Crisis Core: Final Fantasy VII Reunion ‘More than a Remaster’ trailer, screenshots, and general FAQ

Square Enix has launched a new trailer, screenshots, and general FAQ for Crisis Core: Final Fantasy VII Reunion. The trailer, dubbed “More than a Remaster,” highlights the sport’s graphics overhaul, newly organized soundtrack, absolutely voiced dialogue in English and Japanese, and up to date fight system.

The FAQ, which was launched alongside the sport’s resolutions and body fee particulars for every platform, dives into challenges concerning the PC port, growing a recreation for a number of platforms, and extra. Get the complete factor under.

■ Resolutions and Frame Rates for Each Platform

  • PlayStation 5 – 3840×2160 decision at 60 frames per second
  • PlayStation 4 Pro – 3840×2160 decision at 30 frames per second
  • PlayStation 4 – 1920×1080 decision at 30 frames per second
  • Xbox Series X – 3840×2160 decision at 60 frames per second
  • Xbox Series S – 1920×1080 decision at 60 frames per second (60 frames per second after Day 1 patch)
  • Xbox One X – 3840×2160 decision at 30 frames per second
  • Xbox One S – 1920×1080 decision at 30 frames per second
  • Xbox One – 1920×1080 decision at 30 frames per second
  • Switch (TV Mode) – 1280×720 decision at 30 frames per second
  • Switch (Handheld Mode) – 1280×720 decision at 30 frames per second
  • PC (Steam) – Display-dependent decision at 30 / 60 / 120 frames per second


  • “Frames per second” is in regards to the described body charges Variable body fee with the described values ​​as the utmost.
  • Frame fee on Xbox Series S model 1.0.0 is 30 frames per second, however a Day 1 patch is deliberate to be launched so model 1.0.1 will likely be 60 frames per second.
  • The efficiency could be modified as under on Steam.
    • Screen Mode – Windowed / Virtual full-screen / Full-screen.
    • Screen decision – Display-dependent.
    • Frame Rate – 30 / 60 / 120 frames per second.
    • Vertical Synchronization – On / Off.
    • Texture Quality – High / Medium / Low.
    • Shadows Quality – High / Medium / Low.
    • Anti-Aliasing – High / Low / Off.
    • Ambient Occlusion – On / Off.


1. What are the principle variations between the PC and the console variations?

There aren’t any variations in precise recreation content material between the PC and console variations.

However, the PC model has further detailed graphical settings, which permit the consumer to tailor the display screen settings to their very own PC {hardware} setup.
In addition, it additionally helps keyboard and mouse controls for PC customers.

We have added in separate key configuration choices for keyboard and mouse play, on high of the controller configuration settings, permitting all gamers to customise their most popular management technique how they like.

2. Have there been any specific challenges concerning the PC port?

We used a recreation engine designed to assist a number of platforms, so it was comparatively simple to get the sport itself operating.

However, PC model gamers will likely be enjoying on quite a few totally different {hardware} environments, so it was fairly exhausting work supporting all of these.

In specific, as there are such a lot of potential shows with totally different display screen resolutions and various kinds of keyboards, we wanted to implement the sport’s programs in a means that will work with all the assorted totally different mixtures we may envisage.

In addition, the unique recreation was developed for client console platforms and designed to be performed utilizing a controller, so we wanted to adapt it to play comfortably with keyboard and mouse controls as nicely.

3. It’s a big endeavor growing a recreation for all accessible platforms! So how did you do that?

We used the sport engine to assist a number of platforms.

As the specs for every platform are totally different, we measured the respective processing burdens and set the optimum decision and body fee for every platform. Even after doing that, there have been nonetheless some occasions the place the processing burden was excessive, so we made additional changes on a cut-by-cut foundation for these.

4. The authentic PSP model was operating in 480×272 pixels! How was it potential to replace the artwork belongings in order that they give the impression of being nice on fashionable 4K screens?

We paid particular consideration to including a quantity of additional data to the graphic information to comprehend the superb particulars that would not be depicted with the PSP’s display screen and information dimension.

We referred to different titles within the FINAL FANTASY sequence whereas re-designing and updating the entire results and UI from scratch.

The rendering movement can also be utterly totally different from the way it was within the authentic, so alongside tuning the engine, the addition of recent lighting and post-processing results and so forth. additionally contributed to enormously bettering the environment created by the graphics.

In order to make the visuals as easy and enticing as potential, we additionally carried out superb tuning on the processing burden on a scene-by-scene foundation.

5. The PC model helps 120 frames per second. How a lot is that this altering the sensation and high quality of the gameplay?

By supporting 120 frames per second, it’s potential to supply much more comfy gameplay on a easy display screen.

