Final Fantasy 7 Rebirth
Summary
The highly anticipatedFinal Fantasy 7 Rebirthwill be releasing at the close of the month , on Leap Day , February 29 , 2024 . The continuation to 2020’sFinal Fantasy 7 Remakeis the middle part of a trilogy aiming to reinvent the originalFF7 , a seminal release on Sony ’s first PlayStation in 1997 . Developer and publisher Square Enix is n’t just looking to modernize the classical RPG , however ; the three - part project subverts what a remaking typically fee-tail . Remakealready altered the originalFF7 ’s event , andRebirthis expect to let out the crack between the on the face of it parallel narratives .
WhileFinal Fantasy 7 Rebirthis a bona fide PlayStation 5 exclusive , its gameplay is mostly a broaden ofRemake ’s scope . localize out from Midgar into the grand wild of Gaia , Cloud Strife and company are look for Sephiroth in what will be an heroic RPG . WhileRebirth ’s map is not contiguous , a number of straggle zones achieve a significant breadth liken to the practical one-dimensionality of Midgar inRemake . Other new feature highlights include customizable company formation , new playable characters , and Queen ’s Blood , a collectible lineup game with adversary across Gaia .
Naoki Hamaguchi , the director of the Final Fantasy 7 Rebirth , discusses the large goals and challenges of the next entering in the remake trilogy .

After have the chance to flirt the plot ’s first two chapters , Screen Ranttalked withFinal Fantasy 7 Rebirthdirector Naoki Hamaguchi and translator Hinano Akiyama about make the plot specifically for the PS5 , unexampled playable characters like Sephiroth and Cait Sith , and modernizing the originalFF7 ’s dear miniskirt - games
Director Naoki Hamaguchi On Final Fantasy 7 Rebirth
I ’m curious if developingRebirthfor only the PlayStation 5 has changed how you go about designing , or if it ’s allowed you to do anything that you were n’t able to inRemake .
Naoki Hamaguchi : In respect to the Remake , while it was also released for PS5 , this was infer from the PS4 version , so I would say it was n’t quite completely optimized for the PS5 specs , and so this time around , we fully utilise the high - speed SSD to the maximum capabilities . With that , we created our own cyclosis scheme so as to allow seamless transition between this more expand reality as players travel and traverse through the regions . This also made the instant scene changes for the fast traveling possible as well , so I do guess , in that manner , the full capabilities of the PS5 have been utilize for Rebirth .
I mark that the compass fromRemakehad been hold away in favor of a minimap . Did you feel that that was a necessary change with the dissimilar design of the biz world ?

Custom Image by Kyle Gratton
Naoki Hamaguchi : I do trust that prefer between a minimap or a compass is in reality a cast of personal predilection for individual users , and for Rebirth , we in reality make it an alternative to be able to select either of these two grant to which sort of area you ’re in . You might be locomote through the world map , or you might be in a dungeon , so bet on the circumstance , one may choose to apply one over the other , and so you have that choice in the options menu .
Going along with the game just generally being larger – it ’s obviously much more undefendable - ended thanRemakewas . Does it make it more difficult to design combat encounters when there are so many more company formations , or the unlike times when players could come across certain encounters ?
Naoki Hamaguchi : In terms of whether it was more thought-provoking , I suppose , yes , in a way it was more so than in Remake , but to kind of excuse how I come on enemy balance : depending on the political party formation when going up against an enemy , that battle may be challenging or perhaps not as challenging , with me ensuring that whatever party shaping you go in with , the player is go to have this really fulfil battle that ’s not going to experience like they did n’t have to try out at all or was too challenging .

So , in that way , it created more arena where the squad had to review , and sort of discipline these parts – it was more challenging . In term of the characters , the placement of each persona – as in , if they ’re more of a defender or an attacker – was solidified early on by fight director [ Teruki Endo ] , and so that was somewhat much entire . For some eccentric , however , like Red XIII , he ’s sort of both , a defend and attack case of case , so in that way of life , the players have a wide degree of exemption in choosing which characters to use in battle when strategizing . In that sense , there were many more areas for us to retrospect and check .
When you say review and check out in that way , does that include ensure that even the most challenging boss conflict , for illustration , can be completed with any political party formation , or are there sure encounters where certain characters will be ideal ?
Naoki Hamaguchi : For reviewing and checking , we would play through the game a large numeral of times , conk through the story with a different primary party formation each time , and look for areas in which abruptly it becomes very easygoing to defeat political boss or enemies . Then we would focalise on those region to try and adapt and make it so they are not so gentle in that formation . Or if sure fiber attainment were way too brawny , those are field that we would also reckon into . So , for the last twelvemonth or so of development I ’d say , we ’d solve those out with the battle director , Endo - san .

