{"id":353462,"date":"2025-10-23T11:51:49","date_gmt":"2025-10-23T11:51:49","guid":{"rendered":"urn:uuid:20453bfa-5c48-4149-9083-120b5e21d067"},"modified":"2025-10-23T11:51:49","modified_gmt":"2025-10-23T11:51:49","slug":"final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic\/","title":{"rendered":"Final Fantasy VII: Yoshinori Kitase on the highs and lows of creating the timeless PlayStation classic"},"content":{"rendered":"\n<p class=\"\">Final Fantasy VII was a game of firsts.<\/p>\n<p class=\"\">It was the first Final Fantasy that launched on PlayStation. It was the first Final Fantasy to be made in 3D. It was the first to include CG movie cutscenes that enabled the team to reach a truly global audience and deliver a new type of gaming experience.<\/p>\n<p class=\"\">It is, it\u2019s fair to say, a very special game for both the fans and the team at Square Enix. I worked as director of the game and I\u2019m delighted that a whole new generation can experience it on PS Now.<\/p>\n<p class=\"\">Final Fantasy VII was first made in 1997, but its content has a timeless appeal that\u2019s relevant in any era. I think that\u2019s the reason that the game still has so many fans today &#8211; and the fact that the series is continuing with titles like Final Fantasy VII Remake Intergrade is all thanks to their support.<\/p>\n<p class=\"\">The launch of the original game on PS Now has made me reflect on its development, and the PlayStation team asked me to share some of those recollections with you all.<\/p>\n<h2 class=\"\">The origins of Final Fantasy VII<\/h2>\n<p class=\"\">During the development of Final Fantasy VII, the games industry was starting to shift from 2D to 3D, mainly focused around titles developed in Europe and North America. We wanted to produce a title that would take advantage of this new dimension to bring the characters and story to life more vividly than ever before in the series.<\/p>\n<p class=\"\">We were also becoming interested in 3D CG. We had a desire to make the Final Fantasy series something that would stand up during the coming decades.<\/p>\n<p class=\"\">We were able to achieve both of these ambitions thanks to a new player on the console market: the PlayStation system.<\/p>\n<p align=\"center\"><a href=\"https:\/\/live.staticflickr.com\/65535\/51485159119_4b99d6b09b_o.jpg\" target=\"_blank\" aria-hidden=\"true\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic.jpg\" alt=\"\"><\/a><\/p>\n<p class=\"has-text-align-center\"><em>Avalanche members Biggs, Wedge, and Jessie<\/em><\/p>\n<h2 class=\"\">Working on PlayStation<\/h2>\n<p class=\"\">Working on PlayStation for the first time gave us opportunities we hadn\u2019t previously considered. One of the biggest draws was the massive (at the time at least!) capacity of CD ROMs.<\/p>\n<p class=\"\">We packed Final Fantasy VII with a large volume of movie cutscenes, which enhanced the storytelling and allowed us to present a world in more detail than any previous game. The decision to include those movie scenes was only possible because of the memory that CD ROMs offered to us.<\/p>\n<p class=\"\">On the other hand, working with the new technology gave us challenges. CD ROM games generally required long load times. We worked extremely hard and had to really innovate to make sure that the loading times did not feel too long when transitioning in and out of battles and movie scenes.<\/p>\n<figure class=\"wp-block-gallery columns-3 is-cropped\">\n<ul class=\"blocks-gallery-grid\">\n<li class=\"blocks-gallery-item\">\n<figure><img decoding=\"async\" loading=\"lazy\" width=\"1024\" height=\"576\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-1.jpg\" alt=\"\" data-id=\"353747\" data-link=\"https:\/\/blog.playstation.com\/?attachment_id=353747\" class=\"wp-image-353747\" srcset=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-7.jpg 1024w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-8.jpg 512w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-9.jpg 256w\" sizes=\"auto, (min-width: 1440px) 1200px, (min-width: 960px) 80vw, 100vw\" \/><\/figure>\n<\/li>\n<li class=\"blocks-gallery-item\">\n<figure><img