O que há de Novo?
  • Novo tema VIP está disponível
    Visitante, um novo tema com fundo escuro agora está disponível para aqueles que contribuíram com doações ao fórum e têm o status VIP. Veja os detalhes aqui.


FINAL FANTASY VII REMAKE | PS4 | Parte 1: 03/03/20 | Novos detalhes [pg 71]



Link_1998

Ei mãe, 500 pontos!
Mensagens
17.593
Reações
16.998
Pontos
649
Podem falar o q quiser mas o FFXV ainda é bem apresentável

e já faz tempo q o game saiu
Mas acho que se a Luminous Engine não estiver perfeitamente utilizável na next gen, a Square vai boicotar novamente. Essa engine vem dando problema desde o FF XIII, sendo que o grande problema dos atrasos são por causa dos consertos nela. Mas pode ser que agora que existe um estúdio dedicado a trabalhar nela a coisa tenha se ajeitado.
 

Rayzen_X

Bam-bam-bam
Mensagens
2.499
Reações
2.744
Pontos
304
Estou jogando FFXV no momento (é bem ruim, mas é melhor que o XIII) e os gráficos só são realmente bons e detalhados em cenas bem pontuais, como na parte que tem neve ou na parte do Titan, de resto achei mó simplão. Os cabelos parecem que são em baixa definição as vezes e o modelo de alguns personagens são bem fracos. Ainda posso citar a falta de sincronia da voz com a boca, que deixa bem a desejar. Estou jogando no PS4 Pro no modo constante (que mesmo assim, vez ou outra apresenta slowdowns).
 

Oniblack

Bam-bam-bam
Mensagens
1.741
Reações
1.323
Pontos
239
Mas acho que se a Luminous Engine não estiver perfeitamente utilizável na next gen, a Square vai boicotar novamente. Essa engine vem dando problema desde o FF XIII, sendo que o grande problema dos atrasos são por causa dos consertos nela. Mas pode ser que agora que existe um estúdio dedicado a trabalhar nela a coisa tenha se ajeitado.
Final fantasy XIII não usa a Luminous, usa a Crystal Tipos (White engine)
 


Harold_Finch

Ei mãe, 500 pontos!
Mensagens
21.249
Reações
24.118
Pontos
654
Sim, mas a White era a versão anterior da Luminous, uma tão ferrada quanto a outra...
Nunca foi. A White engine foi feita exatamente para FFXIII e depois virou Crystal Tools quando o jogo virou multiplataforma.

A Luminous Engine foi criada para Final Fantasy XV. Antes o Versus XIII também usava a Crystal Tools.
 

Rayzen_X

Bam-bam-bam
Mensagens
2.499
Reações
2.744
Pontos
304
Nunca foi. A White engine foi feita exatamente para FFXIII e depois virou Crystal Tools quando o jogo virou multiplataforma.

A Luminous Engine foi criada para Final Fantasy XV. Antes o Versus XIII também usava a Crystal Tools.
Mas tem alguma diferença da white engine para a crystal tools ou foi só uma mudança de nome mesmo?
 

Harold_Finch

Ei mãe, 500 pontos!
Mensagens
21.249
Reações
24.118
Pontos
654
Mas tem alguma diferença da white engine para a crystal tools ou foi só uma mudança de nome mesmo?
Sim, ela passou a ser multiplataforma. A White Engine era de PS2, passou a ser de PS3 e quando virou Crystal Tools, passou a aceitar o Xbox 360. Por isso que o jogo enrolou tanto pra sair.
 

Ron Swanson

Ei mãe, 500 pontos!
Mensagens
41.184
Reações
37.182
Pontos
984
Nunca foi. A White engine foi feita exatamente para FFXIII e depois virou Crystal Tools quando o jogo virou multiplataforma.

A Luminous Engine foi criada para Final Fantasy XV. Antes o Versus XIII também usava a Crystal Tools.
acho q é apenas um rebranding mesmo.

Colocam mais plugins, melhoram e dão outro nome. Nada é jogado 100% no lixo. A naughty Dog fez o U4 e Last of Us 2 na mesma engines do primeiro uncharted. Na prática são engines bem diferentes hoje pelas melhorias e expansões mas a plataforma base é a mesma normalmente
 

Harold_Finch

Ei mãe, 500 pontos!
Mensagens
21.249
Reações
24.118
Pontos
654
acho q é apenas um rebranding mesmo.

