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FF7 vs FF7 Remake: Animation Comparison

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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,
  • 14:58 - 15:02
    but with some better framing. Except this
    time, Aerith doesn’t stand up right away.
  • 15:02 - 15:07
    She just... stays here, gazing at this leaking
    pipe, lingering in the moment.
  • 15:07 - 15:09
    I REALLY love this change.
  • 15:09 - 15:14
    It’s not a radical departure from the original,
    but the extra time spent lingering here
  • 15:14 - 15:17
    gives us a chance to emotionally
    invest in this moment WITH her,
  • 15:17 - 15:19
    in a way that you really
    couldn’t in the original.
  • 15:19 - 15:22
    And immediately AFTER that,
    another change that I love:
  • 15:22 - 15:26
    Aerith stands up NOT just
    because it’s time to stand up,
  • 15:26 - 15:31
    but because she suddenly senses a threat
    at the end of the alley. This is so good.
  • 15:31 - 15:35
    For one, it gives her a motivated
    reason to stand up and leave this alley
  • 15:35 - 15:36
    she was just having
    that moment in.
  • 15:36 - 15:41
    Two, it further reinforces what the original
    game was trying to drive home as well:
  • 15:41 - 15:43
    that this city is
    a hostile place.
  • 15:43 - 15:47
    And best of all, three: if you already
    know a little bit about Aerith’s story,
  • 15:47 - 15:50
    then you know that she
    is ALWAYS being watched.
  • 15:50 - 15:54
    She is a Person of Interest in this town.
    And so seeing her get spooked by…
  • 15:55 - 15:57
    well, seemingly nothing
    at the end of this dark alley
  • 15:57 - 16:01
    helps to plant some seeds for
    her story WAY in advance,
  • 16:01 - 16:04
    and, again, the original version of
    this cut-scene didn’t do that AT ALL.
  • 16:04 - 16:08
    Also, by the way? THAT’S how you animate standing
    up from a kneeling position right there.
  • 16:08 - 16:09
    A+
  • 16:09 - 16:13
    Now here comes the biggest departures
    from the original opening sequence:
  • 16:13 - 16:18
    rather than maintaining one long shot from Aerith
    standing to Aerith walking out of the alley
  • 16:18 - 16:21
    to zooming out over the city to
    zooming back into the train station,
  • 16:21 - 16:26
    instead they cut to a new shot here and
    add an entirely new series of events.
  • 16:26 - 16:28
    Aerith hastily walks
    out of the alley,
  • 16:28 - 16:30
    nervously looking behind her
    to see if she’s being followed,
  • 16:30 - 16:34
    and accidentally bumps into a
    passerby, dropping some of her flowers.
  • 16:34 - 16:38
    She kneels to pick them up as the rest of
    the city goes about its business around her
  • 16:38 - 16:40
    (which is EXACTLY in line with
    the tone of the original).
  • 16:40 - 16:44
    But one of the flowers gets
    trampled by a careless pedestrian.
  • 16:44 - 16:50
    She slowly picks it up, cradles it in her
    hands… and lingers in this moment too,
  • 16:50 - 16:52
    just like she had with the
    broken pipe in the alley.
  • 16:52 - 16:54
    Now,
    the symbolism of this addition
  • 16:55 - 16:58
    combined with the shot of the dead
    flowers earlier is Not At All Subtle.
  • 16:58 - 17:02
    But for anybody experiencing Final
    Fantasy VII for the first time
  • 17:02 - 17:03
    (and a LOT of people
    are going to be),
  • 17:03 - 17:08
    drawing a direct visual parallel between
    how Aerith treats the trampled flower
  • 17:08 - 17:11
    and how she treats that broken
    pipe leaking a weird green light,
  • 17:11 - 17:14
    that I think is a worthwhile
    bit of thematic foreshadowing.
  • 17:15 - 17:17
    The flower girl is planting seeds.
    Deal with it.
  • 17:17 - 17:19
    But ok, time for that big flyover shot.
  • 17:19 - 17:22
    The camera pulls back and back
    and back… and keeps going because
  • 17:22 - 17:27
    the city is huge this time and we get
    that view of the entirety of Midgar,
  • 17:27 - 17:29
    looking as gloriously
    ominous as ever.
  • 17:29 - 17:34
    Then we swoop back in to Sector 1, inter-cut
    with those same shots of a decelerating train.
