PS5 Final Fantasy VII Revelation | Remake 3 | 8 Aprile 2027

  • Autore discussione Autore discussione Jack 95
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Io non ho capito un kaiser del team, però: questi che team sono? In SQEX hanno fatto/stanno facendo, contemporaneamente, 4 jrpg grossi: il XVI, i remake del VII, KH4 e DQXII. Ma da quando hanno tutti sti team grossi?!
 
Io non ho capito un kaiser del team, però: questi che team sono? In SQEX hanno fatto/stanno facendo, contemporaneamente, 4 jrpg grossi: il XVI, i remake del VII, KH4 e DQXII. Ma da quando hanno tutti sti team grossi?!
Da sempre :azz:
I Dragon Quest sono sempre stati sviluppati dalla parte Enix dell'azienda, ovvero Unit II in collaborazione con Orca.

FFXVI dal team del XIV, che difatti per un po' di tempo è andato a rilento con le espansioni, con un supporto minimo di Platinum negli scontri contro
gli Eikon e dal team di KH4 per il supporto nel battle system.

Le parti di FFVII e KH4 sono della stessa unità, ovvero la prima, ma è il team più grande della azienda suddivisa in varie città, per esempio KH4 a Osaka, mentre FF a Tokyo, quest'ultimo ha fatto pure FFX e XIII.

Te l'ho fatta semplice
 
Io non ho capito un kaiser del team, però: questi che team sono? In SQEX hanno fatto/stanno facendo, contemporaneamente, 4 jrpg grossi: il XVI, i remake del VII, KH4 e DQXII. Ma da quando hanno tutti sti team grossi?!
C'è stata la ristrutturazione 2 anni fa e quindi tante info sono incomplete fino a che non escono più giochi e crediti. Questo è quello che sappiamo.

Creative Studio 1 (Lead Hamaguchi)
Team Hamaguchi > FFXIII, FFVIIR
Team Yasue > KH3, KH4

Creative Studio 2 (Lead Kitase)
Boh

Creative Studio 3 (Lead Yoshida)
Team Yoshida > FFXI, FFXIV
Team Takai > FFXVI, FFTIC, Nuovi progetti

Creative Studio 4 (Lead Saito)
Nuovo Gioco di Eel Game Studio

Creative Studio 5 (Lead Asano)
Tutti i progetti HD-2D e legati a DQ

Creative Studio 6
Boh
Creative Studio 7
Roba Mobile

1 e 3 sono gli unici team AAA interni noti che hanno (con 500-1000 sviluppatori), il 2 potrebbe essere uno nuovo ma non si sa nulla al momento, gli altri sono più piccoli e lavorano con partner esterni. DQXII è in larga parte sviluppato esternamente. Lo studio di FFXV non esiste più, i pochi dipendenti rimasti lavorano alla AI & Engine Division che fa supporto tecnico. Ultimamente lavoravano a un chatbot con la documentazione degli engine interni.
 
Ultima modifica:
Io non ho capito un kaiser del team, però: questi che team sono? In SQEX hanno fatto/stanno facendo, contemporaneamente, 4 jrpg grossi: il XVI, i remake del VII, KH4 e DQXII. Ma da quando hanno tutti sti team grossi?!
Presumo intendi il 17, in ogni caso spostano il personale a seconda della fase di sviluppo dei giochi, ed il 7-3 è nella fase finale, quindi al massimo del personale, tra poco però calerà molto visto che lo sviluppo pare quasi finito e rimarrà la fase test finale, gli altri sono in sviluppo da secoli, ma non sappiamo in che fase sono e quindi difficile ipotizzarne il team .
 
Lo posto tanto per eh...Tizio che su restera si è appena registrato e ha 1 solo messaggio:icebad:, quindi da prendere moooolto con le pinze ma tant'è almeno se ha scazzato ci ha messo un minimo di impegno a ricamarlo :sisi:

La cosa in realtà che mi convince molto poco è la questione cutscene, già Rebirth aveva una decina di ore di cutscene quindi dubito altamente che questo possa averne 3 volte di più, 30 ore e passa di cutscene? bonanotte:asd:

I am posting this on behalf of somebody else I know to protect their identity who works somewhere in the chain between Square Enix marketing and Summer Game Fest event staff. The level of vagueness is required for safety, so I apologize. They are not a developer and do not know details beyond this, all information was obtained from working on the upcoming reveal which will contain all of this same information soon. They provided me with the following information and I've reworded it.

The trailer and reveal for Final Fantasy 7 Remake Part 3 has been in development and is nearly completed, to be shown at Summer Game Fest this year on June 5th. Square Enix proposed it be the final showcase of the event but the event board declined it for that position, instead opting for an early reveal "excitement-builder". It sounds like they have an even bigger closer for the event and that this year's show. The trailer will be followed up by a second video of the development team explaining multiple new details. At the end they announce a follow up event will be held by Square Enix directly in the coming months.