Colocam mais plugins, melhoram e dão outro nome. Nada é jogado 100% no lixo. A naughty Dog fez o U4 e Last of Us 2 na mesma engines do primeiro uncharted. Na prática são engines bem diferentes hoje pelas melhorias e expansões mas a plataforma base é a mesma normalmente
Sim, tecnicamente é a White Engine 1.1.

Mas isso gerou tantos problemas que os caras tiveram que começar a construir os assets enquanto os programadores ainda estavam fazendo a engine. Os devs da Square Enix não estavam acostumados ao 360, PC e Wii. O PS3 então. Todo mundo ali era programador de PS2.

Enfim, quando os assets ficaram prontos eles eram... incompatíveis com a engine :klol

Aí tiveram que retrabalhar a engine e focar ela toda em FFXIII. Basicamente, fizeram o jogo e a engine ao mesmo tempo. Por isso o time do Nomura largou de mão e foi usar a Luminous Engine. Mas novamente, retrabalho porque nada era compatível com a engine anterior. Square Enix dando bobeira again.
 

Rayzen_X

Bam-bam-bam
Mensagens
2.499
Reações
2.744
Pontos
304
Por curiosidade, alguém jogou FFXIII pela retro no Xbox One X? Tem algum ganho de performance/resolução?
 

Ron Swanson

Ei mãe, 500 pontos!
Mensagens
41.184
Reações
37.182
Pontos
984
Sim, tecnicamente é a White Engine 1.1.

Mas isso gerou tantos problemas que os caras tiveram que começar a construir os assets enquanto os programadores ainda estavam fazendo a engine. Os devs da Square Enix não estavam acostumados ao 360, PC e Wii. O PS3 então. Todo mundo ali era programador de PS2.

Enfim, quando os assets ficaram prontos eles eram... incompatíveis com a engine :klol

Aí tiveram que retrabalhar a engine e focar ela toda em FFXIII. Basicamente, fizeram o jogo e a engine ao mesmo tempo. Por isso o time do Nomura largou de mão e foi usar a Luminous Engine. Mas novamente, retrabalho porque nada era compatível com a engine anterior. Square Enix dando bobeira again.
dificil entender essa estratégia. Isso foi cagada master da própria direção. Aparentemente estão mais estabilizados e qualquer coisa U4 ta aí. Já tao bem familiarizados se der algum BO.

Acho q o FFVII 2 e demais continuações (se houverem) vão usar tudo mesma engine imagino. Ficaria complicado lançar a parte 2 com a nova luminous kkk
 

Jorn

Bam-bam-bam
Mensagens
9.376
Reações
223
Pontos
294
ta dificil Kitase tomar vergonha na cara e anunciar quantos episodios vao ser.

meu jogo favorito da vida mas n crio mais expectativa em relação a SE, ta foda.
 

MalleoBH

Ei mãe, 500 pontos!
Mensagens
22.870
Reações
37.125
Pontos
574
Final Fantasy VII Remake details Turks, Avalanche, Cloud abilities, Chocobo & Moogle summon, more; Aerith and Barret visuals

Plus 11 developer comments.

Square Enix has released new information and screenshots of Final Fantasy VII Remake highlighting the Turks, Avalanche, more of the battle system and materia, the Chocobo & Moogle summon, and the church and Aerith’s house in the Sector 5.

Additionally, Square Enix revealed two new visuals featuring Aerith and Barret and shared 11 developer comments.


Get the details below.
■ New Visuals
Final Fantasy VII Remake

Final Fantasy VII Remake


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

Reno (voiced by Keiji Fujiwara)
A member of the Turks, the Investigation Sector of the General Affairs Department of the Shinra Electric Power Company. With fiery red hair and a cynical smile, he always does his own thing. He is agile in battle and uses a specialized weaponry to unleash a multitude of attacks.
Final Fantasy VII Remake

Final Fantasy VII Remake



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

Final Fantasy VII Remake



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


Biggs (voiced by Shuuhei Sakaguchi)
A member of the anti-Shinra group Avalanche. The sharpest and most capable person on the team, he is in charge of strategic planning. He calmly follows Barret, who has habit of going wild one way or another. He has a tidy personality, and loves taking showers and cleaning.
Final Fantasy VII Remake



