FINAL FANTASY VII Remake

FINAL FANTASY VII REMAKE social accounts go close up with Cloud and Barret

New wallpapers, avatars and a longer look two of the game's iconic characters
By Duncan Heaney
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There are some very interesting things happening on the FINAL FANTASY VII REMAKE social accounts - so much so, we wanted to highlight them here.

For example, we had a new close-up view of Cloud Strife, the main protagonist of the much-anticipated RPG. Then we got something very cool - new wallpapers featuring the sword-wielding SOLDIER... as well as some for his allies.

And that’s just the tip of the iceberg. If you’re a FINAL FANTASY fan who’s not already following, here’s some what you’ve been missing:

FINAL FANTASY VII REMAKE - a quick look at Cloud Strife

Few characters are as iconic as Cloud Strife. With his blonde hair, bright eyes and massive Buster Sword, he’s one of the most recognisable - and beloved - characters in the entire FINAL FANTASY series.

In FINAL FANTASY VII REMAKE, Cloud is presented with an incredible level of detail. To give you a sense of just how good he looks, and how fun he’ll be to play, the FINAL FANTASY VII social channels posted a beautiful new video.

Head to the FINAL FANTASY VII REMAKE social channels to check it out!

Barret Wallace takes the spotlight

The leader of the anti-Shinra group Avalanche, Barret is the focus of another brand new video - just released today:


New FINAL FANTASY VII REMAKE Wallpaper and Avatars

Here’s something fans have been asking for - wallpapers featuring the characters of FINAL FANTASY VII REMAKE.

The first set was posted on the FINAL FANTASY VII REMAKE website. The wallpapers show a highly detailed image of Cloud, contrasted against a rich blue background. Take a look (and for high quality versions, head to the website):

Next up is Barret - again, note the detail:

As well as the wallpapers, we also released a new set of avatars, based on the heroes. They’re all available to grab on the official website now.

But what about Tifa or Aerith? More wallpapers and avatars will be released soon - so make sure you follow FINAL FANTASY VII REMAKE on social media, as that’s where they’ll be announced:

FINAL FANTASY VII REMAKE screenshots

In case you missed it, last week we unleashed a host of new screenshots from FINAL FANTASY VII REMAKE, featuring looks at the Turks, a new minigame, magic, upgrades and - my personal favourite - a super fluffy new summon!

The game’s social accounts have been highlighting some of the shots in more detail, and explaining a little about what’s going on in each one. Check them out on Facebook, Twitter and Instagram - they’re a perfect place to obsessively analyze them and discuss your thoughts with fellow fans:


That’s just a brief look at what’s going on in the FINAL FANTASY VII REMAKE social accounts. Make sure you follow to get the latest news and information about the game first!

Introducing the FINAL FANTASY VII REMAKE development team

Members of the FINAL FANTASY VII REMAKE development team discuss their thoughts and feelings about the highly-anticipated reimagining.
By Square Enix Team
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FINAL FANTASY VII REMAKE arrives on PS4 on March 3, 2020. Ahead of the launch, members of the development team have shared their unique personal thoughts and insights about both the original game… and bringing the reimagining of the iconic RPG to life.


YOSHINORI KITASE - PRODUCER

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

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

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

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

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


TETSUYA NOMURA - DIRECTOR & CONCEPT DESIGN

I started up the FINAL FANTASY VII REMAKE project around the time of Compilation of FINAL FANTASY VII. We’d gone through Advent Children, Before Crisis, Crisis Core, and Dirge of Cerberus, and I was planning this by myself for about a year as the fifth and final entry in the compilation.

Since that initial plan and my first ideas, other projects took-shape and I became very busy as they moved forward, but I never stopped thinking about VII. As such, I feel like I’m looking forward to the release as much as anyone, as I’ve been carrying around these ideas for a long time.

Opportunities for discussing our true intentions are few, but with regard to the size of the game that many are asking about – there’s no reason at all to worry. Even in this Midgar portion alone, the density and volume are so great that I had to give directions to lighten them.

With regard to new characters, of whom I said during past interviews that there would be “none” – though they aren’t main characters, their numbers ended up growing considerably in the process of creating a rich depiction of Midgar. When you think of Midgar’s final boss, you probably think of the M.O.T.O.R., but in this game new bosses will appear and add to the excitement of the story even more.

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

Until next time.


KAZUSHIGE NOJIMA (STELLAVISTA LTD.) - STORY & SCENARIO

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)

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)

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

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

Near the final stages of development, when I finally tried playing the test version, I remember being surprised by the graphics and the depth of the story, as well as how fully realized it was, and I remember enjoying the game as a player. It’s been 22 years after that, and I’m participating in the FINAL FANTASY VII REMAKE project as a developer, and today, I’m able to experience the impact and fun similar to that of the previous title.

For the remake, I’ve mainly directed the effects section, while also crossing over into other sections for decisions and directions on overall graphics.

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

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


TERUKI ENDO - BATTLE DIRECTOR

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

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, 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

I was amongst those who bought the original game on the day of its release and played it constantly, clearing it in under a week. Those that also have cleared it will understand this, but I also wasn’t quite satisfied with the locations, so I continued to play it after clearing in the same places as well.

And so, my memory of FINAL FANTASY VII was how I actually started studying CG, after being left with the strong motivation to want to create a FINAL FANTASY game when playing it and truly being moved by it.

