Yes already confirmed Classic (which is more of combat style change), Easy and Normal.
Or it could be "beat the game to unlock hard difficulty" like some of the portable KH games.Hard difficulty at release is a must. I'm afraid Nomura is gonna hold it back like KH3.
I want these battles to be on a knife edge in which I have to use the games systems to it's fullest to beat a group of enemies or a boss.
Also, I love this version of Bombing Mission produced by Umematsu a few years ago. I'd love for them to use this. It's so faithful to the original.
And I, on the other hand, welcome the change since I loathe the look of the original Hardedge.I still hate how long Hardedge is now :/
I wonder how many more weapons we'll get per character. I think it's going to be around 4 or 5 each.
If it were sborter it would effect Clouds attack range.I still hate how long Hardedge is now :/
I wonder how many more weapons we'll get per character. I think it's going to be around 4 or 5 each.
How can you hate this beautyAnd I, on the other hand, welcome the change since I loathe the look of the original Hardedge.
I know, but still.
I'll be blunt, I think we're gonna get shitty zones and an actual full explorable world isn't going to happen. No airships, no meaningful Gold Chocobo exploration, just a straight line of bland FFXII zones.
Afaik, so far we've mostly got the Play Arts Kai figures:
I am sure it will get bunch of merchs. They are obviously making figures for start
Afaik, so far we've mostly got the Play Arts Kai figures:
I expect figures for Sephiroth, Rufus, Red XIII and maybe a few more characters (that new SOLDIER guy even maybe).
Beyond this, they showed this during TGS, but I think they're sadly not for sale and are just for some contest (the low-poly ones, but I might be wrong and it be both or none of them):
I am sure it will get bunch of merchs. They are obviously making figures for start
Also other accessories
It's a real shame we don't get FF figures from other figure makers... I would love some high-end figure makers like Alter or even GSC to make some.Thanks! I'd love some more high quality figures than Play Arts, that would be great. But I guess Final Fantasy isn't known for anything beyond Play Arts, I assume.
I imagine the open world will be traversed by Cloud's bike. They're gonna have to add more roads.
They can follow the basic blueprint of FFXV's open world, but actually fill it with interesting stuff. And if they want the scope of the world to make sense, they can probably logically separate different areas with a "scene transition" to pretend that you just drove on your bike all night to get to another area, rather than FFXV's gas stations and towns all unrealistically within one minute's drive of each other.
Still works on me :P
I'd like to see, at the end of Midgar that the party continues on to Kalm with Cloud on the motorcycle and everyone else still piled into the little blue pickup truck.
It's a real shame we don't get FF figures from other figure makers... I would love some high-end figure makers like Alter or even GSC to make some.
Is a new vocal theme song confirmed?I can't wait to hear the new vocal theme song, I wonder who Uematsu will choose to sing it
Honestly, a lot of VII Remake's ideas feel plucked straight out of what we knew about VsXIII's plans before it got retooled into XV. A story that would be told over multiple games, Action Oriented Combat System in which you take direct control of all the characters, a darker tone (obviously VII was already dark, but we're hearing explicit swearing and even a few sexual references in the Remake, and the darker aspects of the story will be emphasized by the realistic graphics).FFXV really would have benefited if they had stuck to the trilogy blueprint or had more time.
Game one could have been like this game - Set in Insomnia with the nearby areas and towns explorable, ending with the invasion. Game 2 would have been the whole open world portion where they set off to wake the summons and find the royal arms, maybe with Luna and ending with the Altissia part or before the time skip. Game 3 could have been post time skip expanded. Maybe when we get a remake of the game in 2040 lol.
I don't see how we won't get vehicles. I don't need an open world but just zones and when they let you control airships and what not they just need to do it like the Dragon Quest games do.
Split the exploration maps this way:
1) Big world Zones
2) Dungeons and towns can be separate spaces that you don't need to design to scale with the big world zones
3) Have a simplified world map that you go to when you are in a vehicle. You can still fly around and find hidden areas.
Honestly, a lot of VII Remake's ideas feel plucked straight out of what we knew about VsXIII's plans before it got retooled into XV. A story that would be told over multiple games, Action Oriented Combat System in which you take direct control of all the characters, a darker tone (obviously VII was already dark, but we're hearing explicit swearing and even a few sexual references in the Remake, and the darker aspects of the story will be emphasized by the realistic graphics).
Since we started hearing more about it, it seems more and more like this is kind of VsVII, if that makes sense.
As opposed to completely empty world maps that offer absolutely nothing of interest.We'll see. If they do a zone-based world my already near-zero hype will fall back down to full 0, honestly. I have never enjoyed zone-based RPG worlds and that's not going to change in a game where the player character can't even jump.
Zone-based overworlds are just so damn boring. Copy-pasted green fields with monsters absently roaming around is the antithesis of fun.
As opposed to completely empty world maps that offer absolutely nothing of interest.
We'll see. If they do a zone-based world my already near-zero hype will fall back down to full 0, honestly. I have never enjoyed zone-based RPG worlds and that's not going to change in a game where the player character can't even jump.
Zone-based overworlds are just so damn boring. Copy-pasted green fields with monsters absently roaming around is the antithesis of fun.
At least they offer a slightly different experience. I would rather have an overworld that feels distinctly different and that breaks up the gameplay a little bit than have every single non-town area function identically. Towns should feel different from dungeons and both should feel different from the overworld.
I have never played a zone-based RPG where I enjoyed exploring the world. It has never, ever worked. Devs keep trying and it always sucks. FFXII, DQXI, every post-Vesperia Tales game...how many times do developers have to fail before it becomes clear to them that making their worlds by connecting towns together with a highway of linear field maps doesn't work?
