Alright time for some venting and rambling on my end. This post will just deal with the bad; the next, the good; and the 3rd and/or 4th posts may deal with things I found questionable (but not unnecessary) and nitpicks. Sorry for the following word salad and straining grammatical mistakes for those that care to read the following.
1) Nomura...freaking Nomura. Is there honestly anything more that needs to be said about this guy that people aren't aware of? Why on earth would you make this guy the director of this game never mind the next installments? The sad thing about all this is much of the story (ignoring the following) and characters were on point. In some cases, a few things were expanded on and/or dwelved into (in particular, that one chapter focused on Jessie, Biggs and Wedge) that were surprisingly refreshing, but this stupid sob or whoever was ultimately was responsible for the story direction decided to throw all that good will and decent build up away and for what? To sneak in both a fight with the game's main villain, omens/spoilers for the rest of the game, and themes which the original not only didn't have but shouldn't be handled in this first installment of this series? To quote Aeris (and yes that's how her name should be spelled) : "I really hate that man."
2) The "whispers". Until pretty much the very end (that is about the last 2 hours or so) of the game, these thing added absolutely nothing to the story whatsoever. I repeat, until chapter 18, there is no reason these things should be in this game. Hek, even the use of them wasn't that good at all considering that you don't see them for huge chunks of the game (I think the longest gap was between meeting Aeris in the church up to the fight to save sector 7 which is pretty arguably the best part of the game) making you question even further why they decided to include these things.
3) Too much packed into too what originally was too little. I had thought this would only be the 3rd worse problem this game would have after the "whispers" (and of course, he that shall not be named) but those problems get overshadowed by this one. The problem here is that assuming this is part 1 of an actual series, what exactly is there going to be left story, music, or gameplay wise that will entice players to play the rest of the installments? What have we already learned and pretty much been spoiled with (and yes, I know that's saying much for a remake, but hear me out)?
A) Sephiroth and/or Jenova not only is/are the main villain(s) but we've already fought both and won. Now I want be clear that, I pretty much expected and probably wouldn't have mind having the party fight Jenova never mind be introduced to her (obviously that much happened in the original). That really isn't a problem especially considering the amount of times you fought her in the original, but why Sephiroth as well? That is simply too indulgent. They should have just stuck to showing him off at most which even then would have been pushing it.
B) Foreshadowing/spoiling Aeris death. This really deserves scrutiny here because they don't just do this twice for no reason, but they do this as early as, if I'm mistaken, Cloud meeting Aeris for the first time....just why? Why would you possibly have Cloud pretty much see her in that moment for that iconic scene? Again, everybody knows this is a remake (well..maybe not Nomura or whoever was responsible for the game's story) but why on earth would you think it makes sense to foreshadow a character that your main character met for the first time? That is just absurd which is made even worse when you couple this, not only with the various major and minor story changes they made, but with them speaking about defying fate/destiny. If they're going to ride on that idea that hard, then it's only fair that we should presume that they might as well "subvert our expectations" and not have Aeris sacrifice herself for the greater good, you know, the defining aspect of that character.
C) The meteor foreshadowing(s). Somewhat similar deal with Aeris death/sacrifice although somewhat harder to judge as harshly at first. I say at first, because we sort of get a foreshadowing of this in that video that talked about the lore of the Ancients/Cetra in Shinra Tower which I actually thought in general was a decent way to cover their fate. Even the subsequent ominous juxtaposition (hopefully using that word right) where we essentially see Sephiroth summon the meteor seemed sensible although again, they got indulgent with this twice. I think my overall problem with this is that it sort of renders the bit in Temple of the Ancients in the original game superfluous assuming they wanting to cover this ground again later.
D) Certain game play elements. This is a tough one to complain about considering how fairly polished the gameplay is compared to, as far as I'm concerned, most of the final fantasies that is up until 10 or even 12. The main point here is to consider the grand scheme of things, that is to say, in terms of gameplay vs. the overall story, what exactly is there left to reel people in (assuming they're not your proverbial subservient consumer)?
i) At least 3 (i.e. Cid, Cait Sith, and yes even Red XIII who we'll talk about soon) up to 6 (the 3 already named, Yuffie, Vincent and Sephiroth assuming the Nibelheim flashback happens and is faithfully rendered) more playable characters and possibly others though they may only be temporary for example Zack or even the Turks if only for DLC or a chapter in a story. The point here is, how are they going to space out the additional characters for each installment (and that's assuming people will want to even bother with some of the new characters) that would give players something fresh?
ii) You have a similar issue with items, equipment (at least for the current set of playable characters), and materia as well plus the added problem of how exactly will the next installments handle in terms of continuity (specifically game play wise). That is to say will your characters be the same level they are for the next installment(s), will you have all the items. equipment, and materia you found (let's not explore what happens for those items you didn't get though I'd imagine they might if necessary add a feature where Square would let you buy them in-game hopefully) and will the materia you mastered still be mastered? If continuity isn't a problem, then you're certainly going to have a number of players grind a bit now and then just speed through the next installments. It also doesn't help that you really do get a large amount of the materia that already was in the game plus the additional ones they added which goes back to the above question. What more exactly will you have to offer gameplay wise that will keep them interested? In my opinion, not a lot in the long run. Then again, I suppose the above isn't that great a problem since a lot of this will be up to the players anyway.
