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#Anti-Tetsuya Nomura
themattress · 5 months
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Clips from the videos I recently linked to.
Out of all the main characters, Nomura and Oka's writing in Kingdom Hearts III (and the preceding Dream Drop Distance + 0.2 Birth by Sleep for that matter) significantly derailed five of them, four of whom the video above discusses and the other whom I'll bring up myself.
Axel then: A deeply selfish guy whose pursuit of his own agenda above all else puts him into conflict with others, even his own friends. Has a fiery (heh) side but is usually cool and collected, with a dry, sarcastic sense of humor, and is very smart and calculating.
Axel now: Honestly still selfish but in a bratty petulant way rather than a mature interesting way, and the narrative pretends like this isn't the case and portrays him as this great guy and wonderful friend. He's also hot-headed dumbass whose style of humor is more "wacky", based in catchphrases and self-aware jokes. Yes, I'm aware he has a heart now, but that explaining the difference doesn't work when the series is now claiming he had a heart all along as a Nobody anyway! If Lea's gonna call himself "Axel", he oughta resemble him more!
Kairi then: Spunky and sassy. Prone to reckless actions due to following her heart without thinking. Will fight to the teeth against any enemy trying to chain her down and will always use her agency every chance she gets, even if it's simply sending a letter. While she obviously loves Sora, she cares deeply for others too and does all she can to help them.
Kairi now: Meek and polite, a "Yamato nadeshiko" type. Frantic and self-doubting, to the point of freezing up in combat. Greatest contribution is "believing really hard" rather than doing anything, and who will write a flowery love letter for the sake of it but never send it. Her care for others is de-emphasized in favor of her love for Sora, even though he barely if ever thinks or talks about her when she isn't right in front of him, making her look pathetic.
Riku then: Starts out as a rude, arrogant jerk who uses darkness and falls prey to it, ends up a still rude but humbled and considerate guy who overcomes his darkness and turns it into a unique power of twilight. At peace with following his heart more ("which is Sora-esque").
Riku now: Totally polite, nigh-infallible hero who just uses plain darkness, not twilight, without consequence. Acts like a dull stick in the mud who barely shows emotion from the heart.
Sora then: Just a regular kid/teenager. Could be kind of a dumbass but not to the point of chronic idiocy that's always being made fun of. Reacted proportionately to events around him and was prone to bouts of depression that he covers up with his usual cheerful attitude.
Sora now: More childish than he should be at his age. Stereotypical shonen Idiot Hero, to the point of everyone making fun of him for it. Reacts over-the-top and excited to everything, is seldom if ever depressed about anything short of people dying. "Weak" yet OP all at once.
Ansem, Seeker of Darkness then: Profoundly arrogant in order to cover for his insecurities. Feels as though everything he does is justified. Cares for no-one but himself + darkness.
Ansem, Seeker of Darkness now: Will openly admit to his insecurities and stow his pride. Knows and acknowledges what he does as evil. Apparently cares for "Subject X", and Riku to a degree, plus chides Ansem the Wise for his cold treatment of others. Seems on board with Xehanort's plan which evidently is meant to safeguard the worlds against darkness.
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finallyfantasy7 · 11 months
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Crisis Core - Final Fantasy VII - Ultimania book
Part 1: The cover, Tetsuya Nomura's art, and Prologue translation
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First page is Crisis Core art
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Middle: Zack Fair
Anti-clockwise: Genesis Rhapsodos, Angeal Hewley, Sephiroth, Director Lazard, Cloud Strife, Tseng of the Turks, and Aerith Gainsborough.
Next,
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(Left page)
Prologue:
This story is proof of a young man's life.
In a cruel world where injustice is rampant and human feelings are often trampled on to satisfy desires, how did Shinra's SOLDIER Zack persevere and live his life?
The episodes that are told bring to light the truth that has never before appeared on the main stage of history. The role Zack played for the stars. The seeds of hope he planted will eventually save the future of the planet.
A young SOLDIER who fought spurred on by his dream of becoming a hero, dream too pure and innocent to be called ambition. Will he be able to resist the cruel destiny and fulfill his wish?...
Let's watch as it all unfolds.
Through many interconnected stories, we will discover the meaning of Zack's existence.
We will witness the shining trajectory of the life of a warrior who will be a character in this new epic...
Published: Square Enix
Edited: Studio BentStuff
Year: 2007
Language: Japanese
Dimensions: A5
Pages: 591
(Disclaimer: I own several Crisis Core and Compilation of Final Fantasy VII books that have never been officially translated from Japanese to English. I don't speak Japanese at all. I am doing this to satisfy my own curiosity, but since I already did all the work I figured someone else might be interested to see it too. I have used several automatic translators to cross-check the accuracy as much as possible, but if you speak Japanese and spot an error I would be very grateful if you would let me know.)
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saiko-shippai · 1 year
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Psycho Pass 3 and Kingdom Hearts 3 similarities and differences
Similarities
Both were long awaited third sequels of beloved classics (Psycho Pass and Kingdom Hearts)
Both hyped the fanbases as more news dropped
Both had rushed and mediocre stories that feels empty because there was no conclusion in their stories’ end, opposed to the first Psycho Pass season and Kingdom Hearts II
Both nerfed the characters very badly wondering if the writers just lazy or don’t care anymore
Both divided the fanbases into tiny balkanized groups
The Pro 3 crowd (KH3 and S3) are very vocal and excuses bad writing and dismisses opposing opinions from fans who genuinely care about the two series
Even today, the Pro 3 cannot come to terms with this fact
Both fandoms are collectively waiting for the fourth installment, the pro 3 crowd are excited and the anti 3 crowd are worried
Differences
Fandom size, Kingdom Hearts fandom is big compared to Psycho Pass fandom
Kingdom Hearts fandom suffers from ship wars, Psycho Pass fandom did not until recently with Shinkane shippers
The second sequels: Psycho Pass 2 was bad (but not on the same level as season 3) while Kingdom Hearts 2 was a masterpiece in both story and gameplay
Different writers, Psycho Pass’s original writer Gen Urobuchi may not come back and Tow Ubukata is now the head writer who deteriorate Psycho Pass since season 2, Tetsuya Nomura has been writing Kingdom Hearts since the very beginning and it wouldn’t be same without him, it also wouldn’t be the same without Yoko Shimomura and Hikaru Utada either 
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yuisdad · 1 year
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NORN9 but better
(If Norn9 was written by Tetsuya Nomura or the developers of Haven, it would've been friggin BIS)
Norn9 ~Norn + Nonette~ is a 2013 otome and science fiction game created by Otomate, and...it honestly sucks. Outside of character interactions, most of the romance in the game was garbage and the plot and lore was pretty confusing to follow due to how they told the story through the routes. (It doesn't surprise me that this game was written by the same person who did Brothers Conflict: dad edition, aka, Home, Honey Home.) Very long post ahead.
In my revised version, I wouldn't have it be an otome game in the first place. If it were up to me personally, the only established romantic relationships would be Mikoto x Sakuya and Natsuhiko x Ron. The rest of the relationships would be found family becuase I'm a sucker for that trope.
General revised plot:
Sorata Suzuhara is an intelligent 12 year old going on a feild trip with his class. He feels isolated from the rest of his peers due to his higher intellect, whereas other children might be concerned about their high scores on video games or if they'll miss the new episode of their favorite show, Sorata is concerened if his inventions are finallized enough to not cause an explosion and if he'll be accepted as a man of science due to his age. Despite this, he's still a cringe kid living in 2015, most likely playing Minecraft and FNAF lol. Sorata, feeling rather bored about correcting the tour guide on some wrong history, decides to venture on his own without anyone noticing. As he does, he hears a girl singing a song somewhere in the museum. Following the singing, he finds a rather odd looking girl floating in an abandoned part of the museum. Sorata and the girl, who's name is Aine, chat for a bit. Aine reveals that she is a robot from the future, and that Sorata is her creater. Sorata is shocked that his future self created artificial intelligence, and this causes him to want to show Aine off to his peers to show that A.I. and time travel are possible. However, when he takes Aine's hand, she suddenly takes him into the future.
When Sorata wakes up, not only can he not find Aine, but he finds himself in the future...yet it looks like the Taisho Era. When asking for help, he finds a teenage girl with pink hair and a modern school uniform walk up to him, asking if he needs any help. As Sorata explains his situation, he sees the girl carrying a book, as if she's looking for information about this situation. The book appears to be a journal of some sorts, and judging by how the girl is using it, it seems to be a journal with written social cues and situations. When aksed for her name, the girl looks through her journal and says it's Koharu. Sorata wonders if Koharu can even remember her age without looking at her journal, which Koharu proves this by stating she's 17, making Sorata even more confused. Koharu then states that she's heading to a ship called Norn that's taking her to something called Nonette, and believes that it could help Sorata's situation. As the two head towards the ship, Sorata says he's from the past and is the inventor of a robot named Aine. Koharu says that she's been looking foward to meeting other people like her, showing Sorata that she can control fire, making Sorata both amazed and confused about the future he's in. Sorata suddenly notices that he's being taken to a grassy field rather than the docks...Then the Norn ship suddenly comes down and it's revealled to be an orb that flies in the sky. 
Sorata and Koharu are taken into the ship and meet the other members: 
Masamune Toya, the pilot and leader of the ship with the ability of seeing other people's past memories.
Kakeru Yuiga, a nice yet mischevious guy who's ability is to grow and control greenery.
Senri Ichonose, a shy and anti-social boy with water abilities.
Akito Shukuri, the short-tempered older brother of Senri who's there for moral support.
Heishi Otomaru, an energetic and friendly guy who uses telepathy.
Nanami Shiranui, a stoic girl who's a ninja and can erase people's memories.
Mikoto Kuga, a refined and arrogant girl who creates barriers and force-fields.
Sakuya Nijou, Mikoto's gentle and wise boyfriend with an androgyness appearence who can see the future.
Itsuki Kagami, a playful and teasing guy with the ability to manipulate dreams.
And Ron...who's also there...He naps and eats a lot...but he's there to...protect the Norn ship? 
The poeple with abilities are reffered to as Espers, who's job is to give there powers to Nonette so it can protect the world from danger. As the Espers practice there powers and Sorata tries learning more about the future he's in, one day, there is a sudden attack on the ship from an inventor named Natsuhiko Azuma, who seems to know Sorata. Only Sorata and Mikoto know what Natsuhiko looks like after he leaves, leaving them to wonder why he invaded the Norn ship. 
The game then bracnches into different routes based on the protaginists; Koharu, Mikoto, Nanami, and Sorata, with Mikoto and Sorata being locked. Playing Koharu and Nanami reveals;
.The year of the future is 8075.
.Koharu grew up isolated due to her fire powers, causing her to not remember her name well because she was often referred to as a "monster."
.Koharu was told by a hooded man that at the age of 17, she will aboard the Norn ship and use her powers for good. He also gave her the uniform, which is why she had it before entering the Norn ship, who usually provides the uniforms.
.Mikoto and Sakuya are childhood friends to lovers.
.Ron has a boyfriend and won't shut up about how amazing he is.
.Kakeru is the adopted son of famous political figure and inventor Shiro Yuiga.
.Masamune and Shiro work for The World, an organization who built the Norn ship and Nonette.
.Akito, Senri and Nanami grew up in a drouted village, with Senri being forced to use his powers to provide water. Because of Senri's weak constituion, this caused a toll on his body, leaving Akito to tell everyone to leave him alone. Nanami's dad, the village chief, forces Nanami to erase Senri's memories of his brother so the village can kill Akito. After this, Nanami tells Akito everything that happened, and helps Akito leave before they could kill him, promising to protect Senri.
.Senri's memories of his brother slowly return to him during his pre-teen years, and him and Akito reunite when they enter the Norn ship. Akito changed his last name to dissociate himself from the village.
.Heishi was abandoned by his parents and was picked up by a group of traveling musicians, where he learned to play the flute.
.Masamune gets drunk on sugar and shows a more passionate and affectionate side to him (and is surprisingly good at flirting when drunk lol)
.Ron grew up poor and had to steal to survive. He also had poor eyesight, which only grew worse over time. Two years before the events of the game, he met Natsuhiko, who gave him sunglasses that could help him see for the time being as Natsuhiko was making Ron artificial eyes. Ron immediately fell in love with Natsuhiko, with the latter falling for him overtime when they became friends. Even after having both artificial eyes, Ron keeps the sunglasses on because he thinks they make him look cool and Natsuhiko made them.
.Ron later admits to being a traitor and was working with Natsuhiko to stop the Norn ship from reaching Nonette. 
After playing Koharu and Nanami, choosing Mikoto as the protagonist reveals;
.A young Sakuya had a future vision of him dying for Mikoto and other people. They both promise to always protect each other and to prevent that from happening.
.Itsuki had an older twin sister, but she died at the age of 14, which is why he presents himself as the cool older brother to the younger espers, especially Nanami and Heishi.
.In spite of Natsuhiko's cold first impression, he's actually a nerd who only knows how to invent things. He's also the desendant of Sorata.
