Game Final Fantasy VII / Remake / Rebirth | Intergrade (Switch 2 e Series) - Inverno |

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Altro gameplay.

Insoltre, hanno introdotto un'opzione per avere un battle system il più simile possibile all'ATB dell'originale, in cui il giocatore seleziona i comandi solo da menu e il personaggio, durante i tempi morti tra un turno all'altro, fa attacchi bianchi e cose in automatico, giusto per far scena, più o meno. :asd:  

Mi sembra si stiano impegnando abbastanza per creare un buon prodotto, ultimamente sono sempre più fiducioso a ogni nuova indiscrezione. E se lo sono io...

  • 8:42 to 25:34 – Mission Gameplay
  • 31:05 to 32:21 – Squats Mini-Game
  • 34:43 to 39:54 – Aps Battle







https://gematsu.com/2019/09/final-fantasy-vii-remake-tgs-2019-sony-special-stage-gameplay

 
capolavoro

  :max:

 
Altro gameplay.

Insoltre, hanno introdotto un'opzione per avere un battle system il più simile possibile all'ATB dell'originale, in cui il giocatore seleziona i comandi solo da menu e il personaggio, durante i tempi morti tra un turno all'altro, fa attacchi bianchi e cose in automatico, giusto per far scena, più o meno. :asd:  

Mi sembra si stiano impegnando abbastanza per creare un buon prodotto, ultimamente sono sempre più fiducioso a ogni nuova indiscrezione. E se lo sono io...
Anch'io avevo diversi dubbi sulla bontà di questo progetto, però devo ammettere che gli ultimi trailer e le informazioni che hanno rilasciato mi stanno convincendo sempre di più. Ad esempio mi fa piacere che sia stata introdotta la modalità classica, una possibilità che potrebbe soddisfare chi, come il sottoscritto, è un estimatore del sistema di combattimento originale. Anche se il gioco mi sembra decisamente orientato sulla componente action, sono curioso di provarla.

 
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Posso dire che la boxart fa pena? È vuotissima e priva di carattere. Già quella su PS1 non è che fosse questa gran cosa, qui il feeling è anche peggio.

 
Posso dire che la boxart fa pena? È vuotissima e priva di carattere. Già quella su PS1 non è che fosse questa gran cosa, qui il feeling è anche peggio.
Han voluto fare un'operazione nostalgia con quella vecchia americana. Però quella, era più incisiva, per quanto in piccoli dettagli: sia i colori più dark (qui sfuma al bianco nella parte destra), che la posa di Cloud, qui molto statica mentre nell'originale, con le gambe divaricate e le braccia lievemente riposizionate dava l'idea di essere pronto a lanciarsi all'attacco.

Detto questo, la cover con il logo sul fondo bianco (o nero) io la preferirò sempre e comunque.

Comunque oggi abbiam provato la demo al Gamesweek dopo una bella ora e mezza di coda. Era la demo della scorpion guard, nel reattore Mako, quindi niente Tifa purtroppo.

Il gioco mi è piaciuto, quindi sono contento perché temevo che così non sarebbe stato.

Il combat è diviso in due tronconi, quello che puoi fare sempre, anche con la barra dell'ATB vuota, e quello che puoi fare da menu, cioè usare le tacche ATB per utilizzare abilità o magie, usare oggetti o fare le limit break. I comandi liberi sono: attaccare all'arma bianca per un ammontare basso di danno, parare, correre e capriolare in giro. E' normalissimo abbattere i nemici normali con attacchi liberi, ma con i boss diventa un'impresa, perché i danni che gli si infliggono si riducono di molto. Servono comunque a fare brodo e a fare scena, mantenendo il giocatore impegnato in qualcosa, in attesa che le barre dell'ATB si riempiano per dare un comando. Se un attacco base di Cloud fa 10 danni, un'abilità ne fa 200, per capirci. Nella demo le barre ATB di ogni personaggio erano 2, non so se aumenteranno o meno nel gioco. Quando si inserisce un comando il tempo rallenta moltissimo fino a fermarsi, dandoti il tempo di navigare nei menu in tutta calma. A Voi la scelta se usare abilità e magie appena la prima barra si riempie o tenervene sempre una per le emergenze (per esempio per lanciare Energia a chi sta per schioppare).

La battaglia con la scorpion guard aveva una difficoltà bassa, non so se perché è il primo boss o se è semplificata per la demo, però è molto spettacolare e frenetica. 

