0:00:00.846,0:00:02.467 Hello! My name is Dan, 0:00:02.492,0:00:06.567 I am a professional animator,[br]and this is New Frame Plus. 0:00:06.592,0:00:08.967 The remake of Final[br]Fantasy VII is here, 0:00:08.992,0:00:12.222 and it is affording us all[br]a very rare opportunity: 0:00:12.247,0:00:17.200 the chance to see a classic, beloved[br]game updated to modern AAA standards. 0:00:17.225,0:00:21.402 To see it not just remastered,[br]but re-imagined from the ground up. 0:00:21.427,0:00:24.500 Every single asset,[br]every game-play system, 0:00:24.525,0:00:29.391 AND every story sequence[br]reconsidered and built from scratch! 0:00:29.416,0:00:32.851 As an animator,[br]that last one makes me REAL excited. 0:00:32.876,0:00:34.544 Consider the potential here! 0:00:34.569,0:00:38.301 These animators and directors and[br]performers have the opportunity 0:00:38.326,0:00:42.567 not just to make these scenes prettier, but[br]to flesh out their character performances 0:00:42.592,0:00:44.703 and cinematography[br]with a level of nuance 0:00:44.728,0:00:47.851 that the original game[br]simply was not capable of. 0:00:47.876,0:00:48.856 To show you what I mean, 0:00:48.881,0:00:49.975 I'm going to do a deep dive 0:00:50.000,0:00:52.904 into the animation of just[br]the opening title sequence 0:00:52.929,0:00:58.312 in both versions of the game,[br]starting with the 1997 original. 0:00:58.633,0:01:00.878 It’s easy to forget,[br]looking at it now but, 0:01:00.903,0:01:04.238 Final Fantasy VII was a[br]technological leap in its own right; 0:01:04.263,0:01:09.503 the first game in this franchise to leave[br]those familiar 8 and 16-bit roots behind 0:01:09.528,0:01:11.561 in favor of Sony’s new PlayStation 0:01:11.586,0:01:15.100 and all the shiny new 3D[br]graphics it was capable of. 0:01:15.120,0:01:19.000 But these big hardware transitions[br]always come with some growing pains, 0:01:19.020,0:01:22.820 and Final Fantasy VII[br]is loaded with them. 0:01:23.140,0:01:28.340 The title sequence begins as an FMV[br]cinematic; basically a pre-rendered video. 0:01:28.362,0:01:32.333 The ability to store movie files on disc[br]was one of the more exciting new features 0:01:32.358,0:01:34.977 of the PlayStation’s[br]CD-ROM format. 0:01:35.002,0:01:40.479 We open on a field of stars, the camera[br]lazily drifting around in space for… 0:01:40.504,0:01:42.767 probably 20 seconds[br]longer than necessary. 0:01:42.792,0:01:47.040 And then we cross-fade to a medium[br]close-up shot of a woman’s face 0:01:47.065,0:01:49.183 bathed in eerie green light. 0:01:49.208,0:01:51.467 And, I should probably[br]just go ahead and say that 0:01:51.492,0:01:55.128 the character animation in Final[br]Fantasy VII’s pre-rendered cut-scenes 0:01:55.153,0:01:57.033 is just... terrible. 0:01:57.058,0:02:02.200 They've got poor body mechanics, no sense of[br]weight, dead-eyed expressions everywhere… 0:02:02.225,0:02:06.169 the craft of animation is fundamentally[br]about taking something not alive, 0:02:06.194,0:02:10.633 like a drawing or a CG model, and creating[br]the illusion of life in that thing, 0:02:10.658,0:02:14.342 and you will rarely see that[br]illusion work in these scenes. 0:02:14.367,0:02:17.305 Now, this failing is[br]COMPLETELY understandable. 0:02:17.330,0:02:21.088 CG animation was still in its[br]very early days at this point, 0:02:21.113,0:02:22.833 And Squaresoft’s cinematic animators 0:02:22.858,0:02:25.467 would quickly find their[br]feet over the next few years, 0:02:25.492,0:02:27.199 so no disrespect towards them! 0:02:27.224,0:02:31.267 Honestly, nobody in 1997 was[br]delivering great CG character animation 0:02:31.292,0:02:33.046 in their pre-rendered cut-scenes. 0:02:33.071,0:02:36.723 ...But yeah, this first effort[br]is pretty rough, though. 0:02:36.809,0:02:38.400 So then we cut to a new angle, 0:02:38.425,0:02:42.915 and we see that this woman is kneeling in[br]some sort of dark alley looking at something 0:02:42.940,0:02:46.646 (although we can’t really see what[br]that glowing green something is) 0:02:46.671,0:02:50.931 And it’s here that we can see that Aerith’s[br]character model is actually segmented, 0:02:50.956,0:02:54.873 constructed of several separate pieces[br]of overlapping geometry. 0:02:54.898,0:02:59.300 You can see the most obvious seams here[br]at her elbow joint and there at her waist. 