Crisis Core: Final Fantasy VII Reunion ‘More than a Remaster’ trailer, screenshots, and general FAQ - Gematsu

2 years ago 31

Square Enix has released a caller trailer, screenshots, and wide FAQ for Crisis Core: Final Fantasy VII Reunion. The trailer, dubbed “More than a Remaster,” highlights the game’s graphics overhaul, recently arranged soundtrack, afloat voiced dialog successful English and Japanese, and updated combat system.

The FAQ, which was released alongside the game’s resolutions and framework complaint details for each platforms, dives into challenges regarding the PC port, processing a crippled for aggregate platforms, and more. Get the afloat happening below.

■ Resolutions and Frame Rates for Each Platform

  • PlayStation 5 – 3840×2160 solution astatine 60 frames per second
  • PlayStation 4 Pro – 3840×2160 solution astatine 30 frames per second
  • PlayStation 4 – 1920×1080 solution astatine 30 frames per second
  • Xbox Series X – 3840×2160 solution astatine 60 frames per second
  • Xbox Series S – 1920×1080 solution astatine 60 frames per 2nd (60 frames per 2nd aft Day 1 patch)
  • Xbox One X – 3840×2160 solution astatine 30 frames per second
  • Xbox One S – 1920×1080 solution astatine 30 frames per second
  • Xbox One – 1920×1080 solution astatine 30 frames per second
  • Switch (TV Mode) – 1280×720 solution astatine 30 frames per second
  • Switch (Handheld Mode) – 1280×720 solution astatine 30 frames per second
  • PC (Steam) – Display-dependent solution astatine 30 / 60 / 120 frames per second

Notes

  • “Frames per second” is astir the described framework rates Variable framework complaint with the described values arsenic the maximum.
  • Frame complaint connected Xbox Series S mentation 1.0.0 is 30 frames per second, but a Day 1 spot is planned to beryllium released truthful mentation 1.0.1 volition beryllium 60 frames per second.
  • The show tin beryllium changed arsenic beneath connected Steam.
    • Screen Mode – Windowed / Virtual full-screen / Full-screen.
    • Screen Resolution – Display-dependent.
    • Frame Rate – 30 / 60 / 120 frames per second.
    • Vertical Synchronization – On / Off.
    • Texture Quality – High / Medium / Low.
    • Shadows Quality – High / Medium / Low.
    • Anti-Aliasing – High / Low / Off.
    • Ambient Occlusion – On / Off.

■ FAQ

1. What are the main differences betwixt the PC and the console versions?

There are nary differences successful existent crippled contented betwixt the PC and console versions.

However, The PC mentation has further elaborate graphical settings, which let the idiosyncratic to tailor the surface settings to their ain PC hardware setup.
In addition, it besides supports keyboard and rodent controls for PC users.

We person added successful abstracted cardinal configuration options for keyboard and rodent play, connected apical of the controller configuration settings, allowing each players to customize their preferred power method however they like.

2. Have determination been immoderate peculiar challenges regarding the PC port?

We utilized a crippled motor designed to enactment aggregate platforms, truthful it was comparatively casual to get the crippled itself running.

However, PC mentation players volition beryllium playing connected galore antithetic hardware environments, truthful it was rather hard enactment supporting each of those.

In particular, arsenic determination are truthful galore imaginable displays with antithetic surface resolutions and antithetic types of keyboards, we needed to instrumentality the game’s systems successful a mode that would enactment with each the assorted antithetic combinations we could envisage.

In addition, the archetypal crippled was developed for user console platforms and designed to beryllium played utilizing a controller, truthful we needed to accommodate it to play comfortably with keyboard and rodent controls arsenic well.

3. It’s a immense undertaking processing a crippled for each disposable platforms! So however did you bash this?

We utilized the crippled motor to enactment aggregate platforms.

As the specs for each level are different, we measured the respective processing burdens and acceptable the optimal solution and framework complaint for each platform. Even aft doing that, determination were inactive immoderate events wherever the processing load was high, truthful we made further adjustments connected a cut-by-cut ground for these.

4. The archetypal PSP mentation was moving successful 480×272 pixels! How was it imaginable to update the creation assets truthful that they look large connected modern 4K screens?

We paid peculiar attraction to adding successful a measurement of other accusation to the graphic information to realise the good details that could not beryllium depicted with the PSP’s surface and information size.

We referred to different titles successful the FINAL FANTASY bid portion re-designing and updating each of the effects and UI from scratch.

The rendering travel is besides wholly antithetic from however it was successful the original, truthful alongside tuning the engine, the summation of caller lighting and post-processing effects etc. besides contributed to greatly improving the ambiance created by the graphics.

In bid to marque the visuals arsenic creaseless and charismatic arsenic possible, we besides carried retired good tuning connected the processing load connected a scene-by-scene basis.

5. The PC mentation supports 120 frames per second. How overmuch is this changing the feeling and prime of the gameplay?

By supporting 120 frames per second, it is imaginable to connection adjacent much comfy gameplay connected a creaseless screen.