E qui viene l'unico vero appunto che ho per il gioco: è troppo spettacolare. Se già la scorpion guard l'hanno resa una battaglia in tre fasi, infinitamente più lunga di quella dell'originale con il boss che alla fine continua a rigenerarsi, non oso pensare come saranno quelle finali... Spero che, per far diventare la storia di Midgar un gioco da 40 ore, non allunghino ogni singola parte all'inverosimile perché potrebbe diventare noioso, alla lunga, specie se le aggiunte si rivelassero poca cosa quantitativamente..

Per ora comunque sono soddisfatto e cautamente ottimista. :ahsisi:

 
Posto anche qua se siete interessati, un riassunto in inglese del commercial di 7 min trovato su reddit:

The main character, which we’ll call MC for convenience, finds the CD 3 of Final Fantasy VII in his flat. His lover Kana, played by Misato Morita, felt nostalgic about the game and brought out the CDs. They don’t own a PS1 though. Later at work, MC chats about how he never played FFVII. His superiors start going on and on about how special FFVII is to those of their generation. How they remember meticulous stuff like the method to get the Knights of the Round Summon Materia. And how they are curious about what’ll happen with the remake.

Back at home, MC is watching the latest FFVII Remake trailer and asks Kana about it. This triggers a flashback about how Kana would watch her brother play all the time. However, the last time Kana talked with her older brother was over 8 years ago when their father passed away.  Kana mentions MC acting so uninterested is just like Cloud.

The next day, MC gets more and more interested in FFVII but won’t admit it. Meanwhile, Kana starts thinking she should get in touch with her brother.
MC and Kana meet at a bar and encounter an FFVII otaku there, played by Tetsuji Tamayama. Otaku guy starts explaining how everyone was into the game back then, whipping out the FFVII official strategy guide. The otaku guy is shocked to learn MC never played FFVII. He starts rambling about how youngsters who grew up with the internet don’t know anything. He asks Kana what scene left her with an impression, and she says stuff like Cloud cross-dressing or stuff about Aerith. Otaku guy cuts her off, as she shouldn’t say more. He basically mentions how Final Fantasy VII will always exist and never change, but a new era of Final Fantasy VII will start in 2020.

We then get a bunch of flashbacks showing various japanese kids playing Final Fantasy VII. The otaku guy is narrating. He makes a huge deal out of Final Fantasy VII and how it revolutionized gaming. And how a similar revolution will again happen in 2020. Needless to say, this film is a commercial for FFVII Remake, so he didn’t mention that FFVII is a masterpiece but that FFVI is better.

As the flashback ends, MC admits he’s jealous he didn’t get to experience FFVII back then, seeing how happy everyone seems when remembering it. Otaku guy retorts that people like him who played the original are also jealous of those like MC who will discover everything with FFVII Remake. Otaku guy says they should meet again after he plays the game, and leaves the bar, all while acting as if he’s riding a Chocobo.

The next morning, MC and Kana promise each other they’ll get a PS4 and play Final Fantasy VII Remake together. But only when it releases, as MC didn’t realize the game wasn’t out yet. Kana’s brother sends her a message asking how’s she’s doing and if she saw the remake. They end up calling each other. We see the various characters, all wondering how Final Fantasy VII Remake will turn out. Happy end.

 
Posto anche qua se siete interessati, un riassunto in inglese del commercial di 7 min trovato su reddit:

The main character, which we’ll call MC for convenience, finds the CD 3 of Final Fantasy VII in his flat. His lover Kana, played by Misato Morita, felt nostalgic about the game and brought out the CDs. They don’t own a PS1 though. Later at work, MC chats about how he never played FFVII. His superiors start going on and on about how special FFVII is to those of their generation. How they remember meticulous stuff like the method to get the Knights of the Round Summon Materia. And how they are curious about what’ll happen with the remake.

Back at home, MC is watching the latest FFVII Remake trailer and asks Kana about it. This triggers a flashback about how Kana would watch her brother play all the time. However, the last time Kana talked with her older brother was over 8 years ago when their father passed away.  Kana mentions MC acting so uninterested is just like Cloud.

