FFVIIR Official Concept Art & Twitter Whatnots

Smoothie King

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Pat
You do realize they'll probably keep some renders unreleased for awhile because there's an artbook that's going to be a collection of said renders including some never before seen artwork and stuff, right? I don't expect every CG render of the characters in the game to be released at once because they simply have to leave something to warrant the release of said artbook. Come on.



Considering the lengths the story's been expanded, there's absolutely going to be more with Jessie and the others. They simply aren't interested in spoiling it. It's brand new material, so of course they're not going to reveal it now. That's the meat of the plot and story.

And they highlighted the side quests and new important NPC because they're new and tied to gameplay. Why else would they do it? Again, they're not going to just divulge a huge draw of the new material. If you want to see more, you'll have to play the game.



I'm surprised at the leap you made in conclusions there. :monster:

You didn't see what led up to the quest's initiation. The dialogue between Cloud and said person giving the quest, the actual implementation of the quest, the resolution of the quest, or the dialogue of the conclusion of said quest.

But somehow you've composed an entire pre-conceived notion of how derivative and flat the quest is on account of a few words in the menu screen. That's really quite incredible.



I mean, you're right. You'll never please everyone but you can easily filter out trolls or those who'd hate anything regardless of how it was implemented simply because it doesn't fit a narrow view of what is "FFVII" and please the sweetspot of fans and those open minded to a new and enjoyable experience. Assuming they're somehow making this Fallout 76 tier level of ridiculous sidequest grinding or digging in the dirt for rocks, makes zero sense and is beyond normal levels cynicism or cautiousness.
Totally agree. I honestly don’t see how side quests became a bad thing in an RPG. This has been a staple of the genre since the 1980’s. The game is not defined by them, obviously. Why be cynical about their inclusion when they are really just a way to explore more of the world and pad your stats/swag?
 

JBedford

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JBed
What are you talking about? Yes, it is. You're confusing one development team and director with this one. If you're referring to XV, these are entirely different development teams, directors and producers. You're conflating two different games and design ethos here. Square isn't just some singular entity in charge of development for each and every game with the same team, after all.
You're trying really hard to make ordinary reasoning sound ludicrous. The thing most guaranteed to be an influence on the developers are the past works of that company--different developing team or not. Also it doesn't sound that odd to be expecting sidequests like those in almost every other modern JRPG. Sure, you can't tell the depths of the sidequests from this press release, but it definitely doesn't not sound like the usual.

Quest tracking and maps with markers is what I thought I used to want in older RPGs, but in actuality they've made the whole experience duller. You got a completely different experience just happening to gather hints from random NPCs who tell of a monster and then going to find that monster than you do from talking to the glowing NPCs and teleporting to a mission marker. Although in the modern quantities of these kinds of sidequests, the old system would be awful.

Lastly, I'm stoked that we're getting new place names like "The Corkscrew Tunnel" and we'll start to get more little areas and other things like that fleshed out with little text flair like that makes me hopeful that we'll have something like FFXV's Archive/Bestiary to be able to just pour over all the lore and other things from the game.
The Corkscrew Tunnel sort of isn't a new name. I don't think it was ever said in dialogue in the original game, but the tunnels were "Winding Tunnel" in the menu. Which isn't an interesting name, but the Japanese name remains the same.
 

Makoeyes987

Listen closely, there is meaning in my words.
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Smooth Criminal
You're trying really hard to make ordinary reasoning sound ludicrous. The thing most guaranteed to be an influence on the developers are the past works of that company--different developing team or not. Also it doesn't sound that odd to be expecting sidequests like those in almost every other modern JRPG. Sure, you can't tell the depths of the sidequests from this press release, but it definitely doesn't not sound like the usual.

....Except "company" encompasses dozens of design studios, directors, producers, writers and game developers who all have their own unique aesthetic and ethos for game design. Which you seem wholly ignorant about. Comparing the development team of Kingdom Hearts III or Final Fantasy XV to Final Fantasy VIIR is like comparing and looking to Todd Phillips Joker film for indication of what Cathy Yan's Birds of Prey film will be like, because, hey! They're both under Warner Bros and use DC characters, so clearly they're gonna be the same! :monster:

An actual indication would be their prior work, who's on the design team, what the actual plot and progression of the game is, and finally the scope and size of the game proper. What you're comparing or expecting literally doesn't mesh with what's actually known to be in the game and it's sorta funny how much blatant confirmation bias is being read in a simple description of an entry level side-quest meant to introduce the concept to the game.

