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Final Fantasy 7 Remake Announced (First on PS4)

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Koozek

Member
Just putting commands on face-buttons instead of selecting them from a menu would already make it feel more involving, I think, and you could still have it play like ATB.

As I said a few days ago, FFX-2 + LR with a few tweaks would be perfect. My idea in short:
- Face-buttons for Attack, Defend, Item (select from list with D-pad), etc.
- For each character You have 2 "Sets" for spells which can be accessed by holding L2/R2 + the according face-button or D-pad-button, so 2 x 8 slots = 16 in total (basically like LR, or actually more like FFXIV, I guess)
- Everyone acts out the command instantly, your and enemies' attacks can be cancelled in some cases (like FFX-2)
- If several characters have a full ATB bar you can switch between them with L1/R1 (you could do the same by "Skip Turn" with Triangle in the older FFs) - they don't act until you choose a command (unless you activate Auto-Battle)
- Options-button for quick-access to settings like battle speed, camera or Auto-Battle style (only attack, all-out, etc.)
- You can move around the characters like in FFXII or LR (not sure about how this would affect damage done/taken depending on your distance to the enemy)

Ya? Nah?
 
It's just going to be weird seeing parts like this with more "realism"

XIII pulled it off. Imagine this on the tiny bronco:
pftsIg5.jpg
 

duckroll

Member
Wasn't Sakaguchi living in Hawaii during DS & Wii times as well?

He's been living in Hawaii for a long time. It's one reason why I guess it makes sense for him to keep Mistwalker a small design house with very few employees, while having all retail games be developed by contracted developers. He sure doesn't seem to miss those days.
 
Every thing Nomura is saying about this game strikes the right chords with me. I welcome change. I am currently replaying VII on my PC and shit, there's no fucking way they can do a 1:1 remake with simply better graphics.

I would be happy to see Nomura realize the vision and ideals he had for Versus XIII with this game.
 
Just putting commands on face-buttons instead of selecting them from a menu would already make it feel more involving, I think, and you could still have it play like ATB.

As I said a few days ago, FFX-2 + LR with a few tweaks would be perfect. My idea in short:
- Face-buttons for Attack, Defend, Item (select from list with D-pad), etc.
- For each character You have 2 "Sets" for spells which can be accessed by holding L2/R2 + the according face-button or D-pad-button, so 2 x 8 slots = 16 in total (basically like LR, or actually more like FFXIV, I guess)
- Everyone acts out the command instantly, your and enemies' attacks can be cancelled in some cases (like FFX-2)
- If several characters have a full ATB bar you can switch between them with L1/R1 (you could do the same by "Skip Turn" with Triangle in the older FFs) - they don't act until you choose a command (unless you activate Auto-Battle)
- Options-button for quick-access to settings like battle speed, camera or Auto-Battle style (only attack, all-out, etc.)
- You can move around the characters like in FFXII or LR (not sure about how this would affect damage done/taken depending on your distance to the enemy)

Ya? Nah?

This sounds great. Now I'll be disappointed when it doesn't play like that lol
 

scarlet

Member
My brother just told me that he's going to buy PS4 when this game out.

We're 9 years apart and when we were kids we fight a lot. One day my late mom gave this to me as birthday present. And we were a gamer, this was his first JRPG and somehow we were bonding by playing this game together. He played and I watched or when I played, he gave me a lot of tips. There was no guidebook and no internet, so the excitement when we found Yuffie, Vincent, beat the weapons, got KTOR, gold chocobo and more was a pure joy. He keeps playing this game like for years, and it was his only FF games and JRPG.

So when I told him there's an FF7 remake he was so happy, but I never thought he's gonna be that happy and planning to buy a PS4. Maybe we'll play together again in few years with his kid.
 

Dark_castle

Junior Member
Just putting commands on face-buttons instead of selecting them from a menu would already make it feel more involving, I think, and you could still have it play like ATB.

