#barret

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mabsart: **ff7 spoilers** [ one-sided Barret/Reeve ] After all that time spent looking, watching, nomabsart: **ff7 spoilers** [ one-sided Barret/Reeve ] After all that time spent looking, watching, nomabsart: **ff7 spoilers** [ one-sided Barret/Reeve ] After all that time spent looking, watching, nomabsart: **ff7 spoilers** [ one-sided Barret/Reeve ] After all that time spent looking, watching, no

mabsart:

**ff7 spoilers** [ one-sided Barret/Reeve ]

After all that time spent looking, watching, now he couldn’t look away.

(1/?)(PART 2)(PART3)(PART 4) (Part 5) (Part 6) (Part 7) (Part 8)(Part 9) (Part 10) (Part 11) (Part 12)


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I finished playing Final Fantasy 7 Remake & Hades last year. Great enjoyable journey! Here some I finished playing Final Fantasy 7 Remake & Hades last year. Great enjoyable journey! Here some I finished playing Final Fantasy 7 Remake & Hades last year. Great enjoyable journey! Here some

I finished playing Final Fantasy 7 Remake & Hades last year. Great enjoyable journey! Here some sketches I did last year.

Also, can’t wait for new journey: Final Fantasy XVI!!!! <3

//Wish I have proper freetime to draw proper fanarts QAQ All I able to provide sketches (also I’m more leaning towards FFXV)

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This is the Master List for all Final Fantasy 7 Remake MATERIAL ULTIMANIA BookandWalk Through Midgar Guidebook translations I have made! This thread will be updated accordingly when new information is posted on my Twitter. All links in this comprehensive post will redirect to my original Twitter posts. Enjoy!

UPDATED: November 3rd, 2020

CHARACTER DESIGN INFO

1) Cloud’s Design
2) Tifa’s Design
3) Tifa’s Outfit
4) Aerith’s Design
5) Barret’s Design
6) Sephiroth’s Outfit
7) Rufus’ Outfit
8) Tseng’s Outfit
9) Reno’s Outfit
10) Rude’s Outfit
11) Young Tseng
12) Cloud’s Blue Dress
13) Cloud’s Light Blue Dress
14) Tifa’s Dresses
15) Aerith’s Dresses
16) Chadley’s Design
17) Rufus’ Character Design
18) Reno & Rude’s Character Designs
19) Rude’s Earring
20) Reeve’s Design
21) The Ancients Clothing Design Inspiration

CHARACTER BACKGROUND INFO

1) Rude is willing to risk his own life to protect Reno
2) Rufus, Dark Nation, Rufus’ Pistol and his training
3) Tifa’s Deleted Quest
4) Sephiroth is fearsome and powerful
5) Zack’s Victory at the ending
6) Battle against Sephiroth

WORLD AND LORE

1) Edge of Creation Symbolism in the Sky
2) Aerith’s Church and the Rocket
3) Shinra Building’s restrooms modeled after that of Square Enix’s building
4) Ending Scene with the Lifestream versus Meteor
5) The Turks writing a letter of apology if they fail missions
6) Reno telling Rude “you have to write that letter of apology” in Chapter 12
7) Whisper Harbinger actual size and Rubrum, Viridi, & Croceo designer after Kadaj, Loz, and Yazoo
8) Whisper Viridi’s special moveset against Tifa is based off of Loz’s move in Advent Children
10) Toriyama hopes that we can see Jessie perform at the Gold Saucer

CHARACTER ACCESSORIES AND HAIRSTYLES

1) Cloud
2) Aerith
3) Zack
4) Johnny
5) Sephiroth
6) Rufus
7) Reno
8) Rude’s Beard
9) Reno’s Goggles & Rude’s Sunglasses
10) Midgar Hair Tonic

MISCELLANEOUS

1) Cloud, Aerith, and Sephiroth’s Voice Actors Comment about the Remake’s story being different

Here is the full translation of Nomura, Kitase, and Toriyama, and Hamaguchi’s interview from the FF7

Here is the full translation of Nomura, Kitase, and Toriyama, and Hamaguchi’s interview from the FF7R Famitsu feature!

Nomura talks about Jessie’s popularity, the decision to include the Masssage Parlour scene, comments about the next installment’s release, and more! 

Kitase discusses how it’s like working with a new generation of game developers, explains a bit more about the scene with Sephiroth and Cloud at the Edge of Creation, and refers to the Remake as the “New FFVII Story.”

Toriyama mentions that the staff who worked on the original game wanted to create a completely new game while younger staff wanted to stay true to the original.

Hamaguchi explains more about the development process as well as how they came up with the battle system, what type of system they have planned for Part 2, and more!

DIRECTOR TETSUYA NOMURA INTERVIEW

—Now that the game has been released, how are you feeling?

Nomura:Well first off, I feel very relieved. Although there’s still a long way to go on the road to completing the entire story, we are now able to see exactly which direction we will be heading.

—From the game’s battle system to its story to the elaborate details of Midgar’s various environments, including songs that sometimes only play in one scene, the game is full of a richness that has been carefully crafted, which shows that a lot of time and effort was spent creating this game. The staff must have been very enthusiastic, right?

Nomura:I think it’s due to the staff’s love for FFVII. The enthusiasm from the fans also helped propel us forward.

—Are there any elements from either the Original game or part of the compilation that you wanted to make a reality or something that you wanted to have in the past game that then added into this game?

Nomura: Definitely the world itself as well as how richly the people are portrayed. With all the different compilations gathered, it was rather easy to create the world. I think we were able to convey the importance of the areas seamlessly.

—FF7R really digs deep into the Original Game’s story, but there is a surprising development towards the end of the game. With Remakes, there’s always a faction of people who don’t want anything changed, but there are also those who actually want things to be changed. Were there discussions among the creators on whether or not you should change things?

Nomura:Since the concept of FF7R was already decided from the beginning, there wasn’t that much discussion. However, since each individual had different ways of perceiving things, we did discuss exactly how far we will change the story. I believe that I was the one who actually put a stop on several ideas towards the latter half of development (laughs).

—The Remake contains the “Whispers of Fate” that are not present in the original story, but what was the intent of having this presence? In English, they’re called the Whispers, but in Japanese they’re called the “Feelers.” Is there a specific reason for this difference, for example if the word “Feeler” was the origin of the name?

Nomura:Nojima-san actually requested us to give the Whispers an eerie aura. Initially, the Whispers were designed to be made out of small particles of sand that crumbled while still maintaining its shape, but also unclear in form. We then created an image of them wearing a robe, but more so than that, when we had to make a lot of them appear together, that’s when their form took a clear shape. The word “feeler” means to sense and to touch, but at the moment I cannot say anymore than that.

—Those who come into contact with Aerith can see the Whispers, right? Also, was Aerith able to see them from the beginning?

Nomura:People can see the Whispers when they come into contact with Aerith. However, at the moment I am unable to tell you when Aerith started seeing them.

—Instead of always being on edge, Cloud seems to behave more cooly but instead comes off as uncool to those around him. Aerith also seems a bit more mature than the original’s portrayal of her, and Barret seems a more unhinged and tense. The characters all seem to have a new side of them now. What kind of concepts did you use to add to the characters in this game?

Nomura:I personally think that the characters still have the same image as they did before, but with much more expressions now, and adding voices also created a large impact. This was my interpretation of the characters at the start, but since the original game required the player to imagine the type of reactions the characters would have, I think that this caused there to be different images of the characters. As time passed, I’m sure that those images of the characters had changed as well. I think that the errors in each individual player’s interpretation is in itself an interesting part of the game.

—Jessie has a lot of scenes in the Remake and has become quite a popular character. Were her scenes planned from the beginning, or were they something that was added midway through development?

Nomura:It was planned from the beginning. However, I did not expect her to be this popular though!

