Category: Final Fantasy 7 Remake

  • The Lost Concept: Jenova as Human Potential in Final Fantasy VII’s Early Development

    The Final Fantasy VII that captivated millions in 1997 featured Jenova as an ancient extraterrestrial calamity that crashed into the planet two thousand years before the game’s events. However, revelations from the Final Fantasy VII Ultimania Omega expose a dramatically different vision that existed during the game’s early planning stages – one that would have fundamentally altered the narrative’s themes and philosophical underpinnings. In this abandoned concept, Jenova was not an alien threat from beyond the stars, but something far more intimate and unsettling: a dormant element within human biology itself.

    The Original Vision: Jenova as Internal Phenomenon

    According to the Ultimania Omega, the original conception of Jenova positioned it as either a specific region of the human brain or a genetic component inherent to humanity. This represented a profound shift from the external threat narrative to one exploring the untapped and potentially dangerous aspects of human potential itself.

    The name “Jenova” in this early framework was derived from an ancient text authored by the Cetra, the planet’s original stewards. This mysterious tome carried the weight of contradiction in its very reputation, known simultaneously as the “Book of God” and the “Book of the Devil.” This dual nomenclature reflected the ambiguous nature of what it documented: a comprehensive record of the unexplored territories of human consciousness and genetic capability.

    The book was said to contain everything pertaining to the uncharted enigma of the human mind – or human genes, depending on the interpretation. It represented forbidden knowledge in the truest sense: not knowledge that was actively suppressed, but understanding of human capabilities that existed beyond the boundary of normal experience and comprehension.

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    The Book of Jenova: God and Devil in One Text

    Central to the early Jenova concept was an ancient manuscript that served as both the source of the name and the foundation of understanding for this mysterious element of human nature. Written by the Cetra, this text occupied a unique and paradoxical position in the game’s conceptual mythology.

    Dual Nomenclature: Sacred and Profane

    The book was known by two contradictory titles that reflected humanity’s ambivalent relationship with the knowledge it contained: the “Book of God” and the “Book of the Devil.” This wasn’t merely poetic language – it represented a fundamental truth about the nature of the knowledge itself.

    As the Book of God, it represented enlightenment, transcendence, and the fulfillment of human potential. It was a sacred text that revealed divine capabilities hidden within humanity, suggesting that people possessed godlike powers waiting to be unlocked. The book promised elevation beyond ordinary human limitations, access to abilities that would seem miraculous to those who remained unawakened.

    Simultaneously, as the Book of the Devil, it represented danger, corruption, and the temptation to exceed natural boundaries. It was forbidden knowledge that could lead to destruction – both of individuals who couldn’t handle what they discovered within themselves, and of societies that might abuse such capabilities. The book threatened to unleash forces that humanity was not meant to control or even comprehend.

    The Contents: Charting Unknown Territory

    The Book of Jenova was described as a comprehensive record of everything pertaining to the uncharted enigma of the human mind – or alternatively, human genes, depending on whether Jenova was understood as neurological or genetic in nature. This tome represented the Cetra’s complete understanding of those aspects of human biology and consciousness that lay beyond the reach of normal human experience.

    It detailed “everything unknown of the human brain,” suggesting a systematic exploration of dormant neural pathways, untapped regions of consciousness, and latent mental capabilities. If the genetic interpretation is emphasized, the book would have contained a complete mapping of unexpressed genetic potential – dormant genes that could produce extraordinary abilities when activated.

    The book wasn’t theoretical speculation; it was practical knowledge. It would have provided:

    • Identification protocols for recognizing the Jenova element in individuals
    • Understanding of manifestations of various Thaumaturge abilities
    • Methods of awakening the dormant potential through artificial means
    • Warnings or predictions about the consequences of such awakening
    • Historical records of naturally awakened individuals throughout history

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    The Cetra as Authors: Knowledge Keepers or Warning Writers?

    The attribution of the book to the Cetra raises intriguing questions about their relationship to the Jenova element. Were they documenting something they had mastered, or warning against something they had suffered from? Several interpretations emerge:

    The Cetra as Masters: Perhaps the Cetra had achieved widespread natural Jenova awakening, and the book represented their civilization’s accumulated wisdom about living with and controlling these abilities. Their “ancient” status might represent a time when humanity routinely accessed capabilities that had since become rare or dormant.

