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FF7 Remake: What we know

Fbh

Member
ff-7-mako-reactor.jpg



I've noticed that in every thread about FF7R people start discussing and arguing about a lot of stuff regarding this project. How long will it be? how much will it cost? Where will it release? What's included in part 1?, etc.
So since it's a slow day at work and I'm waiting for a client without much to do at the moment I though it would be fun to make a thread to try and answer some of these question. I do not have any special knowledge about this so if I get something wrong please let me know, but I'll be posting sources.

What is FF7 Remake?
It's a modern remake of the classic 1997 Ps1 game. It will feature high end graphics and production values as well as a new real time/action based combat system.
As shown in the trailers we have seen so far, this is going to be more than just a 1:1 remake and will include new content that wasn't in the original.

For example, in one of the latest trailers we have seen a new threat that the main characters will have to face in the form of some weird ghost like creatures, or a new member of SOLDIER.

When and where will it release?

It will release on March 3 2020 on the Ps4/Ps4 Pro.

During the original announcement at Sony's E3 2015 conference it was announced as "play it first on Playstation 4". The wording, then, implies that it's a timed exclusive that will eventually release on other platforms. The exact details of this deal, such as how long it will be exclusive to the Playstation platform, are unknown.

I read the game will release in parts. What will be included in the first part?

That is correct. Instead of remaking the entirety of the original game/story in one game, Square has decided to expand the scope of the remake and divide it into multiple parts. According to Yoshinori Kitase "“Our goal here is to remake this genre-defining RPG for a new audience, for a new era, and not just to make a straight one-to-one copy or a remaster,”

The first part, which is what will be released on March 3, will focus on the city of Midgar. In the original release Midgar served as the opening act of the story and it's where the player spends the first 5-6 hours of the game.

So part 1 of the remake will only be 5-6 hours?

Most probably not. We don't know how long it will be, but Square has said that each part will have content comparable to a full mainline entry in the franchise. If we assume this statement is true, then that would imply that part 1 will be around 30 hours if not longer, and this means it will vastly expand on the amount of content that was originally available. As a matter of fact, and not that it means much, the game will release on 2 Bluray Discs.


How many parts will there be and when will they release?

The short answer is we don't know.
The slightly longer answer is that not even Square is sure how many parts this will end up having.
As for when we can expect part 2, again, we don't know. Square has said that future parts won't take as long to develop, but considering it has almost been 5 years since the announcement of part 1, that statement would hold true even if part 2 releases 4 years from now. But it might also just be 1... for now we just have to wait and see.

How much will it cost?
$60.
Or whatever full retail releases cost in your country.

Will those $60 give me access to every part as in Life is Strange/Telltale games, or just part 1?
Just part 1. Keep in mind though that, as mentioned above, every entry will supposedly feature the same amount of content as a full mainline entry as well as high end production values, so comparing this to a single 3 hours long chapter of life is strange or the walking dead isn't really accurate.

This is just my opinion but I think that for better or worse, looking at this as one game being split into multiple parts isn't quite right. It's more like they are taking the original story and world of FF7 as a base and milking turning it into a franchise

Why are they selling it as just plain "Final Fantasy 7 Remake" if it's just part 1 and only features Midgar.

¯\_(ツ)_/¯
Marketing



 
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Jooxed

Gold Member
Man, I almost want to buy a PS4 again just for this. Would I be better off just waiting for PS5?
 

Northeastmonk

Gold Member
I wonder if they'll release part II on PS4. I'm just thinking outside the box here. You'll have a new console and Part 2 could be another 2-3 years maybe? I also wonder what the Part 2 cover art will be. They do the OG for Part 1. It would make sense to do something very similar for Part 2. I wonder how Knights of the Round will look.

Man, I almost want to buy a PS4 again just for this. Would I be better off just waiting for PS5?

If you have $200 its definitely worth it. $200 isn't $500, but you'll have 11-12 months until a new console comes out.
 

sublimit

Banned
I wonder if they'll release part II on PS4.
I think there's a possibility that by the time they release part 1 next year,part 2 will also be almost finished and the reason they split it out is for the extra revenue. So i think there's a high chance part 2 to come out just within a year after part 1's release and if that happens then there's high chance it will also be released for PS4 as well.We will definitely still have games released for PS4 in 2021.
 
