With the release of Final Fantasy VII Remake, Square Enix continues to expand the myth of this iconic game with new games. Final Fantasy VII: First Warriors showcases the world of that popular RPG game that began decades ago by unleashing exciting battle royale battles on mobile devices. But in combat, you're not just using guns and swords, you're also going to use the class's unique skills as well as a variety of classic Final Fantasy spells.
Considering that the game is designed for mobile platforms, the fast-paced combat, dizzying visual effects, and graphics that rival console games are impressive. But how does this all happen on a mobile phone? We spoke to Shoichi Ichikawa, producer of Square Enix, who explained how the team used Unreal Engine to create a Final Fantasy battle royale experience and optimize it for the phone.
How does the studio intend to differentiate this game from other battle royale games?
Shoichi Ichikawa: We tried to combine RPG elements and action game elements to create a unique experience.
We borrowed the worldview and game system from Final Fantasy VII and incorporated a completely different genre without tweaking the core of Final Fantasy 7 on a large scale. We're tackling this challenge to enable players to enjoy the Final Fantasy series in a whole new way.
Can you tell us where Final Fantasy VII: First Warrior is on the Final Fantasy VII timeline?
Shoichi Ichikawa: The Warrior project "Project 0" began 30 years ago in the final fantasy 7 story, while Final Fantasy 7: The First Warrior took place ten years after the project began. In short, the game is set 20 years before the story of the original game.
First Warrior is a mobile game with excellent visual effects. Can Unreal Engine help you optimize your games on mobile devices?
Shoichi Ichikawa: In many areas of development, our team has seen the benefits of Unreal Engine. When it comes to engineering, the first thing that comes to mind are texture streaming and mobile preview. Texture streaming allows us to optimize the functionality to load textures efficiently within the limits of game memory. Mobile Preview, on the other hand, allows our developers to see in the editor what will be displayed on a real mobile device, helping us make adjustments effectively.
In addition, there are two aspects that have benefited our image team a lot. First, flexible scale settings are very helpful when we adjust resources for different scale options. On the other hand, we were able to quickly apply adjustments to the lighting. Any lighting adjustments made for mobile platforms are immediately reflected in the game, making it easier to adjust the lighting.
Can you dive into how the team achieved this gorgeous visual effects in First Soldier?
Shoichi Ichikawa: Users' play equipment may have various performance differences, and we designed this with this in mind, and on this basis, we created and implemented visual effects. To achieve this, we implemented many different processes: simplifying and optimizing with cascading LODs; reducing overdrawing by transforming and leveraging meshes; optimizing scalability settings; applying post-process materials; and so on.
In addition, the use of luminous effects on surfaces with higher luminosity can effectively improve visual quality. By making heavy use of mesh particles and flexibly matching the materials we use, we were able to create three-dimensional, varied visuals at a lower rendering cost. This helped us achieve visuals that were very close to our original goal, reaching a level comparable to high-end console games.
Did you somehow leverage existing assets from Final Fantasy 7 Remake when you made First Soldier?
Shoichi Ichikawa: Yes, we often use them as a visual reference. These assets will be used to confirm details or help us think about how to make an element feel like Final Fantasy VII as we recreate the background of Final Fantasy VII. This is difficult to put into words, but with these graphical assets, the development team was able to establish a common language from a visual perspective.
How do you design professions such as monks, warlocks, and ninjas, and how do you ensure their balance?
Shoichi Ichikawa: First of all, we established concepts and styles for each profession, for example, ninja represents flexibility and monks represent vitality. We then think about the skill sets and balances that embody these concepts. When adjusting a variety of different styles, we pay special attention to the optimal combat distance. For example, warriors are very good at close-range attacks, while warlocks are more advantageous by using AOE (Ranged Action Skills) at medium range.
By taking full advantage of the concept of optimal combat distance and using it as a key gameplay mechanic, we are able to open up a wide range of possibilities for different styles from a gameplay perspective.
Can you tell us how you combined gunplay gameplay with Magic Crystal in a real-time battle royale environment?
Shoichi Ichikawa: Firearms are inherently a major attraction in all shooter games, including battle royale games. In Final Fantasy VII: First Warrior, we prepared different types of guns for different distances, so that in any given situation, the player can use the right gun type for the best results.
With that in mind, we let the magic crystal come into play, and at least for a certain period of time, it will break the concept of the best combat distance. Magic Crystals have different effects, some affecting the range of the player's attacks, and some allowing them to fly into the air, but each Magic Crystal must be combined with a gun and melee attack, and cannot be used alone. This helps to unleash the full potential of the magic crystal.
We believe this combination will create a whole new experience that will set it apart from the typical gameplay strategies that focus on gunfights.
What design challenges did you encounter to create a combat feel similar to Final Fantasy VII within the defined confines of Battle Royale?
Shoichi Ichikawa: One of the biggest challenges is balancing the power of guns and melee attacks. If you've seen a Japanese anime, you've probably heard the phrase "a gun is better than a sword," but to be honest, it's hard to figure out how to match a sword and a gun. We can certainly twist the overall balance and adjust the sword more powerfully at will, but I want to make sure that when depicting these realistic battles, we can show a reasonable sword fight and show its value.
Finally, I think that with the idea of the best combat distance and the limitations on certain consecutive attacks, each attack type will have a shining moment.
Summon beasts appear in the game, how did you design them to play a role in the battle royale setting?
Shoichi Ichikawa: It all starts with an idea: summoning beasts that are strong enough to have fun.
Based on this idea, we added unique features to each esper to ensure that not all of them would only attack with AOE. We then clearly define their strengths and weaknesses. With this approach, we end up with what I think is the perfect balance, and if the player knows the right time to use them, these espers will be very powerful, but also have the potential to turn into a double-edged sword.
What role do you want NPC enemies such as monsters and runaway robots to play on the battlefield?
Shoichi Ichikawa: Fundamentally, they're just about creating trouble for the player. However, players can earn experience points from these enemies to upgrade their characters, or get various items, which is useful for them. Players can choose whether they want to find various items during their exploration, or take some risks to defeat these monsters.
Monsters usually lurk in the fields outside the city, and their role is to replenish items or improve the character's abilities without entering the town.
Can you elaborate on how game maps are designed?
Shoichi Ichikawa: The design process for the level is to place the simulation model first, then the assets, and then the details. We will repeat itself at every step.
When creating Terrain, we took advantage of Unreal Engine's Terrain capabilities and managed aspects such as areas or assets on a sub-level basis. Finally, we'll adjust the area by modifying the shape and texture using the drawing function.
Why is Unreal Engine suitable for this game?
Shoichi Ichikawa: Final Fantasy VII Remake uses this engine, and we realized that it will bring high-quality graphics. In addition, competitors in the industry are using Unreal Engine to make mobile FPS games, and we believe it is the best choice for creating open-world environments.
Will Final Fantasy VII fans see any Easter eggs or funny surprises?
Shoichi Ichikawa: Yes. We want all players to find them as they play. Various Easter eggs are hidden throughout the game. We don't want spoilers here, but expect players to look for themselves.