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Forums - Sony - Final fantasy 7 remake demo is out now!

John2290 said:
Just got out of midgar in the OG game and questioning my purchase of this remake. Would they get part two out in a year? Like with how Capcom are doing things with the REmakes, if they can confirm that, I'll buy it. Fingers crossed they have a bit of outside midgar in this to showcase it, it'd feel really anti climactic to have a too be continued at that point, even if they flesh out Midgar triple or quadruple fold it doesn't seem enough to justify these price tags when it is a remake. They should take a page out of capcoms book and lower the price. 59.99 Euro and I'd feel a hell of a lot better about it.

Probably.I guess that part 2 and 3 will be 18 months apart from each other at most.First because I really doubt that they worked on part 1 exclusively and wasn't working on them all together, with just giving a bigger emphasis to part 1.Second and most important:They will reuse assets(enemies, character models, etc).And not only that, but the game also returns to previous places that you have gone in the game.I highly doubt that Midgar in part 3 will be that much different than in part 1, outside of the new areas.

Plus they have been working on this for more than 5 years now.They must have made a good progress on the other parts.



My (locked) thread about how difficulty should be a decision for the developers, not the gamers.

https://gamrconnect.vgchartz.com/thread.php?id=241866&page=1

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John2290 said:
Just got out of midgar in the OG game and questioning my purchase of this remake. Would they get part two out in a year? Like with how Capcom are doing things with the REmakes, if they can confirm that, I'll buy it. Fingers crossed they have a bit of outside midgar in this to showcase it, it'd feel really anti climactic to have a too be continued at that point, even if they flesh out Midgar triple or quadruple fold it doesn't seem enough to justify these price tags when it is a remake. They should take a page out of capcoms book and lower the price. 59.99 Euro and I'd feel a hell of a lot better about it.

They're already working on part 2 since November.

https://www.gamesradar.com/final-fantasy-7-remake-part-2-already-in-development-square-enix-confirms/



John2290 said:
deskpro2k3 said:

They're already working on part 2 since November.

https://www.gamesradar.com/final-fantasy-7-remake-part-2-already-in-development-square-enix-confirms/

Damn, that means 2022 at least.

Lol, no it doesn't. They have the infrastructure, battle system, character models, animations, VFX, UI etc mapped out. Fall 2021 is very possible with a full team.

Remember that a normal original game is like 4-5years of development and the first 2 years are building the base, testing mechanics, ironing out whether it will actually work and building a cross section as proof of concept. That has all already been done for pt 2 + the story and art are already set out and known factors.



My suspicion is that as part 2 becomes open world the PS4 version will either be dropped or run very poorly.



How many open world games do we know on UE4? Epic have shown of a lot of stuff but we havent seen any of it demonstrated in retail titles.

Of course I dont expect Pt 2 to be a seamless open world. I expect small but minimal load screens between key locations.



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Hiku said:
Vodacixi said:

The healing stuff? Sure. I think I said from the beginning I wasn't sure if this is how it's supposed to work. I ended up thinking it shouldn't work like that... but yeah, it's mostly a feeling.

I agree: I've never experienced a combat system like this one. I doubt there is something similar out there. Mostly because traditional turn based JRPG series have either sticked to their classic battle systems (like Dragon Quest) or evolved into something more action orientated (Final Fantasy XV). FF VII Remake tries to retain the classic feeling of controlling your characters while at the same time giving them certain freedom of action and movement in order to keep consistance with the real time action. And as I said: I like this, but If I were the one to make the game... I would have given the party members just a tad more of freedom. Just a tiny little bit more. That... and a better lock on system. Sometimes it gets difficult to change between targets when performing the basic attacks.

I still don't agree with the AI though. As I said, if I'm controlling X character and using him in order to exploit the weakness he is designed to exploit and at that moment I'm exposed to any other enemy that comes in to attack me... and the AI doesn't do anything to avoid that from happening... I don't think that's how it should be. If I'm shooting flying targets, I can't defend myself from the ground enemies. If I attack the ground enemies, I'm vulnerable to the flying enemies. If I were alone, it would be up to me to do the job. But If I have allies, it's logical to think that they should help me. Not get in the way. I get it: in order for them to do the most useful actions I have to take control of them. And then again: I like that. But I think it is to be expected a certain degree of competence while on their own. Or at the very least, that they don't make my job harder. This is not a "feeling". In this case, I strongly believe that the AI is flawed.

Anyway... talking about how we want control over our characters makes me wonder if they needed to change the battle system at all. I'll try classic mode when I'm out of work and then I'll say more about it.

Yeah, "retain the classic feeling of controlling your characters while at the same time giving them certain freedom of action and movement in order to keep consistance with the real time action" sounds like a proper description based on what I've seen so far at least.
In an environment like this, especially considering how the new low damage attacks look, it would feel off if the other characters stood still doing nothing. So just having the characters do anything is enough to avoid that.

What was your issue with the changing targets with the lock on system?
I didn't experience an issue with the locking on per-say, but rather how the camera was positioned at times. But I found out you can change the camera settings to different ranges, and to a dynamic camera zoom, so I'll try that next time.

