That would be crazy if true. Though what kind of install base would PS5/Scarlett have at that time is the question.
I sure hope not.
Imagine me not already have made this jokeI'm thinking planetsmasher only wants an open world cause he's Sephiroth and wants to smash it with a meteor 🙂
Actually, all FF7 jokes have already been made. All of them. Wrap it up, folks.
Actually, all FF7 jokes have already been made. All of them. Wrap it up, folks.
i think the open world world with vehicles could work in ps5 but i really doubt square has the men power to do that
I remade your joke. Please be excited for part 2
I don't know why everyone is worrying about the sequel at moment.
First game is coming out in 9 months
Eh. There's nothing of interest worth talking about that happens in Midgar beyond arguing about how fleshed out the crossdressing scene and Wall Market are going to be.
Let's hope they expand on the Slums.
Not sure they have a choice lol.
You should try, it's fun! There's a less guaranteed earlier way, but this is the 'normal' early one
Most of Midgar just really isn't that narratively interesting and outside of Wall Market's weirdness, none of it is interesting to explore. That's the biggest problem with Part 1 being limited to Midgar, they've dragged the part of the game I always rush to get out of as quickly as possible out to an insane degree.
You don't think they can make something interesting with all the current tech at their disposal?
I think it's indeed tricky to balance the story and introducing new locations, like a jigsaw.Yeah, probably right. I'm guessing part 2 and 3 (if 3 is the last part) will both have a good balance of story and world to explore.
I don't think Midgar is interesting, no. Dark streets, gross sewers and rusty metal corridors for 40+ hours is not what I want out of an RPG. There needs to be more environmental diversity than Midgar is designed to be capable of delivering to make a full-length RPG not become a bland chore.
Kitase said:While many people may think that Midgar is very dark at first glance, we have a design aesthetic where the city has strong elements of colour and variety. The lighting and colouring we are using throughout Midgar accentuate what is unique about FINAL FANTASY VII's world. We decided not to use a photo-realistic approach with the design, but instead something more stylised, honouring the artistic designs and choices of the original.
Agreed. My brother is happy that they get to flesh out Midgar more, but I'm left feeling like fleshing out Midgar is just dragging ass on getting to the parts of the game I actually want to see and replay.I don't think Midgar is interesting, no. Dark streets, gross sewers and rusty metal corridors for 40+ hours is not what I want out of an RPG. There needs to be more environmental diversity than Midgar is designed to be capable of delivering to make a full-length RPG not become a bland chore.
This isn't a 1:1 remake. Chances are, Midgar will be interesting to explore in this remake.Most of Midgar just really isn't that narratively interesting and outside of Wall Market's weirdness, none of it is interesting to explore.
I agree with this. For so many reasons, I think a massive open world is the wrong choice for this game, even if one imagines that it's a feasible solution in the first place.Yeah. I think it is safe and fair to say that replicating the entire FFVII world in the same way that Square attempted to make FFXV's world is unrealistic and should not be an expectation anyone levies on them. The manpower and budget they'd need to do so would be astronomical and not economically viable.
It also wouldn't be a fun world to explore. Having an entire planet replicated at full playable scale is absurd, it would take even longer to get anywhere than it already did with Car Autopilot in FFXV.
This is why I think Square needs to find a new way to implement the classic FF overworld. Rethink the idea, redesign it, but preserve the essence of traversing an entire world with vehicles and Chocobos, with optional towns to find and secret areas to discover if the player looks hard enough.
If you're level 12 with the setup in the description you will 100% survive it if you have full HP. Was pretty cool to see you could get it so early.
Big enough to let us fly into Ultimate, that's it.My question is, how big does realized ffvii overworld actually have to be? I feel it can be done if you keep the towns/dungeons themselves as seperate instances.
I think you have too many parts in general but Part 3 seems a bit unbalanced here compared to the minor stuff in 2.Part 2
Final Boss: Jenova Birth
Ending: Lovely view on the horizon with Gold Saucer in background. :)
Part 3
Final Boss: The Lost Number in Shinra Mansion (Who I think was a failed Sephiroth Clone)
Ending: Vincent joins, Cloud and Tifa remiscense over their family in this home town.
This isn't a 1:1 remake. Chances are, Midgar will be interesting to explore in this remake.
This isn't a 1:1 remake. Chances are, Midgar will be interesting to explore in this remake.
