Remake Interviews: Catch-all Thread

Lex

Administrator
Nothing new really, aside from the fact that they're still deciding how to do the battle system. Still interesting though.
 

hian

Purist
New here - mainly just been lurking to keep track of public opinions on the remake and the odd news etc. but I thought I'd post this anyways, because of the new interview, and because I'm kinda tired of sub-par and misleading translations of the statements from SE, and how the media runs the stories on them.

Question
(リメイク版FF7について。リメイクしつつハイエンドにするのは相当ハードルが高いと思うが?)

In relation to/on the topic of the remake.
While/in remaking, I think it's safe to say the hurdle is pretty high to make everything high end, right?


北瀬「ビジュアルの方向性は見えてきている。

Kitase :
We can see the visual direction of it/the visual direction it's going to go in


一方でバトルシステムなどは試行錯誤しながら詰めている状態。

On the other hand, things like the battle system are in a state of being put together through trial and error.

当時のコマンドバトルは今は通用しない可能性もあるので、どういう方向に持っていくかに気を遣っている。

Because there is a possibility that the command battles of back then (in the original) won't be popular/won't resonate/carry through (with people) now, we're concerned about what direction to take it (the remake) in.

普通にリメイクすると、どこかで見たようなアクションRPGになってしまうので、
いかにFF7らしさを出しながら驚きのあるものにするか、を追い求めていく


If we [just remake it/remake it ordinarily/make a common remake] it'll just end up like [some typical action RPG/like an action RPG you've seen somewhere before],
so we're pursuing how to bring out the feeling of (the original) FF7 whilst also making it something that contains surprises.


開発度などは聞かないでください(笑)」

Please don't ask (anymore) about the direction of the development (laugh/smile)

So this is how I interpret this -

Unlike what most of the reports on this interview is trying to make it out to say (most likely as click-bait), he is not saying they aren't doing a menu-based combat system, or that it won't work - He is saying that there is a possibility that a menu-based system won't be well-received anymore, and that this a concern they're thinking about at the moment.
He's qualifying this by saying that despite this, the primary concern for the development is to keep the feeling of the original, whilst adding something new and fresh that can surprise people.
He does not want it to become just another action RPG - He's specifically saying that if they were to simply "remake it", most likely meaning if they were to just follow conventional design trends of the times etc. it would end up like just another typical action RPG, and the "natteshimau" verb-ending at the end of that statement denotes that that's not something he considers to be positive or desires.

So from this what we can gather is -
A.) they've decided the visual direction of the game, and the general design, but not on the specific game-play mechanics, such as how to do the battles, so they're slowly trying different variants at the moment to find one that satisfy their criteria for what a good FF7 battle system should be (which he then goes on to state)
B.) they want to change up the battle system to make it a new and surprising experience, but they don't want it to turn into your average action RPG
C.) they might opt out of the command system depending on popular sentiments.

That's it.

Cheers,
 

X-SOLDIER

Harbinger O Great Justice
AKA
X

Suzaku

Pro Adventurer
That's the same one that gematsu summarized. Are there are any significant information differences in the two translations?
Siliconera's is a bit more in-depth, but both are basically just summaries of the key points.
 

Tetsujin

he/they
AKA
Tets
The official title is Final Fantasy VII Remake. Square Enix thought about adding some kind of subtitle that is related to the game’s story, but they decided not to, since they didn’t want to give the wrong idea of it being some kind of “Legends” or a sequel-type game. They thought of different ideas, but in the end, they figured that having “Remake” in the official title would make it easiest to understand.

:thumbsup:
 

hian

Purist
Working on a full translation now. Hopefully it will be up before I go to bed today in a couple of hours. If not, I'll have it done by tomorrow.

EDIT :

Pretty long interview. I'm 65-70% done. I'll do the rest tomorrow.
 
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Theozilla

Kaiju Member
Working on a full translation now. Hopefully it will be up before I go to bed today in a couple of hours. If not, I'll have it done by tomorrow.

EDIT :

Pretty long interview. I'm 65-70% done. I'll do the rest tomorrow.