So I just made my mind up and bought a PC to help me study – something that I had never even touched before. So for me, someone who had been so strongly influenced by the original, to be working on the characters of the remake, I want to do everything I can to make them in a way that shows both a charm and freshness whilst keeping that nostalgia.

So I want them to reflect in a fresh way that that also allows players of the original to remember the time that they played the original, as well as make them detailed and charming enough to give first-time players the understanding of just how charming they are.

I’ve ensured to arrange things like hairstyles and outfits to re-create the design from the original, so I encourage anyone to take time with their camera angles when playing to take a look. Also, there are several characters that stand out other than just the main characters that you’ll find. So please see for yourself as to what kind of appearance and characteristics they have! Other than that, we’ve got enemies in there perhaps too close to the original, and there are many surprises coming in the Remake for you to all look forward to! Keep your eyes out!


YOSHIYUKI SOMA - ANIMATION DIRECTOR

When FINAL FANTASY VII came out, I was actually more of a SEGA Saturn fan, so I didn’t play it straight away. However, when it was decided that I was to join SQUARE, I was put on the development of FINAL FANTASY VIII, and so I thought to myself “I’m screwed if I don’t know about FINAL FANTASY VII!”. That’s when I bought a PlayStation and played it so much.

Those memories feel like only yesterday. So I can’t say this too loudly, but I actually started it out of obligation rather than as a fan. However, I was absolutely enthralled by the world and lore as soon as I picked it up!

For the animations; each and every member of the team – from those responsible for battles, fields, simple events, cut scenes, mini-games, facial expressions, to swinging things in the background, actual behaviour settings - have all worked together to improve as one.

We’ve done our best to ensure that whatever you do, it feels like the characters are alive there with you. We really hope you enjoy the story of Midgar on a huge screen, with Cloud and his friends.


FINAL FANTASY VII REMAKE reimagines the iconic RPG for the modern age.

It’s set in a world that has fallen under the influence of the Shinra Electric Power Company - a sinister corporation that controls the planet's life force as mako energy.

In the city of Midgar, the anti-Shinra organization Avalanche have recently stepped up their resistance. Cloud Strife, a mercenary and former member of Shinra's elite SOLDIER unit, lends his aid to the group, unaware of the consequences that await him.

The game launches for PS4 on 3 March, 2020, and you can preorder it now:

To stay up to date with the latest news and information about FINAL FANTASY VII REMAKE, make sure you follow us on social media:

New FINAL FANTASY VII REMAKE screenshots reveal materia, moogles and more

Get your closest look at the game yet with these brand new images
By Duncan Heaney
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Today, we’ve revealed a whole load of new screenshots from FINAL FANTASY VII REMAKE.

The images take you closer to the game than ever before, showcasing Avalanche and the Turks, the upgrade system, new Materia, menus, minigames, reimagined locations and more! Not to mention some beautiful new art.

Take a look:

Up close with Avalanche

We have some new screenshots of fan-favorite members of the anti-Shinra group Avalanche: Biggs, Jessie, and Wedge.

Biggs is calm, cool and collected, even in the most extreme circumstances. He’s tidy by nature, and loves nothing more than cleaning and taking a shower.

Jessie is in charge of procurement for Avalanche. She can get her hands on everything from explosives to fake IDs. She’s also a skilled engineer, and earns money for the group by fixing water filtration units and devices to sell on. She does have a weakness for handsome men though…

Wedge is an invaluable member of Avalanche, who uses his wits and charm for to gather information and defuse tense situations - including those within the team. He also has another very important role - he tastes new menu items in Seventh Heaven. Well, someone’s got to do it, right?

Meet the Turks

The Turks are a small, elite organization with Shinra. The shadowy group does everything the company needs it to - be it scouting out candidates for SOLDIER, protecting VIPs, or even assassination. Here’s a look at a couple of them.

Reno has flaming red hair and a cynical, aloof attitude. In battle, his agility and specialized weaponry and attacks make him a real threat.

Rude is instantly recognizable thanks to his shaved head, sunglasses and imposing stature. A man of few words, he relies on martial arts and his strength in battle, and completes missions as efficiently as possible.

Getting to the action

FINAL FANTASY VII REMAKE features a fast-paced real-time battle system that gives you lots of choice in how you approach combat.

Each character a unique ability - in Cloud’s case, he can switch between Operator and Punisher Mode.

Operator Mode offers a good balance between strength, defense and mobility.

A press of the triangle button puts Cloud in Punisher Mode. Movement speed is reduced, but his attacks become much more powerful.

Cloud also has access to powerful attacks, including Triple Slash, which hits all enemies nearby with three consecutive strikes…

…and the ranged attack Blade Burst:

For a detailed rundown of how FINAL FANTASY VII REMAKE’s battle system works, check out our full article on the subject:


Switching to Classic Mode

For those players who prefer overall strategy over moment to moment action, or want an experience closer to the turn-based gameplay of the original FINAL FANTASY VII, Classic Mode is for you!

In this mode, characters perform basic attacks automatically, and when the ATB gauge is full, you can select a special ability to use from the menu - similar to how the original game played.

Here, you can see the option for Classic Mode in the difficulty menu:

Iconic locations reimagined

FINAL FANTASY VII REMAKE faithfully recreates beloved areas from the original game. It also adds new areas that couldn’t fit into the original game.

Here we can see the iconic Church in the slums. Just a stone’s throw from Sector 5, it’s one of the only places in the slums where flowers can grow, making it a very special place for Aerith.

The next shot is of Aerith’s home. Nestled in the corner of Sector 5, it’s a beautiful house that contrasts with the slums surrounding it.

