The dev better add gun mechanics in miliastra dev kit

The dev better add gun mechanics in miliastra dev kit

(not talking about miliastra dev, im talking about mihoyo)

I know we have over the shoulder camera in the game now.

But it's not just about the camera, it's also about the gun mechanics, the gun itself, the movement (like sliding, cover behind wall, jump over a wall), etc

u/aiyafem — 1 day ago
▲ 63 r/YaeMiko

I'm glad I pulled for her during her first banner. She truly is a bitcoin of all time.

u/aiyafem — 2 days ago

Why do i have an urge to show my Lawyer badge (or armband) to every characters i see just to see their reactions, lol

u/aiyafem — 8 days ago

Calm down guys, they could release sneznaya teaser trailer this friday. 5 Days before the new patch is out.

u/aiyafem — 13 days ago

If you look at this slowly, it was Signora who threw the yellow pillow at Columbina, not Sandrone

Signora looks like she's Dusting her hands off.

u/aiyafem — 19 days ago

Never forget hoyo once posted venti's birthday art with his original archon design

Happy birthday Venti!

u/aiyafem — 20 days ago

Umamusumeshi is an underrated spin off manga. Everyone should give it a try.

Each chapters is like a character/support card events. Each chapters also pretty short too.

u/aiyafem — 22 days ago

Lagi cari game jadul di ps1 atau ps2 yang pernah ku mainin dulu. Lupa namanya

Gamenya speak bola, tapi tiap Tim nya punya kemampuan gila gitu, kyk superhero. Contoh nya Tim jepang punya kemampuan yang bisa panggil angin yang kencang ke arah gol musuh namanya kamikaze.

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u/aiyafem — 23 days ago

We're ready whenever Asmon is interested playing RE7 and then RE8

I know he has some upcoming games he wanted to play, but if he's interested with RE series again, he should try RE7 first then RE8

u/aiyafem — 23 days ago

Something's a bit off with lohen's story quest

In the manga, Diluc became a captain at the age of 14.
Also, in the quest they said Ursa attack happened 10 years ago, but the manga takes place 4-5 years ago. Are they doing Detective Conan (the manga has been running for decades, but they all stay the same age) way?

How old do you think lohen is right now?

u/aiyafem — 24 days ago
▲ 31 r/nier

After Octopath Traveler 0 and Final Fantasy Resonance, do you think they'll do the same with Reincarnation?

Both games are originally a mobile gacha game turned into single player offline games.

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u/aiyafem — 27 days ago

FF7 Revelations next marketing this year

It could be playstation showcase instead of state of play, its been 3 years since the last playsation showcase

u/aiyafem — 28 days ago

More Hamaguchi interviews about Revelations (source: denfaminicogamer)

source

Has the story around Wutai changed from the original version? In the original game, despite being portrayed as a place that was in conflict with the Shinra Company, it also had a rather peaceful atmosphere...

Yes, that's true. Just as in Rebirth, the Shinra Company, Wutai, and Cloud's group Avalanche all move forward while carrying their own agendas and believing in their own sense of justice.

With Meteor hanging in the sky and another looming crisis in the form of the mysterious Weapons, the story is able to depict more realistically than the original how their respective missions and goals intersect and ultimately lead toward the final conclusion.

Locations such as Wutai, which were not mandatory areas in the original game, have had additional story content added in order to properly explore those aspects.

For example, the Gongaga region in Rebirth was very well received by players. By adding events that were not present in the original game such as Tifa expressing some of her thoughts within the spiritual/mental world the story became easier for players to understand and connect with.

In that sense, Wutai's storyline has become one with a very strong political focus.

is there any chance that characters connected to Deepground, which appeared in Intergrade might show up?

This time, the Midgar area will also appear, and players will be able to explore it. So, within that context, I'd like to think we'll be able to meet fans' expectations, including regarding the characters you mentioned.

I'd also like to ask about things that didn't appear in the footage. For example, will Rocket Town be included this time?

Of course it will appear. In terms of the storyline, Rocket Town was actually a location that would have been covered in Rebirth. However, when we were considering the overall structure, we came to the conclusion that it would work better if we moved it to the third installment.

Players will visit it fairly late in the game, close to the final stages, but it has been incorporated into Revelation's story from the very beginning of development, and I think it turned out very well.

What about the underwater exploration?

The underwater will also appear as part of the story. I can't go into the details, but I hope you'll look forward to seeing how it is portrayed in this game.

The scope of Revelation happens to cover the point where players could obtain the summon materia "Knights of the Round". It didn't appear in the previous two installments, but this time...?

As for Knights of the Round, I don't think there's really an option not to include it in the remake project anymore.

After all, for fans of the original game, it's one of those unforgettable, iconic elements.

In a sense, it's not simply because this is the third installment. It's a topic that's come up repeatedly throughout the development of this series. We're approaching its development with the determination to create content that lives up to its legacy, so I hope you'll look forward to seeing how it will ultimately be realized and presented in the game itself.

The story really does conclude with this game, right?

Of course it does. I genuinely feel that we've succeeded in bringing the story to a proper conclusion, and I'm very confident in the ending we've created.

I think many fans are focused on whether the story will follow the original exactly or whether things will change. However, as the conclusion to a series that has taken more than ten years to create, I believe we can deliver an ending that satisfies me as a director as well.

As for what that ending actually is, I'd like everyone to experience it for themselves by playing the game.

In the previous game, events changed depending on the affection system. Has that system been carried over into this game as well?

There are some differences between Rebirth and this title in that regard.