The next day, MC gets more and more interested in FFVII but won’t admit it. Meanwhile, Kana starts thinking she should get in touch with her brother.
MC and Kana meet at a bar and encounter an FFVII otaku there, played by Tetsuji Tamayama. Otaku guy starts explaining how everyone was into the game back then, whipping out the FFVII official strategy guide. The otaku guy is shocked to learn MC never played FFVII. He starts rambling about how youngsters who grew up with the internet don’t know anything. He asks Kana what scene left her with an impression, and she says stuff like Cloud cross-dressing or stuff about Aerith. Otaku guy cuts her off, as she shouldn’t say more. He basically mentions how Final Fantasy VII will always exist and never change, but a new era of Final Fantasy VII will start in 2020.

We then get a bunch of flashbacks showing various japanese kids playing Final Fantasy VII. The otaku guy is narrating. He makes a huge deal out of Final Fantasy VII and how it revolutionized gaming. And how a similar revolution will again happen in 2020. Needless to say, this film is a commercial for FFVII Remake, so he didn’t mention that FFVII is a masterpiece but that FFVI is better.

As the flashback ends, MC admits he’s jealous he didn’t get to experience FFVII back then, seeing how happy everyone seems when remembering it. Otaku guy retorts that people like him who played the original are also jealous of those like MC who will discover everything with FFVII Remake. Otaku guy says they should meet again after he plays the game, and leaves the bar, all while acting as if he’s riding a Chocobo.

The next morning, MC and Kana promise each other they’ll get a PS4 and play Final Fantasy VII Remake together. But only when it releases, as MC didn’t realize the game wasn’t out yet. Kana’s brother sends her a message asking how’s she’s doing and if she saw the remake. They end up calling each other. We see the various characters, all wondering how Final Fantasy VII Remake will turn out. Happy end.


Not bad :nfox:

 
Square Enix has released new information and screenshots of Final Fantasy VII Remake highlighting the Turks, Avalanche, more of the battle system and materia, the Chocobo & Moogle summon, and the church and Aerith’s house in the Sector 5. Additionally, Square Enix revealed two new visuals featuring Aerith and Barrett and shared 11 developer comments.

Get the details below.


■ New Visuals

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■ The Turks

The Investigation Sector of the General Affairs Department of the Shinra Electric Power Company. A small, elite organization that carries out special operations, the Turks operate behind the scenes and handle everything from scouting out SOLDIER candidates to protecting VIPs, intelligence activities, and even assassination.

Reno (voiced by Keiji Fujiwara)

A member of the Turks, the Investigation Sector of the General Affairs Department of the Shinra Electric Power Company. With fiery red hair and a cynical smile, he always does his own thing. He is agile in battle and uses a specialized weaponry to unleash a multitude of attacks.

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Rude (voiced by Taiten Kusunoki)

A member of the Turks, the Investigation Sector of the General Affairs Department of the Shinra Electric Power Company. A giant with a shaved head and sunglasses. He is not one for mindless chatter, and faithfully handles his duties. He does not carry a weapon, but rather fights using only martial arts that put his strong body to work.

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■ Avalanche

An anti-Shinra group acting to protect the planet. Mako is the life energy of the planet, and Avalanche alleges that Shinra Company is draining the planet’s lifespan. There are currently several factions within Avalanche, and the group that oversees Midgar, which consists of Barrett and company, is a dynamic one that does not hesitate to use force.

Biggs (voiced by Shuuhei Sakaguchi)

A member of the anti-Shinra group Avalanche. The sharpest and most capable person on the team, he is in charge of strategic planning. He calmly follows Barrett, who has habit of going wild one way or another. He has a tidy personality, and loves taking showers and cleaning.

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Wedge (voiced by Takayuki Asai)

A member of the anti-Shinra group Avalanche. He uses his connections and charm to gather information and conciliate with opposing forces. He also plays an important role in taste-testing new menu items for 7th Heaven. A mood maker, he is the indispensable lubricant of the team.

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Jessie (voiced by Satomi Moriya)

A member of the anti-Shinra group Avalanche. She is in charge of procurement for Avalanche, getting everything necessary to carry out its operations, from explosive to fake IDs. She is also a skilled engineer, and manufactures and sells things such as water filtration devices to earn income. She is caring and has a weakness for handsome men.

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■ Battle System: Classic Mode

By changing the difficulty level to “Classic,” you will switch to “Classic Mode.” In Classic Mode, characters automatically take action while the ATB gauge accumulates. Players can battle by selecting commands such as “Ability,” “Magic,” and “Item,” which consume the ATB gauge, similarly to the command-based battle system of the original Final Fantasy VII. While in Classic Mode, you can switch back to action-based gameplay at any time.