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



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



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



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

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

—Punisher Mode: “Strong Attack.”
Final Fantasy VII Remake


Abilities
—Triple Slash
Cloud slashes surrounding enemies with three consecutive strikes. Its power increases by hitting multiple enemies.
Final Fantasy VII Remake

—Blade Burst

A long range attack in which Cloud fires a magic burst from his blade.
Final Fantasy VII Remake


■ Weapon Enhancement
By unlocking the abilities of the core materia in weapons, they can be upgraded to increase their power.
—The upgrade screen for Cloud’s Buster Sword. The different options allow you to improve the wielder’s status or increase the number of Materia slots available.
Final Fantasy VII Remake


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

Final Fantasy VII Remake


■ Materia

Fire

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


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


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


Chocobo & Moogle
A world-traveling moogle riding atop his partner chocobo. It is cute on cute, the simple sight of which provides healing.
—Ability: “Mog Bomb.”
Final Fantasy VII Remake

—Ability: “Stampede.”
Final Fantasy VII Remake


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

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


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

Final Fantasy VII Remake


Screenshots
—Playing darts in 7th Heaven.
Final Fantasy VII Remake

Final Fantasy VII Remake

—A bike battle against Shinra with Jessie on board.
Final Fantasy VII Remake


■ Developer Comments (via)
Yoshinori Kitase (Producer)
Final Fantasy VII Remake

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

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

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

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

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

Tetsuya Nomura (Director / Concept Design)
Final Fantasy VII Remake

I started up the Final Fantasy VII Remake project around the time of Compilation of Final Fantasy VII. We’d gone through Advent Children, Before Crisis, Crisis Core, and Dirge of Cerberus, and I was planning this by myself for about a year as the fifth and final entry in the compilation.
Since that initial plan and my first ideas, other projects took-shape and I became very busy as they moved forward, but I never stopped thinking about VII. As such, I feel like I’m looking forward to the release as much as anyone, as I’ve been carrying around these ideas for a long time.
Opportunities for discussing our true intentions are few, but with regard to the size of the game that many are asking about—there’s no reason at all to worry. Even in this Midgar portion alone, the density and volume are so great that I had to give directions to lighten them.
With regard to new characters, of whom I said during past interviews that there would be “none”—though they aren’t main characters, their numbers ended up growing considerably in the process of creating a rich depiction of Midgar. When you think of Midgar’s final boss, you probably think of the M.O.T.O.R., but in this game new bosses will appear and add to the excitement of the story even more.

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

Kazushige Nojima (Story / Scenario)
Final Fantasy VII Remake

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

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

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

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

Near the final stages of development, when I finally tried playing the test version, I remember being surprised by the graphics and the depth of the story, as well as how fully realized it was, and I remember enjoying the game as a player. It’s been 22 years after that, and I’m participating in the Final Fantasy VII Remake project as a developer, and today, I’m able to experience the impact and fun similar to that of the previous title.
For the remake, I’ve mainly directed the effects section, while also crossing over into other sections for decisions and directions on overall graphics.

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

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

Teruki Endo (Battle Director)
Final Fantasy VII Remake

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

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

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

I was among those who bought the original game on the day of its release and played it constantly, clearing it in under a week. Those that also have cleared it will understand this, but I also wasn’t quite satisfied with the locations, so I continued to play it after clearing in the same places as well.
And so, my memory of Final Fantasy VII was how I actually started studying CG, after being left with the strong motivation to want to create a Final Fantasy game when playing it and truly being moved by it.
So I just made my mind up and bought a PC to help me study – something that I had never even touched before. So for me, someone who had been so strongly influenced by the original, to be working on the characters of the remake, I want to do everything I can to make them in a way that shows both a charm and freshness whilst keeping that nostalgia.
So I want them to reflect in a fresh way that that also allows players of the original to remember the time that they played the original, as well as make them detailed and charming enough to give first-time players the understanding of just how charming they are.
I’ve ensured to arrange things like hairstyles and outfits to re-create the design from the original, so I encourage anyone to take time with their camera angles when playing to take a look. Also, there are several characters that stand out other than just the main characters that you’ll find. So please see for yourself as to what kind of appearance and characteristics they have! Other than that, we’ve got enemies in there perhaps too close to the original, and there are many surprises coming in the Remake for you to all look forward to! Keep your eyes out!

