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Squeenix Final Fantasy VII Remake Integrade - now on Steam

Starwars

Arcane
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Just watched the Gameplay video where they fight the Scorpion robot boss. So I guess this turned into flashes and loud noises: the game. And the dialogue, good lord, the dialogue...
 
Joined
Nov 23, 2017
Messages
4,010
Shaewaroz these are supposed to be the pros?

I don't know, I guess I'm not the target, since I dropped FF12 due to its combat, and I'm aware there's other JRPGs now that have built on this weird model of party combat in a vaguely over-the-shoulder cam with giant lines connecting everybody and never knowing what the fuck is going on and (in ff12's case) being entirely dependent on setting up AI triggers.

The environments are all done superbly, and to some extent trigger my "oh god when I was 10 I dreamt of FF7 in full FMV quality 3D", but as many have commented, the voice acting & character design is just straight up uncanny.

I also have zero faith that any of the additional dialogue or scenes or whatever are going to improve on the themes and characterisation. Rarely does a story benefit from somebody going in 20 years later and adding bits and pieces of explanation and whatnot. Aeris isn't some super-deep amazing character and I was never particularly attached to her (she was too Mary Suey even when I was ten), but the original game managed to keep her reasonably mysterious and underexplained enough. She added the optimism to the story as well as hints of her own struggle, but it wasn't overblown in either direction. Anything they add to her, from the photorealistic faces and animations to possible additional dialogue, will just make her a more melodramatic, cringey, saccharine fanservice. I imagine the death scene will get extra flourishes and melodrama and become a mess.

The combat in this doesn't sound anything at all like FF12. Where FF12 had a combat system more like Knights of the Old Republic and Dragon Age Origins, this sounds like action game combat. From what they said, and what was shown, it sounds like your normal attacks work like Devil May Cry and you can do combos like you would be able to do there. It basically sounds like Dragon's Dogma but instead of holding a modifier button to do specials you have a real-time with pause slow-mo system where you bring up a FF7 menu and select specials and items that ways...although it also sounds likes you'll also be able to do it the Dragon's Dogma way too so you don't always have to go into the menu if you don't want to.
 
Joined
Nov 23, 2017
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Reminder that the 1999 Playstation release of Final Fantasy VI included three FMV scenes using 3D modeling that was fairly true to the original art style and competently executed...and that a 3D remake made two decades later would undoubtedly look far worse despite being far more technically advanced.

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Download them here.

I doubt it would look worse. This is more recent, does a better job mimicking Yoshitaka Amano's style, and just generally looks way better than whole PSX AMVs.



Anyways, you had Okami back on the PS2 already pulling off the water color look you'd definitely need to really make a game look like Yoshitaka's art.
 

Shaewaroz

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I wonder why Jessie, Biggs and Wedge are with Cloud during the motorcycle chase? It looks like they added another motorcycle gameplay section into the game. Maybe instead of Cloud jumping on the moving train, they will flee after Sector 1 reactor mission on motorcycles?

No wait, in the trailer there's also a scene where Cloud jumps into the train car. So wtf?
 
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Shaewaroz

Arcane
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Square should have been more clear about how many parts the game is going to be released in. How half of the news outlets are claiming the game will only have 2 parts because in the presentation they mentioned 2 Blu-Ray Discs worth of content. So now everyone is all confused.

But this is what I believe they meant:

- The first part is going to be released on 3rd of March 2020.
- The first part will feature 2 Blu-Ray Discs worth of content.
- The first part will only deal with the Midgar part of the original game.
- Square hasn't decided how many parts are going to be released in.
 

hexer

Guest
Interesting.. so "VATS" is the new tactical solution for real-time combat?
The Outer Worlds will feature it too
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Just go watch some porn, desperate guy
I wonder why Jessie, Biggs and Wedge are with Cloud during the motorcycle chase? It looks like they added another motorcycle gameplay section into the game. Maybe instead of Cloud jumping on the moving train, they will flee after Sector 1 reactor mission on motorcycles?

No wait, in the trailer there's also a scene where Cloud jumps into the train car. So wtf?

Clearly, you will now jump onto the train, but then the train will start to explode, so you will break into crates of motorcycle shipments in the cargo section and start motorcycling with the gang, during which you will have the option to win Jessie's heart by protecting her and pressing the right QTE buttons

But yeah, I expect this will feel a bit like playing through "FF7: the Movie: Part One: Midgar", with plenty of new cinematics and dialogues added, maybe a little bit of actual gameplay and exploration, the combat changed into this actiony thing.
 
Joined
Nov 23, 2017
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Interesting.. so "VATS" is the new tactical solution for real-time combat?
The Outer Worlds will feature it too

This seems way more thought out than VATS, which basically just felt like a free hit system. It also doesn't sound like you can do normals in the ATB mode; (which is mostly what VATS was) you build meter with your normals, then you use a bar or two to select items and skills. Not sure if it's the same across the board but it sounds like items take one bar, skills take two, magic takes both MP & ATB Meter, and I'm guessing Limit Breaks take both ATM meter and your Limit Break meter.

But it ain't like VATS was the first real-time with pause system in a RPG. It's funny, their real-time with pause system looks so visually nice, while watching the presentation I couldn't help but think: Man, if I was BioWare I'd be shitting my paints right now. At least on an aesthetic level they seems to have nailed what BioWare (and Bethesda) continuously fails to, and the combat sure as shit looks way more interesting and engaging than their weird half-ass action combat system Dragon Age has had since 2.
 

