E3 Predictions / Hopes

Unit-01

Might be around.
AKA
Sic, Anthony
@Mayo Master- You're part 2 and 3 could really be combined or at the very least that part 3 would be much smaller than the other parts of the game, cause IIRC all part 3 would be is exploring that northern part of the world, and they couldn't make a full game out of that area. Even with the randomness of the winter storm, and finding that particular enemy to get Alexander they wouldn't be able to make a game sized experience with that.

Edit- Got to agree with you on Midgar though. They could add so much to that area of the game.

I am expecting a little bit more like the PS Experience, but with Aerith and Tifa being shown as well as a release date for part 1, and scenes later than the First Bombing Run. As for XV, it didn't show up at E3 last year, and I don't think they announced it would this year. We did just have a whole E3-esc event just for FFXV and the fans are ever so hungry for more news, more everything on the Remake.
 

hian

Purist
considering you can get out of Midgar in the original in like 3 hours.

That I doubt. Unless you speed-run it, and don't actually read any of the dialogue (just spam circle a bunch) then it takes more than that.
I just timed it a few weeks back and I spent 7 hours getting out of Midgar (granted I was reading everything, and going for a perfect run getting all the items you can through stealing etc.).

Now, imagine all that dialogue with voice-acting slowing down your progress, a couple of new sectors to explore with additional stories going into the background of the avalanche, you could easily stretch this to 20 hours or so.

I'm not saying I want that though. Just saying it isn't at all so far fetched.



I think that if the installments follow that, then there is minimal need for backtracking in environments presented in an earlier installment.

Of course there is no need to. And even if there was, you could easily restructure the game to remove the need for it.

My issue here is that I want it.

I want to be able to run back to earlier locations whenever it suits me.
I want to feel like I'm in a coherent world where everything is tied together - not as if I'm playing a game where I am railroaded from environment to environment in that same way as the last 3 numbered single-player FF games.

That's not what I play FF games to experience.
I'm one of the people who think FF dumping the traditional world-map is one of the biggest travesties in gaming history =P

and plot-wise I don't see the need for backtracking when the player is engaged in that part of the story.

But I don't back-track for the story. I back-track because I want to re-explore old areas for hidden content etc.
FFVII's end-game content is completely dependent on the entirety of Gaia being unlocked and approachable - and FFVII's end-game content is some of my favorite content in the FF series period.

What I also wonder is if, with the several installments of FF7: R, how they will gradually try to improve it technically and include new gameplay elements. I was thinking of some kind of possibility of a backward compatibility between installments, say you'd load a FF7:R-2 save on a FF7:R-1 disc if you want to backtrack to Midgar, but I don't think that has ever been done before (I also wonder about "forward" compatibility regarding export/import of saves from one installment to the next). I suspect that making that sort of backward compatibility would hinder making progress on technical aspects of the game as the installments are released, with the risk of getting the final installment technically dated.

As I said - the best way to solve all of this is simply structure game in such a way that it demands an HD install, which the system files will then load areas from.
That way each title can introduce new things, whilst still using the old - and even updating them for that matter.
It's fairly simple from a technical perspective.

Also, on another note -
https://youtu.be/4f1xmoz99tU?t=206

I'm calling it - it's FFVIIR.
Which means that FFVIIR is scheduled to be released Q2 2017.
I'm a genius.
 

Unit-01

Might be around.
AKA
Sic, Anthony
^I'm still thinking it'll make the 20th anniversary date in January.

But that may be too soon. Either way I would like a 2017 release date for Part 1, even if it is in Q4, at least they should hit the year.

Still can't believe some people were shocked it wasn't coming in 2016.
 

ForceStealer

Double Growth
hian said:
I want to be able to run back to earlier locations whenever it suits me.
I want to feel like I'm in a coherent world where everything is tied together - not as if I'm playing a game where I am railroaded from environment to environment in that same way as the last 3 numbered single-player FF games.

So while I may have misunderstood your point in the specific sentence in my previous post. This is still the sentiment I am disputing. I don't find FFXII to be any less open than any other FFs. On the contrary, I would suggest it's one of the more open ones. It certainly lacks any sort of optional content (endgame or otherwise) that isn't just more fighting, but that is a distinct issue.