.Future Sorata is dead.
.The World's plan is to bring the Espers to Nonette so it can reset the world to turn it into a utopia. It has reset the world three times, which cause the rest of the world to have techonology and architecture similar to that of the 1920s, despite it being the 8000s.
.Natsuhiko used to work for The World with Masamune, but after learning their ultimate plan to reset everything in the world, he decided to rebel against them. Ron joined Natsuhiko since the resets did nothing to make the world a better place.
.Natsuhiko and Ron want to stop the reset from happeneing so technological advancements won't disappear.
After Sorata is unlocked;
.Shiro is actually the head of The World and is mind-controlling Kakeru as a spy to make sure the reset happens. Kakeru is mind-controlled via the ear cuff he wears.
."Nonette" refers to Aine, who was then renamed Aion by Shiro for copyright purposes.
.Shiro's goal is to find his dead wife, Haruka, via reincarnation and to mold the world into his own image. After finding Haruka's reincarnation, he intends to cause a World War 3 so humanity can bend to his will.
.Shiro was the hooded man who gave Koharu the uniform and told her to find the Norn ship at 17.
.Koharu is the reincarnation of Haruka, and Shiro wants to use Koharu's soul and memories to transfer them into a robot version of Haruka.
.The only thing that remains the same after the reset is Aine. Because of this, Shiro transfers his memories into a robot version of himself made from parts of Aine so he can survive each reset. Robot Haruka is also made of Aine's parts.
.Masamune and the rest of The World's team were all victims to Shiro's doings since they were never told the true intentions of how Nonette was used.
.Future Sorata made Aine with the purpose of helping humanity when he worked for The World. When he hears about how The World intends to reset everything, he takes Aine and tries to leave, but was killed.
.Aine went back into the past with the intention of telling Sorata about the future so he can change it. However, her time was limited, and when Sorata took Aine's hand, she accidentally brought him to the future instead.
.Aine is deteriorating because of Shiro using her to make robot clones of himself, Haruka, and a robot army to set his World War 3 plan into motion. 
Sorata/the player will then have to choices to make: Reset the world or destroy Aine.
If Sorata chooses to reset the world, he hesitates, leaving a controlled Kakeru to use Aine to take the Espers' powers. Aine becomes Shiro's weapon. When Shiro tries shooting the other Espers dead, Sakuya takes all of the bullets as they run away, turning his vision into reality. The exception was Koharu, who was taken by Shiro. After a timeskip of ten years, Shiro is the ruler of the world, with an uncomfortable looking Haruka by his side. The only survivors left are Natsuhiko, Ron, and Sorata, who are trying to find a way to take Sorata back to the past. 
If Sorata chooses to destroy Aine, the Espers use there powers to protect the citizens from Shiro's army, with the help of Akito, Ron, and Natsuhiko. During the battle, Koharu burns Kakeru's ear cuff of, freeing him from Shiro's control.
Aine takes Sorata to the island where she was created to protect him. Sorata then tells Aine to sing a song loud enough that it will destroy her from the inside, which in turn will destroy Shiro. Sorata promises to make Aine when he gets back to the present. Aine sings the lullaby that future Sorata used to sing to her, loudly enough for the entire world to here. This results in her breaking down, causing Shiro's body to not only deteriorate, but his soul is finally destroyed from the Espers using their powers as one, essentially "reseting" Shiro's soul into oblivion.
Everyone then heads to the island to find a way to return Sorata back to the present. They reuse Aine's main power source and some of their powers to create a device that allows Sorata to return home. Everyone gives there goodbyes before Sorata returns to the present.
In the future, the Espers travel around the world to save humanity using there powers. Masamune becomes Koharu and Kakeru's legal guardian, Heishi and Itsuki look after of Nanami while Akito looks after Senri, Mikoto and Sakuya are living their best life as a loving and cringe couple (affectionate), and Natsuhiko and Ron recreate The World organization into their own business. Meanwhile, in Sorata's time, ten years pass as a 22 year old Sorata finishes making Aine. When she wakes up, Sorata welcomes Aine to the world she'll soon experience.
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sparrowsabre7 · 1 year
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I posted 761 times in 2022
137 posts created (18%)
624 posts reblogged (82%)
Blogs I reblogged the most:
@unseeliefaerie
@gotta-have-faye
@cryptobotanical
@tokidokifish
@gffa
I tagged 486 of my posts in 2022
Only 36% of my posts had no tags
#star wars - 92 posts
#films - 60 posts
#tv - 45 posts
#games - 38 posts
#memes - 21 posts
#puns - 21 posts
#art - 19 posts
#obi wan kenobi - 17 posts
#tiktok - 16 posts
#books - 15 posts
Longest Tag: 138 characters
#but also i have bought at least 10 whole games over the past 3 years thanks to microsoft rewards and all i do is a little search every day
My Top Posts in 2022:
#5
I've seen a few comments that Mon Mothma's plotline doesn't seem to be progressing very far and she does not seem to have achieved anything whilst other characters have.
I believe that stagnation is the point. Of the three main threads, Cassian is actively working against the system from the outside, Luthen is playing on both sides, and Mon Mothma is trying to work within the system to bring the Empire down/champion rebel causes. We see both Cassian and Luthen achieve success to varying degrees, largely due to willingness to compromise and sacrifice.
Thus far Mon Mothma has been unwilling to do so and thus her attempts to progress have been stymied. I suspect in the final two episodes we will see her come to the inevitable realisation that it is not possible to bring down a broken and a corrupt system by working within its boundaries. A price must be paid.
52 notes - Posted November 13, 2022
#4
Can't wait to see Jodie Whittaker follow David Tennant and Matt Smith's post-Doctor Who career and head into her creepy pervert/serial killer phase.
57 notes - Posted March 29, 2022
#3
"House of the Dragon" has actually been pretty good but guys, we need to talk about Aemond.
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Just fucking look at him. Look at this anime villain, Sephiroth-looking motherfucker. This dude is a fucking cartoon it's amazing. I cannot picture this guy doing anything but sitting in a castle smugly drinking wine whilst his enemies are tortured in his dungeons. I don't believe this actor is even wearing a wig, he just showed up to set one day, cheekbones designed by Tetsuya Nomura himself and the directors said "we gotta get this weirdo on our show."
81 notes - Posted October 20, 2022
#2
I know Tumblr has largely become anti-MCU because Disney bad, Marvel bad, corporations churning out cookie cutter movies bad etc etc but please, PLEASE watch Ms. Marvel.
I say this as a 30-something cishet white man who has no real reference point for its authenticity but it is just such a wonderful family story. It's a rare comic book property where not only do the powers take a backseat to the civilian lives of the characters, but it is better for it. Yes, they diverge from Kamala's Inhuman origins in the comics but they trade it in for something imo much more personal. It touches on how damaging partition was and the generational trauma it left behind as well as the experiences of modern Muslims living in America.
Even besides that it just feels so fresh and entertaining and has a great cast of characters and the first few episodes exude Edgar Wright/Scott Pilgrim energy in the best way.
It's a great show and deserves your time.
126 notes - Posted July 9, 2022
My #1 post of 2022
Dad joke moment of the day:
Colleague: "Just going to pop out for a haircut, shouldn't be too long."
Me: "I would hope not after a cut."
198 notes - Posted April 21, 2022
Get your Tumblr 2022 Year in Review →
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supertvngames · 3 years
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I just recently found out that you're a fan of Kingdom Hearts? What do you think Kairi will finally become strong like Nomura say she will?
I seriously doubt Nomura will hold up his words, we were given a false promise before. Which is when during the Kingdom Hearts Dream Drop Distance ending that Kairi will be fighting along side Sora and Riku, only to have her get kidnapped and killed by Xehanort later on in Kingdom Hearts 3. If you ask me, Nomura definitely hates Kairi, since this is basically the third time she is made into a damsel in distress and worse that he had her get killed for no apparent reason. The story would have progress without killing Kairi. Not only that, he gave her a game that doesn’t revolve around her doing anything, in fact, it’s a recap game, and the kicker, Kairi transforms into Sora to fight memory Xehanort. Kairi didn’t get to be the focus, not even in her own game. I have no hopes whatsoever. Kairi will be stuck with being a damsel in distress and a plot device, a treatment that she did not deserve.
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violethowler · 4 years
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The Heroine’s Journey of Sora
I’ve spent the last couple of weeks writing out my thoughts on Kingdom Hearts and the way the series follows the framework of the Heroine’s Journey. Rather than a bunch of drabbles or a single long-winded post, I’ve decided to break up my explanations of the Heroine’s Journey and the way Kingdom Hearts fits into it as a series of ten essays posted weekly. I will put up a masterpost once all of them are finished, and in the meantime I will have all of them on my blog under the tag ‘Kingdom Hearts and the Heroine’s Journey.’
Due to the length of this essay, I will be putting the full thing under a cut. 
What many Kingdom Hearts fans do not realize is that while Tetsuya Nomura does sometimes make up the details as he goes when it comes to the writing of Kingdom Hearts, he does do things with a plan. 
In the KH3 Ultimania [1], he talked about how he’d had the conclusion of the Dark Seeker Saga outlined by the end of Kingdom Hearts II’s development. In an April 2012 interview [2] with Nintendo President Satoru Iwata, he indicated that he’d had a general framework up to Kingdom Hearts II planned out when the original game was first announced. And in a 2004 interview after the original Chain of Memories was released on GameBoy Advance, he mentioned that he’d already come up with the “last scene” that would serve as the definitive ending of the entire series[3]. 
So while some details may be hard to predict because Nomura comes up with lore and backstory details as he goes, he does have a plan in mind where the overall story is going. And the central arc of the series is entirely predictable once you understand the framework that the story fits into. 
Since the late 1800s, scholars have been studying the common patterns that repeat in stories, legends, and myths across different cultures around the world. One of the most well known templates developed from such research is the Hero’s Journey. In his 1949 book The Hero with a Thousand Faces, literature professor Joseph Campbell published a 17 step formula of storytelling. Campbell held up this framework as the monomyth, an ultimate narrative archetype from which all other stories are derived, and in discussion of his work expressed his view of The Hero’s Journey as a universal framework that showed how people grow from youth into adulthood.
However in the 1980s, Maureen Murdock began work on her own narrative framework. Believing that Campbell’s view on the universality of the Hero’s Journey did not encompass the experiences of every identity like he claimed, Murdock developed what she called The Heroine’s Journey as a critique and response to Campbell’s monomyth. Other authors have shared their own variations of the Heroine’s Journey, but for the purposes of this analysis, I will be focusing on Murdock’s model. Hers is both the oldest one I know of, and the one that I personally have the most familiarity with. Though originally conceived as a therapy tool, the core concepts of Murdock’s template have resulted in its use in storytelling for narratives about protagonists overcoming the ingrained biases and preconceptions of society. 
Some notable examples of stories that follow the Heroine’s Journey template, albeit most with different formulas, include 
Beauty and the Beast
The Hunger Games trilogy
The Princess and the Frog
Tangled
Howl’s Moving Castle
Labyrinth 
Star Wars Sequel Trilogy*
Voltron: Legendary Defender*
*Note: Voltron: Legendary Defender and the Star Wars Sequel Trilogy are examples of 3-act narratives that followed the Heroine’s Journey framework in the first 2 acts only for behind-the-scenes conflicts to result in the formula being abandoned in the final act. 
Despite the name, it is possible in theory to have a male protagonist follow the Heroine’s Journey, much like how you can have a female protagonist in a Hero’s Journey.  While nearly every story I know that follows the Heroine’s Journey template has a female protagonist in the lead role, Kingdom Hearts is the first example that I’ve discovered of a male protagonist following this formula. Sora’s arc across the series follows Murdock’s framework so precisely that I was able to correctly predict the broad strokes of how Re:Mind would go three months before the DLC was released. 
Part I: The Beginning
While the Heroine’s Journey mimics the Hero’s Journey in its early stages, it ultimately goes in its own direction. I plan to go into further detail about the differences between the two in a later essay, but for now I will say that while Campbell’s monomyth describes physical plot points and the themes they represent, the Heroine’s Journey formula focuses on the emotional conflict of the narrative and the psychological development of its main characters. The pattern of the Hero’s Journey is fluid and doesn’t have a fixed central theme, while the core element of the Heroine’s Journey is a protagonist coming of age in a society that consciously or not regards them as lesser because they do not fit in with the expectations of the dominant social group. 
I know that some people who decide to read further will be put off by the fact that the names and descriptions of the Heroine’s Journey feature gendered language and focus on discussions of masculinity and femininity, so allow me to explain. The reason for this is that in a Heroine’s Journey, the protagonist is attempting to conform to a set of traits that the audience’s culture values. In pursuing this external validation, the main character has to suppress a vital part of who they are, cutting themselves off from achieving their full potential. The traits they are suppressing are the ones which are often regarded as feminine, while the ones they are trying to conform to are typically associated with masculinity. We see this pattern frequently in movies where the female lead tries to succeed in a male-dominated career field, only to feel lonely and unfulfilled when she finally gets what she wants because she sacrificed the parts of herself that made her who she is along the way. 
