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Final Fantasy VII Rebirth Preview – How Square Enix Is Approaching Sephiroth – Game Informer
Back in 1997, Final Fantasy VII established Sephiroth as one of the most iconic antagonists in gaming history. In 2020, Final Fantasy VII Remake greatly expanded his role in the first act of the beloved RPG, and in 2024, Final Fantasy VII Rebirth hopes to give us even more context for the One-Winged Angel. We played a portion of Final Fantasy VII Rebirth and spoke with several members of the development team to learn how Sephiroth is depicted in the upcoming second act of the Remake trilogy.
While Sephiroth’s role in this middle portion of the original Final Fantasy VII is more understated, often simply being described by NPCs rather than actually seen, the team behind Final Fantasy VII Rebirth wanted to change that. “Remake covers your encounter with Sephiroth, and now within Rebirth, we wanted to make Sephiroth this very clear antagonist and target for the characters to go and pursue through their journey in Rebirth,” producer Yoshinori Kitase says. “Within the original game, Sephiroth was not seen very much in the world map, but in this title, we put this element forward.”
In my hands-on, the first thing I do is join forces with Sephiroth in the fated flashback mission from the original game. Players of Final Fantasy VII remember this expedition to Mt. Nibel to find the mako reactor. At this point in the story, Sephiroth is still a heroic figure, and Cloud is a naive and inexperienced Soldier, so the two team up to complete this mission. Meanwhile, a young Tifa serves as a guide but not a party member.
Just like in the original version of this sequence, Sephiroth is a powerful force, slicing through foes with his Masamune. However, he’s not quite as overpowered as he was in the 1997 sequence. He’s still a blast to play, and even though he’s only playable in a tiny part of the game, Square Enix invested in developing his gameplay, even giving him a Synergy Ability with Cloud.
“When developing Sephiroth as a character who players are able to control in a limited area, we’re still considering that you’re able to play as this very iconic character,” battle director Teruki Endo says. “Taking this into mind, I really took care into providing the sort of resources and cost as equal to those of other playable characters into developing Sephiroth in a battle sense.”
But the team was cautious in its approach to handling Sephiroth. After all, he’s one of gaming’s most iconic and influential antagonists, so naturally, fans will be touchy about any substantial changes. “We felt it was necessary to have this very clear depiction of how he came to be the person that he is now in Rebirth,” director Naoki Hamaguchi says. “Even as a developer creating this game, seeing Sephiroth discover the truth and fall further and further into darkness – like falling from grace – and depicting this in his expressions, I could truly feel bad for him. Throughout the course of Rebirth, I believe players will not only grow to relate to and understand Cloud, but also Sephiroth through this game much more.”
Obviously, Sephiroth plays a huge role in Rebirth, and in particular, the scene that the story of Rebirth leads to: the events at the Forgotten Capital. I can’t help but wonder how much more those events will impact players with these more in-depth explorations of the characters. We’ll find out when Final Fantasy VII Rebirth arrives on PlayStation 5 on February 29. For more on Rebirth, be sure to visit our coverage hub by clicking the banner below!
Parts of this article originally appeared in Issue 362 of Game Informer.
Here Are The Top Performing Steam Games Of 2023
Valve has released its annual “Best Of” list highlighting the top-performing games on Steam measured by gross revenue and player engagement.
The categories are top sellers, best-selling new releases, most-played games on PC, most-played games on Steam Deck, highest-grossing early access games, most-played using a controller, and best-selling VR titles. The top 12 games in each category earn Platinum status, while everything below them is grouped into a descending ranking of Gold, Silver, and Bronze. It’s a fun snapshot of the games Steam users dug into most this year and a reminder that games seemingly on the downtrend or long in the tooth (like, say, Destiny 2) clearly have a lot of players still logging in to play.
You can view the complete list here, but we’ve listed the Platinum-ranked games alphabetically in each category (Valve does not rank these games).
