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Hello! My name is Dan,
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I am a professional animator,
and this is New Frame Plus.
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The remake of Final
Fantasy VII is here,
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and it is affording us all
a very rare opportunity:
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the chance to see a classic, beloved
game updated to modern AAA standards.
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To see it not just remastered,
but re-imagined from the ground up.
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Every single asset,
every game-play system,
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AND every story sequence
reconsidered and built from scratch!
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As an animator,
that last one makes me REAL excited.
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Consider the potential here!
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These animators and directors and
performers have the opportunity
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not just to make these scenes prettier, but
to flesh out their character performances
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and cinematography
with a level of nuance
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that the original game
simply was not capable of.
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To show you what I mean,
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I'm going to do a deep dive
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into the animation of just
the opening title sequence
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in both versions of the game,
starting with the 1997 original.
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It’s easy to forget,
looking at it now but,
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Final Fantasy VII was a
technological leap in its own right;
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the first game in this franchise to leave
those familiar 8 and 16-bit roots behind
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in favor of Sony’s new PlayStation
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and all the shiny new 3D
graphics it was capable of.
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But these big hardware transitions
always come with some growing pains,
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and Final Fantasy VII
is loaded with them.
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The title sequence begins as an FMV
cinematic; basically a pre-rendered video.
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The ability to store movie files on disc
was one of the more exciting new features
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of the PlayStation’s
CD-ROM format.
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We open on a field of stars, the camera
lazily drifting around in space for…
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probably 20 seconds
longer than necessary.
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And then we cross-fade to a medium
close-up shot of a woman’s face
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bathed in eerie green light.
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And, I should probably
just go ahead and say that
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the character animation in Final
Fantasy VII’s pre-rendered cut-scenes
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is just... terrible.
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They've got poor body mechanics, no sense of
weight, dead-eyed expressions everywhere…
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the craft of animation is fundamentally
about taking something not alive,
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like a drawing or a CG model, and creating
the illusion of life in that thing,
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and you will rarely see that
illusion work in these scenes.
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Now, this failing is
COMPLETELY understandable.
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CG animation was still in its
very early days at this point,
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And Squaresoft’s cinematic animators
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would quickly find their
feet over the next few years,
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so no disrespect towards them!
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Honestly, nobody in 1997 was
delivering great CG character animation
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in their pre-rendered cut-scenes.
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...But yeah, this first effort
is pretty rough, though.
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So then we cut to a new angle,
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and we see that this woman is kneeling in
some sort of dark alley looking at something
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(although we can’t really see what
that glowing green something is)
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And it’s here that we can see that Aerith’s
character model is actually segmented,
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constructed of several separate pieces
of overlapping geometry.
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You can see the most obvious seams here
at her elbow joint and there at her waist.
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Now, this is actually how
all of Final Fantasy VII’s
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in-game character models
are constructed too;
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it was a pretty common character-modeling
approach in those early 3D days
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when deforming a character mesh with an
animated skeleton of joints in real time
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was just a lot for that
early hardware to handle.
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Of course,
animation in a pre-rendered movie
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isn’t bound by those
real-time processing concerns,
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so I’m guessing that this segmented
character model being used here is
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just an artifact of those real
early wild west days of CG animation
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where everyone was still trying
to just figure out the basics.
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And it’s also in this shot
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that we get our first taste of Final Fantasy
VII’s full body character animation,
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which,
like I said before: not great.
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You see the way she finishes standing up
and THEN starts straightening her back
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while her hips stay
completely locked in place?
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That sort of isolated motion is how
machines move, but not how humans do.
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All the parts of our bodies tend to
coordinate together when we move.
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It’s actually surprisingly difficult to move
just a single isolated part of your body
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without any other part
moving just a little bit.
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It what makes dancers like
these so darn impressive.
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Granted, I suspect that part of
the weirdness of her movement here
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might be due to the fact that
the animator's having to cheat
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to make her stand up AT ALL.
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Look at the lower half of her body for
the duration of this standing motion...
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You notice how her legs don’t
actually bend that much?
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Here, I’ll play it back in reverse...
Kinda looks like her knees bend slightly,
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and then her legs just stiffly
sink into the floor, right?
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I’m guessing that is
EXACTLY what’s happening.
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I would wager that this character
model (or at least her skirt geometry)
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wasn’t rigged to bend that way. Or maybe
there was some other technical complication
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preventing her from ACTUALLY being
shown kneeling on the ground,
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so the animator had to cheat
to make this shot work at all.
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And I say, hats off to you, sneaky animator
who made this impossible thing work.
