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

maxmas07 by maxmas07
November 17, 2022
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Crisis Core: Final Fantasy VII Reunion ‘More than a Remaster’ trailer, screenshots, and general FAQ
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Square Enix has launched a new trailer, screenshots, and general FAQ for Crisis Core: Final Fantasy VII Reunion. The trailer, dubbed “More than a Remaster,” highlights the sport’s graphics overhaul, newly organized soundtrack, totally voiced dialogue in English and Japanese, and up to date fight system.

The FAQ, which was launched alongside the sport’s resolutions and body fee particulars for every platforms, dives into challenges concerning the PC port, growing a sport for a number of platforms, and extra. Get the total factor beneath.

■ Resolutions and Frame Rates for Each Platform

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

Notes

  • “Frames per second” is in regards to the described body charges Variable body fee with the described values as the utmost.
  • Frame fee on Xbox Series S model 1.0.0 is 30 frames per second, however a Day 1 patch is deliberate to be launched so model 1.0.1 can be 60 frames per second.
  • The efficiency might be modified as beneath on 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 primary variations between the PC and the console variations?

There are not any variations in precise sport content material between the PC and console variations.

However, The PC model has extra detailed graphical settings, which permit the person to tailor the display screen settings to their very own PC {hardware} setup.
In addition, it additionally helps keyboard and mouse controls for PC customers.

We have added in separate key configuration choices for keyboard and mouse play, on prime of the controller configuration settings, permitting all gamers to customise their most well-liked management methodology how they like.

2. Have there been any explicit challenges concerning the PC port?

We used a sport engine designed to assist a number of platforms, so it was comparatively straightforward to get the sport itself working.

However, PC model gamers can be taking part in on quite a few completely different {hardware} environments, so it was fairly onerous work supporting all of these.

In explicit, as there are such a lot of attainable shows with completely different display screen resolutions and several types of keyboards, we wanted to implement the sport’s techniques in a approach that might work with all the varied completely different combos we might envisage.

In addition, the unique sport was developed for client console platforms and designed to be performed utilizing a controller, so we wanted to adapt it to play comfortably with keyboard and mouse controls as effectively.

3. It’s a enormous endeavor growing a sport for all obtainable platforms! So how did you do that?

We used the sport engine to assist a number of platforms.

As the specs for every platform are completely different, we measured the respective processing burdens and set the optimum decision and body fee for every platform. Even after doing that, there have been nonetheless some occasions the place the processing burden was excessive, so we made additional changes on a cut-by-cut foundation for these.

4. The authentic PSP model was working in 480×272 pixels! How was it attainable to replace the artwork belongings in order that they appear nice on trendy 4K screens?

We paid particular consideration to including in a quantity of additional info to the graphic information to grasp the tremendous particulars that would not be depicted with the PSP’s display screen and information dimension.

We referred to different titles within the FINAL FANTASY collection whereas re-designing and updating the entire results and UI from scratch.

The rendering movement can be utterly completely different from the way it was within the authentic, so alongside tuning the engine, the addition of recent lighting and post-processing results and many others. additionally contributed to tremendously bettering the ambiance created by the graphics.

In order to make the visuals as easy and engaging as attainable, we additionally carried out tremendous tuning on the processing burden on a scene-by-scene foundation.

5. The PC model helps 120 frames per second. How a lot is that this altering the sensation and high quality of the gameplay?

By supporting 120 frames per second, it’s attainable to supply much more comfy gameplay on a easy display screen.

The end is such a top quality that we really feel even PC gamers who play excessive finish video games a lot will really feel at house with it.

6. Is the PC model utilizing any devoted copy safety system like Denuvo?

We are usually not utilizing Denuvo however the sport information is encrypted.

7. Which engine and middleware instruments have been used throughout improvement and why?

We used Unreal Engine 4.

The motive we selected Unreal is that it helps a number of platforms and is designed for high-end sport improvement.