Yoshiyuki Soma (Animation Director)
Final Fantasy VII Remake

When Final Fantasy VII came out, I was actually more of a Sega Saturn fan, so I didn’t play it straight away. However, when it was decided that I was to join Square, I was put on the development of Final Fantasy VIII, and so I thought to myself “I’m screwed if I don’t know about Final Fantasy VII!”. That’s when I bought a PlayStation and played it so much.
Those memories feel like only yesterday. So I can’t say this too loudly, but I actually started it out of obligation rather than as a fan. However, I was absolutely enthralled by the world and lore as soon as I picked it up!
For the animations; each and every member of the team – from those responsible for battles, fields, simple events, cut scenes, mini-games, facial expressions, to swinging things in the background, actual behavior settings—have all worked together to improve as one.
We’ve done our best to ensure that whatever you do, it feels like the characters are alive there with you. We really hope you enjoy the story of Midgar on a huge screen, with Cloud and his friends.


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

 
Ultima Edição:

Ron Swanson

Ei mãe, 500 pontos!
Mensagens
41.184
Reações
37.182
Pontos
984
uma coisa q queria do advent (a única coisa) é a espada canivete suíço do Cloud nem q seja como DLC ou secret weapon depois de zerar hehe
 

ValenS

Bam-bam-bam
Mensagens
9.206
Reações
6.928
Pontos
424
Final Fantasy VII Remake details Turks, Avalanche, Cloud abilities, Chocobo & Moogle summon, more; Aerith and Barret visuals

Plus 11 developer comments.

Square Enix has released new information and screenshots of Final Fantasy VII Remake highlighting the Turks, Avalanche, more of the battle system and materia, the Chocobo & Moogle summon, and the church and Aerith’s house in the Sector 5.

Additionally, Square Enix revealed two new visuals featuring Aerith and Barret and shared 11 developer comments.


Get the details below.
■ New Visuals
Final Fantasy VII Remake

Final Fantasy VII Remake


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

Reno (voiced by Keiji Fujiwara)
A member of the Turks, the Investigation Sector of the General Affairs Department of the Shinra Electric Power Company. With fiery red hair and a cynical smile, he always does his own thing. He is agile in battle and uses a specialized weaponry to unleash a multitude of attacks.
Final Fantasy VII Remake

Final Fantasy VII Remake



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

Final Fantasy VII Remake



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


Biggs (voiced by Shuuhei Sakaguchi)
A member of the anti-Shinra group Avalanche. The sharpest and most capable person on the team, he is in charge of strategic planning. He calmly follows Barret, who has habit of going wild one way or another. He has a tidy personality, and loves taking showers and cleaning.
Final Fantasy VII Remake



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



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



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



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

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

—Punisher Mode: “Strong Attack.”
Final Fantasy VII Remake


Abilities
—Triple Slash
Cloud slashes surrounding enemies with three consecutive strikes. Its power increases by hitting multiple enemies.
Final Fantasy VII Remake

—Blade Burst

A long range attack in which Cloud fires a magic burst from his blade.
Final Fantasy VII Remake


■ Weapon Enhancement
By unlocking the abilities of the core materia in weapons, they can be upgraded to increase their power.
—The upgrade screen for Cloud’s Buster Sword. The different options allow you to improve the wielder’s status or increase the number of Materia slots available.
Final Fantasy VII Remake


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

Final Fantasy VII Remake


■ Materia

Fire

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


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


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


Chocobo & Moogle
A world-traveling moogle riding atop his partner chocobo. It is cute on cute, the simple sight of which provides healing.
—Ability: “Mog Bomb.”
Final Fantasy VII Remake

