FF7 Remake general thread

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That is really vague and full of marketing speak and doesn't really explain anything.
 
After hearing that this won't be episodic like Telltale games, I'm more optimistic.

I've also heard that there's a possibility for level caps before the next release so we could carry at least some semblance of progress forward.

I would accept this and probably enjoy it. Getting to play earlier would be great if it all lines up and adds on.

My other hope is the free-roaming of the world map added on and not some garbage map with location choice like in final fantasy 10.
 
Truth be told...  If space limitation is really the issue they could just do the same thing they did 20 years ago, 1 release with more than 1 disk inside of it. Anyway, we shall wait and see how it all turns out.
I have a feeling they might take the FF13 saga approach though, a storyline divided across 3 games but all of which can make the average gamer spend anywhere from 30 to 80 hours in it.
 
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Since it's on Unreal 4, I hope it's mod friendly, so I can make it look more like this, and less like FFXV with its drab and colorless vibe.
5ISYHeO.jpg
 
Since it's on Unreal 4, I hope it's mod friendly, so I can make it look more like this, and less like FFXV with its drab and colorless vibe.
5ISYHeO.jpg
That pic looks much better than the trailer haha! It actually looks like FF7.
 
I did some tweaking on a bunch of screens from the trailer using approximately the same set-up in my image processing software that I use for filter on my video-game project, a soft cell-shade filter, some bloom and increased saturation, and the above is how it came out (threw the hud together just for fun) - here are the rest of them, just for comparisons sake.

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@hian, would you mind doing one of those for the shot of Cloud's face after he hops off the train at the end of the trailer? That shot of him bothered me the most, because he looked like a meth-addict, and I want to see if your color tweaks makes him look somewhat normal again.
 
Nemo problemo -

Here's a comparison for you -
Not all that much I could do to save this model though. Thankfully, it seems to be one of those "cut-scene" HD models that SE use to cheat to make their games look better during close ups in scripted events, rather than the model you have to look at throughout most of the game.
Nomura also hinted at in the interview that Cloud only looks like this in the beginning due to just having awakened from his test-tube.
devEMsP.png
 
I love that you've really livened up the purpleness of his outfit.The reduced saturation is my biggest gripe with the art in the remake from what I've seen, much more than the models.
 
In Team Avalanche I am currently working on the guard Scorpion.. I took inspiration of the design from the trailer for my current sculpt, hoping to post some pictures soon of my progress.
 
The purple is actually in the game natively, it just doesn't show until you raise the saturation levels with about 50%.

The reason I'd want a filter for this game, is because even adjusting saturation on most TV's is not going to give you this result since it requires the combination of both a bloom effect and a cell-shade effect to make the colors pop like that.
 
Bearing in mind that in comics and animation purple is often used instead of black because clothing or hair would look flat and lifeless.
http://tvtropes.org/pmwiki/pmwiki.php/Main/PurpleIsTheNewBlack

Thus why he was a much lighter purple in the original game than in the artwork although in battle it was a bit darker than in the field.

Even in Crisis Core and Advent Children you could still see the blue in the outfit.
 
@hian, would you mind doing one of those for the shot of Cloud's face after he hops off the train at the end of the trailer? That shot of him bothered me the most, because he looked like a meth-addict, and I want to see if your color tweaks makes him look somewhat normal again.
Aerith: Cloud, you used to be in SOLDIER didn't you?
Cloud: ... How did you know?
Aerith: You look like a meth-addict.

If he was supposed to look like this in the original it's a miracle no one asked him: "Dude!! Are you alright!?!"
 
Aerith: Cloud, you used to be in SOLDIER didn't you?
Cloud: ... How did you know?
Aerith: You look like a meth-addict.

If he was supposed to look like this in the original it's a miracle no one asked him: "Dude!! Are you alright!?!"
Exactly.  The only thing that was wrong with him in the original story were his eyes.  His psychological issues manifest themselves and are a key part of the story.  If he turns up looking like a meth addict then those clues are wasted.  This is just rather poor design and a divergence from the earlier style.  I think people are starting to fall into the trap of understanding these changes as "part of the story" or believing crumby explanations from the writers that contradict the earlier work.
 
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At least someone in-game in FF7R have to mention his looks haha.

His hairstyle looks very awkward in the realistic artstyle too.

There is far less room for abstraction as well, leaving it much more open for criticism and questionable situations. Like, for instance, Cloud running through those bullets... It's a common cliché for the hero to run though bullet-rain, but the problem here is the presentation. You just don't buy it. You have to make excuses, in your head, on behalf of the game to make it work.
 
At least someone in-game in FF7R have to mention his looks haha.

His hairstyle looks very awkward in the realistic artstyle too.

There is far less room for abstraction as well, leaving it much more open for criticism and questionable situations. Like, for instance, Cloud running through those bullets... It's a common cliché for the hero to run though bullet-rain, but the problem here is the presentation. You just don't buy it. You have to make excuses, in your head, on behalf of the game to make it work.
And it really isn't necessary to add that cliche, either.  It bloats the game and it means even more work where it wasn't needed.  FF7's cutscenes were great already, and mostly adhered to FF7's own internal logic (which, in many respects is the same as our planet). Jumping through bullets just makes things worse.  Less is often more.
 
@hian: I think that your version still looks 10x better, and I'd be happier with a less ultra-realistic style.

EDIT: Accidentally posted before I was ready to.


It really is a shame that they are so focused on how light reflects off skin to realize that it looks like strawberries regardless.

Anyways, here's a video I think you all might find interesting:
(It's Jim Sterling's opinion on the remake situation.)
 
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Anyways, here's a video I think you all might find interesting:
(It's Jim Sterling's opinion on the remake situation.)
Yeah, he covered it quite well in that video, turn-based combat is far from outdated, at least not for me. What I always liked most about turn-based combat systems was the strategic aspect they offered. My issue with action-driven systems (from FF12 onward) was that you lose track of what's actually happening on the screen way too easily with everyone acting at the same time and damage numbers flying all about. This loss of control over the battle gives me the feeling that I'm a bystander rather than an actual participant. Thing is: the faster a combat system is designed, the less strategic it gets (because you don't have the time to ponder your next move anymore). And it's not funny when your AI-controlled comrades kill that one enemy that you still wanted to steal an item from. With turn-based combat systems, everything was much better "organized", if that makes sense.

Oh, and I agree that hian's Cloud looks a lot better than what Square Enix has given us. Good job, hian.
 
That's absolutely it, Kefka.  The goal of having great visuals has pushed out the gameplay aspect. And, er, we are talking about a game.  If I went to a movie, I wouldn't expect a joypad to drop down during it and have to fight random enemies in order to progress the plot. People shouldn't be accepting this as the norm for the genre.  It isn't.  FF and jrpg in general are supposed to be tactical affairs - which, as you noted, cannot happen with a real-time combat in anywhere near the same fashion as turn-based combat.
 
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