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Shifty1897

Member
Bruh my boss was talking about how excited he was to play FF7 again and I didn't realize he wasn't aware it's only the Midgar section coming out, he thought it was the whole story. Now he associates me with terrible news.

So anyway, I've ruined my career here, please forward any tech job openings in the Portland area to me.
 

Gavin Stevens

Formerly 'o'dium'
Yeah as much as I want this on my X, I’ll gladly play on my PS4 first. I’m used to these timed exclusivity deals and fully expect it to last a year, not less. So... why would I wait?
 

Spukc

always chasing the next thrill
Selling it as "Final Fantasy 7" and not adding "part one" or something to it, is not markting. It's an attempt to mislead consumers. If you're confident in your product, you don't need to do this kind of stuff.
Well said spunk
 

Zero7

Member
I've preordered the first class edition, f'k yeah!

Dream come true game, right next to Shenmue 3 for me.
 
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Aggelos

Member
Some info comes out from the recent comments by the dev team

Comments and remarks from:
  • YOSHINORI KITASE - PRODUCER
  • TETSUYA NOMURA - DIRECTOR & CONCEPT DESIGN
  • KAZUSHIGE NOJIMA (STELLAVISTA LTD.) - STORY & SCENARIO
  • NAOKI HAMAGUCHI - CO-DIRECTOR (GAME DESIGN / PROGRAMMING)
  • MOTOMU TORIYAMA - CO-DIRECTOR (SCENARIO DESIGN)
  • SHINTARO TAKAI - GRAPHICS & VFX DIRECTOR
  • TERUKI ENDO - BATTLE DIRECTOR
  • TAKAKO MIYAKE - ENVIRONMENT DIRECTOR
  • IICHIRO YAMAGUCHI - LIGHTING DIRECTOR
  • MASAAKI KAZENO - CHARACTER MODELING DIRECTOR
  • YOSHIYUKI SOMA - ANIMATION DIRECTOR


YOSHINORI KITASE - PRODUCER
Final-Fantasy-VII-Remake_2019_11-25-19_029.jpg


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 endeavour 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
Final-Fantasy-VII-Remake_2019_11-25-19_030.jpg

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 (STELLAVISTA LTD.) - STORY & SCENARIO

Final-Fantasy-VII-Remake_2019_11-25-19_031.jpg


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)
Final-Fantasy-VII-Remake_2019_11-25-19_032.jpg

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)
Final-Fantasy-VII-Remake_2019_11-25-19_033.jpg

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
Final-Fantasy-VII-Remake_2019_11-25-19_034.jpg

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 colours 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
Final-Fantasy-VII-Remake_2019_11-25-19_035.jpg

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
Final-Fantasy-VII-Remake_2019_11-25-19_036.jpg

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
Final-Fantasy-VII-Remake_2019_11-25-19_037.jpg

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
Final-Fantasy-VII-Remake_2019_11-25-19_038.jpg

I was amongst 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
Final-Fantasy-VII-Remake_2019_11-25-19_039.jpg

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 behaviour 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.
 
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  • Like
Reactions: Fbh
I think this Avalanche girl that used to be an NPC is featured more prominently this time because she will be killed by Sephiroth instead of Aerith.
 

bitbydeath

Member
5 hours for midgar doesn’t sound right, it took up a lot of disc one.

C1 - Midgar
C2 - Sector 5 Slums (Midgar)
C3 - Wallmarket (Midgar)
C4 - Sewer and Train Graveyard (Midgar)
C5 - Sector 6 (Midgar)
C6 - Shinra Building (Midgar)

Now it may end their or it might include outskirts areas as well up to and including Junon and end when you take a boat.

 
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Zephir

Member
I hope we'll not have to wait a lot to see the full game

.hack games were released with a 2-3 months gap with each other, even quicker than some Telltale episodes...I don't want to wait till 2023 to see HD Wheelchair Cloud and make new memes
 

IKSTUGA

Member
Midgar is probably my favorite area in the original game. Can totally see the remake #1 being something like 30-40 hours long with the addition of a couple of new areas and side quests.
 
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VFXVeteran

Banned
I'll be glad to hear you guys' thoughts on the game when it comes to PS4. FF7 was my absolute favorite FF game ever.
 
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