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Squeenix Final Fantasy VII Remake Integrade - now on Steam

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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

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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

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

Tigranes

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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.
 
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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

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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.
 
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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

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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

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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

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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

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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.
 

Shaewaroz

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

There's a new mod coming out soon, called the Final Mix+ Mod. It looks absolutely amazing, has over 25 playable characters, new quests, a lot of new optional boss fights, all new characters models, weapon models etc. It's perhaps the only FF7 mod where the models don't stand out and stay true to the original game's design.

You can watch a playthrough of the mod here.



If just want the mod just quickly blow your mind, watch this. But it's a spoiler, so be warned.



It's not released yet, but will be released soon.
 
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IceyD

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Feb 1, 2017
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play the original PSX version IMO. the super sharp polygons of the ports are just weird to me.

as for the Remake, anyone feel that scorp tank fight was a bit exhausting even to watch? barret's dialogue was getting a bit much as well.
 

Vaarna_Aarne

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It is. It lasts absurdly long and seems completely overblown in its scale and style. Also, I don't think it's ever been a good idea to have characters talk in the middle of a fight. The only person ever who has managed to pull it off is Kojima, and a big part in that is that his approach to boss fights is not endless 'splosions when it's time to do character stuff. Barrel doesn't love to reload during a battle, slamming long silver bullets into a well-greased chamber.


Not to mention this doesn't even tell you to attack when its tail is up.
 

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