Tag Archives: tetsuya nomura

Only a Few Members from Original Staff for Remake

Square Enix is currently recruiting planners and other members to help develop Final Fantasy VII Remake, and according to Art Director & VFX Director Shintaro Takai, it only has a few original staff. Here’s a part from his interview with CGWorld, where he shared a bit on the current team as well as the original staff behind the classic RPG.

CGWorld: About how many people are there working on Final Fantasy VII Remake that previously participated in the development of Final Fantasy VII, such as yourself, Takai-san?
Shintaro Takai, Art Director & VFX Director: There are only a very few. Starting with producer Yoshinori Kitase-san, director Tetsuya Nomura-san, and scenario writer Kazushige Nojima-san, there’s only very few of us. Most of Final Fantasy VII Remake’s developers are those with experience on the Final Fantasy series after Final Fantasy VII along with new people who joined. We have a lot of people apply saying “I played Final Fantasy VII when I was a child and I really liked it so I want to be a part of it.” It seems like Final Fantasy VII is a bit of a special title even among game developers.

About how many people worked on effects production for Final Fantasy VII?
Takai: About 5 to 6 designers. Add about 5 to 6 programmers to that, and it was a pretty high-scale team for it. The others and I were new to making games with 3DCG, so we went through a considerable amount of trial-and-error while working on it. After all, it was full of people who came from a world of 2D pixel-art, and there were many cases of people using Photoshop for the very first time, let alone 3DCG tools.

The addition of a Z-axis (depth) definitely left an impact to a world that only had the X-axis and Y-axis. The amount of information for a game suddenly increased and it left a big impression to many players.
Takai: The impact was huge as a developer. We all struggled together saying “What’s a Z-axis?” [laughs]. I, too, struggled to make a texture on Photoshop, and it was actually Hironobu Sakaguchi who passed by and said “You can do it like this,” and showed me how to use filters. He said “I often use this for processing photographs of my kids” as he walked away. Sakaguchi-san might not remember that, but it was a deeply impressive moment for me.

Now that sounds like an impactful and unexpected experience in its own right [laughs].
Takai: Even when I look back now, I still feel that Final Fantasy VII’s development had some amazing people. At the time I was pretty much a private rank of the effects team so I didn’t get to see its development as a whole, but the feeling of “I’ll make something amazing with the parts that have been entrusted to me” was certainly there. I was in charge of most of the Summoned Beast effects, but even when I look back confidently thinking “I made some great effects,” when I look at it together with the other parts it shows just how much great work all the teams put into it. “This title is going to be huge” was something I felt even back then.

Final Fantasy VII’s Summoned Beast scenes were very elaborate for those days. Especially Knights of the Round with its high attack power, its splendidly long scene was really amazing [laughs].
Takai: That one was long, in hindsight [laughs]. I think every team from modeling, animation, and effects put in some incredible work, to the point that it may have been a little too much.

*Knights of the Round is Final Fantasy VII’s most powerful summon that brings out 13 knights who perform individual moves, taking up close to a minute and 40 seconds for the whole scene.

Source: Siliconera

New Design for Cloud?

Cloud Strife from E3 2015 TrailerThose who attended the Final Fantasy series’ 30th Anniversary Exhibition got a first look at new screenshots for Final Fantasy VII Remake along with a surprise appearance from director Tetsuya Nomura.


While there aren’t any images for us to look at, as the screenshots were shown exclusively for those who attended the event, fans were able to share some details from the talk event along with what they saw from the screenshots.

According to some of the fans in attendance, there’s been a change in Cloud’s design. According to development leader Naoki Hamaguchi, this new design was said to have finally got the go-ahead from director Tetsuya Nomura. While it’s been a struggle for the team, the hard work appears to have paid off as Tetsuya Nomura went as far as acknowledging it as “the closest one to the original [Cloud design] up until now.]

A fan attendance described Cloud’s new design as a more natural look. Nomura and Hamaguchi mentioned that “while Cloud may look this way, he was a dork. I believe those of you who played the original would understand what I mean by saying he’s a dorky character.” That said, we’ll see more of the youthful side of Cloud rather than the always-serious one we’ve seen more outside of the original game.