    The Cetra as Victims: Alternatively, the Cetra might have experienced the dangers of uncontrolled Jenova awakening firsthand, and wrote the book as a cautionary text. Their decline might be directly connected to the unleashing of forces they documented but couldn’t ultimately control.

    The Cetra as Scientists: They might have been researchers and scholars who first discovered and mapped the Jenova element, creating a comprehensive scientific treatise that was later interpreted through religious and mythological frameworks by subsequent generations who found the original text.

    Why Both God and Devil?

    The dual nature of the book’s reputation reflects a profound truth about knowledge and power: they are neither inherently good nor evil, but rather dependent on application and context. The same capabilities that could elevate humanity could also destroy it.

    This duality would have resonated throughout the game’s narrative:

    • Aerith’s abilities (natural awakening) might represent the “God” aspect – harmonious, beneficial, connected to the planet
    • Sephiroth’s transformation (artificial awakening) might represent the “Devil” aspect – forced, corrupted, destructive
    • Shinra’s experiments would represent the corporate attempt to commodify and weaponize knowledge that was never meant to be controlled by institutional power

    The book’s very existence posed a philosophical dilemma: Is it better to remain ignorant of human potential to avoid the risks of its misuse, or to embrace complete knowledge despite the dangers? Should such a text be preserved and studied, or destroyed to protect humanity from itself?

    Lost Knowledge in the Final Game

    While the Book of Jenova didn’t make it into the final version of Final Fantasy VII, echoes of this concept appear in various forms throughout the game and its compilation. References to ancient Cetra knowledge, Shinra’s research documents, Professor Gast’s recordings, and even the Lifestream itself as a repository of collective memory all serve similar narrative functions – they represent potentially dangerous knowledge about the nature of existence that characters must grapple with.

    The concept of a single, comprehensive text that explains everything unknown about human capability would have provided a powerful narrative focal point, a physical artifact that characters could seek, protect, or destroy. It would have made the abstract concept of Jenova tangible and given the story a “quest for the book” element that might have driven certain plot threads.

    The Mechanics of Awakening

    Under normal circumstances, the Jenova element was intended to remain dormant within the human population. It represented potential rather than active capability, a sleeping aspect of human biology that the vast majority would never experience or express.

    However, two pathways to awakening existed in this conceptual framework:

    Natural Awakening

    Rarely, individuals would be born in whom the Jenova element awakened spontaneously. These represented natural expressions of dormant human potential, people whose biology or neurology naturally manifested capabilities that remained locked away in others. This natural awakening suggested that humanity possessed latent abilities that only occasionally surfaced through the random variation of birth and development.

    Artificial Awakening

    The more controllable – and potentially more dangerous – pathway involved artificial stimulation through exposure to mako energy. In this framework, materia served as conduits or catalysts to manifest this awakening. This created a direct connection between Shinra’s exploitation of the planet’s life energy and the manipulation of human potential itself. The corporation’s mako technology wasn’t just draining the planet; it was fundamentally altering human consciousness and capability.

    This concept would have added another layer to the game’s environmental themes, suggesting that Shinra’s exploitation extended beyond planetary resources to the very essence of human identity and potential.

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    The Thaumaturge: A New Classification

    Those in whom Jenova had awakened – whether through natural or artificial means – were designated by a specific term: Thaumaturge. This classification transcended the method of awakening, applying equally to those with innate abilities and those who had been artificially enhanced.

    Defining Characteristics

    The abilities manifested by Thaumaturges varied considerably from individual to individual, reflecting the personal nature of this awakening. However, certain baseline capabilities appeared universal among those with active Jenova elements:

    Mutual Awareness: All Thaumaturges shared a common ability to sense and be drawn to one another. This suggested a fundamental connection or resonance between activated Jenova elements, creating an invisible network of awareness among those who possessed these abilities.

    Thought Sensitivity: Among particularly skilled or powerful Thaumaturges, this awareness extended beyond mere detection to actual sensitivity to the thoughts of others. This represented a form of empathic or telepathic capability, pushing human consciousness beyond the isolation of individual minds.

