Tuesday, July 14, 2009

Final Fantasy VII N64 Tech Demo


Did you know that nearly 15 years ago Final Fantasy VII was developed for the Nintendo 64? Squaresoft soon realized that it wouldn't be able to meet their vision with the weak cardrige based hardware the N64 had to offer. So the retrospectively most important part of the whole series landed on Playstation. Ah, how time flies, terrible.



Development of Final Fantasy VII resumed in late 1995,[26] and required the efforts of approximately 120 artists and programmers, using PowerAnimator and Softimage|3D software and a budget of more than US$30 million.[37] Final Fantasy VI's co-director and scenario writer, Kitase, returned to direct and co-write Final Fantasy VII and was concerned the franchise might be left behind if it did not catch up to the 3D computer graphics used in other games at the time.[38] Production began after the making of a short, experimental tech demo called "Final Fantasy SGI" for Silicon Graphics, Inc. Onyx workstations. The demo featured polygon-based 3D renderings of characters from Final Fantasy VI in a real time battle.[39] This experiment led the development team to integrate these design mechanics into Final Fantasy VII. However, as a result of the high quantity of memory storage required to implement the motion data, only the CD-ROM format would be able to suit the project's needs.[26] Nintendo, for which Square had developed all previous titles in the Final Fantasy series, had decided to continue to use cartridges for its upcoming Nintendo 64 console. This eventually led to a dispute that resulted in Square ending its long, tumultuous, relationship with Nintendo, and Square announced on January 12, 1996 it would be developing Final Fantasy VII for Sony's PlayStation platform.[40]

Wikipedia

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