decoding=\"async\" loading=\"lazy\" width=\"1024\" height=\"576\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-2.jpg\" alt=\"\" data-id=\"353748\" data-link=\"https:\/\/blog.playstation.com\/?attachment_id=353748\" class=\"wp-image-353748\" srcset=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-10.jpg 1024w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-11.jpg 512w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-12.jpg 256w\" sizes=\"auto, (min-width: 1440px) 1200px, (min-width: 960px) 80vw, 100vw\" \/><\/figure>\n<\/li>\n<li class=\"blocks-gallery-item\">\n<figure><img decoding=\"async\" loading=\"lazy\" width=\"1024\" height=\"576\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-3.jpg\" alt=\"\" data-id=\"353749\" data-link=\"https:\/\/blog.playstation.com\/?attachment_id=353749\" class=\"wp-image-353749\" srcset=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-13.jpg 1024w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-14.jpg 512w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-15.jpg 256w\" sizes=\"auto, (min-width: 1440px) 1200px, (min-width: 960px) 80vw, 100vw\" \/><\/figure>\n<\/li>\n<li class=\"blocks-gallery-item\">\n<figure><img decoding=\"async\" loading=\"lazy\" width=\"1024\" height=\"576\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-4.jpg\" alt=\"\" data-id=\"353750\" data-link=\"https:\/\/blog.playstation.com\/?attachment_id=353750\" class=\"wp-image-353750\" srcset=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-16.jpg 1024w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-17.jpg 512w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-18.jpg 256w\" sizes=\"auto, (min-width: 1440px) 1200px, (min-width: 960px) 80vw, 100vw\" \/><\/figure>\n<\/li>\n<li class=\"blocks-gallery-item\">\n<figure><img decoding=\"async\" loading=\"lazy\" width=\"1024\" height=\"576\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-5.jpg\" alt=\"\" data-id=\"353751\" data-full-url=\"https:\/\/blog.playstation.com\/tachyon\/2021\/09\/e0ee21e40f3d8a2d52baa541f6a5118e7ce18491.jpg\" data-link=\"https:\/\/blog.playstation.com\/?attachment_id=353751\" class=\"wp-image-353751\" srcset=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-19.jpg 1024w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-20.jpg 512w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-21.jpg 256w\" sizes=\"auto, (min-width: 1440px) 1200px, (min-width: 960px) 80vw, 100vw\" \/><\/figure>\n<\/li>\n<\/ul>\n<\/figure>\n<h2 class=\"\">Mo movies, mo money, mo problems<\/h2>\n<p class=\"\">The movie scenes themselves came with a learning curve too &#8211; especially for me!<\/p>\n<p class=\"\">We recruited many artists from the CG industry to make these scenes, and they brought over a completely different working culture from that industry. I had no knowledge or experience of it, and I failed several times when directing them.<\/p>\n<p class=\"\">For example, I remember one occasion when the first cut of one of the movie scenes came back. I came up with an alternative idea when I saw it and suggested that change to the artists. In game development, doing that kind of retake is a common, everyday occurrence\u2026 but not in the world of CG!<\/p>\n<p class=\"\">I didn\u2019t realise that even retaking a single second of the footage was a job that would cost millions of yen! Suffice to say, that was a tough lesson to learn!<\/p>\n<h2 class=\"\">A game of character<\/h2>\n<div class=\"wp-block-columns\">\n<div class=\"wp-block-column\" style=\"flex-basis:100%\">\n<div class=\"wp-block-columns\">\n<div class=\"wp-block-column\">\n<a href=\"https:\/\/live.staticflickr.com\/65535\/51485159144_e44015845b_o.jpg\" target=\"_blank\" aria-hidden=\"true\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/09\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic-6.jpg\" alt=\"Final Fantasy VII heroes Barret, Aerith, Red XIII, and Cloud\"><\/a>\n<\/div>\n<div class=\"wp-block-column is-vertically-aligned-center\">\n<p class=\"has-default-font\">We worked incredibly hard on the game over the course of development, to include features that would excite players and innovate the RPG genre. For example, we built the materia system, which gives players a lot of control over character abilities, and created many compelling characters, each with their own deep stories and arcs.