Showing posts with label final fantasy 7 remake. Show all posts
Showing posts with label final fantasy 7 remake. Show all posts

Tuesday, June 16, 2015

Final Fantasy 7 Remake: The Hard Challenges Ahead

Most of us were astounded when the very much acclaimed remake was finally announced at the Sony E3 conference, but after all the celebration I know many of us started thinking about it and began asking ourselves "How are they specifically going to do this?". The question comes from the fact that all of the Final Fantasy games in the 90's were more about design and style than graphics, so if this is to be a remake... What hurdles will they have to go over in order for this remake to be as good as we expect it to be? That question sets a chain reaction of doubts like the ones you will see below.


Final Fantasy 7 Turn based battle

To be turn based or not to be?

The first thing that most likely passed through the mind of many fans is the fighting system. Back in the day Final Fantasy 7 was all about classic turned based combat, but in today's day and age Square Enix isn't so comfortable with it anymore. Ever since Final Fantasy XI Online, they have been transitioning from turn based to a more action oriented approach, only giving Final Fantasy XIII and XIII 2 a shot at the old school style just to turn it back into action based again with Lighting Returns. What Square Enix will do with a game as big as Final Fantasy 7 is anybody's guess, but if I had to give a definitive answer I would say that they will stick to turn based, but try to mix it up somehow or at least make it look fresh. They can't just go full action rpg on the game because then they would have to sacrifice a lot of depth that the game needs to be as epic as the original one, but hey that's just my humble opinion.


Final Fantasy 7 world map

Scaled world map or something more realistic?

The world in Final Fantasy 7 is really big for a linear game, but the way it is connected has a lot to do with how fun it is to explore. Back in the day, the scaled world map not only served for grinding purposes, but also for finding hidden events and secrets that ranged from simple stuff like finding a hidden item to whole scenarios like Fort Condor. Now the people at Square Enix have to be thinking on how to do this without it looking dated. They know that they need a way for players to go from place to place, but they can't really go fully realistic (or with a boring menu based system) here because that will basically slash away 30% of the game. I know that this is a remake and it does not have to be a carbon copy of the original one, but in this aspect they will need to be really smart or else they will break the whole thing.


Final Fantasy 7 Materia System

Materia system...Simplified?

The materia system is one of the most fun skill systems in any JRPG. It is kind of complex when you try it for the first time, but as you get good at it you will find all sorts of crazy materia combinations while you look for one that gives you an edge in battle. Now in the world we live in today, a system as complex as this can be a turn down for many players that could lack the time or patience to efficiently work with it, so it is quite possible that the developers of this remake are already thinking of ways to re-engineer the materia system in order to cater to both the fans and curious new players. There is also a chance that the system will be split in two, with the original version for fans of the game and a simpler version for anybody that feels like the materia system is too complex for them. A third and very distinct possibility is to re-make the whole system, but I personally see that as very unlikely.


Final Fantasy 7 Junk Heap Dungeon

Is dungeon complexity at risk?

One of the best things in Final Fantasy 7 was how good the dungeon and explorations parts where. From climbing through a mountain of junk and storming into a giant government building, to a Japanese styled tower and even a running train in a collision path, the way in which we experienced all of these places was very dynamic and had a lot of essence to it because they all were unique. Now the problem begins when translating all of those places from pre-rendered environments to full 3D ones. Will we be able to explore Don Corneo's mansion at will, peeping into every room? (Don't look at me like that, I know everybody will do that). Will we be able to invade the Shinra building in the same way we did in the original game with all the different paths and details to find? Will exploration in dungeons and places be as good as the original or will we find ourselves running through generic versions of these places? Square Enix has to give a lot of attention to this issue because it is not only about looking pretty, but also feeling like we are playing through a broader and enhanced version of the memorable places we used to know.


Final Fantasy 7 Golden Saucer

Are mini games and micro events at risk?

Final Fantasy games in the 90's were linear yes, but they had such a great variety of micro events and small stuff to do that they almost felt like they weren't. So how can Square Enix bring this to the remake? I know we are all hoping that they do so just like they did back then in the Square Soft days, but there's a possibility that they could take the lazy path and just throw a bunch of QTE events which is scary for any Final Fantasy fan out there and even more so when such a big game like this has a 2017 release date. Will they be hard pressed to sacrifice some of the awesome stuff that mini games and micro events added to the game or will they grind up, rise to the challenge and give us all the neat stuff? That my friends, is just a matter how much they want this game to succeed.


