Schlagwort: final fantasy vii remake

  • Final Fantasy VII Remake Creators Discuss Rebuilding Midgar

    Final Fantasy VII Remake Creators Discuss Rebuilding Midgar

    Reading Time: 6 minutes

    Reimagining gaming icons is no easy task. Yet two decades after fans said goodbye to Final Fantasy VII’s cast as the original game’s credits rolled, came a welcome reunion. And since that initial tease, Square Enix has introduced us to the ‘Remake’ versions of the likes of Cloud, Barrett, Tifa, Aerith and Red XIII. All were welcomed with open arms.

    And one of the biggest characters (literally) benefiting from the added graphical heft PS4 and Unreal Engine provides is Midgar. A spot you may have been exploring yourself this week in the newly released demo.

    Even back in 1997 and exploring barely a fraction of its entirety, the city left an indelible mark. From the filth-ridden slums that devoured its underside to the towering presence of the Shinra headquarters at its centre, the place felt tangibly real.

    The Remake’s recently unveiled opener showcased much which had been left to our imagination in the original version. Flying between skyscrapers and into the streets below, we glimpse not only the daily lives of Midgar’s inhabitants, but gain a sense of how extensive Square Enix’s changes are. The steampunk-influenced city-state is now fully-realized.

    And with that sequence’s promise of the expanded, yet familiar, Midgar that awaits for us all to explore on 10th April, we sat down with producer Yoshinori Kitase and co-director Naoki Hamaguchi to walk us through its key scenes and talk about the design decisions the studio has made when rebuilding this iconic city for PS4.

    1. Beyond the Wasteland

    The opening scene is completely different from the original, giving us a bird’s eye view (literally) of the area surrounding the city. One that’s devoid of life. I ask if this is an early nod to one of the story’s central themes: planetary devastation due to industrialization. Kitase acknowledges that was one reason. “We didn’t want to go over the top with it,” says the producer. “But there is very much the nuance that [Midgar] is damaging the surrounding area.”

    2. Advent Children references

    We then spiral into a gleaming, sun-kissed metropolis. A side of Midgar we’ve not seen since 2005 movie Advent Children. Did the studio use any reference material from the game’s subsequent tie-ins or did it start afresh?

    “We did refer to Advent Children and other previous series’ work when rebuild Midgar,” explains co-director Naoki Hamaguchi. “But one of the main things we actually set out to redo was the scale of the city itself. The original wasn’t that realistic if you consider the size of the individual buildings and how big they were in comparison to the overall city. It was quite condensed; we really set out to make Midgar realistic. The size between the buildings, the density… that’s one of the big things we set out to change.”

    3. City-building logistics

    So does that mean the studio has a fully-designed topographical map of Midgar? Sort of, according to the co-director. “We haven’t done it all to the same quality or same level of detail as the actual areas you do get to visit in the game, but we have mapped out the entire city and what’s in each of those areas.”

    But that hasn’t stopped the team answering an important theoretical question: could the city’s design work for real? “You know the structure of Midgar; you’ve the big central pillar, and each sector is supported by its own sub-pillar,” continues Hamaguchi. “We worked out the right size and construction, how big those pillars would need to be to physically support the weight of the plate on top of them. Also the honeycomb structure of the pillars and where the tunnels would have to go for it to still work as a physical structure.

    “That has all been mapped out and we understand quite a lot of detail about the realities of how Midgar would be constructed as a city.”

    4. Everyday life in Midgar

    Yoshinori Kitase: “We really wanted to show the everyday lives of Midgar’s citizens. [Partly] to show how they lived in this massive city powered by Mako energy, how and when they’d be using it, to tell that aspect of the story.

    “The original version went straight into the bombing mission. We wanted that feeling that things were already underway, you were in the middle of the action. Yet if you immediately went from there into the panic caused by the bombing mission afterwards, you wouldn’t understand the impact it had on the inhabitants’ everyday lives before that event interrupted them. That’s why we started with this domestic kind of scene.”

    5. Architectural digest

    Gleaming skyscrapers give way to smaller buildings made of brick. There are glimpses of construction work as we get to street level. A city constantly expanding, building on itself, building over its history. “The idea is that the city is being built from the center outwards,” says Kitase. “You can also sense the different architectural styles as you go out from the central pillar, with high-rises on the city edge. We’ve put quite a bit of effort into making you feel like it is modernizing as the city builds outwards.”

    6. A downtrodden playground

    A familiar sight to those who have poured over 2015’s announcement trailer, the playground serves as a storytelling tool to distinguish the economic inequality between Midgar’s citizens. But not just between those living on the plates and those in the slums underneath. “Within each sector you’ve got the difference between rich and poor. Each plate is its own city,” states Hamaguchi. “There are some areas within those that are older, beaten up. The playground is used to show there are downturned areas that aren’t so well off in the city areas too.”