The four screenshots also showed other members of AVALANCHE, and one fan described Biggs as “super handsome,” Wege as “refreshingly chubby,” and Jessie as “cute!”

Unfortunately for the rest of us, since the images were shown only behind closed doors, those who attended mentioned that Square Enix won’t be sharing the screenshots to the public for a while.

Source: Siliconera

Recruiting for Internal Development

Square Enix’s Business Division 1 that is in charge of developing Final Fantasy VII Remake posted core staff recruitment messages from Yoshinori Kitase, director Tetsuya Nomura, and development leader Naoki Hamaguchi on the company’s official website.

Yoshinori Kitase

Business Division 1 Executive

Business Division 1 is the section that is responsible for producing Mobius Final Fantasy and Final Fantasy VII Remake. In 1997 we completely changed the gaming scene at the time with the worldwide hit that is Final Fantasy VII. And the remake of said masterpiece is Final Fantasy VII Remake.

For this project, we aim to surpass the original work in terms of quality by increasing the number of staff to strengthen the core company development as we head into the development progress phase.

In addition to myself, we have director Nomura, scenario writer Nojima-san, and more from the original Final Fantasy VII staff lineup that continued working as staff on the production of past Final Fantasy titles, and they are now joining the team one after the other.

How would you like to join us, together, in the Remake of Final Fantasy VII?

We are looking forward to receiving your applications.

Tetsuya Nomura

Final Fantasy VII Remake Director

I believe that many of us developers share the same feeling that Final Fantasy VII is a special title.

Twenty years have gone by and the number of generations that aren’t familiar with Final Fantasy VII is increasing, so we must remake the game using today’s technology and systems in order to make it into a title that can last several more decades.

Reproducing the world of Final Fantasy VII in high-definition requires an extraordinary amount of time and resources, so we’ll need all the help we can get to shorten that.

As those of you concerned with the industry may already know, the number of domestic staff is significantly lower compared to that of foreign high-definition developers. Therefore, in order to further strengthen the development of this title, we must urgently recruit as much staff as possible.

By all means, please join us in delivering the world of Final Fantasy VII, once again.

Naoki Hamaguchi

Business Division 1

Final Fantasy VII Remake Development Leader

With the strong backing from producer Kitase and director Nomura’s thoughts of wanting to make Final Fantasy VII Remake into the best possible product for the fans, it’s been decided that I would step into the role of development leader in order to strengthen staff structure.

From the pursuit of a new Final Fantasy game experience that can only be made through this remaketo the graphical challenges that come from the possibilities of evolving technologies—yes, we have everything that a creator needs to create in this here environment.

I promise you that now is the best time for creators to display experience and abilities, for this title with high expectations from around the world.

The emotions I felt from playing Final Fantasy VII twenty years ago, that’s what I want to revive, as new emotions for the present generation.

I’m very much looking forward to receiving applications from those of you who feel the same way.

After posting a recruitment message for the development of Final Fantasy VII Remake, we were reminded that its development will still take a while, and Square Enix sent the extra reminder in a financial results outline.

According to Square Enix President and Representative Director Yosuke Matsuda and Chief Financial Officer Kazuharu Watanabe who presented the company’s Financial Results Briefing Session, we can expect to see the release of Final Fantasy VII Remake and Kingdom Hearts III sometime in the fiscal year of March 2018 and beyond, as shown in the image below:

Square Enix Release Timeline

“This slide shows our release lineup for FY2017/3 as well as for FY2018/3 and beyond. We plan to launch each of these upcoming titles in the next three years or so.”

So unfortunately for those of you looking forward to playing either of those titles by the holiday season this year, you’re kind of out of luck with a window that is set for sometime in the next three years, or 2020 and beyond.

It isn’t rare to see Square Enix work with other developers for work on big titles as we’ve seen in Final Fantasy XV, but it’s been revealed that they’re shifting to an internal development focus for Final Fantasy VII Remake. 

