In a 2003 interview with Edge magazine, Yoshinori Kitase explains the motivation behind Aeris’ death. “Death comes suddenly and there is no notion of good or bad attached to it. It leaves, not a dramatic feeling but a great emptiness. When you lose someone you loved very much you feel this big empty space and think, ‘If I had known this was coming, I would have done things differently.’ These are the feelings I wanted to arouse in the players with Aerith’s death relatively early in the game.”
The number of people looking for ways to bring her back to life, or to save her from dying, suggests the team was successful. Fans felt loss—but instead of just thinking about the things they would have done differently, they tried them all, and hoped that they would save her from dying.
Looking for a way to stop Aeris’ death or to resurrect her after she’s gone—they’re both ways of dealing with loss. So is blaming Square for killing her, or Sony for keeping Square from seeing its vision to its completion. And so is refusing to give up almost to the point of blindness, the idea that trying anything is better than nothing.