    7. A city’s lifeblood

    Yoshinori Kitase: “Up to [this point in the opener] we’ve seen the benefits of living with Mako. It supports people’s comfortable lifestyle in the city. But the depiction here of the Mako reactor turning on is that it’s not all sunshine and rainbows; there’s a darker side to Mako as well.”

    8. A flower girl

    A callback to the original’s iconic opening scene appears some two minutes into Remake’s version. “I felt that it was a great transition,” says Kitase simply of the new version, as we swoop from the Mako-touched skies above the reactor to an alley and Aerith’s debut.

    9. A walk down Loveless Street

    A pan out brings us to the entertainment hub of Midgar, Loveless Street, complete with cinemas and other venues. We note its proximity to Reactor No.1, your actions in which will shortly devastate this peaceful district. “The player gets to see how the [Reactor bombing] impacts the city,” Hamaguchi explains. “We want them to feel conflicted about the effects of their actions. That’s why we depicted this area in such detail.”

    10. A beacon of industry

    In Remake, Shinra’s headquarters is relatively untouched. At least on the outside. “We didn’t want to mess with the outer form of the building, because it could really affect people’s memories of what Midgar should look like. The inside though, like the floor structure, has seen major rearranging.” Hamaguchi remains tight-lipped on specifics though. “It’s something we want players to discover when they’re inside.”

    11. A city of many experiences

    Naoki Hamaguchi: “The core concept we worked on was that the player must be able to experience Midgar for themselves. Each individual location within has distinctive concepts and personalities. There’s a different style of gameplay experience waiting in each one of them.”

    12. Lighting supplied by Unreal Engine

    Naoki Hamaguchi: “We’ve used new tech to enhance the game’s lighting, to make the city of Midgar feel as real as possible. A network of over 100 synced PCs do copious physics simulations, calculations to work out the exact realistic reflection and how the lighting beams will bounce off any object in the game. Through doing that we managed to create amazing atmospheric lighting for the city.”

    [youtube https://www.youtube.com/watch?v=xOA5GwRcBks&w=1032&h=581]

    What do you think about the reinvented Midgar? Leave your impressions of what you’ve seen in the demo thus far in the comments below!

    Website: LINK

  • Three Hours With Final Fantasy VII Remake

    Three Hours With Final Fantasy VII Remake

    Reading Time: 4 minutes

    By now you’ve likely seen the news – you can finally play Final Fantasy VII Remake in your own home via the just-announced PS4 demo. If you’re at all curious about this beautifully reimagined adventure, download the demo and run through the memorable “bombing run” mission for yourself. It wowed PS1 players back in 1997, and I’m happy to say the 2020 interpretation is just as riveting.

    If you missed the PS1 original or any of its subsequent re-releases, think of the bombing run as a cold open for the entire game. You’re thrust into a death-defying mission to take out a Mako reactor, a device the omnipresent Shinra Electric Power Company is using to fuel all sorts of modern marvels. The catch is this process may be siphoning energy right out of the planet itself, a fact Shinra chooses to ignore. Naturally this doesn’t sit well with some folks, namely the initial heroes of Final Fantasy VII.

    A NEW EXPERIENCE

    The demo – and main game – begins with Barret, Cloud, and the AVALANCHE group rolling up to the facility, breaking inside, and planting a bomb on Mako Reactor 1. A tense boss battle unfolds, the reactor blows, and the demo concludes. It was effective 23 years ago, and it’s a wild ride today.

    But where that demo ends, our hands-on experience begins. Immediately after the blast, Cloud and crew escape underground and then scatter into the streets. This sequence takes perhaps 10 minutes in the original game, with just a handful of scenes and camera perspectives to sell the action. In the remake, Cloud is hoofing it through alleys, up fire escapes, and across rooftops with Shinra soldiers at every turn. Civilians lie injured in the streets, chaos reigns in all directions, and you’re left to wonder, was the bombing worth all this?

    And this sequence is what really made FFVII Remake click for me. I see how Square Enix plans to not just lengthen, but also enrich the original experience with moments and events that further sell the aftermath of such a momentous attack. While the original did an excellent job in 1997, 2020’s remake fully conveys the destruction with flames, injured NPCs, collapsing infrastructure, and an overall chaotic tone as you’re fired upon by Shinra goons. There are so many pivotal moments within the city of Midgar that could benefit from this treatment, so I can’t wait to see how they play out in the remake.

    Chapter 2 also adds an encounter with Aerith and, believe it or not, a flashback / hallucinatory manifestation of Sephiroth. This entire segment is new, and does a great job cementing Sephiroth’s looming, villainous presence within the FFVIIR world. He towers over Cloud not just in physical stature, but also confidence; as capable as Cloud seems in these opening moments, he’s clearly outclassed by this specter from his past. I won’t get into the words exchanged or what exactly happens, but it’s interesting to see just how much FFVIIR is going to play with existing fans’ assumptions. The end result seems to be a game that’s welcoming to new players, but fresh even if you know the original front to back.