Let’s Assess some Materia

Cloud and company are able to use special abilities, including magic, summons and more.

It’s all thanks to materia - orbs of crystallized mako energy that, when equipped, imbue the wielder with incredible power.

Case in point, here we can see Aeirth using the spell Fire:

Of course, not all Materia is about offense. Take the Assess Materia, pictured below. It shows you an enemy’s specific strengths and weaknesses, helping you refine your strategy when you take it on. Knowledge is power after all!

Enhancing weapons

Weapons also contain core Materia, and by you can upgrade them to increase the power of your equipment. Naturally, that includes Cloud’s iconic Buster Sword:

What’s more, every weapon has unique abilities that increase in proficiency the more you use them.

If an ability’s proficiency level maxes out, the character can use it with any other weapon!

Meet the new Chocobo and Moogle

Summons are a special, exceptionally powerful form of Materia. Equip one, and once the summon gauge is full, you can call a powerful ally into the fight.

In the past, we’ve showcased the firey Ifrit and cool-as-ice Shiva. Today we can reveal a new Summon that’s just as powerful, but a little… cuter: Chocobo and Moogle.

Moogle can Blast foes:

The dynamic duo can also use Stampede to trample the enemy with a herd of chocobos. It’s adorable… although probably not for those on the receiving end of it:

Side activities and minigames

These new screenshots highlight some of the additional things to do in FINAL FANTASY VII REMAKE.

If you need a break from battling Shinra, you can play a game of darts in Seventh Heaven:

You can also enjoy fast-paced bike battles. In this shot, we can see Cloud and Jessie in a thrilling chase with Shinra operatives.

We hope you enjoyed this little glimpse into what you can expect from FINAL FANTASY VII REMAKE.

The game itself releases on PS4 on March 3, 2020, but you can preorder now:

We’ll have more to show from the game as we approach release. The best way to stay up to date with the latest information is to follow FINAL FANTASY VII REMAKE on social media:

PSA: how to get the exclusive free gift with FINAL FANTASY VII REMAKE

Pre-order any edition on the Square Enix Store to get a cool extra - full details within.
By Duncan Heaney
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You may have already heard about the exclusive FINAL FANTASY VII REMAKE pre-order bonus on the Square Enix Store. If not… well, I guess you’re hearing about it now.

Either way, here’s the upshot: preorder any edition of FINAL FANTASY VII REMAKE via the Square Enix Store and you’ll get a FINAL FANTASY VII REMAKE lanyard included for free.

This lanyard features beautiful images of characters from the game, including Cloud, Aerith and Barret, and is exclusive to the Square Enix Store.

The pre-order bonus is available on all editions of the game, including:

But what if you’ve already pre-ordered? Well, don’t worry - the lanyard will be added to any existing pre-order too.

What editions of FINAL FANTASY VII REMAKE can I pre-order?

Three editions of the game of available on the Square Enix Store. Whichever you choose to pre-order, you’ll get the lanyard.

What’s more, if you pre-order any version of the game, you’ll also get the Chocobo Chick Summoning Materia.

FINAL FANTASY VII REMAKE Standard Edition

A spectacular re-imagining of one of the most visionary games ever, the first game in this project is set in the Shinra Electric Power Company-controlled city of Midgar.

Cloud Strife, a former elite SOLDIER, lends his aid to the anti-Shinra organisation Avalanche, unaware of the consequences that await him.


FINAL FANTASY VII REMAKE Deluxe Edition

This edition features the game and these additional extras:

  • A Sephiroth Steelbook Case
  • A hardcover art book featuring stunning concept art
  • A Mini-Soundtrack CD
  • Summon Materia DLC that lets you summon Cactuar in game

You can get the game here:


FINAL FANTASY VIII REMAKE 1st Class Edition

Exclusive to the Square Enix Store, this edition is the ultimate package for fans. As well as the game, it includes loads of cool extras:

  • A Sephiroth Steelbook Case
  • A hardcover art book featuring stunning concept art
  • A Mini-Soundtrack CD
  • Summon Materia DLC that lets you summon Cactuar in game
  • Summon Marteria DLC that lets you summon Carbuncle in game
  • A Play Arts Kai Cloud Strife and Hardy Daytona box set (bundled separately)

Please note that quantities are limited for the 1st Class Edition, so you’ll want to move fast if you want it.


To stay up to date with news and information about FINAL FANTASY VII REMAKE, bookmark the Square Enix Blog or follow us on social media:

FINAL FANTASY VII REMAKE box art revealed

Plus see lots of new screenshots from the game!
By Duncan Heaney
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We revealed a lot of new information about FINAL FANTASY VII REMAKE at Tokyo Games Show (TGS) 2019, but we have just a few more things to show you.

Firstly, check out the game’s box art in North America and Europe. It depicts our hero Cloud Strife, and his iconic Buster Sword, standing in front of the Shinra Building - the headquarters of the tyrannical company that threatens the planet.

If you’re a fan it might feel a little familiar - that’s because it recreates the original North American FINAL FANTASY VII cover art!

As well as the new box art, a host of new screenshots have been released. Take a look:

Earlier in September, at TGS, FINAL FANTASY VII REMAKE Producer Yoshinori Kitase hosted the first look at a new boss battle – the sewer-dwelling Abzu.

Not only that, but we also revealed Classic Mode - which essentially adds an optional command-based battle system, reminiscent of the original game.