Now that I’ve given you a relatively brief summary of the Heroine’s Journey, I can get down to business and walk people through the steps to this template and how it fits with the story of Kingdom Hearts. Note that this is only a basic rundown of the steps of the Heroine’s Journey and how it relates to these games, and I will be posting additional essays shortly which go into greater detail on the themes, character archetypes, and other different layers of the framework that are present in the series. 
Murdock’s version of the Heroine’s Journey begins with the “Separation from the Feminine”. This is the stage where, as mentioned, the protagonist suppresses a core part of themselves in pursuit of external validation. It often takes the form of the protagonist sacrificing their emotional strengths and focuses exclusively on proving themselves in the physical sphere. Sora has demonstrated again and again that his greatest strength is his empathy and his willingness to make connections with others. It makes him a strong unifying force because of how well it complements the people around him. But because this isn’t something tangible in the same way that physical strength is, he doesn’t see the value of it, believing that without the strength of his friends he’s nothing. 
From the way the other kids on Destiny Islands talk about their competitions, Sora’s focus is on trying to prove that he’s just as strong and capable as Riku is. But he’s so focused on proving himself in physical challenges that he doesn’t notice the signs of Riku’s jealousy that lead his friend into the arms of Maleficent. And we see through Anti Form and Rage Form that Sora is still repressing his own negative emotions in Kingdom Hearts III. His narrow focus on external skills has cut him off from achieving the full potential of his internal ones. 
When Sora awakens in Traverse Town after the destruction of Destiny Islands, we come to the second stage of the Heroine’s Journey, “Identification with the Masculine and Gathering of Allies”. This is where the main character chooses to align with the traits and roles that the dominant social group sees as desirable in order to achieve their goal, and where they acquire the allies who will help them in their quest. With the adults around him focusing on his ability to destroy the Heartless, Sora latches onto the Chosen One status that implicitly comes with having a Keyblade. His interactions with Phil and his disappointment with the status of Junior Hero in subsequent games paint Sora as being focused on heroism in the sense of overcoming obstacles with force. Even Donald and Goofy, in the beginning, are focused on Sora’s value as a Keyblade Wielder in terms of how their fight against the Heartless can lead them to King Mickey’s location.
By setting off with Donald, and Goofy, Sora embarks on the “Road of Trials” stage of the Heroine’s Journey. This is one of the few points of similarity between the Heroine’s Journey and the Hero’s, corresponding to Campbell’s “Tests, Allies, and Enemies” stage. This is where the main character faces the initial obstacles and challenges of their quest. In the first few Kingdom Hearts games we have Sora face off against Maleficent, Ansem, and the Organization, before reuniting with Riku and Kairi in The World That Never Was. The final stages of Kingdom Hearts II correspond to the “Finding the Boon of Success” stage of both the Hero and Heroine’s Journeys. 
Part II: Interlude
In a Hero’s Journey, the Boon of Success is the end of the story. They slay the dragon, save the princess, and go home to live happily ever after. I suspect this is one reason why a lot of gamers in the KH fanbase tend to think of Kingdom Hearts 2 as the best game of the series - because in their minds Sora’s quest had been completed now that he had found Riku and Kairi like he set out to do in the first game. His journey, as far as they were concerned, was done. 
(This may also have an affect on how some fans reacted to Kingdom Hearts III, expecting it to be a grand epic finale that wrapped everything up with a bow and left a completely blank slate for the future of the series)
But in a Heroine’s Journey, the Boon of Success is not the end of the main character’s story. They have achieved their external goal, but they have not addressed their internal motivations for seeking that goal in the first place. And as their story continues, they find themselves facing challenges that their attitude thus far has failed to prepare them for. Finding The Boon of Success typically occurs early during the second act of the story. Usually it is achieved in the second half of Act II, but can sometimes happen as early as the end of the first act. For Sora, this was of course finding Riku and Kairi so that they could all go home to the Destiny Islands together.
But because the protagonist of a Heroine’s Journey has not addressed the underlying insecurities which set them on their current path, they “Awaken to Feelings of Spiritual Aridity”. 
They begin to learn that the conflict they find themselves involved in is not as clear cut as they previously believed, and the challenges that come with this new knowledge are ones that their current way of doing things has failed to prepare them for. They may have found their boon of success, but things quickly begin to go wrong until they are ultimately forced to sacrifice their reward. 
The first game already showed through Riku and Mickey that Sora was not the only person able to wield a Keyblade, but because of his heroic deeds the story still framed him as the Keyblade Master and treated him as having a more significant role to play in important events than anyone else. It’s only after he hears from Mickey of the Keyblade Wielders who came before him that it begins to sink in for him that being a Keyblade Master is not a special Chosen One status. He thinks that because of all that he’s accomplished, he doesn’t need the recognition that comes with the official title, and because of that he’s careless and almost gets himself Norted at the end of DDD. 
His failure in the exam is a blow to his self confidence and shows that despite what he had said at the start of the test, deep down he really does want that kind of external validation. His insecurities and doubts continue to eat at him over the course of KH3, culminating in his breakdown at the Keyblade Graveyard. Outside of battle, we see him bottle up his doubts and other negative emotions because his friends (Except for Riku. More on him later) brush his concerns and problems aside. It is very much like Joy from Inside Out doing everything to keep Rylee happy and refusing to let Sadness take the controls. 
When their current way of doing things ultimately costs them their boon, the protagonist tries to go back to the way things used to be. To return to a simpler time and avoid the pain of the present. When literally going back to where their journey began isn’t possible, a Heroine’s Journey story will use this stage symbolically. The main character will cling to a person, object, or relationship that they associate with a simpler time. But as comfortable as the sense of familiarity they get from that is, it ultimately cannot truly address their inner pain in the long run.
This is reflected in the Re:Mind DLC, where Sora goes back in time in order to find the pieces of Kairi’s heart and bring her back. One of Kairi’s most consistent character traits is her fear of change and desire for things to remain the way they were. 
At the end of the DLC, Sora compares his connection with Kairi to the bond between Ventus and Chirithy, a friendship explicitly strained by distance, time, and Ven’s amnesia. In an interview at E3 2018 [4], Nomura commented about Kingdom Hearts III tying into a theme of childhood friendships changing as one gets older, a plotline that Merlin calls attention to after Sora’s visit to the 100 Acre Wood. And in a 2006 book titled Character’s Report Vol. 1, Nomura specifically calls attention to Kairi’s anxiety about growing apart from Sora and Riku as they get older. [5] All of these details combined frame Sora’s quest to save Kairi as an attempt to symbolically recover the innocence he lost when he began his journey.
But while he is able to find a way to renew his connection to Kairi, it can never be the same as it was before, and attempting to go back to how things used to be is ultimately doomed to failure. By the time he brings her to The Final World at the end of Re:Mind, Sora has realized that he and Kairi cannot stay on the same plan of existence anymore as a consequence of his actions. So he takes her on a tour of the worlds to re-establish their connection before fading away at the end of KH3. Thus, we come to the final act of the Kingdom Hearts narrative. 
Part III: The Future Story 
It is at this point that the protagonist of a Heroine’s Journey begins the “Initiation and Descent to the Goddess” stage. Having failed to achieve meaningful success through their old way of doing things, they must look inward and examine the cause of their insecurities and accept that in order to move forward they need to heal themselves. In this step, the main character travels to either a dream world or a physical location that is closed off and forbidden to them, like the West Wing of Beast’s Castle in Beauty and the Beast. In Jungian psychology, this metaphorical dark cave represents the main character’s subconscious, and entering it triggers a dark night of the soul for our protagonist as they are forced to confront the parts of themselves they’ve been keeping locked away.
While Sora knows in his head that darkness is not inherently bad, he continues to rely entirely exclusively on light, on his connections to others, and has not properly accepted it in his heart. In order to truly finish his coming of age narrative, Sora must learn to balance his inner light and darkness the same way that Riku has. And to do that, he needs to look inside himself and figure out why he feels so badly that he needs his connections to others in order to be strong. And in order to achieve that level of understanding of himself, he needs to understand his Animus. 
Derived from the psychological theories of Carl Jung, the Animus in a Heroine’s Journey is an external representation of the protagonist’s masculine-coded traits in physical form. While not every Heroine’s Journey features an Animus, many of the stories I’ve seen that follow the formula do. Usually the Animus appears in the form of a deuteragonist who often functions as the protagonist’s Shadow, an archetypal character that embodies the aspects of the main character’s personality that due to their immaturity they either aren’t aware or don’t want to acknowledge that they have. 
In order to complete their character arc, the protagonist must symbolically integrate with their Shadow by learning to embrace the parts of their psyche that the Shadow represents. In many stories the protagonist has more than one Shadow figure, all of whom challenge the protagonist by forcing them to become faster or smarter to stay one step ahead, giving their interactions with the main character a push-and-pull dynamic as they drive the main character to grow. Shadow figures who fill the role of the Animus also challenge the protagonist to look inside themselves and examine their own emotional needs. With an Animus, the push to grow runs in both directions, with the main character motivating their Animus’ growth just as much as the other way around. 
In these types of stories, every aspect of the character is tailored to make the Animus and the protagonist fit together like Yin and Yang. In visual stories such as film, television, and video games, the Animus’ entire look is designed to complement the main character and they are framed in the narrative as the protagonist’s equal physically, intellectually, and spiritually. This serves to emphasize that despite their surface differences, much of the conflict between the protagonist and their Animus comes from the ways in which they are fundamentally similar. While their circumstances may have led them to drastically different lives, the characters are ultimately two sides of the same coin, and their character development is driven by learning to balance their contrasting traits.
And within the structure of the Kingdom Hearts series, there is only one character who fulfills all of these qualities in relation to Sora’s journey. 
The same character who Testuya Nomura said in the KH1 Ultimania was designed to balance Sora; [6]
Who series producer Shinji Hasimoto said was part of the core of the series alongside Sora [7], as has been repeatedly emphasized by the number of games where he is given a major focus and is a playable character alongside Sora. 
Tumblr media
[Image Description: Riku walking towards a door to light in the opening of Kingdom Hearts III. End Description]
While Sora and Riku have addressed some of the latter’s behavior in the first game during their conversation on the dark beach at the end of Kingdom Hearts II, they have yet to truly dig deep into why Riku felt the way he did in the first game. Riku has not told Sora about how he felt like he was being left behind and forgotten. And since that conversation, Riku has gone to the opposite extreme, dealing with his emotional problems on his own instead of lashing out at others like he had done at the start. Likewise while Sora has accepted that darkness is not inherently evil he has yet to apply this to his own negative emotions, as seen in Kingdom Hearts III. Neither character has truly achieved an ideal balance yet, and they cannot until Sora completes his journey. 
After the protagonist returns from their spiritual journey, they experience an “Urgent Yearning to Reconnect with the Feminine.” As the main character recovers from their period of soul searching, they embrace the parts of themselves that they had neglected in their pursuit of outside approval. Their Descent allowed them to recognize their value as a person and an individual outside of their ability to fulfill the role that they were expected to fill. Following this realization, they go about “Healing the Mother/Daughter split”. Reclaiming the aspects of their personality they’ve been repressing gives the protagonist the clarity necessary to gain a different perspective on their old way of thinking. This new understanding is what will allow them to find the inner balance needed to truly complete their journey. 
The Japanese version of the “My friends are my power” mantra often repeated across the series is “Connected hearts are my power.” For Sora, who has long relied on his connections to others as a source of strength, he should come to realize that these connections go both ways: that his friends draw strength from him just as much as he draws strength from them. This should help him come to accept that he is still strong and worthy all by himself. Ven’s version of the mantra from the English version of BBS summarizes it best: “My friends are my power. And I am theirs.” After he accepts this, Sora will finally be able to use the full extent of his emotional abilities.
After achieving that new perspective, the protagonist’s next step is “Healing the Wounded Masculine Within”. This is the stage of the Heroine’s Journey where the main character, having come to understand themselves, reconciles with their Animus, thereby symbolically integrating the aspects of their psyche that the Animus represents and permanently healing the rift between the two characters. This will be where Sora and Riku need to have a longer, more in-depth conversation than the one they had on the Dark Magin at the end of KH2. Where they talk about why Riku acted the way he did and finally address the underlying reason for why he was so jealous of Sora in the original game. 
The final stage of the Heroine’s Journey is the “Integration of Masculine and Feminine”. This is the point at which the main character and their Animus finally achieve a perfect balance between them. They are united both internally and externally. There are no more secrets between them, and they are now free to move forward and overcome the main antagonist together. 