    THOSE WHO FIGHT

    From this point we move to another save file further into the game. Melee expert Tifa joins Cloud and Barret, and we’re ready to take out another reactor. As you can determine for yourself via the demo, the battle system has you attacking to build up ATB charges and then spend said charges on Abilities, Spells, or Items. Each character also brings something unique to the fight, such as Barret’s long-range bullets or Cloud’s powerful Punisher stance.

    Some enemies are pushovers. Others require smart positioning, efficient use of ATB, and using all three characters to push enemies into a staggered state. Once staggered, you can really pour on the pain. Players are also given the option to choose between this action-oriented approach (complete with evade rolls and controller shortcuts to Abilities and Spells), or a Classic Mode where characters attack automatically and you direct the usage of ATB.

    The save we played had access to powerful Summon Materia as well. Materia grants characters spells and other abilities, while Summon Materia gives the equipped character access to that particular Summon – in this case, Final Fantasy mainstay Leviathan. Once summoned, the monster will fight alongside your party on its own, or you can spend ATB on powerful attacks (while still having access to your own ATB abilities). If the enemy you’re fighting is weak to the Summons’ powers, you can dish out a whole lotta damage in short order.

    Case in point is a battle against Abzu, a boss we fought later in the demo session. In this instance I had Cloud, Tifa, and Aerith in my party, with the latter having access to Ifrit. He bursts onto the scene with fiery… flare… and really tears into this boss, giving me time to heal and build charges. I didn’t sample Classic Mode but can say the default approach really makes you consider each action. Mashing Attack is good and all, but bosses and enemies have all kinds of tricks that make you change tactics quickly.

    MORE MIDGAR

    By the time our session wrapped up, I was eager to find new Materia, experiment with battles, and further see just how much content Square Enix has added to the original experience. Almost any moment I could recall from the past – President Shinra’s encounter with the trio near one of the reactors, or a simple button-pressing minigame, for instance – has been totally reimagined and dramatized in a way that makes even familiar moments feel new again. Love what I’ve seen so far and can’t wait to see the rest of what Midgar has to offer.

    Website: LINK

  • Final Fantasy VII demo out now

    Final Fantasy VII demo out now

    Reading Time: 4 minutes

    The moment many of you have been waiting for is here: The Final Fantasy VII Remake demo is out now! Visit the demo page and download now!

    While you’re waiting for it to download (or get home to play it), we can give you a little information about what to expect from this exciting glimpse into the game.

    Final Fantasy VII Remake

    What’s included in the Final Fantasy VII Remake demo?

    The new demo features a lengthy segment from the very beginning of the game: the iconic bombing mission against the Shinra Electric Power Company, and the subsequent escape.

    You’ll control two of the game’s cast – spiky-haired ex-SOLDIER Cloud Strife, and the ballistically-limbed Barret Wallace – and enact a dangerous plan to infiltrate and destroy Mako Reactor 1.

    It’s a very large complex, so you’ll have plenty of time to explore, find secrets, soak in the richly detailed environments and, of course, bash Shinra Security troopers with a giant sword.

    Final Fantasy VII Remake

    When you reach your target, you’ll encounter the Scorpion Sentinel. It may be the first boss of the game, but don’t expect this mechanical monstrosity to give you an easy ride.

    If you manage to beat it, don’t think you can relax – you still have to escape from the complex before it collapses around you.

    But did you give yourself long enough to do so…?

    Final Fantasy VII Remake

    What you need to know about combat in Final Fantasy VII Remake

    When you play the demo, you’ll get to experience Final Fantasy VII Remake’s combat system first-hand.

    It combines real time action and menu-based commands to create something that feels brand new, but still hearkens back to the original game. You’ll see what we mean when you play it.

    Everything revolves around ATB. As you attack foes with the Square button, you’ll fill a gauge underneath your character’s health indicator. This is the ATB bar – and when a segment is full, you can spend it to perform an action.

    For example, you can use an Ability – a special attack that deals damage or fills the enemy’s stagger gauge. Alternatively, you could heal with an item or cast a spell – magic can be devastatingly effective when used properly.

    Final Fantasy VII Remake

    We think it’s a really exciting system, but if you prefer strategy to action, you can also try Classic Mode. In this mode, the characters will attack automatically, so you can focus on giving them commands – similar to command-based RPGs like the original FINAL FANTASY VII.

    However you like to play, remember that spending ATB is the key to combat. Basic attacks don’t do much damage, and enemies can hit surprisingly hard, so make sure you experiment with all the tools at your disposal to find what works best.