0:02:59.325,0:03:01.958 Now, this is actually how[br]all of Final Fantasy VII’s 0:03:01.983,0:03:04.286 in-game character models[br]are constructed too; 0:03:04.311,0:03:08.254 it was a pretty common character-modeling[br]approach in those early 3D days 0:03:08.279,0:03:12.400 when deforming a character mesh with an[br]animated skeleton of joints in real time 0:03:12.425,0:03:15.344 was just a lot for that[br]early hardware to handle. 0:03:15.369,0:03:17.693 Of course,[br]animation in a pre-rendered movie 0:03:17.718,0:03:20.700 isn’t bound by those[br]real-time processing concerns, 0:03:20.725,0:03:24.416 so I’m guessing that this segmented[br]character model being used here is 0:03:24.441,0:03:28.887 just an artifact of those real[br]early wild west days of CG animation 0:03:28.912,0:03:33.045 where everyone was still trying[br]to just figure out the basics. 0:03:33.488,0:03:34.800 And it’s also in this shot 0:03:34.825,0:03:38.887 that we get our first taste of Final Fantasy[br]VII’s full body character animation, 0:03:38.912,0:03:41.374 which,[br]like I said before: not great. 0:03:41.425,0:03:45.448 You see the way she finishes standing up[br]and THEN starts straightening her back 0:03:45.473,0:03:48.124 while her hips stay[br]completely locked in place? 0:03:48.149,0:03:53.033 That sort of isolated motion is how[br]machines move, but not how humans do. 0:03:53.058,0:03:56.600 All the parts of our bodies tend to[br]coordinate together when we move. 0:03:56.625,0:04:01.200 It’s actually surprisingly difficult to move[br]just a single isolated part of your body 0:04:01.225,0:04:03.812 without any other part[br]moving just a little bit. 0:04:03.837,0:04:06.722 It what makes dancers like[br]these so darn impressive. 0:04:06.747,0:04:09.712 Granted, I suspect that part of[br]the weirdness of her movement here 0:04:09.737,0:04:12.550 might be due to the fact that[br]the animator's having to cheat 0:04:12.575,0:04:14.341 to make her stand up AT ALL. 0:04:14.366,0:04:18.646 Look at the lower half of her body for[br]the duration of this standing motion... 0:04:18.671,0:04:21.556 You notice how her legs don’t[br]actually bend that much? 0:04:21.581,0:04:26.212 Here, I’ll play it back in reverse...[br]Kinda looks like her knees bend slightly, 0:04:26.237,0:04:29.386 and then her legs just stiffly[br]sink into the floor, right? 0:04:29.411,0:04:31.847 I’m guessing that is[br]EXACTLY what’s happening. 0:04:31.872,0:04:35.433 I would wager that this character[br]model (or at least her skirt geometry) 0:04:35.458,0:04:39.474 wasn’t rigged to bend that way. Or maybe[br]there was some other technical complication 0:04:39.499,0:04:42.535 preventing her from ACTUALLY being[br]shown kneeling on the ground, 0:04:42.586,0:04:45.967 so the animator had to cheat[br]to make this shot work at all. 0:04:45.992,0:04:50.633 And I say, hats off to you, sneaky animator[br]who made this impossible thing work. 0:04:50.658,0:04:53.279 You weren’t the first[br]and will not be the last. 0:04:53.304,0:04:56.292 ...oh, THAT’S why the camera[br]doesn’t tilt down far enough 0:04:56.317,0:04:58.776 for us to see the glowing thing[br]she’s looking at, isn’t it? 0:04:58.801,0:05:02.268 Because lowering the camera any further would[br]reveal she’s not actually crouched down 0:05:02.293,0:05:05.700 and break the whole illusion?[br]Aw that's it, isn’t it! 0:05:05.725,0:05:07.770 Sorry, I got distracted,[br]what was I talking about... 0:05:07.795,0:05:10.231 RIGHT. Yes,[br]Aerith moving like a robot. Okay. 0:05:10.256,0:05:14.300 And it really doesn’t help that her[br]eyes are 2D textures pasted to her face 0:05:14.325,0:05:16.631 that are only capable of[br]looking straight ahead. 0:05:16.656,0:05:21.472 Like, look at her head turn here. You see[br]how her eyes just stay locked in place, 0:05:21.497,0:05:26.657 staring forward for the entire move?[br]That, again, is how robots move, not humans. 0:05:26.682,0:05:28.668 I mean,[br]try it yourself right now. 0:05:28.693,0:05:30.969 Try turning to look 90[br]degrees to your left 0:05:30.994,0:05:35.600 while keeping your eyes focused straight[br]in front of your face the entire time…… 0:05:35.625,0:05:38.767 is that not the most[br]robot-feeling thing to do? 0:05:38.792,0:05:41.101 Now, I could keep nitpicking[br]this little stuff all day, 0:05:41.126,0:05:43.467 but at this point you get the[br]idea, right? 0:05:43.492,0:05:46.311 This is clearly a team[br]of artists and engineers 0:05:46.363,0:05:49.089 learning their way around[br]a new animation medium, 0:05:49.114,0:05:53.772 probably using the software equivalent of sticks[br]and rocks compared to modern animation tools. 