Part IV: Conclusion: 
While there’s too many different possibilities to completely predict every twist and turn of the series’ lore in future games, once you understand how Kingdom Hearts fits into the framework of the Heroine’s Journey, the broad strokes of how the story will go in terms of Sora’s growth and character development are entirely predictable. When Re:Mind first released and the rest of the fandom was reacting on Twitter, I was sitting back with a smug smile on my face thinking:
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[Image Description: Emperor Palpatine in Star Wars: Episode VI: Return of the Jedi sitting aboard the Death Star II with the caption ‘Good, Good. Everything is going according to plan.’ End Description.]
While I didn’t expect the precise mechanics of how Sora went about saving Kairi, Re:Mind was exactly what I expected it to be in terms of themes and its place in the Heroine’s Journey framework, and then the Secret Episode came along to reinforce that the next game is going to be Sora’s Descent.
While there isn’t a complete guarantee that the series will continue to follow the formula, I find it extremely unlikely that it won’t. Kingdom Hearts follows the stages of this framework too precisely for me to ever believe it happened by accident. So as long as there is no corporate interference from Disney like what happened to Voltron, I’m confident that Nomura’s plan for the finale of the series will be exactly what the Heroine’s Journey predicts it should be, no matter how unexpected future additions to the lore may be.
Special thanks to @dragonofyang and the rest of Team Purple Lion for everything I know about the Heroine’s Journey. I wouldn’t be as enthusiastic about analyzing the story of Kingdom Hearts if they hadn’t taught me the vocabulary to realize the kind of story that Nomura has been telling right under my nose for the last 18 years.
Sources:
[1] “Kingdom Hearts III Ultimania interview with Tetsuya Nomura”; March 12, 2019
https://www.khinsider.com/news/Kingdom-Hearts-3-Ultimania-Main-Nomura-Interview-Translated-14763
[2] “Iwata Asks: Nintendo 3DS: Third Party Game Developers, Volume 12: Kingdom Hearts 3D [Dream Drop Distance], Part 3: Square’s Intentions”; April 2012.
https://iwataasks.nintendo.com/interviews/#/3ds/creators/11/2
[3] “2004 GMR Nomura Interview 2004!”; Translation by Kingdom Hearts Insider posted May 5, 2012. 
https://www.khinsider.com/news/GMR-Nomura-Interview-2004-2563
[4] “E3 2018: Tetsuya Nomura on If Kingdom Hearts 3 Is the End of Sora's Story”; June 14, 2018.
https://www.ign.com/articles/2018/06/14/e3-2018-tetsuya-nomura-on-if-kingdom-hearts-3-is-the-end-of-soras-story
[5] “Character’s Report Vol. 1 Translations”; Jul 16, 2014
https://www.khinsider.com/forums/index.php?threads/characters-report-vol-1-translations.195560/\
[6] “A Look Back: Kingdom Hearts Ultimania Gallery Comments Part 1″; August 30, 2019;
https://www.khinsider.com/news/A-Look-Back-KINGDOM-HEARTS-Ultimania-Gallery-Comments-Part-1-15519
[7] “How Kingdom Hearts III Will Grow Up With Its Players.” September 24, 2013
https://www.ign.com/articles/2013/09/25/how-kingdom-hearts-iii-will-grow-up-with-its-players
[X] “The Heroine with a Thousand Faces”; June 13, 2019;
https://www.teampurplelion.com/heroine-with-a-thousand-faces/
[X] Murdock, Maureen. The Heroine’s Journey. 1990.
[X] “Maureen Murdock’s Heroine’s Journey Arc”. The Heroine Journeys Project. https://heroinejourneys.com/heroines-journey/
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navek15 · 4 years
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So in-between writing fanfiction, working on my novel, work, the upcoming online semester, keeping the house clean, and getting my ass repeating handed to me in Dark Souls: Remastered and Dark Souls III, my increasing disdain for how terrible, unimaginative, and terribly imaginative some ‘fans’ of particular properties can be. And it’s not just from one particular instance, it’s from several occurrences over the years.
Yesterday, I was watching Maj0r Lee’s video reaction to terrible reviews of Final Fantasy 7: Remake. Side note, I’ve respected ML for not being afraid to speak his mind, no matter how much it goes against the nerd fan hivemind. And one thing that quickly got on his and my nerves about the reviews was how repetitive they were.
https://www.youtube.com/watch?v=qR-1NTCwLr8
“Tetsuya Nomura pulled a Kingdom Hearts and ruined the great story of the original FF7.”
“Nomura and friends turned FF7 into Kingdom Hearts-tier garbage.”
“I was going to give FF7: Remake a ten out of ten until that terribly ending turned it into a zero.”
Tetsuya Nomura this, Kingdom Hearts that, something something the original story was basically the bible. The same points repeated over and over again. It’s like listening to all the same complaints about the Last Jedi. I’d probably take those complaints seriously if it didn’t feel like the same arguments were being copy-pasted over and over because that generates more clicks on YouTube.
If I sound a bit salty, it might be because my favorite video game franchise (BTW, I would never say KH is flawless) is being used as a go-to example of bad writing. This must be how the Call of Duty fans feel all the time.
But there was one particular ‘review’ that pissed me off to no end;
“The more and more I think about it, I feel like Nomura and co. have little to no respect for the fans that have given their work this love, and perhaps even harbour some contempt for them wanting to to see their childhood imagination and memories of the story realised as they deserve to be.
There is a certain arrogance to twisting this world and story to their own whim, as if to say that “this is our world, our characters, what you fans think means nothing to us, we can do what we want with them and you can get fucked if you disagree”.”
You know what this reminds me of? Those laughable Anti-Horikoshi blogs that use the trans flag as their background to supposedly ‘protect’ the female characters of My Hero Academia from their ‘disgusting’ creator. Those lunatics that posted themselves burning their copies of Tokyo Ghoul because the main character banged his female love interest and called Ishida a homophobe. Or the the worst episode of South Park where Trey Parker and Matt Stone showed their disapproval of Kingdom of the Crystal Skull by having Indy getting horrifically sodomized by George Lucas and Steven Spielburg.
This might be hard for some idiots to understand, so let me spell it out for you; YOU DO NOT OWN A STORY OR CHARACTERS JUST BECAUSE YOU ARE A “FAN”!
In the end, writers have their own ideas for how storylines, character progression, and character relationships will turn out. If all creators ever did was pander to the fickle desires of the most rabid ‘fans’, all media would be nothing but self-referential bullshit. Hell, we already example how bad this would be. It’s called ‘How the Last Jedi should’ve ended!’
https://www.youtube.com/watch?v=rCB8DUGpYQQ
While this video was clearly made to take the piss out of TLJ, it ironically demonstrates my fucking point! This is also why I am 100% certain that we’re never getting a Dark Souls/Bloodborne movie or tv show. Because any interpretation or story that dares to go against the most poorly thought out fan theories will get ripped apart by absolute lunatics with nothing better to do with their time.
And another thing, can we stop treating stories like they’re fucking scripture?! There’s a reason that the ‘Stations of the Canon’ trope is derided by many authors. I can probably name all the Naruto fanfics that aren’t just the same as the original story just with slightly altered dialogue and everyone wearing slightly-different clothing. And I was guilty of this too, until I realized how much more fun it was to go completely off the rails.
Not the mention that this kind of thinking leads to people holding stories to such a ridiculous degree that any sequel or retelling that fails to live up to those unreasonable expectations will get treated like a personal attack and a dumpster fire not even worthy to roast expired marshmallows over.
I’m not saying you should never criticize a story, game or comic for its actual flaws, but don’t try to make it into a sob story like ‘How dare the creator or owners of this story like go about it what they think is the best! These guys are worse than HITLER!’ Hate to break to ya, but no ones goes into a story or long-running franchise to purposely piss off the fans. They’re doing it because they got a story to tell...or to make money. Or both.
And try to come up with your own critiques instead of just copy and pasting the same arguments over and over again.
“Fairy Tail is terrible because all the girls have big tits and skimpy outfits.”
“I’ve heard all that before. Do you have any other complaints?”
“No, but that’s what everyone else is whining about.”
“Well then, piss off and come back when you actually form your own goddamn opinion.”
And I’m not saying that if your problem if a story is the same as someone else’s, then it's invalid. But at least try to say it in a way that doesn’t come across as just copying what the guy before ya said.
One last ramble before I go back to writing and getting attacked by video game monsters; can we stop with all the hyperbole? There are only so many times I can hear the phrase, “This is the worst thing ever” before it loses all meaning. Yes, I’m sure the newest Call of Duty game is worse than Santa Claus Saves the World. That the newest Star Wars movie is worse than A Serbian Film. Or that Black Clover is worse than Eiken.
And that argument is especially soured when the phrase ‘raped my childhood’ eventually rears its ugly head. It was outdated and terribly tasteless when Doug Walker reviewed Batman and Robin, and it’s gotten more disgusting and childish as a phrase over time.
Anyway, that’s my delusional rambling done for the day. Hope you all are safe and comfortable. Have a nice day!
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I feel like if you’re reading this post, you already know this story. But just in case:
Final Fantasy Versus XIII: A Final Fantasy spin-off title, that was being helmed by Kingdom Hearts series creator and director, Tetsuya Nomura (his first time directing a Final Fantasy title). That was supposed to be this dark, gritty story that revolutionized the genre, that the team thought was going to be on par with their most cherished game, Final Fantasy VII
Final Fantasy XV: What came from the ashes of Versus XIII, as Versus XIII died and never got to exist (a very long story there, I’m not going to talk about it). That basically was Versus XIII--like, with arguably most of the same story and characters. Or at least it was supposed to be--with major changes. Such as director Tetsuya Nomura getting kicked off the project (also a long story there. I’m not getting into it); and the game going from an M rating to T, as Square Enix suddenly wanted the game to appeal to a wider audience than they thought it might otherwise (because suddenly, it needed to save console gaming in Japan and perhaps the Final Fantasy brand). The story was changed (just how much so--and just how much remained the same--we may never know. But former director Tetsuya Nomura seems to think it changed enough, as he remains pissed about what happened with FFXV to this day). And perhaps even simplified the story, because new director Tabata was hearing complaints for convoluted stories.
Anyway... I played Final Fantasy XV, and I loved it. I still love it. I will probably always love it. But at one point, I kind of looked back on the promises of Final Fantasy Versus XIII, and wished that FFXV could have been that... I even got into an anti-FFXV phase for a while, because I wanted Versus XIII so badly (I got over that. And I’m very much glad that I did).
But at some point, I found myself wishing that we somehow could’ve gotten both games: Tetsuya Nomura’s Final Fantasy Versus XIII, and Hajime Tabata’s Final Fantasy XV.
But now that that’s essentially happening (something I never thought would happen, in my wildest dreams) with Versus XIII basically being put into KH now, and getting its own KH game... I can’t help feeling it’s going to be so weird. Because first off, this game still won’t be entirely what Nomura wanted it to be (because now it’s got to be in kid friendly Kingdom Hearts. But the fact that he’s doing this, must mean that even then he thinks this is going to stick closer to his vision than FFXV did). Because I do in part think that the games actually did/will have a lot in common, so it’s almost going to feel like we have two different versions of the same game(?). But also not, of course.
It’s- it’s going to be interesting. And we’ll see what happens. And I think I am excited.
But man, am I realizing I’m a contradictory person sometimes. Originally, I wanted Versus XIII. When the changes to XV happened, I was initially upset and wasn’t even sure I was going to give the game a chance... but then I did, and fell in love. Until I entered an “anti-FFXV, because I wish we’d been given the game we’d been promised in the earlier trailers” mindset. And then, as I said, I started wishing there was a world where we could have gotten both games... And now we are, and I suddenly somewhat don’t want it and am content with FFXV (mainly because part of me thinks Nomura should just let it go at this point. And I’m worried he’s sacrificing KH on an altar to make this happen, though hopefully not).
But I think I’m finding that hype again, and this is excite.
Anyway...
Edit: I am happy to say, though, that I can finally (and I’ve been able to do this for a while) separate FFXV from Versus XIII/Verum Rex and enjoy them both as their own things. And I think it’s better when you do that. And it’s maybe even the promise that we might actually be getting our Versus XIII in some form, that doesn’t make me look at some of those concepts with regret, that they were never utilized.
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knightsandjedis · 4 years
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The hooded image of Sora
So did Tetsuya Nomura with all his weird storytelling give hints to Sora being the MoM all the way back in early 2000s? Remember that image where Sora has his hood up and his head is down almost in a posture similar to someone grieving or regretful? Was this all foreshadowing of the dark road Sora would be going down later?
I’m really into this Sora being a future anti-hero or agent of chaos kinda theory I’ve seen recently. Sora has been shown in KH3 DLC trying to go back and change the past. So who knows if he tried to go back further during his unseen “travels” shown in the teasers to prevent future calamities and eventually has to accept he cannot change the past like Chirity states. Like another person posted recently Sora, possible MoM, is trying to help make the best of a bad situation by pulling the strings behind the scenes. Eventually, he encountered Yozora and begged him to save MoM from himself kind of scenario or serve as a blockade to past Sora. I’m having fun with these theories because MoM is quite an enigma and a character you can’t help wanting to know more about. (I’m still cool with the Demyx theory but I think Sora would be a much more fascinating character study).
