Final Fantasy VII Rebirth Preview – The Expanded Scene The Developers Can’t Wait For Players To See – Game Informer

Final Fantasy VII is full of iconic scenes. Whether you’re talking about the well-known sequences already depicted in Remake or the upcoming gut-punch at the Forgotten Capital, the Remake trilogy allows fans to experience these moments in their most fully realized forms. While this middle portion of Final Fantasy VII, which Rebirth depicts, focuses on Aerith and the looming specter of Sephiroth, so much of Rebirth’s depiction emphasizes the deepening of relationships.

This is true with how the developers approached both the main story and side content in Rebirth, and it’s sure to make it so Aerith’s big scene (if it still plays out that way) is even more emotional than in the original. While sitting down with producer Yoshinori Kitase, creative director Tetsuya Nomura, and director Naoki Hamaguchi, we got on the topic of being able to further depict these moments through modern hardware and the longer playtime afforded by splitting the original game into three separate titles.

Warning: This article contains spoilers for the original Final Fantasy VII.

Final Fantasy VII Rebirth Preview – The Expanded Scene The Developers Can’t Wait For Players To See – Game Informer

Though the conversation started about Aerith’s arc and Sephiroth’s role in this middle entry, it was clear the developers were excited to tell me about a different scene that takes place in the Corel Prison portion of the game. “When the remake project was first decided, we already felt that if we were going to take on this series, it’s imperative that we depict the characters much more deeply and go into more depth in approaching them,” Nomura says. “Not only Aerith’s arc for Rebirth, but even other characters like Dyne, for example, I really wanted to show in a more detailed way for Rebirth. There’s a scene where I truly want to cry when I see it.”

“Oh yes, that scene with Dyne is a great one,” Hamaguchi chimes in. “It might be one of the top, most wonderful scenes.”

For those who haven’t played Final Fantasy VII, Dyne is a childhood friend of Barret and the biological father of Marlene. After a Shinra attack that wipes out much of their town, Dyne and Barret lose an arm while attempting to flee, and Dyne falls off a cliff. Assuming Dyne died in the fall, Barret continues on and discovers that Marlene survived the Shinra attack and he takes her into his care. Years later, Cloud and his party (including Barret) find themselves in Corel Prison, only to learn that not only is Dyne still alive, but he’s now the boss of Corel Prison and has had the same surgery as Barret, replacing the missing arm with a machine gun. The two reunite in an emotional scene that is likely even more emotional through the new depiction in Final Fantasy VII Rebirth.

Final Fantasy VII Rebirth

“Within Rebirth, the characters that we have all come to know and love are depicted quite fully and in-depth,” Nomura says. “For me, that character from Corel Prison was quite memorable. I’m not sure if players remember him, but everywhere players go, there will be characters like that who we remember from the original game that are depicted in more detail.”

While Nomura loves that scene, Kitase was surprised the original version, as drafted by scenario writer Kazushige Nojima, made it into the final game. “When we first received that scenario from Nojima-san – specifically that Corel Prison scene that Nomura-san mentioned – I initially thought we could cut this out or change it,” Kitase says. “I thought certain scenes could be cut, but hearing Nomura-san and Hamaguchi-san’s opinions on how they want to keep this, I conceded. But when you see it all come together, the final product and that scene – especially the Dyne scene – I think, ‘Wow, this is amazing!’ It’s crying-worthy. I feel glad it’s in there.”

Unfortunately, I didn’t have the opportunity to see the scene featuring Dyne during my demo, but from the way Square Enix’s seasoned developers praise it, I’m even more excited to get my hands on the final product to experience it. Final Fantasy VII Rebirth arrives on PlayStation 5 on February 29. For more exclusive Final Fantasy VII Rebirth coverage, be sure to visit our coverage hub through the banner below.

Spoiling The Game Awards Winners Of 2025

Happy New Year! Now that 2024 is here, it’s time to push it the hell out of the way and look ahead to 2025. At least, that’s what it feels like the game industry is increasingly saying I should do. A number of recently revealed titles have been slapped with 2025 release windows, so I can’t help but wonder how next year will shape up and, most importantly, what the awards seasons will look like.  