0:05:53.797,0:05:55.941 So, I think we can[br]cut them some slack. 0:05:55.966,0:05:58.233 In fact,[br]let’s say some nice things! 0:05:58.258,0:06:01.967 I really like the way this[br]extended shot is staged; 0:06:01.992,0:06:06.708 the way it starts in close spending a quiet[br]intimate moment with this flower girl, 0:06:06.733,0:06:10.467 and then slowly begins to pull back[br]as she walks out into the busy street. 0:06:10.492,0:06:14.616 And then the bustle of this dark,[br]grimey city suddenly intrudes on it, 0:06:14.641,0:06:19.113 breaking our line of sight and just taking over the[br]frame as the camera continues to pull back 0:06:19.138,0:06:22.605 and the flower girl slowly[br]disappears into the cityscape. 0:06:22.630,0:06:26.700 And, by the way: side benefit of having[br]all these nameless extras shrouded 0:06:26.725,0:06:31.097 in moody shadow during this camera move?[br]Much harder to see animation flaws! 0:06:31.122,0:06:32.320 Except on this guy. HEY. 0:06:32.320,0:06:34.695 I see that hitch[br]in your walk cycle, random dude. 0:06:34.720,0:06:36.097 Better get that looked at. 0:06:36.122,0:06:38.533 But alright, we’re done with[br]character animation for a bit. 0:06:38.558,0:06:43.633 The camera pulls back and back until we’re[br]looking over the entire city of Midgar. 0:06:43.657,0:06:48.615 And just keep in mind: even though all of[br]this does look very rough and early CG, 0:06:48.667,0:06:52.600 this one extended shot has been[br]a showcase of cinematography 0:06:52.625,0:06:56.500 and character animation detail[br](relatively) that, up to this point, 0:06:56.525,0:06:59.860 Final Fantasy has never been[br]capable of doing before. 0:06:59.885,0:07:02.690 Now it’s time for the second[br]half of this opening cinematic, 0:07:02.715,0:07:04.674 and this is where stuff[br]gets really interesting. 0:07:04.699,0:07:07.300 So, the camera begins its[br]flight back into town, 0:07:07.325,0:07:10.433 inter-cut with some quick[br]shots of a decelerating train. 0:07:10.458,0:07:14.142 We fly down, down, down until[br]we’re back at ground level. 0:07:14.167,0:07:18.666 And the camera settles into place just as[br]this train pulls into the Sector 1 station, 0:07:18.691,0:07:20.571 and the instant the train stops, 0:07:20.596,0:07:25.280 the pre-rendered video portion of[br]this intro ends and we seamlessly(ish) 0:07:25.331,0:07:28.719 transition from a movie[br]file to a static 2D image, 0:07:28.744,0:07:31.300 the likes of which Final[br]Fantasy VII is going to have us 0:07:31.325,0:07:33.700 running around in front[br]of for most of the game. 0:07:33.725,0:07:35.261 But before we get[br]to the action here, 0:07:35.286,0:07:37.952 I’d like to direct your[br]attention to these two guards. 0:07:37.977,0:07:41.833 Because you probably noticed,[br]those guards appeared on screen BEFORE this 0:07:41.858,0:07:43.267 pre-rendered video ended. 0:07:43.371,0:07:45.900 And they were not PART[br]of the pre-rendered video. 0:07:45.925,0:07:49.397 Those were in-game character[br]models, being rendered in real time, 0:07:49.422,0:07:51.567 being layered OVER the FMV. 0:07:51.592,0:07:54.255 This is a pretty cool little[br]trick they're pulling off here. 0:07:54.280,0:07:57.598 I mean when you think about it,[br]almost every environment in this game 0:07:57.623,0:08:03.033 is just a lavish pre-rendered 2D image[br]being layered behind the invisible terrain 0:08:03.058,0:08:04.873 your 3D characters[br]are standing on, 0:08:04.898,0:08:08.550 and there’s no real reason that that[br]background image CAN’T be a video. 0:08:08.575,0:08:12.572 But to make that work, the animators had[br]to make sure that the game-play camera 0:08:12.597,0:08:14.688 which is seeing and rendering[br]these two guards, 0:08:14.739,0:08:18.074 imitated the pre-rendered cut-scene[br]camera’s movements perfectly 0:08:18.099,0:08:24.079 to preserve the illusion of those 3D characters[br]being grounded in that moving 2D background. 0:08:24.104,0:08:25.238 It’s a complicated trick, 0:08:25.263,0:08:29.497 but quite effective at blurring the[br]boundary between movie file and game-play. 0:08:29.565,0:08:32.367 Square would actually do[br]this a lot in the PS1 days 0:08:32.392,0:08:35.741 and by Final Fantasy VIII,[br]they were getting real extra about it. 0:08:35.766,0:08:39.267 ANYWAY. Now that the pre-rendered[br]video portion of this sequence is done, 0:08:39.292,0:08:42.533 from here on, all of the characters[br]are going to be rendered in real-time. 0:08:42.558,0:08:45.150 And real-time story scenes[br]in Final Fantasy VII 0:08:45.175,0:08:48.153 have to deal with a handful[br]of very tricky limitations. 