, Matt Booty, said in an internal memo.
Also leaving is Allen Adham, Blizzard’s chief design officer.
Booty adds, “As one of Blizzard’s cofounders, Allen has had a broad impact on all of Blizzard’s games. His influence will be felt for years to come, both directly and indirectly, as Allen plans to continue mentoring young designers across the industry.”

The Verge has also reported that a game Blizzard has been working on for over six years has also been canceled. Bloomberg’s Jason Schreier says the name of the game was Odyssey.

Schreier notes that Activision Blizzard employees are reaching out to him to learn their fate and waiting to see if they are among the 1,900.

Social Media Reactions To The Layoffs
As expected, the news of the layoffs is not landing well on X, formerly Twitter, with reactions pouring in from those involved in the gaming industry.
Kinda Funny’s Andy Cortez perfectly summed up in one post on X how these layoffs can affect the future of the video game industry.
“You’re a student in game dev school. You’re reading about Microsoft laying off 1,900 people after buying Activision Blizzard. You just read about more Embracer layoffs from yesterday. Nearly 6,000 games industry workers are jobless so far this year. It is still January,” Cortez said.

The frightening trend, which saw an estimated 10,500 game industry workers in 2023, is currently on pace to match or smash that number. Video Games Chronicle reports over 5,000 workers will lose their jobs in 2024.
Damn.
You can see more reactions to Microsoft layoffs in the gallery below.

1. Unbelievable

2. Great point

7. Well damn

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Source: CHRIS DELMAS / Getty / Palworld
The Pokémon Company has seen enough and is looking into the viral game Palworld.
2023 ended with a huge gaming scam with The Day Before. Could we be on the verge of seeing a popular video game being exposed for stealing early in 2024?
Since the arrival of Palworld and its meteoric rise, many have been keeping their eyes peeled and ears opened, wondering if The Pokémon Company would have anything to say about the obvious Pokémon-“inspired” survival game.
Thursday night, The Pokémon Company broke their silence on the matter. In a statement, the game studio says it will investigate Palworld and “take appropriate measures” if it finds anything that looks like the game infringes on its intellectual property.

Since launching in early access on Friday, Jan. 19, numerous claims of plagiarism have been lobbied at the game, specifically regarding the design of the Pals, the creatures players can capture, collect, and battle.
While the game is clearly a riff or parody on Pokémon, other gameplay designs like crafting, arming your characters, and Pals with guns, as well as base-building, put the game in the same breath as other survival titles like Valheim and Ark.
Still, that didn’t stop loyal fans of Pokémon from contacting The Pokémon Company. Like loss prevention at your favorite clothing store that allows thieves to steal so they can build a case, they are watching and seemingly letting Palworld do the same.
The statement reads in full:
We have received many inquiries regarding another company’s game released in January 2024. We have not granted any permission for the use of Pokémon intellectual property or assets in that game. We intend to investigate and take appropriate measures to address any acts that infringe on intellectual property rights related to the Pokémon. We will continue to cherish and nurture each and every Pokémon and its world, and work to bring the world together through Pokémon in the future.
Nintendo has already shut down a Pokémon mod introduced into the PC version of the game, and the creator of the mod announced that the company notorious for coming after people for “abusing” its intellectual property did hit him up.

Speaking with Stephen Totilo of Game File, former head of The Pokémon Company’s legal team from 2008 to 2020, Don McGowan, shared his thoughts on Palworld, saying, “This looks like the usual ripoff nonsense that I would see a thousand times a year when I was Chief Legal Officer of Pokémon,” he said. “I’m just surprised it got this far.”
Palworld Is DOING NUMBERS
Despite all that, Palworld is doing insane numbers that titles like Marvel’s Spider-Man 2 have done, but just in a matter of days.
On its official account, the game celebrated the milestone of selling over 8 million copies in less than six days, and that could be even more thanks to all the hoopla surrounding the game.
The game is also available on Xbox Game Pass, and we have no clue how many subscribers are playing it there, and that could also be in the millions.

We want to see how this plays out and if The Pokémon Company’s investigation exposes some bad faith acting on Palworld’s developer Pocketpair’s part.
Until then, the video game streets are talking. You can see those reactions below.