There are still hundreds of games yet to fill the 2025 release calendar, but let’s pretend they won’t exist. Let’s say 95% of the game industry collectively decided to take a year off. Making games is obscenely hard, and to avoid crunch, everyone decided to take some well-deserved (and well-compensated) R&R, so these seven titles are the only ones to launch in 2025. What’s Game Awards host Geoff Keighley to do come December? Continue the show anyway; those trophies aren’t going to award themselves. 

To save yourself three hours of cringy celebrity presenters and Genshin Impact commercials, I’ve taken the liberty of spoiling the event here. Be sure to check back next December to see how right I am. 

Spoiling The Game Awards Winners Of 2025

Monster Hunter Wilds – Game Awards: Best Role-Playing Game

Capcom’s tentpole games tend to do well for themselves during awards season, and people love huntin’ monsters. Wilds’ spiritual predecessor, Monster Hunter: World, nabbed Best RPG at the 2018 TGAs. Unless Bethesda hits The Elder Scrolls VI’s music, and it makes a surprise run-in to clean house like Stone Cold Steve Austin, let’s just tape the same award under Capcom’s seat before they arrive. 

Big Walk – Game Award: Games for Impact

Developer House House’s follow-up to Untitled Goose Game makes my soul smile. It will likely do the same to everyone who plays it, and if someone has the foresight to get it into the hands of politicians, 2025 will be the year humanity achieves world peace. I think that qualifies it for the Games for Impact award. Big Walk likely has a deeper message hidden amongst its delightful nonsense; as a co-op game, it’s probably the power of friendship or something. 

Pony Island 2: Panda Circus – Game Award: Best Content Creator

I have no idea what to make of Pony Island 2, and I’ve played all of Daniel Mullens’ games. No matter how incomprehensible his work may seem, there’s no denying that he creates fascinating content; sounds like he’s a shoo-in for Best Content Creator! At least pre-show host Sydnee Goodman can finally read a creator’s name that doesn’t make her sound like she’s speaking in tongues. 

Usual June – Game Award: Best Independent Game

Usual June is a neat-looking indie game from a quality developer in Finji, but they will not be making an acceptance speech. At the end of the day, it’s an indie game. Unless Hideo Kojima falls into an open manhole on the way to the Peacock Theater, Geoff simply will not have the time to let Finji bask in the glow of a Game Award victory. Plus, he’s gotta make room for whichever Muppet hasn’t appeared on the show yet. Expect a deluge of angry opinion articles about how Geoff disrespected Finji so that he could play an awkward game of live charades with Scooter. 

Mouse – Game Awards: Best Art Direction, Best Shooter

We all laughed when Activision said Call of Duy was taking a two-year break after Modern Warfare III to reinvigorate itself (let me dream, damn it), but the joke’s on us two years later. COD’s absence leaves Mouse as 2025’s break-out shooter. A good awards show needs a bit of controversy, though, so someone will inevitably point out that the game is inspired by a problematic period of animation, making it the spiciest winner of the event.   

Crimson Desert – Game Award: Snubbed!

Oh snap, Crimson Desert might be coming out in 2025 now? But we already gave the Best RPG trophy to Monster Hunter. Well, this is awkward. Crimson Desert also looks pretty ambitious, but Grand Theft Auto VI has filled the “super mega game” quota. Since Pearl Abyss’ promising RPG epic joined the ‘25 party so late, and because one of the biggest stories of any awards show is how a deserving nominee won diddly squat, let’s say Crimson Desert does its best Marvel’s Spider-Man impression and enjoys a night of consistent disappointment. 

Grand Theft Auto VI – Game Awards: Yes

Let’s be real; we all know GTA VI will be collecting Game Awards trophies like Thanos collecting Infinity Stones. That’s because the hotly anticipated game will not only live up to every sky-high fan expectation – no matter how unrealistic – but also surpass them. Did you see the hair physics on that one lady in the trailer? It will be the “everything” video game. 

