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Naoki Hamaguchi On Final Fantasy VII Rebirth: Synergy System & Gameplay Challenges

At Thailand Game Show 2023, I had the incredible opportunity to sit down with Naoki Hamaguchi, the driving force behind the highly-anticipated Final Fantasy VII Rebirth. As we eagerly await the release of this epic journey, promising to reinvigorate beloved characters and storylines, we ventured behind the scenes to uncover the magic of its creation.

In this exclusive interview, we delve deep into the creative process, offering you a glimpse into the evolution of key game systems, character dynamics, and the team’s commitment to addressing player feedback.

From the inception of the captivating Synergy System to Red XIII’s chocobo escapades, and the delightful surprises in Sephiroth’s lines, our conversation explores the many facets of this spectacular remake. We’ll also unravel the mysteries of achieving that coveted platinum trophy and discover the innovative features enhancing player control and replayability. So, join us on this journey as we unravel the visionary world of Final Fantasy VII Rebirth with its director, Naoki Hamaguchi.

This interview has been edited for clarity.

 

Can you describe the development process of the Synergy System & how it evolved as part of Final Fantasy VII Rebirth?

“The Synergy System wasn’t initially conceived as a standalone addition to the battle system. Its origins are rooted in the game’s narrative, particularly the story centred around Aerith in the city of Asralur. We aimed to enhance the player’s connection with the characters while exploring the expansive world map, which led to the creation of the Synergy System.

Interestingly, the development of the intermission DLC and this game were happening concurrently, which played a significant role in shaping the Synergy System. We drew inspiration from our work on the intermission, and it ultimately influenced the evolution of this innovative gameplay mechanic.”

 

Are there any specific scenes or interactions between Cloud and the other party members that players must actively seek out and trigger within the game?

“In Final Fantasy VII Rebirth, players can anticipate one of the most eagerly awaited moments, the Gold Saucer date event. This time around, the game is a departure from the previous version in the sense that we’ve introduced a plethora of quests and content beyond the main storyline. Unlike the previous iteration, we’ve expanded the gaming experience to include side quests, as previously mentioned in the press conference. Moreover, players will discover numerous optional content pieces, each offering a unique experience. You can engage with both the essential elements and the extras, providing a diverse and enjoyable journey.”

 

What was your primary source of inspiration when revisiting Final Fantasy VII for this project?

“When I initially contemplated remaking this game, I faced a significant challenge – finding the right approach. The daunting aspect of working on a game with an iconic title like Final Fantasy 7 was the potential for fan disappointment if we didn’t strike the perfect balance.

The crux of the matter lay in determining what to preserve and what to evolve. This was particularly challenging because we needed to convey to players what had changed and what remained unchanged in Rebirth. During this phase, my inspiration struck during a visit to the movies, specifically Disney’s “Beauty and the Beast.”

While the narrative of the movie hadn’t drastically changed, what intrigued me was the transition from animation to live-action. This experience illustrated the importance of preserving the core while exploring new possibilities, a concept that resonated deeply with our approach to Final Fantasy VII Rebirth.”

 

What was the rationale behind the decision to allow Red XIII to ride alongside the main cast on chocobos?

“There were two key factors influencing this decision. First and foremost, when we were conceptualizing the chocobo riding system, the designer in charge of it created an adorable design for Red XIII riding a chocobo. This design resonated with us as it added an endearing element that we believed players would appreciate in a character-driven game. We sought creative input from the game’s director, Tetsuya Nomura, who also favoured the idea, further solidifying our choice to include it in the game.

The second point is related to the chocobo’s unique abilities, such as flying and jumping, which are exclusive to chocobos in the game. Red XIII, being a character with distinct abilities of his own, wasn’t designed to have these particular chocobo skills. To ensure consistency and coherence in the game world, we decided to allow Red XIII to ride chocobos with their special abilities.

Furthermore, we explored whether Red XIII would ride a chocobo alone or have another party member join him. This aspect was considered to provide players with even more flexibility and strategic options during their adventures on the world map.”

 

Can you explain the reasoning behind the unexpected playful tone in Sephiroth’s lines during the demo?

“When we were working on the playable section in Nibelheim from six years ago, it wasn’t just about Sephiroth; it also revolved around Cloud. We received various feedback and opinions regarding Cloud’s character.

Cloud is a character that’s closely scrutinized, and Sephiroth, despite his formidable presence, remains a human being. Thus, portraying Sephiroth during that period was a complex task. Furthermore, when it comes to Cloud, it’s not just Cloud alone; it’s a blend of Cloud’s memories and Zack’s memories.