It’s just the thing for people who prefer top level strategy to moment to moment action or old-school players who prefer the combat in the original fans.

You can read all about FINAL FANTASY VII REMAKE's Classic Mode here.

How do I play FINAL FANTASY VII REMAKE?

You don’t have long to wait now - FINAL FANTASY VII REMAKE launches for PS4 on March 3, 2020.

You can preorder the game now. As well as the Standard version, these editions are available:

FINAL FANTASY VII REMAKE Deluxe Edition

This edition features:

  • A Sephiroth Steelbook Case
  • A hardcover art book featuring stunning concept art
  • A Mini-Soundtrack CD
  • Summon Materia DLC that lets you summon Cactuar in game

Get Deluxe Edition


FINAL FANTASY VII REMAKE Digital Deluxe Edition

Available exclusively from the PlayStation Store, this edition includes:

  • A digital art book
  • A digital Mini-Soundtrack selection
  • Summon Materia DLC, allowing players to summon Carbuncle and Cactuar in the game

Preorder Digital Deluxe Edition


FINAL FANTASY VIII REMAKE 1st Class Edition

Exclusive to the Square Enix Store, this is a package for true fans. NOTE: this edition is still available at the time of writing - however, be aware stock is extremely limited.

  • A Sephiroth Steelbook Case
  • A hardcover art book featuring stunning concept art
  • A Mini-Soundtrack CD
  • Summon Materia DLC that lets you summon Cactuar in game
  • Summon Marteria DLC that lets you summon Carbuncle in game
  • A Play Arts Kai Cloud Strife and Hardy Daytona box set (bundled separately)

Preorder 1st Class Edition

FINAL FANTASY VII REMAKE has a Classic Mode for players who prefer turn-based combat

New gameplay and combat options revealed at TGS 2019. Here are all the details.
By Duncan Heaney
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New details of FINAL FANTASY VII REMAKE have been announced at Tokyo Games Show 2019. During a stage show, the game’s Producer Yoshinori Kitase gave viewers their closest look at the game yet and announced a whole new combat mode - Classic Mode.

What is FINAL FANTASY VII REMAKE’s Classic Mode?

The new feature will thrill fans who prefer the original FINAL FANTASY turn-based battle systems to real-time combat.

The original FINAL FANTASY VII used the classic Active Time Battle (ATB) system. In that game, you would wait until an ATB gauge fills up, then initiate a command. Classic Mode recreates this style of gameplay for FINAL FANTASY VII REMAKE.

It’s a different way to play to FINAL FANTASY VII REMAKE’s standard combat modes - which see you attacking, dodging and blocking in real-time to charge up the ATB bar and initiate a special action.

In Classic Mode, characters fight automatically, so the player can instead focus on selecting commands. It essentially turns the game into a classic menu-based RPG!

We’ve talked before about how FINAL FANTASY VII REMAKE’s combat system is all about giving players a choice in how to play, and this new mode adds even more options. To learn more about the combat system, you should check out our full article on that very subject, or the E3 demo:

21st Century Squatting

As well as Classic Mode, Kitase-san went into mode detail about some of the elements revealed in the latest trailer:

Firstly, he demonstrated the famous Squats mini-game - under his skilled tutelage, the presenter was able to take Cloud to a clear victory against his lycra-laden challenger.

The Squats mini-game plays similarly to the original, requiring a series of button presses to complete each manoeuvre.

Aerith’s combat style and abilities

Finally, Kitase-san took a close look at a boss fight that fans will know very well - ABZU. This sewer-dwelling beast is a formidable foe in the original game, and it’s even more intimidating in FINAL FANTASY VII REMAKE.

During the battle, Kitase-san revealed some new information about how Aerith will play - and some of the things she can do in a fight.

As standard, all of Aerith’s standard attacks are long-ranged and pressing the triangle button uses her character ability ‘Tempest’.

Her Holy Circle ability looks particularly useful. Activating it creates an area on the battlefield - any spells used inside that zone can be cast repeatedly.

How Summons work in FINAL FANTASY VII REMAKE

The battle against ABZU also provided a close look at how Summons work in the game. Each character can have up to one Summon Materia equipped at a time - and it’s up to the player to decide which one to equip for each scenario.

In the battle against ABZU, Cloud had the Ifrit Summon Materia equipped - because of this his attacks cause a Summon gauge to fill up.

Once the Summon Gauge was full, Cloud was able to summon Ifrit onto the battlefield… where he stays and joins the fight! Summons are typically controlled by the AI, but characters are able to use their ATB charges to use unique Summon abilities.

In the case of Ifrit, Cloud was able to spend his ATB gauge to make his flame-bound ally use abilities like Flare Burst and Crimson Dive. The Summon stayed on the battlefield until Cloud’s Summon Gauge depleted - at that point Ifrit activated his ultimate attack: Hellfire.


That’s a recap of all the information provided during TGS 2019. FINAL FANTASY VII REMAKE releases for PS4 on March 3, 2020 - and is available to preorder now:

To stay up to date with the latest news from the game, make sure you follow FINAL FANTASY VII REMAKE on social media:

So how does FINAL FANTASY VII REMAKE actually play?

In an extended demo, Producer Yoshinori Kitase walked us through the fine details of the game, from the basic controls to some of the more advanced techniques
By Duncan Heaney
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Square Enix recently held an extended behind closed doors demo of FINAL FANTASY VII REMAKE, hosted by Producer Yoshinori Kitase himself.

