Guess Square are waiting for Spencer to fork out some money for a port.I remember when FF VII Remake was supposed to be a timed exclusive and would come to Xbox One.
Guess Square are waiting for Spencer to fork out some money for a port.I remember when FF VII Remake was supposed to be a timed exclusive and would come to Xbox One.
I will play this when the whole trilogy is out on whatever hardware I prefer than (probably Switch 2 or 3).
I will play this when the whole trilogy is out on whatever hardware I prefer than (probably Switch 2 or 3).
FF is pretty much a Sony franchise at this point I would make your peace with it.
Nah Part 3 will probably be out toward the end of PS5 life.Better to bet on PS7
That's my biggest hope for this game, too. Remake Pt 1 felt way too confined and like it was stretching out a very thin amount of material over a way-too-long game. But once you leave Midgar, there's actually tons of space to play around in and that should solve that problem. Just depends on how they do it and really what the overworld looks like. How do you convey traveling around to tons of places like that without a world map, but also not have you just endlessly walking over giant empty zones? I'm really interested how they do it.I finally beat Remake for a second time. This time in PS5. I really really hope Rebirth captures that sense of adventure and scale post-Midgar FF7 had.
Yeah, the linearity kills the game in replays. Lots of force and stop. Force slow walking. Even in areas they could open up, feels linear. Like Shinra break-in, probably the most disappointing part re-imagined in Remake for meI finally beat Remake for a second time. This time in PS5. I really really hope Rebirth captures that sense of adventure and scale post-Midgar FF7 had.
They should just make it zoned based like Final Fantasy XII and XIV. Wide open zones with exploration and room for extra combat content, but also not overly large and barren.That's my biggest hope for this game, too. Remake Pt 1 felt way too confined and like it was stretching out a very thin amount of material over a way-too-long game. But once you leave Midgar, there's actually tons of space to play around in and that should solve that problem. Just depends on how they do it and really what the overworld looks like. How do you convey traveling around to tons of places like that without a world map, but also not have you just endlessly walking over giant empty zones? I'm really interested how they do it.
They way they stylized Shinra HQ made it seem like they ran out of budget. It's so lifeless, empty, and bland compared to how it's envisioned in the original game. Compare Shinra HQ to how well they designed Wall Market, it's like a whole different game / developer.Yeah, the linearity kills the game in replays. Lots of force and stop. Force slow walking. Even in areas they could open up, feels linear. Like Shinra break-in, probably the most disappointing part re-imagined in Remake for me
I also hope the writing is better then remake. But after playing Crisis Core. I have no hope.
But as long as the gameplay is far improve then the great start they got. I’ll be interested enough to to play thought it the entire game.
I actually enjoyed the Shinra HQ quite a bit. It perfectly captured the after hours vibe of a soulless corporate building.They should just make it zoned based like Final Fantasy XII and XIV. Wide open zones with exploration and room for extra combat content, but also not overly large and barren.
They way they stylized Shinra HQ made it seem like they ran out of budget. It's so lifeless, empty, and bland compared to how it's envisioned in the original game. Compare Shinra HQ to how well they designed Wall Market, it's like a whole different game / developer.
It honestly doesn’t feel like they ran out of budget. It seems to be a stylistic choice, the looks and feel of Shinra is the same as the menu’s and “technological” aspect of the game. The lifeless and emptiness is just like most of the game in all honestly. Wall Market isn’t all that dramatic either. The outside looks good with some color and dirtiness of it. But it always felt like a “hub” to me personally, rather then a town(sector in this case)They should just make it zoned based like Final Fantasy XII and XIV. Wide open zones with exploration and room for extra combat content, but also not overly large and barren.
They way they stylized Shinra HQ made it seem like they ran out of budget. It's so lifeless, empty, and bland compared to how it's envisioned in the original game. Compare Shinra HQ to how well they designed Wall Market, it's like a whole different game / developer.
I don't really see a correlation to Crisis Core's writing and FF7R's, given that Crisis Core was first written over 15 years ago. I'd expect something overall similar to Remake though.Yeah, the linearity kills the game in replays. Lots of force and stop. Force slow walking. Even in areas they could open up, feels linear. Like Shinra break-in, probably the most disappointing part re-imagined in Remake for me
I also hope the writing is better then remake. But after playing Crisis Core. I have no hope.
But as long as the gameplay is far improve then the great start they got. I’ll be interested enough to to play thought it the entire game.