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■ Battle System: Cloud

Cloud can “Attack” with his sword at close range with the Square button and build up combos by repeatedly pressing Square. By holding Square, Cloud can unleash a radial attack.

Unique Ability

Pressing the Triangle button activates a character’s unique ability. Cloud’s unique ability switches him from his balanced “Assault Mode” to the attack-specialized “Punisher Mode.” In Punisher Mode, Cloud’s movement speed is reduced, but his attack’s become more powerful.

—Assault Mode: “Attack.”

Final-Fantasy-VII-Remake_2019_11-25-19_011.jpg


—Punisher Mode: “Strong Attack.”

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Abilities

—Triple Slash

Cloud slashes surrounding enemies with three consecutive strikes. Its power increases by hitting multiple enemies.

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—Blade Burst

A long range attack in which Cloud fires a magic burst from his blade.

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■ Weapon Enhancement

By unlocking the abilities of the core materia in weapons, you can upgrade them to increase their power.

—Cloud’s Buster Sword. You can also increase the character’s stats and increase the materia slots.

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Weapon Abilities

Each weapon has a dedicated weapon ability that increases in proficiency each time it is used. By increasing a proficiency to the maximum level, you can learn the weapon ability to use at any time, even when that weapon is not equipped.

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■ Materia

Fire

Materia that enables the use of flame-attribute magic such as “Fire.” It evolves from “Fire” to “Fira” to “Firaga.”

Final-Fantasy-VII-Remake_2019_11-25-19_018.jpg


Sense

Materia that enables the use of “Sense.” By using Sense on an enemy, you can see that enemy’s traits, resistances, and weaknesses.

Final-Fantasy-VII-Remake_2019_11-25-19_019.jpg


■ Summons

When equipped, summoning materia adds an additional gauge that, when filled, grants you the ability to call forth otherworldly entities to fight alongside you for a limited time. These summoned beings possess a will of their own and will engage enemies independently, culminating in a devastating attack they execute before departing the battlefield.

Final-Fantasy-VII-Remake_2019_11-25-19_020.jpg


Chocobo & Moogle

A world-traveling moogle riding atop his partner chocobo. It is cute on cute, the simple sight of which provides healing.

—Ability: “Mog Bomb.”

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—Ability: “Stampede.”

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■ Locations

Locations from Final Fantasy VII have been faithfully recreated in high quality. Several locations that could not be explored in the original version have also been added.

Church in the Slums

The old church at the edge of the Sector 5 Slums. The building is old and houses the crashed test rocket launched by Shinra. One of the few places where flowers grow in the ruined slums, Aerith takes care of the garden there in her spare time.

Final-Fantasy-VII-Remake_2019_11-25-19_023.jpg


Aerith’s House

A house located in a corner of the Sector 5 Slums. Aerith and her mother Elmyra live there. They grow a variety of colorful flowers in their garden, and every day Aerith delivers them to the residents of Midgar. Clear water flows down from the cliff behind the house, which coupled with the loveliness of the house itself, make for a beautiful scene unseemly of the slums.

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Screenshots

—Playing darts in 7th Heaven.

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—A bike battle against Shinra with Jessie on board.

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■ Developer Comments (via)

Yoshinori Kitase (Producer)

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In the several years following 2009, when I was running around all over the world promoting the Final Fantasy XIII series, I had opportunity to speak to many fans and journalists. The question that I always got as we got up to part ways was, “When are you making the Final Fantasy VII Remake?”

It was to the point where it almost felt like an alternative way to say goodbye, so eventually I started pre-emptively giving my response to the question before they’d even asked it. “If we were to create a remake of that now, it would be an enormous amount of data, and who knows how many years it would take. But, if the ‘right time’ comes along, we might just do it someday!” This is how I’d respond back then, who knows how many hundreds of times. To all the people I had a chance to meet with back then, the “right time” has finally arrived.

For the Final Fantasy VII Remake, developers who worked on the original game have come onboard once again as core members, including myself as Producer, Tetsuya Nomura as Director, Motomu Toriyama as Co-Director, and Kazushige Nojima on Story & Scenario.

Additionally, we also have people like Co-Director Naoki Hamaguchi who are now part of the core development team, who was just a fan of Final Fantasy VII back then. And, to my delight, creators from younger generations all over the world have come forth upon hearing news of Final Fantasy VII Remake’s production. While ensuring that the spirit of the original game is kept intact, these members are adding to it the power of a new generation.

