Final Fantasy 7 Remake “href =” https://www.videogameschronicle.com/games/final-fantasy-vii-remake/ “> The co-director of Final Fantasy 7 Remake said he was strongly influenced by Guerrilla Games” href = “https : //www.videogameschronicle.com/companies/sony/guerrilla-games/ “> Guerrilla Games’ Horizon: Zero Dawn.
Speaking through a comprehensive resource posted on PlayStation Blog, Naoki Hamaguchi highlighted Zero Dawn’s world and visuals as elements that influenced him as a creator, and said that the FF7 Remake should evolve in a similar way to Guerrilla’s future Forbidden West.
“Horizon Zero Dawn” href = “https://www.videogameschronicle.com/games/horizon-zero-dawn/”> Horizon Zero Dawn, the first game in the franchise, left a big impression on me as a game creator, ” He said, “I was impressed by the profound immersion experience provided by the unbelievable graphics, as well as the unique world I found myself in, a future where civilization has collapsed.”
Hamaguchi added that, “In the sense that the next [Horizon] the title is expected to evolve further, Final Fantasy VII Remake, which I am in charge of, is expected to do so in the same way.

“That’s why I have a personal affinity with Horizon (laughs). As a fan, I’m looking forward to seeing Horizon Forbidden West “href =” https://www.videogameschronicle.com/games/horizon-forbidden-west/ “> Horizon: Forbidden West.”
The first episode of Final Fantasy 7 Remake of 2020 – which covers the Midgar opening section of the PlayStation classic “href =” https://www.videogameschronicle.com/platforms/playstation/ “> PlayStation game – introduced some elements not linear to its gameplay, maintaining the narrative tension that fans remember from the original.
“The structure of the original Final Fantasy 7 story was designed to be quite linear until Midgar’s escape, so we were always aware of the risk of undermining the innate sense of tension and suspense if we introduced more openness to how he played,” Hamaguchi explained in an interview with Games Radar last year.
The co-director said that the structure of the Remake was decided on purpose to attract more modern players.
“A game design[ed] with only linearity and no degree of freedom it tends to be perceived negatively by the players ”, he explained.
“Consequently, we put some freedom of movement on the scene at the settlement sites, so that players can enjoy the parallel content of the story at points suitable for the narrative, without running the risk of losing the sense of urgency in other sections.”
Discussing plans for Final Fantasy 7 Remake Part 2 during a talk at the CEDEC conference last month, Hamaguchi suggested that he would like to create an equally immersive world for the second chapter.
“When creating FF7R, we decided that the whole game would take place in Midgar and we created a realistic world inside Midgar”, he said.
“For example, in the original game, you didn’t really know what it would be like to look at the dish from the point of view of the favelas, but we could see that in Remake.
“In Part 2, we want to take that kind of detail and allow users to experience how they experienced Midgar in Remake, but with the rest of the world.”
The other co-director of Final Fantasy 7 Remake, Tetsuya Nomura, previously suggested that future installments of the episodic title could focus on smaller sections of the original game in order to release them faster.