The information comes from a recent two-year anniversary live stream event for Mobius Final Fantasy, where its project leader Naoki Hamaguchi, who was also recently revealed as the project lead for Final Fantasy VII Remake, shared the following comment:

“Information is already out there on the Internet, but it’s been decided that I’ll be in charge of the development side for Final Fantasy VII Remake. As for the process (it’s a sensitive topic), until now we’ve been going forward with the game’s development with help from the outside, but the company has decided to shift to an internal structure for mass production and quality. The reason we’re doing this is to have a stable schedule and to be in control of its quality.

In related news, Square Enix recently stated that it may take up to “three years or so” for the release of Final Fantasy VII Remake.

Source: Recruitment on Siliconera and Internal Development

Battle System and Cloud’s Design

Final Fantasy VII Remake director Tetsuya Nomura shared in an interview in this week’s issue of Dengeki PlayStation that the upcoming game’s battle system won’t be command-based, but an action-based one.

According to Nomura, a previous on-site interview didn’t interpret the information the way he would’ve liked, so he wanted to take this occasion to clear something up.

That’s about the battle system, which won’t be a command-based one, but an action-based one.

Cloud sneaking passed guards in the reactor

The above is a look at a gameplay screenshot that was revealed at MAGIC 2017 last month. It shows Cloud taking cover from fire, but Nomura says while there may be some maps that allows you to take such actions, it won’t be a necessity. This screenshot was mostly to show that it is seamless and there are various actions you’ll get to take according to the areas.

047 bossfight

Again, the Guard Scorpion’s map will have parts that are destructible, and the battle will be a flashy one that consists of numerous attacks that weren’t in the original version. Nomura says that if you look closely, you can even see a bunch of missiles being launched in the Guard Scorpion fight.

As some of you may have noticed, the party menu certainly does indicate “ATB” under the health bars, so it’s safe to assume that it’ll be something quite different from the original version in Final Fantasy VII Remake.

Below is the full interview from Famitsu:

Famitsu: Previously, Hashimoto-san (Shinji Hashimoto) was able to make the trip, but this time Nomura-san, you made your first appearance. This would be your first time going to Monaco, correct?
Nomura: Yes. Due to my busy schedule, I don’t get much free time, and I didn’t get to go site seeing that much, but it’s certainly a beautiful country.

Famitsu: Other than Nomura-san there were many luxurious guests. Were you able to make any interactions?
Nomura: I’m a fan of Mike Mignola’s Hellboy, so it made me happy to be able to stand on the same stage as him. I was able to meet him a few days before MAGIC. Actually, a few years ago I got his autograph on colored paper through an acquaintance, and he wrote “I hope we get to work together someday.” And this time we accompanied each other in such a way, so it meant a lot to me.

Famitsu: It looked like you got plenty of coverage from the foreign media.
Nomura: It seemed like a lot of people were asking about the Japanese games industry. We talked about how it seems that lately there isn’t enough personnel in Japan to develop HD titles and how we can sense that foreign titles are starting to take the edge because of that.

Famitsu: I see. So the local fans were very passionate. Nomura-san, you had a standing ovation during the talk event, and your autograph session had a long line.
Nomura: Since I don’t get to visit Europe that often, it feels like all the fans brought in their passion. This time we didn’t have an interpreter who specializes [in video games] so there’s a chance that there were some mistranslations, and even though I didn’t get to talk to the fans that much, there were many that brought all kinds of rare goods to the autograph session, so that made me happy.

Famitsu: Cloud’s designs were created through five stages, and the talk show had some inside story about how there was a mythical sixth stage to it among other talk during the talk event.
Nomura: Since it was a special occasion, I decided to talk about all kinds of things. Cloud’s mythical sixth stage was more on the realistic side, and his sword had more details that made it closer to a Western-style sword. His head and body was a little taller, and his physique was detailed with more muscles, so he was pretty buff [laughs]. Since I was short on time, I had to put together all the content from the talk show at midnight on the night before, and it went from not having any solid content to talk about to getting help with only images from the marketing team who helped working on the slide… preparations weren’t done until the morning, so it was quite the trouble [laughs].