As I said a few days ago, FFX-2 + LR with a few tweaks would be perfect. My idea in short:
- Face-buttons for Attack, Defend, Item (select from list with D-pad), etc.
- For each character You have 2 "Sets" for spells which can be accessed by holding L2/R2 + the according face-button or D-pad-button, so 2 x 8 slots = 16 in total (basically like LR, or actually more like FFXIV, I guess)
- Everyone acts out the command instantly, your and enemies' attacks can be cancelled in some cases (like FFX-2)
- If several characters have a full ATB bar you can switch between them with L1/R1 (you could do the same by "Skip Turn" with Triangle in the older FFs) - they don't act until you choose a command (unless you activate Auto-Battle)
- Options-button for quick-access to settings like battle speed, camera or Auto-Battle style (only attack, all-out, etc.)
- You can move around the characters like in FFXII or LR (not sure about how this would affect damage done/taken depending on your distance to the enemy)

Ya? Nah?

Actually sounds great. Reminds me of Valkyrie's Profile 2's combat.
 
Just putting commands on face-buttons instead of selecting them from a menu would already make it feel more involving, I think, and you could still have it play like ATB.

As I said a few days ago, FFX-2 + LR with a few tweaks would be perfect. My idea in short:
- Face-buttons for Attack, Defend, Item (select from list with D-pad), etc.
- For each character You have 2 "Sets" for spells which can be accessed by holding L2/R2 + the according face-button or D-pad-button, so 2 x 8 slots = 16 in total (basically like LR, or actually more like FFXIV, I guess)
- Everyone acts out the command instantly, your and enemies' attacks can be cancelled in some cases (like FFX-2)
- If several characters have a full ATB bar you can switch between them with L1/R1 (you could do the same by "Skip Turn" with Triangle in the older FFs) - they don't act until you choose a command (unless you activate Auto-Battle)
- Options-button for quick-access to settings like battle speed, camera or Auto-Battle style (only attack, all-out, etc.)
- You can move around the characters like in FFXII or LR (not sure about how this would affect damage done/taken depending on your distance to the enemy)

Ya? Nah?
only 16 commands per character? no thanks
 

dramatis

Member
I really don't understand the rationale behind "It needs to be action RPG because that's where the market is at.", because it implies newcomers to the series will be more likely to pick it up.

The entire reason this game exists is because of nostalgia and fanservice.

The original game sold 10 million copies by 2010.

The PSN release of the game was downloaded 100,000 times during its first two weeks of release, making it the fastest-selling PlayStation game on the PlayStation Network.

Yeah, tell me more about how it needs to be an action RPG instead of turn based. This game has virtually no chance of struggling at retail. If it doesn't capture newcomers, fuck 'em.

Nomura's statement is aimed towards purists, those who say DON'T CHANGE ANYTHING, which we aren't - everyone in the thread is on board with the fact that the original battle system is a little stale, and technology now can make battles more exciting. Nomura specifically points out the 'stand' -> 'attack' -> 'go back to standing' nature of the original turn-based and they've been experimenting with making this more dynamic with every entry since - FF8 had timed criticals and interactivity during summons.
By your words, it took 13 years for FF7 to sell about 10 million copies.

It took 1.5 years for Skyrim to sell 20 million copies. On the first day of release, the game was played on Steam concurrently by over 200,000 users.

The game isn't being developed only because of nostalgia and fanservice. If Square is going to invest money in it, then they want returns. What they're opting to partially capitalize on is nostalgia, which Jurassic World over in theaters proved is a powerful tool for money—and the diehard FF7 fans are going to buy this remake day one because they are so fiercely nostalgic for it. But Square wants to grow the Final Fantasy audience, not limit it. And for that there will be changes to the gameplay, to the presentation, to the minor beats of the story. This is the modern day market. The one where Minecraft is popular with the kids (60 million copies sold, action-based), where Call of Duty (each game sells over 10 million easily, action) and Grand Theft Auto (as of May 2015, V shipped 52 million, action) are the games of choice for the 25-35 audience. The market where The Witcher 3 (action rpg) sold 4 million two weeks after launch (FF13 shipped 6 million worldwide, but has yet to sell that much over 6 years).