<\/p>\n<p class=\"has-default-font\">My personal favorite is Vincent Valentine. He\u2019s an optional party member &#8211; so if you\u2019re playing the game for the first time on PS Now, make sure you thoroughly explore a certain mansion\u2026 that\u2019s all I\u2019ll say.<\/p>\n<p class=\"has-default-font\">I like the character because he\u2019s the kind of dark hero who would typically appear in horror movies, and the type of character that did not exist in the Final Fantasy games before that point.<\/p>\n<p class=\"\">When the game finally released, we were anxious to see all that hard work would pay off.<\/p>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<h2 class=\"\">Delayed gratification<\/h2>\n<p class=\"\">Fortunately, Final Fantasy VII was a hit. From the sales data, I could see it was selling well to people all over the world &#8211; but back then we didn\u2019t really have the opportunity to interact with our global fans, so I didn\u2019t really have a sense of just <em>how<\/em> well-received it was.<\/p>\n<p class=\"\">I only really understood five years later in 2002, when we released Final Fantasy X on PlayStation 2.<\/p>\n<p class=\"\">I went on a promotional tour of Europe and North America for the first time &#8211; it was the first chance I\u2019d ever had to meet with international fans and many of them brought their copies of Final Fantasy VII for me to sign. That\u2019s when I really felt the level of our success for the first time &#8211; it was very memorable to say the least.<\/p>\n<h2 class=\"\">Final thoughts<\/h2>\n<p class=\"\">I\u2019m delighted that the streaming technology in PS Now allows people to play the classics of the past whenever they want. For Final Fantasy VII, I think the game still has much to offer. The visuals may have a somewhat classic feel to them now, but the polygonal models still leave that important room for players to fill things in with their imaginations. I hope you enjoy the game while still feeling some of the atmosphere of the era when it first came out!<\/p>\n<p> <a href=\"https:\/\/blog.playstation.com\/2021\/09\/17\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Final Fantasy VII was a game of firsts. It was the first Final Fantasy that launched on PlayStation. It was the first Final Fantasy to be made in 3D. It was the first to include CG movie cutscenes that enabled the team to reach a truly global audience and deliver a new type of gaming experience. It is, it\u2019s fair to say, a very special game for both the fans and the team at Square Enix. I worked as director of the game and I\u2019m delighted that a whole new generation can experience it on PS Now. Final Fantasy VII was first made in 1997, but its content has a timeless appeal that\u2019s relevant in any era. I think that\u2019s the reason that the game&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":353463,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[316],"tags":[1336,123,686,268],"class_list":["post-353462","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-official-playstation","tag-final-fantasy-vii","tag-playstation-now","tag-ps-now","tag-square-enix"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Final Fantasy VII: Yoshinori Kitase on the highs and lows of creating the timeless PlayStation classic | Arcader News<\/title>\n<meta name=\"description\" content=\"Final Fantasy VII was a game of firsts. It was the first Final Fantasy that launched on PlayStation. It was the first Final Fantasy to be made in 3D. It\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/arcader.org\/news\/final-fantasy-vii-yoshinori-kitase-on-the-highs-and-lows-of-creating-the-timeless-playstation-classic\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Final Fantasy VII: Yoshinori Kitase on the highs and lows of creating the timeless PlayStation classic | Arcader News\" \/>\n<meta property=\"og:description\" content=\"Final Fantasy VII was a game of firsts. It was the first Final Fantasy that launched on PlayStation. It was the first Final Fantasy to be made in 3D. 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