    To get you started, here’s a pro tip that fans of the original game might remember: Shinra machinery hate electricity, so bring the Thunder!

    Final Fantasy VII Remake

    We hope you enjoy the Final Fantasy VII Remake demo.

    When is Final Fantasy VII Remake out?

    If you’re excited to play more, the good news is that you don’t have long to wait. Final Fantasy VII Remake releases April 10, 2020 for PlayStation 4! You can pre-order now at PlayStation Store.

    Website: LINK

  • New Final Fantasy VII Remake Screenshots Show Red XIII, Side Quests, and More

    New Final Fantasy VII Remake Screenshots Show Red XIII, Side Quests, and More

    Reading Time: 7 minutes

    Final Fantasy VII Remake is just under two months away, but we thought you might want to see just a little more before you get your hands on it for real.

    We have some brand new screenshots from the game to show you — take a look:

    Red XIII

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    Final Fantasy VII RemakeFinal Fantasy VII Remake

    What is Red XIII? As he himself says: “I am that which you see before you. Nothing more.”

    He may look like a beast, with his red fur, sharp fangs and tail of flames, but Red XIII is as eloquent as any human.

    He has been captured by Shinra for use as a test subject, and is being held in Hojo’s scientific facility. Speaking of the sinister scientist…

    Hojo

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    Final Fantasy VII RemakeFinal Fantasy VII Remake

    This enigmatic figure is the Director of Shira Electric Power Company’s Research and Development Division. He creates various biological weapons for the company, and he’s not bound by notions of morality.

    Hojo will not hesitate to take a life if his experiments demand it. In a previous collaborative role, he performed special surgery on soldiers to increase their physical strength, giving birth to the elite SOLDIERS.

    Tifa in battle – the basics

    Next we’ll look at one of the main heroes, and how she operates in battle. Tifa Lockhart is a swift fighter, who uses her martial arts to damage enemies.

    She can combo fast attacks with repeated presses of the □ button, and unleash unique abilities by pressing △.

    In the following screenshots, we can see her unleashing some of those skills.

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    Whirling Uppercut: Tifa launches an enemy into the air with an upwards strike.

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    Omnistrike: Tifa smacks into her foe with a powerful shoulder slam.

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    Rise and Fall: Tifa attacks with a series of brutal kicks, and finishes with a powerful striking fist.

    Tifa’s Battle Abilities

    When Tifa’s ATB bar is filled by attacking enemies, she can use a special ability. These screenshots show a couple of them in action:

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    Tifa’s True Strike move hits the enemy in front of her with a swift attack

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    She can also finish off an enemy with an intensely powerful dive kick.

    Materia and Weapons

    Here’s a look at some of the Materia and weapons you’ll be able to use in Final Fantasy VII Remake:

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    Healing Materia lets you use spells like Cure and Cura. In the screenshot above, we can see Aerith using Regen – a spell that will gradually heal its target for a while.

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    The Deadly Dodge Materia turns any attack made after evading an attack into a powerful melee strike. Any character can use it – not just Cloud.

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    When you equip a weapon, it will be reflected in your character’s appearance in and out of battle. This image is a reimagined version of a fan-favorite – we think the team nailed it!

    Mercenary Quests

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    Cloud can help out the many people across Midgar, including local merchants. These tasks are varied — he’ll be asked to deal with anything, from taking out troublesome monsters to finding lost cats.

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    In this quest, Cloud is asked to deal with some Drakes. He’ll get valuable rewards for completing the task.

    Battle Report

    Meet Chadley, a 15-year-old Research trainee, working under Professor Hojo. He’s researching new types of Materia, and needs a little help from Cloud.

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    You can collect Battle Report quests from Chadley in the Sector 7 slums. He’ll ask you to achieve various requirements, such as making a certain number of enemies burst or use Assess Materia a certain number of times.

    Complete these tasks, and he’ll develop more Materia that you can buy.

    Summons

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    Final Fantasy VII RemakeFinal Fantasy VII Remake

    The Chocobo Chick may look cute, but don’t be fooled — its magical attacks pack a serious punch! It’s included when you preorder any edition of Final Fantasy VII Remake.

    Final Fantasy VII RemakeFinal Fantasy VII Remake

    Final Fantasy VII RemakeFinal Fantasy VII Remake

    This is Carbuncle — a mystical creature with a ruby attached to its forehead. It uses this gem to bestow a variety of powers on its allies. You’ll get this summon if you preorder the Digital Deluxe Edition from PlayStation Store.

    Final Fantasy VII RemakeFinal Fantasy VII Remake

    Final Fantasy VII RemakeFinal Fantasy VII Remake

    Cactuar! This vacant-faced cactus can fire off thousands of needles at a time. You’ll get Cactuar when you preorder the Deluxe Edition, Digital Deluxe Edition, or 1st Class Editions of the game.

