Reconstructing the play's symbols is never an easy task. Two decades remain after fans withdrew the adoption of Final Fantasy VII when the original credits were released, came a welcome reunion. And since its inception, Square Enix has introduced us to the likes of & # 39; Reake & # 39; the likes of Cloud, Barrett, Tifa, Aerith and Red XIII. All are welcomed with open arms.
And one of the main characters (literally) benefiting from the graphical heft PS4 and Unreal Engine is provided by Midgar. A place you might have been exploring this week in a recently released demo.
Even back in 1997 and receiving a small fraction of it all, the city left an improbable mark. From the dirt shacks that drained underneath it until Shinra's headquarters in its center, this place felt real.
Recently opened Remake cache it showed much of what was left of our imagination in the original genre. Flying between biscuits and going down the sidewalks, we not only experience the daily life of the residents of Midgar, but we get a sense of how much Plato Enix changes. The city's steampunk scene is now fully realized.
And with that promise of Midgar's expanded, yet familiar, sequel to all of us exploring on April 10th, we sat down with producer Yoshinori Kitase and director-producer Naoki Hamaguchi to go over their milestones and talk about design studio decisions made when rebuilding this beautiful PS4 city .
1. Beyond Wasteland
The original scene is completely different from the original, giving us a bird's (literal) view of the area around the city. The meaning of life. I ask if this is just the beginning of another central theme: the destruction of the earth due to industrial development. Kitase acknowledges that is one reason. "We didn't want to go up there with it," the producer said. "But there is so much that (Midgar) is harming the environment."
2. Immigrant Child References
Then we turn it into a big, sunny city. It's a Midgar side we haven't seen since the 2005 Advent Children. Did the studio use any of the observations from the next tie game or restarted?
"We were referring to Advent Children and to another series previously created when we built Midgar," explained managing director Naoki Hamaguchi. “But one of the main things we have reorganized is that there will be the size of the city itself. The reality is not unreasonable when you consider the size of individual buildings and how large they were in comparison with the rest of the city. It was really lowered; we are actually committed to making Midgar a reality. The size of the buildings, and the density … is one of the major things we intend to change. ”
3. Building materials for the city
So does that mean the studio has a well-crafted map of Midgar? Sort, according to the director. "We didn't make it all the same quality or level of detail like the actual places you visit in the game, but we found the whole city and which of those places."
But that is not set for the party to answer an important theoretical question: is it possible that city-building can actually work? “You know the construction of Midgar; is a huge pillar, and each sector is supported by its bottom pillar, ”continues Mr Fuchi. “We worked the right size and construction, how many columns would be too large to support the weight of the plate above them. And the shape of the pillar bees and the tunnels would have to go to function as a physical structure.
"All of that has been dug into the hole and we have a good understanding of the details of how Midgar was built by the city."
4. Daily life in Midgar
Yoshinori Kitase: “We wanted to show the daily lives of the residents of Midgar. (In part) to show how they lived in this great empowered city of Mark, how and when they used it, to tell that part of the story.
"The real genre started right at the bombing machines. We wanted that feeling that things were already going on, you were in the middle of the action. But if you went from there to the post-bombing opportunity, you wouldn't understand the impact it had on the daily lives of the residents before the event interrupted them. with this kind of home. "
5. Dyeing of buildings
Glittering boats give way to small brick buildings. There are ideas for construction work as we reach the road level. The city is constantly growing, building itself, building its history. "The idea is that the city is built from the middle and the middle," said Kitase. “You can also see the various building styles as you emerge from the center, up the edge of the city. We made a small effort to make it feel as though it was growing as the city built out. ”
6. Drop-down play area
A general idea for those who poured over the 2015 announcement trailer, the playground serves as a news tool to unravel economic inequalities among Midgar residents. But not just between those who live in the flats and those in the basement. “In each sector you find the difference between rich and poor. Each plate is its own home, ”said Mr Mfguchi. “There are some places in those old, beaten up places. The playground is used to indicate that there are burned out areas that are not well located in the city center. "
7. The lifeblood of the city
Yoshinori Kitase: “Until (at this point in the beginning) we saw the benefits of staying with Mark. It supports a comfortable lifestyle in the city. But what is presented here of the Mark mirror reaction is that not all sunlight and rain; there is a dark side to Mark. ”
8. The flower girl
The reboot of the first thumbnail opening appears for a few minutes in the Remake version. "I felt like it was a big change," Kitase said of the new version, as we stepped out of the sky holding Mark's head above the alley and Aerith face.
9. Traveling on a loveless road
The panel takes us out to the Midgar entertainment complex, Loveless Street, complete with cinemas and other venues. We see that its proximity to Reactor No.1, your action there will only destroy this peaceful region. "The player will see how (the Reactor bombing) affects the city," explained Brotherguchi. “We want them to feel conflicted about the consequences of their actions. That's why we show this place in so much detail. ”
10. Industrial Code
In the Remake, Shinra's headquarters is unaffected. At least outside. “We didn't want to disturb the exterior of the building, as it could affect people's memory of what Midgar should look like. Inside, as in the building on the floor, a great redesign appeared. Magguchi is still detailed. "It's something we want players to find when they're inside."
11. A city with many experiences
Noki Hamaguchi: “The important concept we have worked on is that the player must be able to earn Midgar. Each place inside has different ideas and different personalities. There is a different style of game experience waiting for each of them. ”
12. Lighting is powered by Unreal Engine
Noki Hamaguchi: “We have used new technologies to improve the game's lighting, to make the city of Midgar feel as real as possible. A network of over 100 synchronized PCs perform physics simulation, calculating to show what it is and how the headlights will emit from anything in the system. By doing that we have been able to create a sense of urban atmosphere. ”
What do you think of the recycled Midgar? Leave your thoughts on what you saw in the demo so far in the comments below!
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