I put a great deal of thought into the design of that system in the previous game, and I'm very fond of it. However, just because something worked well once doesn't mean it will be received the same way if we simply repeat it.

A game is considered ambitious and challenging because it introduces new changes and evolutions. Just because you've created a good format doesn't mean the best approach is to keep relying on it forever.

Up through the previous game, the story and gameplay experience were fundamentally centered on Cloud. As a result, affection was portrayed as the relationship between Cloud and another character.

In this game, however, while Cloud remains an important protagonist, we aren't portraying the story solely through his perspective. Instead, we're making a conscious effort to focus on all of the characters to a certain degree and develop each of them properly.

Whether that is represented through visible numerical values like an affection system is a separate discussion. But when it comes to side content, we've placed emphasis on allowing players to decide which characters they want to learn more about and explore in greater depth.

How those choices are reflected in the game is part of the gameplay experience, so I think it will feel somewhat different from the previous title.

If players are able to explore different characters in greater depth, it sounds like people might come away with different impressions of the ending. For example, could there be branching endings?

I don't think ending the story with multiple endings is what players are looking for from this game.

Rather, I believe it is our responsibility as creators to present a single, definitive conclusion and say, "This is the ending of the Final Fantasy VII Remake series."

Because of that, I don't want the major parts of the main story to vary depending on individual player experiences.

However, when it comes to the side content that expands upon that story, I want it to differ based on each player's individual experience.

Those choices need to be intentional and meaningful. In other words, if a choice doesn't carry weight, then I don't really think it's a choice at all.

After all, if you can simply go back and do everything later anyway, then it doesn't really matter what you choose first, does it?

That's why, when it comes to the side content that enriches and complements the main story, we've gone so far as to make the storytelling itself change based on the player's choices, and even the way the game is played and progressed can change as well.

Different players will approach the game differently, and as a result, the story they experience will also differ from player to player. That's one of the clearest differences between this game and the previous title.

It's not really a matter of one approach being better or worse than the other, it's simply a difference in game design philosophy. In the previous game, we placed importance on ensuring that players would have essentially the same experience regardless of the order in which they completed content. The idea was: "Feel free to do whatever interests you, and you can enjoy it without worrying about missing anything."

However, what we're emphasizing in this game is "making choices with conviction." Because of that, depending on the choices you make, there may be story content you never see, or events you never learn about.

We've deliberately designed the game this way so that the experience of making choices feels fundamentally different from what it was in the previous title.

This is another question about something that existed in the original game, but will the slap fight scene still be there?

As a fan who played the original game myself, I certainly remembered the slap fight. However, when I first joined the remake project, it honestly wasn't one of the things that stood out most strongly in my memory.

But while working on Remake and Rebirth, I realized just how many fans were looking forward to it. At that point, I felt it was something we absolutely couldn't afford to do half-heartedly.

We've put a great deal of care into it, so I hope everyone looks forward to it.

Does that mean most of the original game's minigames are returning?

Yes.

Even though some people have said there are "too many minigames," I have absolutely no intention of reducing the number of minigames in the Final Fantasy VII Remake series.

The reason is simple: one of the defining characteristics of the original Final Fantasy VII was its abundance and variety of minigames, and that diversity is something fans embraced and loved.

Because of that, I've never considered abandoning that aspect of the original. The idea that this series should be a game overflowing with a wide variety of minigames is something that won't change.

That said, I believe there are ways to adjust how players engage with them so that fewer people feel frustrated.

I personally learned a lot from Rebirth, and we've applied those lessons to this game.

For example, in the previous title, minigames were often tied to character progression systems or trophies. We've reorganized those elements and made them much easier to understand.

So you've reduced the impact that minigames have on the rest of the game?

We've tried to keep minigame rewards largely self-contained within the minigames themselves. Instead of rewards that directly affect battle performance, you'll get things like character skins and other cosmetic or convenience-related rewards.

On the other hand, for players who want to focus on combat-related challenges, we've grouped those into battle-oriented side content. This creates a clearer distinction and makes it easier for players who don't want to engage with certain content to simply choose not to do it.

We've also made two additional improvements.

First, just as the battle system has Easy and Normal difficulties, minigames now have Easy Mode and Normal Mode as well.

Second, for people who simply don't enjoy minigames at all, we've added the ability to skip them entirely.

For example, players can choose to skip cutscenes and not watch parts of the story, so it seemed inevitable that people would ask, "Why can't we skip minigames too?"

So players can try a minigame briefly, and if they decide it's not for them, they can choose to skip it, and it will be treated as completed.

I do want to make one thing clear: we will not choose to reduce the number of minigames. So I can't really satisfy those who want fewer minigames. However, we've done everything we can to improve the experience, and I'm excited to see how players respond to Revelation.

Personally, I'm relieved to hear that the slap fight is staying! (laughs)

The slap fight is staying! (laughs)

In fact, just the other day I was discussing how to portray it with the art director.

It was one of those moments where I said, "This is something I'm absolutely not willing to compromise on."

There are really a lot of people looking forward to the slap fight.

Finally, could you share a message for fans who are eagerly awaiting the release of Revelation?

The central theme of this game is something I mentioned earlier in this interview: determination.

The story of Cloud and his companions, which fans have followed for nearly ten years, carries a powerful sense of resolve as it heads toward its final finale.

And just as importantly, both I personally and the entire development team have put our own determination into delivering something truly worthwhile to all of you.

So I hope all of you will also make a determination of your own to play the game and join us in seeing this journey through to the very end.

u/aiyafem — 1 month ago