You do not say, "If it doesn't capture newcomers, fuck 'em." If you want big budget JRPGs to be made at all, you want the audience to expand again. FF14 did not become a success by doubling down on FF11 diehard fans and making a game solely appealing to them. FF7 will have to do the same.
 

Fantomas

Member
I have the one by BradyGames still.

<3




Honestly, the thing was poorly written to shit, but in the day AOL wasn't pumping out decent enough guides to follow.

Haha, I still have that guide too. I remember bringing it to school to read during our designated reading time in middle school, my teacher was surprisingly ok with it.
 

Arkeband

Banned
By your words, it took 13 years for FF7 to sell about 10 million copies.

It took 1.5 years for Skyrim to sell 20 million copies. On the first day of release, the game was played on Steam concurrently by over 200,000 users.

The game isn't being developed only because of nostalgia and fanservice. If Square is going to invest money in it, then they want returns. What they're opting to partially capitalize on is nostalgia, which Jurassic World over in theaters proved is a powerful tool for money&#8212;and the diehard FF7 fans are going to buy this remake day one because they are so fiercely nostalgic for it. But Square wants to grow the Final Fantasy audience, not limit it. And for that there will be changes to the gameplay, to the presentation, to the minor beats of the story. This is the modern day market. The one where Minecraft is popular with the kids (60 million copies sold, action-based), where Call of Duty (each game sells over 10 million easily, action) and Grand Theft Auto (as of May 2015, V shipped 52 million, action) are the games of choice for the 25-35 audience. The market where The Witcher 3 (action rpg) sold 4 million two weeks after launch (FF13 shipped 6 million worldwide, but has yet to sell that much over 6 years).

You do not say, "If it doesn't capture newcomers, fuck 'em." If you want big budget JRPGs to be made at all, you want the audience to expand again. FF14 did not become a success by doubling down on FF11 diehard fans and making a game solely appealing to them. FF7 will have to do the same.

You're diminishing sales numbers of older games by using sales figures of games nearly 20 years younger. The Witcher 3 sold over 4 million copies you say?! Do you think that might be due to multiple factors, one being its multiplat, but the chief of which being the number of people playing video games in general has grown exponentially...?

This is like the argument over box office revenue when we have individual butts-in-seats data right here. I would hope that in another 20 years sales figures of games will have risen, too.

In other words, you're using bad comparisons.

I'm ignoring your sales figures for the games that are in completely different genres, because if you dig a little deeper, guess what outsold Skyrim? Pokémon Gold and Silver (23 million). You know what outsold that? Pokémon Red/Blue/Green. (23.64 million).

https://en.wikipedia.org/wiki/List_of_best-selling_video_games
 

Kitoro

Member
What are people estimating for the year this will release? When I was watching the conference, I joked about 2020, but after some sad and serious thought, I'm going to go with 2019.
 
By your words, it took 13 years for FF7 to sell about 10 million copies.

It took 1.5 years for Skyrim to sell 20 million copies. On the first day of release, the game was played on Steam concurrently by over 200,000 users.

The game isn't being developed only because of nostalgia and fanservice. If Square is going to invest money in it, then they want returns. What they're opting to partially capitalize on is nostalgia, which Jurassic World over in theaters proved is a powerful tool for money—and the diehard FF7 fans are going to buy this remake day one because they are so fiercely nostalgic for it. But Square wants to grow the Final Fantasy audience, not limit it. And for that there will be changes to the gameplay, to the presentation, to the minor beats of the story. This is the modern day market. The one where Minecraft is popular with the kids (60 million copies sold, action-based), where Call of Duty (each game sells over 10 million easily, action) and Grand Theft Auto (as of May 2015, V shipped 52 million, action) are the games of choice for the 25-35 audience. The market where The Witcher 3 (action rpg) sold 4 million two weeks after launch (FF13 shipped 6 million worldwide, but has yet to sell that much over 6 years).