Final Fantasy 7 Remake E3 2015

Wrapping it up

Will these challenges be conquered? Nobody knows...

The Final Fantasy 7 remake shows a lot of promise and has put all of our imaginations to work, but we also have to be aware that this is a big time production and a very long game. Let's just hope that they have been working on this for a long while now, or at least enough for it to be as loyal to the original as possible while giving us that little extra that the original couldn't on the technology we had back then. For now let's just hope and see because if the house of Final Fantasy does well in all of the previously mentioned challenges, we will be well on our way to one of the most epic games ever.


Bonus Stage!

Here I share you people, a video made by a friend of mine with his impressions of the FF7 remake reveal. It's really simple, but straight to the point.




Monday, June 16, 2014

Video game releases that never come. Why does this happen?

Right now, If you can think about one or more video games that you have been waiting for since like forever, then you are one of the many that ask themselves why do sometimes some game franchises just vanish, leaving only good memories and a pile of game release rumors.

At first it may seem to be just coincidental business decisions, because like every business, video games must evolve, but if one looks a little further, one can see that almost every game company has a game (or several) that they just abandoned, even when it was a big hit money printing machine.There are many possible reasons that we can think about and we are going to see some of them along with some theoretical solutions. You will be amazed on how different it could be and how perplexing it becomes as the opposite happens.

Note: This article is just a theoretical analysis based on common sense and it does not claim to be a video game business guru. This is more just like one of those thoughtful conversations that you could have with your friends when talking about games over some slices of pizza on a gaming afternoon.

lots of money, business and profit
Some companies easily become the Ted Dibiase of the video game industry.


All about the Benjamins

This one is the most obvious reasons so let's get it out of the way. Some games are left in development hell because there are no financial means or financial will "to do it correctly". This happens a lot with games that were pretty ambitious at their time and were only possible because they were cheaper to do back then. By ambitious it doesn't necessarily mean giant worlds or branching game play with a lot of options. It could just mean a game with a style of game play that is complex to do (even on a linear game standard) and takes time and resources in order for it to be interesting which seems to be a problem due to rising development costs.

Solution:

They need to stop thinking about those games in terms of the latest graphics, sound and effects and just make them prettier than their original versions without making a crater on their bank account. Make it look nice enough, but focus on building upon the game play that the game already had. So in summary, the solution is to re-route resources to the core elements of the game itself instead of the visuals and technical aspects. The fans will not mind if the game doesn't look like the a graphic powerhouse, they just want to continue the story, enjoy its game play and just have fun. Gamers fell in love with their creation, meaning story, characters and game play and not its polygons and resolution. An example of this is the new Legend of Zelda for the Wii U that was shown on this year's E3. The game looks gorgeous even on a platform that has a lot less power than the other rival consoles.

Rusell Baker quote about progress and change
A quote that seems kind of hard to accept nowadays.


Change for the sake of change

This one came like a wave that drowned many of the previous fan favorite game franchises, specially between the DC/PS2/GC/Xbox and the PS3/Xbox360/Wii generations. Be it because of a change of president, CEO, owner, etc, some companies dumped great gaming franchises just because they did not fit into their new philosophy even if the game was almost guaranteed to be successful up to that point. Others killed franchises by changing them so much that they became rejected, thus turning them into franchises that did not sold copies anymore. The worst thing is that at the end of the road the blame is put on game itself and not the decisions made by the game company. It's like an army blaming a soldier for a blunder caused by something they ordered him to do. Change is good, but not every time. Sometimes it is best to not try to fix what is not broken.

Solution:

For them to explore the notion of NOT abandoning money making franchises just because they have an urge to make things different for the fun of it. The best thing to do is to assign small teams to make those games while keeping moderate production values and changing formats if needed (digital is cheaper). Make a study of where the fans of that game are lingering and aim for that, followed by clever marketing strategies, viral advertising and a good dose of screen time that could attract new crowds, specially on the web. Take for instance what Square Enix did with Bravely Default. The game was released on handheld where development is cheaper, but carried everything that their JRPG games are known for and became a great success that even changed the philosophy that the company had at the moment.


Monopoly custom card get out of a slump free
Moral of the story: Do not play with your fan's feelings.


