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If you download the demo before May 11, you'll be able to get an exclusive theme from April 10 -- the day the game itself hits PS4. However, it won't give us the whole story -- the remake is being released episodically and the first part will only bring us up to the end of the Midgar section. Square Enix hasn't said when the next episode will come out, nor do we know how many episodes the adventure will be divided into.
This issue is also affecting players who downloaded the PS4 version of the game for free last year as part of PS Plus monthly games and are now unable to download the the Intergrade bundle as part of the subscription.
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Though we were a little bummed to hear that not only would Final Fantasy VII Remake be released in various chapters (how many, how often, and how much $ for each remains to be seen) and also would be arriving a little later than expected, we're equally pleased with today's surprise. In the wee hours of the morning, SquareEnix and the folks over at the PlayStation Store revealed that a free, playable demo of the upcoming title was available to check out more than a month ahead of the game's release. Too bad that we, and pretty much everyone else participating in the great experiment that is Capitalism, will have to wait until the end of the working day to check it out.
If the thought of playing a little bit of Final Fantasy VII Remake for yourself with today's demo isn't enough, Square Enix has packaged another sweet surprise in with the download to tempt you further. If you grab the file off of the PlayStation Store and fully install it to your PlayStation 4, you'll get a free PS4 theme prior to the full game's launch.
As detailed in the game's store listing, you'll be able to download an exclusive theme and deck your console dashboard out in all things Midgar. It'll become available from 4th April 2020, six days before Final Fantasy VII Remake launches, with the offer itself sticking around until a day later on the fifth. As you can tell from the image above, it's quite the beautiful, assumedly static theme too.
We had the chance to play four hours of Final Fantasy VII Remake at a recent preview event, so make sure to check out own thoughts on the game through the link. Have you downloaded the demo yet? Get to it in the comments below.
Incentive effective, just added the demo. Even though I don't really plan to play it... or the game itself, for that matter. I don't often go for remakes if I've already beaten the original, and VII was never the FF I wanted to replay either (such JRPGs are a rarity for me in themselves). I could go for a IX remake, mainly to hear the cast fully voiced as used to be the intention once - but if I want to revisit Gaea, I can just resume Crisis Core with its story I've yet to finish and the ton of side missions besides.
Development began in 1994, originally for the Super Famicom. After delays and technical difficulties from experimenting on several real-time rendering platforms, Square moved production to pre-rendered video, necessitating the huge capacity of the CD-ROM format and therefore departing Nintendo for the PlayStation. Veteran Final Fantasy staff returned, including series creator and producer Hironobu Sakaguchi, director Yoshinori Kitase, and composer Nobuo Uematsu. The game is the first in the series to use full motion video and 3D computer graphics, superimposing real-time 3D character models over pre-rendered CGI backgrounds. Final Fantasy VII introduced more widespread science fiction elements and a more realistic presentation, while the gameplay systems remained largely similar to previous entries, with the addition of new elements such as Materia, Limit Breaks, and new minigames. The staff of more than 100 had a combined development and marketing budget of around $80 million.
The central protagonist is Cloud Strife, an unsociable mercenary who claims to be a former 1st Class SOLDIER. Early on, he works with two members of AVALANCHE: Barret Wallace, its brazen but fatherly leader; and Tifa Lockhart, a shy yet nurturing martial artist and childhood friend of Cloud. On their journey, they meet Aerith Gainsborough, a carefree flower merchant and one of the last surviving Cetra; Red XIII, an intelligent quadruped from a tribe that protects the planet; Cait Sith, a fortune-telling robotic cat controlled by repentant Shinra staff member Reeve; and Cid Highwind, a pilot whose dream of being the first human in outer space was not realized. The group can also recruit Yuffie Kisaragi, a young ninja and skilled Materia thief; and Vincent Valentine, a former Turk, and victim of Shinra experiments. The game's main antagonists are Rufus Shinra, son of President Shinra and later leader of the Shinra Corporation; Sephiroth, a former SOLDIER who reappears several years after he was thought dead and seeks to harm the planet and become a god himself; and Jenova, a hostile extraterrestrial life-form imprisoned by the Cetra 2000 years before. A key character in Cloud's backstory is Zack Fair, a member of SOLDIER and Aerith's first love.
Square's developers retained the passion-based game development approach from their earlier projects, but now had the resources and ambition to create the game they wanted. This was because they had extensive capital from their earlier commercial successes, which meant they could focus on quality and scale rather than obsessing over and working around their budget. Final Fantasy VII was at the time the most expensive video game ever produced, with a development budget estimated between $40,000,000 (equivalent to $68,000,000 in 2021) and $45,000,000 (equivalent to $76,000,000 in 2021). Development of the final version took a staff of between 100 and 150 people just over a year to complete. As video game development teams were usually only 20 people, the game had what was described as the largest development team of any game up to that point. The development team was split between both Square's Japanese offices and its new American office in Los Angeles; the American team worked primarily on city backgrounds.
The game's art director was Yusuke Naora, who had previously worked as a designer for Final Fantasy VI. With the switch into 3D, Naora realized that he needed to relearn drawing, as 3D visuals require a very different approach than 2D. With the massive scale and scope of the project, Naora was granted a team devoted entirely to the game's visual design. The department's duties included illustration, modeling of 3D characters, texturing, the creation of environments, visual effects, and animation. Naora later defined the art style of Final Fantasy VII as "dark" and "weird". The Shinra logo, which incorporates a kanji symbol, was drawn by Naora personally. Promotional artwork and the logo artwork were created by Yoshitaka Amano, an artist whose association with the series went back to its inception. Though he had taken a prominent role in earlier entries, Amano was unable to do so for Final Fantasy VII, due to commitments at overseas exhibitions. His logo artwork was based on Meteor, though he was initially not sure how to turn it into suitable artwork. He finally created multiple variations of the image and solicited the staff members' preferences. The green coloring represents the predominant lighting in Midgar and the color of the Lifestream, while the blue reflected the ecological themes present in the story. Its coloring directly influenced the general coloring of the game's environments.
Another prominent artist was Nomura. Having impressed Sakaguchi with his proposed ideas, which were handwritten and illustrated rather than simply typed on a PC, Nomura was brought on as main character designer. Nomura stated that when he was brought on, the main scenario had not been completed, but he "went along like, 'I guess first off you need a hero and a heroine', and from there drew the designs while thinking up details about the characters. After [he'd] done the hero and heroine, [he] carried on drawing by thinking what kind of characters would be interesting to have. When [he] handed over the designs [he'd] tell people the character details [he'd] thought up, or write them down on a separate sheet of paper". The chibi sprite art could not be carried over from earlier games, as that would not fit with the new graphical direction. Naora, in his role as an assistant character designer and art director, helped adjust each character's appearance so the actions they performed were believable. When designing Cloud and Sephiroth, Nomura was influenced by his view of their rivalry mirroring the legendary animosity between Miyamoto Musashi and Sasaki Kojirō, with Cloud and Sephiroth being Musashi and Kojirō respectively. Sephiroth's look was defined as "kakkoii", a Japanese term combining good looks with coolness. Several of Nomura's designs evolved substantially during development. Cloud's original design of slicked-back black hair with no spikes was intended to reduce polygon count and contrast with Sephiroth's long, flowing silver hair. However, Nomura feared that such masculinity could prove unpopular with fans, so he redesigned Cloud to feature a shock of spiky, bright blond hair. Vincent's occupation changed from researcher to detective to chemist, and finally to a former Turk with a tragic past. 2b1af7f3a8