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Video Game Plots Explained Badly Pt. 2
Miitopia: One guy and three sets of three other guys set off to kill a Dark Lord and then Dark Jesus who turns into the sun. Also literally everyone can be Jesus or Sans from Undertale or anyone else important.
Mother 3: Local child sets off an anti-industrialist revolution after death of mother and Darth Vadering of brother.
Kirby (Series): Vore marshmellow faces the forces of evil, they usually turn out to be eldrich horrors or a penguin version of Garfield.
Castlevania: Jojo’s Bizarre Adventure Part 1: Phantom Blood.
Final Fantasy 7: Tetsuya Nomura’s Old OCs do stuff. Usually killing God
Kingdom Hearts (Series): Key swords make the world go round. Also Hearts, Friends, Light, Darkness, and a lot of other shit. Mickey Mouse is there but he’s only semi-important.
Kingdom Hearts 3: Tetsuya Nomura tries to get rid of his old OCs by flooding his fanfiction with CGI Movies and Realistic movies and Plot Points. Still leaves one in Smash Brothers. Axel and Kairi need more stuff to do and Sora getting together with Riku still makes more sense than with Kairi. Re:Coded is still always going to be barely relevant to the plot without DLC or another game making it more relevant in the future.
Mario Odyssey: A turtle needs to marry a plumber already or figure out something better to do with kidnapping a princess. He decides to marry the Princess instead but she ends up rejecting both him and the plumber.
Persona 5: Jojo’s Bizarre Adventure inside the mind. Now they crack normal enemies necks or ram them with a car to fight them as equals in an encounter.
Pokemon Mystery Dungeon (series minus the Wii Ones not released in America): You ship your Pokémon together and usually care immensely for the plot.
Stardew Valley: Former office drone begins communist revolution in a small town with the help of LSD fairies and local homosexuals.
Bring in more people...
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themattress · 4 months
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I hate Kingdom Hearts: Dream Drop Distance. Everything about it.
However - there is one scene in particular that I absolutely despise above all others. Don't get me wrong, every other cutscene is bad, many of them even rage-inducing....but none of them quite measure up to this one in its wretchedness. Which one is it, you ask? THIS one.
So after Xigbar reiterates the bullshit Inception-esque "dream within a dream" plot twist that Sora is currently experiencing all because he happens to have an "X" on his clothes (yes, that is an actual thing that Nomura wrote), Sora just randomly declares that Nobodies have hearts after all. What does his base this on? The memories from 358/2 Days that he experienced.
"Axel and Roxas and Namine, and that other girl. I felt what Roxas felt and they laughed together, got mad, and they grieved. You have to have a heart to cry."
First off, "that other girl" shouldn't be here. In 358/2 Days, Namine specifically said "If you return your memories to him, you'll disappear. And since everything about you was built on those memories...no one will remember you when you're gone. There won't be any "you" to remember. I can't save you, Xion--even a memory of you." But this game, just like Coded before it and KH3 after it, is flagrantly ignoring that because the rabid fanbase that Days / Xion / the Seasalt Trio developed, particularly in Japan, demanded Xion back and because he's a clout-chasing coward Nomura complied, the story's internal logic be damned.
Secondly, all of the characters Sora mentioned are special cases. Roxas and Namine were special Nobodies built upon a literal heart-to-heart relationship (Sora and Kairi), allowing them to feel things at the cost of having no memory, when for normal Nobodies it's the other way around. Xion was not a Nobody, she was a replica with a heart constructed from memories. Of course she felt stuff. Lastly, this game continues to ignore that Axel's feelings were...off. Making a connection with a heart allowed him to start feeling things, but his Nobody nature was still technically heartless and self-centered, which meant that his feelings were purely based on himself and what his friends mean to him. He never cared about them the way someone is actually supposed to, as that depth of feeling was still foreign to him.
And finally, this seems to be in direct response to that stupid Tomoko Kanemaki-made scene from KH2:FM of Roxas talking with Axel's ghost and they wax poetic about what a heart is and what it means to have one, ending in a shot where Axel is seen shedding tears ("You have to have a heart to cry"). But even that scene, as bad as it was, was still written with Nojima's KH2 scenario in mind where the answer is a philosophical difference between a literal heart, which Nobodies can't have, and a metaphorical heart, which they can develop through bonding with someone with a heart and find a way to exist (as evidenced by Axel even having a ghost at all) within that someone's heart. But now, we get this from Xemnas:
"A heart is never lost for good. There may have been variances in our dispositions, but a number of us unquestionably showed signs of a burgeoning replacement. Once born, the heart can also be nurtured. Our experiments creating Heartless were attempts to control the mind, and convince it to renounce its sense of self. But understand, one can banish the heart from the body, but the body will try to replace it the first chance it gets, for as many times as it takes. And so I knew, even after we were divided into Heartless and Nobodies, it was just a temporary separation."
Where do I even begin?
"A number of us unquestionably showed signs of a burgeoning replacement"? Is this Nomura's way to "explain" why the Organization reacted emotionally on many occasions? Except that was already explained in KH2! As Yen Sid said, their behavior is a ruse to pretend that they have hearts and properly exist, and as Saix said, it's their memories of their human selves and the feelings they felt with hearts that allow them to do this. We literally SEE Demyx drop the facade and show his true unemotional colors right before fighting him!
"One can banish the heart from the body, but the body will try to replace it the first chance it gets". Um, HOW? The body shouldn't be able to recreate a heart because in this universe the body never created the heart to begin with! The literal title of the series, Kingdom Hearts, is where all hearts are born and where all hearts return to. We established that in Game 1!
There was talk earlier about puppets like Pinocchio "growing" a heart, but that's not even the case. As seen earlier in KH2's Space Paranoids and later in KH3's Toy Box, it's not that the non-living thing "grows" a heart, it's that Kingdom Hearts grants them a heart specifically based upon the feelings someone with a heart has toward them. Gepetto, Ansem the Wise, Andy, etc. The hearts didn't just come out of nowhere from nothing like this game suggests.
For that matter, the heart is established as holding the essence of a person; it's who they are. The whole reason Nobodies "don't exist" is because while they have the body and soul of a person plus the memories of said person, without a heart they are not actually that person, who is actually now a Heartless. So is Xemnas saying the body can grow a new freaking person? Then what will become of the original person once they're purified from being a Heartless? The same bullshit of "recompleting" that Lea and co. underwent? But doesn't that contradict the notion that Nobodies are their own individuals who supposedly deserve to live as such? Also, why does all of this only apply to the Organization? What about all of the lesser Nobodies, like the Dusks? Can they not also "regrow" their hearts? Did Nomura think any of this out at all before committing it to script form? And at this point, Sora yells out:
"Why, then? Why did you lie to them and tell them they had no hearts?"
Yep, that's right. Even though Yen Sid also said they had no hearts, Ansem the Wise's research turned up that they had no hearts, and they themselves largely behaved as though they had no hearts, apparently it was all just a lie Xemnas concocted, stripping away half the depth that he and the Organization in general had. Xemnas is now depicted as just a simplistic bad guy and the others save for Xigbar as total victims of brainwashing. Hilariously, the narrative tap-dances around how, if this is true, then Sora and the other heroes now look way more questionable for killing them. The bullshit train keeps chugging as Xigbar says:
"Xemnas and Xehanort formed the Organization for a specific reason - round up a bunch of empty husks, hook them up to Kingdom Hearts, then fill them all with the exact same heart and mind. Translation--they were gonna turn all the members into Xehanort."
So now the claim is that Xemnas, who totally had Xehanort's heart inside him even when Ansem existing should render that impossible, was gonna use the power of Kingdom Hearts to copy-paste that heart into the other Organization members as part of Xehanort's plan to forge the X-Blade. Just like with the claim that Ansem's goal was the Seven Princesses rather than the Final Keyhole they unseal, this clashes with what we actually saw in the previous games. Why would Xemnas do anything he did if this was the plan? The event that got him his thirteenth "vessel" also set the Seven Princesses loose, then several of those "vessels" perished, and yet he carried on with the plan anyway? KH3 tries to do damage control by suggesting Xemnas was out to betray Xehanort, but that just creates more issues with this abominable retcon trying to force separate villainous plans as part of some convoluted whole.
Xigbar then follows all this up with:
"Me? I'm already half Xehanort!"
.....Moving on. Xemnas proceeds to give us this absolute howler:
"However -through weakness of body...weakness of will...or weakness of trust--most of the original members we had chosen for the Organization were inadequate. Thus, naturally, they never had a chance to attain their goal."
MOST of the original Organization members were inadequate!?
Um, yeah, let's flash forward to KH3 and see who made the cut:
Xemnas Xigbar Vexen Saix Demyx Luxord Marluxia Larxene Xion (as a replacement for Roxas)
So basically, 9 out of 13. Only 4 (Xaldin, Lexaeus, Zexion and Axel) "failed".
.....Xemnas, I don't think that the word "most" means what you think it means.
Then we get to the big, dramatic confrontation as Sora yells:
"Just stop it! You treat people's hearts like bottles on a shelf, but they're not! Hearts are made of the people we meet, and how we feel about them-- they're what ties us together even when we're apart! They're what...make me strong."
This is a good line, but Xigbar proceeds to ruin it with his comeback:
"Duh! You're strong because of the ties you have with other people. As if the Keyblade would choose a wimp like you. But no pouting. We see much bigger and better things in your future...once you side with us."
To which Sora replies:
"I know the Keyblade didn't choose me, and I don't care. I'm proud to be a small part of something bigger--the people it did choose! My friends. They are my power!
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Beyond this callback to a famous line in the original game feeling cheap, Nomura doesn't even seem to actually remember the scene in which the line was used! Because the Keyblade DID choose Sora in that scene, precisely because of how he bonded his heart with others and took strength from them. In fact, he may be the ONLY person the Keyblade has "chosen" in this series - the allegedly worthier "other people" who appear in the above image have either had their Keyblade bequeathed to them by a prior wielder, transformed another weapon into a Keyblade, or wield a Keyblade specifically because Sora can wield it. (Also, why are Terra, Aqua, Ven and Xion even there? Calling them Sora's "friends" is a huge stretch, especially when people like Namine and HPO who fit the bill better aren't present! And if them not having Keyblades is the excuse given, I must point out that Donald and Goofy are also here! So are they part of "the people it did choose"!? Where is the consistency!?)
This combined with Xehanort's later "dull, ordinary boy" remark reeks of Nomura being touchy about criticism BBS got for making Sora out to be more special than he was supposed to be which led to him overcorrecting here....which doesn't even stick given Data!Ansem the Wise's later monologue about Sora and the events of KH3. Just terrible, contradictory writing.
I hate Dream Drop Distance. I hate the convoluted dream mechanics, I hate Yen Sid's whole Mark of Mastery test and the stupidity and hypocrisy he displays as it unfolds, I hate the literal TWEWY cast being present, I hate the Lea subplot, I hate Maleficent and Pete doing nothing, I hate the shafting of Kairi, I hate the Sora/Riku queer-baiting, I hate young Xehanort, and I hate all of the screwy, time travel-based retconning and twist reveals in the last act that essentially destroyed the whole series. But this fucking scene in particular, I hate above all.
16 notes · View notes
keybladestrength · 3 years
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*Sees a post bashing Memory of Melody and calling Tetsuya Nomura names*
*sighs*
*blacklists anti-nomura tags to avoid seeing this drivel on my dash anymore*
Why can’t people just let people have fun without resorting to shouting and name calling? This is why we can’t have nice things anymore.
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satoshi-mochida · 4 years
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Square Enix has released new information and screenshots of Final Fantasy VII Remake highlighting the Turks, Avalanche, more of the battle system and materia, the Chocobo & Moogle summon, and the church and Aerith’s house in Sector 5. Additionally, Square Enix revealed two new visuals featuring Aerith and Barrett and shared 11 developer comments.
Get the details below.
■ New Visuals
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■ The Turks
The Investigation Sector of the General Affairs Department of the Shinra Electric Power Company. A small, elite organization that carries out special operations, the Turks operate behind the scenes and handle everything from scouting out SOLDIER candidates to protecting VIPs, intelligence activities, and even assassination.
Reno (voiced by Keiji Fujiwara)
A member of the Turks, the Investigation Sector of the General Affairs Department of the Shinra Electric Power Company. With fiery red hair and a cynical smile, he always does his own thing. He is agile in battle and uses a specialized weaponry to unleash a multitude of attacks.
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Rude (voiced by Taiten Kusunoki)
A member of the Turks, the Investigation Sector of the General Affairs Department of the Shinra Electric Power Company. A giant with a shaved head and sunglasses. He is not one for mindless chatter, and faithfully handles his duties. He does not carry a weapon, but rather fights using only martial arts that put his strong body to work.
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■ Avalanche
An anti-Shinra group acting to protect the planet. Mako is the life energy of the planet, and Avalanche alleges that Shinra Company is draining the planet’s lifespan. There are currently several factions within Avalanche, and the group that oversees Midgar, which consists of Barrett and company, is a dynamic one that does not hesitate to use force.
