![]() ![]() In Final Fantasy VII Remake, your goal is to attack and exploit an enemy’s weakness enough to stagger them. I’ve honestly missed that focus from a role-playing game with a budget this large.Īdditionally, Final Fantasy XIII established staggering, the core mechanic behind Final Fantasy VII Remake‘s battle system. Most of the resources have gone into presenting and improving upon an already successful main story, with everything that truly matters existing within it. Side quests are present but there aren’t many, nor is there much of an attempt to make them compelling. ![]() That’s all due to the much more nuanced writing and characterization. They’re not responsible for how I think about Midgar’s people, who are sometimes congregated and at other times stumbling alone on the streets, living their difficult lives and existing without Cloud. An open world and deep sidequest system aren’t responsible for the newfound depth in characters like Jessie, Biggs, Wedge, and even Cloud himself. And yet, it doesn’t feel any less realized or look any less stunning for it. Midgar is filled with hallways to run through and spaces to be explicitly pushed away from. Every Final Fantasy game that came before Final Fantasy XIII was linear and some of the most popular entries, like Final Fantasy X, made an equally low effort in hiding it.Īnd like the aforementioned two, Final Fantasy VII Remake isn’t shy about its linearity. While a world map was present in most older Final Fantasy games, it largely offered the illusion that there was a sprawling world filled with secret places to explore and stories to uncover - and an illusion was always all it was. On the contrary, more often than not, bigger but emptier worlds took away from any realism they offered on the surface. I don’t find linearity inherently negative and I was never a huge fan of the AAA industry’s push toward open worlds in the name of realism. Possibly the most criticized aspect of Final Fantasy XIII was its linearity, which I always felt was a slightly unfair critique. But it’s Final Fantasy XIII‘s tight scope and battle system, along with its gorgeous music and bold risks, that have served to be the foundation for my favorite aspects of Final Fantasy VII Remake. Many players took issue with its linearity and combat - among a few other things - and felt it was too much of a significant departure from the series. Despite its commercial success, the latter is not one of the Final Fantasy games that are remembered most fondly. In November 2019, Final Fantasy VII Remake director Tetsuya Nomura confirmed that work on the second game in the project was underway.I’m almost done with Final Fantasy VII Remake, but from when I first started it on Thursday night, it’s deeply reminded me of one of my favorite entries in the series, Final Fantasy XIII. Kitase has said that the level of content being created for each Final Fantasy VII Remake title is comparable to that of a full game, and that he expects development of the second entry in the project to be “more efficient” than the first. The first release will be exclusive to PlayStation platforms for one year. Producer Yoshinori Kitase said Square Enix made the “tough decision in order to give ourselves a few extra weeks to apply final polish to the game and to deliver you with the best possible experience”.Īnnounced at E3 2015, Final Fantasy VII Remake is an episodic project that’s expected to span several releases. ![]() The Final Fantasy VII Remake release date was recently delayed by one month to April 10, 2020. The theme song trailer, above, includes almost four minutes of footage from the upcoming game, focusing on the adventures of Cloud, Tifa, Aerith and Barret in Midgar. It’s written by veteran games industry and Final Fantasy composer Nobuo Uematsu, who also created the music for 1997’s original Final Fantasy VII and is interviewed in a second new video, below. Square Enix has released a new Final Fantasy VII Remake trailer featuring the game’s theme song, Hollow. ![]()
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