In the days that followed after the launch of Final Fantasy 7 Rebirth, some of the staff at Square Enix talked about the challenges that went into creating a massive project that could live up to players' expectations. Despite Final Fantasy 7 Rebirth releasing nearly four years after Final Fantasy 7 Remake, the developers expressed the concerns they had about putting it together.
Taking place immediately after its predecessor, Final Fantasy 7 Rebirth is an open-world adventure created in Unreal Engine 4 that gives players a new take on the world outside Midgar, with regions such as Junon, Cosmo Canyon, and Nibelheim available to explore. Though Final Fantasy 7 Rebirth's sales are possibly behind those of Final Fantasy 7 Remake, possibly due to PS5 console exclusivity, the latest single-player entry in the Final Fantasy franchisehas become a top seller due to the sheer amount of content available in the game.
With the game now out on the market, the developers of Final Fantasy 7 Rebirth took time to reflect on its creation. In a blog post from Square Enix, Final Fantasy 7 Rebirth battle director Teruki Endo said that he was doubtful about finishing the game on time due to how much content would need to be made, and not just the combat side. Endo stated that the systems behind each character's abilities, and the Summons that fight alongside Cloud and the party, were among some of the challenges that the team faced. However, Endo said that the developers were able to pull it off and put together everything concerning the small details.
" From start to finish, the development of this game has been a long journey in which everybody involved has given their all throughout. The end result is a huge game where every aspect of the gameplay has been expertly crafted and stuffed to the brim, and of course, the combat is no exception."
Endo also stated that, just like with Final Fantasy 7 Remake, some of the elements that went into Final Fantasy 7 Rebirth did not follow the
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