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Final Fantasy VII Remake Famitsu Interview Gets Full English Translation

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Final Fantasy VII Remake

The Final Fantasy VII Remake is definitely one of the more anticipated games releasing in the future and fans of the series have been able to get the first gameplay details and footage a few days ago during the PlayStation Experience 2015. Following the event, more details on the upcoming game have been shared online by Japanese magazine such as Famitsu, with an interview getting posted on the magazine’s Official Website. Details from the interview have surfaced online and a few hours ago a full English translation of the interview has surfaced online.

The Final Fantasy VII Remake Famitsu interview touches some controversial points such as the game’s episodic format, the reasons behind the decision to release the game this way, character design and much more. You can check out Jirokichi‘s translation right below.

Why the simple title and multiple parts?
Q
How was the reaction of the keynote? The audience was cheering so loudly.
Kitase-san
We were worried a bit, but when I was standing by while the trailer was playing, I heard the cheering from the audience when Barret appeared on the screen. I felt the same enthusiasm from the audience when the game scenes like passing through obstacles and the battle scene were playing. I was glad that we got such positive reactions.
Q
Nomura-san was invited on the stage as well. You were the first among the third party. Were you nervous?
Nomura-san
It was not until we entered the event hall that we were told that we were going to be the first third party guest :3 We had had to change some comments and had been a bit worried, but were relieved to see the reactions of the audience.

Q
Didn’t know that there were some story right behind the stage! In the interview when the first announcement of VII remake was released, Nomura-san said that, after discussing with Hashimoto-san, Kitase san gave a go for developing VII Remake. Could I ask you why you decided to give a go for VII Remake?
Kitase-san
There has been a huge voice wanting VII to be remade, and we’ve been well aware of that. With that in my mind, I recalled the Final Fantasy series in the event of Final Fantasy 25 anniversary, and I had an opportunity to think about the future. That’s when I started to think that now is the best timing to consider remaking VII. I wanted to give a go for VII remake while I’m alive, and so did Hashimoto.
Nomura-san
I don’t know if he was serious or not, but Hashimoto had been saying “I’m gonna retire soon.” He’d been insisting that he’d like to engage in VII remake project. I’m inclined to think that I conceded 😀

Q
So several factors led you to give a go. The title “FFVII Remake” has been officially released. I thought it’d be more to that, like there’d be a subtitle.
Kitase-san
There was ideas like putting subtitles that relates to the story.
Nomura-san
When we put a subtitle, it seems like spin-off or the second arc. We didn’t want to give that kind of impression.
Kitase-san
When having presentation today, we used the footage that had recorded the reactions of the users. They seemed skeptic at the first, but when the word “REMAKE” was shown on the screen, they believed that “VII itself will be back!” and they got so excited. We appreciate that reactions. If there had been a subtitle, it wouldn’t have been like that. With that being in our mind, we picked the simple title for the official one as well.

Q
I got it. And I heard it’ll be multiple parts.
Kitase-san
Yes. The reason why we haven’t gave a go for VII remake is that it’s extremely hard to remake FFVII with the current technology, and to be honest, we hesitated. Remaking FFVII in HD without losing the original’s “density” requires more than one part.
Nomura-san
If we were to put it in one part, then we have to cut many parts and deliver it as a digest. Nobody wants that kind of game. Plus, users can explore many places in Midgar where they couldn’t in the original game. Once we decided to remake VII, we will develop those details and more. Of course we have to cut some parts from the original, but users can expect the VII world that only VII Remake can deliver. We estimate that, with the quality of those details, the volume of the game will be larger than the original after all. You may worry about the schedule, and we want to provide the game as soon as possible. Making it multiple parts is the line we drew to deliver the game.

Q
Now I see why you decided to make it multiple parts. Currently, Kitase-san, Nomura-san, Nojima-san, and Hashimoto-san are in the credit. Could I ask you about other team members and the framework of the development?
Kitase-san
About modeling, the director from SE Visual Works is engaged in the project.
Nomura-san
When it comes to the design, for example Biggs and other two members, Ferarri’s engaged in for sub characters. Other than him, there’s programmers and other members for planning. Those people have discussions with the outside subcontractors and carry out the project.
Kitase-san
Those core members gather and direct, and at the same time, multiple production companies have been cooperated in the project. This kind of cooperation became so common in this age. One of the companies is CyberConnect2 (CC2), as you may recall FFVII G-BIKE.