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You weren’t the first
and will not be the last.
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...oh, THAT’S why the camera
doesn’t tilt down far enough
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for us to see the glowing thing
she’s looking at, isn’t it?
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Because lowering the camera any further would
reveal she’s not actually crouched down
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and break the whole illusion?
Aw that's it, isn’t it!
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Sorry, I got distracted,
what was I talking about...
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RIGHT. Yes,
Aerith moving like a robot. Okay.
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And it really doesn’t help that her
eyes are 2D textures pasted to her face
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that are only capable of
looking straight ahead.
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Like, look at her head turn here. You see
how her eyes just stay locked in place,
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staring forward for the entire move?
That, again, is how robots move, not humans.
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I mean,
try it yourself right now.
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Try turning to look 90
degrees to your left
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while keeping your eyes focused straight
in front of your face the entire time……
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is that not the most
robot-feeling thing to do?
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Now, I could keep nitpicking
this little stuff all day,
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but at this point you get the
idea, right?
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This is clearly a team
of artists and engineers
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learning their way around
a new animation medium,
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probably using the software equivalent of sticks
and rocks compared to modern animation tools.
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So, I think we can
cut them some slack.
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In fact,
let’s say some nice things!
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I really like the way this
extended shot is staged;
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the way it starts in close spending a quiet
intimate moment with this flower girl,
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and then slowly begins to pull back
as she walks out into the busy street.
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And then the bustle of this dark,
grimey city suddenly intrudes on it,
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breaking our line of sight and just taking over the
frame as the camera continues to pull back
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and the flower girl slowly
disappears into the cityscape.
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And, by the way: side benefit of having
all these nameless extras shrouded
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in moody shadow during this camera move?
Much harder to see animation flaws!
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Except on this guy. HEY.
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I see that hitch
in your walk cycle, random dude.
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Better get that looked at.
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But alright, we’re done with
character animation for a bit.
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The camera pulls back and back until we’re
looking over the entire city of Midgar.
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And just keep in mind: even though all of
this does look very rough and early CG,
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this one extended shot has been
a showcase of cinematography
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and character animation detail
(relatively) that, up to this point,
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Final Fantasy has never been
capable of doing before.
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Now it’s time for the second
half of this opening cinematic,
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and this is where stuff
gets really interesting.
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So, the camera begins its
flight back into town,
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inter-cut with some quick
shots of a decelerating train.
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We fly down, down, down until
we’re back at ground level.
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And the camera settles into place just as
this train pulls into the Sector 1 station,
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and the instant the train stops,
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the pre-rendered video portion of
this intro ends and we seamlessly(ish)
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transition from a movie
file to a static 2D image,
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the likes of which Final
Fantasy VII is going to have us
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running around in front
of for most of the game.
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But before we get
to the action here,
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I’d like to direct your
attention to these two guards.
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Because you probably noticed,
those guards appeared on screen BEFORE this
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pre-rendered video ended.
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And they were not PART
of the pre-rendered video.
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Those were in-game character
models, being rendered in real time,
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being layered OVER the FMV.
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This is a pretty cool little
trick they're pulling off here.
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I mean when you think about it,
almost every environment in this game
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is just a lavish pre-rendered 2D image
being layered behind the invisible terrain
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your 3D characters
are standing on,
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and there’s no real reason that that
background image CAN’T be a video.
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But to make that work, the animators had
to make sure that the game-play camera
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which is seeing and rendering
these two guards,
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imitated the pre-rendered cut-scene
camera’s movements perfectly
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to preserve the illusion of those 3D characters
being grounded in that moving 2D background.
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It’s a complicated trick,
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but quite effective at blurring the
boundary between movie file and game-play.
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Square would actually do
this a lot in the PS1 days
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and by Final Fantasy VIII,
they were getting real extra about it.
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ANYWAY. Now that the pre-rendered
video portion of this sequence is done,
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from here on, all of the characters
are going to be rendered in real-time.
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And real-time story scenes
in Final Fantasy VII
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have to deal with a handful
of very tricky limitations.
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Limitation No. 1:
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Because every animation in the game
takes up some amount of memory,
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the devs had to try to limit the number of
unique animations appearing in each scene.
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Because the more animations
needed in one single environment,
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the longer that environment
was going to take to load.
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Limitation No. 2:
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Because most of this game’s
environments are pre-rendered 2D images,
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their ability to move the
camera is extremely limited,
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and camera rotation is
completely locked down.
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So pretty much all of the action in any
given scene has to be played to one angle,
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kind of like a stage play.