—The three new characters in Wall Market, Andrea Rhodea, Madam M, and Chocobo Sam, left quite an impression. What was created first, the characters’ personalities or their designs? Also, how did the concept of the Massage Parlour come about?

Nomura:At first, the characters’ personalities weren’t that detailed. We didn’t plan for their designs to be that rich either. However, I think that the voices and acting played a great role for them. In regards to the hand massage, in a city like that, well, the maturity rating would probably go up, so we couldn’t go further with what we had.

—Characters such as Leslie and Kyrie appeared in the light novels, but what was the background on bringing them into the Remake? For example, was it for fan service or something else?

Nomura:Since the stories are part of the Compilation, Nojima-san and myself had plans for them to be included from the beginning. We thought that it would be natural for them to appear in that time and place within the story, so we decided to leave them there. In regards to what happens to them after the events in the Remake, I recommend that players read the light novel “Final Fantasy 7 TURKS: The Kids Are All Right.”

—In regards to the battle system, it contains a fusion of both command and action elements, and each character has a different fighting style. By choosing different character moves, players are able to form various effective strategies, making for a very refreshing experience. Also, the acting and conversations that the characters have during battle also gives a fresh spin on each battle. I’m sure that this was made possible by trial and error, but what was the most difficult part in doing all of this?

Nomura:A real time action battle requires a sense of nervousness and realism, but we couldn’t discard the form and battle of the original game’s command RPG style. As a result, we went through a lot of trial and error to find a perfect harmony for the two. We decided early on to allow for a slow motion sequence to take place to allow players the advantage of being able to select their actions, but there was a long period of time that we couldn’t do it properly. It was largely thanks to the staff for tying in the ATB system to perfect this as well.

—Lastly, is there anything you would like to say to the readers?

Nomura:We know that everyone wants the next installment to be released quickly. We would also like to deliver it as soon as possible. Since we were able to see the line of quality from the first installment, we hope to make the next installment even better in quality that will make for an even greater experience. We hope to release it as soon as possible, so please wait a bit more. I think we can clearly convey the direction when we officially announce the next installment, so we hope you can look forward to it!

———

PRODUCER YOSHINORI KITASE INTERVIEW

—From the time that the game was announced at E3 during 2015, the world focused their attention on the game, and after releasing footage of the game’s progress through a promotional video at E3 during 2019, the expectations from the fans has only increased. I’m sure you felt quite a lot of pressure at that time, but now that the game is finally released, how do you feel?

Kitase:I feel relieved that we were able to successfully approach both veteran fans who have been there since the beginning as well as new fans. I feel like right now, the expectations are even higher than before the game was released, and that gives us a lot of motivation to develop the next installment.

—Before the game was released, you mentioned that the hurdle that you needed to overcome was that of the player’s imagination that they have constructed in their minds for the Remake. After seeing the reception from the players post-release, do you feel that you have overcome that hurdle?

Kitase:Well, not just for me, but the power of the entire development staff combined was great. Most of them were fans from the beginning who also played the original game when it first came out. Thanks to that, they knew what kind of image fans probably had for the Remake, and I think we were able to overcome the hurdles that way.

—The game was released worldwide during a time when COVID-19 was affecting the entire world, but did that have any impacts on the game’s development? Also, before the game was released, promotional events were cancelled and the distribution of the game was also shipped ahead of schedule. There seemed to have been a lot of hard decisions to make depending on the situation…

Kitase:In terms of development, we only had the debugging phase left, which meant that the game was pretty much already complete, so there was not much impact from the virus. However, it was a pity that many promotional events were cancelled, and people were not able to really celebrate the release of the game. Luckily, through the means of the downloadable version, we were able to deliver some fun during a very stressful time where it was hard for people to even leave their homes. I hope that we were able to give them at least a moment of reprieve through the game.

—In regards to the FFVII Remake production, was there anything you were particular about?

Kitase: In the latter half of the story, there’s a scene where Cloud and Sephiroth have a confrontation. I wanted the scenery of that segment to show a starry sky that represents the overall themes of FFVII, and the art design team was able to bring that image to life.

—From the game’s battle system to its story to the elaborate details of Midgar’s various environments, including songs that sometimes only play in one scene, the game is full of a richness that has been carefully crafted, which shows that a lot of time and effort was spent creating this game. The staff must have been very enthusiastic, right?

Kitase:That’s all thanks to the careful attention that the Co-Directors Hamaguchi and Toriyama as well as the development staff put in making this game. I started game development ever since the Super Famicom console, so I’m used to the type of “cut” and “reuse” way of production. However, the new generation of games require a sense of reality, so that former way of developing games has become obsolete. The current generation of game development staff have that new type of conscience when creating games, so it’s thanks to their enthusiasm that we were able to make this possible.

—I’m sure that there are several younger development staff who never played the original FFVII, so were there any instances where there was a bit of a generation gap?

Kitase:Not really. But I guess when we wanted to give an example from a movie or something, we wouldn’t bring up a reference from an old movie that they probably wouldn’t know (laughs).

—Are there any elements from either the Original game or part of the Compilation that you wanted to make a reality or something that you wanted to have in the past game that was then added into this game?

Kitase:I suppose that would be making everything in 3D with a 360 degree scope of the world. Especially when you’re looking up into the sky of Midgar or looking down towards the slums, I’m really glad that we were able to give the city a sense of realism.

—As a gamer, was there anything in particular from FF7R that surprised or impressed you?

Kitase:This is connected with my answer to the previous question, but yes, being able to look above towards the sky from the slums, thinking “wow, you can see the sky after all!” For 23 years, I imagined the slums to be under a lot of pressure and cloaked in darkness. In the Remake, you can see a different side of the city during the day that you could not see in the original game, and I thought that was really fun.

—You were involved with the initial level design of the Sector 5 Mako Reactor from when the characters infiltrate the reactor to their escape, but were there any other parts that you also were involved in?

Kitase:I was also in charge of the initial stage level design for the scene at the top of the Shinra Building. The scene where Cloud is about to fall off the rooftop but is saved by Tifa is a callback and answer to the Sector 5 Mako Reactor scene where Tifa couldn’t save Cloud from falling.

—FF7R really digs deep into the Original Game’s story, but there is a surprising development towards the end of the game. With Remakes, there’s always a faction of people who don’t want anything changed, but there are also those who actually want things to be changed. Were there discussions among the creators on whether or not you should change things?

Kitase:Director Nomura as well as Co-Director Hamaguchi and Toriyama hoped to be able to keep all the parts of the original that fans have come to love. However, we also wanted to add several surprises that would balance out the story too. I’m sure there are people who wish to experience the exact same story and relive memories. However, if we were to do that, then all we would be doing is just adding to the original experience, which would cause the Remake to lose its significance. I think that we were able to successfully revive the story by adding new elements for the new generation of a “New FFVII.”

—Lastly, is there anything you would like to say to the readers?

Kitase:The new FFVII’s story has only just begun. Please look forward to the story from here on out!

———

CO-DIRECTOR TORIYAMA MOTOMU INTERVIEW

—Now that the game has been released, how are you feeling?

Toriyama: I’m really glad that despite the abrupt change in lifestyle [due to COVID-19], this game is able to deliver entertainment to people around the world in the comfort of their own homes. There was some skeptism from fans when we announced before the release of the game that the FF7 Remake will only take place in Midgar, but because the game dug so deeply into the world of FF7, I was relieved to hear that a lot of people were extremely satisfied with the game.

From the game’s battle system to its story to the elaborate details of Midgar’s various environments, including songs that sometimes only play in one scene, the game is full of a richness that has been carefully crafted, which shows that a lot of time and effort was spent creating this game. The staff must have been very enthusiastic, right?