He provided an extended look at the famous bombing mission that opens the game, which follows the activist group AVALANCE as they attempt to destroy one of the evil corporation Shinra’s energy reactors.

As the demo progressed, Kitase-san provided commentary, explaining the reasoning behind some of the new features in the remake, demonstrating the sheer breadth of the tactical options available in the game, and delving deep into the nitty gritty of what you, as a player, will actually be doing.

How does FINAL FANTASY VII REMAKE start?

The demo opens with a scene that fans of the original game will instantly recognize. A train pulls into the Sector One station in Midgar, with some unexpected stowaways aboard - Biggs, Wedge, Jessie and, of course Barret.

The group exit the train, making quick work of the surprised security officers. Then, leaping from the train, we’re introduced to everyone’s favorite SOLDIER 1st Class, Cloud Strife.

It’s a faithful reinterpretation of an iconic opening - as Kitase-san said: “How else could we start the game?”

FINAL FANTASY VII REMAKE - basic combat

More Shinra security arrives and the AVALANCHE members book it, leaving Cloud and his massive Buster Sword to handle them.

The square button controls Cloud’s basic sword attacks. Strikes can be chained together to create spectacular looking combos, though the damage output of these assaults is somewhat limited.

But these attacks have a dual purpose - they also fill the all-important ATB bar. Once this gauge is full, you can perform a special move, cast magic or consume an item - and these can cause serious damage.

So long as you have a full ATB bar, you can make a command in Tactical Mode. Simply bring up the command menu appear and slows time to a crawl. You can do this regardless of what your character is doing.

Kitase-san explained that this is so that people who like to take their time and consider tactics have time to make decisions in combat.

But as a bonus, it does look extremely cool - and highlights the amazing animation work in the game. We suspect we’re going to be popping that menu a fair amount when the game’s released - purely to make Cloud look as dramatic as possible.

Special attacks

With the ATB full, Cloud is able to perform one of his numerous special attacks. In our demonstration, he used a leaping attack called Braver. It’s a name that will be immediately familiar to fans - it was a Limit Break in the original game - but here it’s a special move that can be brought out whenever you have ATB meter to burn.

Cloud jumps into the air, and slices down onto an opponent with a satisfying thwack. It makes quick work of the woefully outmatched Shinra guard and Cloud continues deeper into the reactor.

Combat survival tips

More Shinra troops attack, and Kitase-san takes the opportunity to tell us about two more essential components of combat: blocking and dodging.

Holding R1 causes Cloud to hold up his massive Buster Sword, and essentially use it as a shield. Attacks ding off the powerful blade, and our spiky-haired SOLDIER takes significantly less damage.

Of course, rather than reducing damage, it’s often better to take no hits at all. A tap on the X button sends Cloud rolling in the direction of your choosing, allowing him to evade his opponent’s strikes, and retaliate when they’re open with a barrage of his own.

It’s useful to combine dodges with the lock-on, which is activated by clicking in the right stick

Staggering enemies

Cloud and his cohorts enter the next area of the facility, with the game shifts smoothly from cutscene back into gameplay. That was a big focus for the team, according to Kitase-san - the importance of story to FINAL FANTASY VII, means that they wanted the player’s experience to be as seamless as possible.

He also introduced another big mechanic of the battle system: staggering. As you deal damage to enemies, a bar begins to fill. When it reaches maximum, the enemy is staggered and susceptible to massive amounts of damage.

We get a chance to see this in action in the demo, when Shinra brings out dangerous guard dogs. After landing a few hits, the previously powerful pooches are staggered, and start to take 160% damage. In other words, Cloud’s attacks are suddenly 1.6 times more effective and the bad dogs are put down fairly quickly.

Kitase-san explained that the enemies in this starting area are fairly weak, but later in the game staggering will be vital to prevail in combat.

Shortcuts

Here’s another useful tip Kitase-san gave us: shortcuts.

Those who prefer faster combat, can map abilities, magic and items to different command shortcuts, and use them in combat without having to pause the game.

You can assign up to four shortcuts, and access them by holding L1 and pressing one of the face buttons.

A punishing operator

The final control that Kitase-san demonstrated was the ability to switch modes. With a simple press of the triangle button, Cloud switches between two states: Operator mode and Punisher mode.

As an Operator, Cloud delivers quick, fluid strikes, taking down weak enemies in quick succession.

A quick tap of the triangle button, and Cloud flips to Punisher Mode. Now, his sword swings are much slower, but damage output is visibly increased.

Elevating the characters

Just as in the original FINAL FANTASY VII, the group battles their way to an elevator that will take them down to the reactor’s core. Barret takes the opportunity to lay out the facts of the situation to Cloud - Shinra’s sucking up Mako energy, the lifeblood of the planet.

It’s a scene that highlights just how much deeper the interactions between characters go in FINAL FANTASY VII REMAKE. Jessie’s look of resignation as Barret’s launches on his passionate tirades is a perfect example - an incidental detail that speaks volumes about those characters and their relationships.

This is another thing the development team wanted to make sure was right, Kitase-san says. When the original game was released, they didn’t have access to features like motion capture, voiceover and camerawork.

Now they’re using all these tools to make characters more detailed and compelling.

Barret Wallace enters the battle

The group exits the elevator and Barret joins the party as a playable character. Here, we get to see how distinctive each character will be.

Pressing up and down on the d-pad switches between characters - you can also assign them orders via the command menu when their ATB bars are full.

Rather than taking on foes up close, Barret deals damage from a distance with his gun arm. That’s useful because the reactor core is riddled with turrets that Cloud’s blade can’t reach.