The decorativeness is specified a precocious prime that we consciousness adjacent PC players who play precocious extremity games a batch volition consciousness astatine location with it.

6. Is the PC mentation utilizing immoderate dedicated transcript extortion strategy similar Denuvo?

We are not utilizing Denuvo but the crippled information is encrypted.

7. Which motor and middleware tools person been utilized during improvement and why?

We utilized Unreal Engine 4.

The crushed we chose Unreal is that it supports aggregate platforms and is designed for high-end crippled development.

In addition, the archetypal PSP mentation was developed successful C++, truthful erstwhile we considered porting implicit the root code, the information that Unreal Engine tin usage C++ was different origin affecting the decision

8. What is your favourite portion / diagnostic / constituent of the crippled regarding graphics and tech?

We aimed for thing betwixt a remake and a remaster with the improvement of this title.

As a result, we were capable to marque it a merchandise that matches unneurotic what made the archetypal large with tuning and updates suited to the modern era.

In presumption of points we privation to gully peculiar attraction to, 1 happening that adjacent the improvement squad was amazed by was that the caller variation runs beauteous overmuch from the archetypal game’s programming. Even though the assets person been updated and the presumption renovated, the fig of “bones” successful the quality models remains beauteous overmuch the aforesaid arsenic it was connected the PSP. We did adhd successful caller bones for character’s fingers and wherever we updated the designs of their covering successful immoderate places, but the main assemblage structures, faces and hairsbreadth are fundamentally the aforesaid arsenic successful the PSP original.

Due to the improvement docket and the measurement of assets, it would not person been realistic to physique everything again from scratch and marque large adjustments to it, which is wherefore we decided to grip it successful this way, but erstwhile we archetypal saw footage of the caller mentation up and running, we realised that we were capable to execute adjacent amended textures than we imagined possible.

In presumption of adding successful caller bones to the models, the method settings were from the low-polygon era, with the animations acceptable into them, but the information that the finished visuals inactive clasp up erstwhile viewed contiguous truly spoke of the method accomplishment of the archetypal improvement team. We felt renewed determination that we had to make this caller mentation decently arsenic the inheritors of that spirit.

You truly tin telephone this a crippled that crosses generations.

9. Music remastering: Was immoderate caller tech added present similar situation sound, Dolby Atmos, 3D audio (PS5) which added to the process / development. How does this amended the prime of the acquisition for players?

For the remastering of the dependable effects, we utilized situation dependable successful each aspects and strived to amended the immersion into the crippled done the sound, focusing connected players who person high-end audio setups.

10. When talking astir audio this is besides the archetypal clip we person had the crippled with afloat English VO and utilizing the aforesaid voice-over actors arsenic Final Fantasy VII Remake. How breathtaking was it for the squad to bring the characters to beingness successful FF CC Reunion?

The archetypal lawsuit scenes were large too, but with afloat dependable overs, they present fto you acquisition the emotions of the characters with adjacent much immediacy.

It truly moved america erstwhile the dependable information was each successful the container and we looked implicit the finished lawsuit scenes.

The fig of lines recorded for the main quality Zack was evidently high, but Kunsel had a amazingly ample fig too.

11. The cinematics were wholly redone with Image Studio (former Visual Works) tin you speech a spot astir the tech that was used? Did they usage immoderate of the archetypal crippled for these sequences oregon did everything person to beryllium done from scratch?

Image Studio (Previously Visual Works) attack to this rubric was that we wanted to present the aforesaid content from the cinematics that the archetypal crippled did, due to the fact that it was truthful good received backmost erstwhile it was released successful 2007. To this extremity we utilized up-conversion (an representation enlargement method) that incorporates AI algorithms and unsocial representation investigation techniques erstwhile making the movie scenes.

In addition, we besides wanted to marque caller elements, specified arsenic the sword that the main quality wields and the logos that look successful the story, look arsenic if they had been determination successful the archetypal each along, truthful we deliberately avoided utilizing modern, realistic textures and alternatively incorporated a method that progressive tracing the textures disposable astatine the clip of the archetypal improvement for each idiosyncratic cut. Even though we enactment our efforts into this seamless incorporation concept, we were inactive delighted that galore fans noticed each the changes arsenic soon arsenic the trailer was archetypal broadcast.

As an exception, the cinematic summon animations that person a nonstop effect connected gameplay are wholly re-worked to heighten the pacing and tempo of play portion keeping the consciousness and interaction of the archetypal versions.

15 years person passed since the announcement of the archetypal Crisis Core: Final Fantasy VII, truthful we did not conscionable instrumentality to the outer aspects similar the quality models and rigging, but considered perfectly everything, starting by looking consecutive into the subordinate acquisition and making a caller introspection of each the characters.

The movie instauration squad past enactment unneurotic suitable stages, actions and ocular effects based connected the results of those analyses.

The Image Studio squad sincerely hopes that players volition bask each the cinematics successful this title.

Crisis Core: Final Fantasy VII Reunion is owed retired for PlayStation 5, Xbox Series, PlayStation 4, Xbox One, Switch, and PC via Steam connected December 13.

Read Entire Article