Quest tracking and maps with markers sure sounded like the thing I wanted in older RPGs, but in actuality they've made the whole experience duller. You got a completely different experience just happening to gather hints from random NPCs who tell of a monster and then going to find that monster than you do from talking to the glowing NPCs and teleporting to a mission marker. Although in the modern quantities of these kinds of sidequests, the old system would be awful.

Then don't utilize them. And if you don't want to do the quests and merely zip through the plot, you're welcome to. No one's forcing it in your face. Considering you literally do get side quests from speaking to random NPCs that live in the areas you visit, I have no idea what you're talking about, nor how you somehow perceived an indication of maps surrounded with quest markers and there being teleportation present upon quest completion. I guess that was conveyed via the screenshot too?

The Corkscrew Tunnel sort of isn't a new name. I don't think it was ever said in dialogue in the original game, but the tunnels were "Winding Tunnel" in the menu. Which isn't an interesting name, but the Japanese name remains the same.

It's almost as if they took some location inspired from the original, expanded it, and made it more than just a pre-rendered background. Naw, that'd be wishful thinking. It's just only "sort of" new.
 

oty

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ex-soldier boy
It's because most people would agree that there are better ways to do it. The "response" to these first sidequests impressions are mixed at best, simply because FFXV is too recent in their memories to forget the awful sidequests it had. It's not a jump whatsoever to imagine this might be the future. It's certainly a staple in the genre, and even in Square itself recently.

But it's easy to come off as cheap. I dont think FFVIIR will nearly get to people's minds compared to FFXV if the sidequests do follow the same path, because I assume the visuals, the music and the gameplay are much better tuned to people's likes. And to be honest, most of the time, they are right. It's cheap, easy way to pad out the length. It reached a level where there are games that because of fast travels systems and whatnot, you are looking more at a loading screen than actually playing the game. "Then dont use them" or "just dont do the sidequests" are horrible attempts to try and defend them. Does making cutscenes skippable excuse a game that has awful cutscenes? Hell no. If they werent skippable it would be worse, but having awful cutscenes open a up for a lot of criticism. You can obviously start out at the cutscenes themselves, go on to talk about the implications of that, and then about how other parts could be improved if cutscenes are so damn bad. What's the point of having horrible, repetitive sidequests? Can't you make fewer, better sidequests? Or maybe focus these resources to other things?

And that became a thing in people's minds. You completed Xenoblade Chronicle's I dont know how many sidequests, you were a madman. The music, the visuals and the gameplay just simply were not enough to withstand countless hour of the same content, just in other places. Then you take TW3. A massive open world RPG, and people noticed the effort put into many sidequests. It's one of the many praised characteristics of the game. There plenty of bad ones, and they still resume in killing monsters, or going to certain places, but in TW3's case, the narrative of most of them pleased people enough that they deemed it satisfatory enough, and it became a big deal for the game. It's the first thing people compared when talking about these screenshots, other than FFXV of course. It became that seal of quality, and that speaks for itself.

I'm not gonna say that it's a certainty these sidequests will go either route, but is it so crazy to think it might be the most likely possibility? Or that a large group of people dislike this type of factual repetitive content?
 

Makoeyes987

Listen closely, there is meaning in my words.
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Smooth Criminal
It's because most people would agree that there are better ways to do it. The "response" to these first sidequests impressions are mixed at best, simply because FFXV is too recent in their memories to forget the awful sidequests it had. It's not a jump whatsoever to imagine this might be the future. It's certainly a staple in the genre, and even in Square itself recently.

Considering Luminous Studios is not working on an FF, Tabata has been pushed out, and almost none of the team for XV is even connected with this project, any response that snap judges a connection between FFVIIR and XV is not only a prejudgment based on nothing, but wholly ignorant of the facts as well. It's not just a leap to a conclusion, it's a leap into a pit of complete misinformed nonsense.


But it's easy to come off as cheap. I dont think FFVIIR will nearly get to people's minds compared to FFXV if the sidequests do follow the same path, because I assume the visuals, the music and the gameplay are much better tuned to people's likes. And to be honest, most of the time, they are right. It's cheap, easy way to pad out the length. It reached a level where there are games that because of fast travels systems and whatnot, you are looking more at a loading screen than actually playing the game. "Then dont use them" or "just dont do the sidequests" are horrible attempts to try and defend them. Does making cutscenes skippable excuse a game that has awful cutscenes? Hell no. If they werent skippable it would be worse, but having awful cutscenes open a up for a lot of criticism. You can obviously start out at the cutscenes themselves, go on to talk about the implications of that, and then about how other parts could be improved if cutscenes are so damn bad. What's the point of having horrible, repetitive sidequests? Can't you make fewer, better sidequests? Or maybe focus these resources to other things?