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And Limitation No. 3:
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Final Fantasy VII’s characters....they
don’t really have faces.
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I mean, they do,
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but it’s near impossible to see them
at the games original resolution,
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and those faces weren’t
built to animate anyway.
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So, unlike the character
animation in the 16-bit games
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(which ran almost entirely on
exaggerated facial expressions),
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Final Fantasy VII’s characters
have to rely on gestures
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and heavily-exaggerated
body language.
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And that's not actually a
terrible trade-off in the end,
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but not being able to use facial expressions
is a pretty big acting limitation.
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All of that to say: for the duration of this
scene, the camera's barely going to move,
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the character performances are going to
be created by stringing together short,
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re-usable animations, and nobody is
going to be acting with their face.
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Ok? Ok.
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So first we see Biggs jump off the top of
the train and throw a guard to the ground,
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which reads SURPRISINGLY CLEARLY
considering how far away he is from camera
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and how low resolution
this game is.
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Next Jessie runs in and takes out
the second guard with a kick,
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which reads a little less clearly than the
throw, despite being closer to camera,
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largely because the guard's body
is kind of obscuring the move
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they probably could've tried to clear the silhouettes
a little better here, but I'm nitpicking.
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Notice how exaggerated all
these animations are, though!
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With render resolution this low and
character models this simplistic,
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there is no room for subtlety.
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The animators are having to push
everything to the extreme to read clearly.
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Wedge hops off the train next. And then
we see one of our main characters, Barret,
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who looks back toward the train and
gestures impatiently.
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The camera pedestals up a bit for the
grand entrance of our main character,
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who flips down for a showy,
absolutely cliche three-point landing.
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And there are a couple details
I really like in this moment.
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First, having Barret run out, look up
and gesture toward the train is great
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not only for directing our attention to
where Cloud’s entrance is about to happen,
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but it also signals to the new player that
Barret is in a position of authority here,
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and it sets the tone for the early antagonistic
dynamic between Barret and Cloud.
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And the second thing I really like is that
Cloud’s unnecessarily acrobatic entrance
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is a perfectly fine way to make your player character
feel like the coolest tough guy in the room
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(...eh, sort of),
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but in the LONG term,
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it also effectively sets up
Cloud as the kind of person who
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would try to present himself as the
coolest tough guy in the room,
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which is a surprising level of nuance for
a clump of untextured, faceless polygons
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hand-springing off a train.
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But yeah, then Barret tells you
to get moving and there you are,
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playing Final Fantasy VII.
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Overall, as clunky as these PS1
graphics and early 3D animations are,
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I’m surprised at how effective
all of this still manages to be.
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That’s kind of Final Fantasy
VII in a nutshell, really.
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This brings us to the
Final Fantasy VII Remake,
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a complete overhaul of the original game
with the full power of modern AAA budgets,
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talent and technology behind it.
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And of course, there are, TONS of
improvements you can just see at a glance.
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The high resolution graphics,
the high-fidelity character models,
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the lighting, the shading, the
effects... all of it gorgeous.
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But the two things that interest
me most are all those brand new
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motion-captured character performances
AND all the creative adjustments
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and changes designed to help this
opening achieve its story goals
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in ways that the
original couldn’t.
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Let’s see what 23 years of
technological advance can do.
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We begin, once more, drifting in a star fie--
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...hang on.
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...yep.
This is different. Okay!
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It turns out the Remake diverges from
the original intro sequence immediately.
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This time we open with a bird
flying over a barren wasteland
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and we get our first look at the Midgar
skyline in broad daylight,
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almost completely
shrouded in smog.
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We get a good look at the actual city
itself during the day time rush,
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all of the densely-packed buildings,
construction work, some kids riding bikes…
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honestly, this new opening could probably
have stood to cut 20 seconds too but,
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they do establish some important
thematic imagery in these new opening minutes:
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dead landscape,
a bustling smog-coated city,
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dead flowers SPECIFICALLY,
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and, as the sun goes down,
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the bright green glow of Midgar’s
mako reactors illuminating the night.
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Now all of this is stuff that fans of Final
Fantasy VII are already well familiar with,
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but these two minutes sure do give the
newcomer a lot more useful information
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about this setting than
45 seconds of stars do.
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And that spray of green particles from
the reactor transitions us beautifully
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into the classic opening
sequence we know and love.
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I would say we are off to
a pretty strong start here.
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What’s more, craning the camera
down toward Aerith like this
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instead of simply cross-fading
affords us a much better look at
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what’s actually happening in
this scene; the Mako energy -
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the planet’s very life force,
we’re soon going to learn -
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is seeping from a broken
pipe in this dirty alley.
