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

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

Square-Enix released a new trailer, screenshots and general FAQ for Crisis Core: Final Fantasy VII Reunion. The trailer, titled “More Than a Remaster,” highlights the game’s graphical overhaul, new soundtrack, fully voiced English and Japanese dialogue, and updated combat system.

The FAQ, which was posted with game resolutions and frame rate details for each platform, dives into the challenges regarding the computer port, developing a game for multiple platforms, and more. Get the full below.

■ Resolutions and frame rates for each platform

  • PlayStation 5 – 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 S-series – 1920×1080 resolution at 60fps (60fps after Day 1 patch)
  • Xbox One X – 3840×2160 resolution at 30 frames per second
  • Xbox OneS – 1920×1080 resolution at 30 frames per second
  • Xbox One – 1920×1080 resolution at 30 frames per second
  • To change (TV mode) – 1280×720 resolution at 30 frames per second
  • Switch (portable mode) – 1280×720 resolution at 30 frames per second
  • PC (steam) – Display dependent resolution at 30/60/120 frames per second


  • “Frames per second” relates to the frame rates described Variable frame rate with the values ​​described as maximum.
  • The frame rate on Xbox Series S version 1.0.0 is 30 frames per second, but a Day 1 patch is scheduled to be released so that version 1.0.1 is 60 frames per second.
  • Performance can be changed as below on Steam.
    • Screen mode – Windowed / Virtual Fullscreen / Fullscreen.
    • Screen resolution – Depending on the display.
    • Frame rate – 30 / 60 / 120 frames per second.
    • Vertical synchronization – On off.
    • Texture quality – High / Medium / Low.
    • Shadow quality – High / Medium / Low.
    • Anti-aliasing – Up / Down / Off.
    • Ambient Occlusion – On off.

■ Frequently Asked Questions

1. What are the main differences between the PC and console versions?

There is no difference in actual game content between the PC and console versions.

However, the PC version has additional detailed graphics settings, which allow the user to adapt the screen settings to their own PC hardware configuration.
Besides, it also supports keyboard and mouse controls for PC users.

We’ve added separate key mapping options for keyboard and mouse gameplay, in addition to controller configuration settings, allowing all gamers to customize their preferred control method as they wish.

2. Were there any particular difficulties with the PC port?

We used a game engine designed to support multiple platforms, so it was relatively easy to run the game itself.

However, the PC version players will play on many different hardware environments, so it was quite difficult to support them all.

In particular, since there are so many possible displays with different screen resolutions and different types of keyboards, we needed to implement the game’s systems in a way that would work with all the different combinations we could imagine.

Additionally, the original game was developed for mainstream console platforms and designed to be played using a controller, so we had to adapt it to play comfortably with keyboard and controller controls. smile too.

3. It’s a huge undertaking to develop a game for all available platforms! So how did you do this?

We used the game engine to support multiple platforms.

As the specifications of each platform are different, we measured the respective processing loads and set the optimal resolution and frame rate for each platform. Even after that, there were still events where the processing load was high, so we made further cut-by-cut adjustments for those.

4. The original PSP version ran in 480×272 pixels! How was it possible to update the art assets so they look great on modern 4K displays?

We paid special attention to adding a volume of extra information to the graphical data to realize the fine details that could not be represented with the PSP’s screen and data size.

We have referred to other titles in the FINAL FANTASY series while redesigning and updating all effects and UI from scratch.

The render flow is also completely different from what it was in the original, so in addition to engine tuning, the addition of new lighting and post-processing effects, etc. also helped greatly improve the atmosphere created by the graphics.

In order to make the visuals as smooth and engaging as possible, we also fine-tuned the processing load scene by scene.

5. 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 provide even more comfortable gameplay on a smooth screen.

The finish is of such high quality that we think even PC gamers who play a lot of high-end games will feel comfortable with it.

6. Does the PC version use a dedicated copy protection system like Denuvo?

We don’t use Denuvo but game data is encrypted.

7. What engines 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 could use C++ was another factor affecting the decision.

8. What is your favorite part/feature/element of the game regarding graphics and technology?

We aimed for something between a remake and a remaster with the development of this title.

As a result, we’ve been able to make it a product that matches what made the original great with tweaks and updates fit for the modern era.

In terms of what we want to draw special attention to, one thing that surprised even the development team is that the new edition is pretty much inspired by the programming of the original game. Even though the assets have been updated and the presentation renovated, the number of “bones” in the character models remains about the same as on the PSP. We’ve added new bones for the characters’ fingers and updated their clothing design in some places, but the main body structures, faces and hair are basically the same as in the PSP original.

Due to the development schedule and the volume of assets, it would not have been realistic to rebuild everything from scratch and make major adjustments to it, so we decided to manage it this way, but when we first saw footage of the new working version, we realized we could get even better textures than we imagined possible.

As for adding new bones to the models, the technical parameters were from the low polygon era, with the animations built into it, but the fact that the finished visuals still hold up when viewed today says a lot about the technical proficiency of the original development team. We felt a renewed determination that we had to properly develop this new version as heirs to that spirit.

You can really call it a game that crosses generations.

9. Music remastering: Has any new technology added here like surround sound, Dolby Atmos, 3D audio (PS5) added to the process/development. How does this improve the quality of the player experience?

For the sound effects remaster, we used surround sound in all aspects and worked hard to improve in-game immersion through sound, focusing on gamers with high-end audio setups.

10. Regarding the audio, this is also the first time that we have the game with an entirely English voice and using the same voiceover actors as Final Fantasy VII Remake. How exciting was it for the team to bring the characters of FF CC Reunion to life?

The original event scenes were great too, but with full voiceovers, they now allow you to experience the emotions of the characters with even more immediacy.

It really moved us when all the voice data was in the bag and we looked at the completed event scenes.

The number of lines recorded for main character Zack was obviously high, but Kunsel also had a surprisingly high number.

11. The cutscenes have been completely redone with Image Studio (formerly Visual Works) can you tell us a bit about the technology that was used? Did they use any of the elements from the original game for these sequences or did it all have to be done from scratch?

Image Studio’s (formerly Visual Works) approach to this title was that we wanted to give the same feel to the cutscenes as the original game because it was so well received when it was released in 2007. For this purpose, we used up-conversion (an image expansion method) that incorporates unique AI algorithms and image analysis techniques when creating the movie scenes.

Additionally, we also wanted new elements, such as the sword the main character wields and the logos that appear in the story, to look like they’ve been there in the original from the start, so we therefore deliberately avoided using modern and realistic elements. textures and instead incorporated a method that involved tracing the textures available at the time of original development for each individual cut. Even though we put our effort into this concept of seamless incorporation, we were still thrilled that many fans noticed all the changes when the trailer first aired.

As an exception, the summon cinematic animations that have a direct effect on gameplay are completely reworked to improve the pace and tempo of the game while retaining the feel and impact of the original releases.

15 years have passed since the announcement of the original Crisis Core: Final Fantasy VIIso we didn’t limit ourselves to external aspects like character models and rigging, but considered absolutely everything, starting by looking directly at the player experience and doing a fresh look at all characters.

The film’s creative team then set up appropriate scenes, actions, and visual effects based on the results of these analyses.

The Image Studio team sincerely hopes that players will enjoy all cutscenes in this title.

Crisis Core: Final Fantasy VII Reunion is planned for PlayStation 5, Xbox Series, PlayStation 4, Xbox One, Switch and PC via Steam December 13.

Leave a Comment

Your email address will not be published.