

If you pay attention to this while playing, you should notice the point where the overall presentation changes between the first and second parts of the area. This gives the player a feeling of getting closer to the pillar and to lays the groundwork for mood the of the next chapter. However, in the second half you get to see the battle for the Sector 7 pillar playing out from the playable camera, with helicopters hovering around it. In the first half of the area up to the battle with the Ghoul, we concentrate on the ghosts, and do not really touch on the actions of Shinra much. The ideas here were all created fresh for the remake, rather than being things that were not implemented in the original game.įor this location we had the most trouble with incorporating the ghostly elements in a way that did not interfere with the overall tempo of the story as the team hurry towards the Sector 7 pillar.Īfter experimenting with several different things, we decided to move away from trying to merge the feeling of hurrying towards the pillar together with the ghostly elements and instead went for a two-part construction where the focus shifts between them halfway through the area. What was the most challenging thing about creating the Train Graveyard chapter? Overall were many of the concepts behind the Train Graveyard in FFVII Remake taken from ideas that perhaps did not make it into the original FFVII, or were they all brand-new for Remake? In addition, we sometimes also change and adjust the textures while character data is being created, in order to make the final design fit in with the area in which it appears, as sometimes there can be situations where a model merges with the background and becomes hard to see. Takai to settle on the one that best fits the design. The textures used on a character vary depending on the personality of that character and how they are used in the game, but in most cases we come up with several possibilities at the illustration stage and then check these over with Mr. We decided on cloth after thinking what kind of texture would be best to maintain the ghostly feel of the monster once it had manifested and not ruin the effect. How do you decide on the textures and details for these kinds of monsters? The original version appeared as a white, spirit-like monster, but when I first saw the new design, I realized that the white body was supposed to be cloth all along. The Ghost enemy from the original FFVII appears here in the remake too. Motomu Toriyama (Co-Director(Scenario Design)) Like the previous chapter, this was another section that was important for building the relationship between Tifa and Aerith, and we tied it in so that it would be effective when Aerith leaves the party in the next chapter. We had decided to make the Train Graveyard its own chapter and so we added in some episodes that were not in the original game to construct the story there. Was there ever a concern that this could break up the flow of the story and was this considered during development? There's a very distinct change in tone during this chapter of FFVII Remake. With that warning out of the way, let’s mosey… If you've yet to play Final Fantasy VII Remake, go and play it now, and if you read on. Previous Chapter: Final Fantasy VII Remake Revisited Chapter 10.First Chapter: Final Fantasy VII Remake Revisited Chapter 1.Check out the first and most recent chapters here: We've been revisiting their thoughts, memories, and anecdotes from the creation of the game. This year is Final Fantasy VII’s 25th Anniversary - and the celebrations have begun!Īs part of the ongoing festivities, the development team behind Final Fantasy VII Remake have graciously agreed to dive deeper into the game than ever before.
