All right CEDEC+ Kyushu 2020 Online, let's see what interesting info about the FF7R development Kitase and Hamaguchi have to say!
I'll post highlights or interesting info starting now! The event has started, and you can sign up here to get the event link: peatix.com/event/1750894/…
MC Question: How did the Remake become an actual thing?
Kitase: It was a decision made after speaking with Nomura and Hashimoto. In particular, Hashimoto mentioned he always wanted to make a game like Advent Children, and it became a project after much discussion.
Kitase says that tons of people thought that the first PV for FF7R was for another movie, but when they put the FF7 Meteor logo at the end, he thinks lots of people probably lost their minds that it would be a game lol.
Hamaguchi is explaining how they adapted a real time gameplay design for the Remake as opposed to the OG's ATB system and how they were able to combine a command battle and action battle system seamlessly into one system.
Kitase: We knew that fans who played the original probably wanted the nostalgic command battle system, so we tried to leave that element in for those fans.
Question: Do you have any specific know-how that you used to create FF7R?
Kitase: It's a two-fold: 1) have great programmers 2) Have a good communication balance with Director Nomura and the Co-Directors Hamaguchi [and Toriyama]. Don't be a Yes-Man to Nomura (LOL??)
Seems like Hamaguchi had quite a lot of say on the organization of the developers and how to appoint various staff as managers of their own teams. Some assets were also done by third-party companies, and Hamaguchi had to oversee the creators and the managers.
Question: How did you decide on the game design?
Hamaguchi: I joined in the middle of development. I asked Kitase and Nomura what kind of game did they want to make? Kitase said he wanted a game that used Advent Children graphics and Nomura wanted to have a story-driven game.
Hamaguchi: We didn't think it was necessary to create an open world for FF7R as long as there was a strong story-driven game.
Question: How was it like working with Director Nomura?
Hamaguchi: He was particular with the portrayal of characters. When we came up with some story ideas, we ran them by Nomura to make sure it fit his vision.
Kitase: He was also quite particular with the voice acting too.
Kitase: An interesting part that we talked about was where would the characters put their weapons? Where would Aerith pull out her staff from? We did talk a lot about the placement of equipment and weapons.
MC: I mean, it's kinda hard to hide Cloud's Buster Sword...
Hamaguchi: The original game doesn't really have a concept of time. However, when making everything realistic, we also had to think "maybe we need to let them sleep overnight" and through that, "what kind of story would happen during that time?" It was quite difficult.
Hamaguchi: In the scene with Cloud in his apartment, although it's a new scene, the point was to create a nostalgic feel while making something new.
Question: I know you can't say much about Part 2 yet, but what's a goal for you in Part 2?
Hamaguchi: Part 1 was focused in Midgar and players were able to intimately feel what Midgar was like. For Part 2, we want players to experience what the rest of the world feels like.
Kitase: Although those who played the original game know the story, they're probably thinking what will happen now? We want to create something that can surprise them and that they can enjoy that lives up to their expectations. We did something similar in Part 1.
I'll come back to the entire FF7R Part 2 section of the interview later after the event is over to write down more solid quotes!
Right now they're just talking about what's important with being a Producer and Co-Director and generally how to deal with staff in the game industry while working on a game together.
I find it interesting how the Japanese viewer comments in the livestream is saying that they don't need an open world for Part 2 lol. I think Hamaguchi's quote about the most important thing is having a great story-driven game leaves a strong impression among viewers.
MC is asking them what kind of game would they like to create aside from Final Fantasy?
Kitase says he would like to make a new challenging IP that he's never worked on before.
Hamaguchi wants to make a game that is hyper realistic and entertaining, but of course right now he's working hard on the next installment of FF7R Part 2, so he doesn't have time.
Both Kitase and Hamaguchi are saying their closing messages to viewers. Kitase thanks the viewers who are interested in joining the industry and hope they are able to work closely and well with whatever job they get.
Hamaguchi says that the gaming industry is one that can sustain itself even despite these COVID-19 restrictions, and it is definitely possible to work under these conditions. He wishes everyone the best and hopes they are able to find a job that fits them in this industry.
And that's the end of the Kitase and Hamaguchi interview with CEDEC! I shall go back and write down more solid points from the FF7R Part 2 section now. Thanks for tuning in!
Full translation on Kitase and Hamaguchi's comments about FF7R Part 2 here:
FF7R Producer Kitase and Co-Director Hamaguchi talked a bit about Part 2 during the CEDEC conference! Here's the excerpt's translation.
Kitase mentions for Part 2, they want to deliver something that will live up to everyone's expectations but also throw them off, in a good way.
It took me a while to translate Kitase's quote because I was having trouble finding the right words to translate 「いい意味で裏切る」(literally "a betrayal in a good way"). I interpreted it as surprising the audience by going beyond their expectations but to "throw them off."
Here's the Japanese transcription of that part of his quote: そこには原作知ってるからこそ思ったものを届けられる場合もあれば、もっと「あ、こうなってたんだ」の驚きもあったり、期待に答えるのといい意味で裏切るのとっていうのを原作があるからこそ、そこうまく表現し楽しみに変えられる作品
Interesting bits from a 15 page interview on FF7R that's released in tomorrow's Famitsu:
-The next installment is already in full development
-They couldn't go further with the Madam M massage scene otherwise ratings would go up
-Roche was supposed to have a battle in Ch. 14
Just gonna reply to this thread with a compilation of other new info tidbits:
Boku No Hero Academia Spin Off -Team Up Mission- Chapter 1 Summary thread! Class 1A aren't divided into teams just yet, but they're currently patrolling along with All Might in the city when they encounter a little boy called Tsuyoshi, who's quirk is he can harden his hair.
Characters that make an appearance in this chapter, which is only 19 pages, are the following:
Other characters are the villains that stole Tsuyoshi's soccer ball.
The chapter starts off with Tsuyoshi approached by a group of thugs that threaten him and steal his ball, but he's saved by All Might (in his muscle form). AM introduces himself and Deku to Tsuyoshi, but then he loses his muscle form and Deku explains that this is the real AM.