Are you working on both the Famitsu and the Dengeki Online interviews? Or just one of the two?
 

hian

Purist
Working on a full translation now. Hopefully it will be up before I go to bed today in a couple of hours. If not, I'll have it done by tomorrow.

EDIT :

Pretty long interview. I'm 65-70% done. I'll do the rest tomorrow.

Are you working on both the Famitsu and the Dengeki Online interviews? Or just one of the two?
I'll do both, but I'm doing Famitsu first. I'll hopefully have both up here by the end of today, Japanese time.
 

trash panda

---m(O.O)gle---
AKA
Howl
Thank you hian! Appreciate you taking the time to do that. I'm anxiously awaiting my next fix your translation. ^_^
 

hian

Purist
Famitsu Translation is finished and found under spoiler tags below (EDIT = F U LIMITED SPOILER TAGS, no more spoilers).

A disclaimer first though -
I have translated this to focus on substance over style, meaning that I've prioritized keeping the original meaning of the text over it's natural English or stylistic flair for ease of reading.
While there are some sentences where style had to take precedence because flat and direct translation would detract from the meaning more than otherwise, generally, I think I've managed to keep it it as intact albeit a slightly tone-less and perhaps a bit boring to read.

Because Japanese is a high-context language where a lot of words and phrases which we would otherwise use in English to make sentences understandable are omitted, I will be providing filler words and expression using this format [ ] to fill out things for clarity's sake.
Where I have chosen style over direct translation although it might not have been necessary, I've provided the direct translation, or alternative words using this format ( ) .

As for other formatting, question will be bold and preceded with the letter "Q", and the responses will be in standard format preceded by names.
I have refrained from translating or using suffixes like -san at the end of Nomura's name, or -shi at the end of Kitase's because it doesn't add anything of value to the text.

Anyways - please enjoy :


"Final Fantasy 7 Remake" -
Asking Yoshinori Kitase and Nomura Tetsuya about the intent of splitting up the product/segmented product -- Action battles with ATB!?

by from Famitsu
http://www.famitsu.com/news/201512/07094721.html


Note -
Skipping over the introduction which only details the when and where's etc. of the presentation of the game-play trailer, directly to the beginning of the interview
which can be found under the large bold font that reads :


ストレートなタイトルと分作の理由
A straight forward title, and the meaning of "bun-saku"



(I translated "bunsaku as "splitting the product/segmented product"
rather than "episodic product"because this isn't all that common of an expression, and does not appear in any of the dictionaries I have.
In googling it, the first articles that pop up are about the FF7 remake.
It's a compositional term that rests on the readers ability to understand the two separate Kanji that make up the term, but as such, it's also quite ambiguous. People have run with the term "episodic", but there really is a difference between a game being split into parts, and being episodic
)


Q. How was the response at the Keynote?
Spirits got pretty high at the venue didn't they?


Kitase :
There was some anxiety, but when the PV(promotion video) was being aired and we were on stand-by behind the stage, we heard the cheers as Barret appeared on screen,
and with [Cloud] ducking past obstacles and battles and other such game-scenes, we felt rise in the mood of the people in the venue.
Getting that kind of a reaction I felt relieved.


Q. Nomura, you were also on stage. Were there any nerves
considering that you're a "top batter" among the third-party developers (for the platform)?
(author's note - this interview has two baseball expressions, neither of which I provided appropriate translations from because I thought they were pretty clear, but please tell if they aren't)


Nomura :
In fact, I was informed about the order of appearance (on PSX) on
that very day, after arriving at the venue (laughs).
It also among other things became necessary to change the
speech ("comment") right before [going on stage], so although I came
on stage feeling unusually stressed, heart racing,
I felt good considering the great response we received.


Q. To think that something like that was going on behind the scenes....!
In an interview with Nomura at the time of the project's [first] announcement, on top of our talk with Hashimoto Shinji, we heard that Kitase decided to undertake the remake, but why did Nomura resolve to get involved with this project at that particular timing?



Kitase :
For a long time, and up until now we have had expectations from
many people asking us "is the remake coming yet?",
and we felt [sympathetic to] those sentiments.
In timing with that, at FF's 25th anniversary event, we looked back at the series and at the same time we had a chance to think about where we should go on from there.
From that moment we started to think that if we're ever going to remake FFVII it's going to have to be now.