    Examples in Character Design

    The concept material specifically identified characters who would have exemplified different aspects of Thaumaturge nature:

    Aerith represented the naturally awakened Thaumaturge. Her inherent abilities – her connection to the planet, her capacity to sense the life stream, her unique relationship with materia – would have been recontextualized not as Cetra heritage alone, but as a natural expression of awakened human potential.

    Sephiroth embodied the artificially awakened Thaumaturge. His exceptional abilities, rather than being purely the result of Jenova cell injection (in the external alien narrative), would have stemmed from a forced awakening of dormant human capabilities through Hojo’s experiments with mako and biological manipulation.

    This framework would have positioned these two pivotal characters not as fundamentally different types of beings, but as two expressions of the same underlying human potential – one natural and harmonious, the other forced and corrupted.

    The Turks: Hunters of the Awakened

    In this early conceptual framework, the Turks served a more specifically defined role than they ultimately received in the final game. They were envisioned as experts in locating and monitoring Thaumaturges, specialized operatives trained to identify and track those in whom the Jenova element had awakened.

    This concept wasn’t entirely abandoned in the final game. Tseng’s assignment to monitor Aerith carried forward this essential idea, though the broader framework of Thaumaturge hunting was largely stripped away. In the released version, Tseng’s surveillance appears as corporate interest in the last remaining Cetra. In the original concept, it would have represented systematic tracking of naturally awakened human potential by those seeking to control or exploit it.

    This would have positioned the Turks not merely as corporate enforcers, but as the vanguard of Shinra’s program to identify, catalog, and potentially weaponize or suppress human beings who represented the next stage of human evolution or consciousness.

    Thematic Implications

    The abandoned Jenova concept would have dramatically shifted Final Fantasy VII’s thematic focus in several significant ways:

    From External to Internal Threat

    Rather than presenting humanity threatened by an alien force, the narrative would have explored humanity threatened by its own potential. The danger came not from beyond the stars but from within human biology itself. This reframed the central conflict as one of self-knowledge and the ethics of human enhancement.

    The Nature of Monstrosity

    With Jenova as a human element rather than an alien one, the question of what constitutes monstrosity becomes more philosophically complex. Sephiroth’s transformation wouldn’t represent alien contamination but the consequences of forced awakening and the corruption of human potential. The “monsters” of the game would represent perverted expressions of human capability rather than alien aberrations.

    Corporate Control and Human Identity

    Shinra’s exploitation would extend beyond environmental destruction to encompass control over human evolution and consciousness itself. The company’s monopoly on mako technology would represent not just control of energy resources but control over access to expanded human capability – and thus, control over who gets to transcend normal human limitations.

    The Cetra as Pioneers

    In this framework, the Cetra’s “ancient” status takes on new meaning. Rather than being a different species or race, they might have represented an earlier human civilization that had achieved widespread natural Jenova awakening – a society where these expanded capabilities were common or even universal. Their extinction or decline might be reframed as the loss of this awakened state rather than the loss of a separate people.

    Why the Change?

    While the Ultimania Omega reveals this early concept, it doesn’t extensively detail why the development team ultimately abandoned it in favor of the extraterrestrial Jenova narrative. However, several factors might have influenced this decision:

    Narrative Clarity

    The internal Jenova concept, while philosophically rich, introduced significant complexity to an already intricate narrative. The alien threat provided a clearer external antagonist and simplified the explanation of Sephiroth’s transformation and motivations.

    Cultural Translation

    The themes of internal human potential and awakened consciousness might have been more difficult to communicate across cultural boundaries than the more universally understood concept of an alien threat. The development team may have favored the more accessible narrative for a game aimed at international audiences.

    Gameplay Integration

    The materia system and the mechanics of character abilities might have been more difficult to justify or explain within the internal Jenova framework. The alien cells and mako exposure provided cleaner explanations for the gameplay systems than the more abstract concept of awakened genetic or neurological potential.

    Character Differentiation

    The extraterrestrial Jenova allowed for clearer differentiation between Aerith (as Cetra) and characters affected by Jenova cells. The internal Jenova concept would have made this distinction more philosophical than biological, potentially muddying character relationships and motivations.

    Legacy and Resonance

    Though abandoned before the game’s release, elements of this early Jenova concept can still be detected in the final version of Final Fantasy VII. The game’s exploration of identity, the nature of consciousness, and the consequences of corporate exploitation of human potential all carry echoes of this more intimate, internal threat narrative.

