Several people responsible for Final Fantasy 7 Rebirth describe how “tough” the development of the JRPG was: “Honestly, I wasn't sure we could put it all together in time.”
Final Fantasy VII Rebirth is now being played on PS5 with some events tras Final Fantasy VII Remake e Intergrade en PS4PC and Steam Deck, but the JRPG from Square Enix had a development “stand”.
Many core developers who have worked on the second part of the Final Fantasy VII Remake have thus described what it was like to create the continuation of this trilogy with Cloud, Tifa, Barret, Aerith and more.
All this while players have a discussion about remakes: Have those from Resident Evil lost something that those from Final Fantasy have recovered?
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Although the game received outstanding praise from the public and specialized critics, its creators tightened their screws to make it the second game in the series with the best ratings.
And the fact of creating something so monstrously huge and dense with 130 hours of gameplay was an exhausting task, something that many of its developers tell in detail.
“Like creating, it was a lot of fun to work on, but the workload was also quite hard,” says the lead UI artist Hsueh Huei Liao.
“Despite this, the IU team worked hard and without compromise on each of the subjects. At such a high level of standards that each one is almost like its own independent game.”
The game's environment director, Takako Miyake, shared similar sentiments, calling development “tough,” but stressed that the “staff was unanimous that the experience was worth the effort.”
And Teruki Endo, as battle director, wasn't sure the team could “put it all together in time” when he first saw “the amount of content […] for the game, even just for combat.”
Creating Final Fantasy VII Rebirth was very “hard” for Square Enix
If we take into account that every character combination in Final Fantasy VII Rebirth has its own synergy of moves in fighting, it shouldn't be that surprising.
Although all Final Fantasy VII Rebirth developers They have a common feeling to express when creating the game, they agree on that.
Ultimately, the team supposedly felt that hard work was worth it and, at times, It didn't seem like development work for a game at all..
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Miyake – for example – comments in passing that the team “sometimes forgot that the team was doing checks and we just got lost enjoying the game.”
Naoki Hamaguchi cited his work as a director when accompanying the developers, but he saw the chemistry they had between them and this was one of the keys to the rapid development of the game.
And creating Final Fantasy VII Rebirth was so “stand“as those responsible assurethe third part that is still in its infancy has a long development path ahead of it.