The remake of FFVII is something that I wanted done while I'm still alive, and that goes for Hashimoto as well..


Nomura :
Whether Hashimoto was serious or joking, he kept on repeatedly indicating that he wanted to
take on the project while saying "I'm about to retire soon after all"
and so there might be a part of him that just ran out of patience (smiles).


Q. So there were many elements aligned timing-wise.
FFVII:Remake is the title that has been decided on.
In what was quite a fast-ball, it was surprising that you didn't go
for a sub-title.



Kitase :
Apart from "Remake" we did also consider putting on a sub-title relating to the story but...


Nomura :
When you tag on a sub-title it does give the impression that it's a compilation (Jap : Gaiden) or sequel [product],
and that's something we wanted to avoid among other things.


Kitase :
At the time of today's Keynote announcement, at the outset of the video, we used footage of the reactions of people who viewed the teaser trailer.
They were skeptical at first, but the moment [the words] "REMAKE" appeared, and they felt sure that "this is not a compilation product", but "FFVII coming home", they were getting really excited.
If there had been a sub-title, that probably wouldn't have happened.
For this reason, even as official title, and for clarity's sake,
we chose to go with the word "Remake".



Q. I see. Also... This time around, it won't end with one product -
it will be a "segmented product" and such?



Kitase :
Yes.
To begin with, the reason we haven't done the remake up until now
is because it's really hard work to recreate everything from the ground up with current technology and so there was more than a little feeling that we couldn't just [carelessly] plunge into it.

If you're going to remake FFVII in HD while retaining the feeling of density of the original, it will end up on a size that cannot possibly fit in a single installment.


Nomura :
If you put it in a single installment, you'd have to make lots of cuts [to the content],
and you would have to make it a "digest" version of FFVII.
[If it has to be] like that, it doesn't make sense to do [the remake] -
for example, this time we want to make it possible to explore various places in Midgar that you didn't get to do in the original, and because we're doing this I want to put in as much [content] as I possibly can.

Of course, there will be parts of the original that will get cut for various reasons,
but even with that done, if in this version we're going ahead with additional scenes, and with the level of detail of this product,
we expect that the overall size/volume of the game will increase [compared to the original].

I'm sure everyone is worried about the schedule [of the game] among other things,
and we want you to be able to play this game soon. So it's also for those reasons that we're drawing this line [in the development process].




Q. So, being that devoted [to the vision of the game] is the reason for the segmented product.
So far, Kitase, Nomura, Nojima, and Hashimoto's names have come out, but apart from that, who else is participating, and what kind of structure is the production is heading forward with?



Kitase :
In relation to the models for example, our company's visual director oversees the process and directly works with the data ("puts his hands on the data).


Nomura :
In design, apart from Ferrari who works primarily on sub-characters,
such as the trio of Biggs and Co. that were made public this time around,
programmers, and the core members of the planning process, are working closely together with outside cooperative companies


Kitase :
As the core members are supervising the build-up of the game,
we are also receiving assistance from several production companies,

as this has become a commonplace production technique in recent times.

CyberConnect2 whom made "FFVII G bike" for us (hereinafter, CC2) will be one of those companies.


Q. CC2! 


Kitase :
Not only does CC2 have a wealth of experience and know-how concerning action games,
we also felt that they had something of a shine in regards to their sense of video production.

That being said, in the first teaser trailer there were some subtle differences from the production(s) of our company and so we had extensive exchanges on the matter.
For this time's PV, Tetsu (Nomura) was persistent/bossy/annoying (smiles) and we had them make it closer to our own style.



WHAT YOU'LL SEE FROM THE CONTENTS OF THE LATEST PV


Q. In the PV, the backgrounds etc. were of course very realistic, but seeing the characters too, having become more realistic, felt fresh.


Nomura :
If in making the characters look real, you make them look too much like actual human beings they won't be recognizable anymore, and so we're aiming for something that's tip-toeing near the edge of realism.