There are other subtle differences too - pressing triangle activates a powerful charge shot rather than switching to a different mode. This fills the ATB bar much faster than his regular attacks, but it has a cooldown, which forces you to think strategically about when best to use it.

So while characters share the same basic controls, their playstyle and utility looks to be very different, allowing for interesting and challenging combat encounters, and lots of options of the player.

And that was pretty much the end of the show. Any further, and we would have seen the famous scorpion boss - and we’d already shown that extensively at E3.

Perhaps the strongest message we took from the demo is that the combat system has been designed to give the player choice in how they play.

Tactical Mode is fantastic for players who want to take their time, consider their strategy and exert maximum control over their party’s actions, while shortcuts keep the action flowing for people who want to keep the action fast-paced and flowing.

Hopefully that was some useful insight into what you’ll actually be doing when you play FINAL FANTASY VII REMAKE.

The game is due to release on March 3, 2020, but you can preorder right now.

To stay up to date with all the news from FINAL FANTASY VII REMAKE, make sure you follow us on social media:

New FINAL FANTASY VII REMAKE trailer showcases Turks, summons and more

New footage will send a Shiva down your spine
By Duncan Heaney
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We know a lot of you have been waiting to see more of FINAL FANTASY VII REMAKE… well, you’re about to.

A new trailer has been released, showcasing even more details about the game, its characters and its gameplay.

The new trailer gives you a closer look of the slums of Midgar, as well as some residents who may be familiar to fans of the original game.

Equally excitingly, we also get our first look at the Reno, Rude and Tseng - the Shinra operatives known as The Turks, as well as some of the beautiful, but destructive, summons you’ll be able to use in combat.


New FINAL FANTASY VII REMAKE artwork

In addition to the trailer, we’ve also released new artwork that recreates one of the most iconic images from the original game. It features Cloud and the Midgar skyline and indicates the incredible levels of detail players can expect from the final game.

FINAL FANTASY VII REMAKE releases for PS4 on March 3, 2020 and is available to preorder now:

FINAL FANTASY VII REMAKE Deluxe Edition

Contains a beautiful Sephiroth Steelbook case, a hardback art book featuring stunning concept art, a mini-soundtrack CD, and Summon Materia DLC allowing players to summon Cactuar in game.


FINAL FANTASY VII REMAKE Digital Deluxe Edition

Contains a digital art book, a digital mini-soundtrack selection and DLC allowing you to summon Cactuar and Carbuncle in the game.


FINAL FANTASY VII REMAKE 1st Class Edition

This one’s still available at the time or writing, but be aware that quantities are limited. It includes all the content of the Deluxe Edition, the Carbuncle Summon Materia DLC and a Play Arts Kai Cloud Strife and Hardy Daytona box set.

What is Square Enix bringing to Gamescom 2019?

Visitors can dive in and enjoy playable demos for Marvel’s Avengers, FINAL FANTASY VII REMAKE and more
By Duncan Heaney
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Gamescom is just a few weeks away - and we’re excited to announce what Square Enix is bringing to this year’s show.

MARVEL’S AVENGERS

In a worldwide first, fans at Gamescom 2019 will play a hands-on demo for MARVEL’S AVENGERS!

Gamers at the Square Enix booth will battle as Captain America, Iron Man, the Hulk, Black Widow, and Thor experiencing the preliminary incident of this original Avengers story, launching on 15 May 2020, simultaneously for the PlayStation 4, the Xbox One family of devices including Xbox One X, Stadia, and PC.

Play the Beta first on PS4. Pre-Order for Beta Access at www.playavengers.com

FINAL FANTASY VII REMAKE

For the first time in Europe, visitors will experience the highly anticipated FINAL FANTASY VII REMAKE, with a hands-on demo showcasing the reimagining of the iconic original game that re-defined the RPG genre.

Across 72 stations, show attendees will get their first look at the game before its release for the PlayStation®4 system on 3rd March 2020.

Trials of Mana

This remake of an RPG classic makes its global debut at Gamescom with a new playable demo!

Trials of Mana completely rebuilds the original (which is playable in COLLECTION OF MANA), with modern 3D graphics and new action RPG battle, levelling and skill systems.

Attendees will be able to experience an early section of the game at the Square Enix booth, and try out just some of the amazing characters that will be playable in the full game, when it comes out in 2020.

FINAL FANTASY XIV Online

It’s going to be a good Gamescom for FINAL FANTASY XIV Online fans. The critically-acclaimed MMORPG arrives at the show, bringing intense challenges and great prizes with it.

There will be a number of stage shows across the week, featuring makers of the game, including Producer and Director Naoki Yoshida and Main Scenario Writer and World Lore Creator Banri Oda. The programme culminates with a big cosplay competition on Friday 23 August.

Also, on the evening of Friday 23 August is the next FINAL FANTASY XIV Online Fan Gathering. It’s going to be the biggest FINAL FANTASY XIV Online fan gathering to ever take place in Germany, so Cologne had better get ready…

Life is Strange 2

Life is Strange 2 will debut a trailer for Episode 4 ‘Faith’ at gamescom 2019, ahead of the episode’s release on 22 August.

In ‘Faith’, the Diaz brothers’ journey towards a new life in Mexico reaches its most thrilling and complex stage yet.

The trailer releases 19 August, so watch out for that.