Famitsu: For what it’s worth, it looked like everyone had a good time. Not only did you talk plenty about character designs, but you were able to present new screenshots.
Nomura: Perhaps it’s because I’m known for not talking much, but it was quite a surprise. I really wanted to make everyone happy, and I was able to talk about things that I wasn’t able to before, such as the making of the trailer.

Famitsu: I believe that you were asked by fans about Nomura-san’s secrets of making a trailer.
Nomura: When I work on trailers, I look at it from numerous patterns of feelings. The feelings of those who watch it for the first time, the feeling of the core fans, the feeling of those who are indifferent, with such state of feelings in mind, I watch them over and over. I especially watch it with the feeling of people who are watching it for the very first time. I believe that trailers and games are both parts of the product, so the way I think for them are just about the same.

Famitsu: Let’s talk a bit about Final Fantasy VII Remake. In the screenshot (above) we see Cloud using cover action.
Nomura: In the story, there are situations where you’ll be infiltrating, and you won’t always get to simply walk down the middle of a path. The original version had random encounters so we were able to leave that up to your imagination, but since this time it’s seamless the infiltrating progress will certainly catch some eyes, so it was decided that we needed to show some reality there. You’ll get to take cover in shaded areas until soldiers walk by, or blow up enemies using grenades, those are the kind of uses there will be. And of course, you can just dive in and take them on in battle instead.

Famitsu: Will Barret also get to use cover action?
Nomura: Yes he can. While I can’t say much in detail about this now, gunners will have elements that are characteristic to gunners.

Famitsu: Is that so? We felt some impact from the battle scene where we can see Barret fighting alongside Cloud against the Guard Scorpion.
Nomura: Rather than just settling with a scaffold, the battle will take advantage of its space and the map’s characteristics, where you’ll get to switch between Cloud and Barret in the fight. For example, when there are enemies that are in places that can’t be reached by Cloud’s sword, it’ll be more effective to switch to Barret, so there’s a bit of strategy at play there. The Guard Scorpion also changes its mode during battle, and it’ll also show some behavior that wasn’t in the original version. You might have gotten an idea for that by seeing missiles falling down in the screenshot. It’s shaping up to be a very flashy battle.

Famitsu: That’s right. It looks like now that the battle is changing to action, we’ll get to experience a whole new way of playing that is different from the original version.
Nomura: Maps and objects will be destructible, and there will be other destructible elements, for example, you’ll get to break some parts off like the Guard Scorpion’s legs.

Famitsu: We know that the UI isn’t complete, but we can see that there’s an ATB gauge with three stocks, and what appears to be a skill name with a level called Lv. 1 Fierce-Slash. We’re also curious about the “Materia” indicator…
Nomura: We’ll have to talk about the ATB and skill on another occasion. As for Materia, we can say that it’s something like a skill. It’s different from magic, and you can use it when a Materia that has effects that are usable in battle are set.

Famitsu: We can’t wait to hear more information from updates on Kingdom Hearts III and Final Fantasy VII Remake.
Nomura: This time we’ve prepared new materials to present at MAGIC. Since both titles have promotional plans being planned out, there’s only so much I can say about them now, but we’re enhancing the systems and progress is going smoothly, so please wait a little longer.
Source: Siliconera on Battle System and Cloud’s Design

HD Remaster for Compilation of Final Fantasy VII Would Be Difficult

Compilation of Final Fantasy VIIDuring MAGIC 2017 last week, Tetsuya Nomura showcased a couple new screenshots for Final Fantasy VII Remake, and he also talked a bit about the possibilities of HD Remasters for other Final Fantasy VII spinoff titles and more.

Would it make sense to you to create an HD Remaster of Compilation of Final Fantasy VII ( Before Crisis, Crisis Core and Dirge of Cerberus) on a unique platform like you did with Kingdom Hearts? Beyond the possibility of making it, would you like to do this ?
Tetsuya Nomura : Concerning Final Fantasy VII Remake, which is a title loaded with a lot of mystery for now,  it will be different from the original Final Fantasy VII. If we make a compilation, these games will hardly have an overall coherence. It will be difficult because there is no more continuity between the Compilation and the Remake for the moment.