    Environments

    In Final Fantasy VII Remake, iconic locations from the original game have been recreated with amazing modern graphics. Not only that, there will be additional areas that you couldn’t get to in the original.

    Let’s take a look at a couple of areas:

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    The Mako Reactor sucks out Mako from the core of the planet. It’s then turned into electricity or liquid gas for cities — though it’s also used to produce Materia and for other research.

    The Shinra Electric Power Company has a monopoly on the resource, and have set up various Mako reactors across the world. However, some question the safety of this, and there have been confirmed cases of accidents in reactors at remote locations.

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    The Corkscrew Tunnel connects the slum streets to the nicer living areas on top of Midgar’s plates. The tunnel coils upwards in a giant corkscrew through the center of Midgar. Passengers on the train carriages are always checked for ID and movement between cars is closely monitored. When an intruder is discovered, military-grade weapons are deployed and intruders are dealt with quickly.


    Final Fantasy VII Remake releases for PlayStation 4 on April 10, 2020. To preorder, head to PlayStation Store or www.FFVII-REMAKE.com.

    Website: LINK

  • New Final Fantasy VII Remake Screens Feature Cloud, Combat and More

    New Final Fantasy VII Remake Screens Feature Cloud, Combat and More

    Reading Time: 5 minutes

    For many longtime PlayStation fans, the original Final Fantasy VII was a groundbreaking, genre-defining experience. We’re naturally eager to learn more about the fully reimagined Final Fantasy VII Remake, which dramatically updates both the gameplay and the storytelling of the beloved original.

    So when we received this latest batch of screens we asked our friends at Square Enix if they could provide some context for a few of them. Take a peek at the captions below these screenshots, then browse the full gallery below.

    Each weapon has its own unique weapon abilities that increase in proficiency the more they are used. When an ability’s proficiency level reaches the maximum, that ability is then learned by the wielder and can be used when wielding any weapon.

    Here we see Cloud’s Buster Sword upgrade screen. The different options allow you to improve the wielder’s status or increase the number of Materia slots available.

    Classic Mode can be activated by selecting “CLASSIC” from the difficulty menu. In Classic Mode, party members will act automatically, with the ATB gauge filling up as they do so. In this mode, the player only needs to select which abilities, magic, and items they will use their ATB charges for. This brings the feel of the gameplay closer to the menu-based battles from the original FFVII but with the amazing immersive graphics of the remake.

    It is also possible to revert to direct control at any time during Classic Mode by pushing buttons on the controller.

    The triangle button activates each character’s unique ability. Cloud’s unique ability is to switch between different fighting styles. He can switch between “Operator Mode” which has a good balance between attack and defense, and “Punisher Mode” [pictured] which is geared heavily towards offense. In Punisher Mode, Cloud’s movement speed is reduced, but his basic square button attacks are upgraded to even mightier blows.

    Chocobo & Moogle use their special move “Stampede” to run down the enemy with a herd of chocobos.

    While equipping Summon Materia, you will be able to summon a powerful ally once the special summon gauge fills up. Summons will fight alongside you automatically on the battlefield, but you can also use your own ATB charges to have them perform special abilities. Just before they leave the fight, your ally will unleash a powerful special move!

    Assess – Materia that allows you to use the Assess ability. When you use Assess on an enemy, you can see their resistances and weaknesses, making it easier to defeat them in battle.

    You can play darts at the dartboard in Seventh Heaven.



    Final Fantasy 7 Remake arrives on PS4 March 3, 2020.

    Website: LINK

  • Final Fantasy VII Remake Box Art Revealed

    Final Fantasy VII Remake Box Art Revealed

    Reading Time: 4 minutes

    The team at Square Enix is proud to reveal the box art for Final Fantasy VII Remake in North America and Europe.

    The artwork pays homage to the North American cover used in the original Final Fantasy VII and features our hero, Cloud Strife, ready to take on the tyrannical Shinra Corporation.

    Here’s one touch I’m particularly fond of: you can see two glowing materia equipped at the base of Cloud’s iconic Buster Sword. These colorful orbs allow our heroes to use powerful magic in combat – and the fact that you can see them equipped is a perfect example of the love, care and attention to detail being put into every aspect of the game.

    The new box art has been unveiled shortly after an onslaught of major reveals at Tokyo Game Show 2019.

    In case you missed it, check out some of the highlights from TGS below, as well as some brand-new screenshots just released today!

    Classic Mode

    Classic Mode allows players to focus on issuing commands in combat, without having to worry about dodging and blocking in real time.

    When you enter a battle, a gauge (called ATB – a fun nod to the original game’s Active Time Battle system) automatically fills up. Once those gauges have filled up, you can issue commands to spend those charges – for example, do you use a special attack, cast some magic, or use an item? It’s all up to you.