Biggs (voiced by Shuuhei Sakaguchi)
A member of the anti-Shinra group Avalanche. The sharpest and most capable person on the team, he is in charge of strategic planning. He calmly follows Barrett, who has habit of going wild one way or another. He has a tidy personality, and loves taking showers and cleaning.
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Wedge (voiced by Takayuki Asai)
A member of the anti-Shinra group Avalanche. He uses his connections and charm to gather information and conciliate with opposing forces. He also plays an important role in taste-testing new menu items for 7th Heaven. A mood maker, he is the indispensable lubricant of the team.
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Jessie (voiced by Satomi Moriya)
A member of the anti-Shinra group Avalanche. She is in charge of procurement for Avalanche, getting everything necessary to carry out its operations, from explosive to fake IDs. She is also a skilled engineer, and manufactures and sells things such as water filtration devices to earn income. She is caring and has a weakness for handsome men.
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■ Battle System: Classic Mode
By changing the difficulty level to “Classic,” you will switch to “Classic Mode.” In Classic Mode, characters automatically take action while the ATB gauge accumulates. Players can battle by selecting commands such as “Ability,” “Magic,” and “Item,” which consume the ATB gauge, similarly to the command-based battle system of the original Final Fantasy VII. While in Classic Mode, you can switch back to action-based gameplay at any time.
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■ Battle System: Cloud
Cloud can “Attack” with his sword at close range with the Square button and build up combos by repeatedly pressing Square. By holding Square, Cloud can unleash a radial attack.
Unique Ability
Pressing the Triangle button activates a character’s unique ability. Cloud’s unique ability switches him from his balanced “Assault Mode” to the attack-specialized “Punisher Mode.” In Punisher Mode, Cloud’s movement speed is reduced, but his attack’s become more powerful.
—Assault Mode: “Attack.”
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—Punisher Mode: “Strong Attack.”
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Abilities
—Triple Slash
Cloud slashes surrounding enemies with three consecutive strikes. Its power increases by hitting multiple enemies.
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—Blade Burst
A long range attack in which Cloud fires a magic burst from his blade.
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■ Weapon Enhancement
By unlocking the abilities of the core materia in weapons, you can upgrade them to increase their power.
—Cloud’s Buster Sword. You can also increase the character’s stats and increase the materia slots.
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Weapon Abilities
Each weapon has a dedicated weapon ability that increases in proficiency each time it is used. By increasing a proficiency to the maximum level, you can learn the weapon ability to use at any time, even when that weapon is not equipped.
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■ Materia
Fire
Materia that enables the use of flame-attribute magic such as “Fire.” It evolves from “Fire” to “Fira” to “Firaga.”
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Sense
Materia that enables the use of “Sense.” By using Sense on an enemy, you can see that enemy’s traits, resistances, and weaknesses.
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■ Summons
When equipped, summoning materia adds an additional gauge that, when filled, grants you the ability to call forth otherworldly entities to fight alongside you for a limited time. These summoned beings possess a will of their own and will engage enemies independently, culminating in a devastating attack they execute before departing the battlefield.
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Chocobo & Moogle
A world-traveling moogle riding atop his partner chocobo. It is cute on cute, the simple sight of which provides healing.
—Ability: “Mog Bomb.”
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—Ability: “Stampede.”
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■ Locations
Locations from Final Fantasy VII have been faithfully recreated in high quality. Several locations that could not be explored in the original version have also been added.
Church in the Slums
The old church at the edge of the Sector 5 Slums. The building is old and houses the crashed test rocket launched by Shinra. One of the few places where flowers grow in the ruined slums, Aerith takes care of the garden there in her spare time.
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Aerith’s House
A house located in a corner of the Sector 5 Slums. Aerith and her mother Elmyra live there. They grow a variety of colorful flowers in their garden, and every day Aerith delivers them to the residents of Midgar. Clear water flows down from the cliff behind the house, which coupled with the loveliness of the house itself, make for a beautiful scene unseemly of the slums.
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Screenshots
—Playing darts in 7th Heaven.
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—A bike battle against Shinra with Jessie on board.
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■ Developer Comments
Yoshinori Kitase (Producer)
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In the several years following 2009, when I was running around all over the world promoting the Final Fantasy XIII series, I had opportunity to speak to many fans and journalists. The question that I always got as we got up to part ways was, “When are you making the Final Fantasy VII Remake?”
It was to the point where it almost felt like an alternative way to say goodbye, so eventually I started pre-emptively giving my response to the question before they’d even asked it. “If we were to create a remake of that now, it would be an enormous amount of data, and who knows how many years it would take. But, if the ‘right time’ comes along, we might just do it someday!” This is how I’d respond back then, who knows how many hundreds of times. To all the people I had a chance to meet with back then, the “right time” has finally arrived.
For the Final Fantasy VII Remake, developers who worked on the original game have come onboard once again as core members, including myself as Producer, Tetsuya Nomura as Director, Motomu Toriyama as Co-Director, and Kazushige Nojima on Story & Scenario.
Additionally, we also have people like Co-Director Naoki Hamaguchi who are now part of the core development team, who was just a fan of Final Fantasy VII back then. And, to my delight, creators from younger generations all over the world have come forth upon hearing news of Final Fantasy VII Remake’s production. While ensuring that the spirit of the original game is kept intact, these members are adding to it the power of a new generation.
As a result, the game that is about to be born surpasses even my own expectations as the one who voiced the desire to take this endeavor on in the first place. In fact, the one who’s looking forward to playing this game the most right now might actually be me.
Tetsuya Nomura (Director / Concept Design)
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I started up the Final Fantasy VII Remake project around the time of Compilation of Final Fantasy VII. We’d gone through Advent Children, Before Crisis, Crisis Core, and Dirge of Cerberus, and I was planning this by myself for about a year as the fifth and final entry in the compilation.
Since that initial plan and my first ideas, other projects took-shape and I became very busy as they moved forward, but I never stopped thinking about VII. As such, I feel like I’m looking forward to the release as much as anyone, as I’ve been carrying around these ideas for a long time.
Opportunities for discussing our true intentions are few, but with regard to the size of the game that many are asking about – there’s no reason at all to worry. Even in this Midgar portion alone, the density and volume are so great that I had to give directions to lighten them.
With regard to new characters, of whom I said during past interviews that there would be “none” – though they aren’t main characters, their numbers ended up growing considerably in the process of creating a rich depiction of Midgar. When you think of Midgar’s final boss, you probably think of the M.O.T.O.R., but in this game new bosses will appear and add to the excitement of the story even more.
We’ve already begun working on the next one as well, but I’m confident that playing through this title will expand your expectations just like the world that extends beyond Midgar.
Until next time.
Kazushige Nojima (Story / Scenario)
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It must have been in the very beginning stages of developing Final Fantasy VII Remake that I got to see the Remake version of Cloud for the first time. It wasn’t post-Advent Children Cloud, with kindness brimming from within. Rather, here was a young man with fiery features, looking straight at me through the screen with aggression in his eyes. I knew right t hen: “Oh, this is it.”
This time, it was this Cloud that I needed to depict. When Cloud came to Midgar and was hired by Avalanche, this was the sort of look that he would have had on his face. So I revisited the experiences that he’d had in his life so far, thinking of the effect that each individual event would have had on him. His attitude toward his childhood friend Tifa. How would he act toward Barret? What sort of distance would he keep while interacting with passers-by on the street? I picture the scene of Midgar in my mind and imagine Cloud moving through it. Write new lines of dialogue to add for him. This is how Cloud in the Remake Version came to be.
It was an exciting task to introduce a new current of wind to Final Fantasy VII, but at the same time, there was some fear. The original game used cartoon-like, stylised art, and the story was completed by players using their imagination to supplement portions that couldn’t be depicted as a result. Even if they were seeing the same scene, the information they took away from it and how they interpreted it differed depending on the viewer. Perhaps it’s what might be considered a narrative form of storytelling nowadays.
In Final Fantasy VII Remake, there will be much less room for player imagination. This fact will probably change the feel of the story considerably. People who know the original might not know quite how to take it. Such is the fear that I have. But I also have conviction. It should be possible to feel a much deeper connection to Cloud as you join alongside him. It would be amazing if you could feel that fiery flame together with him.
Naoki Hamaguchi (Co-Director / Game Design / Programming)
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When the original Final Fantasy VII was released, I was just another student who dreamed of being in the gaming industry. I of course played the game, but I also re-read the guidebook over and over again, my heart stolen by the engaging universe. I remember wishing strongly that I’d be able to create a game like it someday.
Twenty-two years later, that student who dreamed of Final Fantasy VII is now involved in developing the remake. I can’t help but feel like it’s fate.
In this title, I handled overseeing the development team overall, such as deciding development milestones, constructing a workflow using Unreal Engine, and taking responsibility for game design.
Here, I met staff members who were involved in the original game, who entered the industry with childhood dreams of Final Fantasy VII just like me, and those who were drawn by the allure of Final Fantasy VII and joined the dev team from overseas. It was a gathering of amazing creators with passion and ambition towards the game. All I have is gratitude for having the opportunity to meet this team.
With all this in mind, I’ve considered the following phrase important: “respect for the original.” Final Fantasy VII Remake takes on the challenge of creating something that’s created specifically thanks to the technological power and entertainment quality that matches the current generation, while treating the captivating elements of the original game with respect.
For those who’ve played it: “new but familiar.” For those who haven’t played it: “experience the charm of Final Fantasy VII which moved the hearts of many, now created with the most exciting modern technology available.” I hope you enjoy it!
Motomu Toriyama (Co-Director / Scenario Design)
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For the original game, I joined the project as a planner who was just starting out on my career, and I worked on Sector 7 slums and Wall Market.
In producing Final Fantasy VII Remake, the thoughts and feelings I had when I was just starting out back then were revived, and at the same time, I took on the challenge of new methods of expression that I’m able to execute now that I have the experience.
The original version was a forerunner when it came to RPGs that used 3D CG, but the characters were made of polygons, the dialogue was in text only, and cameras weren’t able to be used for cutscenes.
In Final Fantasy VII Remake, we’re using the newest visuals, voice acting, and character facial expressions to redesign the Final Fantasy VII universe to be more realistic. By increasing the realism of the universe within the city of Midgar, which is made prosperous by mako energy, we of course also reimagined the characters who reside there, like Cloud and Tifa, more vividly as living and breathing human beings, depicting their daily lives and feelings in a more in-depth manner.
We took care to remake not only the main characters, but also characters like Johnny and the Shinra Middle Manager who I created back then. Please keep your eye out to see how they make their new appearances. Additionally, when remaking the Honey-Bee Inn at the Wall Market, we revived it is as a pantheon of entertainment, which couldn’t be realized back then. Here, the scene that many of you have been eager to see, where Cloud disguises himself. Please enjoy.”
Shintaro Takai (Graphics / VFX Director)
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I created the effects for the original Final Fantasy VII. Back then, the scope of development was so exorbitantly massive that I just threw myself into the tasks for which I was responsible, without even fully understanding what sort of game we were creating.
Near the final stages of development, when I finally tried playing the test version, I remember being surprised by the graphics and the depth of the story, as well as how fully realized it was, and I remember enjoying the game as a player. It’s been 22 years after that, and I’m participating in the Final Fantasy VII Remake project as a developer, and today, I’m able to experience the impact and fun similar to that of the previous title.
For the remake, I’ve mainly directed the effects section, while also crossing over into other sections for decisions and directions on overall graphics.
Among the many major games that are celebrated for their photorealistic graphics, FINAL FANTASY VII is a little different. Not only is it realistic, but I believe you’ll notice that it incorporates “playfulness” in the design and colours for an originality not found in other games. Effects are an area that is particularly conducive to expressing various elements of “playfulness.”
I hope you’ll enjoy various effects that are not only beautiful, but also convincingly portray realism and magic!! Various elements of game design and graphic design have been packed into every corner of the vast Midgar. I hope you enjoy it!!
Teruki Endo (Battle Director)
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When I played the original version, I wasn’t on the game creation side of things, and I remember enjoying it as a player and feeling constant surprise at the evolution of games. The three-dimensionality of the stage and the dynamism of the battle scenes have left a strong impression on me. Back then, I never even imagined that I would someday be on the side of creating games, or that I would be able to be involved in that game.
Speaking to my own personal experience, I had mostly been creating action games thus far, so for this title, I took on the challenge of remaking a system that was not of an action game originally and incorporating action elements into it.
Production was completely different than that of a pure action game, and the need for new design philosophy often arose. Production involved constantly searching for the best balance between action and command elements, but I believe we’ve managed to do this in an exciting new way.
In order to create battles that are surprising and never boring, we worked hard to create a variety of strategic elements for each boss and enemy. Also, in constructing battle systems for each character, we wanted to respect the image of the original version while additionally introducing many new abilities. I hope you’re able to find your own style of battle by combining those abilities with Materia.
