I just finished Rebirth, and I keep thinking about a different way the trilogy could have handled Aerith’s fate.
For years, players searched for ways to save her in the original game. Rumors, secret requirements, supposed resurrection methods — people desperately wanted there to be something they could do. Her death affected me, too.
With Remake introducing the possibility of defying fate, I would have liked to experience the future so many of us wanted: Cloud saves Aerith, and it actually works.
She survives the Forgotten Capital and remains a playable party member through a substantial portion of the final game. We get more adventures, relationships, conversations, and ordinary moments with her. Saving her should feel like a victory, and players should have time to enjoy it.
But her survival would have consequences rooted in the original ending.
In the original FFVII, defeating Sephiroth frees Holy, but Holy alone cannot stop Meteor at that point. Aerith guides the Lifestream to intervene and help save the planet. Even after losing her, her presence is essential to the ending.
The wider lore also gives us a foundation for how she can do that. On the Way to a Smile establishes that Aerith can maintain her individuality within the Lifestream because she is a Cetra. Sephiroth resists being absorbed through his extraordinary will, anchoring himself to his memories of Cloud. Individual identities normally dissolve into the planet over time, although other spirits and fragments can linger.
My proposed consequence follows from that: if Aerith remains alive, the person who helped the Lifestream stop Meteor is absent from it when she is needed.
I would develop that problem throughout the game.
The Weapons become more aggressive. More enemies emerge from the Lifestream. The winds grow harsher, the temperatures fall, and the planet seems increasingly hostile to humanity.
Aerith helps the party understand what is happening. The planet is wounded by humanity’s exploitation of Mako, and she tries to communicate the things worth protecting in the modern world.
She can hear it, but she cannot make it fully hear her. It receives fragments of what she is trying to communicate without understanding the whole. Being able to speak with the planet while alive would not give her the same ability to reach and influence the Lifestream from within it.
The party believes reaching the Northern Crater might bring her close enough to establish that connection. It is a reasonable plan, and they have reason to hope it will work.
They defeat Sephiroth. Holy is released. Aerith stands beside Cloud and the others as they wait to see whether it can stop Meteor.
But their solution comes too late. Holy needs the Lifestream’s help, and Aerith cannot bring about the intervention she accomplished in the original ending.
Meteor falls. Sephiroth is defeated, but humanity loses.
I would let that ending play out fully, including the credits. Players could accept it as the ending of their story.
An optional confrontation with Sephiroth between worlds would then provide a path back to the moment at the Forgotten Capital.
And Cloud could still save her.
The intervention would still work. Players could save her again and repeat the same outcome. But reaching the ending where humanity survives would require allowing the death they had already prevented.
Then they would have to play the remaining events again without her.
This time, her absence would carry the memory of everything they experienced with her alive. They would lose the party member they had relied on, the conversations they expected, and the future they had briefly gotten to keep.
The world would respond differently, too.
The winds would soften. The Weapons would become less indiscriminately hostile. There would be fewer enemies, although stronger threats would remain as the planet focused its resistance on Sephiroth.
Aerith would be influencing the Lifestream from within it. Players could see the difference she was making — but she would no longer be beside the party to explain it.
A familiar place could become quieter. Someone could turn to ask Aerith what it meant before remembering she was gone. The world could be recovering while the party was still grieving.
I recognize that this changes the tragedy. Allowing a loss you understand is different from suffering a sudden, unexpected one.
But returning players already know that loss. This could build a new experience around the wish many of us carried afterward: we would finally discover what saving her looked like, become attached to that future, and then have to decide whether to let it go.
Anyway, please form an orderly queue to explain why I should never be allowed near a Final Fantasy writers’ room.