  • 17:34 - 17:39
    Only this time, the camera flight ends
    framing our main character atop the train.
  • 17:39 - 17:43
    Again, arguably not a necessary change, but
    it is a nice little hint to the newcomers that
  • 17:43 - 17:46
    something is about to happen when
    this train gets where it’s going.
  • 17:46 - 17:50
    And can we just take a moment to appreciate
    how far physics simulation has come?
  • 17:50 - 17:53
    We already saw a ton of it before
    with Aerith’s hair and clothing,
  • 17:53 - 17:56
    but look at that wind whipping
    through Cloud’s hair and shirt here.
  • 17:56 - 17:57
    Awesome detail.
  • 17:58 - 18:02
    Then we see the train pulling into
    the station, and right... THERE,
  • 18:02 - 18:06
    if I had to guess, is where we transition
    from the pre-rendered cinematic
  • 18:06 - 18:08
    to rendering this
    scene in real time.
  • 18:08 - 18:13
    Did I mention, by the way, that everything up until
    now was almost definitely a pre-rendered movie,
  • 18:13 - 18:16
    just like the original game did?
    Because it probably is.
  • 18:16 - 18:17
    And why shouldn’t it be?
  • 18:17 - 18:20
    I mean, everything we’ve
    seen so far in this sequence
  • 18:20 - 18:23
    is meant to play out
    exactly the same every time,
  • 18:23 - 18:27
    AND the camera has to cover a ton of ground
    and show all of Midgar at a couple of points.
  • 18:27 - 18:32
    There is literally no reason to try to
    make this all render smoothly in real time
  • 18:32 - 18:35
    when they could just play a pre-rendered
    movie and allow the actual level to
  • 18:35 - 18:37
    load in the background so
    we are not kept waiting.
  • 18:37 - 18:40
    (A lot of modern games do that, by the way.)
  • 18:40 - 18:44
    And, if my guess is correct,
    they’re transitioning from movie file to
  • 18:44 - 18:48
    in-game assets at almost the exact same
    point as the original, so that’s fun!
  • 18:48 - 18:50
    And if I’m wrong about
    the exact hand-off moment,
  • 18:50 - 18:54
    honestly, that's just a testament to
    how good real-time rendering has gotten
  • 18:54 - 18:57
    in modern AAA games that
    it's this hard to tell.
  • 18:57 - 19:00
    But here’s where the Remake diverges
    heavily from the original again,
  • 19:00 - 19:04
    because this game isn’t bound by any
    of the original’s limitations.
  • 19:04 - 19:08
    This is a fully 3D space
    being rendered in real time.
  • 19:08 - 19:10
    Now, the camera can move
    wherever the director wants,
  • 19:10 - 19:11
    so this time,
  • 19:11 - 19:15
    they can actually shoot this scene using
    standard cinematography techniques.
  • 19:15 - 19:17
    So, instead of a static angle
  • 19:17 - 19:20
    showing everybody jumping off
    the train and fighting guards,
  • 19:20 - 19:26
    this time, we get an uninterrupted moving Steadicam
    shot of the attack from the guards’ perspective.
  • 19:26 - 19:30
    They patrol the platform a bit, we hear
    one of them get taken out off camera,
  • 19:30 - 19:34
    the other hears this and turns to
    see the platform behind him now empty
  • 19:34 - 19:36
    so he gets suspicious
    and starts looking…
  • 19:36 - 19:39
    And watching this all play out
    from the guards' perspective
  • 19:39 - 19:42
    not only lends the scene more dramatic
    tension, it also gives AVALANCHE
  • 19:42 - 19:44
    a chance to look more
    coordinated and stealthy.
  • 19:44 - 19:47
    AND Jessie still gets to knock
    a dude out with one kick.
  • 19:47 - 19:50
    Then we get our introduction to
    Barret (who is looking GOOD).
  • 19:50 - 19:52
    Barret turns,
    and just like in the old days
  • 19:52 - 19:55
    he waves for Cloud to get his
    butt off the train already.
  • 19:55 - 20:01
    And Cloud obliges, just as before: in the
    most unnecessarily dramatic way possible.
  • 20:01 - 20:03
    And yes, this entrance
    IS absolutely absurd,
  • 20:03 - 20:08
    but, even ignoring the fact that it is a
    direct callback to the original train jump,
  • 20:08 - 20:12
    remember that performative coolness
    and tough-guy posturing are
  • 20:12 - 20:15
    CORE elements of Cloud’s character
    at this point in his arc.