I could probably list other sub-points here, but the impression I want to leave here is how this installment wants to try and tackle quite frankly way too much within a relatively short part of the original game It almost seems as though they're not confident they'll be able to finish this series so they just decided they were going to hit us with a large chunk of what was originally great so as to get people's attention. It's either that or they want to pull off a TLJ, Doctor Who, etc. Either way, it's just wrong, and it will probably bite them in the butt later on.
4) Cloud's and Aeris (...?) tisms (for lack of a better word)/extraordinary senses. Just to be clear, what I mean here is those moments where Cloud, and Aeris, pretty much sense, see, and, specifically in Cloud's case, remember things (or probably rather remember things Zack does). There's a few things I want to address with this particular problem :
A) First and foremost, why does Aeris "sense" seem almost identical to Cloud's with the exception that it doesn't cause her any sort of physical discomfort or allow her to remember things - Note : I know that they have Aeris remember things in the game, but I'm pretty sure none of that was ever caused by her "senses" unlike Cloud (at least once I think concerning the well flashback between Cloud and Tifa). My main issue here isn't even that Aeris has this sort of "sense" at all (she certainly had something comparable in the original) but why they made her "sense" aesthetically and audibly the same as Cloud's. That is, instead of, with Cloud, you have momentary flashes with a green tinges and a static television sound, you have something different with Aeris. Like say, a different color flash and the sound of a drop of water landing on a larger source of water below. In other words, if the story treats either of their "senses" differently, then why wouldn't the have made them sound and look differently too just so we get the added reinforcement that their senses are distinct to them. Maybe a bit nitpicky, but I find it odd. None of this isn't helped at all either considering how the developers really seemed bent on connecting Cloud and Aeris together, and I don't mean that in any kind of romantic or even platonic way. Maybe they might write this off as it being Zack trying to "connect" with Aeris through Cloud...I don't know. Like I said, it's an odd choice.
B) Wth was the deal with that moment between Aeris and Red XIII when she approached him in that corridor in Hojo's lab and her spider senses suddenly tingled? Again, I don't have an issue with Aeris having these extraordinary senses. I always found that to be part of her original character, but the way the game handles it at times is unnecessarily confusing, and in this particular case, not necessary. As far as I'm concerned, it was more than enough that Aeris either somehow knew or could tell Red XIII wasn't just some brainless savage animal. It's another thing whatever the hek they were trying to do in this particular scene. It almost comes off as though were it not for Aeris stepping forward and "bonding" with Red XIII at this moment, he wouldn't have spoken (or at least spoken in an understandable manner). Again, an odd and unnecessary story change. He's just a talking dog. Move on.
C) Cloud's tism storms. In general, I'd say they're even worse than they were in the original game since this time around they seem to come with the power of foreshadowing future events. I would have rather preferred they simply stuck with him simply remembering things he and/or Zack did (which even then was confusing). It also doesn't help that there were moments of the game where these occurrences just didn't flow very well with the story, and I don't say as some kind of purist (there are in fact a number of minor story changes in the game I didn't have any problem with). The biggest example of what I mean about this is when, in the above mentioned corridor in Hojo's lab, Cloud has a massive mental breakdown. Again, I pretty much expected as much since a similar thing happens in the original, but in this game, they decided to do this just before Cloud actually sees her. So it's like...what triggered his breakdown then? ...well nothing really. It just happens. It doesn't help that much that it seems the only reason they did this was because 1) they wanted to pretty much replay the whole Nibelheim scene where Sephiroth discovers Jenova for the first time (which certainly would have been an awkward moment for Cloud to breakdown as he did) but also because 2) they wanted to replace having the characters being thrown in the slammer with them showing up in a room Aeris was kept in as a child and then dumping a bit of exposition on Aeris and the Ancients which, in all honesty, I kind of liked, but it just doesn't seem like it was a worthwhile alteration all things considered.
5) Someone mentioned this before, but I think it deserves repeating that it really feels like parts of the game were written not so much as to reward the old school fans with certain charming winks and nods (like for example what they did with the Hellhouse) but instead both to jerk around their nostalgia and try to deliver some kind of of pretentious and quite likely meaningless gesture where it seems they might be telling us "Hey FF7 is back against all odds" or possibly even "yeah hey your favorite game is back, but we might be changing a number of things here and there because screw fate right...or maybe we won't do that who knows...". Piss off, Square Enix. People wanted a freaking faithful remake, which in many respects, you mostly managed to accomplish, but you people couldn't help yourselves.
6) Red XIII not being playable. This is just wrong, and not because I honestly care about playing as the mutt (easily one of my least favorite characters in general), but simply because these people got so much else right. Things that they didn't really have to go through the trouble to deal with but then they just completely drop the ball here. Why? Why would you not think players would find this jarring. It's even worse in that he's actually in the game/battle with you. I mean, they couldn't even be bothered making him a "guest" or just a character that say you can actually heal or revive like in FF15. Again, it would have still been lazy on there end to only accomplish this, but it would have at least been less jarring than what you ended up doing.
7) The NPCs (ignoring to some extent NPC minor characters ) are just visually bad. Yes, I know this was mentioned, and I know the NPCs in FF15 were bad too. Hek, you can make the case that a lot of NPCs in many of the final fantasies aren't good and/or were recycled which was certainly true for the past games though that clearly had to do more with the consoles limitations. Of all things, this is certainly not the worse thing going for this game, but it's still annoyingly apparent.
I'll close for the time being and end with what might be my favorite Aeris quote of the game (which might be my favorite one although Cloud's "You owe me a pizza" and "Bring it, bitch" were also amusing) which she attributed to Sephiroth that I'll attribute to Nomura (if not Square Enix): Everything about you is wrong.