Toriyama:We thought about how we can revive the entity of FFVII using the latest technology as well as capturing the richness of the original. The time it took to oversee one scene or area was great, and in order to do so, we needed much more staff than what we had back in the day. Each and every staff had their own things they were particular about, and we were able to find a balance and successfully craft this game.

—Since you were involved with the development of the game, was there anything you were concerned about?

Toriyama:Since we had to replace many things with a new portrayal, I was quite particular that the essence of FFVII still remained true throughout. I think that if you had played the original game too, you would know which parts were changed and which parts were left in. However, I wanted to make sure that the events of the Remake flowed in a natural way with both new and familiar elements that you can enjoy. I’m happy to know that the Remake is able to add an even more vivid experience to go along with your memories of FFVII.

—I’m sure that there are several younger development staff who never played the original FFVII, so were there any instances where there was a bit of a generation gap?

Toriyama:There are actually a lot of staff who have played the original FFVII and got the opportunity to work in this industry. There are also staff who are more versed in the original game than even the members of staff who worked on the original game, and many of those staff wanted to make an adaptation that kept faithful to the original. In terms of keeping things as traditional as possible, the staff who worked on the original game, myself included, had the notion of “making a new game that no one has ever seen before.” With that conscience in mind, we were able to decide the type of direction we wanted to go in the Remake.

—Are there any elements from either the Original game or part of the Compilation that you wanted to make a reality or something that you wanted to have in the past game that was then added into this game?

Toriyama:In terms of music, FFVII is a rather cinematic series, but in the original game due to disc space and time restraints, we weren’t able to include a movie-worthy soundtrack. However, we were able to challenge ourselves with the Remake. We wanted to have specific songs that played throughout the entire game that would also go along with the scenes, so the Remake gave us a chance to be able to try this out. With this type of composing, we didn’t really have a specific detailed list, so we didn’t count exactly how many songs we created until we realized that the soundtrack itself would span to seven discs, making it a huge volume of songs (laughs).

—As a gamer, was there anything in particular from FF7R that surprised or impressed you?

Toriyama:After the game was released, I saw a gaming review website capture all the little details of various landscapes in the game, from the posters and billboards to the train time schedules, close inspections of the buildings, pretty much everything that showed the lifestyles of people living in Midgar. Although I’m glad that people were able to deeply observe the details we put in, I can’t help but see some flaws, so it kind of gives me pressure to make sure that the next installment will have even more perfected details (laughs).

—Compared to 23 years ago, from the addition of voices in conversations to a change of design, trends have changed. Was it difficult to achieve a balance of retaining the essence of the original game but still representing it for a new generation?

Toriyama:We wanted to have the game be fully voiced including the NPC within the city, so we were careful when putting in dialogue that would sound natural. We left in some funny lines spoken from the original game’s NPC too, but since there were way more NPCs in the Remake compared to the original, we made sure to find a good balance where those lines wouldn’t be buried among the other spoken dialogue.

—Instead of always being on edge, Cloud seems to behave more cooly but instead comes off as uncool to those around him. Aerith also seems a bit more mature than the original’s portrayal of her, and Barret seems a more unhinged and tense. The characters all seem to have a new side of them now. What kind of concepts did you use to add to the characters in this game?

Toriyama: For the Remake, the voice acting was added after we had finished creating the cutscenes, and I think that the character’s performance really shined through from the work that the actors and actresses have done that brought out each character’s charm. During recording, Barret had an unexpected continuity that we pushed further, and the results really brought out his character very well.

—In regards to seeing a brand new side of Cloud, the peak of it would probably be the dance sequence at the Honey Bee Inn. Was this scene planned from the beginning?

Toriyama:We strongly did not want to leave out Cloud’s crossdressing scene but instead wanted to create a concept that would make it stand out even more in the Remake. We decided to make Wall Market a huge entertainment district, and we were very enthusiastic in making the Honey Bee Inn even more of an entertainment hotspot in the Remake. I actually helped create the Honey Bee Inn for the original game, so it was easy for me to reimagine the place for the Remake. While still retaining some elements from the original, we were able to give it a huge makeover.

—The Shinra Mascot dog “Stamp” appears in various locations, even on a snack package blowing in the wind in towards the ending with Zack. Was the character of Stamp originally created in the beginning stages of development?

Toriyama: The dog Stamp is a very important symbol that was planned since the beginning. Stamp’s use was determined along with the game design. AVALANCHE also uses him as their symbol, so there is a good meaning to him that we included to have him stand out. However, the Stamp that appears in the scene with Zack is a different breed, so please pay attention to that.

—I was quite surprised that Chadley turned out to be what he was in the story, but who’s idea was it to create this character?

Toriyama: Chadley is a new character that was not in the original game, so it was the scenario team who decided on creating this character. There are a lot of contents regarding the game’s difficulty levels and clearing the battle reports, so we decided to have Cloud be able to encounter Chadley throughout the entire game. I haven’t finished clearing the HARD mode yet, but I hope that those who haven’t cleared everything yet can challenge themselves with this!

—The new character Roche left quite an impact, but he’s an eccentric one that only appears in Chapter 4 and nowhere else. What was the purpose of his character, and will he appear in the next installment?

Toriyama:We had initially drawn up a concept of having Roche appear at the last battle on the Midgar Highway, but we thought that he might ruin the serious mood of the ending sequence, so we scrapped that idea. We also thought to put him in as a boss battle in the Chapter 14 slums, but since you can’t really race around on a motorbike in the slums, we unfortunately could not make it work. Roche’s spontaneity is one of his character traits that stands out though, so there’s a high chance that he’ll appear in the next installment (laughs).

—In the Remake, the characters have a lot of banter when they’re walking around or fighting battles, and the dialogue is not always the same either. Did you oversee the types of conversations that were put in?

Toriyama:All scenarios were checked and supervised by me and Nojima-san. We actually had a lot more lines prepared in the script for dialogue spoken by characters in boss battles, but somewhere around the middle of production, we eventually cut out the frequency of giving out hints and instead left it to the players to think about what to do. This in turn caused us to cut a lot of dialogue out.

—Are there any specific episodes, scenes, or dialogue that you were interested in or wanted to include?

Toriyama: The AVALANCHE base at the bottom of Seventh Heaven in the original game was an interesting area that left an impression on me, but since Cloud is not very close with AVALANCHE in the Remake, we wanted to show that distance between them, which made us leave out that scene. Although I really wanted to have Barret punching that sandbag in the Remake, I had to restrain myself (laughs).

—Lastly, is there anything you would like to say to the readers?

Toriyama:Even though the first installment of the “FFVII Remake” has ended, the story has only just begun. While listening to the voices of the fans, we also hope to make the next installments something that would exceed your expectations. I personally also played the original game again after finishing the Remake. While waiting for the next installment, I hope you can enjoy the differences in the Remake’s portrayal of Midgar and also have fun imagining what kinds of things lie ahead in the next game too!

———

CO-DIRECTOR HAMAGUCHI NAOKI INTERVIEW

—Now that the game has been released, how are you feeling?

Hamaguchi:I felt very relieved after seeing the user feedback after the game was released. I fully joined the development team for FF7R in 2017 when the fans had been waiting for this game for quite some time already. So I made it my mission to ensure that fans do not wait longer than 3 years for the completion of the game. FF7 is a game that many people have come to love, so there was a real sense of responsibility to carry, but even so, the development team staff is composed of people who are extremely passionate about FF7, so we were able to enjoy making this game while progressing on its development.

—Since you were involved with the development of the game, was there anything you were concerned about?

Hamaguchi:What was constantly said to the team was that we must “respect the original game.” We were not creating a new game that is only inspired by the characters and world of FFVII, but we strove to create a game where the elements of the original are remade using the latest game design and graphics, making it feel “nostalgic yet new.” If we were to stray far away from the source material, then people might think “this is not the FFVII that I know,” so we tried to follow the original story but added details that we could not add 20 years ago using the latest technology. With that, we were able to focus on enriching the story to create an experience that is still “the FFVII that l know, but with a lot more new things waiting to be discovered.”