Regarding the A.I., I'm not even sure that there's an A.I. in place for decisions like that, but maybe just a set script that never changes. "Always begin combat locked on to the nearest enemy". Or "the enemy closest to Cloud" There may be no intelligent decision making in place for allies.
An ally not targeting the one we prefer isn't the same as getting in the way. That would be more like if it attacks while the boss' tail is up in the original FF7.
Or if we assign a target to them, and switch back to Cloud, but they by themselves chose to re-target another enemy than the one we assigned for them.

If allies were supposed to make intelligent decisions in battle, consider this scenario. I'm introduced to new types of enemies that are more effectively handled by long range users, but I only use Cloud, and by the time I finish my enemies, my ally finished off the new ones. I get through the whole fight without knowing what kind of challenge those enemies present.
This reminds me of FF13, and how chaotic I felt it often was because I had no idea what my allies were doing half the time. And that applies to the enemies they chose to kill. I barely had time to learn anything about some enemies because my allies took care of them. And I have no idea how they did it either. Was the enemy weak to fire? Who knows.

This game seems to try to take a big step away from that by putting you in charge of everything. No relying on A.I. other than it not deliberately making things more difficult for you than if you were alone. Whatever damage it does or ATB it fills up a bit quicker is a bonus, but you can only count on yourself because you're meant to, like in the original.

When I played the demo I also encountered the issue of Barret not targeting the fliers. But I only saw it as an issue because I expected him to, and painted myself into a corner. I made no effort actually trying to make Barret attack them. What would the battle have been like that? I don't know yet, but I won't write it off as bad or problematic before I give it a proper shot or two to get used to. Maybe the challenge is balanced in an interesting and fun way.

By the way, I was under the impression that Cloud can't reach those flying enemies due to Jesse's comment, but I managed to reach one, where Cloud leapt into the air and did an aerial combo. I figured it was just because it was close enough, but maybe Cloud can always reach them no matter what? And will the grounded enemies attacks aimed at Cloud miss while he's in the air? Especially if I assign Barret to target/distract them? 
Maybe I should have thought about things like that rather than expect the ally to do any of the thinking for me. I definitely won't the next time I play the demo, and see what I discover when I tackle it with this mindset instead.

I sometimes find it confusing to tell what I'm I attacking to. Especially during the scorpion fight, half the times couldn't tell if I was attacking the shield generator or the scorpion itself. Also, sometimes I want to change the enemy I have targeted and for some reason it will ignore the one enemy I actually want to attack. This is especially true with the flying robots.

As for the AI... honestly, I think we are going in circles here xD You think that it's ok for them to behave that way and it's a good choice. I don't... at all. So let's end this here. But hey, I respect and understand your view: you want this to feel as close as the original while still being a real time combat experience... and the most control we have over every character the better. And I agree to certain extent.



Regarding any complaints about the locking on or camera there are quite a lot of battle configuration options. Try messing around with them. There's one for a larger field of view for instance. One for options on fixed lock or something like that. Options to change how you can change targets and more. Don't just throw in the towel so easily.



Lube Me Up

Alright just finished my run through the demo and I've gotta say I'm quite optimistic about this. The combat system seems to be pretty deep and once everything clicks (and you're not interrupted every 30 seconds to learn something new), I feel like it's going to be quite rewarding. For instance, at first I refused to block and dodge attacks because that's not what I expect from a RPG combat system but once I let go of my original FFVII mindset, things went much more smoothly.

I'll it feels a bit weird to get to low health with no ATB bar ready and then have to get in harm's way to hit the boss with regular attack to gain the ATB I need to use my items but it's probably just me not being used to it. Also, I wonder if I could just have blocked for a while from afar to get my ATB. Guess I'll have to do it again to try things out.



Signature goes here!

Kyuu said:
So far so good, the demo got better the more I played it. But I'm concerned that having a 3rd member in the party will mess things up and make the combat too chaotic for my tastes; feels busy enough as is.

To be honest, it's easy to misunderstand the combat system and find it chaotic, but actually it's reasonably slow and tactical. You just have to use the slow mode fully. At the end of the day, it's just your standard ATB system where you move, attack and defend/parry while you wait for the bars to fill. It can also be played as a more action game, but I really think that's not the optimal thing to do. It will probably be good for speedruns or when you're replaying some chapters and you already know the mechanics of boss fights.



LMU Uncle Alfred said:
Regarding any complaints about the locking on or camera there are quite a lot of battle configuration options. Try messing around with them. There's one for a larger field of view for instance. One for options on fixed lock or something like that. Options to change how you can change targets and more. Don't just throw in the towel so easily.

That can be sorted and for ground units it's fine. My main annoyance with the camera is the time when as Barrett, I was shooting ranged enemies, pressed triangle to do a more aggressive attack only for some reason for him to switch target to the turret enemy on the other side of a wall, wasting my attack. Otherwise it was just a case of wail on the first enemy til dead.

I do wonder how and if they will add certain materia later mind you. Long Range for example, while positioning is obviously not a thing anymore (You can exploit this easily in FF7 to make a lot of enemies and bosses easy)., will it add to Cloud so he's be able to take out those enemies? Will it even exist? Would the AI know how to use it?



Hmm, pie.