As you might have observed while playing the demo, our aim was to highlight this aspect. When we decided to create Final Fantasy VII Rebirth, we had two main reasons. First, we didn’t intend to change the story but rather utilize modern techniques to bring out elements that players might not have noticed in the original Final Fantasy VII.

This includes exploring the characteristics of Cloud and Sephiroth. The other reason was our awareness of the original story and the subtle differences that existed. We engaged with the fanbase to explore their expectations for the future, and their enthusiasm was palpable.

This idea of change and anticipation is a central theme in this remake, encompassing both the remake itself and the intermission content. During the remake development, we introduced the Whisper characters to make users contemplate the possibilities of future changes.

Of course, Whispers appear in this work, but we also introduce Zack. By having Zack in the narrative, we aimed to provide users with insights into the evolving world and the game’s future direction.

This is the essence of the game’s charm. The second reason for this approach is to introduce new elements and encourage users to consider how these elements might impact their experience.”

 

To follow up on that, there’s a scene where Sephiroth says that Cloud is a puppy, which the fans love. What was the reaction of the development team when they saw this?

“The warm reception of that scene was precisely what we had strived for. We dedicated considerable effort to fine-tuning Cloud’s voice and facial expressions, ensuring they exuded a soft and relatable quality. The interaction between Zack, Cloud, and Sephiroth aligns with the development team’s intentions, and it reflects the meticulous attention we put into shaping the characters. We hope these efforts resonate with players and enhance their experience.”

 

Will it be easier or harder to reach Platinum in this game & how do storytelling & world map exploration factor into this? Also, what features enhance player control & replayability in the game?

“Obtaining the platinum trophy in this game is quite challenging, and it’s by design. We’ve put significant emphasis on storytelling and world map exploration, exceeding the game’s volume compared to the previous version. To achieve the platinum trophy, thorough and comprehensive gameplay is necessary. This means not only mastering the trophies but also embracing the broader elements of the game.

In this remake, the world map and exploration add another layer of complexity. Players must collect materials and items, which can be quite demanding. This isn’t just about trophies; even after completing the game, we’ve incorporated features that allow you to replay specific chapters. You can select the state of your quests, resetting cleared quests, or making past quests available again.

We’ve given players more control and flexibility, not only in terms of trophy limitations but also regarding quest situations. Users can choose which quest situations they want to revisit, whether to return to quests they’ve completed or even reset quests altogether.”

 

Is there a specific aspect of the original Final Fantasy VII that stood out to you as particularly exciting to reimagine or revisit?

“Well, it’s hard for me to pick a single best part because I’ve poured a lot of effort into this project. However, if I had to choose, I’d mention the president’s parade in Lufthansa. In the original version, this parade was a simple mini-game, and Cloud had to seamlessly join the parade. If done well, Rufus would compliment him, and that was it.

The key was to preserve the essence and core concept from the original while updating it in a modern way. In Rebirth, we’ve taken that concept and given it a modern twist. When Cloud and the others arrive in the city, they’ll infiltrate Rufus’ ceremony. The development remains similar, but Cloud and players will explore the city and create their own parade stage. They’ll gather soldiers to craft their unique parade stage, even allowing multiple soldiers to combine to create it.

This approach introduces variety into the parade mini-game, altering both its content and difficulty. We’re respecting the original elements while delivering a more enjoyable and contemporary entertainment experience, which is the charm of this title. We’ve retained the respect for the original while updating the performance for today’s gaming scene. For example, in Rebirth, Cloud can not only perform well in the parade but, upon reaching Junon, create his own party of soldiers to join the group, offering a unique combination of soldiers for each player. This adds a layer of variety and entertainment that wasn’t possible back in the day.”

 

What lessons did you draw from the feedback received for Final Fantasy VII Remake while working on Final Fantasy VII Rebirth?

“This Final Fantasy VII project is a trilogy, and to maintain player interest and excitement throughout, we knew the third game needed to offer a sense of evolution and surprise. We aimed to address player feedback, which included requests for a more open game experience, allowing players to explore the story as they wished.

In Rebirth, we wanted to provide a greater degree of freedom, enabling players to choose their paths, be it in the main story or side quests. This approach allowed players to feel more in control of their journey, even if they didn’t engage in every side quest. It was important to us that players could decide where to focus their attention.

Additionally, in Rebirth, we intentionally made certain parts of the game, like the mini-game in the world market, more challenging. The idea was to create a sense of accomplishment and memorable experiences for players when they cleared these difficult sections. While some players found these challenges frustrating, it was a deliberate choice to make these moments stand out and be more rewarding for those who persevered.”

Final Fantasy VII Rebirth is slated to launch for the PS5 on 29 February 2024.

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