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And thanks to those two
extra minutes we just saw,
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the new player can probably start
connecting some dots on what’s happening here!
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Much more easily then they could
have in the original, anyway.
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And when we reach that
close up of her face,
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we can see that she’s
sort of lost in this glow,
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just basking in it, almost
meditative, possibly praying.
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And when she opens her eyes to look into
camera - just like she did 23 years before -
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...man. What an incredible difference two
decades and 4 console generations can make.
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This Aerith actually looks alive.
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Even in this tiny moment, there is so much
more subtle fidelity to the performance.
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The way her eyelids stir
slightly before she opens them.
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The way she first looks down at the
pipes she was focused on previously
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BEFORE her gaze drifts
up toward camera.
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The way not just her eyelids but also her
eye brows move slightly as she looks up.
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And all of those
subtle eye darts...
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Especially when compared to
the original robo-Aerith,
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what incredible realistic
acting fidelity here.
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Then we cut to the second shot,
very similar to the original angle,
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but with some better framing. Except this
time, Aerith doesn’t stand up right away.
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She just... stays here, gazing at this leaking
pipe, lingering in the moment.
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I REALLY love this change.
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It’s not a radical departure from the original,
but the extra time spent lingering here
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gives us a chance to emotionally
invest in this moment WITH her,
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in a way that you really
couldn’t in the original.
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And immediately AFTER that,
another change that I love:
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Aerith stands up NOT just
because it’s time to stand up,
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but because she suddenly senses a threat
at the end of the alley. This is so good.
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For one, it gives her a motivated
reason to stand up and leave this alley
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she was just having
that moment in.
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Two, it further reinforces what the original
game was trying to drive home as well:
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that this city is
a hostile place.
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And best of all, three: if you already
know a little bit about Aerith’s story,
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then you know that she
is ALWAYS being watched.
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She is a Person of Interest in this town.
And so seeing her get spooked by…
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well, seemingly nothing
at the end of this dark alley
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helps to plant some seeds for
her story WAY in advance,
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and, again, the original version of
this cut-scene didn’t do that AT ALL.
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Also, by the way? THAT’S how you animate standing
up from a kneeling position right there.
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A+
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Now here comes the biggest departures
from the original opening sequence:
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rather than maintaining one long shot from Aerith
standing to Aerith walking out of the alley
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to zooming out over the city to
zooming back into the train station,
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instead they cut to a new shot here and
add an entirely new series of events.
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Aerith hastily walks
out of the alley,
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nervously looking behind her
to see if she’s being followed,
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and accidentally bumps into a
passerby, dropping some of her flowers.
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She kneels to pick them up as the rest of
the city goes about its business around her
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(which is EXACTLY in line with
the tone of the original).
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But one of the flowers gets
trampled by a careless pedestrian.
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She slowly picks it up, cradles it in her
hands… and lingers in this moment too,
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just like she had with the
broken pipe in the alley.
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Now,
the symbolism of this addition
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combined with the shot of the dead
flowers earlier is Not At All Subtle.
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But for anybody experiencing Final
Fantasy VII for the first time
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(and a LOT of people
are going to be),
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drawing a direct visual parallel between
how Aerith treats the trampled flower
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and how she treats that broken
pipe leaking a weird green light,
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that I think is a worthwhile
bit of thematic foreshadowing.
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The flower girl is planting seeds.
Deal with it.
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But ok, time for that big flyover shot.
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The camera pulls back and back
and back… and keeps going because
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the city is huge this time and we get
that view of the entirety of Midgar,
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looking as gloriously
ominous as ever.
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Then we swoop back in to Sector 1, inter-cut
with those same shots of a decelerating train.
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Only this time, the camera flight ends
framing our main character atop the train.
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Again, arguably not a necessary change, but
it is a nice little hint to the newcomers that
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something is about to happen when
this train gets where it’s going.
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And can we just take a moment to appreciate
how far physics simulation has come?
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We already saw a ton of it before
with Aerith’s hair and clothing,
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but look at that wind whipping
through Cloud’s hair and shirt here.
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Awesome detail.
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Then we see the train pulling into
the station, and right... THERE,
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if I had to guess, is where we transition
from the pre-rendered cinematic
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to rendering this
scene in real time.
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Did I mention, by the way, that everything up until
now was almost definitely a pre-rendered movie,
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just like the original game did?
Because it probably is.
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And why shouldn’t it be?
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I mean, everything we’ve
seen so far in this sequence
-
is meant to play out
exactly the same every time,
-
AND the camera has to cover a ton of ground
and show all of Midgar at a couple of points.