So here's some knowledge since you are so intent on looking for a connection to XV here. The direction of XV's quest style, aesthetics, gameplay design, and world building were preceeded from the theme "fantasy based on reality." Tabata was the director who realized XV into the complete version we've seen today. When the game was re-branded from Versus XIII to XV, Tabata's vision was to make it more realistic in it's depiction of how the heroes made money and explored the world, to interacting with NPCs. He also wanted it more accessible and emphasized it being an open road trip where you got to explore the world at your lesiure. Not like a traditional RPG.

Tabata has nothing to do with the FFVII Remake. He's gone.

I'm not gonna say that it's a certainty these sidequests will go either route, but is it so crazy to think it might be the most likely possibility? Or that a large group of people dislike this type of factual repetitive content?

Yes, it is because you're attributing a completely different team, director and design ethos to a project that has almost the exact opposite goal in mind, in terms of realizing FFVII. Read the VII-R development blog, their twitter, the interviews, and more. Actually read what they've said in terms of direction and stated goals for the game experience. It takes some serious confirmation bias to see a single entry level quest from the beginning of the game and assume, "WOW, this is gonna be JUST like XV and it's NOTHING but padding!!! It's all repetitive content!"

I mean, go ahead and assume the worst, if that helps you, I guess. Just know it's akin to assuming your general practitioner visit is going to end with a diagnosis of stage 4 rectal cancer, all because you knew someone who went to the doctor and were diagnosed with cancer a week ago.

That's... not how it works.
 
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JBedford

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JBed
....Except "company" encompasses dozens of design studios, directors, producers, writers and game developers who all have their own unique aesthetic and ethos for game design. Which you seem wholly ignorant about. Comparing the development team of Kingdom Hearts III or Final Fantasy XV to Final Fantasy VIIR is like comparing and looking to Todd Phillips Joker film for indication of what Cathy Yan's Birds of Prey film will be like, because, hey! They're both under Warner Bros and use DC characters, so clearly they're gonna be the same! :monster:
It's a game series that has had some form of basic hunts in every title since FFXII. The most recent of which was FFXV. Man, just say it has a different production team and that we can't draw these conclusions from the evidence given, you don't need to go to lengths to make out the person you're laying down truth to has no ounce of logical reasoning in their bodies.

The second paragraph was just me ranting about modern game design rather than FFVIIR specifically. About how even though old sidequests weren't that different content-wise, it's the addition of these new features that's made them a checklist.

But I don't need to have played the game or even looked at the pictures to be confident enough in putting money on there being fast travel, quest markers, and some visual indication which NPCs are quest givers.

I feel a little bad for not having played Witcher 3. I hear it's modern sidequesting done right. As of now, I'm not really sure what good modern sidequesting is like. I just started Divinity Original Sin II recently, which is good, but I keep accidentally killing everyone as soon as I meet them. I imagine that's less likely to happen in Witcher 3, but I don't think I like the element of persuasion in my games.
 

Makoeyes987

Listen closely, there is meaning in my words.
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Smooth Criminal
It's a game series that has had some form of basic hunts in every title since FFXII. The most recent of which was FFXV. Man, just say it has a different production team and that we can't draw these conclusions from the evidence given, you don't need to go to lengths to make out the person you're laying down truth to has no ounce of logical reasoning in their bodies.

...I've been literally saying that from like, a page ago. I said that to you too.

I mean, if it's being repeated and stated as a substantive conclusion to reach based on minimal non-connected evidence, that's sorta why someone would repeat it.

The second paragraph was just me ranting about modern game design rather than FFVIIR specifically. About how even though old sidequests weren't that different content-wise, it's the addition of these new features that's made them a checklist.

Well I'm glad you admit that the content is functionally the same. The modern game design ethos is really about utilizing quality-of-life improvements to make keeping track of said side quests easier so players don't forget or lose where they are in sidequests since that happens quite a bit. Not everyone is used to just intuitively knowing where to go, or keeping track of what they need to do by virtue of just keeping track of what an NPC says to them.


But I don't need to have played the game or even looked at the pictures to be confident enough in putting money on there being fast travel, quest markers, and some visual indication which NPCs are quest givers.