Q
Whoa, CC2!
Kitase-san
CC2 has plenty of know-hows and experientially-enhanced in action games, and they have real good sense in producing heart-grabbing trailer. The taste of producing the trailer is a bit different from what we wanted, so we discussed a lot. Tetsu (Nomura-san) is really picky as well on the trailer we released this time, so we asked them to make it more our style.

What can be seen from the latest trailer
Q
It felt new that the graphics like buildings and characters seemed real.
Nomura-san
When it comes to characters, if we make them too real then we cannot identify who’s who. We’re trying to find the best setting on this.

Q
Models used in FFVII Advent Children are not used in VII Remake, right?
Nomura-san
The technology of those models was built 10 years ago. I’d say it’s too old. Besides, the design is too deformed. [Could be Japanglish. It means too close to animation or unreal things.] Visuals released on the latest trailer are the ones we gave a go after a number of trials and errors have done on details such as eyes, noses, and hairs.

Q
All the new scenes except the teaser one are played on PS4?
Kitase-san
Yes. Right after the camera goes around Cloud to his back, who stepped off from the train, you can go into gameplay.
Nomura-san
We still have to polish the game. The quality will be enhanced.

Q
Cloud’s skin seems transparent [could be hydrated] and the eyes are well designed in details. I felt he’s real but at the same time was a bit scared. And he got skinny a little.
Nomura-san
Probably due to the writing. Whiteness of his skin could make him seem skinny. Nojima-san said “He looks sick and I like it.” [Sorry, I couldn’t come up with the best word for 病的. “looks sick,” “looks diseased,” hm, could have the meaning “fragile,” IDK.]

Q
Ah, that explains. Yes, Cloud in the beginning of the game is not a normal guy. So, could I expect to see him wearing a girl’s dress :D?
Nomura-san
That part is included in the game 😀 The design is not yet fixed, though.

Q
Can’t wait! Moving on to the next question, what happened to the Barret’s design? The impression has drastically changed.
Kitase-san
At first we were supposed to go with the design in FFVII Advent Children since we could use the CG data that was already existed, and we expected to complete his design with ease. Then this Tetsu guy announced that he was gonna re-draw Barret. We were all like “the heck?” 😀
Nomura-san
From the starter, I’d been insisting that I’d change the design of all characters. Barret should be like this if he were a real person 😀 When comparing with the illustrations back then, you’d realize that he became real keeping the impression of his body parts.

Q
It seems that it’s seamless when it comes to moving from a field to field or the battle. How about the battle system? Is it going to be like Kingdom Hearts (KH)? Or will be like Crisis Core FFVII?
Nomura-san
If I have to say, it’s an action based system. It’s completely different from Crisis Core. Not that strong in action such as in arcade Dissidia Final Fantasy or KH.

Q
So it’s not an ATB style.
Nomura-san
As a matter of fact, there’s ATB. But it’s not like we render an attack after the ATB gauge is filled. The action system will be the one FFVII alone can deliver.
Kitase-san
The ATB system differs from what it has been, and we may change the appellation how to call it.
Nomura-san
We cannot go into details, but the key is that the ATB gauge gets red sometimes.

Q
Can we play characters other than Cloud?
Nomura-san
You can switch the playing character among three members of the party. You don’t need to switch characters if you don’t want to.

Q
We may be busy since it’ll be action-based and the system will be renovated.
Nomura-san
We plan to make the tempo of the battle like the one in arcade Dissidia Final Fantasy. The one we released is just the base part. We’ve been developing the system not to make the battle flat as in just attacking the enemies. We’re thinking how to make it possible for users to have strategy while keeping it possible to switch characters. We’ve just summoned experts from Dissidia and KH series to deliver such battle system.

Q
Can’t wait to play Nomura-san’s battle system!
Kitase-san
He’s really a harsh person! He never backs down until the game gets close to his vision. The communication between developers and us is the essential part in the team. I haven’t been in a project like this for a while, so I’m also pumped 😀 As the developer, the quality in the trailer we released today is the starting point. Now that we see where we should go, we will polish the game to the final product. Please count on it.
Nomura-san
I watched the trailer bajillion times and got numb, and caught by the thoughts that “are we going to the right direction?” but after I heard the cheers from the audience, I was relieved to confirm that we’re going to the right direction. To deliver the game you can play for a long time, we’re going to polish the quality.

