ForceStealer
Double Growth
So that center for high level journalism that we all know love decided to talk about the FF7 remake for no particular reason. And I know we've discussed how we would before, but what the hell.
Okay...there were only two FMVs that had dialogue anyway. The ending - which you couldn't get away with not voicing - and the revelation of Jenova, which I would imagine the dialogue half of the scene what take place in normal graphics like CC now.
I agree that they should stick with the shots and musical cues and all that. The only things I'd expect might be worth changing is in cases like the Weapon sequences where the original would keep going back and forth from FMV to lego graphics to show character dialogue and then go back. You may as well just prerender the entire Diamond Weapon sequence, it's not like it's playable anyway. But that would require speaking of course, I don't know why the focus on keeping the FMVs speechless unle--- oh.
All right, I know the problems Square has had with voice acting in the past and all...but unless this is gonna be a $20 PSN/XBLA game you are not gonna get away with making all the dialogue occur in text boxes. Even portable games speak in the important scenes nowadays.
And, really, I know a lot of people here hate FF7's voicing, but Square has been rather good with this of late. Birth By Sleep had impeccable acting, XII's was great, and XIII's outclassed the Japanese even including Vanille. XIII-2 was noticeably better than the Japanese on account of Serah alone. If they put the same effort in I think this could turn out okay.
Also I presume they mean "fishing rod."
Yeah no shit. Next.
Now this one is kind of interesting. I LOVE FF7's backgrounds. Indeed, 8's and 9's too. We did lose the level of detail you got with the prerended background. But, again, I'm not sure you could get away with this and still have people buy you're game. Uncharted (or even Oblivion/Skyrim) shows you can be just as detailed with 3D environments.
However, one thing I would NOT mind seeing is an uncontrollable camera a la FFX. We've talked before how the slums felt more oppressive in VII with the top-down camera and being able to see laterally and out into the open in Crisis Core (among other things) got rid of that feeling. So why not keep a top-down camera? At least while you're outside. X's camera was never really a hindrance, it's not Devil May Cry, you basically just walk around anyway. Certainly you'd have camera control in wide open areas (just like you did in the original), but why not have a preprogrammed camera so you can frame things the way they are most effective?
I'm torn on this one. I personally don't think you should turn it into some kind of ARPG or even like FFXII, but they should change some things to keep it interesting, I'm just not sure what. I would like some mechanical things like multi-linked materia slots or maybe orient the slots on weapons like X-2's garment grids so that multiple materia might have an effect on things.
But as for the actual combat system itself, I don't know what I'd do.
After that they just have some random suggestions from game journalists. Nothing too interesting, but my favorite is definitely from a Mike Pereira who says:
Okay dude.
To enhance the entertainment value of our pitch, let's assume we have complete creative control -- no matter how controversial our decisions -- and unlimited resources. We reign as the god of this project, and we will make our vision glorious.
Lights, Camera, Advent Children
If Final Fantasy fans have proven anything over the years, it's their tolerance -- and general enjoyment of -- the cutscene. Square-Enix does have a knack for the medium, of course, which makes all those boss fights so rewarding when you settle in for a visual symphony after landing the finishing blow.
In SOLDIER Once More, we'll create a shot-for-shot replica of the original cutscenes in Final Fantasy VII, re-rendered using Square-Enix's current platforms. Every shot, every musical cue, must be preserved when translated to the new graphical package. And along those same lines, we arrive at the first controversial directive of the day: keep the cutscenes voiceless.
The original cutscenes of Final Fantasy VII played out more like silent film than anything else, which contributed to the charm. Keeping the cutscenes voiceless will invoke that classic style while keeping the entire experience consistent with the next design directive.
Okay...there were only two FMVs that had dialogue anyway. The ending - which you couldn't get away with not voicing - and the revelation of Jenova, which I would imagine the dialogue half of the scene what take place in normal graphics like CC now.
I agree that they should stick with the shots and musical cues and all that. The only things I'd expect might be worth changing is in cases like the Weapon sequences where the original would keep going back and forth from FMV to lego graphics to show character dialogue and then go back. You may as well just prerender the entire Diamond Weapon sequence, it's not like it's playable anyway. But that would require speaking of course, I don't know why the focus on keeping the FMVs speechless unle--- oh.