Q. The models from FFVII Advent Children aren't being used, right?



Nomura :
Not only are those models from over 10 years ago and
so from a technical perspective they're too old, but if you look at them now they're also too deformed.

The visuals this time, from the eyes to the nose, and up to things such as the hair, are being adjusted for balance between realism and deformity over and over again, until we arrive at the final look.


Q. To clarify - in this time's PV presentation, apart from the scenes from the original teaser, the new footage is not pre-rendered, but all actual game-play footage?


Kitase :
That's right.
From the PV, where Cloud jumps off the train, the camera will revolve
around his back and from that moment you're thrust into the game-play.


Nomura :
However, quality-wise we're still going to be brushing up [the looks of everything], so this is a far cry from [the final result].


Q. The clear (transparent-like) look of Cloud's skin,
the way the pupil's irises are drawn and so forth, creates a vivid,
yet at the same time frightening look for him (feeling).
I'm also of the impression that he's lost a bit of weight/
grown a bit skinnier?



Nomura :
That's probably because of the lighting.
I think his skin being white is probably a factor in why
he looks skinnier.
Nojima said that "the sickly look (of Cloud) is really good".


Q. Ah, I see, so it's because of that.
Talking about Cloud, in the opening he wasn't exactly "normal" after all.
So, will we see him..... dress as girl/woman in this quality? (laughs)



Nomura :
The cross-dressing has been included in the scenario. (laughs)
We/I haven't decide on the design yet though.


Q. That will raise expectations!
Moving on from Cloud, in regards to the suddenly changed impression/image of Barret's redesign, what sort of circumstances lead to that?



Kitase :
In the beginning we had planned to go with the visual style of FFVII Advent Children,
as I was thinking we could do this pretty quickly as we also managed
to appropriate/extract the CG data [from the film],
but I remember going "Eh!"(I.E Huh? What?)
when Tetsu (Nomura) came and said "Let's redesign Barret". (laughs)


Nomura :
I did say from the initial stages that I wanted to renew the design
for all the individual party members.
If Barret was real, this is how he'd look. (laughs)
If you look at the illustrations [of Barret] from back in the day,
I think you can see that the image of the (various) parts have become
realistic while ("without falling apart") retaining the original feeling.



Q. It looks as if moving around on the field and transitioning
into battles happens seamlessly, but if you're controlling ("doing") battles from a command display, then is this a Kingdom Hearts (from this point on KH) style of action [system]?
Or is it developing more along the lines of Crisis Core -FFVII-?



Nomura :
If I have to call it anything ("say something"), it's [an] action [system].
It is completely different from Crisis Core though.
It's not as action oriented as Dissidia FF or KH, but it leans more towards those [than CC].


Q. So it's not [an] ATB [system]?


Nomura
That's, well we do have [an] ATB [system].
It's just that it's not in the form of the ATB gauge filling up
and then [your party] attacking in turns, and it's done so that
the system is tied together with the more action-oriented style of
the FFVII Remake.


Kitase :
We're making ("including/comprehending") something that is different from all other ATB [systems that have been done] up to until now.
And, even if we're calling it ATB at this point, the official [name]
might change.


Nomura :

We/I can't go into details, but that the ATB gauge turns red at times....
is a point worth paying attention to.


Q. How are things going to turn out with controlling other characters than Cloud?


Nomura :
You can freely switch between 3 party members and fight.
Though, you can also choose not switch and play as a single character
all the time as well without any problems.


Q. In adopting ("becoming") an action system, and with the
[ATB etc.] system(s) being reformed, it looks like the battles
will become pretty busy/hectic, right?



Nomura :
For the general flow of the battles ("the feeling of the tempo",
I want to make it similar to the arcade version of Dissidia FF.

What you saw [at this events trailer], is at best just the base [of the game], but within the possibility of changing characters there is also a sense of strategy,
and we're thinking on creative ways of which to make sure it won't be
a system where you just carelessly beat down enemies.

In order for such a battle [system] to be made ("to form"), we're in the process of bringing in people [to the team] who have experience [working with] with both Dissidia and KH.