3. Howling

5. So unserious, lol

All products and services featured are independently chosen by editors. However, Billboard may receive a commission on orders placed through its retail links, and the retailer may receive certain auditable data for accounting purposes. The ideal gaming setup is one that can completely immerse yourself into the universe you’re playing within. Gaming chairs are just […]

All products and services featured are independently chosen by editors. However, Billboard may receive a commission on orders placed through its retail links, and the retailer may receive certain auditable data for accounting purposes.
With the rise of VR headsets like the Meta Quest 3, PlayStation VR2 Headset and Valve Index, Apple decided to throw its hat into the VR ring with their very own headset. Enter the Apple Vision Pro, a new mixed-reality headset that’s positioned as the “ultimate entertainment experience.”

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See latest videos, charts and news

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Starting at $3,499, the Apple Vision Pro is available for pre-order on Jan. 19 starting at 5 a.m. PT/8 a.m. ET at apple.com, Amazon and Walmart with release on Feb. 2.

Apple

Available on Feb. 2

Apple Vision Pro

The Apple Vision Pro is designed to pair the virtual world with the physical world through spatial computing and digital content via the tech company’s newest operating system Apple visionOS.

Here’s how it works: Just place the headset over your head on let it rest on your eyes to begin interacting with Apple’s mixed reality format. Instead of using controllers or a stylus, you interact with apps — like Safari, FaceTime, iMessages, iCloud and others — as well as digital content — from Apple Music, Apple TV, Disney+ and more — with your eyes, hands and voice.

If you’re a Disney+ subscriber, you can watch movies — like Avatar: The Way of Water, Avengers: Endgame, Star Wars: The Force Awakens, Encanto and many others — in 3D and Dolby Vision with experiences that’s specifically designed for the Apple Vision Pro.

If you’re not a subscriber, you can sign up for Disney+ with prices starting at $9.99 for the ad-supported plan. With a subscription, you can have access to hit original programing, such as The Mandalorian, Moon Knight, The Muppets Mayhem, American Born Chinese, Turning Red and more.

Available for pre-order on Jan. 19 at apple.com, Amazon and Walmart, the Apple Vision Pro starts at $3,499 with release on Feb. 2. In the meantime, watch an introduction video from Apple, below.

[embedded content]

Want more? For more product recommendations, check out our roundups of the best gaming chairs, best over-ear headphones, wifi extenders, laptop deals and more.

Weverse seems to fly under most of the music industry’s radar despite its strategic importance to its owner, HYBE, the K-pop juggernaut that has successfully leveraged BTS’s success to build an increasingly global, technologically advanced music company.

The social media company’s 10 million monthly active users — 90% of which come from outside South Korea — are few by some standards. TikTok, Instagram and Facebook boast more than 1 billion apiece. But it’s the home turf for artists with some of the most loyal fanbases on the planet. And HYBE is leveraging those acts’ popularity to build a must-visit destination for fans of K-pop and, eventually, other genres, too.

When Jimin, a member of BTS, performed a solo show at Lollapalooza in 2023, it was livestreamed on Weverse. When Jung Kook, another BTS member, hosted an at-home livestream in February, Weverse drew 16 million real-time views. When HYBE group ENHYPEN performed a showcase for its Dark Blood EP, it brought 2.4 million real-time views to the platform.

Artists use Weverse to host live chats with fans to promote new albums and its e-commerce platform to sell merchandise. Last year, Weverse Shop sold over 18 million branded light sticks from K-pop group Seventeen, a handheld device used at the band’s concerts that carries a $64 price tag in the United States.

All of this feels like it’s just the beginning. As K-pop surges in popularity globally, Weverse’s traffic is on the rise. Last year, its average user spent 250 minutes on the platform and visited 10.2 days per month, up from 171 minutes and 9.2 days in 2022. Traffic was up 47% in Africa and 25% in the Middle East. It now has 117 artist communities, including 13 SM Entertainment artists — including Super Junior, Riize and NCT Wish — who joined in September. And as Weverse president Joon Choi explained in an interview with Billboard, the company’s next target is the United States.

Do artists bring their fans to Weverse, or do they tap into the passionate user base you have?

That happens in both ways. Existing Weverse users contributed a lot to the new community of the SM Entertainment artists. But, at the same time, we could clearly see the new user registration spike right after SM artists joined Weverse. So, we’re very happy with this kind of migration. It happened with no hassle.

What about adding artists from the United States to Weverse? Many artists under the HYBE umbrella could be potentially added to the platform to reach new fans.

That’s still in discussion. I think we can come up with more exciting news in the near future.

Weverse has an office in Los Angeles [in Santa Monica]. What are you doing to build Weverse and build the brand in the United States?

The first thing is we are aggressively hiring people who would serve the basic functions including commerce functions, as well as artist support. In terms of raising and improving market awareness, I think that’s something we will be more aggressively working on in 2024. So, as we gain the momentum from new artists and North American artists joining and creating communities on Weverse in America, we will aggressively work on raising the market awareness this year.