KINGDOM HEARTS III

Having surpassed 5 million shipments and digital sales following its launch earlier this year, the critically acclaimed action-RPG KINGDOM HEARTS III returns to Gamescom 2019 with playable demos from worlds inspired by Walt Disney Animation Studios’ Hercules and Disney Pixar’s Toy Story.

Merch and board games

Anyone who heads over the Square Enix booth will also get a first-hand look at some of the latest merchandise and board games.

As well as a sneak peek at merchandise prototypes for FINAL FANTASY VII REMAKE, you’ll also be able to get some hands-on with the latest Square Enix board and card games, including Tomb Raider Legends: The Board Game and FINAL FANTASY TRADING CARD GAME.


To stay up to date with all the news from Gamescom, make sure you follow Square Enix on social media.

FINAL FANTASY VII REMAKE details revealed at E3

An AVALANCHE of details revealed, including the English voice cast and special editions
By Duncan Heaney
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Square Enix Live E3 2019 started in dramatic fashion with a detailed showcase of FINAL FANTASY VII REMAKE.

Over the course of the presentation, a wealth of information about the highly anticipated RPG was revealed, including the setting, the characters and the strategic real-time battle system.

What is FINAL FANTASY VII REMAKE about?

FINAL FANTASY VII REMAKE reimagines the iconic RPG for the modern age.

It’s set in a world that has fallen under the thumb of the Shinra Electric Power Company - a sinister corporation that controls the planet's life force as mako energy.

In the city of Midgar, the anti-Shinra organization Avalanche have recently stepped up their resistance. Cloud Strife, a mercenary and former member of Shinra's elite SOLDIER unit, lends his aid to the group, unaware of the consequences that await him.

How does FINAL FANTASY VII’s battle system work?

FINAL FANTASY VII REMAKE features a hybrid battle system that merges real-time action with strategic, command-based combat.

You can watch the battle system in action in the trailer:

FINAL FANTASY VII REMAKE English voice cast revealed

One thing that wasn’t mentioned in the conference was who’s voicing these beloved group of characters. We’re excited to announce an all-star cast now, including:

  • Cloud, voiced by Cody Christian (All American, Teen Wolf)
  • Barret, voiced by John Eric Bentley (Transformers: Revenge of the Fallen, Independence Day: Resurgence)
  • Aerith, voiced by Briana White (Criminal Minds: Beyond Borders, Occupants)
  • Tifa, voiced by Britt Baron (GLOW)
  • Jessie, voiced by Erica Lindbeck (Spider-Man, Persona 5, ThunderCats Roar)
  • Biggs, voiced by Gideon Emery (Star Wars: The Clone Wars, Teen Wolf)
  • Wedge, voiced by Matt Jones (Breaking Bad)
  • Sephiroth, voiced by Tyler Hoechlin

When will FINAL FANTASY VII REMAKE be out on PS4?

FINAL FANTASY VII REMAKE will be available on PlayStation 4 from March 3, 2020, with English, Japanese, French and German voiceover and English, French, Italian, German, Spanish and Brazilian Portuguese subtitles.

The release date was announced on Sunday 9 June during the magnificent FINAL FANTASY VII A Symphonic Reunion concert, in LA, along with some beautiful new key art:

How do I get FINAL FANTASY VII REMAKE?

The game’s available to preorder right now. Choose any version before launch to get the Chocobo Chick Summon Materia DLC when the game is released (from select retailers).

Those who pre-purchase any digital edition from the PlayStation Store will receive the Cloud & Sephiroth Dynamic Theme for the PS4.

We’ve also revealed information about three special editions of the game: the Deluxe Edition, Digital Deluxe Edition, and the Square Enix Store-exclusive 1st Class Edition. All are available to preorder today.


FINAL FANTASY VII REMAKE Deluxe Edition

This edition features:

  • A Sephiroth Steelbook® Case
  • A hardcover art book featuring stunning concept art
  • A Mini-Soundtrack CD
  • Summon Materia DLC that lets you summon Cactuar in game

  • Get Deluxe Edition


FINAL FANTASY VII REMAKE Digital Deluxe Edition

Available from the PlayStation Store, this edition includes:

  • A digital art book
  • A digital Mini-Soundtrack selection
  • Summon Materia DLC, allowing players to summon Carbuncle and Cactuar in the game

FINAL FANTASY VIII REMAKE 1st Class Edition

Exclusive to the Square Enix Store, this edition lives up to its name. It packs in loads of cool extras:

  • A Sephiroth Steelbook® Case
  • A hardcover art book featuring stunning concept art
  • A Mini-Soundtrack CD
  • Summon Materia DLC that lets you summon Cactuar in game
  • Summon Marteria DLC that lets you summon Carbuncle in game
  • A Play Arts Kai Cloud Strife and Hardy Daytona box set (bundled separately)

Please note that quantities are limited for the 1st Class Edition, so you’ll want to move fast if you want it.

Producer Yoshinori Kitase talks FINAL FANTASY VII REMAKE

Producer of FINAL FANTASY VII REMAKE talks vision, gameplay and more
By Square Enix Team
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Direct from E3, Yoshinori Kitase, Producer of FINAL FANTASY VII REMAKE gives us an overview of the REMAKE project:


"FINAL FANTASY VII REMAKE is a reimagining of the iconic original game that goes much deeper into the world and characters of FINAL FANTASY VII than ever before.

Our goal with this project is to rebuild FINAL FANTASY VII for a new era. We’re not making a straight 1:1 copy or a simple remaster of the original game.

