From 1997 to 2024. here's how Cloud evolved between Final Fantasy VII on PSX and its remakes on PS4 and PS5.

Photo of author

By parm maan

A lot has happened since launch Final Fantasy VII in 1997 in PlayStation original. In a recent interview on the official PlayStation blog, Dai Suzuki, character designer for FF7 remakes such as: Final Fantasy VII Remake y: Final Fantasy VII Rebirth!showed evolution and the number of polygons of character models such as A cloudhis legendary weapon Buster Sword and other things like some monsters.

Here's how technology has progressed between PS1 and PS5, from Final Fantasy VII to Final Fantasy VII Rebirth.

Dai Suzuki gives a brief but pretty graphic overview of many of the key elements of the original Final Fantasy VII that are also present in remakes like Rebirth. For example, let's take a look The difference in cloud model polygons between different games.

Cloud's evolution from original game to remake
  • Cloud combat model in FFVII ≈ 900 polygons.
  • Cloud model in FFVII Remake ≈ 110,000 polygons.
  • Cloud model in FFVII Rebirth ≈ 200,000 polygons.

In this particular case, we don't just see a leap in quality between the original Cloud model and the remakebut also between Cloud's model in Final Fantasy VII Remake (2020), released on PS4, and his model from Final Fantasy VII Rebirth (2024), on PlayStation 5. The number of polygons practically doubles in the character model between the two parts of the game, which speaks volumes a huge technological leap between PS4 and PS5.

Another comparison is the models shown Red XIII y: Keith Sith:

Red XIII between the original game and the revival
  • Red XIII battle model in FFVII ≈ 900 polygons.
  • Red XIII's model in FFVII Rebirth ≈ 120,000 polygons.
  • Cait Sith and Moogle model in FFVII ≈ 900 polygons.
  • Keith City model in FFVII Rebirth ≈ 100,000 polygons.
  • Moguri model in FFVII Rebirth ≈ 230,000 polygons.
Kate the Sith and the Muggle before and after

The Moogle and Cait Sith case is interesting not because of the apparent increase in quality, but because In the original, both characters were part of a single 3D modelmeanwhile In Rebirth, each creature is an independent model. This again speaks for itself overwhelming differences hardware Between PS1 and PS5 and how video game development and 3D modeling techniques have evolved over these nearly thirty years. Meanwhile In the past, it was practically mandatory to come up with “creative” solutions, such as creating a single 3D model to represent two characters that are together. To save resources, you can easily create two extremely detailed models today.

Another aspect that Suzuki emphasizes about recycling is these realistic face animations. A higher number of polygons means a higher level of detail in the characters' faces. Accompanied by motion capture animations, Human expressiveness from flesh and blood can be effectively transferred to a video game charactersomething unimaginable many years ago.

Different facial animations for Barret in Final Fantasy VII Remake

In short, Dai Suzuki's comments are interesting reading because they show quite faithfully How much progress has been made in video games since 1997?. Whereas back when 3D was “in its infancy”, 3D characters were puppets, Today, photorealism is a reality.

What are polygons in video games?

Polygons are used in video games to create three-dimensional models and objects.. Triangles are commonly used as the “basic” polygon. being a polygon with as few sides as possible, although this is not always the case and ultimately depends on the preferences of each developer or artist. The number of polygons in a 3D model is directly proportional to its level of detail. That is, the more polygons a video game character or weapon has, the more detailed it will be.

The recently remade Tomb Raider trilogy is a good example of where we're coming from; with the touch of a button we can switch between original and modern graphics.

It fifth generation consoles (PlayStation, Nintendo 64, Sega Saturn, Atari Jaguar and 3DO) was one that brought the concept to the market en masse. marking the general transition of video games from two to three dimensions. Because 3D was a new technology for the time and place hardware available had severe restrictions, The 3D character models of games from this era have a distinctly “blocky” look.derives from its small number of polygons.

Video games of this era also feature many 3D modeled environments a very typical “block world” lookwhere? Instead of curves, elements such as right angles predominate or other shapes that make the environment look more natural.

Leave a Comment