The starting point was – and our executive producer [Shinji] Hashimoto-san has mentioned this – it would even be okay if we just upped the graphics to the quality of Advent Children. But, in terms of game styles and battle systems, it’s been 20 years since the original, and a lot has changed. Trends have changed, and I believed that we needed to revisit and rethink that aspect for the remake.
This, to a degree, annoys me.
"Trends have changed"? What a pointless statement from a development perspective.
I mean, who're you making this game for? RPG fans? Action adventure fans? Fans of the original game? older fans of the franchise? Newer fans of the franchise?
Fact of the matter though is that FFVII is still the best-selling FF game to date, and had its largest influx of sales during a period when gaming wasn't half as socially acceptable as it is now, and the total gaming population of the world was smaller by a significant degree.
What does that tell us? That "evolving" FF to match the "trends" by catering to people who probably don't have much interest in RPGs to begin with is not getting you ahead, because ultimately, FF will always be a game shouldered largely by fans of classical JRPGs, and they're slowly dropping off your consumer list the more you give them the cold shoulder with your new design philosophies.
What this sounds like to me, is another instance of the VG industry's implosion by increased production costs I.E
"Oh we just have to make this game look like a CG movie! Ooops, that's gonna cost so much we now have to sell more copies than what are core fan-base is capable of shouldering, so let's change stuff to make the game more appealing to the rest of the gaming public (the people who generally just play Call of Duty, Assassin's Creed, Uncharted and the annual sports titles like Fifa)."
Screw you SE FF department. Those people didn't buy your games way back when, and the majority of people who did are not interested in playing GTA in a FF skin.
We haven’t completely transitioned into action, but as our director [Tetsuya] Nomura-san says, Final Fantasy (in terms of action games) is best represented by Dissidia in the current landscape. In terms of the Final Fantasy action battles people have experienced themselves, that is most familiar to them these days. In terms of the image of the battle system, that’s where we’re getting the feel from. It won’t be as action-focused as Dissidia, of course, but the the visuals and how the gameplay feels in essence will be drawn from that Dissidia-esque style.
Whomever feed that impression to Nomura and Kitase needs to be fired.
Dissidia: FF global sales - 2.24 million
Dissidia 012 : Duodecim FF global sales - 0.88 million
VS.
FFVII : Over 11 million, and that's still not a perfect estimate.
Adding together every FF game with an action battle system and FFVIIAC sales you still don't top that, meaning that the vast majority of FFVII fans (and indeed FF fans) are not
most familiar with Dissidia's action battles.
In fact, the people familiar with action based FF battle systems in general are a minority within the total FF consumer base.
FFXIII sold reasonable well - it was on a recent console, sporting relatively high-fidelity realistic graphics, and it also had a command-based battle system with transitional combat happening on a separate screen. A relatively large numbers of fans were fine with this and bought the game - in fact the battle system was one of the things about that game that received the most praise from fans and critics alike.
That being said, to end on a positive note - based on this interview and the previous ones, and the game-play video, I'm getting a strong feeling that the battle-system we're looking at is like the RPG-style set-up for the Dissidia games.
In the previous interviews they said that they wanted people to be able to think strategically, and play stress-free which implies little if any reliance on twitch/combo/timing mechanics.
That and with the comparison to Dissidia, I think we're looking at a set-up where you select a command off of the battle menu, and then have a large part of the actual attack/defend process be automatic.
That would be pretty clever because that would allow you to calmly scroll through spells/items, select targets etc without having to worry about the melee getting out of hand because the characters would be sitting ducks whilst you scroll menus.
I imagine you'd select attack, and then perhaps only have nominal control over movement by selecting a target, and Cloud slashing away automatically. Whilst if you pick defend, he'd evade and block automatically based on context as well.
This way, you could set a character to attack, switch, set another to defend, switch again, scroll through items/magic whilst your characters fight etc.
Perhaps play around with the camera, and just take things in whilst the fight plays out.
This would retain the visual flair of the compilation they care so much about, and the tactical nature of old-school command based battle systems. It would also be a good way to salvage most of the old Materia system, or even adding a skill system on top of it, where advanced attacks (combos, death blows etc.) evasion maneuvers (wall-running, boosts, double jumps etc.) would get added to combat through progression in those areas.
I'd be quite please if that's the direction they're taking it.
Definitely. We have archived versions of our games, and a lot of times, people buy them and it starts off with nostalgia – but after that, you’re essentially following the story you already know. That experience starts to diminish as you proceed through the game and the interest level starts to decline. If it’s just nostalgia, it’s just a matter of following the story, and there wouldn’t be any surprises. So, in that sense, we want to balance out the areas we would like change versus the areas we don’t in order to have that nostalgia, but also the surprises.
I can only speak for myself personally - but the tendency to drop out half-way through a repeat play-through of an old game isn't because I already know the story - it's because despite wanting to experience the story, I have to jump through all the game-play hoops to get at it.
Unlike a movie or book, where the story is constantly unfolding as you progress with no barriers stopping the progression - gaming as format is founded on the very principle that your progress ties together with performance in game-play.
What gets old playing FFVII for the umpteenth time isn't the story - it's all the stuff in-between keeping me from getting to the interesting points of the story I want to see.
Who am I kidding though? I'm still playing FFVII start to finish to this day, pretty much yearly, and I friggin' love the game-play.
I, along with Nomura-san and [Kazushige] Nojima-san – who are involved with the remake – were involved with the original Final Fantasy VII. We were the people who created it, so in that sense, we don’t think anything is untouchable.
Sure. That's a dumb mind-set to have going into a
remake though, since when people are asking you left and right for a
remake, that's probably what they want, and if you really have all this pent up creativity you feel like using, how about you make a new game instead?
That isn’t to say we’re changing everything!
Wrong. What you should have said here is "That isn't to say we're changing all that much".
Now it sounds like you're changing more than you're not changing, which defeats the purpose of a remake to begin with.
Of course, within Square Enix and across the globe, there are people who think it’s on this holy scale. That there isn’t anything we can touch or play around with. But we believe we know the balance between what can be changed versus what needs to be protected.
I'm happy they're confident, but belief alone seldom leads to good results.
How about you get together a strong test-panel of dedicated fans from across the world to give you feed-back along the way? That way you'd have a much better
factual idea of whether or not you're striking that balance, instead of just a belief based on jack all.
No people, that interview really didn't do it for me.
Also, based on some of the awkward English in there I'm kinda doubtful as to the quality of their translation work. I'd really like to see/hear the original Japanese.
I'll still try to remain hopeful. I think I'll have a pretty good idea how this will turn out by the next trailer, and that's when I'll probably put me cards on the table and set my expectations.