Expect Geoff to unfurl a six-foot-long scroll to breathlessly recite every category in which Lucia and her male cohort fed its rivals to an alligator. Rockstar president Sam Houser and a fleet of designers will then materialize on stage as holograms broadcasted from Edinburgh, Scotland  (we all know Rockstar wouldn’t be caught dead attending this thing in person), to give an emotional speech. Rockstar will also insist it provides its own “Please Wrap It Up” music in the form of a carefully curated licensed song. Let’s just say it’s Cardi B’s “WAP” because Rockstar is cool like that. Anyway, here’s a small sample of the awards Rockstar is taking: 

Game of the Year – GTA VI

Player’s Choice – GTA VI

Best Game Direction – GTA VI

Best Sports/Racing Game – GTA VI 

Best Narrative – GTA VI

Best (Crime) Family Game – GTA VI

Best Score & Music – GTA VI

Best Sim/Strategy – GTA VI

Best Performance – Lawerence “Florida Joker” Sullivan as Leonidas Joker – GTA VI

Best Adaptation (of Florida) – GTA VI

Best Ongoing Game – GTA VI 

Best eSport – GTA VI

Best Multiplayer prested by [INSERT MONEYBAGS SPONSOR] – GTA VI

Games For Economical Impact – GTA VI

Most Anticipated Game – GTA VI (On PC)

40 Years Later, Nintendo’s Famicom Is Still Ahead Of Its Time

Introduction

As 1983 came into focus, the future of video games in North America looked bleak. Store shelves were crowded with poorly made games, and consumer interest waned substantially. Developers that ushered in the “golden age” of arcades and the first two generations of home consoles began to crash and burn at an alarming pace. In no time, the once billion-dollar industry was reduced to rubble.

In the summer of that same year, in Japan, gaming giant Nintendo released its first-ever home console with swappable cartridges. With its striking red and gold design, the Family Computer, better known as the Famicom, brought arcade hits like Donkey Kong and Mario Bros. into Japanese homes.

While the Famicom would go on to revitalize the North American gaming market as the VHS-inspired Nintendo Entertainment System, or NES, many of Nintendo’s quirky games and accessories were forever locked in its home country. With the Famicom’s 40th anniversary at hand, there’s never been a better time to look back on the bizarre and surprisingly innovative experiments Nintendo unleashed on Japanese players throughout the console’s celebrated run.

40 Years Later, Nintendo’s Famicom Is Still Ahead Of Its Time

Famicommunication

Famicommunication

Unlike the NES, the Famicom came with its two blocky controllers wired directly to the console. While one might think this tethered design was to keep players from losing controllers, it was actually a simple cost-cutting measure – one Nintendo would soon regret as more and more players sought out replacements. Aptly anticipating a future filled with wacky accessories, Nintendo also included a 15-pin connector on the front of the Famicom, ready for anything the future might hold.

The most surprising addition to the Famicom’s original design was on the console’s second controller – a minuscule microphone, complete with a volume slider. The microphone’s inclusion was spearheaded by Nintendo Research and Development lead architect Masayuki Uemura, who felt younger players would enjoy hearing their own voices crackling out of TV speakers. Though his prediction wasn’t exactly wrong, the Famicom microphone was notoriously underutilized by developers, mostly lending itself to a handful of iconic Easter eggs in single-player games.

While a few early titles did make use of the microphone, most Japanese players wouldn’t be hollering into their second controller until 1986’s The Legend of Zelda. The 8-bit masterpiece featured a slew of unique enemies for protagonist Link to defeat on his quest, but few so wily as Pols Voice. Depicted as blobby rodents with enormous ears, the instruction manual explained that the monsters “hate loud noises.” With a deafening roar into the Famicom’s microphone, which could only be found on the second player controller, all Pols Voice on screen would be thoroughly eradicated. This was a far superior method to attacking with normal weapons, as the enemies’ nimble movements and high health made them especially annoying.

Strangely, the description of the Pols Voice hatred of loud noises was included in the manual for the English release, despite the fact developers had retooled the dungeon-dwelling baddies to now be weak to arrows. Zelda fans outside Japan wouldn’t feel the thrill of shouting an enemy to death until 2007’s Phantom Hourglass for the Nintendo DS, which allowed players to once again obliterate Pols Voice with a well-placed shriek.

Other notable examples of the Famicom microphone include Kid Icarus and the infamously difficult Takeshi’s Challenge. The former allowed players to verbally haggle down the price of items with shopkeepers by yammering on about whatever they liked, while the latter, starring comedian, actor, and director “Beat” Takeshi Kitano (Battle Royale, Violent Cop), had players using the microphone for a variety of tasks, such as bringing up a map and singing karaoke.