And while the optional stuff is relegated to combat, it still involves going to all sorts of places throughout the world, and you can undertake them at more or less any time once they are available.

I'm not sure precisely what your definition of "open world" is, because I don't think I'd quite classify any FF except FF1 as open world. All of them restrict your access to large sections of the world based on plot. Whereas when I think open world I think something like Oblivion or Skyrim. The entire world is completely available to you at almost all times regardless of what you are doing in the plot.
FFVII was decidedly not this way. After you leave Midgar and Kalm, there is quite literally nothing you can do but go through the Mythril Mines and advance the plot. XII was much closer, in my opinion, because often the only obstacle to going to a certain area was that the enemies were too strong.

The issue of making FF like Skyrim is the world is going to necessarily be a lot smaller, in all likelihood. Sprawling, interconnected areas like an MMO allow the world to feel a lot bigger, in my opinion. While I definitely disagree with Square that turn-based combat is incompatible with realistic graphics, I tend to agree that a super-deformed world map really would be strange and, frankly, makes the world LESS tangible, less explorable. Think how much of FFVII's world map is featureless, and could instead be filled with detail.

That all said, I have two caveats. One, I don't see why it wouldn't be possible to use an abstract world map for airship flying, and simply loading the appropriate zone when you land. But I've never seen this attempted.
Two, I do understand your concern with regard to returning to areas from previous parts of the remake, and I get that I missed that in your original post. I mean, quite a bit of the original disc 2 involves going back to previous areas for the purpose of the plot. So Junon, Rocket Town, and Midgar, for example, would necessarily be included on subsequent releases, I would think. So who knows what they'll do. I get your concern, I just don't understand your position that FFXII was less open than FFVII. And I disagree that it is absolutely an inexorable trend when XIII-2, Lightning Returns, and perhaps XV are all less linear than X and XIII.
 

Pixel

The Pixie King
I haven't played Type-0, but didnt they do something like that with the airship. Once you take off, it switches to a lower poly count world. Thats what I heard anyway.
 

Unit-01

Might be around.
AKA
Sic, Anthony
Also it used the same engine as CC, which is a little weird as to why CC had a lack in backtracking.

It'd be cool if they revealed the world map at the next trailer, unlikely as it is.
 

Theozilla

Kaiju Member
I don't see how the Remake could avoid including some degree of backtracking as like ForceStealer stated, a large part of the game Post-meteor summon/Junon escape requires traversing back and forth through previously visited locations on the Eastern and Western continents and multiple smaller islands for plot related reasons.
Even if the Highwind airship form of travel ends up being point and click like in FFX (which I personally doubt SE will end up doing, considering how iconic/well remembered being able to fly around the planet is for fans, I think Highwind travel will likely have its own separate not-scale map for flying around), that would still require the later parts of the Remake to have the capability to contain the previously visited locations from the earlier parts of the Remake.

As for how the game content is being split up, I'm in the camp who doubts/doesn't want the first part only covering the initial Midgar section of the plot. If we're getting three parts I think it would be more likely that Part 1 would around the boat to Costa del Sol, with the first Jenova fight acting the as the final boss. The second part I could see ending around three possible points: the Temple of the Ancients, Aerith's death, or Sephiroth summoning meteor at the Northern Crater/the escape from Junon. The third part would then cover the rest.
 

ForceStealer

Double Growth
Yeah I have no idea how they'll split it up. Though I do imagine it will be hard for them to resist ending one entry with Aerith's death.

More on-topic: When there were rumors of the FF7Remake being mentioned at the XV Uncovered event, I thought the only possible mention it could get would be a demo included with XV. I still think that's the best chance for it to be mentioned.
 