—Ability: “Stampede.”
Final Fantasy VII Remake


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

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


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

Final Fantasy VII Remake


Screenshots
—Playing darts in 7th Heaven.
Final Fantasy VII Remake

Final Fantasy VII Remake

—A bike battle against Shinra with Jessie on board.
Final Fantasy VII Remake


■ Developer Comments (via)
Yoshinori Kitase (Producer)
Final Fantasy VII Remake

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

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

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

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

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

Tetsuya Nomura (Director / Concept Design)
Final Fantasy VII Remake

I started up the Final Fantasy VII Remake project around the time of Compilation of Final Fantasy VII. We’d gone through Advent Children, Before Crisis, Crisis Core, and Dirge of Cerberus, and I was planning this by myself for about a year as the fifth and final entry in the compilation.
Since that initial plan and my first ideas, other projects took-shape and I became very busy as they moved forward, but I never stopped thinking about VII. As such, I feel like I’m looking forward to the release as much as anyone, as I’ve been carrying around these ideas for a long time.
Opportunities for discussing our true intentions are few, but with regard to the size of the game that many are asking about—there’s no reason at all to worry. Even in this Midgar portion alone, the density and volume are so great that I had to give directions to lighten them.
With regard to new characters, of whom I said during past interviews that there would be “none”—though they aren’t main characters, their numbers ended up growing considerably in the process of creating a rich depiction of Midgar. When you think of Midgar’s final boss, you probably think of the M.O.T.O.R., but in this game new bosses will appear and add to the excitement of the story even more.

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

Kazushige Nojima (Story / Scenario)
Final Fantasy VII Remake

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

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

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

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

Near the final stages of development, when I finally tried playing the test version, I remember being surprised by the graphics and the depth of the story, as well as how fully realized it was, and I remember enjoying the game as a player. It’s been 22 years after that, and I’m participating in the Final Fantasy VII Remake project as a developer, and today, I’m able to experience the impact and fun similar to that of the previous title.
For the remake, I’ve mainly directed the effects section, while also crossing over into other sections for decisions and directions on overall graphics.

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

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

Teruki Endo (Battle Director)
Final Fantasy VII Remake

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

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

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

I was among those who bought the original game on the day of its release and played it constantly, clearing it in under a week. Those that also have cleared it will understand this, but I also wasn’t quite satisfied with the locations, so I continued to play it after clearing in the same places as well.
And so, my memory of Final Fantasy VII was how I actually started studying CG, after being left with the strong motivation to want to create a Final Fantasy game when playing it and truly being moved by it.
So I just made my mind up and bought a PC to help me study – something that I had never even touched before. So for me, someone who had been so strongly influenced by the original, to be working on the characters of the remake, I want to do everything I can to make them in a way that shows both a charm and freshness whilst keeping that nostalgia.
So I want them to reflect in a fresh way that that also allows players of the original to remember the time that they played the original, as well as make them detailed and charming enough to give first-time players the understanding of just how charming they are.
I’ve ensured to arrange things like hairstyles and outfits to re-create the design from the original, so I encourage anyone to take time with their camera angles when playing to take a look. Also, there are several characters that stand out other than just the main characters that you’ll find. So please see for yourself as to what kind of appearance and characteristics they have! Other than that, we’ve got enemies in there perhaps too close to the original, and there are many surprises coming in the Remake for you to all look forward to! Keep your eyes out!

Yoshiyuki Soma (Animation Director)
Final Fantasy VII Remake

When Final Fantasy VII came out, I was actually more of a Sega Saturn fan, so I didn’t play it straight away. However, when it was decided that I was to join Square, I was put on the development of Final Fantasy VIII, and so I thought to myself “I’m screwed if I don’t know about Final Fantasy VII!”. That’s when I bought a PlayStation and played it so much.
Those memories feel like only yesterday. So I can’t say this too loudly, but I actually started it out of obligation rather than as a fan. However, I was absolutely enthralled by the world and lore as soon as I picked it up!
For the animations; each and every member of the team – from those responsible for battles, fields, simple events, cut scenes, mini-games, facial expressions, to swinging things in the background, actual behavior settings—have all worked together to improve as one.
We’ve done our best to ensure that whatever you do, it feels like the characters are alive there with you. We really hope you enjoy the story of Midgar on a huge screen, with Cloud and his friends.


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

Quero muito um WP dessa primeira imagem da Aerith!!! :kluv:kluv:kluv:kluv
 

chubilubi

Supra-sumo
Mensagens
1.082
Reações
649
Pontos
164
Pelo visto não vão divulgar quantos episódios haverão...... Foda viu.

Depois que todo mundo comprar eles dizem que serão 5 episódios a 60 dólares cada kkkkkk
 

Tião esqueletico

Bam-bam-bam
Mensagens
2.518
Reações
3.667
Pontos
303
Pelo visto não vão divulgar quantos episódios haverão...... Foda viu.

