Square Enix has released a new trailer, screenshots, and general FAQ for Crisis Core: Final Fantasy VII Reunion. Dubbed “More than a Remaster”, the trailer highlights the game’s graphical overhaul, newly arranged soundtrack, fully voiced dialogue in English and Japanese, and updated combat system.
Released along with the game’s resolutions and frame rate details for each platform, the FAQ dives into challenges related to the PC port, developing a game for multiple platforms, and more. Get the full thing below.
■ Resolutions and frame rates for each platform
- PlayStation5 – 3840×2160 resolution at 60 frames per second
- Playstation 4 Pro – 3840×2160 resolution at 30 frames per second
- Playstation 4 – 1920×1080 resolution at 30 frames per second
- Xbox Series X – 3840×2160 resolution at 60 frames per second
- Xbox Series S – 1920×1080 resolution at 60 frames per second (60 frames per second after day 1 patch)
- Xbox One X – 3840×2160 resolution at 30 frames per second
- Xbox One S – 1920×1080 resolution at 30 frames per second
- Xbox One – 1920×1080 resolution at 30 frames per second
- Switch (TV mode) – 1280×720 resolution at 30 frames per second
- Switch (Handheld mode) – 1280×720 resolution at 30 frames per second
- pc (steam) – Screen-dependent resolution at 30 / 60 / 120 frames per second
- “Frames per second” refers to the described frame rates. Variable frame rate with the described values as the maximum.
- The frame rate on Xbox Series S version 1.0.0 is 30 frames per second, but a day 1 patch is planned, so version 1.0.1 will be 60 frames per second.
- Achievements can be changed as below on Steam.
- Screen mode – Windowed / Virtual full screen / Full screen.
- Screen resolution – Display dependent.
- frame rate – 30 / 60 / 120 images per second.
- Vertical sync – On off.
- Texture quality – High medium low.
- Shadow quality – High medium low.
- Antialiasing – High / Low / Off.
- Ambient occlusion – On off.
■ Frequently Asked Questions
1. What are the main differences between the PC and Console versions?
There are no differences in the actual game content between the PC and console versions.
However, the PC version has extra detailed graphics settings, which allow the user to tailor the screen settings to their own PC hardware settings.
Moreover, it also supports keyboard and mouse control for PC users.
We’ve added separate key configuration options for keyboard and mouse play, on top of the controller configuration settings, so that all players can customize their preferred control method as they see fit.
2. Have there been any specific challenges related to the PC port?
We used a game engine designed to support multiple platforms, so getting the game up and running itself was relatively easy.
However, players of the PC version will be playing on lots of different hardware environments, so supporting all of those environments was pretty hard work.
Especially since there are so many possible displays with different screen resolutions and different types of keyboards, we had to implement the game’s systems in such a way that they would work with all the different combinations we could imagine.
In addition, the original game was developed for consumer console platforms and designed to be played with a controller, so we had to adapt it to also play comfortably with keyboard and mouse controls.
3. Developing a game for all available platforms is a huge undertaking! So how did you do this?
We used the game engine to support multiple platforms.
Since the specifications for each platform are different, we measured the respective processing loads and determined the optimal resolution and frame rate for each platform. Even after we did that, there were still some events where the processing load was high, so we continued to adjust them on a part by part basis.
4. The original PSP version ran in 480×272 pixels! How was it possible to update the art assets to look great on modern 4K screens?
We took special care to add a lot of extra information to the graphics data to achieve the fine details that couldn’t be reproduced with the PSP’s screen and data size.
We’ve referenced other titles in the FINAL FANTASY series while redesigning and updating all effects and UI from scratch.
The rendering flow is also completely different from the original, so in addition to tuning the engine, the addition of new lighting and post-processing effects etc. have also helped greatly improve the atmosphere created by the graphics.
To make the visuals as smooth and attractive as possible, we’ve also fine-tuned the processing load per scene.