As a result, the game that is about to be born surpasses even my own expectations as the one who voiced the desire to take this endeavor on in the first place. In fact, the one who’s looking forward to playing this game the most right now might actually be me.

Tetsuya Nomura (Director / Concept Design)

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I started up the Final Fantasy VII Remake project around the time of Compilation of Final Fantasy VII. We’d gone through Advent Children, Before Crisis, Crisis Core, and Dirge of Cerberus, and I was planning this by myself for about a year as the fifth and final entry in the compilation.

Since that initial plan and my first ideas, other projects took-shape and I became very busy as they moved forward, but I never stopped thinking about VII. As such, I feel like I’m looking forward to the release as much as anyone, as I’ve been carrying around these ideas for a long time.

Opportunities for discussing our true intentions are few, but with regard to the size of the game that many are asking about—there’s no reason at all to worry. Even in this Midgar portion alone, the density and volume are so great that I had to give directions to lighten them.

With regard to new characters, of whom I said during past interviews that there would be “none”—though they aren’t main characters, their numbers ended up growing considerably in the process of creating a rich depiction of Midgar. When you think of Midgar’s final boss, you probably think of the M.O.T.O.R., but in this game new bosses will appear and add to the excitement of the story even more.

We’ve already begun working on the next one as well, but I’m confident that playing through this title will expand your expectations just like the world that extends beyond Midgar.

Until next time.

Kazushige Nojima (Story / Scenario)

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It must have been in the very beginning stages of developing Final Fantasy VII Remake that I got to see the Remake version of Cloud for the first time. It wasn’t post-Advent Children Cloud, with kindness brimming from within. Rather, here was a young man with fiery features, looking straight at me through the screen with aggression in his eyes. I knew right t hen: “Oh, this is it.”

This time, it was this Cloud that I needed to depict. When Cloud came to Midgar and was hired by Avalanche, this was the sort of look that he would have had on his face. So I revisited the experiences that he’d had in his life so far, thinking of the effect that each individual event would have had on him. His attitude toward his childhood friend Tifa. How would he act toward Barret? What sort of distance would he keep while interacting with passers-by on the street? I picture the scene of Midgar in my mind and imagine Cloud moving through it. Write new lines of dialogue to add for him. This is how Cloud in the Remake Version came to be.

It was an exciting task to introduce a new current of wind to Final Fantasy VII, but at the same time, there was some fear. The original game used cartoon-like, stylised art, and the story was completed by players using their imagination to supplement portions that couldn’t be depicted as a result. Even if they were seeing the same scene, the information they took away from it and how they interpreted it differed depending on the viewer. Perhaps it’s what might be considered a narrative form of storytelling nowadays.

In Final Fantasy VII Remake, there will be much less room for player imagination. This fact will probably change the feel of the story considerably. People who know the original might not know quite how to take it. Such is the fear that I have. But I also have conviction. It should be possible to feel a much deeper connection to Cloud as you join alongside him. It would be amazing if you could feel that fiery flame together with him.

Naoki Hamaguchi (Co-Director / Game Design / Programming)

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When the original Final Fantasy VII was released, I was just another student who dreamed of being in the gaming industry. I of course played the game, but I also re-read the guidebook over and over again, my heart stolen by the engaging universe. I remember wishing strongly that I’d be able to create a game like it someday.

Twenty-two years later, that student who dreamed of Final Fantasy VII is now involved in developing the remake. I can’t help but feel like it’s fate.

In this title, I handled overseeing the development team overall, such as deciding development milestones, constructing a workflow using Unreal Engine, and taking responsibility for game design.

Here, I met staff members who were involved in the original game, who entered the industry with childhood dreams of Final Fantasy VII just like me, and those who were drawn by the allure of Final Fantasy VII and joined the dev team from overseas. It was a gathering of amazing creators with passion and ambition towards the game. All I have is gratitude for having the opportunity to meet this team.

With all this in mind, I’ve considered the following phrase important: “respect for the original.” Final Fantasy VII Remake takes on the challenge of creating something that’s created specifically thanks to the technological power and entertainment quality that matches the current generation, while treating the captivating elements of the original game with respect.

For those who’ve played it: “new but familiar.” For those who haven’t played it: “experience the charm of Final Fantasy VII which moved the hearts of many, now created with the most exciting modern technology available.” I hope you enjoy it!

Motomu Toriyama (Co-Director / Scenario Design)

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For the original game, I joined the project as a planner who was just starting out on my career, and I worked on Sector 7 slums and Wall Market.

