Final Fantasy VII Remake
1st January 2016
“It’s mid-afternoon on a Tuesday. Why exactly are you interrupting my retirement?” Across the table sat a young, disheveled man. “It’s been a long week, dad.”
His son had studied diligently at the most prestigious schools and mentored under greats of the both aesthetics and design to fulfill a lifelong dream of creating experiences that people would remember. It wasn’t anything the old man could understand; in his day it was more acceptable to take a reliable job at a respected company than dabble in bits and bites for entertainment.
“We gave them everything they wanted.” he sighed. “Revisiting the characters they loved, the locations, the memorable moments – everything. It would all return.”
He designed environments for his company, and this project was both a proving grounds for him and an opportunity to revisit a game he had loved since he was an adolescent. With hard work and some patience, he could breath life into flat landscapes and add a new layer of depth to a classic adventure. Frustration had settled in though.
“What is the problem then?” His father calmly sifted through the same news publication he read every day at that time. “The problem is that they have begged for years for this remake to happen and now that it is no one trusts us to revise our own game.” He poured a cup of tea to alleviate the dark circles crowding his eyes after many long nights of work.
“The characters they say look too different, but we couldn’t have reused the models without them not suiting the game’s setting. They say the combat is too action-oriented now, but it would have been unrealistic to have the characters stand in place and wait to be attacked. Even the logo is criticized for being different. It’s enough to give me an ulcer.”
His father turned the newspaper page. “That’s unfortunate.”
“Unfortunate? We are trying to provide an experience that lives up to over a decade’s worth of anticipation. Hundreds of hours are being poured into taking the old that the fans grew up with and adding the new to make it something more. Something bigger. Yet some call our changes “radical” and damn the experience based on a single trailer. No more than fifteen seconds of what the game really plays like have been seen.”
“Mhmm.” Another page was turned. “It’s to be expected.”
“It’s insane. We can’t just upgrade the visuals and keep everything else the same. There’d be people asking why we even bothered. We can’t make changes either because so many people hate change.” The son’s tea now cold and the beverage ignored. “I just don’t get it.”
The paper was folded evenly and calmly placed on the table. “You won’t please everyone, son.” He looked sharply at his son and smiled. “So don’t even try.”
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While knowledge on the Final Fantasy VII Remake is limited, some details were gleamed from a recent Famitsu interview with producer Yoshinori Kitase and director Tetsuya Nomura. The game will be released in multiple installments for a very specific reason: remaking it with the PlayStation 4 visuals and content would be too significant for a single release. The developers plan to use this approach to allow for more content elsewhere, with one Square Enix representative later confirming to Polygon that “As a gaming experience, each entry will have the column of content equal to a full-sized game.”
In terms of combat, it’s been said that the game has taken a page from Dissidia Final Fantasy and Kingdom Hearts in order to craft a more kinetic battle system – though that isn’t to suggest that there won’t be room for strategy. ATB will return in some form as it will need to be altered to match the new pace of combat. The developers are still planning on featuring Limit Breaks, Summons, magic, and the ability to control and swap between up to three characters in combat.
Character models have indeed been slightly tweaked to match the stylistic realism of the approach the developers have taken to the game. Previous models are said to have been “too outdated” to use. Close observers of the recent trailer will also notice a seamless shift between character dialogue in cut-scenes and gameplay. This was done purposely to maintain immersion. The game is being developed in Unreal Engine 4, as confirmed in a press release by Epic Games.
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