    Classic mode is just the thing for players who prefer to focus on tactics and strategy in combat rather than moment to moment action. And it’s perfect for fans who are nostalgic for menu-based RPGs like the original Final Fantasy VII.

    Spectacular Summons

    Summons were a big part of the original game, and in Final Fantasy VII Remake, they’re back and they’re better than ever.

    Summons are powerful creatures you can call to your aid in battle. At TGS, Final Fantasy VII Remake’s producer, Yoshinori Kitase, gave us our first look at one of these – the iconic flame-bound Ifrit.

    He also explained how Summons work in-game. Every hero can equip a Summon materia – it’s this powerful orb that gives them the ability to call one of these fearsome creatures into battle.

    If a Summon materia is equipped, a special gauge will fill up gradually over time. Once full, your hero can call forth the otherworldly entity to fight alongside you for a limited time.

    Ifrit battles independently but you can also command him to perform special abilities, and once the timer drops to zero, he’ll unleashes his ultimate attack: Hellfire!

    Marvelous Mini-Games

    Final Fantasy VII Remake’s TGS trailer gave us our first look at a new mini-game.

    Fans may remember the squats mini-game from the original Final Fantasy VII. This new iteration plays similarly to the classic version and requires players to input a specific sequence of commands to defeat their lycra-laden challengers.

    Final Fantasy VII Remake launches for PS4 on March 3, 2020. to receive a dynamic theme featuring Cloud and Sephiroth today!

    Website: LINK

  • 11 Things We Learned About Final Fantasy VII Remake at Gamescom

    11 Things We Learned About Final Fantasy VII Remake at Gamescom

    Reading Time: 6 minutes

    While we took a recent look at Final Fantasy VII Remake , we couldn’t turn down another chance to return to Midgar as the studio brought the game to Gamescom this week

    And we’re glad we did: a replay of the game demo solidified how thrilling the reimagined combat is (you can read more about that right here). Add in an overview of the game by producer Yoshinori Kitase and we have a stack of new observations to share.

    So if you’re anticipating the return of Cloud Strife and co. as much as we are, read on.

    1. The interplay between Cloud and Barrett is glorious

    The original’s opening mission established the fractious relationship between Barret, leader of the Avalanche resistance group and Cloud, a former SOLDIER and now Avalanche’s merc-for-hire via a few lines of dialogue.

    Final Fantasy VII RemakeFinal Fantasy VII Remake

    Remake expands on that friction, making for numerous compelling cutscenes which emphasize Barret’s distrust in this former Shinra employee.

    The exchanges are also surprisingly funny, with Cloud’s cold disinterest playing off Barrett’s bristling anger perfectly. It’s a double-act we’re eager to see more of.

    2. Avalanche is getting an overhaul as well

    Jessie, Biggs and Wedge round out Avalanche’s troops during the bombing mission. They also get more dialogue and exchanges during the infiltration, helping flesh-out their personalities. (Side-note: Incidental, dialogue pops up on the left of the screen if you happen to be out of earshot at the time). Even when chatter was at a minimum, facial expression and body language on the new realistic character models spoke volumes.

    3. You’ll experience unseen moments in the mission for the first time

    Remake’s embellishment of the original take isn’t restricted to story. During his presentation, Kitase-san explained how certain sequences of Avalanche’s mission were implied rather than shown in the original. Those moments – such as the group cutting through a fenced-off area during their infiltration – are now included. It gives more substance to both the mission and adds detail to the city’s layout.

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    4. Midgar looks and feels like a living, breathing city

    Midgar’s PS4 makeover is something to behold. Be it jaw-dropping vistas like the sprawling, towering cityscape reflected in a train platform window, or the small stuff, such as the bright yellow hazard tape marking out floored cabling in construction sites: the level of detail is stunning. Every exposed brick and piece of scaffolding tells of the city’s history.

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    5. This is how you PR in Midgar

    Prior to our hands-on we sit through a video primer, built specifically to familiarize us with the new combat mechanics. The decision to make this play out in-world is cute, especially as it allows us a glimpse at Shinra’s marketing, with the company’s video promo showcasing a Midgar with clean streets and blue skies – before it’s taken over by Avalanche’s hacker Jessie,who feeds you the tutorial while Shinra tries to shut down her hijack of their feed.

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    6. Not all Mako Reactors are built the same

    One would assume uniformity in Shinra Reactor interior design, given Midgar powered by the eight stations of equal size and shape which ring the city. Not so, as one new nugget of world-building is introduced in Remake. Responding to Barret’s exasperation at not knowing his way around – given it was one reason why he was hired by Avalanche – Cloud comments that every reactor has a different build. At least he’s earning his pay with a strong sword arm.