0:08:48.178,0:08:49.567 Limitation No. 1: 0:08:49.592,0:08:52.888 Because every animation in the game[br]takes up some amount of memory, 0:08:52.913,0:08:57.700 the devs had to try to limit the number of[br]unique animations appearing in each scene. 0:08:57.725,0:09:00.900 Because the more animations[br]needed in one single environment, 0:09:00.925,0:09:03.367 the longer that environment[br]was going to take to load. 0:09:03.392,0:09:04.820 Limitation No. 2: 0:09:04.845,0:09:09.185 Because most of this game’s[br]environments are pre-rendered 2D images, 0:09:09.210,0:09:12.227 their ability to move the[br]camera is extremely limited, 0:09:12.252,0:09:15.100 and camera rotation is[br]completely locked down. 0:09:15.125,0:09:19.447 So pretty much all of the action in any[br]given scene has to be played to one angle, 0:09:19.472,0:09:21.067 kind of like a stage play. 0:09:21.147,0:09:22.807 And Limitation No. 3: 0:09:22.858,0:09:26.828 Final Fantasy VII’s characters....they[br]don’t really have faces. 0:09:26.853,0:09:27.762 I mean, they do, 0:09:27.787,0:09:31.143 but it’s near impossible to see them[br]at the games original resolution, 0:09:31.192,0:09:33.204 and those faces weren’t[br]built to animate anyway. 0:09:33.229,0:09:36.352 So, unlike the character[br]animation in the 16-bit games 0:09:36.377,0:09:39.900 (which ran almost entirely on[br]exaggerated facial expressions), 0:09:39.925,0:09:43.400 Final Fantasy VII’s characters[br]have to rely on gestures 0:09:43.425,0:09:45.900 and heavily-exaggerated[br]body language. 0:09:45.925,0:09:48.995 And that's not actually a[br]terrible trade-off in the end, 0:09:49.020,0:09:53.677 but not being able to use facial expressions[br]is a pretty big acting limitation. 0:09:53.702,0:09:57.725 All of that to say: for the duration of this[br]scene, the camera's barely going to move, 0:09:57.750,0:10:01.270 the character performances are going to[br]be created by stringing together short, 0:10:01.295,0:10:05.159 re-usable animations, and nobody is[br]going to be acting with their face. 0:10:05.184,0:10:06.333 Ok? Ok. 0:10:06.381,0:10:10.556 So first we see Biggs jump off the top of[br]the train and throw a guard to the ground, 0:10:10.581,0:10:14.661 which reads SURPRISINGLY CLEARLY[br]considering how far away he is from camera 0:10:14.686,0:10:17.068 and how low resolution[br]this game is. 0:10:17.093,0:10:20.216 Next Jessie runs in and takes out[br]the second guard with a kick, 0:10:20.241,0:10:24.026 which reads a little less clearly than the[br]throw, despite being closer to camera, 0:10:24.051,0:10:26.967 largely because the guard's body[br]is kind of obscuring the move 0:10:26.992,0:10:31.037 they probably could've tried to clear the silhouettes[br]a little better here, but I'm nitpicking. 0:10:31.062,0:10:34.000 Notice how exaggerated all[br]these animations are, though! 0:10:34.025,0:10:37.836 With render resolution this low and[br]character models this simplistic, 0:10:37.861,0:10:39.600 there is no room for subtlety. 0:10:39.625,0:10:43.442 The animators are having to push[br]everything to the extreme to read clearly. 0:10:43.475,0:10:47.490 Wedge hops off the train next. And then[br]we see one of our main characters, Barret, 0:10:47.515,0:10:50.467 who looks back toward the train and[br]gestures impatiently. 0:10:50.492,0:10:54.553 The camera pedestals up a bit for the[br]grand entrance of our main character, 0:10:54.578,0:10:58.971 who flips down for a showy,[br]absolutely cliche three-point landing. 0:10:58.996,0:11:01.590 And there are a couple details[br]I really like in this moment. 0:11:01.615,0:11:05.733 First, having Barret run out, look up[br]and gesture toward the train is great 0:11:05.758,0:11:09.200 not only for directing our attention to[br]where Cloud’s entrance is about to happen, 0:11:09.225,0:11:13.400 but it also signals to the new player that[br]Barret is in a position of authority here, 0:11:13.425,0:11:17.600 and it sets the tone for the early antagonistic[br]dynamic between Barret and Cloud. 