  • (Trailer) Title announcement of "Final Fantasy 7 Return".
  • (Trailer) "Early 2027" launch window.
  • (Trailer) Three additional permanently playable party members, one being brand-new.
  • (Trailer) New optional combat system named "Active Turn Action".
  • (Developer overview) Over 3x more narrative cinematics as featured in Rebirth in terms of duration.
  • (Developer overview) Over 2x the world size as featured in Rebirth, including returning to Midgar.
  • (Developer overview) Details on the new optional Active Turn Action combat system.
  • (Developer overview) Final Fantasy 7 Remake Triple-Pack sale: Remake, Rebirth, and Crisis Core Reunion, all bundled in one collection for a holiday release, targeting players new to the trilogy preparing for the finale next year.
The theme of the title "Return" has triple meanings and the trailer highlights it as return to the planet, return to combat, and return to the story. The developer overview explains in more detail. First, a "return" to the world of Final Fantasy 7 and having access to the entire world map. Second, a "return" to the series roots with a new combat system. Third, "return" is intricately tied to the story themes revealed within the game, but will not be explained until players play the game.

The new combat system is very exciting to me personally. It is a modern take on the old turn-based formula. It is similar enough that they are calling it a "return to the series roots" as mentioned above, but I think it is more accurate to view it as a very big overhaul of the "classic combat" mode available in Remake and Rebirth. It's important to clarify this is optional because the real-time action system is still in the game and is the basis of the new mode still, just heavily modified. The game works well with either system chosen.

When activating "Active Turn Action" combat these changes occur:


  • Getting near enemies in the world (aggro range) plays a screen animation like random encounters used to do. Then your active party members spread out while the non-active members surround the area further back. It's not a battle area like true random encounters.
  • There is some automated melee attacking happening like the classic combat setting of Remake/Rebirth did, but much less of it this time. The non-active party members are included this time, running in for a couple small-damage hits before running out. It really makes you feel like the whole party is part of the journey. The damage output is lower than real-time battle attacks.
  • Enemies and player characters deal increased damage when performing actions with filled battle gauge bars. They are consumed on use as usual. Choosing regular attacks with battle gauge bars will deal significantly increased damage if chosen, similar to older games attack options, or abilities can be used with the additional cost of MP. The game prompts you to switch to the character with the most recently filled gauge for action, to mimic having a party menu. You can still freely switch between all 3 however if desired.
  • The battle gauge begins automatically filling like the active time battle system. It fills up somewhat more quickly to make you always feel engaged and never waiting, but slow enough to feel turn based. The point is that it is not constant action.
  • Overall with Active Turn Action combat, both the player and the enemies perform less actions in total. The damage of each action is greatly increased to balance out the time between actions performed. The system is tuned for battles to take roughly the same duration in either battle system.
  • There is a new subclass of items called provisions. These can be used without waiting to fill battle gauge bars. Provisions are like the base form of items, like regular potions, regular ethers, and status ailment cures such as an antidote. Items are the higher level items like hi-potion, phoenix down, or remedy, and require battle gauge bars to use. All items and provisions have a 3 second cooldown so you can't spam them.
A final note regarding the brand-new party member. It is described as a known character in the reveals, but the identity is not given in the trailer or developer overview. It doesn't contain any hints, so I do not know who it is either. Seems like they want this to be a big surprise and its a closely held secret.
 
Ultima modifica:
Tizio che su restera si è appena registrato e ha 1 solo messaggio:icebad:, quindi da prendere moooolto con le pinze ma tant'è almeno se ha scazzato ci ha messo un minimo di impegno a ricamarlo :sisi:

La cosa in realtà che mi convince molto poco è la questione cutscene, già Rebirth aveva una decina di ore di cutscene quindi dubito altamente che questo possa averne 3 volte di più, 30 ore e passa di cutscene? bonanotte:asd:

I am posting this on behalf of somebody else I know to protect their identity who works somewhere in the chain between Square Enix marketing and Summer Game Fest event staff. The level of vagueness is required for safety, so I apologize. They are not a developer and do not know details beyond this, all information was obtained from working on the upcoming reveal which will contain all of this same information soon. They provided me with the following information and I've reworded it.

The trailer and reveal for Final Fantasy 7 Remake Part 3 has been in development and is nearly completed, to be shown at Summer Game Fest this year on June 5th. Square Enix proposed it be the final showcase of the event but the event board declined it for that position, instead opting for an early reveal "excitement-builder". It sounds like they have an even bigger closer for the event and that this year's show. The trailer will be followed up by a second video of the development team explaining multiple new details. At the end they announce a follow up event will be held by Square Enix directly in the coming months.