Top Sellers (highest gross revenue earned in 2023)
- Apex Legends
- Baldur’s Gate 3
- Call of Duty (MW III, Warzone, MW II)
- Counter-Strike 2
- Cyberpunk 2077
- Destiny 2
- Dota 2
- Hogwarts Legacy
- Lost Ark
- PUBG: Battlegrounds
- Sons of the Forest
- Starfield
New Releases (most revenue earned during first two weeks of launch)
- Armored Core VI: Fires of Rubicon
- Baldur’s Gate 3
- Cities: Skylines II
- EA Sports FC 24
- Hogwarts Legacy
- Payday 3
- Remnant II
- Resident Evil 4 (remake)
- Sons of the Forest
- Starfield
- Star Wars Jedi: Survivor
- Street Fighter 6
Most Played (number of peak concurrent player counts over 40,000)
- Apex Legends
- Baldur’s Gate 3
- Counter-Strike 2
- Destiny 2
- Dota 2
- Goose Goose Duck
- Hogwarts Legacy
- Lost Ark
- PUBG: Battlegrounds
- Sons of the Forest
- Starfield
Early Access (highest gross revenue earned before and after launching in 1.0 this year)
- Against the Storm
- Baldur’s Gate 3
- Dave the Diver
- Demonologist
- Disney Dreamlight Valley
- Everspace 2
- Farlight 84
- Marvel Snap
- My Time at Sandrock
- Ready or Not
- Sun Haven
- Wartales
Steam Deck (most played games on the device based on daily active player counts this year)
- Armored Core VI: Fires of Rubicon
- Baldur’s Gate 3
- Cyberpunk 2077
- Dave the Diver
- Elden Ring
- Half-Life
- Hogwarts Legacy
- Grand Theft Auto V
- Resident Evil 4 (remake)
- Starfield
- Vampire Survivors
- The Witcher 3: Wild Hunt
Controller (games most played using a gamepad)
- Apex Legends
- Armored Core VI: Fires of Rubicon
- Call of Duty (MW III, Warzone, MW II)
- EA Sports FC 24
- Elden Ring
- FIFA 23
- Hogwarts Legacy
- NBA 2K23
- Resident Evil 4 (remake)
- Rocket League
- Starfield
- Street Fighter 6
VR (highest revenue earned)
- Beat Saber
- Blade & Sorcery
- Bonelab
- Boneworks
- The Elder Scrolls V: Skyrim VR
- Five Nights at Freddy’s: Help Wanted 2
- Ghosts of Tabor
- Gorilla Tag
- Half-Life: Alyx
- Into the Radius VR
- Pavlov
- VTOL VR
The Pirate Queen: A Forgotten Legend Preview – Shedding Light From A New Perspective – Game Informer
When you think of pirates, history mainstays like Blackbeard might come to mind alongside the fictional Jack Sparrow. An important but often forgotten name, however, is Cheng Shih. Not only is Cheng Shih one of history’s most successful pirates, but she’s also the woman who took over her late husband Zheng Yi Sao’s pirate armada after his death, putting her in indirect control of 40,000-plus pirates for a nearly decade-long stint in Chinese waters in the early 19th Century. While Shih’s story can be found on pages of books and elsewhere, Singer Studios aims to bring her story to life in VR.
Taking place across a single night – the night Shih came to power, paving the way for her to create a code of laws for men and women to be treated equally on her ships – The Pirate Queen: A Forgotten Legend puts players in the shoes, errr boots, of Shih in PC VR devices and Meta Quest 2 next year. During a private game demo, I get a taste of this VR experience, which goes the escape room-esque route of VR gaming rather than the guns-blazing, setpiece-heavy one. Its quiet and methodical approach to gameplay is enticing, even without being in a headset to experience it myself. I’m especially interested in the team’s focus on Shih’s story and setting this VR game within a single night in her life. I’m told not to expect massive, pirate-filled battles but instead the emotional intensity Shih might have experienced that night.
“We come from film, so VR is a nice stepping stone for us,” Singer Studios CEO and creative director Eloise Singer tells me. “Each level has an escape room aspect; we wanted to lean away from being a shooter or combat game, challenging you to be as smart as she was, using her intellect to outsmart everyone.”
That intellect and the fact that Shih’s story is largely unheard of in the world of piracy attracted Singer and Singer Studios to the idea of The Pirate Queen. This story is one Singer has been thinking about for six years.
Singer Studios released The Last Rifleman, starring Pierce Brosnan (007 Tomorrow Never Dies, Mamma Mia) just last month, and Rare Beasts, starring Billie Piper (Doctor Who, Penny Dreadful) and Lily James (Cinderella, Baby Driver) in 2021. It’s worked with companies like Amazon on projects and others, too. The Pirate Queen began its life at Singer Studios as a film idea, but after meeting with now-former PlayStation London Studio boss David Ranyard, that changed.
“He was like, ‘This would make an amazing game,'” Singer says. Notably, PlayStation London Studio is the team behind PlayStation’s VR Worlds and Blood & Truth on VR – it’s easy to see how The Pirate Queen became a VR game. But Singer says she never imagined trying to make a game, shelving the idea for a bit. After the pandemic hit, though, at a time when movie productions worldwide came to a halt, Singer called Ranyard and said she wanted to turn The Pirate Queen into a game. The team got funding to create a prototype, grew to include additional staff, and won awards, including “Best Debut” at the Raindance Film Festival.