0:11:17.625,0:11:22.045 And the second thing I really like is that[br]Cloud’s unnecessarily acrobatic entrance 0:11:22.070,0:11:26.733 is a perfectly fine way to make your player character[br]feel like the coolest tough guy in the room 0:11:26.758,0:11:27.653 (...eh, sort of), 0:11:27.678,0:11:29.133 but in the LONG term, 0:11:29.158,0:11:32.177 it also effectively sets up[br]Cloud as the kind of person who 0:11:32.202,0:11:35.533 would try to present himself as the[br]coolest tough guy in the room, 0:11:35.664,0:11:40.000 which is a surprising level of nuance for[br]a clump of untextured, faceless polygons 0:11:40.025,0:11:41.433 hand-springing off a train. 0:11:41.458,0:11:44.483 But yeah, then Barret tells you[br]to get moving and there you are, 0:11:44.508,0:11:46.100 playing Final Fantasy VII. 0:11:46.196,0:11:50.633 Overall, as clunky as these PS1[br]graphics and early 3D animations are, 0:11:50.658,0:11:54.060 I’m surprised at how effective[br]all of this still manages to be. 0:11:54.085,0:11:57.155 That’s kind of Final Fantasy[br]VII in a nutshell, really. 0:11:57.180,0:12:00.333 This brings us to the[br]Final Fantasy VII Remake, 0:12:00.358,0:12:05.092 a complete overhaul of the original game[br]with the full power of modern AAA budgets, 0:12:05.117,0:12:07.100 talent and technology behind it. 0:12:07.125,0:12:10.267 And of course, there are, TONS of[br]improvements you can just see at a glance. 0:12:10.292,0:12:13.733 The high resolution graphics,[br]the high-fidelity character models, 0:12:13.758,0:12:16.582 the lighting, the shading, the[br]effects... all of it gorgeous. 0:12:16.607,0:12:20.067 But the two things that interest[br]me most are all those brand new 0:12:20.092,0:12:24.067 motion-captured character performances[br]AND all the creative adjustments 0:12:24.092,0:12:27.940 and changes designed to help this[br]opening achieve its story goals 0:12:27.965,0:12:29.891 in ways that the[br]original couldn’t. 0:12:29.920,0:12:33.720 Let’s see what 23 years of[br]technological advance can do. 0:12:34.460,0:12:37.720 We begin, once more, drifting in a star fie-- 0:12:37.720,0:12:39.320 ...hang on. 0:12:39.420,0:12:40.820 ...yep.[br]This is different. Okay! 0:12:40.836,0:12:45.167 It turns out the Remake diverges from[br]the original intro sequence immediately. 0:12:45.192,0:12:48.958 This time we open with a bird[br]flying over a barren wasteland 0:12:48.983,0:12:52.318 and we get our first look at the Midgar[br]skyline in broad daylight, 0:12:52.343,0:12:54.937 almost completely[br]shrouded in smog. 0:12:54.962,0:12:58.733 We get a good look at the actual city[br]itself during the day time rush, 0:12:58.758,0:13:03.933 all of the densely-packed buildings,[br]construction work, some kids riding bikes… 0:13:03.958,0:13:07.434 honestly, this new opening could probably[br]have stood to cut 20 seconds too but, 0:13:07.459,0:13:11.323 they do establish some important[br]thematic imagery in these new opening minutes: 0:13:11.348,0:13:14.400 dead landscape, [br]a bustling smog-coated city, 0:13:14.400,0:13:16.433 dead flowers SPECIFICALLY, 0:13:16.458,0:13:18.204 and, as the sun goes down, 0:13:18.229,0:13:22.275 the bright green glow of Midgar’s[br]mako reactors illuminating the night. 0:13:22.300,0:13:26.667 Now all of this is stuff that fans of Final[br]Fantasy VII are already well familiar with, 0:13:26.692,0:13:30.979 but these two minutes sure do give the[br]newcomer a lot more useful information 0:13:31.004,0:13:33.915 about this setting than[br]45 seconds of stars do. 0:13:33.940,0:13:38.100 And that spray of green particles from[br]the reactor transitions us beautifully 0:13:38.125,0:13:40.900 into the classic opening[br]sequence we know and love. 0:13:40.925,0:13:43.167 I would say we are off to[br]a pretty strong start here. 0:13:43.192,0:13:46.267 What’s more, craning the camera[br]down toward Aerith like this 0:13:46.292,0:13:49.367 instead of simply cross-fading[br]affords us a much better look at 0:13:49.392,0:13:52.756 what’s actually happening in[br]this scene; the Mako energy - 0:13:52.781,0:13:55.507 the planet’s very life force,[br]we’re soon going to learn - 0:13:55.532,0:13:58.576 is seeping from a broken[br]pipe in this dirty alley. 0:13:58.601,0:14:00.984 And thanks to those two[br]extra minutes we just saw, 0:14:01.009,0:14:04.925 the new player can probably start[br]connecting some dots on what’s happening here! 0:14:04.950,0:14:07.667 Much more easily then they could[br]have in the original, anyway. 0:14:07.692,0:14:09.800 And when we reach that[br]close up of her face, 0:14:09.825,0:14:12.783 we can see that she’s[br]sort of lost in this glow, 0:14:12.808,0:14:16.533 just basking in it, almost[br]meditative, possibly praying. 