This book really delivers on the "reverse design" premise! It unpacks all elements of the game in broad strokes, and presents them objectively. At the end of each chapter, you feel like you have another section of the very initial design doc for FF7 as a product in it's 1997 context.
The evolution of Final Fantasy as a series, and of the characters and themes, were fun to read and insightful. For as popular as FF7 is, I don't see people often analyse it's themes like this!
More stat-heavy sections, like analysing enemy distribution or, for some reason, distribution of word count per dialogue window over time, are a lot more dull to read. They are a huge chunk of the game product and so should be a big chunk of the book, but these sections felt like over engineered scaffolding for mildly interesting points. The author has great dedication and keen insight so I wish those strengths were better directed for some of the book. That's why I couldn't give it 5 stars.
Overall, if you work on games: read this book. It's an accessible exercise for looking at a game as a producer (or designer, or writer) instead of a consumer.
If you don't work on games: the above is still true! But there's a much lower chance you'll reach the end of the book.
The author is a game designer and writer, by the way.