How has “Final Fantasy VII Remake” changed from the original version? Interview with co-director Naoki Hamaguchi and scenario writer Kazunari Nojima
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'Final Fantasy 7 Remake' team reveals why Cloud is 'still mentally a young boy'
https://www.inverse.com/gaming/ff7-remake-interview-story-changes-cloud-jessie-wall-market
Q:
Please tell us about the newly created Midgal design. Midgar of Final Fantasy VII remake really feels like a city where people live and live as a city.
Co-Director Naoki Hamaguchi (Hamaguchi):
I think that many people imagine a steampunk style fortress when talking about Midgar, but if you look closely, there is a gap between rich and poor in upper cities and lower slums, and there is also a gap between rich and poor in the city You will notice that. Midgar is set up as a rapidly developing city, so there are many contradictions in the city.
There are two main points to be aware of when reviewing Midgard's design. One was to faithfully reproduce the scale of the design. Because the original version used a bird's-eye view (Fukan) to depict each area of Midgar, the players could not grasp the whole image of Midgar. However, building a street that connects slums on a real scale requires a long, wide street. On the other hand, even if you make a path that just walks, it will only be true to the actual scale and will not create a game that will satisfy the players. So, in the remake version, we decided to design a design that matches the description of a full-scale city.
The second point was to assign specific functions to various parts of Midgar. For example, if you look at Seventh Avenue, 7th Heaven, a bar run by Tifa and Barrett, is a place for relaxation for residents, and there will be a lively shopping area around it. There are security facilities around the beginner's house. By identifying how the city will evolve, I can express my own expression in each area, and I can now realistically describe the types of buildings, NPC arrangements, and posters.
Q:
Are there any improvements from
Hamaguchi:
It is often asked what inspiration came from the titles I was involved in, such as Final Fantasy XII , Final Fantasy XIII , Final Fantasy XV, and Kingdom Hearts III, but in developing this battle system, I did not refer to the battle system of 'Final Fantasy' series.
The concept of the remake version of the fighting system is clear: it is a modern upgrade of the Active Time Battle (ATB) from the original version. With the improved graphics, I felt the need for 'real-time game operation' that allowed me to immerse myself in the game, so I decided to evolve the ATB system into something more actionable.
The battle of Final Fantasy VII of the PlayStation version can be seen in the following movie.
Final Fantasy VII International `` Guard Scorpion ''-YouTube
And the final fantasy VII remake battle is below.
The battle scene that you can play with `` Final Fantasy VII Remake '' trial version looks like this-YouTube
Hamaguchi:
After trial and error, we decided not to simply combine ATB battles with action battles, but to divide the roles to maximize their respective characteristics. The ATB part, which is the basis of the remake version of the battle system, is a simple system that consumes the ATB gauge and activates certain abilities like the original version. And the action part plays a role to make it possible to efficiently save the ATB gauge, create a chance in battle, and show how the player's technique can utilize ATB. As an image, it feels like 'battle by action assists and battle by ATB decides the goal'.
In classic mode , where traditional battles can be enjoyed, ATB and action coexist brilliantly. The AI automatically handles the action battle part, so players can concentrate on determining the timing of the ability to activate in the ATB battle part, as in the original version. It is no exaggeration to say that this classic mode was realized only because the roles were divided between ATB and action.
Q:
The original version of FINAL FANTASY VII is said to be 'It is difficult to localize to the English version.' What kind of ingenuity is used in the remake localization?
Ben Sabin, Localizer:
Localization has changed a lot since the original version. In the past, localizers rarely contacted each other with developers due to limited access to resources. However, many translators now work in the same building as the developers, and in some cases work with Japanese writers. You also have access to the same builds as others during the development cycle, and your localization team can consult frequently at various stages. This allows for more consistent translations even when many people are involved in localization.
In particular, in the remake version, by referring to the cut scenes in the game, we were able to more effectively grasp the intent of the characters' dialogue. Also, by checking each other's work as much as possible, I was able to unify the interpretation and reduce the number of questions to the scenario team, which was very helpful. In addition, sharing the video with the editor makes it easier to understand the context of the dialogue and allows for more consistent localization. The cutscenes are relatively short and often have a high tempo, so I try to make the English translation simpler and faster, making it easier to understand.
The remake version is not an update of the original version, and the visuals of the game are more realistic, so Barrett's rants are no longer displayed with symbols, and the characters do not always have the perfect vocabulary Instead, it is designed to blend into the new FINAL FANTASY VII world, but at the same time respects the atmosphere of the original version. For example, one of the famous lines in the cloud, 'Not Interested' is included, but Aeris does not say 'This guy are sick.'
'This guy are sick.' Is an English translation of Aerith's line saying 'This person looks like sick.' Since this guy is singular, the grammar is “This guy is sick” and is known as a mistranslation representing the English version of Final Fantasy VII.
Q:
The red light district, the wall market, will also appear in the remake version. What is going on? I think it looks a bit like the original version of the gold saucer.
Hamaguchi:
There is no doubt that the atmosphere will be similar when categorizing both the gold saucer and the wall market with adult entertainment districts. When I drew the wall market in the remake, I was particularly conscious of how to draw the city from an ethical point of view.
More than 20 years ago, when the original version was released, ethical judging agencies did not function as much as they do today. However, values are diversifying these days, so depending on the country and culture, many people will not accept the wall market as entertainment even if they faithfully reproduce the original version. With that in mind, we recreated the bee house, a member-only fashion store, from a new perspective of entertainment. Thanks to that, I think we have remade it so that all players can enjoy it.
Naturally, the bee's house seems to have been renewed considerably. This is impossible. pic.twitter.com/yDRPuiCjBr
— Sea urchin (@ Unyooo000) January 31, 2020
Speaking of the wall market, besides the `` Honeybee House '', there are `` transvestite cloud '', `` Corneo '', `` squat '', `` restaurant '', etc. Has been rebuilt as an entertainment city for adults. In addition, we have created a new underground arena to create a sense of underground city, so be sure to check it out.
Q: Jesse is more cheerful and outgoing than the original. What kind of ingenuity is being applied to her character and other members of Avalanche?
Scenario writer Kazunari Nojima:
In the original version, Jesse, Wedge and Biggs were 'characters that only played a role' in the story, so in the remake version I felt it was our responsibility to bring them to life. That is why they dig deeper into the story of their life before joining Avalanche, giving them a personal background. Although there are differences in the way they are described, the members of Avalanche are talking about the strong fears, guilt, and resentment of conflicts that are hidden deep in their hearts. I wanted to show that the characters weren't really that strong.
What makes Jessie serious or playful about the cloud is that while she is throwing himself into a violent world reminiscent of death, she wanted to feel something warm or beat her I think it would be nice if there was a moment that could be enjoyed.
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