Final Fantasy VII Crisis Core (PSP) Trailer

What's wrong with just saying, "Hi"? :)
 
finaly a godam trailer!


it looks like there realy pushing the psp graphics to new hights. looks amazing.
 
The music reminds me of a Silent Hill trailer. :O
 
Sephiroth is badass.

When is this game coming out?
 
All it says is 2007. Looks like an action RPG.
 
Looks like its gonna add even more confusing shizzy to the most confusing plot in gaming history, apart from MGS ;)
 
I hope Solid Snake and Big Bosss pull a godfather II style thing in MGS4 and then meet through to use of a time machine. :o

(I stole this idea from David Hayter)
 
Since Koj got all conspiracyfied and since you had the option of saving meryl in mgs1....this thread is still about FF right?
 
Friggin' Square won't let me watch from their website without a liscense, and they had it pulled from Youtube. I wanna see it, darnit. :mad:
 
New Scans from the Square Enix Party 2007, it was playable with two seperate battles, so hopefully we'll get some hands on reports.

- Japanese Release Date: September 14th

 
Although it was originally announced nearly three years ago, Crisis Core: Final Fantasy VII was beginning to seem like vaporware. One would expect publisher Square Enix to heavily promote this action-RPG prequel to its most popular FF of all time, but several E3s and Tokyo Game Shows came and went with barely a trickle of concrete info. Thankfully, the veil has finally been completely lifted on the last announced "Compilation of Final Fantasy VII" project at the Square Enix Party 2007 event in Japan, and the game appears to have been well worth the wait.
Crisis Core's wildly convoluted narrative might sound like nonsense to the uninitiated, but it promises to fill in some massive plot holes for legions of FFVII faithfuls. Here, you assume the role of Zack Fair, Cloud Strife's fellow combatant in Shinra's elite SOLDIER unit. If you've played FFVII, you know that his tour of duty ends messily (thanks to a sniper's bullet and Cloud's ill-fated decision to subsume his pal's personality), yet you likely don't know the torrid details of Zack's life prior to meeting his blonde, spiky-haired friend.

Crisis Core introduces a host of new characters, including Angeal Hewley (Zack's gruff mentor within SOLDIER) and Genesis Rhapsodos (another member of the unit who disappears mysteriously at the game's outset). As intriguing as these new faces are, most fans are likely clamoring to catch a glimpse of returning FFVII cast members Sephiroth (prior to his descent into madness) and lovable flower-seller Aerith (who is Zack's love interest years before falling for Cloud). Plus, series veterans will surely be impressed by how Crisis Core delivers its narrative: Scads of fully voiced, impressively animated real-time cut-scenes pepper the action, and predictably gorgeous CG clips punctuate particularly epic moments.




[Click the image above to check out all Final Fantasy VII: Crisis Core screens.]




Graphically, Crisis Core easily surpasses most PSP titles. The game's overall presentation sparkles with polish -- the weirdly proportioned character models of FFVII have been wisely scrapped in favor of the more realistic Advent Children designs, and stunningly expressive facial animation truly captures the emotion and drama inherent to the tale. Square Enix's artists have also managed to translate the memorable (yet tragically pre-rendered) world of FFVII into impressive 3D environments.
Traversing the expansive metropolis of Midgar feels appropriately evocative and nostalgic, and nearly every landmark you'd expect appears in a newly enhanced form. For FFVII fans, it's a real treat -- revisiting all the classic locales with this impressive new graphics engine feels far more genuine than the tragic letdown of Dirge of Cerberus (PS2).

Outside of the slightly uneven framerate that currently hampers the game's combat, the visuals in Crisis Core look truly awe-inspiring. The game's soundtrack sounds similarly accomplished, with a blend of nicely remixed FFVII tracks and crunchy, guitar-heavy pieces that help drive the action-packed battles.

