Final Fantasy 7 Remake

Saw a PLOT Tifa fanart lol:
EFD7gFZ.jpg
 
Read from Siliconera:

Square Enix will be releasing a new Final Fantasy VII Remake original soundtrack. However, it might not be what you would expect. The Shinra Electric Power Company will get its own CD. As you can imagine, it will contain tracks unique to Shinra locations and characters from Final Fantasy VII. This soundtrack will cost ¥2,200, which comes out to roughly $20. The Final Fantasy VII Remake Shinra Electric Power Company CD soundtrack is scheduled to release on October 20, 2020 and be part of a line up of limited goods.

Some of the tracks that will be included on the CD were already revealed. They are:

  • “Shrina Inc.”
  • “Turks’ Theme”
  • “The Turks: Reno”
  • “Scarlet’s Theme”
  • “Rufus Shinra”
  • “Turks’ Theme -Office-“
 
saw PLOT lingerie Tifa fan art lol:
FFOhZjU.png
 
Read from Siliconera:

Square Enix will be releasing a new Final Fantasy VII Remake original soundtrack. However, it might not be what you would expect. The Shinra Electric Power Company will get its own CD. As you can imagine, it will contain tracks unique to Shinra locations and characters from Final Fantasy VII. This soundtrack will cost ¥2,200, which comes out to roughly $20. The Final Fantasy VII Remake Shinra Electric Power Company CD soundtrack is scheduled to release on October 20, 2020 and be part of a line up of limited goods.

Some of the tracks that will be included on the CD were already revealed. They are:

  • “Shrina Inc.”
  • “Turks’ Theme”
  • “The Turks: Reno”
  • “Scarlet’s Theme”
  • “Rufus Shinra”
  • “Turks’ Theme -Office-“

Ahh, so they are going to fix the Shrina theme? Finally! also did the new Sephrioth theme ever get released?
 
Ahh, so they are going to fix the Shrina theme? Finally! also did the new Sephrioth theme ever get released?

Dunno on the new Sephy's theme yet.
 
Read from Siliconera, nice:

Final Fantasy VII Remake‘s sound team won the Excellency Award for Sound CEDEC award. The music production was so polished up that players can naturally sense various arrangements of the music without getting bored, by using a seamless/linear switch linked with the player’s actions.

Also praised were the production of sound effects that made full use of space and dynamics, as well as the work on the procedural playback system using the internal development system MASTS that gives a sense of physical immersion.
 
Read more on FF7R UE4's game tech from CEDEC 2020 using google translate:

Combining previous motion technologies

Not only "FFVII Remake", but also AAA titles these days require a huge number of character motions in order to incorporate more realistic and versatile motions into the game. In order to ease the work process, a method called "procedural animation" is adopted that is reflected in motions in the game according to predetermined instructions, such as automatic generation of motions and complements between motions. ing.

First of all, about the motion of the character's body. "FFVII Remake" uses Unreal Engine 4, a game engine that has become the mainstream in recent games. Mr. Hara first said that he is not using any new technology, but he is building motion with the culmination of existing technologies as previously announced at CEDEC.

FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
Although "FFVII Remake" is an RPG, it is a highly actionable game that attacks the enemy by pressing a button and avoids the enemy's attack by rolling forward. Therefore, when a button is input, the motion needs to be instantly reflected in the game. However, he said that he aimed to prevent the motion from breaking so that it would not be weird as much as possible.

Therefore, this work uses a technique called "inertial interpolation" that complements the gap between motions. Conventionally, the method of automatically mixing motions and connecting the motions in the middle was used, but inertia interpolation is simply described by referring to the pose data immediately before the motions are mixed, and The method of being mixed first.

FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
Thanks to that, it seems that more natural animation and motion that does not feel strange even if the motion changes depending on the timing of button operation by the player are realized. In addition, inertial interpolation was announced at a conference on the " Gears of War " series at the overseas game developer conference GDC 2018 .


FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
At the conference, the action of the cloud-based sword-wielding combo attack was released as a video, usually divided into speeds such as slow and fast. Every motion moves the sword in a perfectly natural manner.

In the case of an attack, the method is fixed, in short, the cloud moves from the sword swinging motion A to the chase motion B, so it is not so difficult to interpolate the motion in the meantime. However, when moving, various motions such as walking, running, and stopping are required depending on the player's operation.

Therefore, when there are multiple candidates from Motion A to Motion B, C, D, etc., the technique called "pose matching" that automatically selects the animation that matches the pose immediately before that and combined with inertia interpolation It seems they are using it.

FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
Mr. Hara's commentary also introduced more detailed motion technology such as running motion, face orientation, and balance correction on slopes.

FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]

The foot motion, like other games, detects the unevenness of the ground and automatically changes the position of the toes. Furthermore, in this work, only the position is fixed at the tip of the foot so that the waist height can be changed. This makes it possible to reproduce a natural gait while guarding while lowering the waist.