You do not say, "If it doesn't capture newcomers, fuck 'em." If you want big budget JRPGs to be made at all, you want the audience to expand again. FF14 did not become a success by doubling down on FF11 diehard fans and making a game solely appealing to them. FF7 will have to do the same.

This man gets it
 
By your words, it took 13 years for FF7 to sell about 10 million copies.

It took 1.5 years for Skyrim to sell 20 million copies. On the first day of release, the game was played on Steam concurrently by over 200,000 users.

The game isn't being developed only because of nostalgia and fanservice. If Square is going to invest money in it, then they want returns. What they're opting to partially capitalize on is nostalgia, which Jurassic World over in theaters proved is a powerful tool for money&#8212;and the diehard FF7 fans are going to buy this remake day one because they are so fiercely nostalgic for it. But Square wants to grow the Final Fantasy audience, not limit it. And for that there will be changes to the gameplay, to the presentation, to the minor beats of the story. This is the modern day market. The one where Minecraft is popular with the kids (60 million copies sold, action-based), where Call of Duty (each game sells over 10 million easily, action) and Grand Theft Auto (as of May 2015, V shipped 52 million, action) are the games of choice for the 25-35 audience. The market where The Witcher 3 (action rpg) sold 4 million two weeks after launch (FF13 shipped 6 million worldwide, but has yet to sell that much over 6 years).

You do not say, "If it doesn't capture newcomers, fuck 'em." If you want big budget JRPGs to be made at all, you want the audience to expand again. FF14 did not become a success by doubling down on FF11 diehard fans and making a game solely appealing to them. FF7 will have to do the same.

Perspective, It always destroys everything.

Remember this one? It's the one my buddy and I shared.

What is going on with Cloud? Not really feeling that photo.
 
I have no idea how to take "immersive gameplay system". My first thought is something action based, but I hope they don't go that direction.

Why would you use the word ''immersive'' to describe an action game? Tha is a given
It's an interesting way to describe a revamped ATB system, in my opinion.

Standing in a row during battle, breaks immersion. He might have a solution in mind.
 
The one thing I would like them to try and tackle is keeping a full party rather than just three. I'm not adverse to selecting a few for certain events but the whole "you lot wait here whilst us three go do everything" has always felt a bit weird, even if you can only use three as active and he rest are support roles. There could be an interesting solution to balance out those that want ATB and those that want a more action based approach. Also the game uses different party leaders so could be interesting to explore different perks with different members as party leaders rather than having one forced upon you. I would also like the Fort Condor mini game to be expanded into a Tactics style mini game rather than tower defence.
 

KoopaTheCasual

Junior Member
You're diminishing sales numbers of older games by using sales figures of games nearly 20 years younger. The Witcher 3 sold over 4 million copies you say?! Do you think that might be due to multiple factors, one being its multiplat, but the chief of which being the number of people playing video games in general has grown exponentially...?

This is like the argument over box office revenue when we have individual butts-in-seats data right here. I would hope that in another 20 years sales figures of games will have risen, too.

In other words, you're using bad comparisons.
Uhhh, I'm sorry but what?
 
Why would you use the word ''immersive'' to describe an action game? Tha is a given
It's an interesting way to describe a revamped ATB system, in my opinion.

Standing in a row during battle, breaks immersion. He might have a solution in mind.

There's more evidence besides that quote. Looking at Nomura's past games, along with his general preference for combat systems - it's pretty obvious the route he wants to take with this remake.

If this does end up including ATB, it probably wouldn't be Nomura's decision(which is unlikely considering he's the director).
 

Koozek

Member
Actually sounds great. Reminds me of Valkyrie's Profile 2's combat.

Oooh, right! One of the reasons why I thought the theory that Lightning Returns was originally supposed to be Valkyrie Profile 3 wasn't that unbelievable (though it turns out Tri-Ace didn't work as much on LR (if at all, not sure) as on FFXIII-2). I enjoyed the few hours I played VP2, but I was stuck at that dragon boss on the crumbling, moving platform.
Guess that mix of turn-based and real-time with commands on face-buttons is something I've always liked. I swear, LR was the most fun I had with battles in any FF. And I played every single mainline plus sequel and finished all except for FFI-III (I don't expect those to change my opinion, anyway).


only 16 commands per character? no thanks

How is that any different from FF7 now? the best weapons and accessories only had 8 slots each.