    The Cloud/Zack identity confusion, for instance, touches on questions of consciousness and selfhood that would have been central to the Thaumaturge concept. The various experiments conducted by Shinra scientists on human subjects throughout the game hint at this darker vision of corporate control over human evolution and capability.

    The Compilation of Final Fantasy VII – including Advent Children, Crisis Core, and Dirge of Cerberus – has continued to explore themes of enhanced human capability, consciousness transfer, and the boundaries of human identity. While these works operate within the extraterrestrial Jenova framework, they circle around questions that would have been central to the original internal Jenova concept.

    Conclusion

    The revelation of Jenova’s original conception as an element of human biology rather than an extraterrestrial threat provides fascinating insight into Final Fantasy VII’s development and the evolution of its narrative. While the team ultimately chose a different direction, this early concept represented a philosophically richer but more complex approach to the game’s central themes.

    The internal Jenova framework would have positioned Final Fantasy VII as a more direct exploration of transhumanism, human potential, and the ethics of enhancement and control. It would have asked players to consider not what threatens humanity from without, but what possibilities and dangers lie dormant within us, waiting to be awakened – for good or ill.

    Though we play the game as it was ultimately released, knowing what might have been enriches our understanding of the creative process and the thematic territory the developers were exploring. The Book of God and the Book of the Devil, knowledge both salvific and damning – this perfectly captures the ambiguous nature of human potential itself, and the eternal question of whether expanding human capability represents our salvation or our doom.

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  • My Return to Final Fantasy VII Rebirth

    I now feel like going back to Final Fantasy VII Rebirth to tackle the remaining Chadley virtual missions – those brutal and legendary challenges that have been sitting in my backlog for months. There’s something about unfinished business in a game you love that keeps pulling you back, and after all this time away, I’m finally ready to face what I left behind.

    The Temptation I Almost Gave Into

    In the past, I was seriously debating whether or not to just watch a video on YouTube or read a guide online to finally wrap this up and get the platinum trophy. It would’ve been so easy. A few clicks, a well-produced guide, someone else’s optimized strategy handed to me on a silver platter. Quick. Efficient. Done.

    The pull was strong. I mean, who wants to bash their head against the same challenge over and over when someone else has already figured out the perfect solution? Why struggle when the answer is right there, waiting to be consumed? It’s the modern gaming dilemma – the constant availability of solutions before we’ve even fully grappled with the problems.

    But then something interesting happened, something I didn’t plan for. Over time, as I had other games to play – new releases demanding my attention, old favorites calling me back – I kind of just naturally forgot about Rebirth and those pending challenges. They slipped from my mind, no longer this looming task I had to complete.

    And you know what? As a result of that natural drift away from the game, I ended up preserving the experience. I didn’t burn myself out forcing completion. I didn’t spoil the solutions for myself in a moment of frustration. I didn’t reduce these carefully crafted challenges to a checklist. I just… let it go. And in letting it go, I saved something valuable.

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    Taking It Slow

    Now I’m ready to come back, but I’m doing things completely differently than I originally planned. Let’s talk about the pace – I don’t plan on completing all these extremely difficult challenges quickly. I’m not setting some aggressive timeline or treating this like a job I need to finish. Maybe I could do one challenge a week. Maybe less. Maybe more if I’m really feeling it.

    The point isn’t speed. It’s not about efficiency or getting it done as fast as possible. It’s about savoring what’s left of this incredible game.

    But here’s the key part, the commitment I’m making to myself: I will try to do this by myself, without watching a video on YouTube or reading a guide. No external help. No shortcuts. Just me, the game, and whatever skills I’ve developed through my time in this world.

    At the same time, this feels like the perfect opportunity to replay the entire main story for a third time, on hard mode, while also going through the Chadley virtual missions. Why not experience everything the game has to offer in one comprehensive playthrough? I’ll get to relive the incredible narrative moments, the character development, the spectacular set pieces, all while building up to these final challenges. It’s the best of both worlds – story and gameplay mastery combined.

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    Learning from My FF7 Remake Mistake

    One major issue that I have with just watching a YouTube video is that if I do that, then I pretty much know exactly what to do before I even attempt the challenge myself. The mystery evaporates. The sense of discovery vanishes. The challenge becomes paint-by-numbers, a mechanical execution of someone else’s creativity and problem-solving.