Here are a few more quotes from the director:

According to you, what game was the turning point of your career? Final Fantasy VII and his huge success in Western countries or Kingdom Hearts, your first project as a director?
Tetsuya Nomura : I think it is Kingdom Hearts.

You have a particular talent to make trailers and opening cinematics with high quality who brings a lot of emotions to fans. What is your secret?Tetsuya Nomura : I have a fairly repetitive process. Actually I watch several times what I have made and I try to put myself in different points of view. For example as a fan, I try to imagine what they would want and I watch the trailer. After this, I watch it another time as someone else.


Will the maturity that characterizes the original game be retained in Final Fantasy VII Remake?
Tetsuya Nomura : A lot of things will change, but the essence of the universe will not. That is one of the things that will remain intact.

Source: Siliconera

New Gameplay Images, Including First Boss Fight

Cloud sneaking passed guards in the reactor

Cloud sneaking passed guards in the reactor

At MAGIC 2017 in Monaco, France, Square Enix showcased a couple new screenshots for Final Fantasy VII Remake, with a world premiere look at an in-game screenshot as well as a look at the first boss fight.

The top image shows Cloud sneaking around the starting area as well as a brief look at its UI, which Tetsuya Nomura mentioned isn’t final, but what they have for the time being. If you look very closely, there’s an ATB bar located right underneath the HP parameters.

Nomura also noted that they’re putting a lot of attention into the battle system, so things can happen with little interruption. They’ve discussed problems they’ve had with grenades during meetings and asked themselves whether allies would also take damage as well from the grenades.

First Boss Fight

Cloud and Barret fight the first boss, Guard Scropion

The next screenshot is of the Guard Scorpion, the first boss you encounter in Final Fantasy VII with Cloud and Barret. In Final Fantasy VII Remake, some of the areas around it will be destructable. Nomura said that he wanted to show a video but the office disallowed it.

Source: Siliconera


Final Fantasy VII Remake Collaboration with Mobius Final Fantasy

With the worldwide release of Kingdom Hearts 2.8 Final Chapter Prologue releasedTetsuya Nomura assures the fans that development for the Final Fantasy VII Remake is going smoothly, but the release for the game, as well as Kingdom Hearts III, is still a while away.

Cloud debuts in Mobius Final Fantasy

English voice actor Steve Burton also returns to play Cloud

Square Enix has announced that their smartphone title, Mobius Final Fantasy, will be coming to Steam in the west on February 6th. With the release on Steam, the game will feature full HD support which will work with various screen sizes. To promote this PC release, a special campaign is going on right now called “Mobius Final Fantasy Windows PC Version Global Release Campaign” which will give out rewards to players depending on how many likes and shares the game obtains on Facebook.

Mobius Final Fantasy featuring Cloud with Buster Sword

In addition, starting February 7th, a Final Fantasy VII Remake collaboration will begin in the game, which will see players joining Cloud as he goes astray in Palamecia. Besides Steam, this mobile game is available on the iTunes Store and Google Play.

Source: Siliconera


Tetsuya Nomura Spills Details on Final Fantasy VII Remake

Cloud facing off Shinra Soldiers

Tetsuya Nomura had quite a bit to share in an interview featured in this week’s issue of Dengeki PlayStation.

Here are some notable highlights from the interview:


Finally, please tell us more about the Final Fantasy VII Remake that has caught the world’s attention.
Nomura: If it had past materials like Kingdom Hearts, the basics would have been easy to understand, and the staff can understand the hurdles we’ve had to overcome, but at any rate, the battles in Final Fantasy VII have greatly changed from the original, since they’re something with more action in them. The next time I release information about Final Fantasy VII Remake, I think that I’ll definitely have to explain the specifics of what the battle system has become to the players. I think right now that nobody is really able to imagine a concrete battle, so I’m in the middle of coming up with steps that I can show and explain to people, “It’s this kind of battle.”