    7. Cloud’s got two versions of his standard slash…

    Attacking enemies with the Square button speeds up your ATB charge meter. It’s a race to fill the bar quickly to get access to your special abilities. But there’s also a more powerful version of the standard sword attack, which grants a bigger boost to your ATB if it lands, by holding the Square button for a few seconds.

    8. …and a unique Ability that deals out more damage

    On top of normal abilities and magic, every character has a unique ability, selectable with Triangle. With Cloud for example, it switches him from Operator to Punisher mode, a more aggressive, more powerful attack style with a longer reach. The trade-off? You’re much slower.

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    9. Cloud smash, Cloud get reward

    Yes, treasure chests remain, though they’ve been redesigned to keep more in line with Midgar’s unique aesthetic. But there are also Shinra crates and barrels dotted around most areas. Reap a reward for such carelessness by smashing them with your Buster Sword. Most contain items.

    10. Your Materia, so shiny

    In Final Fantasy VII, holes in clothing and weapons are a design decision, not a sign of poor craftmanship. These slots allow you to equip Materia, mystic stones that grant you magical abilities. Every type has a different color, and these are no longer relegated to a menu: you’ll notice a prick of color on your character where the Materia is placed. Look close enough and you’ll see them glow with an inner light.

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    11. The glow of battle

    As we said, it’s the small touches that really hammer home the level of polish Square Enix is putting into Remake. Barret’s attacks are all long-ranged and built around his gun-arm. Hold Square for a continuous unloading of ordnance at whatever enemy he’s targeting. If you look closely at the tip of his gun barrel when you cease, you’ll note an orange glow that’ll diminish as his gun cools down.

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    Website: LINK

  • How Combat in Final Fantasy VII Remake Blends the Best of Both Worlds

    How Combat in Final Fantasy VII Remake Blends the Best of Both Worlds

    Reading Time: 5 minutes

    Alright friends, let’s get one thing straight: the combat in Final Fantasy VII Remake feels fantastic.

    There’s been a lot of chatter online since FF7R’s initial reveal from die-hard fans who are skeptical of the remake’s transition to a more action-oriented battle system. It’s good to be skeptical — it’s a big shift for one of the most revered games of all time — but I am both thrilled and relieved to report that while combat looks fast-paced and action-heavy, in practice there’s far more of that traditional turn-based DNA embedded here than you might think.

    In the hours following my hands-on time with the game, I found myself describing it to friends as a modernized approach to the original’s turn-based combat. Remember how much time was spent waiting for ATB gauges to fill in the original? Remake basically just gives you fun stuff to do while you’re waiting. Sure, your ATB gauges will fill up slowly on their own, but hammering enemies with standard attacks will accelerate the process. During gameplay this means more exciting combat that still feels faithful (perhaps even reverential) to the spirit of the original game.

    Allow me to elaborate. There’s a “standard attack” you can execute by hammering the Square button, and you can block with R1 or dodge with Circle. Sure, this all looks flashy and feels fun, but leaning on these skills isn’t going to get you through battles very quickly. The meat of the combat in Remake is Tactical Mode, which you can enter at any time by pressing X. When you go Tactical, time slows nearly to a stop and you gain access to a menu with options for Abilities, Spells, and Items. You have plenty of time to plan a course of action here — think of this more like a cinematic version of the turn-based combat from the original game.

    Equipping Materia to a character’s gear still grants access to various spells, and elemental weaknesses seem to play a significant part Remake’s combat. When battling the iconic Scorpion Sentinel boss, I was watching Barret’s ATB bars like a hawk since I knew he could cast Thunder — an attack the Scorpion definitely did not enjoy getting hit by. I found myself swapping between Cloud and Barret a bunch, getting up close with Cloud’s standard attacks to fill up ATB bars and slinging hard-hitting physical Abilities, then swapping to Barret to hit the boss with Thunder and keeping the party healed up with the Cure spell (and every so often tossing out a potion or ether, which also consumes one ATB gauge). Side note: Barret’s arm-mounted machine gun opens up interesting ranged combat options in this battle and in the moment-to-moment scraps against weaker foes.

    Another gauge I kept an eye on during this boss fight was the Stagger gauge, displayed just below the boss’s health bar. Dealing enough damage to max it out staggered the boss, stopping its assault temporarily and increasing damage from all other attacks for a short time.

    [youtube https://www.youtube.com/watch?v=Z3xSGv3Hfio&w=1032&h=581]

    Sometimes one of your characters can get pinned down or otherwise restrained by an enemy, forcing you to swap to another team member to try and dish out enough damage to free your friend. This serves as a good reminder that you should swap between characters frequently, since they each have their own ATB gauges and powerful abilities to go with ‘em.

