Final Fantasy 7 Remake “href =” https://www.videogameschronicle.com/games/final-fantasy-vii-remake/ “> Final Fantasy 7 Remake co-director has said he has been greatly influenced by Guerrilla Games” href = “https://www.videogameschronicle.com/companies/sony/guerrilla-games/”>Guerrilla Games’ Horizon: Zero Dawn.
Speaking through an expanded feature published on the PlayStation Blog, Naoki Hamaguchi highlighted Zero Dawn’s world and imagery as elements that influenced him as a creator, saying that FF7 Remake is expected to evolve in the same way as Guerrilla’s upcoming Forbidden West.
“Horizon Zero Dawn” href = “https://www.videogameschronicle.com/games/horizon-zero-dawn/”> Horizon Zero Dawn, the first game in the franchise, left a huge impression on me as a game maker, ” He said.” I was in awe of the deeply immersive experience provided by the incredible graphics and the unique world I was in, a future where civilization has collapsed. “
Hamaguchi added, “In the sense that the following [Horizon] The title is expected to evolve even further, Final Fantasy VII Remake, which I’m in charge of, is expected to evolve in the same way.

“Before that I have a personal affinity with Horizon (laughs). As a fan, I’m really looking forward to Horizon Forbidden West “href =” https://www.videogameschronicle.com/games/horizon-forbidden-west/ “> Horizon: Forbidden West.”
The first installment of Final Fantasy 7 Remake from 2020 – covering the first Midgar section of the classic PlayStation “href =” https://www.videogameschronicle.com/platforms/playstation/ “> PlayStation game – didn’t introduce some -linear elements in its gameplay, while maintaining the narrative thrills fans remember from the original.
“The structure of the original Final Fantasy 7 story was designed to be fairly linear up to the Midgar escape, so we were always aware of the risk of undermining the innate sense of tension and tension if we introduced more openness into how it played, ”Hamaguchi explained in a Games Radar interview last year.
The co-director said that Remake’s structure had been purposely chosen to appeal more widely to modern players.
“A game design[ed] with only linearity and no degree of freedom is often perceived negatively by players, ”he explained.
“Accordingly, we have included some freedom of movement in the scenario at the settlement locations so that players can enjoy the side content in the story at points appropriate for the story, without the risk of losing the sense of urgency within other sections.”
When Hamaguchi discussed plans for Final Fantasy 7 Remake Part 2 at a CEDEC conference speech last month, he suggested he would like to create an equally immersive world for the second episode.
“In making FF7R, we decided to run the entire game in Midgar, and created a realistic world within Midgar,” he says said
“In the original game, for example, you didn’t really have an idea of what it would look like to stare at the record from the point of view of the slums, but we were able to visualize that in the Remake.
“In Part 2, we want to take that kind of detail and let users experience how they experienced Midgar in the remake, but with the rest of the world.”
Final Fantasy 7 Remake’s other co-director Tetsuya Nomura has previously suggested that future episodes in the episodic title could focus on smaller parts of the original game in order to release them faster.