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

Released FAQs dive into the challenges of the game, along with game resolutions and frame rate details for each platform. PC port, developing games for multiple platforms, etc. Get full details below.

■ Resolutions and Framerates for Each Platform

  • PlayStation 5 – 3840×2160 resolution, 60 frames per second
  • PlayStation 4 Pro – 3840×2160 resolution, 30 frames per second
  • PlayStation 4 – 1920×1080 resolution, 30 frames per second
  • Xbox Series X – 3840×2160 resolution, 60 frames per second
  • Xbox S series – 1920×1080 resolution, 60 frames per second (60 frames per second after day 1)
  • Xbox One X – 3840×2160 resolution, 30 frames per second
  • Xbox One S – 1920×1080 resolution, 30 frames per second
  • Xbox One – 1920×1080 resolution, 30 frames per second
  • Transition (TV mode) – 1280×720 resolution, 30 frames per second
  • Switch (Manual Mode) – 1280×720 resolution, 30 frames per second
  • PC (Steam) – Display dependent resolution at 30/60/120 frames per second


  • “Frames per second” refers to the described frame rates, the frame rate varying with the maximum described values.
  • Xbox Series S version 1.0.0 has a frame rate of 30 frames per second, but version 1.0.1 is slated for a Day 1 patch release of 60 frames per second.
  • Performance can be changed in Steam as follows.
    • Display mode – Windowed / Virtual full screen / Full screen.
    • Screen resolution – Depends on the screen.
    • Frame Rate – 30/60/120 frames per second.
    • Vertical Sync – Toggle on/off.
    • Texture Quality – High / Medium / Low.
    • Shadows Quality – High / Medium / Low.
    • Anti-aliasing – High / Low / Off.
    • Environmental congestion – Toggle 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 that allow the user to adjust the display settings to suit their PC hardware setup.
In addition, it also supports keyboard and mouse controls for PC users.

We’ve added separate key configuration options for keyboard and mouse gaming on top of controller configuration settings, allowing all players to customize their preferred control method to their liking.

2. Have there been any specific problems 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, PC version players will be playing on many different hardware environments, so supporting them all was quite a challenge.

In particular, since there are so many possible displays with different screen resolutions and different keyboard types, we needed to implement the game’s systems to work with all the different combinations we could imagine.

In addition, the original game was developed for consumer console platforms and designed to be played with a controller, so we need to adapt it to play comfortably with keyboard and mouse controls as well.

3. Developing a game for all available platforms is a big job! So how did you do it?

We used a game engine to support multiple platforms.

Since the characteristics of each platform are different, we measured the respective processing loads and determined the optimal resolution and frame rate for each platform. Even after doing this, there were still some cases where the processing load was high, so we made additional adjustments for these on a truncated basis.

4. Original PSP version was running at 480×272 pixels! How was it possible to update art assets to look great on modern 4K screens?

We paid special attention to adding additional data to the graphics data to realize the fine details that cannot be depicted with the PSP’s screen and data size.

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

The rendering flow is also completely different from the original, so in addition to tweaking the engine, adding new lighting and post-processing effects, etc. also greatly improved the atmosphere created by the graphics.

To make the visuals as smooth and attractive as possible, we’ve also fine-tuned the processing load on a scene-by-scene basis.

5. The PC version supports 120 frames per second. How much does it change the feel and quality of the game?

By supporting 120 frames per second, it is possible to offer even smoother gameplay on a smooth screen.

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

6. Does the PC version use any special copy protection system like Denuvo?

We do not use Denuvo, but game data is encrypted.

7. What engine 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.

Additionally, the original PSP version was developed in C++, so when considering porting over the source code, the ability of Unreal Engine to use C++ was another factor that influenced the decision.

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

With the development of this title, we aimed to achieve something between a remake and a remaster.

As a result, we were able to combine it with a product that makes the original great with modern-day tweaks and updates.

One thing that even the development team was surprised about when it came to the points we wanted to highlight in particular was that the new edition worked more than the programming of the original game. Despite the asset update and presentation update, the number of “bones” on the character models remains almost the same as on the PSP. We added new bones for the characters’ fingers and updated their clothing designs in some places, but the basic body structures, faces and hair are the same as in the PSP original.

Because of the development schedule and the amount of assets, it wouldn’t be realistic to rebuild everything from scratch and make major adjustments to it, so we decided to handle it that way, but this is the first time we’ve seen footage of this work. after the new version was ready, we realized that we were able to achieve better textures than we thought possible.

In terms of adding new bones to the models, the specs were from the low poly era, they were animated, but the fact that the finished visuals still hold up when viewed today really speaks to the model’s technical prowess. the original development team. As inheritors of this spirit, we felt a renewed determination to develop this new version properly.

You could really call it a game that crosses generations.

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

For the reconstruction of the sound effects, we used surround sound in all aspects and tried to improve the immersion in the game through sound, focusing on players with high-end audio setups.

10. Speaking of audio, this is also the first time we’re using full English voice acting and voice acting. Final Fantasy VII Remake. How exciting was it for the team to bring the characters to life in FF CC Reunion?

The original action scenes were also great, but with full voice, now allowing you to experience the emotions of the characters with even greater immediacy.

When the audio data was all in the bag and we got to see the finished event scenes, it really impressed us.

The number of lines recorded for the main character, Zack, was obviously high, but so was Kunsel, surprisingly.

11. The cinematics were completely redone with Image Studio (formerly Visual Works), can you tell us a bit about the technology used? Did they use any of the original games for these sequences or did they have to do everything from scratch?

Image Studio’s (formerly Visual Works) approach to this title was that we wanted the cinematics to convey the same impression that the original game did, since it was so well received when it was released in 2007. For this purpose, we used transformation (image expansion method), which includes artificial intelligence algorithms and unique image analysis methods when preparing movie scenes.

In addition, we also wanted to make new elements like the sword in the main character’s hand and the logos that appear in the story look like they were always there in the original, so we deliberately avoided using a modern, realistic style. textures and instead incorporated a method that involved tracing the textures that existed during the original development for each individual cut. Although we put our efforts into this seamless fusion concept, we were still happy to see so many fans seeing all the changes as soon as the trailer was first released.

Exceptionally, the cinematic summon animations that directly affect gameplay have been completely reworked to increase the pace and pace of the game while retaining the feel and impact of the original versions.

It’s been 15 years since the original was announced Crisis Basis: Final Fantasy VIIthat’s why we didn’t just stick to external aspects like character models and cheats, we went through absolutely everything, starting with looking directly at the player experience and a new study of all the characters.

The film’s creative team then puts together appropriate stages, movements and visual effects based on the results of those analyses.

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

Crisis Core: Final Fantasy VII Reunion It will be available on PlayStation 5, Xbox Series, PlayStation 4, Xbox One, Switch and PC Steam on December 13.

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