In producing Final Fantasy VII Remake, the thoughts and feelings I had when I was just starting out back then were revived, and at the same time, I took on the challenge of new methods of expression that I’m able to execute now that I have the experience.

The original version was a forerunner when it came to RPGs that used 3D CG, but the characters were made of polygons, the dialogue was in text only, and cameras weren’t able to be used for cutscenes.

In Final Fantasy VII Remake, we’re using the newest visuals, voice acting, and character facial expressions to redesign the Final Fantasy VII universe to be more realistic. By increasing the realism of the universe within the city of Midgar, which is made prosperous by mako energy, we of course also reimagined the characters who reside there, like Cloud and Tifa, more vividly as living and breathing human beings, depicting their daily lives and feelings in a more in-depth manner.

We took care to remake not only the main characters, but also characters like Johnny and the Shinra Middle Manager who I created back then. Please keep your eye out to see how they make their new appearances. Additionally, when remaking the Honey-Bee Inn at the Wall Market, we revived it is as a pantheon of entertainment, which couldn’t be realized back then. Here, the scene that many of you have been eager to see, where Cloud disguises himself. Please enjoy.”

Shintaro Takai (Graphics / VFX Director)

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I created the effects for the original Final Fantasy VII. Back then, the scope of development was so exorbitantly massive that I just threw myself into the tasks for which I was responsible, without even fully understanding what sort of game we were creating.

Near the final stages of development, when I finally tried playing the test version, I remember being surprised by the graphics and the depth of the story, as well as how fully realized it was, and I remember enjoying the game as a player. It’s been 22 years after that, and I’m participating in the Final Fantasy VII Remake project as a developer, and today, I’m able to experience the impact and fun similar to that of the previous title.

For the remake, I’ve mainly directed the effects section, while also crossing over into other sections for decisions and directions on overall graphics.

Among the many major games that are celebrated for their photorealistic graphics, Final Fantasy VII is a little different. Not only is it realistic, but I believe you’ll notice that it incorporates “playfulness” in the design and colors for an originality not found in other games. Effects are an area that is particularly conducive to expressing various elements of “playfulness.”

I hope you’ll enjoy various effects that are not only beautiful, but also convincingly portray realism and magic!! Various elements of game design and graphic design have been packed into every corner of the vast Midgar. I hope you enjoy it!!

Teruki Endo (Battle Director)

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When I played the original version, I wasn’t on the game creation side of things, and I remember enjoying it as a player and feeling constant surprise at the evolution of games. The three-dimensionality of the stage and the dynamism of the battle scenes have left a strong impression on me. Back then, I never even imagined that I would someday be on the side of creating games, or that I would be able to be involved in that game.

Speaking to my own personal experience, I had mostly been creating action games thus far, so for this title, I took on the challenge of remaking a system that was not of an action game originally and incorporating action elements into it.

Production was completely different than that of a pure action game, and the need for new design philosophy often arose. Production involved constantly searching for the best balance between action and command elements, but I believe we’ve managed to do this in an exciting new way.

In order to create battles that are surprising and never boring, we worked hard to create a variety of strategic elements for each boss and enemy. Also, in constructing battle systems for each character, we wanted to respect the image of the original version while additionally introducing many new abilities. I hope you’re able to find your own style of battle by combining those abilities with Materia.

Takako Miyake (Environment Director)

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For Final Fantasy VII Remake, the graphics team worked to the theme of “how would Midgar look if it existed in real life?” As such, as the environments team, we examined those portions that were once left to the players’ imaginations, fell outside of the on-screen area, or were between scenes, and tried to supplement them in detail.

For all the fans out there, we worked our hardest in hopes that you’ll be able to relive an experience that also surpasses your memories.

For all of you who are playing for the first time, we worked our hardest with the sole hope that you’ll experience this amazing universe that has remained beloved by so many for 22 years, and to be able to convey its charm.

Additionally, in order to create a fitting backdrop for the drama unfolding around the main characters, and in order for it to be a stage where the various characters living in Midgar can be their vibrant selves, all of teams, including the environments section, came up with ideas and worked collaboratively. Midgar is a closed city. However, I would be very happy if by experiencing the drama unfolding around its residents and the main characters who go through it, you feel as though Midgar actually exists.

I am a Final Fantasy VII fan, so being able to take part in the Remake was something that made me happy but also nervous. It’s been an unforgettable development experience. I truly hope that everyone enjoys it.