Sounds like you’re breaking your backs over remaking what was originally a command-based battle system into an action style battle system.
Nomura: We’ve heard a lot of Final Fantasy VII fans also say that they want to play the game with the original ATB style, but for the remake we’re proceeding toward an action-heavy style. Of course, we’ve added systems that future fans will be able to enjoy, so people who are bad at action-style battles, please don’t worry. For those who excel at action-style battles, we’re working to make this a system that’s different than what you’ve used before and can still enjoy. Recently, we checked the Guard Scorpion at the beginning of the game, and I think you’ll be satisfied with the realism you’ll feel there.

2017 is also the 20th anniversary of Final Fantasy VII.
Nomura: Like with the 15th anniversary of Kingdom Hearts, I’m thinking I’d like to plan something or other. It’s just that, since we’ve been keeping busy with productions, including the game World of Final Fantasy that I showcased today, I don’t think I will be able to share any new news until after things calm down.

Source: Siliconera

Delving More into AVALANCHE and Dating

In this week’s issue of Famitsu magazine, Final Fantasy VII Remake producer Yoshinori Kitase, director Tetsuya Nomura, and scenario writer Kazushige Nojima had some details to share on the upcoming PlayStation 4 title. The interview features various details that we previously reported, but Hachima put the following notes on some of the interesting tidbits.

Jessie and Biggs

Jessie and Biggs


Cloud dissing AVALANCHE


  • We’ll get to explore around all the areas of Midgar.
  • Square Enix would like to delve more deeply into Biggs, Wedge, and Jessie.
  • They can’t say how many volumes the entire Final Fantasy VII Remake will be in this stage.
  • Can’t say anything about any online features for now.
  • The main scenario for the multi-series’ first part is already completed.
  • As previously reported, the game is using Epic Games’ Unreal Engine 4 to create the game. They’re also getting technological assistance from the Kingdom Hearts team, and may work together for the game in the near future.
  • Cloud’s auditory hallucination scenes are being shaped up to be more meaningful.
  • The [voicing] cast is expected to be the same from those of Final Fantasy VII: Advent Children.
  • The “ATB Gauge” that turns red is different from a Limit Break, and Square Enix plans on having a special system, one that they can’t show yet, but it will change depending on the play-style of the player.
  • They’ve yet to decide on whether there will be a guard.
  • The game will be fully-voiced for the most part, and there will be a new cast of voice actors for those that didn’t have lines in Final Fantasy VII: Advent Children.
  • The “dating event” will likely be fully-voiced, as it was quoted “we can’t just not voice that part.”
  • The reproduction of events from the original version will be done carefully, as social situations were different back when the original game was made compared to today. For example the bath house scene at the Honey Bee Inn.
  • Square Enix can’t say anything of the time being as far as map info goes, but they’re not going to put much focus on whether they’ll call it open world or sandbox. However, Nomura wants to have some kind of environment with backgrounds that can be affected by the characters.
  • They want to have all the mini-games that still remain in the memories of the fans. There was a variety of big and small mini-games in the original game, but they’re currently testing out whether they should all be redone with the latest technology.
  • Its current development status is at a stage where they can say that they were finally able to get started. Nomura says that they have some ideas for the battles, but it’ll still be a while until they can implement it into the game.

Source: Siliconera on Avalanche and Dating

Details On Combat, Exploration, And Cross-Dressing

Final Fantasy VII Remake’s key developers in Yoshinori Kitase and Tetsuya Nomura recently shared plenty of details during an interview with Famitsu. Here are some highlights from their conversation.