Games held as trump cards

Some companies give the impression that they know they have a wanted game on their hands, but they sit on it because they expect to use it at a later time if needed. So they hold the game for a long time, limiting themselves to make small announcement and comments just to keep the fans happy and speculating. They let some "leaks" to go public and spawn some articles on the gaming media or maybe make a reference to the game on some random interview, all done with the purpose of keeping the game alive on stasis, sort of like Han Solo frozen in carbonite.

Solution

They need to realize that freezing or delaying a game is something that will only work for 3-5 years tops. Games that go longer than that away from the spot light start to fade, as gamers take refuge in other games and little by little lose interest in the original idea, up to the point when they can begin to see it as something "passe" and just plain ignore it when it finally comes out. This is the case of franchises like Duke Nukem and even the notorious Daikatana in the 90's. If they need to take a temporary break from a franchise, that is understandable, but coming out of the blue with a 10 year old concept and expecting gamers to go crazy over it would be like leaving a lover and saying "I will be back later" then come back 10 years after and expect that person to be single and waiting for you, it just doesn't work that way. So the bottom line is... If history has told us that something doesn't work then why do it?


Office war between employees
War never changes, not even on the office.


A civil war of games 

This is one very theoretical reason, but quite possible if one takes into account how humans think. It is in human nature to protect our own things and with video game new I.P's (Intellectual Property) it isn't any different. New developers and rising talents will want to bring their ideas to the table and will most likely repel anything that means them living under the shadow of a successful franchise from the past. One example is the rumored problems that Hideo Kojima was having with the team assembled to create a new Zone of the Enders game as the group was not following his vision and this ended with Kojima losing interest in the project which is now dead. So things been like this mean that newer designers and project managers will try to influence the company into making new things, their things instead of building upon the already established. It is a natural instinct, but it is not always productive.

Solution

To be mindful of each of their employees on the creative/development department and see what are their influences and vision as game developers. Be sure to put the right people in the right projects. Do some assessments to get to know the members of their company and see how they react to different development options. Also get their strongest developers to feel comfortable with what they are doing and see how they influence those around them. Then when they finally have a profile of each of the members of their development team, they can assign teams more efficiently and have an all around better working environment which will make games to turn out better and be developed faster and with greater passion. Otherwise it would be a random affair, like putting plumbers to work as clothing designers.


Some of our childhood heroes are not there as we knew them anymore.


The heroes of the past been long gone

This one is all about the passing of time. As years come and go, some of the great developer teams that made some of our favorite games are little by little disbanding or changing. Other times, big-time developers retire or go into making their own developing studios for various reasons (some of them included in the things previously mentioned). Like Team Silent (original Silent Hill development team) disbanding,  Hironobu Sakaguchi (original Final Fantasy creator) forming his own team with Mistwalker, Shinji Mikami (Resident Evil creator) going solo with The Evil Within, Keiji Inafune (Mega Man's creator) leaving Capcom and even Koji Igarashi (Castlevania creator) leaving Konami in order to make games he wants to make without creative constraints and limitations.

Solution

The masterminds behind games can easily move to greener pastures, but sadly the franchises can't as they are property of the company itself, so what it would be good thing to do is for the game companies to publish the game, but lease the development of that game to its previous creator so that the game keeps its potential and both parties profit from the deal. It is something that will be barely noticed by gamers and all the popularity and loyal following the game has will be left unchanged, making it a win-win situation for everybody. In the case that the artist is not available any more, the best course of action would be to study his creation and come up with a game that feels fresh, but is true to its roots.

Wrapping things up

If you have a game that you crave as a fan, but never see it released, that game could pretty much be part of any of the situations previously explained. The industry is a hard place and the battle between business and creativity still rages on. As gamers, the least we can do is use our greatest weapon which is the net and show the gaming companies that these games are wanted and still mean business. If it worked for the Mass Effect 3 ending and made Microsoft backpedal from of their notorious policies, it could also work to see your favorite game franchises brought back to life.

Drawing of knights, cavalry riding on
Become the cavalry!


Don't just reminisce about the games, become active!

Here are some links to communities/petitions you can join/sign to help in the effort of bringing some lost games back to life:

100,000 Strong for Bringing Back Mega Man Legends 3

Operation: Akumajo (Castlevania Demon War)

Final Fantasy VII Remake Request

The Last Guardian Petition: Make Toriko fly

Shenmue 3 500K: All Fans Needed

Various miscelaneus video game petitions