Essay about Final Fantasy VII’s Anti-Capitalist Critique

I’m excited to say that my essay “Final Fantasy VII Confronts Capitalism: Tifa Lockhart vs. Medical Debt” is now on Sidequest (here)! 👊🌟

I recently read the official Final Fantasy VII Remake prequel novel, Traces of Two Pasts. I was fascinated by Tifa’s backstory, especially how she was driven to the starting point of the game by medical debt. I hadn’t come across a serious discussion of this book in fandom or elsewhere, so I wanted to write a short but accurate summary with substantial analysis. My goal was to situate the book’s anti-capitalist themes in the context of the game’s story, Japan’s economic recession in the 1990s, and our current hellworld.

Here’s an excerpt from my article…

Tifa is twenty years old at the beginning of Final Fantasy VII. Despite her youth, she’s calm and level-headed, yet Tifa willingly becomes a member of Avalanche, an armed militia that conducts terrorist attacks on Midgar’s power grid. Though she questions the use of violence, Tifa understands that aggressive action is necessary.

The juxtaposition between Tifa’s personality and her involvement in an active terrorist organization begs the question of how such a kind and gentle woman could become so politically radicalized. The question Kazushige Nojima asks in Traces of Two Pasts is much sharper: under the circumstances, how could she not? If you had to walk in Tifa’s shoes, wouldn’t you become radicalized too?

You can read the full piece on Sidequest here:
https://sidequest.zone/2025/06/02/final-fantasy-vii-confronts-capitalism/

Urban Gardening with Aerith Gainsborough

I’m excited to share a short story titled “Urban Gardening with Aerith Gainsborough,” which is based on the Final Fantasy VII Remake prequel novel, Traces of Two Pasts. This story is about Aerith’s relationship with the planet, especially how it manifests through her love of plants and flowers.

Despite the nurturing elements of her personality, something I love about Aerith is that she’s always kind but never fails to speak her mind. There’s an edge to her personality that I can’t help but admire, especially when she’s being passive-aggressive. It’s always fun to write characters who have this sort of complexity.  

You can read my story on AO3 here:
https://archiveofourown.org/works/65035672

On a personal note, I live in South Philadelphia, which is about as close as you can get to the Sector 5 slums in real life. I played FFVII Remake for the first time last October, and I fell so head-over-heels in love with Aerith that I was inspired to begin planting flowers in my neighborhood. I know it sounds trite to say “Aerith is an inspiration,” but she really is.

The illustration of Aerith showing off the small garden at the Leaf House orphanage was created by the bright and shining Artofpipeur, who posts colorful character portraits on Instagram (here).

Crow Country

Crow Country is a retro-styled 32-bit survival horror game that takes about four hours to play. What I love about Crow Country is its Story Mode, which removes all enemies and allows you to enjoy the game as an atmospheric adventure in an abandoned amusement park.

The year is 1990, and you (ostensibly) play as a police detective named Mara Forest. Mara is investigating the disappearance of Edward Crow, the owner of a small amusement park called Crow Country. Crow Country shut down and closed to the public two years ago after a girl named Elaine Marshall was severely injured in an accident.

Although Elaine’s family sued Edward Crow for the hospital fees, he never responded to court summons, and now the park sits boarded up and abandoned. Mara has reason to believe that Crow has holed up on the property, so she breaks in and begins searching for clues pertaining to his whereabouts.

Unfortunately for Mara, there are zombies about. Thankfully, she has a gun and a car trunk full of ammo. There’s also ample ammo scattered throughout the park, as well as various types of guns (and grenades) for Mara to pick up and experiment with. I’ve heard that the zombies aren’t particularly aggressive, and that shooting them isn’t particularly difficult, but I wouldn’t know. I didn’t bother with combat, and I have no regrets.

Even in Story Mode, Crow Country is a dense game with a lot to do. The map isn’t actually that big, but every “room” has multiple points of interaction. Most of this interaction provides atmosphere and flavor text, but Mara also needs to solve environmental puzzles in order to find the tools she needs to progress deeper into the park.

Mara can collect bits and pieces of brochures that she assembles into a map that proves to be extremely useful, as locked doors and unsolved puzzles are clearly marked. Although I did have to look up one or two solutions for optional challenge puzzles, I was never lost or confused about what I needed to do next. Unlike many puzzle-based adventure games, Crow Country is entirely possible to play without a guide.

In terms of its PlayStation-era retro graphics, Crow Country looks exactly like Final Fantasy VII. All of the character models are composed of charmingly blocky polygons, and the environments are pre-rendered and gradient shaded. Points of interaction are easy to distinguish, and you can rotate the camera a full 360 degrees. It’s a joy to move through this environment, especially once you begin to open Dark Souls style shortcuts.

Crow Country isn’t a cozy horror game; there’s no learning or friendship or beautiful autumn leaves. That being said, the horror elements are very mild, especially in Story Mode. Despite the atmospheric creepiness of its setting, Crow Country is less of a horror story about zombies and more of a speculative fiction story about how humans process the reality of climate change – or rather, how we will do anything to avoid processing this reality. The game’s conclusion is fantastic, as is the foreshadowing leading to its final reveals.

I wasn’t expecting Crow Country to be so fun to play, or for its environment to be so creatively designed, or for its story to hit so hard. I have zero patience for “intentionally inaccessible” retro game nonsense at this point in my life, but Crow Country wants to be experienced. Since it’s so short and accessible, I’d recommend the game to anyone who’s interested in the premise, even if you’re not typically a fan of survival horror.

The End of the Line for the Shinra Corporation

Over the course of its expansive story, Final Fantasy VII changes direction and shifts focus but holds fast to the goal of saving the world from a crisis created by Shinra. Even if there were no interstellar demons or mad scientists, the Planet would never have survived were it not for a small group of activists who dared to challenge the most powerful corporation in the world…

I contributed a meta essay titled “The End of the Line for the Shinra Corporation” to the Return to the Planet fanzine, which celebrates the 25th anniversary of the original 1997 release of Final Fantasy VII. My piece is about how the game references the corporate critique and real-world grassroots environmental activism in Japan during the 1990s. The zine is filled with gorgeous artwork, stories, and nonfiction, and it’s free to download. You can read my essay on my Japanese fiction blog (here), and I also posted it on AO3 (here). You can check out the zine via these links:

🌿 https://twitter.com/ff7ogzine
🌿 http://whitemateria.net/ff7ogzine/
🌿 https://archiveofourown.org/collections/FF7OGZine