Cyberconnect2 is using UE4 for thier other games..
So is SE with Kingdom Hearts III and Capcom on Street Fighter 5.
Cyberconnect2 is using UE4 for thier other games..
I meant the 2006 announcement. Also I'm pretty sure Nomura didn't leave FFXV until 2014.XV has been in production since 2012 so it was probably pretty damn early. I dunno about KH3 but I'd expect that one to have started at a similar time considering that's when Nomura left Versus
Figured, but that's probably still further along than Type-Next. =/Hi, we have this CG trailer and base concepts. Please understand.
Oh, 2006 was basically just a few logos no? It was probably in pre production back then lolI meant the 2006 announcement.
I want to say they released the first CG trailer a month after the announcement, but I wasn't following the project back then so I might not be exact.Oh, 2006 was basically just a few logos no? It was probably in pre production back then lol
So is SE with Kingdom Hearts III and Capcom on Street Fighter 5.
Proprietary engines in this day and age are just dumb for Japan. Capcom is paying a big price for Panty Raid right nowYeah it seems like japan is embracing UE4.
I meant the 2006 announcement. Also I'm pretty sure Nomura didn't leave FFXV until 2014.
Figured, but that's probably still further along than Type-Next. =/
"Of Nobuo Uematsus many spectacular scores, Final Fantasy 7 is probably his most recognizable and memorable. "
... yeeeeeah. [Citation Needed]
(I realize that's not the article's biggest offense by any means, but the more obvious ones have been covered.)
Type-Next is nothing but a concept at this point.
I definitely don't support UE4 for this game. They need to put Luminous to use. It's association with XV makes people think that a Luminous FFVII would cause the development to go super slow, but I think this is misguided. The reason it took so long in FFXV's case is because the engine had to be codeveloped at the same time as the game.
FFVII wouldn't have that problem.
FF7 took a bit to grow on me, but I'd put the soundtrack up there. Top 5 easily. Don't think anything can top FF6 though for me.
It's not an offense at all. FF VII's soundtrack is superb.
VI and VII are Nobuo's best work, followed closely by FF IX.
I'd prefer if this game came out before 2020 thanksUgh I really hope UE4 is not being used. I am not a fan of middleware, as developers who design their own in house engine squeeze more out of their games on whatever console it's on I find. FFXIII is still one of the best looking PS3 games and that was done with Crystal Tools.
FFVII set a new standard for graphics in 1997. SE needs to do that again for Remake in 2017. They have Luminous, which already looks incredible in Duscae/XV vs. games with that bland, generic Unreal Engine look. Plus considering VII's areas are much smaller than XV's big fields, they can cram more details/polish into every environment. SE could put Naughty Dog and Santa Monica Studio to shame with a Luminous powered FFVII Remake.
I'd prefer if this game came out before 2020 thanks
games with that bland, generic Unreal Engine look.
Ugh I really hope UE4 is not being used. I am not a fan of middleware, as developers who design their own in house engine squeeze more out of their games on whatever console it's on I find. FFXIII is still one of the best looking PS3 games and that was done with Crystal Tools.
FFVII set a new standard for graphics in 1997. SE needs to do that again for Remake in 2017. They have Luminous, which already looks incredible in Duscae/XV vs. games with that bland, generic Unreal Engine look. Plus considering VII's areas are much smaller than XV's big fields, they can cram more details/polish into every environment. SE could put Naughty Dog and Santa Monica Studio to shame with a Luminous powered FFVII Remake.
They have Luminous, which already looks incredible in Duscae/XV vs. games with that bland, generic Unreal Engine look.
Not even that, the "bland generic look" myth is an UE3 thing, UE4 is a whole different beastIts 2015 and this myth is still here? KH3, Bioshock Infinite, Arkham Knight, Guilty Gear Xrd, Street Fighter V, these are all UE games and they all look completely different. The engine has NOTHING to do with the art style, thats up to the devs.
What the fuck?
So they would rather that all of the stuff about Cloud's alter ego and the whole interesting take on his split personality be just completely dropped from the game? Just to change the twist so that Aeris doesn't die?
Jesus Christ, did the person who wrote that ever even play the damn game? I really hope that was meant as a joke or something because there is no way to take that seriously.
Yup, incredible. Two of IGN's PlayStation editorial bigwigs thought it right to include. It's probably the stupidest suggestion I've seen for any type of remake, you'd swear they haven't even played it.
As for a release date; didn't Nomura not know that he was directing the game until quite recently? Makes it seem like it's barely into pre-production. With that in mind, mid-to-late 2018 is around what I'd expect.
This is how bad rumors get started.