  • (Trailer) Title announcement of "Final Fantasy 7 Return".
  • (Trailer) "Early 2027" launch window.
  • (Trailer) Three additional permanently playable party members, one being brand-new.
  • (Trailer) New optional combat system named "Active Turn Action".
  • (Developer overview) Over 3x more narrative cinematics as featured in Rebirth in terms of duration.
  • (Developer overview) Over 2x the world size as featured in Rebirth, including returning to Midgar.
  • (Developer overview) Details on the new optional Active Turn Action combat system.
  • (Developer overview) Final Fantasy 7 Remake Triple-Pack sale: Remake, Rebirth, and Crisis Core Reunion, all bundled in one collection for a holiday release, targeting players new to the trilogy preparing for the finale next year.
The theme of the title "Return" has triple meanings and the trailer highlights it as return to the planet, return to combat, and return to the story. The developer overview explains in more detail. First, a "return" to the world of Final Fantasy 7 and having access to the entire world map. Second, a "return" to the series roots with a new combat system. Third, "return" is intricately tied to the story themes revealed within the game, but will not be explained until players play the game.

The new combat system is very exciting to me personally. It is a modern take on the old turn-based formula. It is similar enough that they are calling it a "return to the series roots" as mentioned above, but I think it is more accurate to view it as a very big overhaul of the "classic combat" mode available in Remake and Rebirth. It's important to clarify this is optional because the real-time action system is still in the game and is the basis of the new mode still, just heavily modified. The game works well with either system chosen.

When activating "Active Turn Action" combat these changes occur:


  • Getting near enemies in the world (aggro range) plays a screen animation like random encounters used to do. Then your active party members spread out while the non-active members surround the area further back. It's not a battle area like true random encounters.
  • There is some automated melee attacking happening like the classic combat setting of Remake/Rebirth did, but much less of it this time. The non-active party members are included this time, running in for a couple small-damage hits before running out. It really makes you feel like the whole party is part of the journey. The damage output is lower than real-time battle attacks.
  • Enemies and player characters deal increased damage when performing actions with filled battle gauge bars. They are consumed on use as usual. Choosing regular attacks with battle gauge bars will deal significantly increased damage if chosen, similar to older games attack options, or abilities can be used with the additional cost of MP. The game prompts you to switch to the character with the most recently filled gauge for action, to mimic having a party menu. You can still freely switch between all 3 however if desired.
  • The battle gauge begins automatically filling like the active time battle system. It fills up somewhat more quickly to make you always feel engaged and never waiting, but slow enough to feel turn based. The point is that it is not constant action.
  • Overall with Active Turn Action combat, both the player and the enemies perform less actions in total. The damage of each action is greatly increased to balance out the time between actions performed. The system is tuned for battles to take roughly the same duration in either battle system.
  • There is a new subclass of items called provisions. These can be used without waiting to fill battle gauge bars. Provisions are like the base form of items, like regular potions, regular ethers, and status ailment cures such as an antidote. Items are the higher level items like hi-potion, phoenix down, or remedy, and require battle gauge bars to use. All items and provisions have a 3 second cooldown so you can't spam them.
A final note regarding the brand-new party member. It is described as a known character in the reveals, but the identity is not given in the trailer or developer overview. It doesn't contain any hints, so I do not know who it is either. Seems like they want this to be a big surprise and its a closely held secret.
Pare troppo bello per essere vero, certo che se è quasi tutto inventato(perché immagino che qualcosa magari ci avrà anche preso) il tipo si sarà preso una mezza giornata per scrivere tutto questo.

Sul personaggio inedito, se è vero, immagino che farà discutere sulla sua presenza... anche perché sarà appunto una cosa inedita.

Vediamo, inizia a venirmi un po di hype. Manca un mese se lo presentano alla SGF!
 
Lo posto tanto per eh...Tizio che su restera si è appena registrato e ha 1 solo messaggio:icebad:, quindi da prendere moooolto con le pinze ma tant'è almeno se ha scazzato ci ha messo un minimo di impegno a ricamarlo :sisi:

La cosa in realtà che mi convince molto poco è la questione cutscene, già Rebirth aveva una decina di ore di cutscene quindi dubito altamente che questo possa averne 3 volte di più, 30 ore e passa di cutscene? bonanotte:asd:

I am posting this on behalf of somebody else I know to protect their identity who works somewhere in the chain between Square Enix marketing and Summer Game Fest event staff. The level of vagueness is required for safety, so I apologize. They are not a developer and do not know details beyond this, all information was obtained from working on the upcoming reveal which will contain all of this same information soon. They provided me with the following information and I've reworded it.

The trailer and reveal for Final Fantasy 7 Remake Part 3 has been in development and is nearly completed, to be shown at Summer Game Fest this year on June 5th. Square Enix proposed it be the final showcase of the event but the event board declined it for that position, instead opting for an early reveal "excitement-builder". It sounds like they have an even bigger closer for the event and that this year's show. The trailer will be followed up by a second video of the development team explaining multiple new details. At the end they announce a follow up event will be held by Square Enix directly in the coming months.