In addition, it is said that technology is used to ensure that the feet are always off the ground so that they do not slip. This is explained at the conference on " Resident Evil 7 Resident Evil " at CEDEC 2016 .

FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
 
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More on the tech, using google translate:

The system developed by Square Enix is used for the motions of the enemies. Rather than simply letting the enemies blow away by physics, it seems that, for example, when a sword hits your hand, you move down while holding your hand and generate it on the spot.

FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]

FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
In addition, next-generation technology is used for the bones of the characters, and if the bones are distorted, the bodies of the characters will naturally be distorted. It seems that if you use the technology you are using, 3D characters will be automatically formed with a more accurate skeleton and you will be familiar with the automatically generated motion.

FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
You can see that the right arm of the cloud before applying is slightly distorted.

Automatically generate facial expressions by referring to lines!

So far, as Mr. Hara explained, it was formed by multiplying many existing technologies. However, it seems that they are making new efforts with regard to the facial movements and facial motions of characters.

It seems that the character's eyes do not stop in this work, and he is trying to repeat the eye movement that sways vertically and horizontally like a human being. Also, for example, when talking with someone, we adopted a movement that unconsciously diverts the gaze somewhere, similar to human psychology. This seems to occur randomly.

FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
Blinking basically occurs randomly. It also occurs when the position of the line of sight suddenly changes or the direction of the face changes. Also, the eyelids do not always close completely, but the eyes open only slightly, and various blinks occur with motion blending technology and random elements. All of these are automatically generated from body movements and face directions.

FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
Furthermore, what can be said to be a big focus of this conference is an automatic lip sync generation system called “HappySadFace” (lip sync is that the lips move as if they are uttering the language according to the character voice's dialogue).

This lip sync refers to audio data and text, outputs the data, and plays back lip sync animation. In this work, a cloud video was released in Japanese, English, French, and German, with the same dialogue but with a completely different lip sync.

FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
Japanese voice lip sync
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
English voice lip sync. The motion looks like biting the lower lip, which is peculiar to English.
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
This seems to have made it possible to prepare a large number of lip-syncs for each language, without having to manually create lip-sync motions. However, "HappySadFace" is a problem, it seems that it is difficult to respond if the text data to be referenced is incorrect in the first place or the ad lib performance of the voice actors is mixed. Also, the error that the automatically generated lip sync does not match the voice can only be found visually, and the current method is.


In addition to automatically generating the volume of the voice to the animation of the eyebrows, the technology of "ST Emotion" is used to estimate the emotional parameters from the voice actors' voices and automatically blend the emotional facial expressions. That there is. Thanks to this, the characters' conversations can be expressed with a human expression in every scene, simply by uttering the lines.

FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
Up until now, it was said that the planner had to manually enter facial expressions, and the number of scenes is huge, so it seems that there were many scenes where conversations proceeded without any designation. By combining all of the above technologies, it is possible to automatically generate except for cut scenes and to enjoy rich conversation in action and casual conversation scenes.

FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
A more human look than before applying This "ST Emotion" is said to have been used for the game field for the first time in "FFVII Remake", but it seems that it has been used in various fields up to now, and Mr. Iwasawa says it has high reliability. It may be close to being used in various games in the future.

However, as a problem, for example, Barrett's voice is often angry, so it is easy to judge it as an angry feeling, and because the child's voice is shrill, it seems that it was often judged as a feeling of joy.

FFVII Remake automatically generates the facial expressions of the clouds based on the lines and voice.  Automatic generation method to create a large amount of more luxurious and realistic character motions [CEDEC 2020]
This concludes the conference. When you play "FFVII Remake" again, if you pay attention to the facial expressions such as casual motions and conversation scenes outside the cut scene, you will be able to enjoy the game from a new perspective.
 
Read new Cloud's VA, Cody Christian, CB interview:


"In preparing for the audition, the first piece of reference material I used was the depiction of Cloud in Advent Children," Christian said.

"Watching this and hearing Steve Burton’s interpretation of the character rooted a lot of my reimagining of the character tonally. Since Cloud has never officially been voiced in the original Final Fantasy VII before, I wanted to ensure my performance captured what fans were already accustomed to, while breathing a new essence into the character to both pay homage and pave a new way for fans moving forward. I never actually played the original game, but I have watched through the gameplay on YouTube. Cloud, as a character, is very rich and complex. There’s an abundance of emotional layers to explore and portray. We forget that this is still a kid, a human, with very human thoughts and experiences in this fantasy world. As an actor, it’s a joy to depict such a character."

Christian was stepping into some big shoes taking over for Burton, but Burton shared a sweet message on social media when it was announced in a true passing the torch moment.

