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New Final Fantasy VII Remake Gameplay Screenshot

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I need a demo of this. Part of me is secretly hoping the reason FFXII Zodiac Age is coming so late is due to a demo.
 
The UI looks good already. I love that the elements of the original is present. Looking forward to see what is their take for an action gameplay based on these elements.
 
The circles all over the map indicates (I think) a new mechanic in which I think the player should avoid standing in. Perhaps Guard Scorpion's (or any enemy for that matter?) "special attacks" e.g. tail laser?

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the one cloest is red. i reckon thats where a missile will hit.

the other points are points you can stand?

edit: looking closer, maybe it is just where missiles will land.
 
This gives me a little more hope the game development is progressing at a reasonable pace, it looks at least now it could be a playable demo.
 
Did it though? I dont remember ever using it. Warp points were effectivly the same if I remember.

It's only real purpose was to recover HP and maybe MP.

I don't recall ever using it outside of the tutorial plus warp points were more effective.

Back on topic: I like what I'm seeing so far and I'm loving that command menu. Hope it isn't too long before we get some more info.
 
Also, the limit break meter having 3 "bars" signifies that you'll be able to charge them up. Maybe just more power? Who knows, but maybe this is their way of gaining different levels of limit breaks? One bar = Braver. Two bars = Climhazard. Three bars = Meteorain?

Naaaaaaaaaaah everyone knows by now first bar is some en-wind SB and then the next two are OSB OSB.

Except now you just abuse his USB to do like 200k damage a turn.
 
You won't see outside of Midgar until ep2 most likely, so I'm guessing 2023 or so (not joking btw).

This is why I REALLY want to see Episode 1 skip the current gen and be a launch title for the PS5 gen. Otherwise, once all the episodes are done a full playthrough of this one game will span (at least) two console generations. And even if they release a "complete" package for the PS5 so you don't need two consoles to play it on, you're still dealing with a graphically weaker first part of the game, and having to put up with that visual disparity. It just won't feel like one package.
 
I hope this game feels more responsive than FFXV did...

Or better yet, give me an option for a battle system more similar to the original.
 
Strong KH vibes only make me more excited!

This game really is just the resurrection of Versus XIII, isn't it? Even the HUD looks remarkably similar to the early VXIII trailers.
 
It looks similar to the original combat for Versus, and if that's true, I'm excited. The biggest blunder I thought FFXV made in terms of combat was removing the feature from Versus that allowed you to switch between characters.
 

If the UI's not even final, I sincerely doubt balancing such as damage numbers and HP levels are final either.

The game is 5 years from being released and some people don't get this? Stage/stat-balancing is something that usually happens very late during the game development. Same reason why we see e.g. enemies in Dark Souls being very weak during previews. Shit's undertuned for preview-purposes.


Got it. Thanks, lol.
 
I don't care for stealth mechanics, so hopefully that's kept to a minimum.

The ATB and triangle moves are sorta giving me KH Birth By Sleep vibes. I wonder if you'll be able to do normal attacks all the time, but triangle moves can only be done once the ATB fills up?
Also, those L1 and R1 on the command menu are curious too. I wonder if that allows you to do more shortcut moves, or if it is to switch characters?

Need a video to do some proper analysis.
 
No, I'm serious. That pic of Guard Scorpion is enough for me to say that this might as well just release now and immediately become the best of all time.

Of all time.
Yeah, that worked out well the last time
sass2.png





Worked in FFXV.
You know what? I just realized I didn't take cover in FFXV even once in my 120 hours, lol. Totally unnecessary if you can just warp in and out quickly all the time.
 
I'm still in two minds about the action approach.

While XV definitely turned me around on the idea that action doesn't belong in these games after they proved they could do "action" while retaining enough turn-based design philosophy to make it feel like a natural progression rather than a jarring change, I'd absolutely love to see more modern takes on a more pure turn based system.

There's something highly relaxing about old-school FF turn based gameplay, and the desire to play something like this is always strong. And while I'm aware modern turn based games exist, I /really/ want one set in a big-budget FF world.

Anyway, more on topic... those screens look really great.
 
I'm in the "excited the remake ditched turn based" camp, not because I don't adore turn based, but because the original isn't ever going away so it's nice to try something new.
 
Anyone got a clue if we're manually moving in battle, or if they're on auto like XIII? Maybe it's a mixture of both; allows the player to focus on the higher strategy whilst the the movement is on auto-pilot, but manually take over to dodge AOE's etc.
 
Going by that analysis linked a page or two back, this is looking more and more like a command based system with action elements as opposed to full out action with ATB tacked on to one of the mechanics. That seems like a reasonable middle ground.

How do they have so much HP at the guard scorpion?
It's a demo. Character & stat balancing typically doesn't happen until later on in development.
 
Anyone got a clue if we're manually moving in battle, or if they're on auto like XIII? Maybe it's a mixture of both; allows the player to focus on the higher strategy whilst the the movement is on auto-pilot, but manually take over to dodge AOE's etc.

Since we see Scorpion's missile targets on the ground which the player will have to dodge, movement should be manual.
 
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