    This exact scenario happened in my FF7 Remake hard mode run, and it left a mark on me. I couldn’t complete the main story of FF7 Remake on hard mode by myself. I hit walls. I struggled. And instead of pushing through, instead of experimenting and learning and growing as a player, I took what felt like the easy way out.

    So I ended up just watching a guide on YouTube, and that pretty much wrapped it up for me. Within a short time, I had a complete strategy ready to go, optimized and tested by someone else. I didn’t have to put in the effort of discovery. I didn’t have to learn through failure. I didn’t have to experiment with different materia combinations or party configurations.

    And that felt cheap. Deeply unsatisfying. Sure, I got the completion trophy. Sure, I could say I “beat” hard mode. But did I really? Or did someone else beat it while I just followed their blueprint?

    The trophy popped. The achievement unlocked. But there was no real sense of accomplishment, no pride in overcoming something difficult. Just this hollow feeling of having gone through the motions, of having consumed someone else’s gaming experience rather than creating my own.

    I don’t want that feeling again. I refuse to reduce Rebirth to that same hollow victory.

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    Testing My True Mastery

    So for this return to Rebirth, I want to experience these challenges by myself first to see if this is something I can handle based on my current mastery of the game and the materia system. This is the real test. Can I actually do this? Have I learned enough from my time with the game? Do I understand the combat system deeply enough? Have I internalized the synergies between characters, the nuances of materia combinations, the rhythm of these battles?

    I want to find out who I am as a player when I don’t have a safety net. When I can’t just pause, pull up a video, and download someone else’s solution into my brain. When it’s just me and the game, in pure conversation.

    This is about more than just completion. It’s about respecting the craft that went into designing these challenges, and respecting my own capability to rise to meet them. The developers created these legendary battles to test players, to push them to master the systems they’ve built. By immediately turning to guides, I’m short-circuiting that entire design intention.

    Perfect Timing

    This whole journey feels especially timely as discussions of the FF7 Remake Part 3 reveal being pretty soon, in the near future – presumably at the Game Awards in December – are picking up again online. The community is buzzing with speculation and excitement. Theories are flying about what the final part will cover, how it might diverge from the original, what new surprises await us.

    The hype is building, and I want to be fully immersed in this world when that reveal drops. I want to be actively engaged with Rebirth, fresh on my experience with it, when we get our first look at how this incredible trilogy will conclude.

    I’ve got plenty of time before FF7 Remake Part 3 actually releases, which many are speculating will be in the first quarter of 2027. This timing also coincides perfectly with the 30th anniversary of the original Final Fantasy VII, which would be a beautiful full-circle moment for this remake trilogy to conclude.

    That gives me over a year – potentially more – to tackle these challenges at my own pace. That’s more than enough time if I’m doing one challenge per week. Even if I take breaks, even if some challenges take multiple attempts across several weeks, I have an enormous runway.

    If I don’t finish these challenges by the time Part 3 releases, then it’s time to consult the guides. That’s my deadline, my line in the sand. I’ll have given it my honest best shot, tested myself thoroughly, and if I still can’t overcome certain challenges, then I’ll seek help to experience the complete package before moving on to the finale.

    But until then? I’m just going to be enjoying this game and these remaining challenges.

    My Own Terms, My Own Pace, My Own Skills

    This is my gaming philosophy going forward, at least for games I truly care about. I want to engage with them on my own terms, at my own pace, with my own skills. Not YouTube’s pace. Not the internet’s optimized meta strategies. Mine.

    There’s something liberating about disconnecting from the constant stream of guides, tips, optimal builds, and “best ways” to play. Something freeing about just existing in a game world and figuring things out through experimentation and observation.

    Will I fail? Probably. Multiple times. Will I waste time on strategies that don’t work? Almost certainly. Will I eventually discover solutions that others found weeks or months before me? Absolutely.

    But they’ll be my discoveries. My failures will teach me. My successes will be earned.

    And when I finally overcome that last legendary challenge, whenever that happens, I’ll know that I did it. Not a YouTuber. Not a guide writer. Me.

    Let’s see what I’m really made of.