And visuals? and animations? and scale? Why does it have an 80+ opencritic score if its terrible in every way?
Era is extremely bad at not understanding the difference between "I don't like this thing" and "This thing is bad".
I hadn't even considered summons I forgot. And ff7 has a ton hmmm
Also anybody else feeling the hype so much they started 7 over? Cuz I'm about to lol
Like...how does 8 have gaudy designs?
Seifer? Quistis? Laguna?
Does putting some fur around Squall's coat make him gaudy? lol. 8's characters could almost step into Parasite Eve and be just fine.
Increasingly gaudy. 8's designs were fine (except Rinoa - her design is hideous - why is she wearing biker shorts and have 80s leggings on her arms?), but each game Nomura designed for got more and more baroque until again the turd that's 15. People are acting like I just made up the zippers and buckles meme.
Your point is still wrong since FF games always had gaudy designs .
You just did not notice that much because of the 2d and lack of detail.
If anything FF went back to there old ways after 7, 8 , 9 .
You're missing the point. In those game you weren't assaulted with embarrassingly awful looking characters at every moment. They also fit into their worlds. Nomura's look like he's trying to hard to be a fashion designer.
yeah honestly it's a bit too early to judge because we don't have solid info or much footage... but I feel the combat won't be as "action-y" as many might think.There seems to be zero importance on position and movement as most action RPG's would have. Did everyone who says it looks like FF15 ONLY ever play FF15 or something?
They've said on several occassions it's action based but not entirely action like KH or Dissidia or as fast as them, but it shares similarities.
Gotta take damage to build limit. Personally, I cant see the battle system as anything other than a modern take on the old system. FF7 was NEVER turn based, regardless of what people mistakenly think. With the blue bars being (I think) ATB gauges, it's just like the old system except now regular attack is a filler as opposed to something you need to wait for. You still need to wait for command attacks and magic, and no doubt these attacks will do more damage than a regular attack to make them worth waiting for and using. You see Cloud in the trailer using some flip attack which costs him one blue bar and does 618 damage as opposed to the 30 that his regular attack does.yeah honestly it's a bit too early to judge because we don't have solid info or much footage... but I feel the combat won't be as "action-y" as many might think.
Like you said, there seems to be no real positional/movement importance like normal action game. The way this regular attack moves through the field and attack feels way more automated than typical action combat..
Also, blocking an attack still does chunk of damage, which makes me feel that the game is designed on the idea that you are suppose to take damage during combat.
I feel it's going to be a bit more action oriented than combats like FFXII/Xenoblade, but less action than full-on action RPG combat like FFXV/KH3
That's what happens when IT ACTUALLY EXISTS NOW!
yeah they actually called it ATB bar, at least until 2017 build.Gotta take damage to build limit. Personally, I cant see the battle system as anything other than a modern take on the old system. FF7 was NEVER turn based, regardless of what people mistakenly think. With the blue bars being (I think) ATB gauges, it's just like the old system except now regular attack is a filler as opposed to something you need to wait for. You still need to wait for command attacks and magic, and no doubt these attacks will do more damage than a regular attack to make them worth waiting for and using. You see Cloud in the trailer using some flip attack which costs him one blue bar and does 618 damage as opposed to the 30 that his regular attack does.
That would be a good way of doing it, solves the issue of people who would inevitably just hold block and wait for the timer to fillyeah they actually called it ATB bar, at least until 2017 build.
In 2015 build it seemed like your regular attacks fill up your ATB bar, which you can use it for strong attack like in the trailer.
"Regarding the battle speed and tempo, for the sake of a stress-free battle, we want to do something on the level of Dissidia Final Fantasy. As far as the degree of action goes, it's Dissidia Final Fantasy, then Kingdom Hearts, then Final Fantasy VII Remake. There won't be any actions that require a technique. By using the new system, we want to do action battles while also being able to fight thinking strategically."
In the end, it's based on Final Fantasy VII, so elements like the ATB gauge and Limit Breaks will appear with new ways to be used. Please look forward to how this game will evolve through the remake.
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 scener
OG FFVII is pretty far from perfect, especially when it comes to gameplay. And this remake is more than just fancier graphics. The devs themselves have said that they weren't interested in remaking FFVII if it just meant the same game with prettier graphics. This is a thorough modernization of FFVII and that is hella ambitious.You'll be hard pressed to convince me there's been a good Final Fantasy since X.