0:14:16.558,0:14:21.650 And when she opens her eyes to look into[br]camera - just like she did 23 years before - 0:14:21.675,0:14:26.412 ...man. What an incredible difference two[br]decades and 4 console generations can make. 0:14:26.437,0:14:28.967 This Aerith actually looks alive. 0:14:28.992,0:14:33.078 Even in this tiny moment, there is so much[br]more subtle fidelity to the performance. 0:14:33.125,0:14:36.597 The way her eyelids stir[br]slightly before she opens them. 0:14:36.622,0:14:39.798 The way she first looks down at the[br]pipes she was focused on previously 0:14:39.823,0:14:42.067 BEFORE her gaze drifts[br]up toward camera. 0:14:42.092,0:14:46.438 The way not just her eyelids but also her[br]eye brows move slightly as she looks up. 0:14:46.463,0:14:48.449 And all of those[br]subtle eye darts... 0:14:48.474,0:14:51.529 Especially when compared to[br]the original robo-Aerith, 0:14:51.554,0:14:54.533 what incredible realistic[br]acting fidelity here. 0:14:54.558,0:14:57.967 Then we cut to the second shot,[br]very similar to the original angle, 0:14:57.992,0:15:02.296 but with some better framing. Except this[br]time, Aerith doesn’t stand up right away. 0:15:02.321,0:15:07.429 She just... stays here, gazing at this leaking[br]pipe, lingering in the moment. 0:15:07.454,0:15:09.367 I REALLY love this change. 0:15:09.392,0:15:13.833 It’s not a radical departure from the original,[br]but the extra time spent lingering here 0:15:13.858,0:15:17.100 gives us a chance to emotionally[br]invest in this moment WITH her, 0:15:17.125,0:15:19.433 in a way that you really[br]couldn’t in the original. 0:15:19.458,0:15:22.248 And immediately AFTER that,[br]another change that I love: 0:15:22.273,0:15:25.661 Aerith stands up NOT just[br]because it’s time to stand up, 0:15:25.686,0:15:30.846 but because she suddenly senses a threat[br]at the end of the alley. This is so good. 0:15:30.871,0:15:34.567 For one, it gives her a motivated[br]reason to stand up and leave this alley 0:15:34.592,0:15:36.351 she was just having[br]that moment in. 0:15:36.376,0:15:40.618 Two, it further reinforces what the original[br]game was trying to drive home as well: 0:15:40.658,0:15:42.698 that this city is[br]a hostile place. 0:15:42.723,0:15:47.010 And best of all, three: if you already[br]know a little bit about Aerith’s story, 0:15:47.035,0:15:50.228 then you know that she[br]is ALWAYS being watched. 0:15:50.253,0:15:54.500 She is a Person of Interest in this town.[br]And so seeing her get spooked by… 0:15:54.525,0:15:57.294 well, seemingly nothing[br]at the end of this dark alley 0:15:57.319,0:16:00.572 helps to plant some seeds for[br]her story WAY in advance, 0:16:00.597,0:16:04.249 and, again, the original version of[br]this cut-scene didn’t do that AT ALL. 0:16:04.274,0:16:08.429 Also, by the way? THAT’S how you animate standing[br]up from a kneeling position right there. 0:16:08.454,0:16:09.367 A+ 0:16:09.392,0:16:13.005 Now here comes the biggest departures[br]from the original opening sequence: 0:16:13.030,0:16:17.967 rather than maintaining one long shot from Aerith[br]standing to Aerith walking out of the alley 0:16:17.992,0:16:20.900 to zooming out over the city to[br]zooming back into the train station, 0:16:20.925,0:16:25.550 instead they cut to a new shot here and[br]add an entirely new series of events. 0:16:25.575,0:16:27.600 Aerith hastily walks[br]out of the alley, 0:16:27.625,0:16:30.100 nervously looking behind her[br]to see if she’s being followed, 0:16:30.125,0:16:33.672 and accidentally bumps into a[br]passerby, dropping some of her flowers. 0:16:33.697,0:16:37.500 She kneels to pick them up as the rest of[br]the city goes about its business around her 0:16:37.525,0:16:40.167 (which is EXACTLY in line with[br]the tone of the original). 0:16:40.192,0:16:43.883 But one of the flowers gets[br]trampled by a careless pedestrian. 0:16:43.908,0:16:49.559 She slowly picks it up, cradles it in her[br]hands… and lingers in this moment too, 0:16:49.584,0:16:52.389 just like she had with the[br]broken pipe in the alley. 0:16:52.414,0:16:54.479 Now,[br]the symbolism of this addition 0:16:54.504,0:16:58.267 combined with the shot of the dead[br]flowers earlier is Not At All Subtle. 0:16:58.292,0:17:01.867 But for anybody experiencing Final[br]Fantasy VII for the first time 0:17:01.892,0:17:03.289 (and a LOT of people[br]are going to be), 0:17:03.314,0:17:07.839 drawing a direct visual parallel between[br]how Aerith treats the trampled flower 0:17:07.864,0:17:11.243 and how she treats that broken[br]pipe leaking a weird green light, 0:17:11.268,0:17:14.500 that I think is a worthwhile[br]bit of thematic foreshadowing. 