Fandom is a word that has become more commonplace as K-pop has grown more popular. I think it’s also a tough word to define properly. How do you define fandom?

I think there are multiple segments — or I would say cohorts — among users of our services. Starting from light listeners, and then we would have more active listeners, we would probably consider them being monthly subscribers to Spotify or Apple, they will be probably the more active listener. And then on top of that there must be a cohort that is more engaged. And those will be probably concertgoers or those people who actively purchase albums of these particular artists. From that particular cohort or user segment, we will probably call them fans. As their engagement level goes up, and they become more active in their fan activities, they will be considered the most dedicated or enthusiastic fans. When you think about any business, you think about the framework of the user acquisition funnel from the very top to the bottom. When it goes to the very bottom, the core of the users, there are users or fans who are ready to purchase whatever the artist is offering. So, from the very bottom to the top, Weverse climbs up to the light users.

What specifically does Weverse do to help serve artists’ superfans better than other social platforms or a streaming platform like Spotify?

Before Weverse, the superfan experience was scattered here and there. You buy merch here, you go to the concert, and you get together in some places. Those experiences were all scattered around. But I think Weverse was the first service to get everything together in the best, [most] convenient way. Number two would be global. To go global, we really value the importance of translation. So, we provide real-time translation in 15 languages.

How does how does Weverse make money? Is it advertising? Is it taking a percentage of sales?

When it comes to advertising, we don’t have it yet, but we are working on it. So, we’re going to launch our advertising service this year. And before that, basically we get a revenue share from album sales, merch sales or any kind of digital value provided to the fans.

I’ve noticed a lot of merchandise for sale. How do you fulfill those orders? Do you have partners in different countries to help?

When it comes to a commerce system, we built everything in-house except for the fulfillment side. Obviously, we have international fulfillment partners. We have warehouses in Korea, Japan and the U.S. — in Carson, south of L.A. So, we get orders from more than 200 countries around the world. We ship everywhere.

You sell CDs, correct, and digital downloads?

Correct.

Do fans in Korea still buy CDs and download albums and tracks in high numbers?

They do both, obviously. Physical albums still do very high volume. And on top of that, Weverse also tries to provide digital/physical experiences together. That’s the reason why we launched Weverse Album last year, which is basically an album without a CD. The album comes with the QR code, then users can download the original high-quality music source and enjoy within Weverse.

What’s more popular in Korea, CDs or vinyl?

CDs. Vinyl is not as popular as in the U.S.

You launched Weverse by Fans, which allows users to customize merchandise. Can you tell me how many artists are using that and what the early results have been?

Currently, Weverse by Fans is in the beta phase. As of now, we have eight Korean artists who are using the Weverse by Fans: TOMORROW X TOGETHER, ENHYPEN, Le Sserafim, NewJeans, BOYNEXTDOOR, XIA, Hwang Min Hyun and Baekho.

Weverse does live streaming, whether it’s live performance or chats with artists. How important is that to Weverse?

Weverse Live is highly important to us. Weverse Live offers many different layers that I would say are different types of livestreaming. With the first one, we might have some special arrangement celebrating or marking an album’s release or album showcase. So, Weverse Live can be used for that. And there can be more instant or casual livestreaming, using the Weverse Live as well. The Lollapalooza performance that BTS member Jimin did last year, that was on Weverse Live as well. Weverse Live offers many different types of livestreaming starting from very large-scale concert streaming to a very casual or instant livestreaming done by individual artists.

I would like to add the three reasons why Weverse Live is of great value and importance to Weverse. First, after we release the service, Weverse Live, the users’ duration [of visit] and also their likelihood of revisiting Weverse have all gone up. So, the retention rate has significantly improved thanks to Weverse Live. And the second reason is that users are very satisfied with the quality of livestreaming services that we offer. They often give us feedback that compared to other major livestreaming services they are highly satisfied with the quality of livestreams that we provide. And the third reason is that Weverse Live has been integrated with live commerce, Weverse Commerce. When an artist or a label decides to do so, we can also turn on Weverse Commerce. That has really helped boost sales.

What might somebody sell with Weverse Commerce? A new album release?

Yes, our albums have been the most frequently sold items using the live commerce feature. Artists and labels prefer selling albums. That was the main item that was sold on live commerce. But, as I mentioned earlier, artists want to add the Weverse by Fans feature as part of the live commerce. So that’s something that we’re working on right now.

