Sobre final fantasy vii



Cloud and Tifa have nowhere to go and spend the night together under the stars. The next morning, the others return and Cloud thanks them. Reminded of Aeris's hope and smile even in the face of death, the party is driven to ensure her deeds aren't wasted.

Shinra's base of operations is the metropolis of Midgar ringed by eight mako reactors that drain Mako for energy. While the upper city is an industrial powerhouse with a generally high quality of life, the lower city is made up of slums and receives little light and its air is polluted.

He joins AVALANCHE, an eco-terrorist group trying to stop the powerful megacorporation Shinra from using the planet's life essence as an energy source. The gameplay combines real-time action with role-playing elements.

Another prominent artist was Nomura. Having impressed Sakaguchi with his proposed ideas, which were handwritten and illustrated rather than simply typed on a PC, Nomura was brought on as main character designer.[24] Nomura stated that when he was brought on, the main scenario had not been completed, but he "went along like, 'I guess first off you need a hero and a heroine', and from there drew the designs while thinking up details about the characters. After [he'd] done the hero and heroine, [he] carried on drawing by thinking what kind of characters would be interesting to have. When [he] handed over the designs [he'd] tell people the character details [he'd] thought up, or write them down on a separate sheet of paper".[53] Something that could not be carried over from earlier titles was the chibi sprite art, as that would not fit with the new graphical direction. Naora, in his role as an assistant character designer and art director, helped adjust each character's appearance so the actions they performed were believable.

Square retained the passion-based game development approach from their earlier projects, but now had the resources and ambition to create the game they wanted. This was because they had extensive capital from their earlier commercial successes, which meant they could focus on quality and scale rather than obsessing over and working around their budget.[37] Final Fantasy VII was at the time one of the most expensive video game projects ever, costing an estimated US$40 million, which adjusted for inflation came to $61 million in 2017.

In this standalone adventure for fans and newcomers, Cloud and his comrades venture across the planet, their fates unwritten, making each step outside the dystopian city of Midgar fresh and mysterious.

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During the scene where the Sister Ray is about to fire at Diamond Weapon, a voice can be heard over an intercom.[27] (This is hardly audible due to the music that continues to play in the background. It can be heard while viewing the cutscene video clip that is on the PC version.)

Versão atualizada e melhorada do lançamento original de 2003. Este jogo envia-te a ti e aos teus companheiros numa missão para recuperar mirra, com a finalidade do renovar os fragmentos de cristal e livrar a terra do Miasma.

Due to the Materia system, the player can customize the party to their liking and give any role to any player character. The exception is Aeris who is presented as a dedicated mage by her stats and her default placement in the back row.

Quando completamos esses desafios e vencemos a batalha vamos completando uma barra chamada informe global e recebemos mensagens de uma personagem chamada Mai, quem não vimos na demo.

PSN confirms that a Final final fantasy 7 remake Fantasy VII Rebirth demo is coming tomorrow (says it's "out now" but I think the trailer was meant for tomorrow)

Final Fantasy VII uses the Active Time Battle system, in which the party member's action is input with a command in a menu once their ATB gauge fills, with up to three playable characters in a party, who can have various weapons, armor, accessories, and—unique to the game—Materia equipped. Party members stand in a row (though their position can be altered in the menu) facing rows of enemies, which come arranged in one of many attack formations: facing them, surrounded by them, or surrounding them.

[45] Certain tricks were used to conceal load times, such as offering animations to keep players from getting bored.[38] When it was decided to use 3D graphics, there was a discussion among the staff whether to use sprite-based character models or 3D polygonal models. While sprites proved more popular with the staff, the polygon models were chosen as they could better express emotion. This decision was influenced by the team's exposure to the 3D character models used in Alone in the Dark. Sakaguchi decided to use deformed models for field navigation and real-time event scenes, for better expression of emotion, while realistically proportioned models would be used in battles.[61] The team purchased Silicon Graphics Onyx supercomputers and related workstations, and accompanying software including Softimage 3D, PowerAnimator, and N-World for an estimated total of $21 million. Many team members had never seen the technology before.[37]

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