5. The PC version supports 120 frames per second. How much does this change the feel and quality of the gameplay?
By supporting 120 frames per second, it is possible to game even more comfortably on a smooth screen.
The finish is of such a high quality that we think even PC players who play a lot of high-end games will feel at home.
6. Does the PC version use a special copy protection system like Denuvo?
We don’t use Denuvo, but the game data is encrypted.
7. What engine and middleware tools were used during development and why?
We used Unreal Engine 4.
The reason we chose Unreal is that it supports multiple platforms and is designed for high-end game development.
Also, the original PSP version was developed in C++, so when we considered porting the source code, the fact that Unreal Engine can use C++ was another factor that influenced the decision.
8. What is your favorite part / feature / element of the game regarding graphics and technology?
With the development of this title, we aimed for something between a remake and a remaster.
As a result, we were able to turn it into a product that matches what made the original great with tuning and updates fit for the modern day.
As for the points we would like to draw special attention to, something that surprised even the development team was that the new edition has pretty much the same programming as the original game. While the assets have been updated and the presentation revamped, the number of “bones” in the character models remains much the same as on the PSP. We did add new bones for characters’ fingers and where we updated the designs of their clothes in places, but the main body structures, faces and hair are essentially the same as in the PSP original.
Due to the development schedule and the size of the assets it wouldn’t have been realistic to rebuild everything from scratch and make major adjustments so we decided to go about it this way but when we first saw images of using the new version, we realized that we could achieve even better textures than we thought possible.
As for adding new bones to the models, the technical settings were from the low polygon era, with the animations in, but the fact that the finished visuals still hold up when viewed today really spoke to the technical skill from the original development team. We felt a renewed determination that we should properly develop this new version as the heirs of that spirit.
You can really call this a game that crosses generations.
9. Music Remastering: New technology has been added here such as surround sound, Dolby Atmos, 3D audio (PS5) that contributed to the process/development. How does this improve the quality of the experience for players?
For the remastering of the sound effects, we used surround sound in all aspects and strived to improve the immersion in the game through the sound, with an emphasis on players with high-quality audio settings.
10. Speaking of audio, this is also the first time we’ve played the game with full English VO and with the same voice over actors as Final Fantasy VII Remake. How exciting was it for the team to bring the characters to life in FF CC Reunion?
The original event scenes were also great, but with full voiceovers, they now let you experience the emotions of the characters even more directly.
It really moved us when the voice data was all in the bag and we watched the finished scenes of the event.
The number of lines included for the main character Zack was clearly high, but Kunsel also had a surprisingly large number.
11. The movies have been completely updated with Image Studio (formerly Visual Works). Can you tell us about the technology used? Did they use anything from the original game for these sequences or did everything have to be done from scratch?
Image Studio’s (Previously Visual Works) approach to this title was that we wanted the film to give the same impression as the original game, because it was so well received when it was released in 2007. conversion (an image expansion method) that incorporates AI algorithms and unique image analysis techniques in creating the movie scenes.
In addition, we also wanted to make new elements such as the sword that the main character wields and the logos that appear in the story look like they were already there in the original, so we deliberately avoided modern, realistic textures and instead used a method included tracing for each individual cut the textures available at the time of the original development. While we’ve worked hard for this seamless integration concept, we were still pleased that many fans noticed all the changes as soon as the trailer first aired.
As an exception, the cinematic call animations that have a direct effect on the gameplay have been completely reworked to improve the pace and pace of the game while retaining the feel and impact of the original versions.
15 years have passed since the announcement of the original Crisis Core: Final Fantasy VIIso not only did we stick to the outer aspects like the character models and rigging, but we considered absolutely everything, starting with looking directly at the player experience and re-examining all the characters.
Based on the results of those analyses, the film creation team put together appropriate stages, actions and visual effects.
The Image Studio team sincerely hopes that players will enjoy all the cutscenes in this title.
Crisis Core: Final Fantasy VII Reunion releases on December 13 for PlayStation 5, Xbox Series, PlayStation 4, Xbox One, Switch, and PC via Steam.