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FFVII and canon

Posted on November 19th, 2010 at 9:54 PM by Squall_of_SeeD


Over the years, it’s become hard work for FFVII fans to keep up with what’s supposed to be canon and what isn’t. Amidst all the games, movies, novellas, guide books, and alternate universe titles, what’s a FFVII fan to do?

Read this article, that’s what!

I’m going to take all the work out of it on your end and lay everything out for you, the fans, to digest in a simple, easy-to-follow manner. So, the next time you’re in a debate about FFVII with HeartlessAngel527 or FlowerGoddess777 and they begin to reference Cloud’s wing, Aerith waiting around for a certain spikey-haired emo kid, or other stuff you know doesn’t belong, you can go all Phoenix Wright on them.

So, click “Read the rest of this entry” and let’s get started.

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The Most Memorable Moment of the Compilation of FFVII

Posted on January 4th, 2010 at 11:54 PM by Makoeyes987

The final round of voting has ended, and the most memorable moment of the Compilation of FFVII has been decided. Throughout the contest, there seemed to have been a decisive struggle between Zack and Aerith’s death vying for the number one spot in each bracket of voting. Now, a decisive winner has emerged from this…..lover’s postmortem rivalry. (A big thanks to our forum user Glaurung for this hilarious and adorable fanart XD)

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The Most Memorable Moments of the Compilation of FFVII – Part 2

Posted on December 16th, 2009 at 3:10 PM by Makoeyes987

So the final vote for the most memorable moment of the Compilation of FFVII begins now. Which moment has had the most impact amongst the fans of the Compilation? Well…it’s now a final match between these four events. Below you’ll find the ranking results of the previous vote. Now we’ll see which moment is most memorable of all.

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The Most Memorable Moments of the Compilation of FFVII – Part 1

Posted on November 21st, 2009 at 2:57 AM by Makoeyes987

After much voting, and a few delays, the results of our first poll have been tallied and gathered. And some of what users nominated and voted for the most memorable moments of the Compilation are quite surprising.

The moments that made it into the top ten will proceed to the next tier of voting to see which moment is the most memorable of all. Below you’ll find the results of which moments made the cuts, the moments that didn’t, and the personal commentary of members who picked out these events for their memorability. So enjoy, and see what ends up making the cut next time, when only the top four are selected.

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The Most Memorable Moments of the Compilation of FFVII Contest

Posted on October 19th, 2009 at 10:36 PM by Makoeyes987

Zack’s final moments on the outskirts of Midgar.

Aerith’s rescue from the Shinra Building.

The final confrontation between Cloud and Sephiroth high above Midgar.

Vincent and Lucrecia’s moment after the climactic ending of Dirge of Cerberus.

Out of all the moments of the Compilation of FFVII… Which moment stood out to you the most?

That’s what TheLifestream.net wants to know, and with that, we’re holding our first contest on which moments of the Compilation of FFVII are the most memorable.

The forum community has nominated twenty-one of the most memorable moments of the series, and we want to know which is the most popular and memorable of all. The first round of voting will be for the top 10. After that, the next voting bracket will be for the top 4. And from there, we will look for which single moment from the Compilation of FFVII has stood out most in the hearts of fans.

So if there’s a moment you want to win, be sure to vote for it here! If you haven’t registered for the forums, be sure to do so, so that you can have your vote counted. We will publish the results of each vote bracket on the front page, so be sure to check back, and above all else, vote and have fun!

The Darkness of Shinra – Deepground’s History Revealed

Posted on September 6th, 2009 at 2:47 PM by Makoeyes987

deepgroundsoldiers

Deepground.

This location has been the most esoteric plot addition to the Compilation of FFVII for Western fans, due to the lack of an international release of Dirge of Cerberus’s short lived Multiplayer mode.

Following the release of the single player Final Fantasy VII: Dirge of Cerberus in Japan in 2005, an online mode was established to enable fans of the title to use their honed skills to do battle in a multiplayer environment based on the world and characters created by the original. Dirge of Cerberus: Online allowed the player to delve deeper into the history of the secret facility of Deepground, and of the antagonists of the single player mode; the Tsviets. The player controlled a newly-recruited Deepground SOLDIER entangled in the conspiracy that led to the eventual seizure of power by the Tsviets. Unfortunately, many secrets regarding its back story, NPCs, and overall plot have been lost due to its subsequent canceling on September 29, 2006, after a mere 7 months of service.

However, S & G, has been able to accumulate numerous images and some hard to find details regarding the intricacies of this online mode’s storyline, and has compiled a lengthy synopsis of the history of Deepground and what US fans might have missed in this rare, and now completely out of production chapter of the Compilation of FFVII. You can read his awesome history synopsis, with some hard to find screenshots below.