It’s a huge volume of work and data to re-imagine this world. Each game in the project will have a volume of content comparable to a standalone FINAL FANTASY. The disc version of the first game is actually a 2 Blu-Ray Disc set. This approach allows us to remake the original without having to scale back on everything players loved."

Yoshinori Kitase, Producer of FINAL FANTASY VII REMAKE


“While the development team finish the first game in the project, we are continuing to plan and outline the overall volume of content for the second.

Due to the work already done on the first game we anticipate development of the second game to be more efficient. We have our own internal schedule and plan, but for now we’d like to focus our information on the first game in the project.

The key creative values of the core FINAL FANTASY series are innovation, pushing boundaries and surprising players, this project shares these same values and the development team view it as the next mainline FINAL FANTASY release.

For the original core members of the development team, simply recreating the original game with improved graphics wasn’t enough to get us invested and excited about remaking VII. To return, we want to go beyond the original, telling a deeper story and providing a modern gaming experience. We really want to go above and beyond what is expected of a remake.

As well as some of the core members of the original development team, we also have a dedicated in-house team of international gaming talent. Many of our new team members were young fans who played the original VII when it was first released. It’s very exciting and exhilarating to work with this talented team on such an ambitious project."

“The first game in the project takes place in the eclectic city of Midgar, we chose to focus on Midgar as it best represents the world of VII as a location more than any other. Midgar is full of imagination with myriad influences and surprises around every corner.

While many people may think that Midgar is very dark at first glance, we have a design aesthetic where the city has strong elements of colour and variety. The lighting and colouring we are using throughout Midgar accentuate what is unique about FINAL FANTASY VII’s world. We decided not to use a photo-realistic approach with the design, but instead something more stylised, honouring the artistic designs and choices of the original.

A lot has changed since the release of the original FINAL FANTASY VII. Back then we didn’t have access to things like voice acting, performance and motion capture, or close-up cameras outside of cut-scenes. For FINAL FANTASY VII REMAKE there’s a greater emphasis on character storytelling through the use of these techniques as well as some other new tech. This allows us to make these characters more expressive than ever, enhancing the levels of immersion and enjoyment through performance.

In REMAKE we are giving voice to the original FINAL FANTASY VII for the first time. By bringing in a new generation of actors, we hope to provide the best experience for original fans and new players."

“For the gameplay, we are aiming to create a new take on classic concepts with an accessible evolution of the ATB system giving you greater action with tactical control.

The system we’ve created retains the strategic decisions of controlling multiple party members, allowing you to select from a wide range of abilities and spells. You can control your favourite character while issuing orders to others, or leave them to AI. And choose when to switch to a different party member to make best use of their unique abilities in battle. This allows all players to choose and enjoy your favourite way of playing.

Finally, yes we still have Materia. You can use it to tailor your play style and abilities.

We’ll go into greater detail on lots more gameplay elements as we get closer to the release next year. For now, I hope you are all excited by what we revealed at E3 and we look forward to sharing more news and updates with you across the year ahead.”


Many thanks to Kitase-san. For more information, and to stay up to date with all the news about the game, follow FINAL FANTASY VII REMAKE on social media:

A message from Tetsuya Nomura about FINAL FANTASY VII REMAKE

And watch the new trailer for the game here.
By Square Enix
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"Here's the Teaser Trailer for FINAL FANTASY VII REMAKE that was introduced at State of Play. Most of the plans are already in place in the run up to launch, so please bear with us a little longer until we can release more information next month."

Follow us on social media for updates on FINAL FANTASY VII REMAKE:

 

For many years, people around the world have asked me “Will you ever remake FINAL FANTASY VII?” For many years I gave the same answers and on a personal level, having made the original FINAL FANTASY VII, did I really want to spend so many years making the same game again?

<br>With FINAL FANTASY VII REMAKE, we have the opportunity to go beyond the story, world and experience of FINAL FANTASY VII in ways we’ve always dreamed of - from the depths of Midgar to the skies above the Planet. The multi-part format enables us to expand the original story and turn it into an epic experience for fans and new gamers alike.

 

This past weekend at PlayStation Experience we were thrilled to present more of FINAL FANTASY VII REMAKE. It was great to see so much excitement when we surprised everyone with the first gameplay footage and it was a treat for us to show that development is going well, and further along than perhaps many had realised. Just like when we revealed the announcement trailer at E3 earlier this year, we like surprising you.

One thing that we wanted to be clear about during this weekend to accompany the new trailer was the scale of this project. We wanted to tell you this now and not in the future so that you’d share our vision for what we want to deliver. The biggest reason why we haven’t done a remake until now is because it’s a massive undertaking to reconstruct FINAL FANTASY VII from the ground up with the current technology. Producing a proper HD remake of FINAL FANTASY VII that maintains the same feeling of density of the original would result in a volume of content that couldn’t possibly fit into one instalment.

We’ve seen everyone’s comments and reactions to the news that FINAL FANTASY VII REMAKE will be a multi-part series and many have speculated correctly as to the reason why we have made this decision. If we were to try to fit everything from the original into one remake instalment, we would have to cut various parts and create a condensed version of FINAL FANTASY VII. We knew none of you would have wanted that.

I hope that by explaining a little more about our design decisions that you can appreciate the size of this project and what we have planned for this remake. Going beyond the scale and depth of the world, narrative and gameplay from the original to deliver something that feels familiar yet new. As I said before, we like delivering surprises. :)<br><br>See you all soon and Happy Holidays!<br>Yoshinori Kitase