"It was very much a symbolic passing of the torch," Christian said. "I have nothing but wonderful things to say about Mr. Burton and how much of a class act he is. This man let go of a character he essentially birthed and welcomed me with open arms. He vouched for me and encouraged the fanbase to trust me to carry on the legacy of Cloud Strife. I really hope I get the chance to meet him and personally thank him. He has no idea how much this meant to me or how much confidence he inadvertently gave me when I so desperately needed it."

As for his take on Cloud, much of what Burton built served as the foundation, though Christian also added his own flavor to certain aspects of the character.

"His portrayal of the character nailed so many things, therefore, a lot of what he did I used as inspiration," Christian said. "He captured a guarded hero plagued by his past trauma, scared to love and connect as he once did before, desperately, like most of us, seeking his own sense of self and identity. One major component I felt necessary to explore was vulnerability. I wanted to humanize Cloud a bit in this game and bring life to the very real feelings and emotions this young man experiences."

The cast didn't get a chance to interact much during the recording process, but despite that you can still see the chemistry between the characters, and that's all that matters at the end of the day.

"That’s true! We didn’t get to interact much directly, but if we were lucky, sometimes we got another character’s recorded lines to actually play off of. This cast did such a phenomenal job individually, that cut together, the chemistry between characters is inevitable," Christian said. "Some of my favorite interactions for Cloud are with Barret and Tifa."


One of the most memorable sequences from the Remake has to be the HoneyBee Inn, which has Cloud learning a dance and performing on stage in a delightful scene that is also ridiculously fun to play. Christian didn't get to contribute any dance moves, but he is itching to get the chance next time around.

"I saw a very early version of this spectacular HoneyBee Inn dance before the release! When we were recording they had an animation render for about 20 seconds of the dance," Christian said. "Seeing the more than 6-minute sequence come to life in the game was spectacular! They didn’t give me the opportunity to contribute any moves, but I’ll be fighting for that chance if there’s a next time."

Cloud is quite closed off and stand-offish at the beginning of the story, though he does open up quite a bit up as he interacts with everyone throughout the game. So, we had to ask if that type of character is more challenging to play as opposed to someone completely open from the start.

"Playing a character of complexity is any actor’s dream. I wanted to humanize Cloud as much as possible and create an empathetic dialogue/connection between him and the player," Christian said. "I wanted to emphasize that amidst saving the planet and being a badass 'soldier', Cloud is still a young man seeking his own identity. Burdened by trauma in the past, his 'stand-offish-ness' can be seen more as a defense mechanism. Often those that are closed off from the world have a reason to be, exploring this life in Cloud really shaped the character. Although a bit more challenging to depict, Cloud’s emotional journey throughout the game was one of the most fulfilling aspects. He has quite a story to tell and I’m humbled I was able to partake in telling it."

Cloud learns from all of the characters in some form or fashion, and by the end of the game, he's picked up some things from each. If Christian had to single out one person that had the greatest effect on Cloud though, it's an easy pick. "Personally, I believe Tifa had the biggest impact on Cloud’s journey," Christian said.


While Tifa might have had the greatest impact, Aerith is a huge part of Cloud's journey, and one of the classic scenes from the original is brought to life in stunning fashion in the Remake. That would be the conversation between Cloud and Aerith on the playground, and it's stunning to see this beloved moment brought to life with modern visuals, though it's the small things that really give the scene life.

"Again, with the detail! It’s truly incredible to see the difference between the original and the Remake," Christian said. "With the updated graphics and voice acting you’re able to be a part of the story in way like never before. Additionally, I feel there’s a much stronger emotional connection to the game due to these immersive qualities. In this scene, Aerith shares with Cloud who her first love was. This triggers a painful flashback of insight Cloud has been experiencing throughout the game. I feel this scene echoes a feeling of safety, understanding, and encouragement of vulnerability seen countless times between Aerith and Cloud."

Final Fantasy VII is pretty much iconic at this point, and as such expectations were high for the Remake. Thankfully the game met most of those expectations and even gave fans some surprises in the process, and the reaction from fans is mostly positive.

"I’ve seen an overwhelming response. Most positive, some negative," Christian said. "I imagine the creators and everyone involved in this Remake knew it would be impossible to please everyone. It is so difficult to remake a fan favorite and it’s a very thin line between doing too much and not doing enough. With that being said, it seems most have welcomed the game with open arms, it’s special to see such an iconic game take a new life."


Before we left we had to ask Christian to design his own Limit Break, and he already had the idea locked and loaded. "Hahaha! Crazy how I’ve already thought of this," Christian said. "My Limit Break would be called 'Now You See Me' and would involve Cloud dealing quick devastating blows in rapid succession, so fast it appears like he’s teleporting until he suddenly disappears. After a brief moment, he comes flying out of the sky for a final downward attack."
 
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