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Dirge of Cerberus – Final Fantasy VII Artwork Collection

Posted on March 24th, 2009 at 8:14 AM by Makoeyes987

Included with the US release of Dirge of Cerberus – Final Fantasy VII, was a bonus art gallery that contained all the concept artwork for the enemies, items, locations and weapons shown within the game. To view this gallery you had to go through the extra missions, but now you can view the artwork here straight off the game. A big thanks to Suzaku for ripping these from the game. Also included are the five hidden exclusive wallpapers that were released on the US official site. With that, enjoy the multimedia update!

dc_wallpaper_10_1024x768
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Dirge of Cerberus Japanese Script: Chapter 1

Posted on March 22nd, 2009 at 5:45 AM by Ravynne

The following script contains complete spoilers from Dirge of Cerberus.

This script was translated from the Japanese game by Souya, and any discrepancies between this script and the English game script are likely due to differences in how literally the Japanese was translated by Souya and how literally it was translated by Square-Enix.  This script serves to aid English-speaking fans in understanding the original dialogue of the game and is not meant to be more (or less) “correct” than Square-Enix’s translation, or any other fan translation.  Some visual descriptions were edited by me (Ravynne).

Furthermore, this is a fan translation, and while contentions to its accuracy are welcome, please appreciate the hard work that Souya volunteered for your benefit.  Please also respect said hard work by not stealing this translation for your own use, though you are more than welcome to cite and link to this one.

 


[Three years before DC, Meteor hangs ominously in a dark sky above Midgar with lightning flashing intermittently. Yuffie and a life rescuing crew are scavenging for people who are still in the city. A helicopter flies in.]

Yuffie: Hurry, hurry! People who are injured are important (in this situation).

[Yuffie faces one of the life rescuing crew.]

Yuffie: Report the situation!
Life rescuing crew: Excavation is finished. All the injured are returned to safety.

[Yuffie waves her arms in the air to the helicopters that are awaiting orders.]

Yuffie: Okay, now go!
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Dirge of Cerberus: Online Mode Events 7-12

Posted on January 28th, 2009 at 7:53 AM by Ravynne

The following script is from the Online Multiplayer Mode of Dirge of Cerberus. Since it only exists on the Japanese version of the game, there is no English version of these scenes available. The script was graciously translated from its original Japanese by Souya so that English-speaking fans can experience the events of Dirge of Cerberus’s multiplayer mode.

Please note that while creating your character for the Multiplayer Mode, you have the option to be either male or female. However, for simplicity’s sake, throughout the script the player character will be referred to solely as “she.”

 

 

Event 7 – Let’s Play, Shall We?

*Screen fades to black and a young girl is seen looking very happy.*

*As the screen is being overtaken by the static noise, the girl is seen lying on the ground looking around for help.*

Young Girl:  Big sister…  It hurts…  H-help me…

_____

*The screen fades black again, and the scene returns to the Lobby. The officer has his back facing the player and it seems he is talking to someone.*

Officer:  What?  Yes yes, understood.

*Realizing the player is there, the officer turns around.*

Officer:  Err… um…

*The officer coughs, recollects himself and speaks again.*

Officer:  A m-message fr-from the great and the fearsome ones.  They have something for you.  They have summoned you…

Officer:  If there ar-aren’t any problems, they w-would like to have you participate in an up-upcoming mission…

Officer:  Seiger, P.S.!

*The Officer salutes after speaking in a timid attitude.*

_____

*Deepground SOLDIERs are getting attacked by Rosso.  One after another they fall. Rosso laughs as she sees this.*

Rosso:  Oh what a great reaction this is.  Haha…Hahahaha… AHAHAHAHAHAHAHA!!

*The player is seen with Usher who are looking at Rosso from a place not too far away.*

Usher:  Rosso, the Crimson… the Blood stained, the Undead, the Genocide… one who is called by many names.
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Dirge of Cerberus: Online Mode Events 1-6

Posted on January 17th, 2009 at 11:41 PM by Ravynne

The following script is from the Online Multiplayer Mode of Dirge of Cerberus.  Since it only exists on the Japanese version of the game, there is no English version of these scenes available.  The script was graciously translated from its original Japanese by Souya so that English-speaking fans can experience the events of Dirge of Cerberus’s multiplayer mode.

Please note that while creating your character for the Multiplayer Mode, you have the option to be either male or female.  However, for simplicity’s sake, throughout the script the player character will be referred to solely as “she.”

 

 

Opening Movie – A SOLDIER’s Awaking

Deepground.

A secret facility that was built underneath Midgar…
Even in Shinra, there was only a few who know of its existence.

That place… it ignores and defies all morals, asking the question,
“To what extent will humans go to become stronger?”
The experiments and research has been undergoing for a long time……

Those who are being abducted and brought to this place……
Those who are injured and being transported to this place……
Those who were here as far back as one can remember……
Those who appeared in this place on a certain day all of a sudden……
Those who knew what that place is……
Those who didn’t know anything……

Various people are gathered there.

Deepground…… Shinra’s Dark Secret……

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Dirge of Cerberus: Interview with the Creators

Posted on January 8th, 2009 at 6:20 AM by Ravynne

The following interview is featured in the Dirge of Cerberus Official Complete Guide and was translated from Japanese by Souya.  The guide was published on February 17, 2006.

 

Dirge of Cerberus Interview Part 1 – The Birth of DC

Yoshinori Kitase – Producer
Takayoshi Nakazato – Director
Tetsuya Nomura – Illustrator/Character Designer
Hiroki Chiba – Scenario

Please tell us what is involved through the course of making Vincent the main character in this game.