0:17:14.525,0:17:16.560 The flower girl is planting seeds.[br]Deal with it. 0:17:16.560,0:17:18.730 But ok, time for that big flyover shot. 0:17:18.755,0:17:22.355 The camera pulls back and back[br]and back… and keeps going because 0:17:22.380,0:17:26.600 the city is huge this time and we get[br]that view of the entirety of Midgar, 0:17:26.625,0:17:29.433 looking as gloriously[br]ominous as ever. 0:17:29.458,0:17:34.233 Then we swoop back in to Sector 1, inter-cut[br]with those same shots of a decelerating train. 0:17:34.258,0:17:38.833 Only this time, the camera flight ends[br]framing our main character atop the train. 0:17:38.858,0:17:43.433 Again, arguably not a necessary change, but[br]it is a nice little hint to the newcomers that 0:17:43.458,0:17:46.300 something is about to happen when[br]this train gets where it’s going. 0:17:46.325,0:17:50.000 And can we just take a moment to appreciate[br]how far physics simulation has come? 0:17:50.025,0:17:53.146 We already saw a ton of it before[br]with Aerith’s hair and clothing, 0:17:53.171,0:17:56.367 but look at that wind whipping[br]through Cloud’s hair and shirt here. 0:17:56.392,0:17:57.293 Awesome detail. 0:17:57.545,0:18:02.067 Then we see the train pulling into[br]the station, and right... THERE, 0:18:02.092,0:18:05.977 if I had to guess, is where we transition[br]from the pre-rendered cinematic 0:18:06.002,0:18:08.212 to rendering this[br]scene in real time. 0:18:08.237,0:18:13.067 Did I mention, by the way, that everything up until[br]now was almost definitely a pre-rendered movie, 0:18:13.092,0:18:16.148 just like the original game did?[br]Because it probably is. 0:18:16.173,0:18:17.445 And why shouldn’t it be? 0:18:17.470,0:18:20.143 I mean, everything we’ve[br]seen so far in this sequence 0:18:20.168,0:18:22.974 is meant to play out[br]exactly the same every time, 0:18:22.999,0:18:27.267 AND the camera has to cover a ton of ground[br]and show all of Midgar at a couple of points. 0:18:27.292,0:18:31.755 There is literally no reason to try to[br]make this all render smoothly in real time 0:18:31.780,0:18:35.067 when they could just play a pre-rendered[br]movie and allow the actual level to 0:18:35.092,0:18:37.231 load in the background so[br]we are not kept waiting. 0:18:37.256,0:18:39.733 (A lot of modern games do that, by the way.) 0:18:39.758,0:18:43.633 And, if my guess is correct,[br]they’re transitioning from movie file to 0:18:43.658,0:18:47.945 in-game assets at almost the exact same[br]point as the original, so that’s fun! 0:18:47.970,0:18:50.433 And if I’m wrong about[br]the exact hand-off moment, 0:18:50.458,0:18:54.162 honestly, that's just a testament to[br]how good real-time rendering has gotten 0:18:54.187,0:18:57.067 in modern AAA games that[br]it's this hard to tell. 0:18:57.092,0:19:00.413 But here’s where the Remake diverges[br]heavily from the original again, 0:19:00.438,0:19:04.033 because this game isn’t bound by any[br]of the original’s limitations. 0:19:04.058,0:19:07.500 This is a fully 3D space[br]being rendered in real time. 0:19:07.525,0:19:10.167 Now, the camera can move[br]wherever the director wants, 0:19:10.192,0:19:10.933 so this time, 0:19:10.958,0:19:14.800 they can actually shoot this scene using[br]standard cinematography techniques. 0:19:14.825,0:19:17.067 So, instead of a static angle 0:19:17.092,0:19:19.633 showing everybody jumping off[br]the train and fighting guards, 0:19:19.658,0:19:25.533 this time, we get an uninterrupted moving Steadicam[br]shot of the attack from the guards’ perspective. 0:19:25.558,0:19:30.100 They patrol the platform a bit, we hear[br]one of them get taken out off camera, 0:19:30.125,0:19:33.833 the other hears this and turns to[br]see the platform behind him now empty 0:19:33.858,0:19:35.967 so he gets suspicious[br]and starts looking… 0:19:35.992,0:19:38.522 And watching this all play out[br]from the guards' perspective 0:19:38.547,0:19:42.033 not only lends the scene more dramatic[br]tension, it also gives AVALANCHE 0:19:42.058,0:19:44.289 a chance to look more[br]coordinated and stealthy. 0:19:44.314,0:19:47.233 AND Jessie still gets to knock[br]a dude out with one kick. 0:19:47.258,0:19:50.347 Then we get our introduction to[br]Barret (who is looking GOOD). 