-
There is literally no reason to try to
make this all render smoothly in real time
-
when they could just play a pre-rendered
movie and allow the actual level to
-
load in the background so
we are not kept waiting.
-
(A lot of modern games do that, by the way.)
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And, if my guess is correct,
they’re transitioning from movie file to
-
in-game assets at almost the exact same
point as the original, so that’s fun!
-
And if I’m wrong about
the exact hand-off moment,
-
honestly, that's just a testament to
how good real-time rendering has gotten
-
in modern AAA games that
it's this hard to tell.
-
But here’s where the Remake diverges
heavily from the original again,
-
because this game isn’t bound by any
of the original’s limitations.
-
This is a fully 3D space
being rendered in real time.
-
Now, the camera can move
wherever the director wants,
-
so this time,
-
they can actually shoot this scene using
standard cinematography techniques.
-
So, instead of a static angle
-
showing everybody jumping off
the train and fighting guards,
-
this time, we get an uninterrupted moving Steadicam
shot of the attack from the guards’ perspective.
-
They patrol the platform a bit, we hear
one of them get taken out off camera,
-
the other hears this and turns to
see the platform behind him now empty
-
so he gets suspicious
and starts looking…
-
And watching this all play out
from the guards' perspective
-
not only lends the scene more dramatic
tension, it also gives AVALANCHE
-
a chance to look more
coordinated and stealthy.
-
AND Jessie still gets to knock
a dude out with one kick.
-
Then we get our introduction to
Barret (who is looking GOOD).
-
Barret turns,
and just like in the old days
-
he waves for Cloud to get his
butt off the train already.
-
And Cloud obliges, just as before: in the
most unnecessarily dramatic way possible.
-
And yes, this entrance
IS absolutely absurd,
-
but, even ignoring the fact that it is a
direct callback to the original train jump,
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remember that performative coolness
and tough-guy posturing are
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CORE elements of Cloud’s character
at this point in his arc.
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WEDGE: "...but you know what I think?"
CLOUD: "Not interested."
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What we are seeing
right now is a facade
-
which we are (hopefully) being
set up to eventually see through.
-
And it does seems like Square’s narrative team
is leaning into that setup with some intent here
-
JESSIE: "Ok THAT was pretty cool."
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I am excited to see
how they handle this.
-
But, yeah, that’s it! Now we are playing
Final Fantasy VII, But Prettier!
-
Only one cut-scene into this game
-
and I am already really digging the
creative adjustments they’re making here.
-
They’ve not only recreated the
original sequence with more detail,
-
but actually added more
information and nuance,
-
largely through the animated character
performances and cinematography.
-
That’s what makes me so
excited for this Remake:
-
because, good or bad, this return to Midgar
represents a HUGE animation opportunity.
-
Final Fantasy VII’s story is PACKED
with some really juicy character scenes
-
that the original game could only deliver through
text boxes and simplistic pantomime acting.
-
There is so much untapped potential for
nuanced, animated acting in those scenes,
-
and this Remake has the chance to
go back and make good on that potential!
-
I am so jealous of the animators
in charge of re-imagining the scene
-
where Cloud talks with
Aerith in the church.
-
Or that scene where the party
is caught in Shinra tower
-
and they’re all talking to
each other through the walls.
-
OR the scene where Cloud is telling HIS
version of what happened five years ago,
-
and Tifa’s just sitting in that
room, knowing his version is wrong,
-
not knowing why, but
not SAYING anything?
-
IMAGINE the blend of emotions happening
in her head throughout that scene.
-
That is an animated
acting GOLDMINE.
-
I’m calling it right now: whenever
that scene happens, watch Tifa’s face.
-
That's one of the coolest character acting opportunities
in this whole dang game and they better not miss it--
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SORRY.... I am sorry.
I got excited.
-
I don’t know if this game is going
to be great, or a disappointment.
-
All I know is that this kind of
opportunity for comparative animation study
-
does not come along often and
I cannot wait to get started.
-
I’m actually going to be playing
this Remake for the first time
-
over on our other channel,
PlayFrame, starting Monday.
-
And if you have enjoyed me nerding
out about Final Fantasy VII animation
-
and want to hear HOURS more of
it? Well, I hope you’ll join me.
-
And thank you very much to
CanvasWolfDoll for suggesting this topic!
-
I had so much fun
digging into this.
-
If you’d like to suggest a topic for
a future animation analysis video,
-
then consider supporting the show like
all of these good people listed here.
-
Thank you very much for watching,
and I will see you next time.
-
[music]