From the game’s battle system to its story to the elaborate details of Midgar’s various environments, including songs that sometimes only play in one scene, the game is full of a richness that has been carefully crafted, which shows that a lot of time and effort was spent creating this game. The staff must have been very enthusiastic, right?

Hamaguchi:The Remake was made possible by the enthusiasm from the entire staff. During the production of this game, the task division between the development staff was even more than another Final Fantasy numbered game. For example, a person in charge of location would usually be a level designer that would spend 2-3 years on a single location’s design, execution, and then implementation, and we had specific staff designated to work on all the locations as well. For battle parts, we had a single person in charge of 2-3 bosses at a time, and a level designers also oversaw everything from design to implementation. With this scheme, we were able to have each game designer focus on only the parts that they are designated with, which allowed them to be enthusiastic and particular with the production of their areas. However, because of this, each game designer felt very strongly of their work that they poured their all into, so in order to not lose satisfaction, wemade it a priority to view the contents as a whole within the team. By doing this, we were able to combine everyone’s vision into the end product.

—Without having the battle system be solely either a Command RPG or Action style, it must have been challenging to fuse the two together. During development, there must have been some trial and error to get it right, but was there any part that was specifically concerning or challenging?

Hamaguchi: One of the most particular parts was how we were going to incorporate the ATB Battle System. We didn’t want to incorporate a completely new battle style that was different than the original, so we were inspired by the original FF7’s ATB battle system to create a new and improved one that also works in real time. Of course, I’m sure that the action elements we added gives off a very fresh impression, but the root of the system is from the ATB battle system, allowing us to incorporate a sense of nostalgia to the battle system. The part we worked extremely hard on was how to fuse together action and command style elements. Many of the development team staff including myself have a long history working with command RPGs, so we are very confident with that type of battle style in that field. However, when we tried adding action elements in, there was a sense of discord within the battle system we had.

The part we were stuck on was that implementing a command system will cause the the user to have too much information in regards to fighting strategy, and that would only cause issues if we were also going to add real time action options too. When we were doing trial and error to figure out how to draw the line between how many action and command elements we could add, Battle Director Endou Teruki was able to join our team. He is extremely versed with action battle systems and how to develop them, so as soon as he saw what we had created, he immediately pointed out that we were lacking features in regards to the action elements of the battle system. Since we were having trouble figuring out a balance between the action and command elements, we couldn’t really answer what we were lacking since we just simply added in action elements, so we were not able to create a very refreshing experience. Luckily, Endou was able to concentrate on the action parts and balanced out the battle system with fast paced command RPG strategy as well as action elements, which is what you see in the finished product.

—In terms of creating an action battle system, I’m sure there were concerns about the increasing difficulty of that fighting style. For those who are not fond of action battle systems, there’s also the option of “CLASSIC Mode,” but was there anything else you were particularly conscious about?

Hamaguchi: For those who only wanted to enjoy the game’s story, we implemented EASY Mode, for those who wanted to enjoy the command RPG style of fighting, we also created the CLASSIC mode, so there are different play styles you can choose from. Since the “CLASSIC mode” was something we tried for the first time, we were excited to hear the reactions of the players, and I think the reviews have been favorable. We heard comments from users who enjoyed the Normal mode’s difficulty level but in the CLASSIC mode style, so we will refer to their feedback in the future as well.

—Since the game’s release, I’m sure that most people have viewed the battle system in a very favorable light. What do you think about the reactions that you have seen thus far?

Hamaguchi:We feel that we have delivered the exact type of battle experience that users can accept. I think this is thanks to the way we were able to create a system that not only reimagines the ATB battle system in real time form, but we also pays homage to the Command RPG style, which leaves a sense of nostalgia while giving a fresh new experience to the battle style. I’m sure there are a lot of people who are interested in what kind of battle system we have in store for the next installment too. We would like the battle system to be even more customizable with more action and command strategies that users can curate into their own playing style, giving an even newer experience, so please look forward to that!

—It seems that the level cap at 50 has some limitations in regards to your status attributes and range, and since various weapons have their own strengths, it seems like you put thought into balancing out battles. In regular RPGs, characters grow and their weapons become stronger, but it feels like this was done in moderation. Was this balance something that the development team had planned from the beginning?

Hamaguchi:When we were stuck on how to create the battle system, we made changes to optimize the balance of the battle system. We wanted a balance that also incorporated the original FF7’s customizable options with materia, and Battle Director Endou also had the same thoughts. However, if we allowed players to get as many materia as they would like, then they could technically give the same set of materia to each character, which would defeat the purpose of giving each character their own unique abilities. Thus, we decided to put limits on the amount of attributes you can have. Moreso than putting a moderation on gaining strength, we wanted players to have fun with the strategies that they could incorporate by using different materia or weapons. If you were to redo a battle, you could try other ways of setting up your weapons and materia to create a stress free battle, and I thought that was an important function to have.

—Boss battles within the game have different stages where the attacks or field changes, such as the Sword Dance battle that splits between two parties during the fight. Was this concept of having battles be set up in different stages as the fight progressed something that was decided during the beginning of production?

Hamaguchi: That’s right. I told the team during the beginning that boss battles would be executed out in phases. Many of the bosses within each chapter contain some of the most exciting reveals, so we wanted players to be able to feel immersed within the story even through the boss battles. In order to do that, we constructed each boss battle to have several different phases where the battle strategy changes and also focuses on the story at the same time. We also paid attention to the party structure. In particular, we spent a lot of time and effort to solidify the party structure during the battle with Sephiroth. The battle with the Whisper Harbinger that leads to the climax fight with Sephiroth is one that changes automatically as does the structure of the party you are fighting with, so the protagonists need to work together in order to challenge their own fate.

However, we felt that if we were to do the same type of structure during Sephiroth’s battle, then it might become tedious to the player. For example, if we were to take away one of the protagonists out of the four, then the fans of that protagonist might feel let down. Because of that, we decided that the characters who join you during the Sephiroth battle will depend on how you fought during the Whisper Harbinger battle. However, in order to do this, we would have to create a ton of cutscenes depending on the order that the characters appear in, and even now I remember the look on the cutscene team member’s faces when I proposed the idea and the blank stares that I received (laughs). Because the Final Fantasy Series is one that is known for having a large amount of cutscenes, I am really grateful for the cutscene team member’s assistance in not just the Sephiroth battle scene, but for working so hard on all cutscenes within the series too.

—There are weapons, accessories, materia, and items that were added into the Remake that were not present in the original game, but was there any particular reason for doing this?

Hamaguchi:Right before the game went gold, I actually made an absurd request to the team to add the “Pedometer” materia. You get this materia at the start of Chapter 14, and since you’re there to help people out with odds and ends within the Sector 5 and Sector 6 slums, you would need to walk around the areas a lot. Since you had visited these areas within Chapter 8 and Chapter 9 already, there wouldn’t be many changes, so I thought to give players a reason for walking around these places again by adding in this materia. I actually originally called the materia the “Step” materia, but I noticed that Toriyama changed the name to the “Pedometer” materia instead (laughs). I was reminded of it again when I saw the strategy book refer to that name.

—Is there any specific monster enemy or battle (whether it be within the Colosseum or Battle Simulator) that piqued your interest?

Hamaguchi:The “Level 7 Top Secret Battle” has quite a shock factor. The person in charge of battle planning asked me, “Does it make sense for Bahamut to summon Ifrit?” Since they are fighting in a virtual reality, it wouldn’t be a problem, so I answered “Yeah, go for it!” without thinking too much about it. However, when I was doing a play check for the difficulty level of the battle, I remember being shocked (laughs). When that happens, you’d probably panic and think that you should defeat Ifrit first, but it’s actually more advantageous to focus on attacking Bahamut instead. This battle was the most difficult one for me and left quite an impression.

