Final Fantasy 7 Rebirth was a truly remarkable video game, but so many people contributed to its success. After the game launched, I reached out to Square Enix to see if we could speak to some of the unsung heroes of video game development - the cutscene team. In particular, we spoke to Hidekazu Miyake (Cutscene Director) and Junichi Hayashi (Cutscene Co-Director).
FF7 Rebirth was a game that had a lot to live up to, after all. The first game was trapped in the slums of Midgar, but once Rebirth released, a vast, open world had to be created.
This team worked so hard to create the visuals we treasure in Final Fantasy 7 Rebirth’s most important scenes. However, we avoided spoiler-related topics, specifically due to how recent the game had come out. We’ll be reaching out at a later date to discuss spoiler-themed FF7 Rebirth topics as well, fear not.
Even after two playthroughs, and over 200 hours invested, Final Fantasy 7 Rebirth is consistently on my mind. Looking back to where we’ve come from, and where it’s going, it’s all very exciting. There are so many interesting things in the cutscenes—hints of the future as well as teases that perhaps things aren’t always what they seem to be.
Miyake: I believe it has been well received, including the detailed performances and facial expressions of Cloud, Sephiroth and the soldiers during the Nibelheim flashback in the demo that would make fans of the original crack a smile. It seems many players were surprised to see so many features in the main story, and the details maintained throughout up to the end. This title is 1.4 times the volume of the previous title, so as it is not an easy feat to develop it while maintaining the quality, we are very happy to receive the positive
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