Final Fantasy VII Remake Making of Episode 3 Published by Square Enix

Final Fantasy VII Remake making of episode 3 focuses on the game's battle system, the various sidequests, and the mini-games.

By Iyane Agossah

April 1, 2020

Inside Final Fantasy VII Remake is a series of making of videos interviews Square Enix have been publishing these past few weeks. The videos give us an in-depth look at Final Fantasy VII Remake through interviews with its core staff, each member sharing intricate and cool comments. This is the absolute nerdy thing if you’re hyped for the game.

Inside Final Fantasy VII Remake Episode 3 focuses on the Remake’s combat and battle system, the sidequests, and the mini-games. The video features:

  • Final Fantasy VII Remake Producer Yoshinori Kitase
  • Director and Concept Designer Tetsuya Nomura
  • Battle Director Teruki Endo
  • Co-Director (Game Design/Programming) Naoki Hamaguchi
  • Lead Battle Designer Tomotaka Shiroichi
  • Lead Battle Designer Kosuke Sakane
  • Cutscene Director Hidekazu Miyake

In a nutshell, the developers explain how Final Fantasy VII Remake‘s battle system is a result of trying to imagine what if the original’s ATB battle system was developed today. They stress out how it took a lot of time to reach the right balance for the battle system, something we already heard in past interviews we translated.

Yoshinori Kitase also explains how Classic Mode was born to answer the worries of players who wondered whether they’d be able to play an action RPG properly. Final Fantasy VII Remake also has a brand new system where you can use Materia to strengthen weapons. We also learn about how in the second half of the game, as you get more different Materia, the party members learn many new moves, greatly increasing the scope of what you can do in battle.

Tomotaka Shroichi and Kosuke Sakane also explained how every single boss in Final Fantasy VII Remake has different phases, which I personally find funny as it’s similar to a danmaku. Each phase being separated by a short cutscene also allows the players to relax and take a quick breather during the boss fights. Moreover, most bosses have four phases: the intro, the development where the boss starts to dominate the fight, the party’s counterattack and the reveal of the boss’s weaknesses, and the climax. The developers got that 4 phases idea from yonkoma manga in Japan. These are manga whose chapters are always four panels long and mostly comedic in nature. A lot of web-published manga nowadays use this format.

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We also learned how sidequests can be time-limited to avoid players ending up doing them at a time unfit for the main story. This means there probably are missables in the game, just like in the original. Overall, the Remake’s sidequests and minigames have all been made to fit in perfectly with the main story, the core of the game.

Two other episodes of Inside FF7R have been published so far. Episode 1 has the developers discussing the game as a whole. Episode 2 focused on each of the characters and the game’s story.

Final Fantasy VII Remake will officially be available worldwide on PS4 on April 10.

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Iyane Agossah

Living near Paris, Iyane is the head of Japanese content at DualShockers. He plays Genshin Impact for the story. You can reach him on Twitter at @A_iyane07.

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