Q. I quickly want to get my hands on and try the battle system Nomura enivisoned!


Kitase :
Tetsu's (Nomura's)"Zenbon Knock" (note - Japanese baseball derivative expression probably refering to a person's teneciousness) is incredible.

In order to come as close to the vision [of the product] that
he's drawn in his mind, without making any compromises, he's
repeatedly going back and forth with the [people at the] production studios over and over again.
It's been a long time since things like this [used to happen], and so
I'm starting to enjoy myself as well. (laughs)

In terms of the production, taking the quality of this time's PV as a
starting point, I think we finally managed to get down ("confirm") the direction of the remake.

From now on we're going to polish [this work/this vision etc.], so
PLEASE BE EXCITED (authors joke - it should say "Please look forward to it")


Nomura :
As for this time's video, personally, I've watched it too many times repeatedly to the point that there were times when I got paralyzed thinking "Is this really good enough?", not really knowing one way or the other,
but with the cheers that we received today I've managed to become
convinced that our direction [of the game] isn't wrong, and so for the time being it seems I can go back to continuing on the project with peace of mind.

In order for us to deliver you a elaborate/refined product to
get into and play, please allow us to [keep on] improving the quality
[of the game].

END OF INTERVIEW


 
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Theozilla

Kaiju Member
Thank you for the translation hian, this is definitely the most complete and (as far as I can tell) accurate translation of the interview I've seen out so far. Can't wait to read the Dengeki Online one as well.

On the topic of Barret's redesign when they were going to use the "visual style of FFVII Advent Children" for him originally did they mean they that were literally planning on just reusing his character design/look from the film? As in he would have had his cornrows/white-vest/fishnets outfit as opposed to his OG hi-top fade (or high and tight) hair/torn brown jacket/chest metal bands? Or did they just mean his overall body/facial structure from the film, but not the clothes/hair/outfit?
 
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hian

Purist
Thank you for the translation hian, this is definitely the most complete and (as far as I can tell) accurate translation of the interview I've seen out so far. Can't wait to read the Dengeki Online one as well.

Thanks. I try to do the stuff justice. It will take a bit of extra time doing the Dengeki one, but I think I can get it out tonight (again, Japanese time).

I'm also considering doing a breakdown between the English and Japanese dialogue from the trailer if anyone's interested, because there are some interesting tonal differences, and extra words here and there in the Japanese.

Edit
regarding Barret, Kitase didn't specify. What bothers me is that we have yet another example of Nomura directly contradictig other people on his team. He said the models were too old and wouldn't work with the new technology, whilst Kitase speaks as if, from a development perspective it would be easy to do and that the choice not to do so was due to Nomura just deciding he wanted to redesign.
This is a trend with the guy which is starting to make me think he's, pardon my Frech, full of shit.
 
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Theozilla

Kaiju Member
regarding Barret, Kitase didn't specify. What bothers me is that we have yet another example of Nomura directly contradictig other people on his team. He said the models were too old and wouldn't work with the new technology, whilst Kitase speaks as if, from a development perspective it would be easy to do and that the choice not to do so was due to Nomura just deciding he wanted to redesign.
This is a trend with the guy which is starting to make me think he's, pardon my Frech, full of shit.

I don't think this is necessarily a contradiction, I think it might be more likely a case where Kitase and Nomura are talking about two different things, which to them who have their nose deep in the development are obviously different , but the language they use might makes it seem similar to us.

Like the term Advent Children "models", might mean something really specific, like the specific 3D model riggings or skin/hair textures used in the film, while the phrases "visual style of FFVII Advent Children"/"appropriate/extract the CG data" might refer to something else that's only related to the general character design/outfits but specifically different from the aforementioned "models".
 

hian

Purist
regarding Barret, Kitase didn't specify. What bothers me is that we have yet another example of Nomura directly contradictig other people on his team. He said the models were too old and wouldn't work with the new technology, whilst Kitase speaks as if, from a development perspective it would be easy to do and that the choice not to do so was due to Nomura just deciding he wanted to redesign.
This is a trend with the guy which is starting to make me think he's, pardon my Frech, full of shit.