  • The official title is Final Fantasy VII Remake. Square Enix thought about adding some kind of subtitle that is related to the game’s story, but they decided not to, since they didn’t want to give the wrong idea of it being some kind of “Legends” or a sequel-type game. They thought of different ideas, but in the end, they figured that having “Remake” in the official title would make it easiest to understand.
  • Final Fantasy VII Remake will be done in multiple parts, rather than a single entry. The reason for this is because doing a full remake of Final Fantasy VII using today’s technology would be a lot of work. Kitase felt that having the “voluminous” feeling you get from Final Fantasy VII wouldn’t be able to work with just a single title for an HD remake.
  • Nomura also commented on the subject saying that they would also have to make a lot of cuts if they decided to make it all under one title, and they would have no choice but to make it into a Final Fantasy VII “digest,” and they felt that it would be pointless to do a full remake if they were going to do just that.
  • For example, you’ll get to explore various parts of Midgar that you weren’t able to in the original version; however, in order to do that, it would need to be pretty dense. Of course, that also means that some parts will be cut from the game, but overall they’re adding much more to it.
  • As far as models go, Visual Works director is taking care of it, but they’re also getting a lot of help from external sources. Roberto Ferrari, the Italian designer for Square Enix, is focusing his work on sub-characters like Biggs and the others that we saw in the recent trailer. Additionally, Square Enix will get help for roles such as programmers, planners, and other core members from external companies.
  • Some of the other companies that will be helping include CyberConnect2, who’ve also helped in the development of Final Fantasy VII: G-Bike.
  • Kitase says that CyberConnect2 have experience and great knowhow in action games, and he feels that they have a special sense for cinematics; however, since their production “taste” is different from that of Square Enix’s, along with some complaints from Nomura, they decided to make the latest trailer closer to their own style.
  • Square Enix is using Epic Games’ Unreal Engine 4 to create the game. This means Square Enix has worked with Epic to ensure the game is running properly. Final Fantasy VII Remake won’t be Square Enix’s first game to work with the Unreal Engine 4. It is using it for Kingdom Hearts HD 2.8 Final Chapter Prologue and Kingdom Hearts III as well.
  • The characters we saw in the recent trailer looked very close to actual humans, and Nomura says that it’s their current goal to make it as realistic as possible.
  • Square Enix is not using models from Final Fantasy VII: Advent Children, as it’s something from over 10 years ago, meaning that its technology is too old, and that it looks a bit too “deformed” when they look at it now. For the remake’s visuals, they’ve done numerous adjustments and balances between realistic and deformed parts of eyes, nose, hair, and other parts. They were finally able to settle on something they all liked.
    Cloud from Advent Children Complete

    Cloud from Advent Children Complete

    Cloud from Final Fantasy VII Remake

    Cloud from Final Fantasy VII Remake

  • Everything that was shown in the latest trailer is from in-game footage, and not pre-rendered material. After the camera goes close up on Cloud when he’s on the train, it’ll throw you right into the game. Nomura says that as far as quality goes, they’re still brushing up on it, and they’re only going to keep making it look better from here.
  • Famitsu mentions that Cloud looks a bit thin in the video, but Nomura says that it’s likely due to lighting, and also because of his pale skin.
  • Next, they ask if that means we’ll get to see Cloud in his cross-dressing appearance. Nomura responds with a laugh saying yes, the cross-dressing scene is in the game, but they haven’t done the design for it yet.
  • Square Enix was originally going to go with Barret’s Final Fantasy VII: Advent Children design, but they decided on going with a new design from scratch. Nomura says that they’ve wanted to make all the party members revamped from the beginning.
  • When asked whether the battle system will be closer to Kingdom Hearts or Crisis Core: Final Fantasy VII, Nomura says “if anything, it’s action,” and it’s completely different from Crisis Core. It might not be as much of an action title as say Dissidia Final Fantasy on arcade or the Kingdom Hearts series, but it leans more towards there.
  • There is an ATB gauge, but it won’t be like the original version where you get to attack when the gauge fills up, but an action-based system that can only be done through the Final Fantasy VII Remake. Kitase says that they may even change the name to something else other than ATB. Nomura also teases that the part you’ll want to pay attention to is how “the ATB gauge may also turn red.”Cloud in Combat for Final Fantasy VII Remake
  • Parties will consist of three members, and you’ll get to freely switch between the characters with the L1 and R2 buttons, but it won’t be a requirement, as you can stay as the same character for the entire time.Barret in Combat for Final Fantasy VII Remake
  • As far as the battle tempo goes, Nomura wants to make it close to that of Dissidia Final Fantasy on arcade. He says that what we saw in the trailer is simply the base of Final Fantasy VII Remake’s battle system, and that he’s currently thinking of some kind of original structure for the battle system that adds a strategic element, in the midst of being able to switch through characters, an action that involves more than simply hitting enemies.

Source: Siliconera and Famitsu