0:19:50.372,0:19:52.467 Barret turns,[br]and just like in the old days 0:19:52.492,0:19:55.374 he waves for Cloud to get his[br]butt off the train already. 0:19:55.399,0:20:00.797 And Cloud obliges, just as before: in the[br]most unnecessarily dramatic way possible. 0:20:00.822,0:20:03.204 And yes, this entrance[br]IS absolutely absurd, 0:20:03.229,0:20:07.990 but, even ignoring the fact that it is a[br]direct callback to the original train jump, 0:20:08.015,0:20:11.800 remember that performative coolness[br]and tough-guy posturing are 0:20:11.820,0:20:15.360 CORE elements of Cloud’s character[br]at this point in his arc. 0:20:15.400,0:20:17.300 WEDGE: "...but you know what I think?"[br]CLOUD: "Not interested." 0:20:17.380,0:20:19.620 What we are seeing[br]right now is a facade 0:20:19.658,0:20:23.167 which we are (hopefully) being[br]set up to eventually see through. 0:20:23.200,0:20:28.340 And it does seems like Square’s narrative team[br]is leaning into that setup with some intent here 0:20:30.420,0:20:32.700 JESSIE: "Ok THAT was pretty cool." 0:20:33.640,0:20:35.840 I am excited to see[br]how they handle this. 0:20:35.861,0:20:39.804 But, yeah, that’s it! Now we are playing[br]Final Fantasy VII, But Prettier! 0:20:39.829,0:20:42.067 Only one cut-scene into this game 0:20:42.092,0:20:45.667 and I am already really digging the[br]creative adjustments they’re making here. 0:20:45.692,0:20:48.733 They’ve not only recreated the[br]original sequence with more detail, 0:20:48.758,0:20:51.740 but actually added more[br]information and nuance, 0:20:51.765,0:20:55.153 largely through the animated character[br]performances and cinematography. 0:20:55.178,0:20:57.984 That’s what makes me so[br]excited for this Remake: 0:20:58.009,0:21:03.333 because, good or bad, this return to Midgar[br]represents a HUGE animation opportunity. 0:21:03.358,0:21:07.931 Final Fantasy VII’s story is PACKED[br]with some really juicy character scenes 0:21:07.956,0:21:12.931 that the original game could only deliver through[br]text boxes and simplistic pantomime acting. 0:21:12.956,0:21:17.767 There is so much untapped potential for[br]nuanced, animated acting in those scenes, 0:21:17.792,0:21:21.262 and this Remake has the chance to[br]go back and make good on that potential! 0:21:21.287,0:21:24.939 I am so jealous of the animators[br]in charge of re-imagining the scene 0:21:24.964,0:21:27.135 where Cloud talks with[br]Aerith in the church. 0:21:27.160,0:21:29.410 Or that scene where the party[br]is caught in Shinra tower 0:21:29.435,0:21:31.818 and they’re all talking to[br]each other through the walls. 0:21:31.843,0:21:36.368 OR the scene where Cloud is telling HIS[br]version of what happened five years ago, 0:21:36.393,0:21:39.933 and Tifa’s just sitting in that[br]room, knowing his version is wrong, 0:21:39.958,0:21:42.849 not knowing why, but[br]not SAYING anything? 0:21:42.874,0:21:46.667 IMAGINE the blend of emotions happening[br]in her head throughout that scene. 0:21:46.692,0:21:48.933 That is an animated[br]acting GOLDMINE. 0:21:48.958,0:21:51.833 I’m calling it right now: whenever[br]that scene happens, watch Tifa’s face. 0:21:51.858,0:21:55.733 That's one of the coolest character acting opportunities[br]in this whole dang game and they better not miss it-- 0:21:55.758,0:21:58.433 SORRY.... I am sorry.[br]I got excited. 0:21:58.458,0:22:01.093 I don’t know if this game is going[br]to be great, or a disappointment. 0:22:01.118,0:22:05.405 All I know is that this kind of[br]opportunity for comparative animation study 0:22:05.430,0:22:09.200 does not come along often and[br]I cannot wait to get started. 0:22:09.225,0:22:11.800 I’m actually going to be playing[br]this Remake for the first time 0:22:11.825,0:22:14.665 over on our other channel,[br]PlayFrame, starting Monday. 0:22:14.690,0:22:18.133 And if you have enjoyed me nerding[br]out about Final Fantasy VII animation 0:22:18.158,0:22:21.733 and want to hear HOURS more of[br]it? Well, I hope you’ll join me. 0:22:21.758,0:22:25.536 And thank you very much to[br]CanvasWolfDoll for suggesting this topic! 0:22:25.561,0:22:27.900 I had so much fun[br]digging into this. 0:22:27.925,0:22:31.567 If you’d like to suggest a topic for[br]a future animation analysis video, 0:22:31.592,0:22:35.324 then consider supporting the show like[br]all of these good people listed here. 0:22:35.349,0:22:38.333 Thank you very much for watching,[br]and I will see you next time. 0:22:38.358,0:22:50.365 [music]