Well, you know what they say about those who assume. :monster:

I wouldn't put a lot of money on that bet but hey, it's your choice.
 

Jairus

Author of FFVII: Lifestream & FFVII: Reflections
Considering it's one of the selling points of the 1st Class edition, I'd say that's pretty official verification, right?

Except they clearly aren't interested in doing so, probably because they don't want those high-res renders being reproduced given the artbook and prints that are meant to be sold in the first place. People used those renders for selling fan products and S-E is trying to market those renders for their art they're selling of the game. Clearly a conflict of interests at play.

I wasn't aware of any art book coming with the 1st Class Edition. I thought the only difference between that and the Deluxe was the Cactuar summon and the Cloud/Hardy figure. And if the only way to get the art book is to get the limited 1st Class Edition that won't have a very far reach anyway, that doesn't work very well.

If they didn't want those renders being reproduced, then why release any of them at all? They've released some, so saying others shouldn't be released because of fear of fan product sales and marketing art books when others already have been released doesn't make sense. If they really were afraid and wanted to save them only for art books, they would never have released a single render. The very existence of released renders argues for the release of all of them.

What specific, measurable harm can the release of just three more renders like Red and Hojo just got actually do? Many fans want renders like these for their own harmless non-profit fan projects. It's basically free advertising. Confining them to print form damages such organic marketing. Digital and print are two completely different mediums and thus, different experiences. Someone with the digital renders can still enjoy them in a printed art book as well, and vice versa. They do not cancel each other out because, as I said, the nature of each medium is very different.
 

Jairus

Author of FFVII: Lifestream & FFVII: Reflections
Speaking of which, the first concept art we saw after years of radio silence was of B, W and J. So there is that. Lest we forget.

Yeah but again, no CG renders. They did concept art but never bothered to give us actual renders.
 

oty

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ex-soldier boy
It's not just about XV. XV is the easiest to compare it to. And it also wasn't the only RPG with hated sidequests, and not every RPG with hated sidequests had the same director that FFXV had so that he was the one who put those damn things in his games. I literally quoted XC as an another example, and TW3 also when talking about praised sidequests. It's one of the things people most complain about JRPGs, and it wouldnt be the first time Square (with Kitase, Nomura or Tabata) does that in a FF game, let alone in the past 5 years of games. But yea you are right, we should not for one moment consider that maaaaaybe these sidequests, a staple in the genre, might not please the overall crowd and be deemed "generic". Not for one moment hahahaha ????
 

JBedford

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JBed
...I've been literally saying that from like, a page ago. I said that to you too.
I feel like your intentionally misinterpreting me here, but I said "just say". As in that's all you need to say, you don't need the condescension..

I wasn't aware of any art book coming with the 1st Class Edition. I thought the only difference between that and the Deluxe was the Cactuar summon and the Cloud/Hardy figure.
The artbook comes with both Deluxe and 1st Class (although I'd expect promo renders to be used in promo materials. the exclusive stuff in artbooks is usually concept art and non-final versions of things).
 

Makoeyes987

Listen closely, there is meaning in my words.
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Smooth Criminal
If they didn't want those renders being reproduced, then why release any of them at all? They've released some, so saying others shouldn't be released because of fear of fan product sales and marketing art books when others already have been released doesn't make sense. If they really were afraid and wanted to save them only for art books, they would never have released a single render. The very existence of released renders argues for the release of all of them.

It was either by mistake or Square didn't realize the ingenuity of fans and their fanworks. But since the initial batch of renders of Cloud, Tifa, Aerith and Barret that were released in full uncompressed HQ, we haven't gotten renders like that at all. They've been compressed. Clearly they've changed their minds of just how high quality they want their renders to be.

What specific, measurable harm can the release of just three more renders like Red and Hojo just got actually do? Many fans want renders like these for their own harmless non-profit fan projects. It's basically free advertising. Confining them to print form damages such organic marketing. Digital and print are two completely different mediums and thus, different experiences. Someone with the digital renders can still enjoy them in a printed art book as well, and vice versa. They do not cancel each other out because, as I said, the nature of each medium is very different.

Well as I said, they can be used to create high quality fanworks like bootleg posters, wall-scrolls, shirts, etc. Also, they're trying to sell hundred-dollar art pieces of the key artworks for the game. Square obviously has a financial incentive to keep the highest level of their renders gated for their own purposes. I just wouldn't expect them to release everything. Not this early at least.