I agree about being ambitious and failing - I just don't think this remake is either of those things. It's just fancy graphics with 15's awful gameplay. I think (and always have since they first started talking about this years ago) that it was a waste of talent and resources. FF7 was already the perfect game, and Square no longer has the skills or vision to make it better. Sometimes less is more.
I immediately thought of Lighting Returns when you said those things but faster pace. I feel FFXII/Xenoblade may be a bit too slow for FFVIIR but I get what you're saying.I feel it's going to be a bit more action oriented than combats like FFXII/Xenoblade, but less action than full-on action RPG combat like FFXV/KH3
I agree, but I think with this series, I preferred that. For a fantasy JRPG series called "Final Fantasy" taking place in fantasy worlds with monsters and god-like beings, and magical abilities and shit, Amano's art fit what Square was going for in those early games. FFVII, I loved the more gritty look of the character designs. Lots of rust (rust on Barret's gun arm, rust on the Buster Sword, and such on). I thought FFVIII was too casual and clean. It's strange, though, and maybe just having to do with my taste. While I feel FFXIII is the weakest entry in the series, I actually don't hate the character designs. To me, they are probably the best thing about that game (only talking about FFXIII prime, sequels need not apply). FFXV, which has the main bros dressed up in designer duds, I actually don't mind either. For some reason, FFVIII's character designs are my least favorite of the entire series. Hell, FFX, I think has some eyesore clothing choice, I still am more accepting (maybe because they at least feel unique to the world, somewhat familiar, yet somewhat "alien").
I actually really like this idea. It would be a high quality top down perspective so it doesn't look cheesy. I think this would be totally doable. This is the best idea for how to do it.
yeah honestly it's a bit too early to judge because we don't have solid info or much footage... but I feel the combat won't be as "action-y" as many might think.
Like you said, there seems to be no real positional/movement importance like normal action game. The way this regular attack moves through the field and attack feels way more automated than typical action combat..
Also, blocking an attack still does chunk of damage, which makes me feel that the game is designed on the idea that you are suppose to take damage during combat.
I feel it's going to be a bit more action oriented than combats like FFXII/Xenoblade, but less action than full-on action RPG combat like FFXV/KH3
Nomura: "Rather than just ending it at that scaffold, we've made wide use of the space and developed a battle that takes advantage of the map's characteristics where you'll fight while switching between Cloud and Barret. For example, when there's an enemy in a position that can't be reached by Cloud's sword, it's more effective to switch to Barret. It's becoming strategic in that way, as well. The Guard Scorpion will change modes in the middle of the battle and demonstrate behavior not in the original version.
I remember the open world/sandbox quote and I was happy they didn't care much about that since it brings down the quality of the map design imo. Just focus on making meaningful locations.https://www.reddit.com/r/FFVIIRemake/comments/boft85/a_collection_of_every_interview/
Here's a collection of every interview regarding FFVIIR. Starting with the latest, down to the first.
There's some really juicy bits here. Some choice quotes:
yeah when I compared to FFXII/Xenoblade, it was more of how combat will be progressed. You won't have and zone transitions, and you will have free movement like FFXII/Xenoblade. The difference is that FFVIIR will be much faster paced, and you will have to press button each time for regular attack unlike Xenoblade where it does auto for you.I immediately thought of Lighting Returns when you said those things but faster pace. I feel FFXII/Xenoblade may be a bit too slow for FFVIIR but I get what you're saying.
I wonder if blocking will have depth to it. Like, if you just press down the block button, you will always take x% of the full damage, but timing blocking well/perfectly would activate perfect block that negates all damage & maybe stun (some) enemies. That would be a decent balance between FFXV's "dodge everything by pressing down a button" that is made for casuals who suck at action gameplay but makes things too easy for anyone with some skill and more hardcore "if you suck at timing your blocks, be prepared to be mauled by the enemy" style defensive gameplay.yeah honestly it's a bit too early to judge because we don't have solid info or much footage... but I feel the combat won't be as "action-y" as many might think.
Like you said, there seems to be no real positional/movement importance like normal action game. The way this regular attack moves through the field and attack feels way more automated than typical action combat..
Also, blocking an attack still does chunk of damage, which makes me feel that the game is designed on the idea that you are suppose to take damage during combat.
