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