Takako Miyake (Environment Director)
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For Final Fantasy VII Remake, the graphics team worked to the theme of “how would Midgar look if it existed in real life?” As such, as the environments team, we examined those portions that were once left to the players’ imaginations, fell outside of the on-screen area, or were between scenes, and tried to supplement them in detail.
For all the fans out there, we worked our hardest in hopes that you’ll be able to relive an experience that also surpasses your memories.
For all of you who are playing for the first time, we worked our hardest with the sole hope that you’ll experience this amazing universe that has remained beloved by so many for 22 years, and to be able to convey its charm.
Additionally, in order to create a fitting backdrop for the drama unfolding around the main characters, and in order for it to be a stage where the various characters living in Midgar can be their vibrant selves, all of teams, including the environments section, came up with ideas and worked collaboratively. Midgar is a closed city. However, I would be very happy if by experiencing the drama unfolding around its residents and the main characters who go through it, you feel as though Midgar actually exists.
I am a Final Fantasy VII fan, so being able to take part in the Remake was something that made me happy but also nervous. It’s been an unforgettable development experience. I truly hope that everyone enjoys it.
Iichiro Yamaguchi (Lighting Director)
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Final Fantasy VII, for me, at the time when I was in school, was a very impactful game. It really pierced my heart as I was at such a sensitive age, with not only a rich story, but charming characters, world setting and music, not to mention that it was the first in the series to be in 3D polygon format. This was the piece that really brought out my interest in CG in general.
When I was able to join the Final Fantasy VII Remake team, I started by thinking back to how I felt when I first played it. Midgar, with its’ abundant mix of different elements and original characters like Cloud, became something unbreakable and the “standard” for me in Final Fantasy VII.
In the world of the game, just like in real life, if there is not some form of light then you won’t be able to see anything. So when putting up lights just anywhere, Midgar could lose its token Midgar-ness, and Cloud wouldn’t be Cloud anymore. I’ve taken as much care as possible to recreate the world that I had saved in my mind and attempted to remake it to a fresh and modern standard.
The positions of the few lights that illuminate the entirety of Midgar, the adjustments made to each and every voluminous cut-scene… it’s all a lot of work to do! However, alongside the rest of the wonderful lighting team we feel that we’ve brought something great to the table. We’ve left in the elements that will have you going “Ah, that’s what it was like!”, and yet you’ll still be able to enjoy the world of Final Fantasy VII in its new and fresh style!
Masaaki Kazeno (Character Modeling Director)
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I was among those who bought the original game on the day of its release and played it constantly, clearing it in under a week. Those that also have cleared it will understand this, but I also wasn’t quite satisfied with the locations, so I continued to play it after clearing in the same places as well.
And so, my memory of Final Fantasy VII was how I actually started studying CG, after being left with the strong motivation to want to create a Final Fantasy game when playing it and truly being moved by it.
So I just made my mind up and bought a PC to help me study – something that I had never even touched before. So for me, someone who had been so strongly influenced by the original, to be working on the characters of the remake, I want to do everything I can to make them in a way that shows both a charm and freshness whilst keeping that nostalgia.
So I want them to reflect in a fresh way that that also allows players of the original to remember the time that they played the original, as well as make them detailed and charming enough to give first-time players the understanding of just how charming they are.
I’ve ensured to arrange things like hairstyles and outfits to re-create the design from the original, so I encourage anyone to take time with their camera angles when playing to take a look. Also, there are several characters that stand out other than just the main characters that you’ll find. So please see for yourself as to what kind of appearance and characteristics they have! Other than that, we’ve got enemies in there perhaps too close to the original, and there are many surprises coming in the Remake for you to all look forward to! Keep your eyes out!
Yoshiyuki Soma (Animation Director)
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When Final Fantasy VII came out, I was actually more of a Sega Saturn fan, so I didn’t play it straight away. However, when it was decided that I was to join SQUARE, I was put on the development of Final Fantasy VIII, and so I thought to myself “I’m screwed if I don’t know about Final Fantasy VII!”. That’s when I bought a PlayStation and played it so much.
Those memories feel like only yesterday. So I can’t say this too loudly, but I actually started it out of obligation rather than as a fan. However, I was absolutely enthralled by the world and lore as soon as I picked it up!
For the animations; each and every member of the team – from those responsible for battles, fields, simple events, cut scenes, mini-games, facial expressions, to swinging things in the background, actual behavior settings—have all worked together to improve as one.
We’ve done our best to ensure that whatever you do, it feels like the characters are alive there with you. We really hope you enjoy the story of Midgar on a huge screen, with Cloud and his friends.
Final Fantasy VII Remake is due out for PlayStation 4 on March 3, 2020.
View the screenshots at the gallery.
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phoenix-downer · 5 years
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Rage Form
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So in the recent Dengeki Online interview with Nomura, he explained the difference between Anti-Form and Rage Form.
Translation is mine. Done in a bit of a hurry, so please excuse any potential errors.
野村哲也氏:今回のフォームは『キングダム ハーツII』とはかなり仕様が異なるので、名称は全て変えようという事になりました。レイジは確かにアンチを思わせる様な特性がありますが、一応別物という設定です。アンチは完全に闇に染まったソラをイメージしていましたが、レイジはそこまでではなく、怒りの感情に支配されて暴走状態になっているイメージです。
Tetsuya Nomura: The form(s) this time around were quite different from those in Kingdom Hearts II, so we decided to change all the names. Rage Form certainly has characteristics that remind you of Anti-Form, but it’s more or less (or for the time being?) set up as something different. Anti-Form gives the impression that Sora is completely steeped in (or tainted by) darkness, but Rage Form doesn’t go that far. It’s more like Sora is controlled by his wrath/anger/rage to the point where he’s running wild/rampaging.
Notes: The last sentence is more literally something like “Controlled/dominated by feelings of rage, (Sora) is (in) an ongoing rampaging/running wild condition” but I tried to get it to sound more natural in English.
But anyway, hearing an explanation for the difference between the two was cool! It makes sense that Sora can use his Keyblade in this form if he’s not completely tainted by the darkness. And he certainly had plenty to be wrathful about and get himself worked into a rage over in this game... 
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takuchat · 4 years
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Final Fantasy VII Remake
Today we got a huge amount of Final Fantasy VII Remake Information as well as a ton of interviews and pictures. Below you can see a large compilation of the information.
There may be some redundancy in here as I gathered info from multiple sources.
Weapon abilities
Each weapon has its own unique weapon abilities that increase in proficiency the more they are used. When an ability’s proficiency level reaches the maximum, that ability is then learned by the wielder and can be used when wielding any weapon.
Here we see Cloud’s Buster Sword upgrade screen. The different options allow you to improve the wielder’s status or increase the number of Materia slots available.
Switching to Classic mode
Classic Mode can be activated by selecting “CLASSIC” from the difficulty menu. In Classic Mode, party members will act automatically, with the ATB gauge filling up as they do so. In this mode, the player only needs to select which abilities, magic, and items they will use their ATB charges for. This brings the feel of the gameplay closer to the menu-based battles from the original FFVII but with the amazing immersive graphics of the remake.
It is also possible to revert to direct control at any time during Classic Mode by pushing buttons on the controller.
Using characters’ unique abilities
The triangle button activates each character’s unique ability. Cloud’s unique ability is to switch between different fighting styles. He can switch between “Operator Mode” which has a good balance between attack and defense, and “Punisher Mode” [pictured] which is geared heavily towards offense. In Punisher Mode, Cloud’s movement speed is reduced, but his basic Square button attacks are upgraded to even mightier blows.
Assess Materia
Assess – Materia that allows you to use the Assess ability. When you use Assess on an enemy, you can see their resistances and weaknesses, making it easier to defeat them in battle.
Up close with Avalanche
We have some new screenshots of fan-favorite members of the anti-Shinra group Avalanche: Biggs, Jessie, and Wedge.
Biggs is calm, cool and collected, even in the most extreme circumstances. He’s tidy by nature, and loves nothing more than cleaning and taking a shower.
Jessie is in charge of procurement for Avalanche. She can get her hands on everything from explosives to fake IDs. She’s also a skilled engineer, and earns money for the group by fixing water filtration units and devices to sell on. She does have a weakness for handsome men though…
Wedge is an invaluable member of Avalanche, who uses his wits and charm for to gather information and defuse tense situations – including those within the team. He also has another very important role – he tastes new menu items in Seventh Heaven. Well, someone’s got to do it, right?
Meet the Turks
The Turks are a small, elite organization with Shinra. The shadowy group does everything the company needs it to – be it scouting out candidates for SOLDIER, protecting VIPs, or even assassination. Here’s a look at a couple of them.
Reno has flaming red hair and a cynical, aloof attitude. In battle, his agility and specialized weaponry and attacks make him a real threat.
Rude is instantly recognizable thanks to his shaved head, sunglasses and imposing stature. A man of few words, he relies on martial arts and his strength in battle, and completes missions as efficiently as possible.
Getting to the action
FINAL FANTASY VII REMAKE features a fast-paced real-time battle system that gives you lots of choice in how you approach combat.
Each character a unique ability – in Cloud’s case, he can switch between Operator and Punisher Mode.
Operator Mode offers a good balance between strength, defense and mobility.
A press of the triangle button puts Cloud in Punisher Mode. Movement speed is reduced, but his attacks become much more powerful.
Cloud also has access to powerful attacks, including Triple Slash, which hits all enemies nearby with three consecutive strikes…
…and the ranged attack Blade Burst:
For a detailed rundown of how FINAL FANTASY VII REMAKE’s battle system works, check out our full article on the subject:
So how does FINAL FANTASY VII REMAKE actually play?
See our Impressions of the game here!
Switching to Classic Mode
For those players who prefer overall strategy over moment to moment action, or want an experience closer to the turn-based gameplay of the original FINAL FANTASY VII, Classic Mode is for you!
In this mode, characters perform basic attacks automatically, and when the ATB gauge is full, you can select a special ability to use from the menu – similar to how the original game played.
Here, you can see the option for Classic Mode in the difficulty menu:
Iconic locations reimagined
FINAL FANTASY VII REMAKE faithfully recreates beloved areas from the original game. It also adds new areas that couldn’t fit into the original game.
Here we can see the iconic Church in the slums. Just a stone’s throw from Sector 5, it’s one of the only places in the slums where flowers can grow, making it a very special place for Aerith.
The next shot is of Aerith’s home. Nestled in the corner of Sector 5, it’s a beautiful house that contrasts with the slums surrounding it.
Let’s Assess some Materia
Cloud and company are able to use special abilities, including magic, summons and more.
It’s all thanks to materia – orbs of crystallized mako energy that, when equipped, imbue the wielder with incredible power.
Case in point, here we can see Aeirth using the spell Fire:
Of course, not all Materia is about offense. Take the Assess Materia, pictured below. It shows you an enemy’s specific strengths and weaknesses, helping you refine your strategy when you take it on. Knowledge is power after all!
  Meet the new Chocobo and Moogle
Summons are a special, exceptionally powerful form of Materia. Equip one, and once the summon gauge is full, you can call a powerful ally into the fight.
In the past, we’ve showcased the firey Ifrit and cool-as-ice Shiva. Today we can reveal a new Summon that’s just as powerful, but a little… cuter: Chocobo and Moogle.
Moogle can Blast foes:
The dynamic duo can also use Stampede to trample the enemy with a herd of chocobos. It’s adorable… although probably not for those on the receiving end of it:
Side activities and minigames
These new screenshots highlight some of the additional things to do in FINAL FANTASY VII REMAKE.
If you need a break from battling Shinra, you can play a game of darts in Seventh Heaven:
You can also enjoy fast-paced bike battles. In this shot, we can see Cloud and Jessie in a thrilling chase with Shinra operatives.
Time For the Interviews!
YOSHINORI KITASE – PRODUCER
In the several years following 2009, when I was running around all over the world promoting the FINAL FANTASY XIII series, I had opportunity to speak to many fans and journalists. The question that I always got as we got up to part ways was, “When are you making the FINAL FANTASY VII REMAKE?”
It was to the point where it almost felt like an alternative way to say goodbye, so eventually I started pre-emptively giving my response to the question before they’d even asked it. “If we were to create a remake of that now, it would be an enormous amount of data, and who knows how many years it would take. But, if the ‘right time’ comes along, we might just do it someday!” This is how I’d respond back then, who knows how many hundreds of times. To all the people I had a chance to meet with back then, the “right time” has finally arrived.
For the FINAL FANTASY VII REMAKE, developers who worked on the original game have come onboard once again as core members, including myself as Producer, Tetsuya Nomura as Director, Motomu Toriyama as Co-Director, and Kazushige Nojima on Story & Scenario.
Additionally, we also have people like Co-Director Naoki Hamaguchi who are now part of the core development team, who was just a fan of FINAL FANTASY VII back then. And, to my delight, creators from younger generations all over the world have come forth upon hearing news of FINAL FANTASY VII REMAKE’s production. While ensuring that the spirit of the original game is kept intact, these members are adding to it the power of a new generation.