—I’m sure that there are several younger development staff who never played the original FFVII, so were there any instances where there was a bit of a generation gap?

Hamaguchi: Since the original game was so widely loved by fans everywhere, there were a lot of younger staff members who were scared of making changes. On the other hand, Producer Kitase wanted big changes (laughs). Nomura and I saw the Remake as an homage to the original game, so if we were to change anything, we made sure that it would be something planned with a specific reason that fans could accept.

—Did you have any ideas or wishes that you were entertaining by yourself that was then made a reality in this game?

Hamaguchi:It’s not something I was entertaining for a while, but having an automatic weapon growth system was something that I focused on before working on FF7R since I was on the development team for the “Mobius Final Fantasy” game, which left a strong impression on me. Since a smartphone game operates in a way that you return to it on a daily basis, lots of things are automated as much as possible to create a smooth experience. There’s also a card synthesis system within the game that allows for an automated way to synthesize your cards, so that was a point that I thought would be nice to have in FF7R where weapons could automatically level up as well. I’m always thinking about the consumer side when developing games, and being able to see customer reactions in real time, such as when I was developing smartphone games, gave me an environment to try out a lot of ideas I had. I think that was a great experience for me.

—As a gamer, was there anything in particular from FF7R that surprised or impressed you?

Hamaguchi:Although I myself was involved too, I’m still very impressed that we were able to successfully create a game from start to finish without making compromises to any of the large amount of data we had. This is all thanks to not only Nomura, Toriyama, and other directors such as me, but also to the game designers, graphics team, sound team, system staff, and more. All of us had various responsibilities as creators, and it’s because of the best efforts of everyone that we were able to make this game possible. I’m personally very excited to make the next game with the same team members again!

—FFVII Remake is highly praised as a game with amazing quality with the latest technology, but was there anything that was challenging or something that you did not personally oversee but was still impressed with the outcome?

Hamaguchi: Seeing the world of FFVII open up through its story is one of the highlights that makes the game so enjoyable, but the user experience and story immersion could be greatly impacted with too many loading screens and wait times. We therefore kept a technical eye on the loading system since the beginning. In order to do this, we aligned the data with each situation so that it could simultaneously load, which allowed us to not have the loading screen appear during the middle of the chapter. During the last cutscene of each chapter, the next chapter’s data would already be loading in the background, which allowed for the load screen between chapters to also be as short as possible. We also added tips to read on the load screen, but because the loading times are so short, it’s also difficult to read all of them. It made me cry out with joy!

—Lastly, is there anything you would like to say to the readers?

Hamaguchi:The first installment of the “FFVII Remake Project” was centered around Midgar, and we strived to recreate a Midgar that you could not experience in the original story, showcasing the hustle and bustle of the lives of the people there as well as the environment. The next installment will then shift to the other parts of the world since the characters have escaped from Midgar in the story. We hope to create a game that allows you to experience the charm and allure of the world of FFVII from the various lives of the people as well as the environments that will be present. Production for the next installment is already under way, and our team is putting their all into the advancement of the game. Although there is still a wait, we hope that you can look forward to what we have in store!


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Here is my master list of translations I’ve done for the Final Fantasy 7 Remake Ultimania Book as well as translations of other things regarding the Compilation of FFVII. This thread will be updated accordingly when new information is posted on my Twitter! All links in this master list will most likely go to my Twitter as that is where I usually post my translations.

Hope this helps those who are looking for a comprehensive post of all information regarding the series!

UPDATED: 7/13/2020

FF7R Ultimania Book Character Profiles

1)Cloud Strife
2)Barret Wallace
3)Aerith Gainsborough
4)Tifa Lockhart
5)Sephiroth
6)Red XIII
7)Reno
8)Rude
9)Rufus
10)Tseng
11)Reeve
12)Scarlet
13)Zack Fair
14)Betty & Marlene
15)Johnny
16)Roche
17)Chadley
18)Biggs, Wedge, Jessie
19)Cait Sith
20)Leslie
21)Kyrie
22)Ifalna, Brian Lockhart, and Claudia Strife
23)President Shinra, Hojo, and Heidegger Ages
24)Andrea Rhodea and Jules
25)Elmyra Gainsborough
26)Mayor Domino and Deputy Mayor Hart
27)Jessie’s Parents

FF7R Ultimania Book Character “Impressive Words” Quotes
1)Cloud Strife
2)Sephiroth
3)Aerith Gainsborough
4)Tifa Lockhart
5)Barret Wallace
6)Red XIII

FF7R Ultimania Book “Original FFVII Playback” Section
1)Rufus, Tseng, Reno, Rude
2)Aerith Gainsborough
3)Tifa Lockhart
4)Sephiroth
5)Barret Wallace
6)Red XIII

FF7R Ultimania Developer Interviews
1)Nomura, Kitase, and Nojima Full Interview
2) Toriyama, Hamaguchi, and Endo (Part 1,2,5,8)
3)Ryota Iwagami Battle Designer about Red XIII’s Collar
4)Nomura on Cloud’s initial Remake Design

FF7R Ultimania Secrets Revealed
1)What does Aerith know?
2)The Different Forms of Sephiroth in the Remake
3)What is the meaning of Zack’s Victory?
4)Who are Whisper Rubrum, Whisper Viridi, and Whisper Croceo?
5)Deepground
6)Who can see the Arbiters of Fate?

FF7R Ultimania Battle and Gameplay Info
1)Reno & Rude Combination Moves
2)How to get Tifa, Aerith, and Barret’s Resolution Scenes in Chapter 14
3)Criteria to get different dresses in Wall Market
4)How to get Chocobo Sam or Madame M’s Extra Side Quests
5)How to get Andrea Rhodea’s Earrings
6)Shinra Building Stair Climbing Sequence Bonus Scenes (Japanese version)
7)Character Order of Appearance in Sephiroth Fight

FF7R Ultimania Trivia
1)The Turks’ Suits
2)Honeybee Inn Dancer
3)Rude’s Victory Fanfare Ringtone
4)Professor Gast Faremis’ Book
5)FF7 Locations outside of Midgar
6)S & G Class SOLDIER References
7)Maximum amount of items and gil allowed in game
8)Shinra Company Hierarchy Chart
9)AVALANCHE Hierarchy Chart
10)Rufus’ Two Sided Coin
11)FF7R Ultimania Book Front Page
12)Jenova
13)The Ancients

Dengeki Playstation Vol. 686 Interviews
1)Nomura talking about Roche
2)Nomura on the Honey Bee Inn Scene
3)Nomura on the Remake’s Ending

Inside Games Japan Article
1)Reno & Rude’s relationship and trust with each other

Famitsu Interview in April and May 2020 about the FF7R OST
1)The song “Hollow” reflects Cloud’s inner thoughts
2)Toriyama’s Comment about the Honey Bee Inn Dance Battle

FF7R Original Soundtrack Pamphlet Quotes (official translations)
1)Tetsuya Nomura
2)Yoshinori Kitase
3)Nobuo Uematsu

FF7 Old Ultimania Book
1)Canon info that Reno dyes his hair red

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This is the full interview from the Final Fantasy 7 Remake Ultimania Book where Director Tetsuya Nomura, Producer Yoshinori Kitase, and Scenario Writer Kazushige Nojima discuss the Final Fantasy 7 Remake, talking about how the game’s development, ending secrets, and more! Enjoy~

PART 1: This is the fifth installment within the Compilation of FFVII.

—When did the FFVII Remake project start?

Kitase:Actually, this project has been in existence for a very long time.