When Ignorance is Bliss
No spoken dialogue. Whatsoever. Only in our ideal world would this ever come to pass, considering Square-Enix's love of spoken dialogue. But maintaining the spirit of the original Final Fantasy VII is the priority with this project, and keeping the cast's voices left to the imagination works inaudible miracles in the creation of meaningful characters. Our mental interpretations play an important role in bringing books to life; a fact forgotten by many gamers eager for a sensory-complete experience.
From a practical standpoint, Square-Enix has had mixed success with voice acting in the past, so forgoing it altogether saves the project from vocal low points. For example, Final Fantasy XII had a generally rock-solid lineup, but Final Fantasy XIII had a few surprising weak points -- one of which carried a finishing rod as a weapon.
All right, I know the problems Square has had with voice acting in the past and all...but unless this is gonna be a $20 PSN/XBLA game you are not gonna get away with making all the dialogue occur in text boxes. Even portable games speak in the important scenes nowadays.
And, really, I know a lot of people here hate FF7's voicing, but Square has been rather good with this of late. Birth By Sleep had impeccable acting, XII's was great, and XIII's outclassed the Japanese even including Vanille. XIII-2 was noticeably better than the Japanese on account of Serah alone. If they put the same effort in I think this could turn out okay.
Also I presume they mean "fishing rod."
In Need of a Familiar Face
The original cutscenes in Final Fantasy VII -- along with the enhanced models used in battle -- demonstrated the developer's interest in realistic characters. But the technological limitations of the first PlayStation prevented anything more detailed, and the polygonal models used in between battles detracted from the end product.
SOLDIER Once More will unite all the 3D elements of Final Fantasy VII, pushing the character models, items, enemies, and more onto the modern stage of digital fidelity. Square-Enix has exhibited its acute skill with character models and visual effects in its recent projects. Even Final Fantasy XIII, now more than two years old, looks sharper than many games on the market today.
Let's put the team's coding prowess to good use. Cloud deserves it.
Yeah no shit. Next.
What a Wonderful World
Onto an even more controversial design directive than the aforementioned ban on voice acting: the backdrops. While the original pre-rendered, 2D environments may have been selected out of necessity, they were wielded with skill. The backdrops -- elaborate paintings with a startling attention to detail -- often played with perspective to shape the scope of the world.
Considering this, our remake will continue to use 2D environments. These backdrops will be redrawn at a more suitable resolution for modern displays but will otherwise replicate every scene from the original down to the last flickering wisp of Mako energy.
Outrageous? Certainly. But this directive serves both artistic and practical purposes. From the view of the artist, it allows for the remake's continued preservation of spirit and style. And from a practical viewpoint, it takes up far less room, making SOLDIER Once More much more viable as a downloadable product.
Now this one is kind of interesting. I LOVE FF7's backgrounds. Indeed, 8's and 9's too. We did lose the level of detail you got with the prerended background. But, again, I'm not sure you could get away with this and still have people buy you're game. Uncharted (or even Oblivion/Skyrim) shows you can be just as detailed with 3D environments.
However, one thing I would NOT mind seeing is an uncontrollable camera a la FFX. We've talked before how the slums felt more oppressive in VII with the top-down camera and being able to see laterally and out into the open in Crisis Core (among other things) got rid of that feeling. So why not keep a top-down camera? At least while you're outside. X's camera was never really a hindrance, it's not Devil May Cry, you basically just walk around anyway. Certainly you'd have camera control in wide open areas (just like you did in the original), but why not have a preprogrammed camera so you can frame things the way they are most effective?
The 'Core'
Stripping the visuals and audio away from a game leaves the most important part: how it plays. No matter how well our dream project executes the above directives, the most important piece of the puzzle is replicating the fun and engaging qualities of the original Final Fantasy VII.
To that end, modifications to play components are only allowed to address a glitch or imbalance in the original. Otherwise most improvements will focus on performance, UI enhancements, and other bright, shiny bits that elicit smiles and rainbows from the most sour of pusses.
I'm torn on this one. I personally don't think you should turn it into some kind of ARPG or even like FFXII, but they should change some things to keep it interesting, I'm just not sure what. I would like some mechanical things like multi-linked materia slots or maybe orient the slots on weapons like X-2's garment grids so that multiple materia might have an effect on things.
But as for the actual combat system itself, I don't know what I'd do.
After that they just have some random suggestions from game journalists. Nothing too interesting, but my favorite is definitely from a Mike Pereira who says:
Streamline plot threads (i.e. ditch Jenova)
Okay dude.