As a result, the game that is about to be born surpasses even my own expectations as the one who voiced the desire to take this endeavour on in the first place. In fact, the one who’s looking forward to playing this game the most right now might actually be me.
TETSUYA NOMURA – DIRECTOR & CONCEPT DESIGN
I started up the FINAL FANTASY VII REMAKE project around the time of Compilation of FINAL FANTASY VII. We’d gone through Advent Children, Before Crisis, Crisis Core, and Dirge of Cerberus, and I was planning this by myself for about a year as the fifth and final entry in the compilation.
Since that initial plan and my first ideas, other projects took-shape and I became very busy as they moved forward, but I never stopped thinking about VII. As such, I feel like I’m looking forward to the release as much as anyone, as I’ve been carrying around these ideas for a long time.
Opportunities for discussing our true intentions are few, but with regard to the size of the game that many are asking about – there’s no reason at all to worry. Even in this Midgar portion alone, the density and volume are so great that I had to give directions to lighten them.
With regard to new characters, of whom I said during past interviews that there would be “none” – though they aren’t main characters, their numbers ended up growing considerably in the process of creating a rich depiction of Midgar. When you think of Midgar’s final boss, you probably think of the M.O.T.O.R., but in this game new bosses will appear and add to the excitement of the story even more.
We’ve already begun working on the next one as well, but I’m confident that playing through this title will expand your expectations just like the world that extends beyond Midgar.
Until next time.
KAZUSHIGE NOJIMA (STELLAVISTA LTD.) – STORY & SCENARIO
It must have been in the very beginning stages of developing FINAL FANTASY VII REMAKE that I got to see the Remake version of Cloud for the first time. It wasn’t post-Advent Children Cloud, with kindness brimming from within. Rather, here was a young man with fiery features, looking straight at me through the screen with aggression in his eyes. I knew right t hen: “Oh, this is it.”
This time, it was this Cloud that I needed to depict. When Cloud came to Midgar and was hired by Avalanche, this was the sort of look that he would have had on his face. So I revisited the experiences that he’d had in his life so far, thinking of the effect that each individual event would have had on him. His attitude toward his childhood friend Tifa. How would he act toward Barret? What sort of distance would he keep while interacting with passers-by on the street? I picture the scene of Midgar in my mind and imagine Cloud moving through it. Write new lines of dialogue to add for him. This is how Cloud in the Remake Version came to be.
It was an exciting task to introduce a new current of wind to FINAL FANTASY VII, but at the same time, there was some fear. The original game used cartoon-like, stylised art, and the story was completed by players using their imagination to supplement portions that couldn’t be depicted as a result. Even if they were seeing the same scene, the information they took away from it and how they interpreted it differed depending on the viewer. Perhaps it’s what might be considered a narrative form of storytelling nowadays.
In FINAL FANTASY VII REMAKE, there will be much less room for player imagination. This fact will probably change the feel of the story considerably. People who know the original might not know quite how to take it. Such is the fear that I have. But I also have conviction. It should be possible to feel a much deeper connection to Cloud as you join alongside him. It would be amazing if you could feel that fiery flame together with him.
NAOKI HAMAGUCHI – CO-DIRECTOR (GAME DESIGN / PROGRAMMING)
When the original FINAL FANTASY VII was released, I was just another student who dreamed of being in the gaming industry. I of course played the game, but I also re-read the guidebook over and over again, my heart stolen by the engaging universe. I remember wishing strongly that I’d be able to create a game like it someday.
Twenty-two years later, that student who dreamed of FINAL FANTASY VII is now involved in developing the remake. I can’t help but feel like it’s fate.
In this title, I handled overseeing the development team overall, such as deciding development milestones, constructing a workflow using Unreal Engine, and taking responsibility for game design.
Here, I met staff members who were involved in the original game, who entered the industry with childhood dreams of FINAL FANTASY VII just like me, and those who were drawn by the allure of FINAL FANTASY VII and joined the dev team from overseas. It was a gathering of amazing creators with passion and ambition towards the game. All I have is gratitude for having the opportunity to meet this team.
With all this in mind, I’ve considered the following phrase important: “respect for the original.” FINAL FANTASY VII REMAKE takes on the challenge of creating something that’s created specifically thanks to the technological power and entertainment quality that matches the current generation, while treating the captivating elements of the original game with respect.
For those who’ve played it: “new but familiar.” For those who haven’t played it: “experience the charm of FINAL FANTASY VII, which moved the hearts of many, now created with the most exciting modern technology available.” I hope you enjoy it!
MOTOMU TORIYAMA – CO-DIRECTOR (SCENARIO DESIGN)
For the original game, I joined the project as a planner who was just starting out on my career, and I worked on Sector 7 slums and Wall Market.
In producing FINAL FANTASY VII REMAKE, the thoughts and feelings I had when I was just starting out back then were revived, and at the same time, I took on the challenge of new methods of expression that I’m able to execute now that I have the experience.
The original version was a forerunner when it came to RPGs that used 3D CG, but the characters were made of polygons, the dialogue was in text only, and cameras weren’t able to be used for cutscenes.
In FINAL FANTASY VII REMAKE, we’re using the newest visuals, voice acting, and character facial expressions to redesign the FINAL FANTASY VII universe to be more realistic. By increasing the realism of the universe within the city of Midgar, which is made prosperous by mako energy, we of course also reimagined the characters who reside there, like Cloud and Tifa, more vividly as living and breathing human beings, depicting their daily lives and feelings in a more in-depth manner.
We took care to remake not only the main characters, but also characters like Johnny and the Shinra Middle Manager who I created back then. Please keep your eye out to see how they make their new appearances. Additionally, when remaking the Honey-Bee Inn at the Wall Market, we revived it is as a pantheon of entertainment, which couldn’t be realized back then. Here, the scene that many of you have been eager to see, where Cloud disguises himself. Please enjoy.”
SHINTARO TAKAI – GRAPHICS & VFX DIRECTOR
I created the effects for the original FINAL FANTASY VII. Back then, the scope of development was so exorbitantly massive that I just threw myself into the tasks for which I was responsible, without even fully understanding what sort of game we were creating.
Near the final stages of development, when I finally tried playing the test version, I remember being surprised by the graphics and the depth of the story, as well as how fully realized it was, and I remember enjoying the game as a player. It’s been 22 years after that, and I’m participating in the FINAL FANTASY VII REMAKE project as a developer, and today, I’m able to experience the impact and fun similar to that of the previous title.
For the remake, I’ve mainly directed the effects section, while also crossing over into other sections for decisions and directions on overall graphics.
Among the many major games that are celebrated for their photorealistic graphics, FINAL FANTASY VII is a little different. Not only is it realistic, but I believe you’ll notice that it incorporates “playfulness” in the design and colours for an originality not found in other games. Effects are an area that is particularly conducive to expressing various elements of “playfulness.”
I hope you’ll enjoy various effects that are not only beautiful, but also convincingly portray realism and magic!! Various elements of game design and graphic design have been packed into every corner of the vast Midgar. I hope you enjoy it!!
TERUKI ENDO – BATTLE DIRECTOR
When I played the original version, I wasn’t on the game creation side of things, and I remember enjoying it as a player and feeling constant surprise at the evolution of games. The three-dimensionality of the stage and the dynamism of the battle scenes have left a strong impression on me. Back then, I never even imagined that I would someday be on the side of creating games, or that I would be able to be involved in that game.
Speaking to my own personal experience, I had mostly been creating action games thus far, so for this title, I took on the challenge of remaking a system that was not of an action game originally and incorporating action elements into it.
Production was completely different than that of a pure action game, and the need for new design philosophy often arose. Production involved constantly searching for the best balance between action and command elements, but I believe we’ve managed to do this in an exciting new way.
In order to create battles that are surprising and never boring, we worked hard to create a variety of strategic elements for each boss and enemy. Also, in constructing battle systems for each character, we wanted to respect the image of the original version while additionally introducing many new abilities. I hope you’re able to find your own style of battle by combining those abilities with Materia.
TAKAKO MIYAKE – ENVIRONMENT DIRECTOR
For FINAL FANTASY VII REMAKE, the graphics team worked to the theme of “how would Midgar look if it existed in real life?” As such, as the environments team, we examined those portions that were once left to the players’ imaginations, fell outside of the on-screen area, or were between scenes, and tried to supplement them in detail.
For all the fans out there, we worked our hardest in hopes that you’ll be able to relive an experience that also surpasses your memories.
For all of you who are playing for the first time, we worked our hardest with the sole hope that you’ll experience this amazing universe that has remained beloved by so many for 22 years, and to be able to convey its charm.
Additionally, in order to create a fitting backdrop for the drama unfolding around the main characters, and in order for it to be a stage where the various characters living in Midgar can be their vibrant selves, all of teams, including the environments section, came up with ideas and worked collaboratively. Midgar is a closed city. However, I would be very happy if by experiencing the drama unfolding around its residents and the main characters who go through it, you feel as though Midgar actually exists.
I am a FINAL FANTASY VII fan, so being able to take part in the Remake was something that made me happy but also nervous. It’s been an unforgettable development experience. I truly hope that everyone enjoys it.
IICHIRO YAMAGUCHI – LIGHTING DIRECTOR
FINAL FANTASY VII, for me, at the time when I was in school, was a very impactful game. It really pierced my heart as I was at such a sensitive age, with not only a rich story, but charming characters, world setting and music, not to mention that it was the first in the series to be in 3D polygon format. This was the piece that really brought out my interest in CG in general.
When I was able to join the FINAL FANTASY VII REMAKE team, I started by thinking back to how I felt when I first played it. Midgar, with its’ abundant mix of different elements and original characters like Cloud, became something unbreakable and the “standard” for me in FINAL FANTASY VII.
In the world of the game, just like in real life, if there is not some form of light then you won’t be able to see anything. So when putting up lights just anywhere, Midgar could lose its token Midgar-ness, and Cloud wouldn’t be Cloud anymore. I’ve taken as much care as possible to recreate the world that I had saved in my mind and attempted to remake it to a fresh and modern standard.
The positions of the few lights that illuminate the entirety of Midgar, the adjustments made to each and every voluminous cut-scene… it’s all a lot of work to do! However, alongside the rest of the wonderful lighting team we feel that we’ve brought something great to the table. We’ve left in the elements that will have you going “Ah, that’s what it was like!”, and yet you’ll still be able to enjoy the world of FINAL FANTASY VII in its new and fresh style!
MASAAKI KAZENO – CHARACTER MODELING DIRECTOR
I was amongst those who bought the original game on the day of its release and played it constantly, clearing it in under a week. Those that also have cleared it will understand this, but I also wasn’t quite satisfied with the locations, so I continued to play it after clearing in the same places as well.
And so, my memory of FINAL FANTASY VII was how I actually started studying CG, after being left with the strong motivation to want to create a FINAL FANTASY game when playing it and truly being moved by it.
So I just made my mind up and bought a PC to help me study – something that I had never even touched before. So for me, someone who had been so strongly influenced by the original, to be working on the characters of the remake, I want to do everything I can to make them in a way that shows both a charm and freshness whilst keeping that nostalgia.
So I want them to reflect in a fresh way that that also allows players of the original to remember the time that they played the original, as well as make them detailed and charming enough to give first-time players the understanding of just how charming they are.
I’ve ensured to arrange things like hairstyles and outfits to re-create the design from the original, so I encourage anyone to take time with their camera angles when playing to take a look. Also, there are several characters that stand out other than just the main characters that you’ll find. So please see for yourself as to what kind of appearance and characteristics they have! Other than that, we’ve got enemies in there perhaps too close to the original, and there are many surprises coming in the Remake for you to all look forward to! Keep your eyes out!
YOSHIYUKI SOMA – ANIMATION DIRECTOR
When FINAL FANTASY VII came out, I was actually more of a SEGA Saturn fan, so I didn’t play it straight away. However, when it was decided that I was to join SQUARE, I was put on the development of FINAL FANTASY VIII, and so I thought to myself “I’m screwed if I don’t know about FINAL FANTASY VII!”. That’s when I bought a PlayStation and played it so much.
Those memories feel like only yesterday. So I can’t say this too loudly, but I actually started it out of obligation rather than as a fan. However, I was absolutely enthralled by the world and lore as soon as I picked it up!
For the animations; each and every member of the team – from those responsible for battles, fields, simple events, cut scenes, mini-games, facial expressions, to swinging things in the background, actual behaviour settings – have all worked together to improve as one.
We’ve done our best to ensure that whatever you do, it feels like the characters are alive there with you. We really hope you enjoy the story of Midgar on a huge screen, with Cloud and his friends.
–Sources-
PSBlog
Square Enix
Square Enix
Square Enix
Squares Twitter
New Final Fantasy VII Remake Pictures, Summons And Interviews Final Fantasy VII Remake Today we got a huge amount of Final Fantasy VII Remake Information as well as a ton of interviews and pictures.
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