In addition, the unique PSP model was developed in C++, so after we thought-about porting over the supply code, the truth that Unreal Engine can use C++ was one other issue affecting the choice

8. What is your favourite half / function / component of the sport concerning graphics and tech?

We aimed for one thing between a remake and a remaster with the event of this title.

As a outcome, we had been capable of make it a product that matches collectively what made the unique nice with tuning and updates suited to the fashionable period.

In phrases of factors we need to draw particular consideration to, one factor that even the event group was shocked by was that the brand new version runs just about from the unique sport’s programming. Even although the belongings have been up to date and the presentation renovated, the variety of “bones” within the character fashions stays just about the identical because it was on the PSP. We did add in new bones for character’s fingers and the place we up to date the designs of their clothes in some locations, however the primary physique buildings, faces and hair are principally the identical as within the PSP authentic.

Due to the event schedule and the amount of belongings, it will not have been life like to construct every thing once more from scratch and make main changes to it, which is why we determined to deal with it on this approach, however after we first noticed footage of the brand new model up and working, we realised that we had been capable of obtain even higher textures than we imagined attainable.

In phrases of including in new bones to the fashions, the technical settings had been from the low-polygon period, with the animations set into them, however the truth that the completed visuals nonetheless maintain up when considered as we speak actually spoke of the technical ability of the unique improvement group. We felt renewed willpower that we needed to develop this new model correctly because the inheritors of that spirit.

You actually can name this a sport that crosses generations.

9. Music remastering: Was any new tech added right here like encompass sound, Dolby Atmos, 3D audio (PS5) which added to the method / improvement. How does this enhance the standard of the expertise for gamers?

For the remastering of the sound results, we used encompass sound in all features and strived to enhance the immersion into the sport by the sound, specializing in gamers who’ve high-end audio setups.

10. When speaking about audio that is additionally the primary time we’ve had the sport with full English VO and utilizing the identical voice-over actors as Final Fantasy VII Remake. How thrilling was it for the group to convey the characters to life in FF CC Reunion?

The authentic occasion scenes had been nice too, however with full voice overs, they now allow you to expertise the feelings of the characters with much more immediacy.

It actually moved us when the voice information was all within the bag and we appeared over the completed occasion scenes.

The variety of traces recorded for the primary character Zack was clearly excessive, however Kunsel had a surprisingly giant quantity too.

11. The cinematics had been utterly redone with Image Studio (former Visual Works) are you able to discuss a bit in regards to the tech that was used? Did they use any of the unique sport for these sequences or did every thing must be accomplished from scratch?

Image Studio (Previously Visual Works) strategy to this title was that we needed to ship the identical impression from the cinematics that the unique sport did, as a result of it was so effectively obtained again when it was launched in 2007. To this finish we used up-conversion (a picture growth methodology) that includes AI algorithms and distinctive picture evaluation strategies when making the film scenes.

In addition, we additionally needed to make new parts, such because the sword that the primary character wields and the logos that seem within the story, look as if they’d been there within the authentic all alongside, so we intentionally averted utilizing trendy, life like textures and as an alternative integrated a methodology that concerned tracing the textures obtainable on the time of the unique improvement for every particular person minimize. Even although we put our efforts into this seamless incorporation idea, we had been nonetheless delighted that many followers observed all of the adjustments as quickly because the trailer was first broadcast.

As an exception, the cinematic summon animations which have a direct impact on gameplay are utterly re-worked to boost the pacing and tempo of play whereas holding the texture and affect of the unique variations.

15 years have handed for the reason that announcement of the unique Crisis Core: Final Fantasy VII, so we didn’t simply stick with the exterior features just like the character fashions and rigging, however thought-about completely every thing, beginning by wanting straight into the participant expertise and making a recent examination of all of the characters.

The film creation group then put collectively appropriate levels, actions and visible results based mostly on the outcomes of these analyses.

The Image Studio group sincerely hopes that gamers will take pleasure in all of the cinematics on this title.

Crisis Core: Final Fantasy VII Reunion is due out for PlayStation 5, Xbox Series, PlayStation 4, Xbox One, Switch, and PC through Steam on December 13.



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