Famicomputing

Famicomputing

When Uemura and his team were first tasked with designing the Famicom, they envisioned a gaming device with a 16-bit CPU, a keyboard, a modem, and a floppy disk drive. With costs considered, none of these superfluous features made it far into the planning stage, each launching as their own separate accessory in the years to come. The first to resurface, released in the summer of 1984, was the boxy Family BASIC Keyboard bundle, a collaboration between Nintendo, Sharp Corporation, and Hudson Soft.

Included with a taller-than-average black cartridge and a hefty user manual, the Family BASIC Keyboard and its accompanying software were intended for the blossoming home computer crowd. At the time, BASIC (short for Beginners’ All-purpose Symbolic Instruction Code) was seen as the ideal programming language for novice developers and casual players alike. Family BASIC tried to make things even easier by including extra support for character sprites (including preset Mario and Donkey Kong models), backgrounds, controls, and music. Famed Mario composer Koji Kondo even got in on the action, penning a section in the user manual on how best to program chiptune melodies.

Though the bundle cost a hefty ¥14,800 at launch (the same price as the Famicom itself), the kit didn’t come with a way for players to save their creations or share them with others. For this top-of-the-line feature, Nintendo suggested purchasing the Famicom Data Recorder, a device that saved one’s game directly to a standard cassette tape – for an additional ¥9,800. Ironically, sharing games and rampant piracy of Famicom titles had become a huge issue for Nintendo by this time. The problem got so out of hand that various media associations across Japan lobbied to update the Japanese Copyright Act, essentially banning all video game rentals countrywide. The ban, which does give individual developers the ability to allow rentals of their games (though they rarely do), still exists to this day. Despite its price point, the Family BASIC bundle sold well enough to warrant an updated sequel – Family Basic V3.

Nintendo even toyed with the idea of a keyboard for the NES, to be included in a never-released collection called the Nintendo Advanced Video System. Shown off at the 1984 Consumer Electronics Show, the NES keyboard was featured alongside prototype controllers, a joystick, a cassette recorder, and a zapper that looked more like a robotic wand than a gun. Amazingly, every accessory in the Advanced Video System was wireless, connecting via infrared technology.

Famicompatible

Famicompatible

With the rental ban in full effect and piracy levels dipping, Japan’s general gaming public was feeling the sting of video game pricing. Nintendo, hearing the grumbles of its audience, researched ways of producing a cheaper option than its colorful cartridges. Enter the Famicom Disk System – a floppy disk add-on that both plugged into the top of the Famicom and sat below it. Though introducing an expensive new accessory (one that cost more than the console itself) to promote cheaper games might seem counterintuitive, Nintendo did just that in 1986.

Similar to floppy disks of the time, the games for Famicom Disk System were housed in a hard plastic shell and dubbed “Disk Cards.” Commonly produced in a brilliant yellow casing, the double-sided Disk Cards were impressed with a large NINTENDO logo at the bottom. This impression allowed Nintendo a form of physical lockout it hoped would help quell piracy. This wasn’t the case, as many clever bootleggers produced their own case molds with the proper inlays, often springing for misspellings like NINFENDO and NINIENDO to trick the Disk Drive. Regardless of their manufacturer, Disk Cards were considered too fragile by most players and poorly designed, with many prone to errors due to dust buildup.

Though games for the Disk System were cheaper, the true appeal was the ability to download new titles to endlessly-reusable Disk Cards via one of the 10,000 Famicom Disk Writer kiosks found at toy, game, and hobby shops across Japan. The process cost a paltry ¥500 (¥100 extra for an instruction sheet), or roughly a sixth the price of purchasing a new cartridge-based title. Not only could players download new games, but they could use each store’s dedicated “Disk Fax” machine to submit high scores directly to Nintendo for various tournaments. With player data in hand, Nintendo awarded tournament prizes ranging from Famicom branded stationary to gold Punch-Out!! cartridges, predating Mike Tyson’s $50,000 deal to lend his likeness to the series.

Nintendo’s hardware team was hard at work developing a different kind of add-on, one that would only work with the Disk System – 1987’s Famicom 3D System. Unlike the well-known glasses-free 3D of the 3DS, the 3D System used shutter glasses and alternate frame sequencing to create an illusion of depth. While the effect worked, the system was a substantial failure, with only six games ever produced. The most notable was Famicom Grand Prix II: 3D Hot Rally, considered by many to be the first Mario racing game and precursor to the Mario Kart series.