8+8=16. That math makes sense.

Preach.


By your words, it took 13 years for FF7 to sell about 10 million copies.

It took 1.5 years for Skyrim to sell 20 million copies. On the first day of release, the game was played on Steam concurrently by over 200,000 users.

The game isn't being developed only because of nostalgia and fanservice. If Square is going to invest money in it, then they want returns. What they're opting to partially capitalize on is nostalgia, which Jurassic World over in theaters proved is a powerful tool for money&#8212;and the diehard FF7 fans are going to buy this remake day one because they are so fiercely nostalgic for it. But Square wants to grow the Final Fantasy audience, not limit it. And for that there will be changes to the gameplay, to the presentation, to the minor beats of the story. This is the modern day market. The one where Minecraft is popular with the kids (60 million copies sold, action-based), where Call of Duty (each game sells over 10 million easily, action) and Grand Theft Auto (as of May 2015, V shipped 52 million, action) are the games of choice for the 25-35 audience. The market where The Witcher 3 (action rpg) sold 4 million two weeks after launch (FF13 shipped 6 million worldwide, but has yet to sell that much over 6 years).

You do not say, "If it doesn't capture newcomers, fuck 'em." If you want big budget JRPGs to be made at all, you want the audience to expand again. FF14 did not become a success by doubling down on FF11 diehard fans and making a game solely appealing to them. FF7 will have to do the same.

Preach.
This thread is the first time I agree with you and even threelights :D
 

Arkeband

Banned
Uhhh, I'm sorry but what?

Gaming becomes more commonplace with every passing year and the lowered bar of entry.

More people exist on the Earth two decades later.

You do the math. The market of 2015 is larger than the market of 1997. Sales figures will continue to increase proportionally. If they don't, then the game had less market penetration and objectively didn't sell as well.

If FF7 was being thrown at 150 million PS1's and sold 10 million copies and continues to lead charts on re-releases, and the number of PC's is in the billions but Skyrim only sold 20 million units across that and two consoles, both of which have an install base of 80 million, pound for pound FF7 should be recognized as being a stronger release.
 

Voror

Member
I have the one by BradyGames still.

<3




Honestly, the thing was poorly written to shit, but in the day AOL wasn't pumping out decent enough guides to follow.

I just found mine the other day as well. It really does look pretty bad flipping through it again.

Also found my VIII and IX guides.

I'm actually curious how those new guides they're making will turn out.

Why would you use the word ''immersive'' to describe an action game? Tha is a given
It's an interesting way to describe a revamped ATB system, in my opinion.

Standing in a row during battle, breaks immersion. He might have a solution in mind.

Good point.

Really I just need more. Details at this point. I'll play it no matter what really even if it's not ATB so long as it's fun to play. That's the most important thing I think.
 

Isayas

Banned
By your words, it took 13 years for FF7 to sell about 10 million copies.

It took 1.5 years for Skyrim to sell 20 million copies. On the first day of release, the game was played on Steam concurrently by over 200,000 users.

The game isn't being developed only because of nostalgia and fanservice. If Square is going to invest money in it, then they want returns. What they're opting to partially capitalize on is nostalgia, which Jurassic World over in theaters proved is a powerful tool for money&#8212;and the diehard FF7 fans are going to buy this remake day one because they are so fiercely nostalgic for it. But Square wants to grow the Final Fantasy audience, not limit it. And for that there will be changes to the gameplay, to the presentation, to the minor beats of the story. This is the modern day market. The one where Minecraft is popular with the kids (60 million copies sold, action-based), where Call of Duty (each game sells over 10 million easily, action) and Grand Theft Auto (as of May 2015, V shipped 52 million, action) are the games of choice for the 25-35 audience. The market where The Witcher 3 (action rpg) sold 4 million two weeks after launch (FF13 shipped 6 million worldwide, but has yet to sell that much over 6 years).