From there, Singer Studios showed the prototype, which I’m told was a single-room experience with light puzzle elements, to Meta. The company loved it and, on the first call, told the studio it wanted to make it a full project. The Pirate Queen will debut on Meta Quest 2 and other PC VR devices next year, more than four years after its development began.
Creative director Eloise Singer and lead actress Lucy Liu
When I ask Singer why The Pirate Queen needed to be a VR experience, her answer is simple: “I’ve always wanted to be a pirate.”
“So selfishly, I’m just like, ‘I want to make a pirate game because I get to be a pirate,’ and it feels like our whole team is like that,” she adds. “But I think at the same time, when I first heard her story, it was one of those, ‘I’m so shocked that I didn’t know about this piece of history,’ and I just felt really compelled that everyone should know more about this period of history and how important this woman was. And it’s not even just the fact that she was a pirate, but she was the most powerful pirate of all time actually, and quite literally paved the way for equality.
“The more I looked into it, the more I was interested in this story, and I just felt it could make an amazing game. I really wanted to tell it, and I think when you feel there’s a fundamental belief for you wanting to tell the story, that’s kind of your driving force for wanting to create anything.”
Singer says initially, her target audience for The Pirate Queen was women, perhaps in the bracket of 16 to 35 years old. But as more and more people played and tested the game, that age gap widened from smaller children to the elderly, and the gender disappeared. “It’s for everyone,” she says. “It’s a really beautiful project because it feels very inclusive in that sense.”
On a similar note, Singer tells me the team has taken a lot of time to ensure it’s as culturally sensitive and accurate as possible, learning about Chinese culture, 19th-century China, consulting and working with people of Chinese heritage, and more. Working with Chinese experts is why The Pirate Queen features properly displayed red lacquered wood aboard ships, era-specific art, time period-accurate calligraphy, and properly woven mats on ship floors.
Lead artist Will Brosch describes The Pirate Queen as a brains-over-brawns experience. “You are outmaneuvering your opponents in a diplomatic sense, but that doesn’t mean you don’t get your hands dirty in other ways,” he says.
That’s clear from the 20-minute demo I watched. There aren’t swords clashing and gunpowder explosives lighting the horizon – Brosch says there isn’t any hand-to-hand combat in the game, although he does tease the use of cannons – but instead, bite-sized puzzles to solve. One example is a door with a lock in the captain’s cabin aboard the ship that used to be Sao’s. Various symbols mark the lock, and after throwing some rocks at some pottery on top of a cabinet, the player discovers more symbols on the wall. They line up the symbols on the lock with those on the wall to open it and move through the door.
“There’s a lot of cognitive puzzle stuff,” Brosch explains. “The script is quite narrative, linking back to our film background, and it’s about finding gameplay that fits within the script.”
This highlights Singer Studio’s story-first approach to The Pirate Queen, which is vital because Shih’s story is important to tell in a landscape drenched with male-driven piracy, be it games, movies, TV shows, or books. Singer tells me that approach helped the team land actress Lucy Liu (Kill Bill: Volume 1, Charlie‘s Angels) as an executive producer and the voice of the titular pirate queen.
“After we got accepted into [the Tribeca Film Festival], we reached out to her team and said, “We’re developing this project, and it’s really exciting. Is it something that she would be interested in coming on board with?'” Singer says. “And her team responded really warmly to the project and said, ‘This story is incredible.'”
Singer says it’s not a story Liu knew about, and she couldn’t believe it was real. Now, she’s the voice of Shih and is on board to presumably help the team flesh out this universe. The Pirate Queen VR game is just the start. There are plans for a movie next in the vein of a biopic, a graphic novel, a podcast, and a TV series with Beijing, China-based studio Seesaw Films, which is behind 2019’s The Farewell starring Awkwafina (Crazy Rich Asians, Shang-Chi).
Lucy Liu recording VO for the game
“I think it reflects the studio and our values and foundations, which is that we are transmedia,” Singer says. “The whole idea is that we want to tell stories to different audiences on different platforms.”
On the differences between VR production and moviemaking, immersive producer Siobhan McDonnell says the biggest contrast comes in autonomy. “Where do you want your constraints?” she asks. “The autonomy of the player is about the illusion that you can go wherever you want in this story world, but actually, in terms of design, you do want the player to do certain objectives. It’s this beautiful fusion of, ‘Go explore and be free, but we kind of want you to do this part of the game.’ And I think mixing those two things can be challenging because you need it to be covert.”