Yeah, I've thought that for a while too.Honestly, a lot of VII Remake's ideas feel plucked straight out of what we knew about VsXIII's plans before it got retooled into XV. A story that would be told over multiple games, Action Oriented Combat System in which you take direct control of all the characters, a darker tone (obviously VII was already dark, but we're hearing explicit swearing and even a few sexual references in the Remake, and the darker aspects of the story will be emphasized by the realistic graphics).
Since we started hearing more about it, it seems more and more like this is kind of VsVII, if that makes sense.
Honestly, I get stressed thinking about this games budget though. I can literally feel the money wafting off it.
The difference is in how they're executed and not whether they are a world map, zones or open world. I don't see how zones equal to boringly designed world. I see you comparing the possibility of zones to FFXII but that game had Ps2 hardware restrictions that prevented its full potential. That's why the areas are separated into some many small zones.
When I say zones I'm thinking of Dragon Quest XI or Xenoblade 2, big spaces that are not quite open world because there's some form of separation and loading. DQXI had a lot of content in each zone-hidden treasures, hidden spots where you need mounts to reach, monster populating the world and a feeling of a living world. What did you not like about it? The game was also varied enough to include the usual JRPG environments. Towns, dungeons and the open zones all feel quite different from each other. It also had a zoomed out simplified worldmap for you to fly around in or sail around.
As for Tales games, what they lack is budget and time. They churned out those games so quickly and practically reused some maps as different ports in one of the games. The problem wasn't zones. It was that Tales games are ultimately B level games when it comes to budget, especially in the Ps3 era.
Agree with you on all these points.
I would much prefer a zone based overworld than a completely open one. Open worlds I tend to get overwhelmed and start to get anxiety about what I should or shouldn't be doing. With a zone I know that I'm supposed to be there, that the zone is designed for me at this particular part of the game, and the monsters and items are around my level. Anything off limits in that zone be it through environment or guarded by higher level monsters is a place I can make a mental note and revisit later. It's usually pretty clear cut and obvious. As soon as I start second guessing these aspects my interest in the game plummets. I like being able to compartmentalize: "Ok I'm going to work through this zone tonight", or if I stop playing for a few weeks I'm not completely lost when I get back: "I'm in this zone, I need to work through it". It's simple.
I just really, really dislike most of these gaming tends striving for realism. Like I'm not any more "immersed" because the game is open world and doesn't have any loading screens. In fact, more and more often immersion seems to come at the expense of engagement. Whether that be through game mechanics, environmental design, graphics, or whatever else.
How are world maps any different? They are essentially zones except totally devoid of anything interesting to do but run forwards. The only upside to them is that you can basically do a whole planet with that kind of world map whereas zones are better for large regions/continents/islands. Zones are far better in offering an immersive experience. FFXII was one of the most immersive worlds any game had offered at the time of its release. A bit dated by today's standards & even then technical limitations made them a bit less ambitious than originally planned (it was supposed to be far more seamless but they had to cut areas into smaller pieces). Still, zones work perfectly fine in games. They do need to be designed well & offer something more interesting than just an even field to run through but you have some weird preferences when exploration of fantastical environments is that off-putting to you. You are very alone in that, I'd think.At least they offer a slightly different experience. I would rather have an overworld that feels distinctly different and that breaks up the gameplay a little bit than have every single non-town area function identically. Towns should feel different from dungeons and both should feel different from the overworld.
I have never played a zone-based RPG where I enjoyed exploring the world. It has never, ever worked. Devs keep trying and it always sucks. FFXII, DQXI, every post-Vesperia Tales game...how many times do developers have to fail before it becomes clear to them that making their worlds by connecting towns together with a highway of linear field maps doesn't work?
How are world maps any different? They are essentially zones except totally devoid of anything interesting to do but run forwards. The only upside to them is that you can basically do a whole planet with that kind of world map whereas zones are better for large regions/continents/islands. Zones are far better in offering an immersive experience. FFXII was one of the most immersive worlds any game had offered at the time of its release. A bit dated by today's standards & even then technical limitations made them a bit less ambitious than originally planned (it was supposed to be far more seamless but they had to cut areas into smaller pieces). Still, zones work perfectly fine in games. They do need to be designed well & offer something more interesting than just an even field to run through but you have some weird preferences when exploration of fantastical environments is that off-putting to you. You are very alone in that, I'd think.
And they aren't just "highway of linear maps". At least a zone doesn't need to be such. Tales of games are so low budget & mediocre and DQXI needed to accommodate the 3DS/retro version designs as well (I mean, you do understand that DQXI's "zones" are designed exactly like the world maps you so like?), so those limit the possibilities of zones as well. You can do plenty with zones, especially with PS5 level hardware (which is what I presume will be what Part 2 releases on). You're just deciding that everything is shit without even considering that everything might not be just like you imagined or done with as little imagination as you have.
One day I just want Robert Ferrari to do the lead character designs. Give Nomura a break. I feel that Robert has a better design sense.
I know, I mean on like the next mainline FF. You think they would despite not being Japanese?They should ask him to do them on a game that isn't an adaptation of Nomura's work. FFXVI or something. It wouldn't make sense to have him redo the VII cast.
I know, I mean on like the next mainline FF. You think they would despite not being Japanese?
Who did the Kingsglaive designs? I thought those were pretty good.Who knows? They might do it, they might not. I remember hearing in the past that Ferrari was pretty pissed about the way things went down with Versus and XV, but I guess Nomura brought him back on for secondary designs in VIIr? I think?
He's not a Square employee at least, the dude's just a contractor, so my gut tells me that Square will err on the side of sticking with established in-house talent for XVI's designs. But stranger things have happened.