    And, of course, the Limit Break returns. Taking damage fills up your Limit gauge, and once that’s full your Tactical menu gains a new option: that beautiful, animated, rainbow-tinted “LIMIT BREAK” option. Let ‘em have it!

    A few other tidbits I noticed while playing Final Fantasy VII Remake (man, it still feels crazy to type that):

    • The music. My goodness, the music. I heard a few tracks during my short time with Remake, each a fully orchestrated arrangement of the original’s timeless tunes. Listen to the music in the , then imagine that treatment applied to some of the game’s other songs. Yeah.
    • Speaking of the music, it swaps seamlessly and dynamically between different versions of the song as you enter and exit combat. Such a cool touch!
    • Major QoL upgrade: You can slide down ladders by holding R2 or clicking the left analog stick.
    • Those same controls also let you sprint as long as you’re not in combat.
    • You can assign commands to other characters during combat by selecting them with L2 or R2 and navigating their Tactical menus.
    • After I killed an enemy with a multi-hit ability, Cloud automatically redirected the remaining hits of his attack to another nearby foe, ensuring the attack wasn’t wasted.
    • The Scorpion Sentinel boss fight had some really rad phase transitions — basically mini-cutscenes that played out completely seamlessly during the encounter. Even though I’ve destroyed this thing plenty of times in the past two decades, I was glued to the screen as I took it on this time.

    That’s it for now! But stay tuned — I’m sure we’ll have plenty more to talk about as we draw nearer to Final Fantasy VII Remake’s March 3, 2020 release date.

    Website: LINK

  • Square Enix Dives Deep Into Final Fantasy VII Remake Gameplay

    Square Enix Dives Deep Into Final Fantasy VII Remake Gameplay

    Reading Time: 3 minutes

    Hey folks – tonight, Square Enix’s E3 2019 Live Event gave the world an up-close and personal look at Final Fantasy VII Remake. The game will also be playable starting tomorrow at Square Enix’s E3 booth.

    Tonight’s presentation kicks off with gorgeous recreated scenes from the original game’s iconic opening, featuring fan favorite Aerith Gainsborough and stoic mercenary Cloud Strife.

    During the show, producer Yoshinori Kitase revealed that the first game in this project is expected to ship on two Blu-ray discs, and will greatly expand on the story of Midgar. Kitase also pointed out that the game would serve as a perfect starting point for newcomers to the world of Final Fantasy VII.

    Then, the presentation shifted to a detailed walkthrough of the game’s combat mechanics, including a revamped ATB system and an all-new Tactical Mode, which slows time during battle and lets players perform actions by selecting options from a command menu.

    These are noteworthy details; from what we saw, it seems Remake will empower players to choose between a strategic, methodical play style (Tactical Mode) or fast-paced combat with spells and abilities executed through hot keys.

    The gameplay demo transitioned to an action-packed battle, where the player switched between controlling Cloud and Barret in order to take down the massive Scorpion Sentinel — an impressive re-imagining of an iconic boss battle from the original game.

    Scorpion Sentinel battle completed, Remake Director Tetsuya Nomura walked onto the stage and thanked fans for their patience. He then ended the Final Fantasy VII Remake presentation with a trailer showing a first glimpse of fan-favorite martial artist, Tifa Lockhart, and an announcement that the game is available to pre-order now.

    Final Fantasy VII Remake is coming to PS4 worldwide on March 3, 2020. Pre-order from the PS Store to receive the Cloud & Sephiroth Dynamic theme today, along with the Chocobo Chick Summon Materia DLC when the game launches.

    Website: LINK

  • Final Fantasy VII Remake Arrives on PS4 March 3, 2020

    Final Fantasy VII Remake Arrives on PS4 March 3, 2020

    Reading Time: < 1 minute

    Tetsuya Nomura (Director, FFVII Remake) and Yoshinori Kitase (Producer, FFVII Remake) delighted fans in person at the Final Fantasy VII: A Symphonic Reunion concert this evening when they announced Final Fantasy VII Remake will be coming to PS4 worldwide on March 3, 2020. In addition to this exciting news, they revealed a new teaser trailer featuring never-before-seen footage.

    A striking new piece of artwork that places the infamous villain Sephiroth amidst a flaming cityscape of Midgar.

    Square Enix has more exciting reveals planned for Final Fantasy VII Remake during their live event on June 10, 2019, at 6pm PDT, so be sure to tune in!

    Website: LINK

  • State of Play May 2019: The Complete Recap

    State of Play May 2019: The Complete Recap

    Reading Time: < 1 minute

    Today’s State of Play broadcast was short but sweet! Watch the full show here if you didn’t see it live, then read the stories linked below for more details on each new reveal.

    What was your favorite announcement?

    [youtube https://www.youtube.com/watch?v=4gWK9-2pdXQ&w=1032&h=581]


    State of Play: All the Announcements

    Website: LINK