Depois que todo mundo comprar eles dizem que serão 5 episódios a 60 dólares cada kkkkkk
Seria legal se fosse em três partes para fazer alusão aos 3 cds de PS1

E é óbvio que todos serão 60 dolarea cada , não faz sentido serem diferentes

Apesar de episódicos , cada parte será do tamanho de um jogo Full , chuto 30 horas cada parte
 

raulzitodasaranhas

Ser evoluído
Mensagens
58
Reações
69
Pontos
28
Pelo visto não vão divulgar quantos episódios haverão...... Foda viu.

Depois que todo mundo comprar eles dizem que serão 5 episódios a 60 dólares cada kkkkkk
Se não me engano, segundo o próprio Kitase eles não sabem ainda quantos episódios serão...de qualquer forma acho que antes do primeiro jogo essa informação não vem nem a pau. Imagino que eles querem ver a recepção do jogo antes pra decidir melhor o que fazer. Para mim idealmente eles deveriam fazer um segundo jogo do flashback até a cratera, e o jogo final com o resto da história. O problema é que o segundo jogo ficaria ridiculamente grande, não sei se isso seria possivel.
 

DitaParlo

Vamo se beja?
Mensagens
44.740
Reações
41.662
Pontos
1.064
Se não me engano, segundo o próprio Kitase eles não sabem ainda quantos episódios serão...de qualquer forma acho que antes do primeiro jogo essa informação não vem nem a pau. Imagino que eles querem ver a recepção do jogo antes pra decidir melhor o que fazer. Para mim idealmente eles deveriam fazer um segundo jogo do flashback até a cratera, e o jogo final com o resto da história. O problema é que o segundo jogo ficaria ridiculamente grande, não sei se isso seria possivel.
mas a cratera não é quase o final do jogo?
 

chubilubi

Supra-sumo
Mensagens
1.082
Reações
649
Pontos
164
Se não me engano, segundo o próprio Kitase eles não sabem ainda quantos episódios serão...de qualquer forma acho que antes do primeiro jogo essa informação não vem nem a pau. Imagino que eles querem ver a recepção do jogo antes pra decidir melhor o que fazer. Para mim idealmente eles deveriam fazer um segundo jogo do flashback até a cratera, e o jogo final com o resto da história. O problema é que o segundo jogo ficaria ridiculamente grande, não sei se isso seria possivel.
Até acredito sim que eles ainda não tenham planejado o número real de episódios. Devem querer sentir a aceitação do público tb.
Mas acho que ninguém tem dúvidas que será um puta sucesso né.
Mas seguindo essa sua divisão, a segunda parte ficaria gigante mesmo (se eles não editarem e removerem partes "menos" importantes).

Seria legal se fosse em três partes para fazer alusão aos 3 cds de PS1

E é óbvio que todos serão 60 dolarea cada , não faz sentido serem diferentes

Apesar de episódicos , cada parte será do tamanho de um jogo Full , chuto 30 horas cada parte
O que eu quis dizer é que, a 60 dólares cada episódio, a square pode dividir isso em quantos episódios ela quiser kkkkkkkkk
Esse game vai ser uma mina de ouro pra empresa. Se saírem 5 episódios, todos nós compraremos kkkkkk
Dúvido alguém comprar o primeiro e, o segundo e parar no meio...... Eles tem a faca e o queijo na mão msm.
Não duvido de nada dessa empresa, nem das outras pra ser sincero.
Pq ganhar 60 dólares num jogo, se podemos ganhar 180.....240....
 

caniggiaxx

Ser evoluído
Mensagens
53
Reações
27
Pontos
18
Se não me engano, segundo o próprio Kitase eles não sabem ainda quantos episódios serão...de qualquer forma acho que antes do primeiro jogo essa informação não vem nem a pau. Imagino que eles querem ver a recepção do jogo antes pra decidir melhor o que fazer. Para mim idealmente eles deveriam fazer um segundo jogo do flashback até a cratera, e o jogo final com o resto da história. O problema é que o segundo jogo ficaria ridiculamente grande, não sei se isso seria possivel.
o segundo jogo deve ir ate a morte de aerith ou pelo menos ate sobre as verdades sobre cloud quando os weapons são libertados

são essas dois momentos que eu acho que pode terminar um episodio e ir para o outro.
 
Topo