He said at the very beginning of development, as in more than a year ago. They didn't just start it when the trailer came out, we're getting full renders of the characters at TGS most likely.
Also, yeah, IGN is nonsensically bad. Let's take away the entire point of the game. Aerith was intended to die from the start, that's why Tifa came along as a concept according to Nomura.
Nomura, Nojima and the rest wanted a major loss to the group, and what was experienced by the main characters left behind, getting over that loss is the entire symbolic feature of the story, and its carried forward with AC.
As for a release date; didn't Nomura not know that he was directing the game until quite recently? Makes it seem like it's barely into pre-production. With that in mind, mid-to-late 2018 is around what I'd expect.
“As pre-production went along and I offered my opinions on what I thought should be done,” Nomura said, “Mr. Kitase would ask me how the individual elements should be adjusted in fine detail. “It was very perplexing. Then one day, as I was checking the internal company presentation video it said ‘Director Tetsuya Nomura’ at the end. I called up Mr. Kitase and said, ‘It says that I’m the director for some reason.’ To which he replied, ‘Of course it does.’”
Ah, I'm happy with that. Heard that little tidbit from Colin Moriarty on some post-E3 show, was reiterated quite often. I wouldn't have thought that CG trailer was when development had begun, wouldn't seem the smartest of things to do. We've all been stung with reveals prematurely.
FF7 Remake has been a thing for well over a year now.
Ugh I really hope UE4 is not being used. I am not a fan of middleware, as developers who design their own in house engine squeeze more out of their games on whatever console it's on I find. FFXIII is still one of the best looking PS3 games and that was done with Crystal Tools.
FFVII set a new standard for graphics in 1997. SE needs to do that again for Remake in 2017. They have Luminous, which already looks incredible in Duscae/XV vs. games with that bland, generic Unreal Engine look. Plus considering VII's areas are much smaller than XV's big fields, they can cram more details/polish into every environment. SE could put Naughty Dog and Santa Monica Studio to shame with a Luminous powered FFVII Remake.
See "being a thing" is not the same as being actively worked on. How many people, how many resources, how much actual groundwork has been done on it? How much of it has been a side project while bigger more immediate projects are being pushed out? I don't know the answer to any of this, and if you do then that's great.
I mean you can take a year to bang out a script before you even set down to start allocating resources to start a project.
FF7 Remake has been a thing for well over a year now.
Is there any more info to share or will fans be left wanting until a few months closer to Christmas?
Hopefully they abandon the "Advent Children/FFXV" look and go with something closer to Xenoblade Chronicles (but higher quality) as far as character models go.
Is there any more info to share or will fans be left wanting until a few months closer to Christmas?
Ugh I really hope UE4 is not being used. I am not a fan of middleware, as developers who design their own in house engine squeeze more out of their games on whatever console it's on I find. FFXIII is still one of the best looking PS3 games and that was done with Crystal Tools.
FFVII set a new standard for graphics in 1997. SE needs to do that again for Remake in 2017. They have Luminous, which already looks incredible in Duscae/XV vs. games with that bland, generic Unreal Engine look. Plus considering VII's areas are much smaller than XV's big fields, they can cram more details/polish into every environment. SE could put Naughty Dog and Santa Monica Studio to shame with a Luminous powered FFVII Remake.
The next update is planned for this winter.
Before CrisisSort of off topic but what was that Mobile phone game in Japan that was a prequel to ff7? I thought it was type 0 for some reason.
Ugh I really hope UE4 is not being used. I am not a fan of middleware, as developers who design their own in house engine squeeze more out of their games on whatever console it's on I find.
that bland, generic Unreal Engine look
why does square suck at making enginesLuminous isn't even finished.
why does square suck at making engines
why does square suck at making engines
Oh god, please release, this will make my life complete. Please.
Do you guys think they'll not kill Rufus in the remake ? I mean he was dead in the game but the revived him in Advent Children.
Do you guys think they'll not kill Rufus in the remake ? I mean he was dead in the game but the revived him in Advent Children.
I don't think his death in-game was ever confirmed, just inferred by the nature of what happened.
Because everyone sucks at making engines, basically. A good engine is a combination of numerous full-featured libraries (for rendering, scripting, audio, asset importing, animation, etc.), a bunch of custom effects and graphical techniques, a ton of specialized power-user applications (UI editor, animation tools, asset managers, graphics tools, etc.), multiple compilation pipelines (custom code for every platform supported), and extensive documentation for all of the above. Unity has 550 employees, and Epic has thousands of people working on UE4. That's the kind of manpower you need to make an engine that's anywhere close to on the level with the middleware available today.