  • 20:15 - 20:17
    WEDGE: "...but you know what I think?"
    CLOUD: "Not interested."
  • 20:17 - 20:20
    What we are seeing
    right now is a facade
  • 20:20 - 20:23
    which we are (hopefully) being
    set up to eventually see through.
  • 20:23 - 20:28
    And it does seems like Square’s narrative team
    is leaning into that setup with some intent here
  • 20:30 - 20:33
    JESSIE: "Ok THAT was pretty cool."
  • 20:34 - 20:36
    I am excited to see
    how they handle this.
  • 20:36 - 20:40
    But, yeah, that’s it! Now we are playing
    Final Fantasy VII, But Prettier!
  • 20:40 - 20:42
    Only one cut-scene into this game
  • 20:42 - 20:46
    and I am already really digging the
    creative adjustments they’re making here.
  • 20:46 - 20:49
    They’ve not only recreated the
    original sequence with more detail,
  • 20:49 - 20:52
    but actually added more
    information and nuance,
  • 20:52 - 20:55
    largely through the animated character
    performances and cinematography.
  • 20:55 - 20:58
    That’s what makes me so
    excited for this Remake:
  • 20:58 - 21:03
    because, good or bad, this return to Midgar
    represents a HUGE animation opportunity.
  • 21:03 - 21:08
    Final Fantasy VII’s story is PACKED
    with some really juicy character scenes
  • 21:08 - 21:13
    that the original game could only deliver through
    text boxes and simplistic pantomime acting.
  • 21:13 - 21:18
    There is so much untapped potential for
    nuanced, animated acting in those scenes,
  • 21:18 - 21:21
    and this Remake has the chance to
    go back and make good on that potential!
  • 21:21 - 21:25
    I am so jealous of the animators
    in charge of re-imagining the scene
  • 21:25 - 21:27
    where Cloud talks with
    Aerith in the church.
  • 21:27 - 21:29
    Or that scene where the party
    is caught in Shinra tower
  • 21:29 - 21:32
    and they’re all talking to
    each other through the walls.
  • 21:32 - 21:36
    OR the scene where Cloud is telling HIS
    version of what happened five years ago,
  • 21:36 - 21:40
    and Tifa’s just sitting in that
    room, knowing his version is wrong,
  • 21:40 - 21:43
    not knowing why, but
    not SAYING anything?
  • 21:43 - 21:47
    IMAGINE the blend of emotions happening
    in her head throughout that scene.
  • 21:47 - 21:49
    That is an animated
    acting GOLDMINE.
  • 21:49 - 21:52
    I’m calling it right now: whenever
    that scene happens, watch Tifa’s face.
  • 21:52 - 21:56
    That's one of the coolest character acting opportunities
    in this whole dang game and they better not miss it--
  • 21:56 - 21:58
    SORRY.... I am sorry.
    I got excited.
  • 21:58 - 22:01
    I don’t know if this game is going
    to be great, or a disappointment.
  • 22:01 - 22:05
    All I know is that this kind of
    opportunity for comparative animation study
  • 22:05 - 22:09
    does not come along often and
    I cannot wait to get started.
  • 22:09 - 22:12
    I’m actually going to be playing
    this Remake for the first time
  • 22:12 - 22:15
    over on our other channel,
    PlayFrame, starting Monday.
  • 22:15 - 22:18
    And if you have enjoyed me nerding
    out about Final Fantasy VII animation
  • 22:18 - 22:22
    and want to hear HOURS more of
    it? Well, I hope you’ll join me.
  • 22:22 - 22:26
    And thank you very much to
    CanvasWolfDoll for suggesting this topic!
  • 22:26 - 22:28
    I had so much fun
    digging into this.
  • 22:28 - 22:32
    If you’d like to suggest a topic for
    a future animation analysis video,
  • 22:32 - 22:35
    then consider supporting the show like
    all of these good people listed here.
  • 22:35 - 22:38
    Thank you very much for watching,
    and I will see you next time.
  • 22:38 - 22:50
    [music]
Title:
FF7 vs FF7 Remake: Animation Comparison
Description:

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Video Language:
English
Duration:
22:51

English subtitles

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