And that combat looks to ultimately be Crisis Core's defining element: By transforming FFVII's turn-based encounters into real-time action affairs, the developers have effectively opened the game up to a new audience. Battles erupt frequently while players are running around the environments, but simple controls (you easily toggle between attacks, defense, magic, and items with the shoulder buttons, then activate with simple button presses) make these melees fast and enjoyable. Zack even auto-targets and runs up to his nearest foe, meaning that you can quickly dispatch weaker enemies with little effort.

Tougher fights (like a dramatic duel against Genesis in the demo we played) require more strategy, and some intensely cinematic combo attacks impart these duels with extra gravitas. We're not entirely sold on the bizarre slot machine mechanic that triggers special "Power Surge" events and summon spells, though: in the demo version, these effects seemed awfully random. Still, we're prepared to withhold judgment until we get some more hands-on time with this PSP killer app.

Crisis Core will launch in Japan on September 13th, alongside a limited edition PSP bundle commemorating the 10th anniversary of FFVII. No U.S. date has been revealed, but hope springs eternal for a holiday launch.

media


media
 
Nice. September 14 for Japan, what about the U.S.:huh:
 
Looks pretty good. If I had a PSP, Id get it
 
http://forums.adventchildren.net/showthread.php?p=2954919

Many thanks to Schala-Kitty for the translation

- About the development process up to now.
Tabata: Right now we're at about 90% done overall.
Really, only compressing everything to the UMD's capacity is left. Along with compressing we're also deleting unnecessary data as we go, for everyone the final stretch is really intense and we're forcing ourselves through the troubles. (laughs)

- About the volume of the game's story.
Tabata: I think that general play should be around 30 hours.
With getting all of the materia in the missions and going out into Midgar for Sub-Events (Side Quests), when taking those elements into account it will be over 100 hours.

- How does location effect attacking?
To take a step forward in the way that RPGs are played, we decided to go with a more action-oriented style.
If you attack an enemy from behind you give greater damage, and it's fun to take an advantageous position where the movement and characteristics of magic change.
In the end, it's similar to the fun element added to the FF series with the ATB System.

-Is CC the end of the Compilation works?
Tabata: Well it seems like the end, but it is nothing more than fourth installment. When the compilation will end depends on what Nomura and Kitase decide upon.

-In the Closed Mega Theater, regarding Cloud's shout at the end.
Everyone who knows about FFVII's History... absolutely they will recognize that portion of the game. Regarding the depiction of that portion, everyone felt really strongly that there was no way that we could avoid showing that portion. With that scene "No, no, you have to show it" was the message we got.

- Regarding CC's packaging
Nomura: It will be special and there will be a "wonderful" extra edition.For now, please wait for an announcement.

* With in CC, "Loveless" is a drama from FF7 based upon an original work. It has an important meaning to Genesis, and is an important keyword in the story as a whole.

* Limit Breaks will level up. When the level is high, the amount of tension indicated by the amplitude of the waves on the chart will increase the power.

* Shisune is a guest character who first appeared in BC since in is assumed that the timing of CC and that game overlap. Before her appearance in BC what Shisune was working on was never shown, and it turns out that she was involved with CC's Soldier Disappearance Incident.

* CC moves to where the events occur, and within those areas events and battles take place.

* CC's size is unlike that of other handheld games.

* SP comes from an energy based on magic. You obtain some for each monster you defeat, and other than battles it is also used in the formation of Materia.

* When two materia are joined together you have the option to combine them (Synthesis)

* Some of the music being arranged for CC obviously takes it roots in the original melodies from FFVII. That was Ishimoto's idea. Of course, CC will have original music as well.

* Each character will have a special memory fragment related to them. There is a high probably that will be present in the Reels.

* Summon monsters are able to be used so long as you possess the item associated with them, changing random Reels to represent the summon.

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30 hours seems short for a FF game but then again that was said in reference to hte story. Hopefully there are tons of sidequests to extend it much longer
 
^ Well, it says it's 100 hours with sidequests which sounds about right.
 
Now I feel like crying for having lost my PSP...
 

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