Final Fantasy VII Remake will be released on a yet to be confirmed release date on PlayStation 4. As the game is going to be a PlayStation 4 console debut title, there’s a very good chance it will be released on other formats as well. We will let you know more about the game as soon as possible so stay tuned for all the latest news.

As a long time gamer, Francesco has survived more zombie invasions, meteor strikes, magic spells than he can count. He still keeps fighting today to bring hope into countless gaming worlds. Or destruction, depending on his mood. Writing about video games was only the natural step for such a dangerous life.

Gaming

Gran Turismo 7 Update 1.46 introduces an exciting addition to the roster of exclusive cars available in the PS5 and PS4 racing game

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Gran Turismo 7 has just received an exciting update to version 1.46 on both PS5 and PS4. This latest update introduces a unique addition to the game: the Škoda Vision Gran Turismo, a car that you won’t come across in any other game. Škoda makes its debut in the franchise with a visionary study of a single-seater, all-electric racing concept car, designed exclusively for the Polyphony Digital racer.

Once you’ve downloaded update 1.46, you’ll have the opportunity to test drive not one but two additional cars: the AFEELA Prototype 2024 and the iconic Chevrolet Chevelle SS 454 Sport Coupe ’70. Get ready for an exhilarating ride! Watch as they take to the track in the video above.

Additionally, the update introduces a new menu for players to tackle in the GT Café. At Collector Level 38, players have the opportunity to delve into the fascinating world of Ferrari 12-cylinder engines, gaining knowledge and expanding their collection. In World Circuits, players can look forward to exciting new events such as the Japanese Clubman Cup 550, the American FR Challenge 550, and the Vision Gran Turismo Trophy. For all the avid fans of Photo Mode, there’s an exciting opportunity to explore the captivating city of San Diego in a brand new Scape.

What are your thoughts on the latest update for Gran Turismo 7? Feel free to leave your thoughts in the comments section.

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ReFantazio Takes a Different Approach to Romance, Setting Itself Apart from the Persona Games

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Atlus’ highly anticipated RPG, Metaphor: ReFantazio, appears to incorporate familiar systems reminiscent of the developer’s acclaimed Persona series. The game features turn-based battles that heavily rely on exploiting enemy weaknesses. Additionally, players have the ability to summon warrior spirits during combat. However, the most significant aspect of this game, which will be discussed in this article, is the bonding system. Through this system, players can spend time with important characters and gain deeper insights into their personalities and stories.

In contrast to the Persona games, the bonding system ends at that point. Unfortunately, players will be unable to pursue romantic relationships with their beloved waifus, which may come as a disappointment to those who have developed strong feelings for Hulkenberg, the party’s charismatic red-haired elven knight.

According to Siliconera, the absence of romance came up during a recent question and answer session. Atlus emphasized the continued opportunity to develop meaningful relationships with your allies while also introducing additional narratives through substories. In addition, familiarizing yourself with the supporting characters will grant you access to new archetypes, which serve as the game’s character classes.

In the Persona games, romance is not obligatory; rather, it serves as a means to customize your playthrough. However, it is quite unexpected that Metaphor has chosen not to pursue such a venture, considering the significant amount of discussion it typically generates!

Were you anticipating any romantic elements in Metaphor? If you’re not satisfied with your pre-order, feel free to share your thoughts in the comments section below.

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Shift Up unveils the intriguing details behind the physical packaging of Stellar Blade for the PS5

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It appears that many

are eagerly anticipating the launch of the highly anticipated PS5 exclusive, Stellar Blade. Shift Up, the developer, has shared a lengthy video showcasing the “secrets” found in the physical box of the game for PS5. From what we can gather, these secrets include a reversible cover/dust jacket and a download code for cosmetic items.

We must clarify that while we do appreciate the variant cover, it may be more appealing than the game’s standard art. However, it is not something we would typically classify as a “secret.”. However, what’s interesting is that Shift Up has confirmed through the comments section that this will be the case in all regions. Additionally, the visually striking action RPG will remain uncensored worldwide.

It’s refreshing to witness a developer going the extra mile for physical collectors, and it’s evident that the developer is determined to leave a favorable mark in the console realm. Stellar Blade is set to make its highly anticipated debut this Friday, April 26th, exclusively on the PS5.

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