Theozilla

Kaiju Member
Yeah I have no idea how they'll split it up. Though I do imagine it will be hard for them to resist ending one entry with Aerith's death.
I actually think (if there are only three entries/parts) them ending the second part at Aerith's death isn't necessarily the most likely option of the three narrative points I gave, for a couple of reasons:
They might want to avoid a downer ending, they might not want to end with the Northern Continent only partially explored (if they ended at the Temple of the Ancients, they could have more time to work on the Northern Continent and other smaller island locations), ending at the Northern Crater/Junon would finish everything right before the world opens up (with the third part beginning with the party getting the Highwind).
 

Tennyo

Higher Further Faster
Ending one of the installments with the temple of the ancients would be pretty ingenious, actually. It would make for a great final dungeon, challenging final boss, and then a clean break from Aerith to start the next installment with.

However, that would mean her death would be pretty early in the next installment, which could be a little anticlimactic, so maybe not.
 

Channy

Bad Habit
AKA
Ruby Rose, Lucy
Re: getting out of Midgar in 3 hrs - it can be done. Sure maybe that's doing it speedily but it you do it normal anywhere between 4-6 is normal.. 7 and on is if you're trying to get everything and this and that.

So it's not just about adding areas, sectors and stuff to explore, sure that can be done in a heart beat, extra streets, houses, shops, whatever, but it's the purpose and the story that brings you there. I'm thinking about the canon story as you follow through Midgar, what are you going to be doing in these places other than just walking in and out? So even with more room to roam, what else would you do that would waste an extra 20-40 hrs?

I haven't played Type-0, but didnt they do something like that with the airship. Once you take off, it switches to a lower poly count world. Thats what I heard anyway.

Yeah pretty much. As you explored the areas, it gave you a drop down list and then you could airship over to the region. It was quite, very reminiscent of the Highwind on the worldmap.
 

AvecAloes

Donator
Guys isn't there a separate thread for how the game is going to be split up? Or at least another thread this discussion would be better suited for?
 

Claymore

3x3 Eyes
I was going to say - there's like 4 current threads going on that are all jumbled up with sidelong discussions and it's getting rather confusing.
 

hian

Purist
So while I may have misunderstood your point in the specific sentence in my previous post. This is still the sentiment I am disputing. I don't find FFXII to be any less open than any other FFs. On the contrary, I would suggest it's one of the more open ones. It certainly lacks any sort of optional content (endgame or otherwise) that isn't just more fighting, but that is a distinct issue.

This is another point of misunderstanding though and I fail to see how you make that misunderstanding when the part of my post you quoted in no way conflicts with your opinion here.

Me : "not as if I'm playing a game where I am railroaded from environment to environment in that same way as the last 3 numbered single-player FF games. "

This says nothing about the nature of the environments - my complaint is specifically about the way in which you transition from environment to environment in the last 3 numbered FF games.

That is to say - that unlike earlier FF games that gave you an abstraction that visually represents travel between locations (the world map) you now have nothing at all (simply jumping disjointedly from one location to the next as you hit a border and a loading screen) or with an even more minimalistic abstraction (the simple overview map from FFX).

I hate this. It severely pulls me out of the experience - especially with situations like the transition from the plains, to Mt. Gagazet in FFX.

This problem is equally true for every FF game after 10, regardless of whether or not each respective map in FFXII was better designed than in the other games.

I'm not sure precisely what your definition of "open world" is, because I don't think I'd quite classify any FF except FF1 as open world. All of them restrict your access to large sections of the world based on plot. Whereas when I think open world I think something like Oblivion or Skyrim. The entire world is completely available to you at almost all times regardless of what you are doing in the plot.
FFVII was decidedly not this way. After you leave Midgar and Kalm, there is quite literally nothing you can do but go through the Mythril Mines and advance the plot. XII was much closer, in my opinion, because often the only obstacle to going to a certain area was that the enemies were too strong.

And if you paid attention to what I wrote, you'd know that I've never classified FFVII as an open world game. I qualified the loose way on which I used to term to refer to the way in which the world opens up in FFVII at the end allowing you to freely travel between previous locations.

Again, all the other FF games did this too - but they, unlike the upcoming remake, all had the distinct advantage of being delivered in one package.
My worry here is that if they're going with the distinctly map by map method of later FF games, they'll have no incentive what so ever to allow exploration of areas cross the various installments of the remake - despite the fact that being able to visit all the different locations again at the end of the original FFVII with the golden Chocobo etc. was a high-light of the game for me.