Nomura:When we developed the Compilation of FFVII, the installments included Advent Children, Before Crisis, Crisis Core, and Dirge of Cerberus, so we knew that we wanted to make a fifth installment. However, we were a bit short on resources as I was the only one heading the project, and since we were busy with other things, the project was put on hold.

—If the project was put on hold, what made it come back officially?

Kitase:When the Final Fantasy series almost reached its 25th Anniversary, I thought about what we should do to commemorate that milestone. That’s when I thought that if we were to go through with the FFVII Remake project to coincide with the 25th Anniversary of the Final Fantasy series, we would have to start it as soon as possible. That’s what got the ball rolling. After that, we had a meeting with producer Shinji Hashimoto as well as Tetsuya Nomura to discuss the details of the remake. Hashimoto was also the one who said he wanted to correct some of the graphics from FFVII Advent Children, and that’s the stage where all three of us decided that we should officially start this project.

—Initially, the project was to be made using staff from external divisions, right?

Kitase: Of course the company’s staff were still involved in the development, but most of the team that had worked on Final Fantasy series were assigned to other projects, so we started the Remake project with other external division staff. However, because we wanted to upkeep the quality of the Final Fantasy series, we decided that we still needed members who had experience working on Final Fantasy. Because of this, we had to do a major shift of staff positions to accommodate for this project.

—Since the Remake will be comprised of multiple parts, when did you decide that the first part will take place up until the escape from Midgar?

Nomura:We made that decision at the start of the project. Midgar stands as a very recognizable symbol of the world of FFVII, and for the Remake Project, we wanted to expand on that. The first installment will establish the root of the battle system as well as the type of basic structure, data assets, etc. that we needed to prepare, so it would take some time to do so. On that note, we had to accommodate in terms of the scale. Since the game would cover up until the escape from Midgar, the contents we needed to develop, such as the world system, level designs, etc., would increase, so we had many reasons to make the decision that we made [to create the story into multiple parts]. When we announced that the project would take on multiple installments, there were many who were worried about how we would be able to make a whole game based solely on Midgar, but I didn’t think it would be a problem. I’ve repeatedly watched videos of gameplay, and in the original game, it takes about 7 hours to go through the Midgar section. In the Remake, the map would need to be in 3D, so there would be much more information to account for as well as time that it will take to go from one point to another, and all that adds up. Since we knew that we would have to add scenarios to the story too, I knew that the overall gameplay of the Remake would be well enough to cover a whole game.

Nojima:We also felt that stopping it at this point would also allow for an adequate amount of story scenarios to be put in as well.

Nomura: After you leave Midgar, you move to a world map, and I mentioned this earlier, but level designs would have to yet again change. If we were to do that, we would also have to split up other scenarios and even if we add new gameplay, it would have to end in an abrupt point of the story. That’s why we felt that if we had everything focused in Midgar, we wouldn’t have to split up any of the story elements that happen there. We had requests to add more content or to make only one installment for the whole remake, but if you take into consideration the quality put into this game, I’m sure players would understand why we made this decision.

Kitase: The Remake is not something that we can finish all at once, so when we decided that the first installment would take place in Midgar, the FFVII Remake Project became a reality.

PART 2: The title “Remake” has two meanings…?

—Nojima-san was added to the team when the project was still being handled by the external division staff, correct?

Nojima: That’s right. I was the one who initially wrote the main scenarios, and the external division staff was responsibile for writing the sub scenarios as well. However, when we transferred the project to internal staff, Toriyama-san (Co-Director) joined and looked over the scenarios we had written up until that point. He then gathered all the scenes we had and rewrote them, and after looking over it myself once more, we decided that the project would take on this shape.

Kitase:After Toriyama joined, we were able to formulate the scenarios and input them into areas within the game itself, and in order to keep the integrity of the story, we let him rewrite some of the story.

—Nojima-san, in what degree do you write the scenarios and how specific do you make them?

Nojima:I lose myself in my writing a lot. I’m always concerned about keeping characters in character, so I constantly make corrections. However, after I finish writing the scenarios, Toriyama-san and his scenario team add revisions, which is then handed off to the dubbing stage, which also makes adjustments to the dialogue. So by the time the scenario reaches completion, I’m not even sure what exactly remains from my initial draft.

Kitase:Of course, the main story’s developments are usually left as how Nojima-san wrote them. The changes that are made are usually minor details that are formulated into the story.

—The title for the remake is just “Remake,” which is a bit rare to put in a title. Is there any specific meaning to it?

Nomura:I am the one who decided on the title “Remake,” but there are two meanings to the title. The first being that we wanted to quell the doubt that arised when we first announced that we were doing a remake. When the first trailer was released, there were people who weren’t sure if this installment of FFVII was merely a remaster or an actual remake, which made them worry. When we revealed the trailer at E3 in 2015, the reactions were as I expected, with some even asking if this was going to be a movie. That’s why I decided to clearly express to those with doubt that this is a complete remake of the original with the title “Remake” as well. In regards to the other meaning to the word “Remake,” well, I can’t answer that right now. Ask me again in a couple of years (laughs).

—The title’s logo with the Meteor is now outlined with a type of metal finish. How did you come up with this design?

Nomura:We wanted to put the Meteor in the title logo when we showed the trailer at E3, but we had not decided on the logo yet at the time the trailer was made. I personally wanted to have the Meteor be in a metallic finish to go along with the mood of this project, so when I conveyed my idea to the trailer editors, they came up with a design for me. The logo wasn’t just for use in the trailer, but it would be used for the main title logo as well. Also, during the E3 trailer, the word “Final Fantasy” isn’t shown, only the Meteor as well as the word “REMAKE.” This was because I wanted to make the announcement of the FF7 Remake with only the Meteor symbol. When the original Final Fantasy 7 was released, the marketing producer at the time suggested that the package design only have the Meteor and said to me, “Even if we don’t write the title, people would know that this is Final Fantasy 7.” Back then, we decided against that, but I wanted to have that idea come to fruition this time around.

PART 3: Wanting to Delve Deep into the Characters from these Realistic Scenes

—What part of the Remake did you pay extra attention to?

Kitase: In the original game, many people were able to live comfortable lives thanks to the power of mako energy; however, the same could not be said for those living in the slums underneath the plate, which left a great impression. In fact, I don’t really remember seeing much about the lives of those living above the plate where mako energy powered the cities in the original game. We wanted to draw out those details, such as in the opening movie where you see people and children riding bicycles throughout the city. The scene then turns darker where you see the effects of a lifestyle reliant on mako, where the light and dark contrasts. We wanted to brush upon this by having the player visit Jessie’s home above the plate.

Nomura:I wanted to keep the elements of the original story. In terms of the battle system, things like the ATB gauge or materia, limit breaks, etc. made up an important part of the game, and I wanted to try to bring over that to the remake. However, we had to consider not only the old fans of the game but the new ones as well. For the veteran players who knew the ropes already as well as the new players who were just getting into it, we wanted to create a satisfying experience for both. Not only did we take the original game’s structured elements and modernized them, but it was important for us to make it so that old fans would also be able to come to terms with the changes as well. Since the original game was released more than 20 years ago, if we were to change the styles to reflect modern ones, I’m sure people would accept them. However, let’s say that we changed Cloud’s hairstyle to not be spiky anymore- that would be weird, right? It was difficult to find a good balance [between realism and the original].

Nojima:When writing the scenarios in the game, I had to pay great attention to the fact that the characters that appear are no longer shown in cute graphics from the original game, but actual people now. For example, in the original game, there weren’t many houses shown in the slums, but in this game, there are tons of houses that allows you to strongly feel the presence of people living within a city. I thought to create scenarios where people are living and breathing in this space. Whether it be the AVALANCHE members or other characters in the story, I always dug deep and thought “Why are they living like this here?” when creating the backgrounds.

—One case of that would be when it was shown that Jessie used to be an actress at the Gold Saucer, right?