Part 1
Final Boss: Redesigned Motor Ball with Rufus piloting it.
Part 2 Main areas: Junon Area, Kalm, Nibeleim flashback, fort Condor, Chocobo Ranch, and presumely they're multiple times bigger than orignals.If you're level 12 with the setup in the description you will 100% survive it if you have full HP. Was pretty cool to see you could get it so early.
Big enough to let us fly into Ultimate, that's it.
I think you have too many parts in general but Part 3 seems a bit unbalanced here compared to the minor stuff in 2.
Planet Smasher I don't think you are going to like this game no matter what happens.
Cut Motor Ball, Cloud taking on Rufus and Dark Nation at the same time Barret, Aerith, and Red XIII are fighting Heli Gunner in the elevator is a perfect "final boss". It could swap back and forth between the two fights in different phases, rather than one right after the other like the original.
I don't think Midgar is interesting, no. Dark streets, gross sewers and rusty metal corridors for 40+ hours is not what I want out of an RPG. There needs to be more environmental diversity than Midgar is designed to be capable of delivering to make a full-length RPG not become a bland chore.
It would be cool, but I'd rather they not worry if its open world or not. Focus more on good map/level design than worry how big it is like Bethesda always do.i think the open world world with vehicles could work in ps5 but i really doubt square has the men power to do that
I dunno; I'm certainly willing to see what they can do given the glimpses we saw and the tech now available to fully realize it.
I do think you're underselling it, but to be fair, we haven't seen anything really. So who knows!
Again, this isn't a 1:1 remake. You can't claim all the sectors look the same; we don't know that. For all we know, every sector will look and feel different. Maybe one of the plate sectors will house a giant Central-Park-like natural reserve. And as you have mentioned, Square has barely shown anything of Midgar, so you shouldn't, in the same breath, say that every sector looks the same. Also, the narrative will be expanded and elaborated enough that the game won't consist of 40 hours of busywork for chumps.The problem is, a lot of the best parts of VII come after Midgar. Nibelheim is after Midgar. The Battle Arena is after Midgar. Chocobo breeding and racing is after Midgar. Pretty much all the side content is after Midgar. I don't want to spend 40 hours doing a bunch of busywork for random chumps when I would rather be dicking around in the Gold Saucer or exploring the world at large, you know?
It also doesn't help that the sectors all look the same.
The deck is very stacked against it, that's for damn sure.
Like, have we even talked about how much of a mess late-game combat is gonna be? How are you supposed to build up a big arsenal of abilities and spells and have access to them without getting your ass flattened mid-combat? Or are they just gonna make it so you only get to have one or two materia equipped at a time for the entire game?
The deck is very stacked against it, that's for damn sure.
Like, have we even talked about how much of a mess late-game combat is gonna be? How are you supposed to build up a big arsenal of abilities and spells and have access to them without getting your ass flattened mid-combat? Or are they just gonna make it so you only get to have one or two materia equipped at a time for the entire game?
Somebody here suggested moving Jenova BIRTH to the end of Shinra Tower to be the final boss and I immediately fell in love with the idea.Cut Motor Ball, Cloud taking on Rufus and Dark Nation at the same time Barret, Aerith, and Red XIII are fighting Heli Gunner in the elevator is a perfect "final boss". It could swap back and forth between the two fights in different phases, rather than one right after the other like the original.
This doesn't make any sense tbh. Have you watched the gameplay video from e3?
Doesn't matter if it's linear or open, just make sure it works and is good.About open world, We can't say anything yet, but we don't plan on fussing about whether it's a so-called open-world or sandbox. But since Nomura is more focused on the creation of the scenery, we want to express an environment character actions affect the scenery.
Ya, the 3 thoughts in my head for how they can end it are what I said about Rufus and Heli Gunner, a JENOVA fight, or a completely made up and out-of-place fight with Sephiroth (which would be terrible and I hope they don't do this).Somebody here had the idea of moving Jenova BIRTH to the end of Shinra Tower to be the final boss and I immediately fell in love with the idea.
I saw Cloud picking one or two things from a menu in Tactical Mode. That in no way makes me think things like Enemy Skill materia or having a bunch of magic materia with 5 spells each equipped will be intuitive or fun.
It makes sense for the early game, but I don't feel like it's going to scale up well.