The issue of making FF like Skyrim is the world is going to necessarily be a lot smaller, in all likelihood. Sprawling, interconnected areas like an MMO allow the world to feel a lot bigger, in my opinion. While I definitely disagree with Square that turn-based combat is incompatible with realistic graphics, I tend to agree that a super-deformed world map really would be strange and, frankly, makes the world LESS tangible, less explorable. Think how much of FFVII's world map is featureless, and could instead be filled with detail.

My problem is that they ditched the world-map long before graphics were so good that it wouldn't have worked.
The world-map worked fine in Type-0, and although it's certainly rougher around the edges, it's not stylistically less realistic than X or XII.

Now we have FFXV with a true open world, which I think is great, but the fact is that a world like that would already have been possible on the PS3 if they'd just been willing to accept a reduction of graphical fidelity.

I'm fine with open-world games. I'm fine with games with world-maps and smaller zones.
What I less fine with is the sub-par middle-road approach of a world consisting of lots of smaller zones and nothing else to bridge the gap between the maps and give the world a feeling of scope and establish clear and logical transitions between locations.


That all said, I have two caveats. One, I don't see why it wouldn't be possible to use an abstract world map for airship flying, and simply loading the appropriate zone when you land. But I've never seen this attempted.

They can, but that would still necessitate that each and every location on each installment either exist on every disk (or at the very least the last one), or that there is some sort of HD installment function.

Again, if they're not going for an FFXV/GTA/Witcher 3 style open-world set-up, but rather the "level by level" approach, then it would be much less work for SE to just restructure the game to remove any need to revisit old environments that aren't necessitated by the plot, and just restrict the player to the relevant environments for each part.
However, that sort of restriction at the end-game of the remake, would be the very antithesis of what I look for in an FF game, and that's why that would be a problem to me.

Again, I am not saying that the OG had an open-world set-up similar to FFXV - it decidedly did not.
I am saying that whether the remake chooses that approach or not is likely to tell us whether they game will feature cross-installment exploration or not.


I just don't understand your position that FFXII was less open than FFVII. And I disagree that it is absolutely an inexorable trend when XIII-2, Lightning Returns, and perhaps XV are all less linear than X and XIII.

I don't hold that position.
I hold that the removal of the world-map in all of this games, and the lack of a proper replacement such as an open world similar to that of FFXV has lead to some of the most lack-luster world-immersion in the FF series for me personally.

The central aspect of the argument though is simply that exploring the world of FFVII using chocobo's, Highwind etc. and being able to appreciate the scope of it by seeing the vista from outside of the smaller field environments while being able to revisit old locations at the end of the game has always been a main highlight of the game for me - as it was with all the other pre-X FF games too.
In choosing a smaller map-to-map set-up for the remake, if they do so, I don't see it as likely that the remake will recapture that.

And in that sense, FFXII is no different from the XIII saga, or X.
It has the exact same problem of limiting you to a smaller map (albeit bigger than the average FFX or FFXIII map) and then segueing you to a completely different map where thematic differences etc. have really abrupt transitions, separated only by a loading screen as you hit the map boarder.

I hate that. Sorry. That's just my opinion on the matter.

I'd hate for the remake to have you running from Midgar and then suddenly transitioning you to the much lusher and greener Kalm for instance, with no proper transitional map between them.
That's why the world-map system is so ingenious.
It bridges the gap from map to map, location to location in a way that captures the scope of the journey, and prepares you for what the next location will look and feel like, the same way open-world games in this generation does naturally just with camera work.

The mid-gen games from PS2 and up until now, did not manage to create this feeling because they decided to scrap a perfectly functioning system when they didn't really have a good alternative in the works yet, leaving us with worlds that IMO feel ridiculously small and cramped compared to the older games.
 