Nojima:I wanted Jessie’s mannerisms to be like that of someone who has experience in theater, and I delved into creating episodes about her past leading up to her current family situation. There were many plans to create these types of sub-scenarios for the game when the project first started.

Kitase:When we were in the middle stages of development, we decided to put as many sub-scenarios into the main story to give breathers and pauses from the over-arching plot. We put several sub-scenarios about the Turks as well.

Nojima:That’s right, we had conversations such as “What are the Turks doing right now…?” or “What kind of character from the Compilation of FFVII would appear here?” and etc. Other scenarios we thought of was Tifa asking her landlord to help her figuring out which dress to wear in order to infiltrate Corneo’s Mansion, among other episodes.

Kitase:For example, after Cloud fell into the Sector 5 slums, what was Tifa doing? How did she get into that Chocobo Wagon that took her to Corneo? We had a few things planned during the first half of production, but due to time restrictions, we had to cut it out.

PART 4: Cloud Tries to Act Cool like an Adult but Fails

—As we played through the game, Aerith’s lines left an impression on us.

Nojima:Aerith is the utmost important person in the FFVII Remake, and I was very careful with her lines. Each and every part of her carries a great meaning throughout the story, and I used that premise to write her character.

—In particular, during the nighttime flower field scene in Chapter 14, Aerith tells Cloud “You can’t fall in love with me. Even if you do, it’s not real.” For those who are familiar with the original story, this line carries a lot of meaning.

Nojima:To be honest, some staff actually told me that this line made it seem like Aerith was looking down on Cloud, so it got rejected a few times. If you know Aerith’s fate, then this line would really pull at your heart strings, but if you did not know what happens to Aerith, then you might interpret the scene in a completely different way. I thought the gap between the two interpretations was very interesting. On another note, in Tifa’s scene in the flower field, I wanted Cloud to not look cool in this scene. Even though Cloud and Tifa are close in age, he has a 5 year blank slate, and he doesn’t have enough life experience to consider himself an adult. Even though most of the characters are around 20 years old, there’s one guy, Cloud, who has the mentality of a 16 year old, and that person tries to be like an adult. I really wanted to write that into the story. After the Sector 7 plate fell, Barret comforted Tifa with the temperament of an adult, and Cloud saw that and wanted to do the same for her [in the flower scene], but it didn’t go as planned. I wanted to try writing him as being awkward.

Nomura:On that same note, when recording Cloud’s voice, we had his voice actor perform his lines slightly differently depending on who he was talking to. For example, when Cloud speaks with Aerith, he stands up and tries to act cool, with Tifa he loosens up a bit, with Jessie he sounds confused. When Cloud speaks with Aerith, he’s too self-conscious and gives weird replies.

Nojima: Cloud isn’t able to keep the distance between Aerith and him, right? (laughs). He seems pretty impatient with Jessie, but she finds that amusing and pokes fun at him for it.

Nomura:However, when we did voice recording, initially Jessie came off as a bit too nosy, more than we expected, which might have given the impression that she was being rude. In order to avert that, we had her say lines jokingly each time she teased cloud, giving off a sense of charm and attractiveness, kind of like a “haha, just joking” type of attitude. We decided these things in the recording studio.

PART 5: The Remake’s Scenarios Provide a Vast Setting for Events to Follow

—The Remake’s story has many new episodes that I thought followed the flow of the original storyline, but then there’s suddenly a huge plot device that gets revealed, and that surprised me.

Nomura:Is that so? (laughs)

Nojima:I’m sure you were thinking, “What will happen next?”

—How did this development come to being?

Nomura:When I requested a scenario to Nojima, I first thought, “if I am to create the FFVII Remake, I would like to do it this way.” I then conveyed my ideas to him. During that phase, I planned to make this be more than just a mere “Remake.” For example, the battle system this time around is in real timee instead of using an ATB gauge, and with that, the story itself took a turn that isn’t just the basic FFVII, but something new. That’s the kind of story I wanted to create.

Nojima:As for me, I knew that even though at the very core, this story is about Cloud, the works from the “Compilation of FFVII” have greatly increased [over the years], and I wanted to make something that takes all of those works and combine it into one. Each person who played the original version also has their own vision of the world of FFVII, and I wanted to preserve that too. The results of those feelings are shown within the Remake’s story. These were all the ideas I had, so in the beginning I would initially show it to Nomura-san, and I tried my best to explain them clearly to make sure he didn’t reject them (laughs).

—In regards to the story’s important key points, there must be a flashback scene from here on out, right?

Nomura: At first, the direction we took was that we did not want to put any of these hints while still in Midgar.

Nojima:Right, we originally planned to have the storyline diverge only slightly.

Nomura:We thought to have only a subtle change where in the ending you see Biggs alive, which makes you think, “Wait, this is weird…” and gives a slight sense of unease. But then the staff thought, well if there’s room for more scenes, then let’s just add it (laughs). When we did that, there were scenes that we had to say, “No this won’t do,” and removed it from the story. We didn’t add too many new things, but we did leave a few scenes in.

Nojima:I myself added about two or three scenarios to that too….I’m not too sure what happened to those scenarios at the end. (laughs)

—The scenes where Sephiroth appear in have also be greatly added into the storyline.

Nojima:In the beginning we didn’t plan to have him appear so often, more as an overlooming presence instead. During the middle of production, we changed our minds and decided to have him appear more frequently, and suddenly he was in a ton of scenes.

Nomura:At that time, Hamaguchi-san (Co-Director) quietly pulled me aside and said, “I want the characters to fight Sephiroth in Midgar” and consulted me with this idea. In the original story, Sephiroth exists in a different space, and apparently he gathered materials to persuade me to have the battle play out in this way, but I just said, “Okay sure,” and greenlit the idea. (laughs)

PART 6: Doubts that Arise from Things Not Explained in the Game

—In the Remake’s story, there are a few doubts that are left that I would like to brush upon…

Everyone:…..

Nomura:The story will still continue, so I don’t think we can answer much.

—Then let’s talk about things you can answer starting with the Opening Scene in the alleyway, which was also portrayed in the original game. What was Aerith looking at when she was crouching down?

Nomura:I remember someone saying that she was trying to gather warmth from it…

Kitase:I don’t think so (laughs). If you’re in front of a bonfire, you would see the embers pop, but what you see is the flickers of light from mako.

—In the Remake’s version of this scene, after she looks at the light, it seems like she’s running from something. Why?

Nojima:She felt the presence of the Whispers and wanted to run away from them. Perhaps it’s because Aerith had several bad experiences with the Whispers up until then?

—Why is it that Aerith knows about things that happen in the future or of things she hadn’t heard of before?

Nomura: I wonder why……Please wait until the next installment for that answer.

—At the end of the Midgar Highway, before you pass through the wall, Aerith says, “This is the point of no return. Destiny’s Crossroads.” What was she referring to?

Nojima: If Cloud and the others pass through the Wall of Whispers, then they will be outside the boundaries of the Whispers, meaning they will be going into a place where there is no predestined fate. She meant that they will be at a crossroads where they might or might not be able to cross.

—After you defeat the last boss, Cloud and Sephiroth have a conversation with just the two of them. What was the meaning of that?

Nojima:Exactly what their conversation said. Actually, the lines that Sephiroth said in that scene were written during the beginning stages of production where we did not know the exact placement of when they will be delivered.

—In the ending of the Remake, Zack is alive, which leads to a contrasting development to the original story. What is the meaning of that scene?

Nomura:That’s the biggest highlight of the mysteries that have been been set up in this scene, isn’t it? (laughs)

Nojima: And you can also clearly see the dog Stamp too…

—Stamp looks different in this scene though.

Nojima:Oh, does he know…? (laughs)

—Did you have plans in the beginning for the mascot Stamp?