With Nintendo pushing all its newest first-party games to the Disk System to boost sales, the peripheral soon became the only way to play era-defining hits such as The Legend of Zelda, Castlevania, and Metroid, as well as Japan-only cult favorites like The Mysterious Murasame Castle and the Famicom Detective series. Despite their longer load times and flimsy housing, many consider Disk Card games a step above their cartridge counterparts, as the Disk System allowed for save features and a much richer audio experience. Though Nintendo would eventually return to cartridges with the Super Famicom, the Disk System was still a respectable success, with 4.4 million units sold in its four years on the market.

Famicommerce

Famicommerce

In North America, many think of the Sega Dreamcast as the first home console with online connectivity. But in Japan, every single Nintendo home console, from Famicom to Switch, had some form of internet compatibility. It all started in 1988 with the release of the infamous Famicom Modem, another clunky add-on, brimming with potential, that struggled to find a long-term audience.

The idea for the Famicom Modem came not from a desire to let players connect and play games together, but rather from something more dull – the stock market. As Famicom flourished, financial service company Nomura Securities approached Nintendo about using the system for people to check on stock prices in real-time and possibly even buy, sell, and trade stocks at home. Working closely with Nomura Securities, Uemura and his team developed a modem that worked with an online service dubbed the Famicom Network. Like the Famicom Disk System before, the Famicom Modem was plugged into the top of the console, allowing players to insert credit-card-sized cartridges for different types of transmissions. Lacking a dedicated keyboard, a special controller with a full number pad was included to help users navigate the number-centric software.

In July 1988, a test run of 1,500 prototypes produced outstanding results. With the Japanese stock bubble growing larger by the day, more and more investors were obsessed with checking market prices and making trades on the fly, an ideal situation for Nintendo. Unfortunately, this success soon evaporated when the Famicom Modem hit store shelves two months later. Nintendo was shocked to find its circuit system was unstable, leading to widespread circuit failure, and many users were less than thrilled with the modem’s cord-heavy set-up. Coupled with the inevitable burst of Japan’s stock market bubble in 1989, most were left uninterested in the add-on’s specific services – even those who owned it.

While the Famicom Modem flailed, Uemura and his team still tested the system’s gaming capabilities. Five prototype games were developed, the most prominent based on the ancient board game Go, but all were deemed failures in the end. “We were unable to realize our dream of using the modem to augment Famicom games,” Uemura told Nikkei Electronics magazine (via Glitterberri blog) in 1995. “The game would require players to be connected to the phone line for an extended period of time. If the problem of data transmission fees wasn’t enough, we were also faced with the risk of users monopolizing the phone line.”

The modem’s saving grace, outside of providing horse racing bets and results to diehard fans, was its ability to let toy and game stores share an online database. By inserting the Super Mario Club cartridge, stores could post reviews and communicate sales to one another, sharing what games were top sellers. Nintendo could also peek at this database, allowing the company to better understand the market consumer demand.

As with most of its promising technology, Nintendo toyed with releasing the Famicom Modem in the United States with a slight twist. If Japanese users could place bets on horses through the Famicom, Minneapolis-based company Control Data Corporation was confident American users could use an NES Modem to play the lottery. In 1991, with Nintendo on board, Control Data announced its plans to test a subscription model, wherein users could pay $10 a month to play all Minnesota-based lottery games via their NES. Unsurprisingly, it wasn’t long until the concept of adding unsupervised gambling to a home console aimed at children raised a few eyebrows in parent groups and the political sector – squashing dreams of an NES Modem before its initial tests ever began.

It’s easy to look back on the Famicom and focus solely on its iconic games, but looking deeper into the hardware and accessories that give it personality helps bring its influence and legacy into perspective. Like today, the Nintendo of the 1980s was willing to aim its resources towards innovative and silly concepts, striving to find the next niche in the gaming market. It stumbled from time to time, but there’s no doubt that even its failures brought a sense of wonder and joy to thousands of players along the way.


This article originally appeared in Issue 358 of Game Informer

Social Impact of Generative AI: Benefits and Threats

Today, Generative AI is wielding transformative power across various aspects of society. Its influence extends from information technology and healthcare to retail and the arts, permeating into our daily lives.  As per eMarketer, Generative AI shows early adoption with a projected 100 million or more users…