Remake Interviews: Catch-all Thread

Theozilla

Kaiju Member
So do the Famitsu scans describe Leviathan as being/dealing non-elemental summon/damage like the recent english Square Enix blog post, or does it describe it as water-elemental? Because I am still confused about the former saying that.
 

Theozilla

Kaiju Member
Huh, that’s strange. I know the OG didn’t have like Waterga Materia IIRC, but it did have water elemental stuff. I wonder if that will hold true for the future Remake installments too?
 

Cannon_Fodder

Pro Adventurer
A pet peeve of mine is elements in RPGs not getting a good variety of spell options, so I actually like Leviathan being non-elemental. Take the holy element from the original FFVII. IIRC, it's only from Alexander, and barely any enemies are weak to it. At that point, why even bother? If it's so rarely effective, why bother adding another element at all?
 

X-SOLDIER

Harbinger O Great Justice
AKA
X
I'm pretty sure those were the only two. I'm also of the opinion that unless the elements that you have in a game are used frequently and have clear direct uses and counters, I'm all fine for them being make into generic non-elemental magic damage.

  • Ice as cold damage & Fire as heat damage.
  • Lightning vs. flying & machines & Earth vs. grounded & soft opponents.
  • Poison vs. Healing
  • Life vs. Death

Those are pretty easy to understand in terms of game mechanics and let you guess when they'll be effective.

As elemental damage sources, Water & Wind get awkward, because they're like a less scary Ice & Lightning respectively. Also Water damages machines, but also drowns breathing things, so it's not really clear when it works or when it doesn't. Wind is another one that's curious if it's effective against breathing things or not. I think that that's why they have the largest tendency to be implemented a tiny bit, but massively under utilized because it isn't easy to know what to expect from them in game mechanics.

Most often you want things that are visually clear and have obvious direct uses & opposing counters for elements in magic systems.

Given that approach, it'll be interesting to see how they differentiate other summons later on since they're pretty much all about big elemental-specific damage, but I think that the way they sort of join your party, and how they have variable interactions before their big attack will let them have room to be more than just their elemental natures.



X:neo:
 

Makoeyes987

Listen closely, there is meaning in my words.
AKA
Smooth Criminal
Thats a weakness from VII that should be fixed, not leaned into. I hope future installments rectify that because there's no reason to have such a limited pool of elements, especially with such an intricate battle system.

From the amount of attacks and potential new spells/skills/abilities there's plenty of ways to make elements more meaningful and relevant.

For now I can buy there being no need for "water" seeing as how we're only in Midgar but going out in the whole wide open world? Naw, water is heavily represented on the enemy end. They can run the full spectrum of elements and make elemental resistance and weakness relevant to stagger.

And speaking of elements....

Shadow Flare? Pandora's Box? Make them Dark elemental as portrayed. Being just non-elemental makes them essentially no different than Ultima and Flare.
 

ForceStealer

Double Growth
Wind is another one that's curious if it's effective against breathing things or not. I think that that's why they have the largest tendency to be implemented a tiny bit, but massively under utilized because it isn't easy to know what to expect from them in game mechanics.

Or, in VII's case, the the developers troll you by making a ton of the enemies (especially in Midgar) weak to Wind, while there are vanishingly few ways to actually inflict Wind damage.
 

Theozilla

Kaiju Member
These are all the water elemental stuff from the OG, most of them are enemy attacks I believe. 92997D23-5F4F-4C16-9982-8040EC11A5F6.jpeg
I do hope water as a element comes back in the future Remake installments, especially since they will be outside the city and in more natural/wilderness areas.

Interesting that the Remake is adding Dark as an element, when the OG didn’t have that as an element at all.

Also here’s all the Holy elemental stuff from the OG for posterity.
1F4B1362-85E9-48A3-9541-AF7AA9886557.jpeg
 

X-SOLDIER

Harbinger O Great Justice
AKA
X
If you want to read this and still avoid the small minor spoilers, when you get to:

"However, the development team feel the same way that the fans do when it comes to seeing Red XIII as an important character, and we designed his gameplay in a special way to offset him not being playable in battle."

Skip to the next question entry, and you'll be good.



X :neo:
 

Jairus

Author of FFVII: Lifestream & FFVII: Reflections
So, given Red XIII's confirmed status as a guest combatant and thus, confirmation that this mechanic does in fact exist in the game, it begs the question: will Jessie, Biggs, and Wedge also be guest combatants at some point? This would explain what SE meant when they said a while back that the trio would "have your back" as it were.
 

Wol

None Shall Remember Those Who Do Not Fight
AKA
Rosarian Shield
https://square-enix-games.com/en_GB/news/final-fantasy-vii-remake-interview

Fresh new blog post with Kitase and Hamaguchi, this time it's a more general Q&A about Midgar as well as various aspects of the game.
this exactly what I have been saying about the reason they went for multiple episodes.

it was either 1. Reduce production values, to accomodate all content or 2. Aim for the highest quality, but having to divide said content.

Its a trade-off, I know companies in general are experts on taking our money, but this isnt a case where they took a small book (The Hobbit) and made that into a whole trilogy. FFVII is packed with content, too much for a single game with modern standards.

Tbh I could say the same thing with other RPGs, imagine adapting Xenogears into a single modern AAA title, the amount of work would be immense.
 

Saven

Pro Adventurer
this exactly what I have been saying about the reason they went for multiple episodes.

it was either 1. Reduce production values, to accomodate all content or 2. Aim for the highest quality, but having to divide said content.

Its a trade-off, I know companies in general are experts on taking our money, but this isnt a case where they took a small book (The Hobbit) and made that into a whole trilogy. FFVII is packed with content, too much for a single game with modern standards.

Tbh I could say the same thing with other RPGs, imagine adapting Xenogears into a single modern AAA title, the amount of work would be immense.

Xenogears is honestly the perfect example of this. They basically ran into the same situation the remake is in (although thankfully for FFVIIR, it was pre-production and not late into development). Square/Sakaguchi had a strict 2-year development plan for all the games they were working on. Xenogears ended up being a lot bigger than imagined and ended up not being the full game it was meant to be. Sakaguchi gave Tetsuya Takahashi a choice, either make it a one-disc game that ended
after escaping Solaris just like where Disc 1 ended and hope the game sold enough to continue the rest with a sequel
or simply with significant cuts. Takahashi went ahead and tried to put as much in as he could and led to the infamous Disc 2 where the rest of the game told you a summary of events that happened, get dropped into a random boss battle or dungeon, rinse and repeat all the way up to the final dungeon.

Not to say that FFVIIR would've been the same thing, but if they did make it one big game, there would've been cuts due to how expensive and complicated development is nowadays compared to 1997. I imagine it would've been quite similar (or most likely worse) to REmake 2 where even that game had to make quite a few cuts due to the lack of time.
 
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