  • (Trailer) Title announcement of "Final Fantasy 7 Return".
  • (Trailer) "Early 2027" launch window.
  • (Trailer) Three additional permanently playable party members, one being brand-new.
  • (Trailer) New optional combat system named "Active Turn Action".
  • (Developer overview) Over 3x more narrative cinematics as featured in Rebirth in terms of duration.
  • (Developer overview) Over 2x the world size as featured in Rebirth, including returning to Midgar.
  • (Developer overview) Details on the new optional Active Turn Action combat system.
  • (Developer overview) Final Fantasy 7 Remake Triple-Pack sale: Remake, Rebirth, and Crisis Core Reunion, all bundled in one collection for a holiday release, targeting players new to the trilogy preparing for the finale next year.
The theme of the title "Return" has triple meanings and the trailer highlights it as return to the planet, return to combat, and return to the story. The developer overview explains in more detail. First, a "return" to the world of Final Fantasy 7 and having access to the entire world map. Second, a "return" to the series roots with a new combat system. Third, "return" is intricately tied to the story themes revealed within the game, but will not be explained until players play the game.

The new combat system is very exciting to me personally. It is a modern take on the old turn-based formula. It is similar enough that they are calling it a "return to the series roots" as mentioned above, but I think it is more accurate to view it as a very big overhaul of the "classic combat" mode available in Remake and Rebirth. It's important to clarify this is optional because the real-time action system is still in the game and is the basis of the new mode still, just heavily modified. The game works well with either system chosen.

When activating "Active Turn Action" combat these changes occur:


  • Getting near enemies in the world (aggro range) plays a screen animation like random encounters used to do. Then your active party members spread out while the non-active members surround the area further back. It's not a battle area like true random encounters.
  • There is some automated melee attacking happening like the classic combat setting of Remake/Rebirth did, but much less of it this time. The non-active party members are included this time, running in for a couple small-damage hits before running out. It really makes you feel like the whole party is part of the journey. The damage output is lower than real-time battle attacks.
  • Enemies and player characters deal increased damage when performing actions with filled battle gauge bars. They are consumed on use as usual. Choosing regular attacks with battle gauge bars will deal significantly increased damage if chosen, similar to older games attack options, or abilities can be used with the additional cost of MP. The game prompts you to switch to the character with the most recently filled gauge for action, to mimic having a party menu. You can still freely switch between all 3 however if desired.
  • The battle gauge begins automatically filling like the active time battle system. It fills up somewhat more quickly to make you always feel engaged and never waiting, but slow enough to feel turn based. The point is that it is not constant action.
  • Overall with Active Turn Action combat, both the player and the enemies perform less actions in total. The damage of each action is greatly increased to balance out the time between actions performed. The system is tuned for battles to take roughly the same duration in either battle system.
  • There is a new subclass of items called provisions. These can be used without waiting to fill battle gauge bars. Provisions are like the base form of items, like regular potions, regular ethers, and status ailment cures such as an antidote. Items are the higher level items like hi-potion, phoenix down, or remedy, and require battle gauge bars to use. All items and provisions have a 3 second cooldown so you can't spam them.
A final note regarding the brand-new party member. It is described as a known character in the reveals, but the identity is not given in the trailer or developer overview. It doesn't contain any hints, so I do not know who it is either. Seems like they want this to be a big surprise and its a closely held secret.
A 3 nuovi personaggi giocabili ho smesso di leggere
 
Bisogna ammettere che ha molta fantasia il tipo, ma diverse cose potrebbero tranquillamente essere elaborate da chiunque, con un minimo logica.
In ogni caso, se ci fosse per assurdo un nuovo personaggio giocabile, vorrei senza dubbio che fosse CISSNEI :unsisi:
 
Ora che ci penso, Rebirth aveva 7 personaggi giocabili, di cui 3 "nuovi" rispetto a remake :hmm:
Di regola la terza parte aggiungerebbe soltanto 2 personaggi e una in meno...

Forse forse uno totalmente nuovo lo metteranno e la scelta credo ricadrebbe su Cissnei, ma questo non rende quel post veritiero :asd:
 
Non mi stupirebbe un personaggio nuovo, fa parte del genere ed anche essendo il terzo gioco a storia in corso ci può stare vogliano farlo "sentire" come gioco a se stante anche sul numero di aggiunte. Un personaggio inedito con una parte totalmente nuova che aggiunge roba e interazioni al team non modifica la trama base, la amplia :sisi:
 
Puzza di fake.
Che senso ha ricostruire tutto un combat, ma lasciarlo come scelta opzionale...
 
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