Remove Cutscenes Remove Dev Remove Fantasy
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Final Fantasy 7 Rebirth Review

Keith Burgun

I played Final Fantasy 7 Rebirth. Where Final Fantasy XVI kind of feels like “a bunch of white men growling at each other”, FF7 Rebirth is a very diverse world of colorful characters, almost all of which (Cloud being the exception) wear their heart and their personality on their sleeve. In general, I liked it.

Fantasy 105
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Sent this ask a while ago but I think Tumblr ate it so here it is: In which stage of game development are relationships between characters decided? Asking this because I recently found an old Final Fantasy VII relationship chart and originally some characters were supposed to have completely different bonds compared to the ones they ended up having in the actual game. These seem to be quite important plot points, so I assume that final decisions should be made before creating cutscenes? Or you can change stuff later if devs come up with better ideas?

Ask a Game Dev

For features like cutscenes, it depends on how much difficulty it takes to build the cutscenes. The in-game bits - the low-poly characters moving, talking, and animating - were cheaper and easier to build, so they could be changed significantly later in the dev cycle. In the original FF7, the FMV sequences were set in stone.

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Sandbox vs themepark

Raph Koster

We used the term actively on MUD-Dev back in the day, making the distinction between simulation and “stagecraft.” So simulationism was born as a way to make fantasy worlds richer, more immersive… in a sense, to “make the ride better.” It famously only added any crafting because the dev team saw it in UO during beta. So is FFXIV.

Sandbox 59
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Why I’m bailing on Yakuza: Like a Dragon

Keith Burgun

I would have played it sooner, but I was on this huge Final Fantasy kick (which is still ongoing, to be honest). The opening cutscene literally made me cry. It stands in stark contrast to 1995’s Final Fantasy V, where it’s extremely exciting to play around with the classes. The Good The writing starts off incredible.

Writing 52
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Deathloop deconstruction / design thoughts

Radiator Blog

Perfect for pretending to have played Deathloop if you find yourself talking to a game dev. Not that you should ever talk to a game dev. I assume general game design knowledge but minimal Deathloop-specific knowledge. no mind control) only 5 powers (+1 PvP only power). TUTORIAL The tutorial happens across 3 in-game loops.

Fighting 130