I feel it's going to be a bit more action oriented than combats like FFXII/Xenoblade, but less action than full-on action RPG combat like FFXV/KH3
I am sure there will be some sort of "Just frame" block system like you say. If I remember correctly Lightning Returns had similar just-frame block where if you press it at the right time your block doesn't drain your ATB bar. For this I expect less damage or even no damage.I wonder if blocking will have depth to it. Like, if you just press down the block button, you will always take x% of the full damage, but time blocking well/perfectly would activate perfect block that negates all damage & maybe stun (some) enemies. That would be a decent balance between FFXV's "dodge everything by pressing down a button" that is made for casuals who suck at action gameplay and more hardcore "if you suck at timing your blocks, be prepared to be mauled by the enemy" style defensive gameplay.
"En Garde!!!"
yeah honestly it's a bit too early to judge because we don't have solid info or much footage... but I feel the combat won't be as "action-y" as many might think.
Like you said, there seems to be no real positional/movement importance like normal action game. The way this regular attack moves through the field and attack feels way more automated than typical action combat..
Also, blocking an attack still does chunk of damage, which makes me feel that the game is designed on the idea that you are suppose to take damage during combat.
I feel it's going to be a bit more action oriented than combats like FFXII/Xenoblade, but less action than full-on action RPG combat like FFXV/KH3
Hopefully so.I am sure there will be some sort of "Just frame" block system like you say. If I remember correctly Lightning Returns had similar just-frame block where if you press it at the right time your block doesn't drain your ATB bar. For this I expect less damage or even no damage.
Yeah I agree it's too early to make these assumptions. I just felt Cloud's movement and attacks felt more automated than anything I have seen in KH3 or FFXV.. It will also be curious to see how the general movement of the character is.Hopefully so.
Also, another point I wanted to make in relation to your earlier post. I think the quick snippets of gameplay are too early to make any kind of assumption/speculation that positioning & movement during battles don't matter. Kingdom Hearts also has moves that close in on (locked on) enemies much like what is seen in FFVIIR's footage yet positioning & movement are very important to the combat (at least on higher difficulty levels). We'll need to see more to see if that's the direction they are going with. The characters do seem less agile so we won't necessarily be dodge rolling infinitely around the battlefields, but I imagine we can avoid enemy attacks by carefully moving around them and timing offensive & defensive play well.
Gotta take damage to build limit. Personally, I cant see the battle system as anything other than a modern take on the old system. FF7 was NEVER turn based, regardless of what people mistakenly think. With the blue bars being (I think) ATB gauges, it's just like the old system except now regular attack is a filler as opposed to something you need to wait for. You still need to wait for command attacks and magic, and no doubt these attacks will do more damage than a regular attack to make them worth waiting for and using. You see Cloud in the trailer using some flip attack which costs him one blue bar and does 618 damage as opposed to the 30 that his regular attack does.
yeah 2015 build had defend as one of the command menu option, 2017 seemed to have removed it and 2019 is probably the same. I think it's better to have block mapped to a button rather than having to select it from the command menu..Looking at it, I guess block/guard command is mapped to one of the buttons. Of course there probably won't be any sort of triangle button equivalent like in KH.
Agree and it would be more tedious anyway. Since they are using KH2's UI system to some degree, you'd want to map other commands to it.yeah 2015 build had defend as one of the command menu option, 2017 seemed to have removed it and 2019 is probably the same. I think it's better to have block mapped to a button rather than having to select it from the command menu..
"As for the ATB and techniques, those are for another time. Regarding Materia, what I can say is that it's something like a skill. Different from magic, you can use it when you've set a Materia that has an effect that can be used in battle."
Most of them translate pretty fine to a more action-y system as is (grand spells/stats/summons/skills) and ultimately there really aren't all that many materia in the game so I would think development time constraints shouldn't be too much of an issue. Not sure how well something like W-Summon fits in an action RPG but others seem fairly doable in one. If anything, I could see them adding some new materia rather than removing a lot, considering this is now multiple games.I wonder how they plan to implement the amount of Materia there is in the game for fighting.
Most of them translate pretty fine to a more action-y system as is (grand spells/stats/summons/skills) and ultimately there really aren't all that many materia in the game so I would think development time constraints shouldn't be too much of an issue. Not sure how well something like W-Summon fits in an action RPG but others seem fairly doable in one. If anything, I could see them adding some new materia rather than removing a lot, considering this is now multiple games.
I'd hope AI can handle some magic usage and a customizable quickmenu akin to KH for the controllable character will mostly work fine.What I'm wondering is how will moving around and attacking while going through a menu to select one of several spells, especially across three characters all in real time going to be intuitive? Its possible I'm sure, but I have a hard time imagining that being fluid.
Maybe something like a radial menu like Witcher 3?
those all looked great. Hopefully it translated well to ingame.