It's not just about XV. XV is the easiest to compare it to. And it also wasn't the only RPG with hated sidequests, and not every RPG with hated sidequests had the same director that FFXV had so that he was the one who put those damn things in his games. I literally quoted XC as an another example, and TW3 also when talking about praised sidequests. It's one of the things people most complain about JRPGs, and it wouldnt be the first time Square (with Kitase, Nomura or Tabata) does that in a FF game, let alone in the past 5 years of games. But yea you are right, we should not for one moment consider that maaaaaybe these sidequests, a staple in the genre, might not please the overall crowd and be deemed "generic". Not for one moment hahahaha ????

Xenoblade Chronicles is not even a Square title so that's even more far removed from FFVII-R and less indicative of it's direction. I'm not sure why you'd even try to connect those two aside from the genre.

Just because they're RPGs from the same country, doesn't mean they're under a unifying ethos of game design or implementation. No, I don't see any constructive use in speculating their side-quests would be similar, at all. It's no more useful or insightful than speculating on the next Soul Calibur's fighting game mechanics by looking at an unrelated fighting game like Street Fighter or Tekken.
 

The Twilight Mexican

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TresDias
Xenoblade Chronicles is not even a Square title so that's even more far removed from FFVII-R and less indicative of it's direction. I'm not sure why you'd even try to connect those two aside from the genre.

I think that was precisely why they connected them. There really wasn't any reason XV -- as the first of its kind in the franchise -- had to emulate what are considered typical JRPG quests. There were concerns that it would, though, and it did.

So people understandably have some concerns now as well.

Mako said:
It's no more useful or insightful than speculating on the next Soul Calibur's fighting game mechanics by looking at an unrelated fighting game like Street Fighter or Tekken.
Dude.

Nevermind.
 

Jairus

Author of FFVII: Lifestream & FFVII: Reflections
It was either by mistake or Square didn't realize the ingenuity of fans and their fanworks. But since the initial batch of renders of Cloud, Tifa, Aerith and Barret that were released in full uncompressed HQ, we haven't gotten renders like that at all. They've been compressed. Clearly they've changed their minds of just how high quality they want their renders to be.

Well as I said, they can be used to create high quality fanworks like bootleg posters, wall-scrolls, shirts, etc. Also, they're trying to sell hundred-dollar art pieces of the key artworks for the game. Square obviously has a financial incentive to keep the highest level of their renders gated for their own purposes. I just wouldn't expect them to release everything. Not this early at least.

I can understand holding back on the super hires renders, I wasn't talking about that. I just meant the lower res ones like we've been getting. The trio should get them along with all the other characters, is all. We have no way of knowing yet what will be in the included art book, if it'll be just stuff we've already seen or if there will be new stuff that hasn't been released.
 

ForceStealer

Double Growth
I'm just excited to be doing such quests in Midgar. Go ahead and call me Fido because I'll be happy to play fetch all day.

tenor.gif
 

oty

Pro Adventurer
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ex-soldier boy
So pretty much, we cant use other RPGs to compare it to since they arent even Square related, but also cant use other FF games to compare it because they have other creative directions ??
 

Makoeyes987

Listen closely, there is meaning in my words.
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Smooth Criminal
So pretty much, we cant use other RPGs to compare it to since they arent even Square related, but also cant use other FF games to compare it because they have other creative directions ??

I would say, that it would far be more applicable and reasonable to compare FFVII-R to Square RPGs that were actually designed by the members of the applicable team themselves. Not random games that are not connected to this project at all. You're not gonna glean any insightful knowledge of what to expect here at all that way.
 

Cloud_S

Pro Adventurer
Sigh..... they keep doing it. 5002x5002 image looks like shit because it's upscaled from a lower resolution. Why they just don't upload the 1000x1000 one and leave it at that, I'll never understand. Then again, they upload 5-6MB 1920x1080 BMP formatted images, instead of smaller sized PNGs.... so. :mon:

vkqMUz7.jpg
 

Knights of the Round

Pro Adventurer
My concern is just that the lack of attention given to them in the marketing outside most of the trailers may be a reflection of how much of a presence they'll have in the game.

I just don't know how you can think that with the care we've seen them put into their animations, voice-acting, dialogue, etc thus far.

I mean.. Jessie's voice acting is better than Aeris', ffs.
 

Jairus

Author of FFVII: Lifestream & FFVII: Reflections
Oh that wasn't what I meant, KotR. I meant how much we'll actually see and interact with them compared to the rest of the cast.
 
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