Kitase: I really like the original characters of FF7, and his name always made a presence in my mind. And this time, since we were thinking about wanting to make a gun action game, we decided on Vincent, who uses guns as his weapon of choice.

Nomura: I heard it from Kitase that he wanted to make a FPS (First Person Shooting) game, and that he wanted to use characters from the past FF series. And though within those characters in the past FF series, there were many suitable candidates; I have in mind that Vincent is the most suitable out of all of them, so I suggested it as well. There were others like Yuna, Barret, Irvine, basically, we’ve thought about all the past FF characters who used guns as their weapon of choice. However, with the release timing of AC and BC, as well as the mass depth and mysteries that are being covered [in AC and BC], it would be great if we can use Vincent as a way to smoothen [elaborate] the plot; and that’s what we thought about and it came true.

 

The genre that is called FPS, is not a really common thing [system] to the Japanese gamers. So during the development of this game, are there any uncertainties that are in mind?

Nakazato: When we made our press conference during the Square-Enix party, people who got to come into contact with this product were shocked. We realized [have in mind] that there were people who mainly play KH type genre of RPG, and the way they finish off an enemy is by approaching them up front to attack. However, in FPS, you can’t just run up to the enemy and assault them. So bearing in mind this experience, we realized the concept of FPS is not very well instilled in most gamers’ mind. Since we have this issue, we figured that we should include a Easy mode for people who just play pure RPG to understand and manage through this game.

Kitase: And to balance it out with the issue mentioned [by Nakazato], there was a dispute in terms of where the focal point should be, until the very end [of the production]. We didn’t want to make it into a first person POV, so we decided that at least we have to see Vincent from waist above, and able to see somewhere from his shoulders when the camera rotates. Though it is better if we want to make it like a real FPS and have the camera set around the height of the shoulders, there are still people who are new to the whole FPS concept and it is better to give them a full character view so that they can control the character easier. Moreover, when and how characters should be seen, and how it must not be seen on the screen, in certain instances, is quite difficult to manipulate.

[Basically, he is saying how hard it is to go from one view to another view without making the players having confusions as to exactly which one they should stick to, so they spent a lot of time debating and disputing this issue.]

Nakazato: Yes, to obtain a balance in that area was hard. Especially we don’t even know who is standing next to Vincent, and with considerable trouble [effort] about Vincent moving around, we have to make him look fascinating. And because we wanted to see it, so we added visual effects along with the mantle.

[He is saying how it is hard to present Vincent when he is in full view on the screen.]

 

This is about Vincent’s mantle. It seems that it’s the same mantle that is seen on Grimoire. What is the origin/concept of this mantle?

Kitase: Oh right. So when I was talking to Nomura about the design, I said, “Make something that people could see on the first sight that they are father and son.” From then on, it became a discussion about whether or not using the mantle is a good idea. Grimoire’s scarf somehow became Vincent’s turban [the hairband], it’s basically the same thing, but it’s worn in a different way. And that’s why we think that if we put something that can relate those two together, when people see it, they will go, “Oh! This is the father!”

Nomura: When I was asked to make a conceptual drawing about Grimoire Valentine, I was only then told on the spot that he is the father of Vincent, which made me quite shocked and surprised *laughs*. However, I am not exactly the person who is responsible for the making of Grimore Valentine [/I don't have the final call]. Instead, it was Nakaaki, the sub character and mechanic designer who drew the general appearance of Grimoire; but since [we have different styles] the look [on the face] is far different than Vincent’s, so Grimoire’s facial detail had to be redrawn by me. About his clothing, it’s basically what Kitase have said [so I won’t repeat the same speech again].

 

The gun that Vincent uses is quite impressive and striking. Are there any specific designs or origins about Vincent’s gun, Cerberus?

Nakazato: Oh, there aren’t any bases. When Nomura who is responsible for character design brought me the conceptual drawings, Vincent is already seen with the gun. I saw it and said, “Oh, so this time it’s this type of gun.” *laughs*

Kitase: After all, since this is a Gun Action game, the gun he’s holding must be special in a way. Bearing that in mind, we decided that it should be somewhat different than the previous productions.

Nomura: If Cloud has his Buster Sword modified, and this time, it’s Vincent who is being the main character, I want to give him some sort of weapon to show this significance. Vincent used to be one of the Turks, and Turks are said to be Shinra’s dogs… However, Vincent is no longer [a personnel] working for Shinra, instead he is bound by his past, so it came to me that he has an image of being chained in some form. Also, with regards to Vincent’s diabolic image, while we are talking about the hell hound, Cerberus, we think that it is quite suitable for him. So when that image became concrete in my mind, I drew it out with 3 barrels to imply the idea of the 3 heads Cerberus has, and everything started to take its place. And what is left is the revolver [bullet chamber], there are three of them too. Even though it is said that in most occasion there can only a limited number of bullets coming out, in this game, I worked with an interesting idea, “If there are 3 barrels, there must be three revolvers.”

 

 

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