The end is such a prime quality that we really feel even PC gamers who play excessive finish video games a lot will really feel at residence with it.

6. Is the PC model utilizing any devoted copy safety system like Denuvo?

We are usually not utilizing Denuvo, however the recreation information is encrypted.

7. Which engine and middleware instruments have been used throughout growth and why?

We used Unreal Engine 4.

The purpose we selected Unreal is that it helps a number of platforms and is designed for high-end recreation growth.

In addition, the unique PSP model was developed in C++, so once we thought-about porting over the supply code, the truth that Unreal Engine can use C++ was one other issue affecting the choice

8. What is your favourite half / characteristic / ingredient of the sport concerning graphics and tech?

We aimed for one thing between a remake and a remaster with the event of this title.

As a outcome, we have been in a position to make it a product that matches collectively what made the unique nice with tuning and updates suited to the trendy period.

In phrases of factors we need to draw particular consideration to, one factor that even the event workforce was shocked by was that the brand new version runs just about from the unique recreation’s programming. Even although the belongings have been up to date and the presentation renovated, the variety of “bones” within the character fashions stays just about the identical because it was on the PSP. We did add in new bones for character’s fingers and the place we up to date the designs of their clothes in some locations, however the principle physique constructions, faces and hair are principally the identical as within the PSP authentic.

Due to the event schedule and the quantity of belongings, it could not have been lifelike to construct all the pieces once more from scratch and make main changes to it, which is why we determined to deal with it on this means, however once we first noticed footage of the brand new model up and operating, we realized that we have been in a position to obtain even higher textures than we imagined potential.

In phrases of including in new bones to the fashions, the technical settings have been from the low-polygon period, with the animations set into them, however the truth that the completed visuals nonetheless maintain up when seen at present actually spoke of the technical talent of the unique growth workforce. We felt renewed willpower that we needed to develop this new model correctly because the inheritors of that spirit.

You actually can name this a recreation that crosses generations.

9. Music remastering: Was any new tech added right here like encompass sound, Dolby Atmos, 3D audio (PS5) which added to the method / growth. How does this enhance the standard of the expertise for gamers?

For the remastering of the sound results, we used encompass sound in all facets and strived to enhance the immersion into the sport by the sound, specializing in gamers who’ve high-end audio setups.

10. When speaking about audio that is additionally the primary time we’ve had the sport with full English VO and utilizing the identical voice-over actors as Final Fantasy VII Remake. How thrilling was it for the workforce to convey the characters to life in FF CC Reunion?

The authentic occasion scenes have been nice too, however with full voice overs, they now allow you to expertise the feelings of the characters with much more immediacy.

It actually moved us when the voice information was all within the bag and we regarded over the completed occasion scenes.

The variety of strains recorded for the principle character Zack was clearly excessive, however Kunsel had a surprisingly massive quantity too.

11. The cinematics have been utterly redone with Image Studio (former Visual Works) are you able to speak a bit in regards to the tech that was used? Did they use any of the unique recreation for these sequences or did all the pieces need to be carried out from scratch?

Image Studio (Previously Visual Works) strategy to this title was that we needed to ship the identical impression from the cinematics that the unique recreation did, as a result of it was so nicely acquired again when it was launched in 2007. To this finish we used up- conversion (a picture enlargement technique) that includes AI algorithms and distinctive picture evaluation strategies when making the film scenes.

In addition, we additionally needed to make new parts, such because the sword that the principle character wields and the logos that seem within the story, look as if that they had been there within the authentic all alongside, so we intentionally prevented utilizing fashionable, lifelike textures and as a substitute integrated a technique that concerned tracing the textures accessible on the time of the unique growth for every particular person reduce. Even although we put our efforts into this seamless incorporation idea, we have been nonetheless delighted that many followers seen all of the modifications as quickly because the trailer was first broadcast.

As an exception, the cinematic summon animations which have a direct impact on gameplay are utterly re-worked to reinforce the pacing and tempo of play whereas preserving the texture and influence of the unique variations.

15 years have handed because the announcement of the unique Crisis Core: Final Fantasy VIIso we didn’t simply persist with the exterior facets just like the character fashions and rigging, however thought-about completely all the pieces, beginning by trying straight into the participant expertise and making a recent examination of all of the characters.

The film creation workforce then put collectively appropriate levels, actions and visible results based mostly on the outcomes of these analyses.

The Image Studio workforce sincerely hopes that gamers will get pleasure from all of the cinematics on this title.

Crisis Core: Final Fantasy VII Reunion is due out for PlayStation 5, Xbox Series, PlayStation 4, Xbox One, Switch, and PC through Steam on December 13.

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