You do not say, "If it doesn't capture newcomers, fuck 'em." If you want big budget JRPGs to be made at all, you want the audience to expand again. FF14 did not become a success by doubling down on FF11 diehard fans and making a game solely appealing to them. FF7 will have to do the same.


13 years for FFVII sold 10 million copies? I could have sworn that FFVII sold 9.8 in like 6 years. FFXIII didn't ship 13 million and action-based doesn't mean anything. FFVII is a popular game, why change the battle system around for?
It wouldn't be FFVII anymore.
 

OmegaDL50

Member
What are people estimating for the year this will release? When I was watching the conference, I joked about 2020, but after some sad and serious thought, I'm going to go with 2019.

It's not like FF7:R is an entirely new game that needs an all new written story, characters, world concept for it. They already have a template to work from. It's much easier to develop a remake then compared for example developing an entirely new game with no pre-existing story or world entirely from the ground up.

If FF7:R was an entirely new game with nothing established, I'd say a 2.5 years from development to start is very unrealistic, but since this is a remake with an existing world, characters, and lore. It seems much more feasible, if hitting 2017 for the 20th anniversary of FF7.

It's not like FF7:R has to deal with a console generation shift, an engine overhaul, and 95% of the staff being shifted / moved from the project to work on other projects to slow it down, unlike what happened when Versus became XV.
 

Pagusas

Elden Member
Looks like that recent Famitsu interview with Nomura was fully translated.

http://thelifestream.net/news/final...ke-nomura-interview-translation-from-famitsu/

The last line was especially interesting:

Lots of great info in there.

- Having to design them all again must be a lot of work. Are you not using the models from FFVII Advent Children (AC) or anything?

Nomura: AC was made with technology from 10 years ago, and visually with how it was stylised and such it wouldn&#8217;t fit in with the images for this game, so we&#8217;re not using them. We&#8217;re at the level now where we can get the realism seen in the NPCs walking around town in the trailer without trouble, so that&#8217;s why.

-All the characters are being rebuilt/redesigned for a realistic look, he is currently working on President Shinra's design at the time of the interview, They will not be using any of the past created assets (as those are 10 years old). They will not be using AC's visual style (YAY!!!)



&#8212; I&#8217;m curious to know if the game system is different as well.

Nomura: It has changed. I still can&#8217;t give you any details, but the system feels more immersive.

-They will be changing the gameplay system (I assume they mean battle system) to be more immersive.


&#8212; There&#8217;s a lot of parts that are being altered. But have there not been any opposing voices to changing things from the original?

Nomura: There certainly are some staff who put too much of a focus on the &#8216;VII-ness&#8217; and are resistant to changing it. But that FFVII-ness isn&#8217;t something you can easily point to and say &#8216;that&#8217;s it!&#8217; about, and it means different things for different people. I&#8217;ve got a lot of attachment to VII myself. But those &#8220;feelings&#8221; and being &#8220;trapped&#8221; by the FF of the past are two separate things. If you make up your mind, &#8220;&#8216;FF is like this,&#8221; then you can&#8217;t make FF.

-There is some internal push back against changes (staff that focus too much on what made VII feel like VII), but he believes you cant make a FF without being willing to change things and make something new. - This is the part that worries me the most. VII does have a legit feel, you can reproduce it, you can quantify it, you can point to what it is, so I hope they arent dismissing that.
 
I just found mine the other day as well. It really does look pretty bad flipping through it again.

Also found my VIII and IX guides.

I'm actually curious how those new guides they're making will turn out.
Same here, I wonder how detailed they are going to be. Those guides were really useful when I didn't have access to internet in the mid 90's by 2000, GameFAQs got me through most games.

These days, strategy guides are more or less glorified manuals. Everything you need to beat a game is online in a YouTube video.
 

Zukuu

Banned
Same here, I wonder how detailed they are going to be. Those guides were really useful when I didn't have access to internet in the mid 90's by 2000, GameFAQs got me through most games.