I don't think this is necessarily a contradiction, I think it might be more likely a case where Kitase and Nomura are talking about two different things, which to them who have their nose deep in the development are obviously different , but the language they use might makes it seem similar to us.

Like the term Advent Children "models", might mean something really specific, like the specific 3D model riggings or skin/hair textures used in the film, while the phrases "visual style of FFVII Advent Children"/"appropriate/extract the CG data" might refer to something else that's only related to the general character design/outfits but specifically different from the aforementioned "models".

It could be, but if not, this isn't the first time Nomura has been talking out of his rear-end, and so granted his track-record I'm inclined to not give him the benefit of the doubt.

In game development, models refer to, simply put, the 3D models.
When Kitase speaks of using Barret and refers to using the CG data (https://en.wikipedia.org/wiki/Computer_graphics) this there really isn't much other things to talk about other than things pertaining to Barret's model.
And whether that would be in part or in whole, it still conflicts with the statements of Nomura, which seems to imply specifically that technical concerns would not make anything from AC viable on the new engine.

It's not much of a concern though - because as much as I loath the new Cloud, the new Barret actually looks really nice (and would look even nicer if he took off the Blade sunglasses).
 

Theozilla

Kaiju Member
It could be, but if not, this isn't the first time Nomura has been talking out of his rear-end, and so granted his track-record I'm inclined to not give him the benefit of the doubt.

In game development, models refer to, simply put, the 3D models.
When Kitase speaks of using Barret and refers to using the CG data (https://en.wikipedia.org/wiki/Computer_graphics) this there really isn't much other things to talk about other than things pertaining to Barret's model.
And whether that would be in part or in whole, it still conflicts with the statements of Nomura, which seems to imply specifically that technical concerns would not make anything from AC viable on the new engine.

It's not much of a concern though - because as much as I loath the new Cloud, the new Barret actually looks really nice (and would look even nicer if he took off the Blade sunglasses).

Well I personally haven't been following Nomura's career as a developer, so I haven't followed every single interview he's done in his lifetime and can't really comment in that respect. But I haven't really seen anything translating over to his works he's had a hand in developing (beyond the role of a character designer) that's indicates he's full of sh** (I've personally found all works quite enjoyable).

Also the main reason why I am incline to give the benefit of the doubt is that Nomura and Kitase's answers/statements were literally given in the same interview while together. If either of them thought the other was explicitly contradicting them on something, I think they would have least indicated that somehow. Since they didn't, I am inclined to believe that they were referring to different specific things.

EDIT:
Ah and I just remembered (unrelated to the "model"/"CG data" issue) that AC/C did also feature Barret in his OG design as well briefly (during the opening sequence).
cait-sith-riding-his-moogle.png


Perhaps this is what Kitase's "visual style of FFVII Advent Children" statement might have also been referring to. Because the above is noticeably different from Barret's remake design, even beyond the lack of shades.
 
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hian

Purist
Well I personally haven't been following Nomura's career as a developer, so I haven't followed every single interview he's done in his lifetime and can't really comment in that respect. But I haven't really seen anything translating over to his works he's had a hand in developing (beyond the role of a character designer) that's indicates he's full of sh** (I've personally found all works quite enjoyable).

Being full of shit (which I admit, was hyperbole) refers specifically to what he says about what he works on, not how he performs when he makes stuff, so I'm not sure why your focus is on that.

Nomura has a track-record of saying this that directly conflict with other people he works with, and that has been going on since the release of the original FF7 where he in interviews inflates his involvement in scenario writing, whilst everyone else relegates him to character design, and contributing to the development of the limit break system.
It carries on across on almost every consecutive title he's been involved in.
Add that to the fact that he is really vain as a person, and how he feels the need to constantly say stuff like "I didn't know this or that, and just kinda walked into it" in relation to his development work on several titles, which, in Japan, a country that general puts high stock in hard work and being prepared for things beforehand, comes off as extremely arrogant and narcissistic.

I really just can't stomach the guy, and never could ever since I met the dude for the first time at an local event back in the late in the mid 00's.

This shouldn't be much of an issue, but in terms of using him as source of information for speculating about the nature of the remake it is. Basically, he's not the first person we should be listening to about what's going on behind the scenes.