Zed Duke of Banville

Dungeon Master
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Joined
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I doubt it would look worse. This is more recent, does a better job mimicking Yoshitaka Amano's style, and just generally looks way better than whole PSX AMVs.



Anyways, you had Okami back on the PS2 already pulling off the water color look you'd definitely need to really make a game look like Yoshitaka's art.

As much as I would love to see a game that successfully replicates Amano's artistic style, we know that Squaresoft would move in a different direction in 3D as in 2D:
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In any case, I would want Amano-style graphics to appear in a new game, not a remake of a game that used Amano's concept art as a basis for its own, distinct aesthetic sensibility.
 
Joined
Nov 22, 2018
Messages
289
The one thing that will absolutely ruin this game is the generic Jap-pop song at the end when Aeris gets the stick. What is it with Japs and the ruining of any emotional moment with a terrible song? I think they started this shit back in FF8.

Does anybody actually like any of the wordy songs in any JRPG?
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
The one thing that will absolutely ruin this game is the generic Jap-pop song at the end when Aeris gets the stick. What is it with Japs and the ruining of any emotional moment with a terrible song? I think they started this shit back in FF8.

Does anybody actually like any of the wordy songs in any JRPG?
Always Engrish, too. :argh:
 

Nifft Batuff

Prophet
Joined
Nov 14, 2018
Messages
3,169
What is this shit?

(pss... pss... it's FFIVII remake...)

Ah. But seriously, what is this shit?
 

hexer

Guest
Speaking of combat, FF XV also had some interesting combat mechanics.
In theory and tutorial they sounded great, but the way encounters were setup,
everything amounted to chaotic button mashing and warp strikes even on the highest difficulty.
Too many trash mobs in that one, hopefully they'll make encounters much more tactical.

Does anybody actually like any of the wordy songs in any JRPG?

I like a lot what they did in Nier, they sung all songs in a made-up language expect for the title song which was sung in Japanese, English and a made-up language.
The sung words sounded like an extra instrument.. something also done in the Gladiator soundtrack.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.eurogamer.net/articles/2019-06-13-hands-on-with-final-fantasy-7-remake

Final Fantasy 7 Remake plays as elegantly as it looks

Before this year's E3, I doubted Square Enix's ability to actually make good on its promises for Final Fantasy 7 Remake. The trailers seemed too polished, too beautiful to be something a studio could actually deliver; they promised an impossible dream, not a video game.

I was wrong. What I've seen and played of Final Fantasy 7 points to a remarkable design achievement; one that caters to long-term fans while ensuring that faithfulness doesn't get in the way of quality or playability.

As you've likely seen from the highly polished footage released thus far, Final Fantasy 7 Remake has a hybrid combat system - one that swaps frequently and fluidly between typical action game sword attacks, all delivered in real time, with the ATB system that will be familiar to any franchise veteran. While it's hard to make combat encounters flow as smoothly as those shown on the livestream, swapping between combat modes and playable characters is nonetheless both tactically rewarding and surprisingly intuitive.

Indeed, the hybrid system establishes a cadence that wasn't in the original game as you swap between its two modes, and is was absolutely the star of the playable demo. For one thing, it's easy to keep track of - personally I've always found Final Fantasy games a little fiddly and I've struggled to really get the knack of knowing when to get certain characters to perform certain actions. With the remake, however, your job is very simple from moment to moment; if you aren't committing an ATB charge to an ability, spell or item, you're hacking and slashing which, effectively, moderates the amount of time you need to spend thinking tactically.

On entering tactical mode and slowing the action to a crawl, you have the time to make a swift tactical assessment. Where are you in relation to your enemies? Which one needs taking out first, and how can you spend your charge to the greatest possible effect? Entering tactical mode is like sticking your head above the parapet for an isolated, considered action rather than constant menu management.

While the hybrid combat system's tempo is undoubtedly beginner-friendly, that's not to say Final Fantasy 7 Remake lacks tactical depth. You can use tactical mode to issue commands to other characters, allowing you to initiate particular abilities or spells without having to swap perspectives (although it has to be said, the animation that governs a character swap has a smooth dynamism to it that's pretty cool). Issuing commands comes in really handy when you want to make use of a particular character ability, but you're right in the middle of doing something with another. It makes for a sense of coordination that's undoubtedly pleasing.

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Hello Cloud, remember me?

That said, if you aren't fussed about manipulating menus in tactical mode, you can assign favourite abilities and spells to quick shortcuts, meaning you can go through entire combat encounters in real time rather than slowing the pace of the action.

The ATB system, in other words, is very much the beating heart of the Final Fantasy 7 remake, but it's tempered and augmented by other, more fluid mechanics, making for an ersatz system that manages to be beginner friendly while also adding tactical depth to your options on a fight.

What I'm trying to say here is that there is a scope to Final Fantasy 7 Remake that goes above and beyond what Square Enix could have happily got away with. You don't need me to tell you it's beautiful, but I'm pleased to be able to tell you it handles extremely well.
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,420
Looks more tedious then crisis core combat system. I can imagine after the novelty wears off basic attacking to spam the tactic ability will get very old and boring. Its like those mmorpgs like neverwinter online where u constantly auto attacking to use your ult. Seriously they should of just made this shit into a movie.
 

Don Peste

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So what's the best way to play FFVII these days?
 

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