Nojima:Yes, when we decided on the Remake’s storyline, we said “Well then, let’s have this loyal dog Stamp be the mascot.” Stamp is a popular mascot that everyone in this world recognizes, and we decided to also use him as AVALANCHE’s secret way of conveying messages.

Nomura: By the way, the Stamp that you see drawn by AVALANCHE members is actually the design that I was in charge of. I usually don’t get involved in these designs, but I felt that this character would be very important, so I decided to draw him myself.

—During the ending, Aerith murmurs, “The sky, how I hate it.” [English localization “I miss it, the steel sky.”] Is there some deep meaning to this?

Nomura: For Aeritih, the sky symbolizes sadness. The people who were dear to her, such as Zack and her mother Ifalna, had all returned to the sky, and the sky that she sees above her in the slums was covered by Shinra too. The calamity that destroyed the Ancients, Jenova, also fell from the sky. All of these incidents remind Aerith of the sky, which is why she says she hates it.

—At the end of the game, the words “The Unknown Journey Will Continue” show up. What does it mean?

Nomura: Initially, there was another sentence we were going to put instead, but under various circumstances, we decided to change it [to what it is now]. Kitase told me there should be something that connects to what lies beyond the ending. I also wanted to put something there too, so we ended up using that sentence. I think some might think that the meaning of the sentence is unsettling, but we’ve already taken that into consideration.

PART 7: Original Elements Expected to Happen but Do Not Want to be Erased

—After this first installment, the number of expectations must be very high for the next installment, but how many installments do you think the entire project will be?

Kitase:We have a general idea of how the story will play out, but we haven’t decided exactly how many parts, nor can we confirm anything.

—There has been talk that the story will be in three parts…

Kitase:We have not said anything concrete about how many installments this will be, so people are probably just speculating with no proof.

—The fans would like to know when the next installment will be released.

Nomura: It depends on how many installments we decide to make. If we divide the story into large chunks, then it will take a much longer time to develop. However, if we divide the story into smaller parts, then it might be possible to release them in a shorter amount of time.

Kitase:On that note, if we are to maintain the same quality and volume as the first installment, then it is unrealistic to say that we can churn out the next one in just one year.

Nomura: Personally, I would like to release them as soon as possible so we can take a breather. I’m sure the fans would also want the next installment to come quickly too (laughs).

—If we follow this Remake’s story, then the next installment might have major changes compared to the original, right?

Kitase:I’ve talked about this extensively with Nomura, but I’m sure fans of the original are expecting to revisit familiar locations and scenes, so we have strong feelings to not stray away from that. From here on out, we’re not drastically changing the story and making it into something completely different than the original. Even though it’s a Remake, please assume that FF7 will still be FF7 as usual.

Nojima:For me, I create scenarios that follow the general flow of the original story but with the assumption that the way things are presented or how events occur might be slightly different. Personally, I would like to include towns and areas that originally appeared first in Crisis Core FF7.

—Lastly, do you have any messages to the fans who have played the FFVII Remake?

Nojima: I’m sure that they had a lot of fun playing it and might have doubts on what will happen from here on out, but please remember those doubts you had since you’ll probably find your answer in future installments.

Nomura:This was a very popular game in the past, and since we are remaking it, the amount of attention it had garnered even before it was released was high, and there are many who voiced their concerns about the game too. However, those concerns did not affect our staff as we put in our all to create this work, and we just hope that people will be interested in it. The base for the Remake has been successfully established with the first installment, so we hope to meet your expectations in the next installment too! However, personally, I think there might be some who think “Since this is the Remake, I don’t need to play the original game anymore and just play the Remake instead,” but I want to prevent people from doing that. The original and the Remake are two separate entities. So even if you play FFVII Remake, I would also like you to play the FFVII original game afterwards as well.

Kitase: In this first installment, I think we were able to figure out the exact direction and shape we would like to take with the FFVII Remake. Within the Remake, many hints were strewn along, and we would like fans to get excited and think about on what exactly will happen in the next installments. The theories posted on the internet do reach us, and I think that type of communication between the fans and us will help in creating a story together for all to enjoy.

(Square Enix Interview recorded on March 19th, 2020)

Nomura blessed us with some Ever Crisis information….or rather, clarity…

Barret WeekDay 7 - (Birthday wishes for the) Birthday Boy!お誕生日おめでとう、バレット!Happy Birthday, Barret!

Barret Week
Day 7 - (Birthday wishes for the) Birthday Boy!

お誕生日おめでとう、バレット!
Happy Birthday, Barret!


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Barret Week - Day 3 - (Boisterous) Laughter

バレットウィーク - (大)笑い


Matching with Daddy!

父ちゃんとお揃い!

Barret Wallace (Final Fantasy 7) -   B R O A D   D A D

Barret Wallace (Final Fantasy 7) -   B R O A D   D A D


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 Thank you for your continued patience. We’re excited to announce (during Barret’s birth Thank you for your continued patience. We’re excited to announce (during Barret’s birth

Thank you for your continued patience. We’re excited to announce (during Barret’s birthday month) that we have made our donation to charity. Thanks to your support, we were able to donate an incredible $2303.25 to the National Black Trans Advocacy Coalition!


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Once orders begin to arrive, we’ll be prepared to make our charity donation–stay tuned!

Grab your Barret while you can! Leftovers will close at 12:00 A.M. EDT TONIGHT!

There are onlyFIVEphysical zines left, and they won’t be reprinted. If you’ve been on the fence, snag your zine while you can!

Once they’re gone, they’re gone. Take home your Barret appreciation before it’s too late!

 ATTENTION, BIG SHOTS! Leftover sales are now OPEN! There are less than 30 physical zines left, so g

ATTENTION, BIG SHOTS! 

Leftover sales are now OPEN!There are less than 30 physical zines left, so get them while they’re hot! Orders of any physical zines will automatically include both mini prints and sticker sheets FREE

Store:https://barretzine.bigcartel.com


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In just ONEhour, leftover sales will open! Get your dose of Barret while you can. Stock is VERY limited!

LEFTOVER SALES OPEN ON NOVEMBER 12! They’ll open at 3 P.M. EDT–reminder, stock is VERY limited so mark your calendars if you’re interested. These will not be restocked!

We’re excited to announce that leftover sales will open November 12,2021at3:00 P.M. EDT, in just two weeks!

Stock for both zines and merch will be EXTREMELYlimited, so if you missed out on preorders, be sure to mark your calendars!

Did you miss out on preorders and wanna grab some leftovers? Good news! Leftover sales announcement coming soon. Stay tuned

 I also did this one during my online classes xDFF7 Hype got me a bit these days, it’s the mos

I also did this one during my online classes xD
FF7 Hype got me a bit these days, it’s the most important game in my life with Chrono Trigger and Castlevania Sotn.
I don’t think somebody have painted a young barret before.
Here’s a video of the process of making this artwork, I also attached the previous Aerith Fanart video below.

https://www.youtube.com/watch?v=8DSDepIUm8g

https://www.youtube.com/watch?v=jnEdN1BEetE&t=18s


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‘Older Brother’


A happy belated birthday to Yuffie Kisaragi I’m sorry all I brought you was pain queen


First time trying to draw a comic so it was a learning experience!

I was trying to add Princess and the frog into the story which has already been containing Tangled aI was trying to add Princess and the frog into the story which has already been containing Tangled a

I was trying to add Princess and the frog into the story which has already been containing Tangled and FF7 itself so it became a lil complexI have to take sometime and figure out how it works

Anyway it didn’t take much to just draw a scene since there is a bar in each of the stories

- You can’t just burst into my bar and ask me to kiss a frog!
- He’s not a frog he’s a chameleon.
- That’s not the point!!


Also I posted my process of this piece. Ever since I developed this new way of coloring I was like “line art what line art” It rly saved a lot of time bahahaha


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