Also the main reason why I am incline to give the benefit of the doubt is that Nomura and Kitase's answers/statements were literally given in the same interview while together. If either of them thought the other was explicitly contradicting them on something, I think they would have least indicated that somehow. Since they didn't, I am inclined to believe that they were referring to different specific things.

Firstly, no they wouldn't - not obviously to most foreign eyes at least. They're Japanese, and they work for a large Japanese company. They're not going to air person disagreements in public, at least not to any meaningful degree.

Secondly, it kinda was a tiny clash there, since the emphasis of Nomura, when he followed Kitase's statement about overriding him on the character design, went on to say something that would translate roughly "I did specify that I would do this from the very beginning" with the "n" particle strapped at the end of the verb to denote an unspoken implication, which I would definitely take to mean "so, it's not true that I suddenly came out of nowhere in making this change - just saying".

Now, if you ask me which one of Kitase and Nomura is more believable, I'd have to go with Kitase here.

EDIT:
Ah and I just remembered (unrelated to the "model"/"CG data" issue) that AC/C did also feature Barret in his OG design as well briefly (during the opening sequence).

Perhaps this is what Kitase's "visual style of FFVII Advent Children" statement might have also been referring to. Because the above is significantly different from Barret's remake design, even beyond the lack of shades.

I don't think that point makes much of a difference though, since regardless of which of the two Barret models from AC Kitase was thinking of, both were rejected in favor of the redesign, and there is no reason why one of them should be incompatible with modern software/hardware and the other not.

And from a pure development perspective - there really is no reason what so ever, if they still have the original model files, and they weren't made in some completely obscure file-format, that they shouldn't be able to port them over to a new system.

I don't even see why he bothers. Why not just say - "well, I don't like the old models that much anymore and wanted to try something new"?
 

Pixel

The Pixie King
Awesome work hian. Its really interesting seeing how you've translated it compared to the sloppy job Kotaku did on the excerpts they posted.
 

Roger

He/him
AKA
Minato
I really think he just meant the design of Barret in AC, not putting in the actual character model that used in AC in the Remake.
 

Theozilla

Kaiju Member
This shouldn't be much of an issue, but in terms of using him as source of information for speculating about the nature of the remake it is. Basically, he's not the first person we should be listening to about what's going on behind the scenes.
Considering that he is the director, I think he deserves some credibility on what's going on with the remake.

Firstly, no they wouldn't - not obviously to most foreign eyes at least. They're Japanese, and they work for a large Japanese company. They're not going to air person disagreements in public, at least not to any meaningful degree.

Secondly, it kinda was a tiny clash there, since the emphasis of Nomura, when he followed Kitase's statement about overriding him on the character design, went on to say something that would translate roughly "I did specify that I would do this from the very beginning" with the "n" particle strapped at the end of the verb to denote an unspoken implication, which I would definitely take to mean "so, it's not true that I suddenly came out of nowhere in making this change - just saying".

Now, if you ask me which one of Kitase and Nomura is more believable, I'd have to go with Kitase here.
I don't expect to have a huge public/personal disagreement or anything, but if one of them was explicitly stating something factually incorrect about the production, I don't think it is that unlikely a small polite/indirect correction could be mentioned, even with taking their Japanese cultural mannerisms in account.

I don't think that point makes much of a difference though, since regardless of which of the two Barret models from AC Kitase was thinking of, both were rejected in favor of the redesign, and there is no reason why one of them should be incompatible with modern software/hardware and the other not.
Of course the point doesn't make much of a difference, that's why I said it was "unrelated to the "model"/"CG data" issue". It was just something I remembered and was speculating on maybe the specific AC design Kitase was referring to was the opening scene one.
 

Lex

Administrator
We need to frontpage this asap, do you mind if we publish it there Hian?

EDIT: I just finished reading the whole thing. It's really heartening to see how determined they are to make it amazing. Nomura specifically, when he's talking about the latest trailer at the end. I always get the impression that he's kind of "over it" when I watch his interviews or read them (relative to FFVII), but this fills me with joy.
 
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