Iichiro Yamaguchi (Lighting Director)

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Final Fantasy VII, for me, at the time when I was in school, was a very impactful game. It really pierced my heart as I was at such a sensitive age, with not only a rich story, but charming characters, world setting and music, not to mention that it was the first in the series to be in 3D polygon format. This was the piece that really brought out my interest in CG in general.

When I was able to join the Final Fantasy VII Remake team, I started by thinking back to how I felt when I first played it. Midgar, with its’ abundant mix of different elements and original characters like Cloud, became something unbreakable and the “standard” for me in Final Fantasy VII.

In the world of the game, just like in real life, if there is not some form of light then you won’t be able to see anything. So when putting up lights just anywhere, Midgar could lose its token Midgar-ness, and Cloud wouldn’t be Cloud anymore. I’ve taken as much care as possible to recreate the world that I had saved in my mind and attempted to remake it to a fresh and modern standard.

The positions of the few lights that illuminate the entirety of Midgar, the adjustments made to each and every voluminous cut-scene… it’s all a lot of work to do! However, alongside the rest of the wonderful lighting team we feel that we’ve brought something great to the table. We’ve left in the elements that will have you going “Ah, that’s what it was like!”, and yet you’ll still be able to enjoy the world of Final Fantasy VII in its new and fresh style!

Masaaki Kazeno (Character Modeling Director)

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I was among those who bought the original game on the day of its release and played it constantly, clearing it in under a week. Those that also have cleared it will understand this, but I also wasn’t quite satisfied with the locations, so I continued to play it after clearing in the same places as well.

And so, my memory of Final Fantasy VII was how I actually started studying CG, after being left with the strong motivation to want to create a Final Fantasy game when playing it and truly being moved by it.

So I just made my mind up and bought a PC to help me study – something that I had never even touched before. So for me, someone who had been so strongly influenced by the original, to be working on the characters of the remake, I want to do everything I can to make them in a way that shows both a charm and freshness whilst keeping that nostalgia.

So I want them to reflect in a fresh way that that also allows players of the original to remember the time that they played the original, as well as make them detailed and charming enough to give first-time players the understanding of just how charming they are.

I’ve ensured to arrange things like hairstyles and outfits to re-create the design from the original, so I encourage anyone to take time with their camera angles when playing to take a look. Also, there are several characters that stand out other than just the main characters that you’ll find. So please see for yourself as to what kind of appearance and characteristics they have! Other than that, we’ve got enemies in there perhaps too close to the original, and there are many surprises coming in the Remake for you to all look forward to! Keep your eyes out!

Yoshiyuki Soma (Animation Director)

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When Final Fantasy VII came out, I was actually more of a Sega Saturn fan, so I didn’t play it straight away. However, when it was decided that I was to join SQUARE, I was put on the development of Final Fantasy VIII, and so I thought to myself “I’m screwed if I don’t know about Final Fantasy VII!”. That’s when I bought a PlayStation and played it so much.

Those memories feel like only yesterday. So I can’t say this too loudly, but I actually started it out of obligation rather than as a fan. However, I was absolutely enthralled by the world and lore as soon as I picked it up!

For the animations; each and every member of the team – from those responsible for battles, fields, simple events, cut scenes, mini-games, facial expressions, to swinging things in the background, actual behavior settings—have all worked together to improve as one.

We’ve done our best to ensure that whatever you do, it feels like the characters are alive there with you. We really hope you enjoy the story of Midgar on a huge screen, with Cloud and his friends.



Final Fantasy VII Remake is due out for PlayStation 4 on March 3, 2020


https://gematsu.com/2019/11/final-fantasy-vii-remake-details-turks-avalanche-cloud-abilities-chocobo-aerith-and-barrett-visuals

Una mole infinità di screen e info . :ayaya:

 
Wedge è tremendo in quell'immagine XD

 
ma non s'era tipo capito dal primissimo teaser di boh 4 anni fa credo?

certo ora c'è la conferma, ma SE non fa piu esclusive ormai praticamente tutto esce su tutto, basta aspettare :asd:

 
Fanno giusto le esclusive temporali per cagare il cazzo alla gente, tipo me.

 
Trailer il nostro Cloud e uno più breve per Tifa




 
Presentati Sephiroth, alcuni personaggi della Shinra, Shiva e altro.