Fangu

Great Old One
Nit-picking my examples when my examples where not examples of games where you cannot back-track is not a nit-pick - it's just... I don't know, a misunderstanding?
It would appear so :monster:

This is off-topic, but:
I'd hate for the remake to have you running from Midgar and then suddenly transitioning you to the much lusher and greener Kalm for instance, with no proper transitional map between them.
That's why the world-map system is so ingenious.
It bridges the gap from map to map, location to location in a way that captures the scope of the journey, and prepares you for what the next location will look and feel like, the same way open-world games in this generation does naturally just with camera work.
This makes me think about what XII would have looked like if we'd have a mini Balthier running around a world map :monster:

1) I'd miss out on dem legs, so screw that
b) It makes me think about how XII doesn't have a lot of towns. The locations are mostly based on maps of land/ nature. Ozmone Plains, Golmore Jungle, the (W)estersand, Ogir-Yensa, Paramina Rift, Giza Plains, Cerobi Steppe, Nabreus Deadlands, The Feywood... they are all 'walking' locations where you're basically walking through the worldmap while experiencing random encounters. The transitions between the maps are really good, imo. When you enter the Stilshrine from Paramina, you've basically been going downwards, down from the mountain, and so the cold and snow ending feels natural. Same for going from Giza through Ozmone to Golmore: It starts out as a deserty area (when dry), turns to lush green and then turn into a jungle.

The transition Golmore - Paramina is rather questionable though >_>

/ unrelated XII rant
 

Tashasaurous

Tash for Short
AKA
Sailor Moon, Mini Moon, Hotaru, Cardcaptor Sakura, Meilin, Xion, Kairi, Aqua, Tifa, Aerith, Yuffie, Elena, Misty, May, Dawn, Casey, Fiona, Ellie
I'd hate for the remake to have you running from Midgar and then suddenly transitioning you to the much lusher and greener Kalm for instance, with no proper transitional map between them.
That's why the world-map system is so ingenious.
It bridges the gap from map to map, location to location in a way that captures the scope of the journey, and prepares you for what the next location will look and feel like, the same way open-world games in this generation does naturally just with camera work.

I was kinda hoping they'd at least keep the map and fashion it a bit like in Type-0, since that's pretty cool, I have to admit.

But then again, FFXV does have the gameplay based on the gameplay in KH works(and I think KH3 will have a new form of world map kind of thing happening) and I think Square thinks gamers prefer the Kingdom Hearts style fighting games these days instead of the Turn-based battles.
 

hian

Purist
@Fangu :
Yeah, I'll readily admit that the transitions in FFXII are miles beyond that of X and XIII. These are obviously the worst offenders.

I still think a world map, or accepting a loss of visual fidelity in exchange for an open world set-up similar to other open world games of the time (GTA series etc) would have been a better alternative for world-building though.

Or better yet - had they used the system of Rogue Galaxy, that would have been amazing. In Rogue Galaxy new environments load in the background whilst you play, meaning that you always (except when you travel to a new planet) seamlessly transition from place to place.
That game's world felt huuuge at times. It boggles my mind that no other games of the period, or later for that matter, have managed to replicate this.
 

Channy

Bad Habit
AKA
Ruby Rose, Lucy
:bump:

Since E3's just around the corner, it's time to start speculating again. :monster:

I'll bet any money that if VII:Re makes an appearance, it's going to show (and likely start) with a remade scene of the Nibelheim incident/Sephiroth in the flames. :monster:
 

Tashasaurous

Tash for Short
AKA
Sailor Moon, Mini Moon, Hotaru, Cardcaptor Sakura, Meilin, Xion, Kairi, Aqua, Tifa, Aerith, Yuffie, Elena, Misty, May, Dawn, Casey, Fiona, Ellie
Or they'll just reuse Sephiroth from AC/C like they did for CC.

Don't forget that they reused it as a flash-back-future-vision in DOC while Lucrecia was pregnant with him.

They've already stated clearly that they won't be using any of the models from AC. Every model will be reworked.

Yeah, but either way, the scene will be just upgraded. It's the same scene with Sephiroth talking into flames with that sinister look on his face all over again.
 

Cthulhu

Administrator
AKA
Yop
Or they show nothing (besides re-releases / ports of other games) and in a year or two we finally get an official word that the project has been delayed, :monster:
 
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