Speaking of playable character , Sephiroth being controllable is a big one – and it ’s perceivable if you ca n’t talk about it yet – but it seems like creating a whole new move set for one fiber for just an intro mission is a lot to undertake . Is he going to come back and be playable later in the game ?
Naoki Hamaguchi : Actually , that ’s a very interesting level , and that ’s precisely something that ’s point out legion time by media – you be intimate , “ will we ever see Sephiroth again within Rebirth ? ” At this point , we are ineffective to disclose anything further , but hearing a destiny of these opinions from media … that ’s a very interesting affair to consider .
Aside from Sephiroth , which of the new playable characters are you most excited for players to get their hand on ? I think Cait Sith and Red XIII are the only other fresh single ? And Yuffie , not countingINTERmission , of course .

Naoki Hamaguchi : While all of the characters are really designed in a style that each has its own unique characteristic and entreaty , for me , personally mouth , I think a really fun character to play this sentence around is Cait Sith . His very distinct restraint in conflict are just very fun and really entertaining . It ’s kind of a unlike feeling from playing a eccentric with a more orthodox engagement expressive style , like Cloud , for example . With Cait Sith , you ’re able-bodied to rally the fat moogle in conflict , which actually has its own HP , and while it ’s muster up , you may ride it , and then you ’re capable to do these various attacks , but you may also jump off of it , and at that degree the fatty tissue moogle mechanically attacks the enemy on its own . As item-by-item Cait Sith running around , you also have your own attacks that are unique from when you ’re cod the moogle , so that ’s very interesting , and is something that I ’d love to have players try for themselves , because it ’s a lot of merriment .
I cognize a mickle of people are mad for all the mini - games – and I love them too , I just played Queen ’s Blood [ in the demonstration ] , which was great , and I ’m very frantic to play more of it . I ’m singular if the Gold Saucer , which was a cock-a-hoop mini - gritty placement in the original , is going to be , fundamentally , a one - to - one remaking with just bad adaptation of the original miniskirt - game , or are they going to be entirely revamp forRebirth ?
Naoki Hamaguchi : In approaching the mini - game in Gold Saucer , to the best of our ability , we have kind of prove to reconstruct the original mini - games that are present there , but , of course , keep in mind the quality of today ’s graphics in purchase order to elevate that playability . Regarding the controls and gameplay , we have coiffe this as more of a contemporaneous experience compared to the original [ Final Fantasy 7 ] . in person , among the mini - games within Gold Saucer , I do think that the Chocobo Race is sort of a standout in that the playability , as a miniskirt - game on its own , it ’s very well - developed , as much as a full - fledged racing biz I would say , so I hope actor are excited for that . For other familiar mini - games from Gold Saucer , like the 3D Battler or the Shooting Coaster , these are also remodel for Rebirth in a way that ’s both nostalgic yet feels very young and clean , so I desire masses can look forth to it .

And not just Gold Saucer , but for Rebirth , the mini - games are really propagate across the world map , and some are very unique to their location , and others also may have , for model , a unique way to solve this game , or have unique gameplay attached to it . In that mode , not just in Gold Saucer , I believe players will be able to have a very fulfilling experience of play various mini - games throughout the creation map as well .
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Final Fantasy 7 Rebirth is the sequel to Final Fantasy 7 Remake and will see Cloud and his friends set off beyond the walls of Midgar to explore the humans , stop Sephiroth ’s intrigue , and see the human beings outside their slum area prison . Now that the whispers of fate no longer pass the lineament along the pre - destined course set in the original PlayStation classic Final Fantasy 7 , the heroes ( and villains ) will determine the hereafter . The plot will still visit prominent locales and revisit crucial story points , but it will be a more substantial going from the first biz from the source textile .