Since HYBE owns Weverse, it also owns a lot of data about its fans. How does HYBE leverage that data for either insights or marketing?

As you know, HYBE is a multi-label system. Underneath the multi-label system, each label is actively leveraging the fandom data coming from each community. However, what you need to understand is that within Weverse, there are many artists that are not HYBE artists, right? So, each label is working like a silo — they have access and they leverage the data only within their own community. So that’s what I want to clarify first.

As you know, Weverse is a platform and the neutrality of data and our service’s neutrality has been emphasized from the very beginning. From the early days of Weverse, that was something that we always have emphasized. Maybe because we have emphasized that importance, more than 90% of artists that have joined Weverse are not HYBE artists.

Could you give me insight into the size of the company, where your employees are, where you have offices? How could you describe the size of your footprint?

When we first started Weverse, we started with 50 to 60 people. But as I mentioned earlier, we went through a very compact, rapid growth within the last three or four years. So now we have about 370 people in Korea. So, in total around the world in three headquarters in Pangyo [South Korea], here where I am in Tokyo and Santa Monica, we have a total of about 450 employees. More than half of them are engineering people. I think it’s very hard to find any music company that has this many engineering people in-house. So, I think that was the biggest challenge we’ve been going through and also it has been very successful so far.

Do you expect to grow in 2024?

Yes. I’m very sure. Because, I mean, it has been [an] investment in advance because Weverse has massive traffic and a global scale. That requires a lot of work under the hood, way more than the surface features you can see from the web or app. There are a lot of things underneath that. So, it has been a very heavy lift, and that requires a lot of technological investment and investment.

This interview has been edited for clarity and brevity.

The layoffs plaguing the tech sector have hit YouTube. The streaming video platform will cut about 100 roles as part of a restructuring of its content teams. YouTube chief business officer Mary Ellen Coe announced the changes in a memo Wednesday, and a spokesperson for the platform confirmed them to The Hollywood Reporter. TubeFilter first reported the restructuring. As […]

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Source: Square Enix / Final Fantasy VII: Rebirth
We already knew Final Fantasy VII Remake was not just a rehash of the original game with a fresh coat of next-gen paint but a complete reimagining of what many consider the greatest RPG ever made. When Rebirth arrives, you can expect the same and then some.
A new trailer for Final Fantasy VII: Rebirth is here to excite us for a game we already can’t wait to play. The two-disc JRPG is upon us, and it will remix the beats from the original game that were engrained in our brains and, at the same, add some new twists to the story.
The usual suspects like Cloud Strife, Aerith, Cid, Red XIII, Barrett, Tifa, Cait Sith, plus Yuffie and Vincent are all back and are teaming up to save the world from Sephiroth.
In the original game, Yuffie and Vincent were optional characters, but in Rebirth, they will be a part of the primary team. The new trailer teases the big showdown with the legendary soldier turned wannabe destroyer of humanity.
It also teases possible changes to the original, like possibly confirming that Zack survived the epic battle and his being essential to Rebirth’s story.
Will There Be A Major Death In Final Fantasy VII: Rebirth?
Also, Aerith could be alive this time (spoiler alert); she died in the US version of the original game, much to players’ chagrin.
But, we still could be getting a significant death, and many believe it will be fan favorite Tifa who bites the dust this time around because of particular clips possibly showing her dying.
[embedded content]
Again, we don’t know if this is the case, but we know producer Yoshinori Kitase is not afraid to have us clutch our pearls and be in our feels while playing his games.
By heading here, you can peep our interview with Kitase ahead of Final Fantasy VII Remake.
Hit the gallery below for more screenshots from Final Fantasy VII: Rebirth, which arrives exclusively on PlayStation 5 on Feb. 26.

1. Final Fantasy VII: Rebirth

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17. Final Fantasy VII: Rebirth

Source:Final Fantasy VII: Rebirth
Final Fantasy VII: Rebirth square enix,final fantasy,final fantasy vii: rebirth

18. Final Fantasy VII: Rebirth

Source:Final Fantasy VII: Rebirth
Final Fantasy VII: Rebirth square enix,final fantasy,final fantasy vii: rebirth

19. Final Fantasy VII: Rebirth

Source:Final Fantasy VII: Rebirth
Final Fantasy VII: Rebirth square enix,final fantasy,final fantasy vii: rebirth

20. Final Fantasy VII: Rebirth

Source:Final Fantasy VII: Rebirth
Final Fantasy VII: Rebirth square enix,final fantasy,final fantasy vii: rebirth