And, as producer Yoshinori Kitase also mentions in the interview, the day-to-day lives of the citizens. Hamaguchi said the team set out to make Midgar "realistic," in regards to the space and size of buildings, as well as the density of the city. Earlier this month, Hamaguchi discussed the new Midgar on the PlayStation blog, saying the team had to consider the scale of the city compared to individual buildings, something that was a little off in the original. "As such, we designed assets like the backgrounds, and characters per location, which allowed for a unique gameplay experience in each area, even from a game design perspective," Hamaguchi explains.Įven if everything couldn't fit onto a single Blu-Ray disc, the new Midgar needed to stand out and above its previous iteration. Making Midgar feel alive means giving it a living, breathing revamp that isn't limited by the original Final Fantasy 7's hardware restrictions. "Rather than thinking about repurposing standard assets for individual locations, like the Slums or the Shinra Building, we decided to build each location using unique assets to achieve the quality desired for ," Hamaguchi says. Speaking to USgamer, Final Fantasy 7 Remake co-director Naoki Hamaguchi says the file size comes from a goal of depicting Midgar in greater detail than the original. Coming in at a whopping 100 GB, it's a remarkably large download for a relatively contained game. Midgar is not a small city, but still, the file size for Final Fantasy 7 Remake is pretty substantial. Some content, such as this article, has been migrated to VG247 for posterity after USgamer's closure - but it has not been edited or further vetted by the VG247 team. This article first appeared on USgamer, a partner publication of VG247.
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