McDonnell and Brosch mention bread crumbs as a way to do that – shining glints on required objects, lighting cues, sounds, and in-world narration from Shih are all ways to guide the player toward the golden path. Brosch adds that players are more prone to getting overwhelmed in VR than in other games and that in VR development, it’s crucial to find ways to prevent this, lest you risk losing the player. Singer says testing has helped the team a lot in this regard, and it’s a facet of game development she’s excited to bring into the studio’s moviemaking.
Testing has helped the team fight against the potential motion sickness that comes with every VR project. Programmer Hankun Yu says he never gets motion sickness in VR, but in a now-cut segment of the game where players swung on a rope to go from one ship to the next, he had reached “6-out-of-10” sickness. With the problem of motion sickness in The Pirate Queen solved – I have to take the team’s word for it until I can play it myself – Yu is excited for people to one day connect this historical story to something he tangibly worked on.
With that release arriving early next year, the team is excited for it to get into players’ hands.
“As an artist, I always hope that the player, especially in VR, takes the headset off and realizes that they forgot where they were, and that they were totally immersed in the world,” Brosch says. McDonnell tells me she just wants players to feel like badasses.
I enjoy the demo I’m shown of The Pirate Queen, and I enjoy speaking to the team behind it just as much. Singer, Brosch, and the others I talk to are passionate about Shih’s story and bringing it to life respectably and excitingly through VR. It’s tough to say just how enjoyable it is to experience without going hands-on, but what I’ve seen and heard excites me to do so when it launches next year.
Creative director Eloise Singer and lead actress Lucy Liu
“For people to say, ‘I had no idea about that story, that was amazing, that was so much fun,’ that’s all I want,” Singer tells me. “We’re creating something to shed light on the history and a woman people don’t know about.”
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NDI Interoperability Keeps video Flowing Over nerworks – Videoguys
Digial World Media wrote a great article n the NDI factor where they spoke to Miguel Coutinho, Head of Strategy at NDI. Network Device Interface (NDI) has major significance in the broadcast, video production, and distribution industries. NDI is a widely used video-over-IP network protocol that has expanded its applications beyond traditional broadcast and Pro AV to areas such as cloud production, content creation, streaming, surveillance, corporate, healthcare, and education.
NDI boasts an extensive ecosystem with over 550 Stock Keeping Units (SKUs), 200-plus software applications, and more than 600 thousand devices utilizing its connectivity features. These features include discovery, registration, video, audio, metadata, and control. The adoption of NDI simplifies system building, transmission, and signal management within systems, leading to more straightforward and flexible system design, integration, application, and maintenance.
The transition from hardware to software-based operations in TV and video production studios is associated with cost reduction. The shift results in smaller on-site teams and fewer devices required for production. This move toward software-based operations aligns with the broader industry trend.
Miguel Coutinho talked to Digital Media World about what the team has been working toward since the protocol’s release in 2016 – specifically, NDI’s expansion into more varied industries and how to facilitate that trend into the future.
More Industries, More Connected
“Looking at specific segments, in the last couple of years we have seen NDI extend beyond traditional broadcast. It has moved into uses like conferencing, where multi-camera rooms are becoming the norm, large-scale AV installations where the ability to scale inputs and outputs easily is essential, and prosumer content creation where we see more multi-device setups.”
Miguel Coutinho
NDI’s goal is to create a seamless and efficient ecosystem for multimedia systems to connect and share video, audio, or metadata. This connectivity is beneficial in various situations, whether it involves two hardware devices, two software programs, or a combination of both. The key objective is to enable instant connections between systems with minimal effort required from users, even in complex environments.
Adapting and Optimising with NDI
Miguel noted that the difference between building software or a device from the start with NDI support, and adding it later, is not significant.
“Both types of companies are coming to us. Some of them are defining the requirements for a device and want to understand how to add NDI before shipping the devices. Others license the technology and make it available to users through free software updates. What we are noticing, though, is that users are starting to value and demand devices where extensive NDI support is guaranteed.”
Miguel Coutinho
The Next Goal
While NDI offers developers a straightforward integration process, the reality is that the vast and expanding range of NDI-enabled devices and applications can introduce complexity for end-users and licensees. Miguel said, “A product’s functionality may well be prioritised over compatibility. What certification gives is a guarantee for those users who aren’t willing to risk the performance and quality of their setups.”
Check out the full article here!
Game Informer’s Best Of 2023: Editors’ Personal Top 10 Lists
We’ve already published our staff-wide list of the best games of 2023, but every editor had a few games they wish could have received some praise. This is where we have the opportunity to shout out some of those games. Below, you’ll see each individual Game Informer editor’s personal top 10 list for 2023. Check out each editor’s list and let us know in the comments section which editor you most align with!
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