These days, strategy guides are more or less glorified manuals. Everything you need to beat a game is online in a YouTube video.

I still buy a guide with every Final Fantasy I play. It's somewhat of a tradition that started with 8. Sure you don't need them, especially int he age of online, but it's a different experience, a better one.
 
Looks like that recent Famitsu interview with Nomura was fully translated.

http://thelifestream.net/news/final...ke-nomura-interview-translation-from-famitsu/

The last line was especially interesting:

''but I promise that we will show you something surprising that breaks away from the concept of FF that we&#8217;ve seen so far.''

So something along the lines of what I said pages back.
I want it to be a resurgence of the ATB system. Made in a way that none of us could possibly imagine. Revolutionize the ATB system, Nomura. Give us what we didn't know we wanted.

At this point, with the criptic way Nomura has been describing the game, we are all seeing what we want to see in those quotes, as they can easily describe each gameplay system.
 
I still buy a guide with every Final Fantasy I play. It's somewhat of a tradition that started with 8. Sure you don't need them, especially int he age of online, but it's a different experience, a better one.

I feel like people suggest "Oh, you can just use GameFAQs", but man, for my money, it's a rarity that a GameFAQs resource is even remotely as useful as a printed, color strategy guide full of maps, a professional layout, etc.

Using a GameFAQs walkthrough for stuff is an exercise in frustration, even now, when I can pull it up on my phone.
 

antitrop

Member
Honestly, the thing was poorly written to shit, but in the day AOL wasn't pumping out decent enough guides to follow.

Ya, it's not a great guide, but I still use it to this day. I have it right beside me for the playthrough I'm currently doing. It's 18 years old and beat to shiiiiiiiit, but I love it. :)
 

Skilletor

Member
I feel like people suggest "Oh, you can just use GameFAQs", but man, for my money, it's a rarity that a GameFAQs resource is even remotely as useful as a printed, color strategy guide full of maps, a professional layout, etc.

Using a GameFAQs walkthrough for stuff is an exercise in frustration, even now, when I can pull it up on my phone.

I, personally, don't like to be "plugged in" when I'm playing games. I don't want to constantly have to check gamefaqs or whatever, searching for a specific term or looking for a solution at PRECISELY the place I am. It's much more convenient and relaxing for me to just play a game, and if I get stuck or need a reference, to open a guide that is neatly organized with headings, subheadings, and pictures, that will show me precisely what I need. Without the hassle and distractions that come with getting online for the same thing.

Also, I just love Nomura. I love that he's been consistent about what he thinks FF needs to be to grow from his early interviews from FFv13 to this most recent one for FF7. Guy is awesome. Can't wait to see all the new art he produces for this. <3 <3
 
I feel like people suggest "Oh, you can just use GameFAQs", but man, for my money, it's a rarity that a GameFAQs resource is even remotely as useful as a printed, color strategy guide full of maps, a professional layout, etc.

Using a GameFAQs walkthrough for stuff is an exercise in frustration, even now, when I can pull it up on my phone.

Back in in the early 2000s, GameFAQs was a godsend for 10 year old without money. I would use my parents 56K modem just to get FFVII FAQS and save them to a word document so I can read them without hogging the phone line, those were the days.

I never had the FFVII strategy guide for myself, but I remember borrowing a friend's copy just to glance through it.
 
Um no, they did try it, at the very beginning of last generation.

Lost Odyssey, Blue Dragon, Enchanted Arms.

There have been attempts.

I don't know if I'd call Mistwalker stuff high budget, at least in terms of development allocation. MS fronted the bill, but that doesn't change the fact it was a small team that was mostly outsourced. LO also had a ton of problems unrelated to its battle system (length of battles, loading times, lack of variety, the fact it was a boring as fuck game, etc). Can't speak for BD as I never played it, but I wouldn't be surprised if it also had problems like that.

And as said, they were 360 exclusives that had no nourished market for those kinds of games, which might have changed if MS didn't abandon the Japanese market quickly. All things considered, they actually sold pretty damn well.

And Enchanted Arms definitely ain't AAA budget.
 
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