Kitase and Nomura explain why Final Fantasy VII Remake is a multi-part series

Famitsu and Dengeki have both posted interviews with Tetsuya Nomura and Yoshinori Kitase today about the Final Fantasy VII Remake, confirming that they are outsourcing the project with another developer, talking more about the battle system, why they’re splitting the game into episodes and more.

Final Fantasy VII Remake is a multi-part series. Please tell us more about this decision.

Kitase: “The idea that a remake of Final Fantasy VII would not fit into a single release was there from the very beginning. We still can’t share more information about its multiple parts, but please look forward to future announcements.”

Nomura: “If we dedicated our time to a single release, parts of it would become summarized. We’d have to cut some parts, and additional parts would come in few, so rather than remake the game as a full volume, we decided to do multiple parts.

Kitase: “As you can see in the trailer, we showed Sector 1 and Sector 8, but in those areas alone, I think you can see a lot of density. When you’re remaking the entirety of the original version in that quality, it’s not possible to fit it all in one release.”

How will the battle system work?

Kitase: “Rather than a command-based battle ensuing when you encounter an enemy, we’re aiming for a seamless active battle, as you can see in the trailer.”

Nomura: “Regarding the battle speed and tempo, for the sake of a stress-free battle, we want to do something on the level of Dissidia Final Fantasy. As far as the degree of action goes, it’s Dissidia Final Fantasy, then Kingdom Hearts, then Final Fantasy VII Remake. There won’t be any actions that require a technique. By using the new system, we want to do action battles while also being able to fight while thinking strategically.”

What about the elements of the original battle system?

Nomura: “In the end, it’s based on Final Fantasy VII, so elements like the ATB gauge and Limit Breaks will appear with new ways to be used. Please look forward to how this game will evolve through the remake.”

Will the story be adjusted at all?

Nomura: “In addition to delving into these episodes more deeply, we’re preparing a number of mechanisms and such. To those who played the original version will know the important parts and understand the story from the beginning to the end. Also for these people, I hope that they can be surprised once again.”

Kitase: “I don’t want the remake to end as something nostalgic. I want to get the fans of the original version excited.We’ll be making adjustments to the story with this feeling in mind.”

 

Here’s a summary of some additional information from the interview translated by Rin.

  • Nomura: If we make the characters real, they’ll look like real people and no one will recognize them, so we’re aiming to balance.
  • Nomura: Advent Children models are too old, so they’ve been refining the graphics and balancing reality and deformation.
  • Aside from the CG shown at the beginning of the trailer, everything is in real-time. You can alter the camera angle during the train scene.
  • Cloud’s appearance has to partially to do with the lighting and his pale skin. Nojima had said Cloud’s sickly appearance is brilliant.
  • Square Enix is working with CyberConnect 2 to develop the Final Fantasy VII Remake.
  • Cross-dressing scene will be included. Nomura has yet to work on the design, however.
  • Final Fantasy VII Remake is completely different from Crisis Core’s battle system. Not as action-y as Dissidia Arcade or KH but closer to that style.
  • The battle speed they’re aiming for is Dissidia Arcade’s. The battles we saw in the trailer are kind of like a standard to aim for.
  • Nomura can’t go into details about the battle system, but he said it’s important to note that the ATB gauge turns red. Something significant.

Via: NeoGAF.


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