■ New Visuals





■ Characters

Sephiroth (voiced by Toshiyuki Morikawa in Japanese)

Sephiroth is famed as the finest member of Shinra’s elite SOLDIER unit. His gallant efforts in the war with Wutai made him a hero—and he’s inspired many brave youths to join SOLDIER.

Sephiroth is believed to have died during a top secret mission, but there may be far more to the story than people know…





■ Shinra Electric Power Company

President Shinra (voiced by Genzou Wakayama in Japanese)

The current president of the Shinra Electric Power Company raised the company up from a small arms manufacturer to the massively powerful conglomerate it is today.

He can be generous to his allies, but when it comes to business he’s utterly ruthless. He’s willing to use cutthroat business tactics to make a profit – and eliminate anyone who gets in the way.



Heidegger (voiced by Katsumi Chou in Japanese)

As well as being the director of Public Security, Heidegger has been President Shinra’s right-hand man since the early days of the company. He’s just as ruthless as his boss, and will do anything to get what he wants—even sacrifice his own subordinates.

He’s trusted implicitly by the President, and this has made Public Security the most powerful department within Shinra.



Roche (voiced by Kenta Miyake in Japanese)

This 3-C SOLDIER turned rebel is also known as Speed Demon.

He loves bikes, speed and anyone who can give him a challenge. His comrades, however, find him annoying – he constantly squeals his rear tire and makes them choke on fumes of burnt rubber.



■ Battle Introduction: Aerith

These next screenshots demonstrate how Aerith fights. A press of the square button will make her launch a ranged magic attack.

By pressing square in repeatedly, or holding the button, successive attacks can be unleashed. In addition, the number of targets hit will increase, and attacks will cover a wider area.



Unique Abilities

By pressing the Triangle button, Aerith will unleash her unique ability—“Tempest.” You can also charge the attack by holding the Triangle button—at maximum charge it will explode repeatedly after it hits an enemy.

“Soul Drain” lets Aerith absorb MP from a foe. As she specializes in magic attacks, using this skill will be a necessity in tough fights.

“Lustrous Shield” allows Aerith to summon a magical barrier, which will keep enemies at bay and block projectiles. What’s more, any attackers who come into contact with the shield will take damage.









■ Summons

Characters in Final Fantsy VII Remake can use Summon Materia—orbs let them summon an intensely powerful ally into the fight.

Shiva

The Queen of Ice Shiva is one such Summon. This frosty figure gives an icy glare to enemies and a loving smile to allies. She skates around the battlefield, and manipulates the air to freeze enemies in the blink of an eye.

Once summoned, Shiva will fight automatically, but you can also issue commands to make her use specific abilities. “Heavenly Strike” creates a giant glacier and smashes it down onto an opponent!

Summons are governed by a special gauge—when it’s empty they’ll disappear… but just before they leave, they’ll deliver an especially powerful move.

In Shiva’s case, it is “Diamond Dust” a move fans of the original Final Fantasy VII may remember. Shiva encases enemies in ice and then shatters them in spectacular fashion:







■ New Story Episodes

Final Fantasy VII Remake takes many locations from the original game, and redesigns and reinterprets them to add additional depth.

The story is more detailed too, with more dialogue, story sequences and a greater portrayal of citizens’ lives.

The Train Graveyard

The Train Graveyard is a perfect example of this. Originally used during the construction of Midgar, this area has since become a junkyard for old and abandoned trains. Strong winds make the rusting carriages creak and groan, and odd high-pitched sounds echo over the area.

You may remember this location from the original Final Fantasy VII. In that game, there was no dialogue here, but in Final Fantasy VII Remake, characters will talk to each other as they explore the maze of wreckage.

The new game also adds a new story into this area, with multiple event scenes:









■ The World of Final Fantasy VII Remake

The Shinra Building

Here’s a look at another area of the game. The headquarters of the Shinra Electric Power Company is a 70-story skyscraper in the center of Midgar.

Up on the upper levels you’ll find the offices of President Shinra and the directors, and a Memorial Floor, where you can learn all about the history of Shinra. Alternatively, head to the Visual Entertainment Hall where you can see the latest technology being demonstrated.

Of course, the first thing you’ll see is the expansive entrance:

Inside the building, you can take a look at some of the Shinra cars on display:

Or to unwind, why not head up to the Relaxation Floor?







https://gematsu.com/2019/12/final-fantasy-vii-remake-details-sephiroth-shinra-aerith-abilities-shiva-summon-more-tifa-and-sephiroth-visuals

 
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