I fricking hated this map. Its not clear at all where the doors are or where you can actually run to even with the arrows showing when you press select
I always like this stuff in concept, maybe better than execution. I like mazes in general, and they help random battles serve more of a purpose by draining your resources for going the wrong way. FF1 does this a ton, lots of forks with dead ends in that game.
I like mazes and MC escher art, but in FF7 it wasnt so much "oh no, this doorway/path led over here!" but more like "ok, I'll walk through this path and...its a wall. Aaaaaand theres no exit. Aaaaaaand I cant even see where I am"
Frick you. People should definitely talk more about how Rebirth will replicate actual levels from the original game. Midgar in the original hardly had more than crawling through some air ducts and going through linear catacombs, so the absence of traditional levels/dungeons wasn't jarring. Later in the game there's a bunch of caves and temples like OP. Remake didn't have anything of the sort, so it begs the question how Rebirth is going to handle it.
In the original FFVII, this is the first time in the plot that the party interacts with Sephiroth (Jenova) for more than just a couple of sentences.
There is so much build-up at finally catching up to ‘The Man in the Black Cape’ that I wonder if the ‘Rebirth’ will ever reach the same levels of tension.
>that I wonder if the ‘Rebirth’ will ever reach the same levels of tension.
Of course not. They already had a ridiculous Kingdom Hearts 2 building throwing final boss battle against him and kicked his ass. There's nowhere to escalate to from that.
Compare to the original - you first see Sephiroth in the Shinra building after he/jenova's body escapes. Then you see him in the Kalm flashback absolutely stomping shit. Then the dead Zolom.
>Myrhtil Mine >Mount Corel >Corel Prison >Nibelheim Mountains (already shown kinda) >Temple of the Ancients, Sleeping Forest
So that covers all the dungeon-y stuff from Disc 1 in the original game, yeah? Wonder how much of it stays. I won't be surprised if Bone Village gets cut completely... Stuff like that really resonates though. Shows what an eccentric mishmash the original game was, with really easy combat but some strange, sporadic and rare spikes in puzzle/navigating difficulty.
It makes it a hallway, like everything in the 1st remake.
I fricking hated this map. Its not clear at all where the doors are or where you can actually run to even with the arrows showing when you press select
I always like this stuff in concept, maybe better than execution. I like mazes in general, and they help random battles serve more of a purpose by draining your resources for going the wrong way. FF1 does this a ton, lots of forks with dead ends in that game.
I like mazes and MC escher art, but in FF7 it wasnt so much "oh no, this doorway/path led over here!" but more like "ok, I'll walk through this path and...its a wall. Aaaaaand theres no exit. Aaaaaaand I cant even see where I am"
your image isnt interesting enough to start a ff7 thread
try again fool
Frick you. People should definitely talk more about how Rebirth will replicate actual levels from the original game. Midgar in the original hardly had more than crawling through some air ducts and going through linear catacombs, so the absence of traditional levels/dungeons wasn't jarring. Later in the game there's a bunch of caves and temples like OP. Remake didn't have anything of the sort, so it begs the question how Rebirth is going to handle it.
don't be mad at me, be mad at the zoomers with low attention spans on this board
shoulda started with giant anime tiddies, fren
Like these?
No homie. Big fat jiggly anime breasts keep threads alive. Remember that the next time you want a real discussion.
You should've put some Tifa breasts in the op
The chad move would be to have a fixed-perspective for this room. Like the original.
ai slop. When does it stop?
I wonder what the Ancient Wizards are going to look like
I hope they keep the callback to Black Mages but it's weird to picture that with the rest of Remake's aesthetic.
In the original FFVII, this is the first time in the plot that the party interacts with Sephiroth (Jenova) for more than just a couple of sentences.
There is so much build-up at finally catching up to ‘The Man in the Black Cape’ that I wonder if the ‘Rebirth’ will ever reach the same levels of tension.
>that I wonder if the ‘Rebirth’ will ever reach the same levels of tension.
Of course not. They already had a ridiculous Kingdom Hearts 2 building throwing final boss battle against him and kicked his ass. There's nowhere to escalate to from that.
Compare to the original - you first see Sephiroth in the Shinra building after he/jenova's body escapes. Then you see him in the Kalm flashback absolutely stomping shit. Then the dead Zolom.
You don't even see him in the Shinra building, you just follow his trail. First encounter with him is the cargo ship out of Junon iirc
Yeah, you see him on the ship at Junon, and he doesn’t immediately recognize you.
Then later you see him in The Nibelheim Mansion briefly (when he flies away lol)
And then you see him at the Temple of the Ancients where he wounds Tseng and introduces the concept of Meteor to the party.
>First couple of sentences in half of the game
Great villain lol
So both Cid and Vincent aren't playable in this? So the only new party members are Red XIII and Cait Sith...? Pretty weak.
oh right and Yuffie but i guess I didn't count her because Intergrade
How will they handle this?
it's unavoidable and carries you to the next part while it loads
it sucks how plausible that is
If they were talented they would do non-Euclidean geometry. But they already fricked up by going for graphical realism.
>Myrhtil Mine
>Mount Corel
>Corel Prison
>Nibelheim Mountains (already shown kinda)
>Temple of the Ancients, Sleeping Forest
So that covers all the dungeon-y stuff from Disc 1 in the original game, yeah? Wonder how much of it stays. I won't be surprised if Bone Village gets cut completely... Stuff like that really resonates though. Shows what an eccentric mishmash the original game was, with really easy combat but some strange, sporadic and rare spikes in puzzle/navigating difficulty.