
Having decided on their decision to leave Nintendo, Square quickly began implementing
Final Fantasy 7 on the PlayStation. The company hired a large team of 3D specialists and artists, acquired hundreds of Silicon Graphics workstations. According to many employees, such financial support allowed them to overtake competitors who developed the first 3D games.
Meanwhile, Square has invested most of its resources in creating the artwork, music, and plot of the game. She experimented with ways of presenting stories through polygonal characters and CG-videos. In addition, the company spent on opening a western sales and marketing office in the United States to increase the popularity of the game in those countries where this series has “not taken off”.
Over time, Square’s main office moved from building to building. Immediately after starting work on Final Fantasy 7, the company moved to Arco Tower in Meguro. This complex could accommodate the additional staff Square needed to create the game. | Photographer: Irwin WongSquare seriously spent on the development of Final Fantasy 7
Yoshihiro Maruyama (Yoshihiro Maruyama), Executive Vice President, Square US: Final Fantasy 7 came out very quickly: the development period took a little over a year. At that time it was very unusual. To reduce the development cycle, the company has invested large sums in technology. Suddenly, the team has grown from 30-40 people to about 150.
Keith Boesky, President of Eidos (1997-1999): 150 people worked on the game, this is a huge amount. At that time, 20 people usually participated in game development.
[Note: In some memories the numbers are different. In an interview, director Yosinori Kitase said that in the development of Final Fantasy 660 people participated. In the 1997 issue of the Japanese magazine Weekly Famitsu, it is written that 200 people worked on Square in FF7. In the credits of Final Fantasy 6 , 65 names are indicated, 16 of which are noted in the “Special Thanks” section. Final Fantasy 7 credits list more than 350 names, of which more than 200 belong to outsourcing partners and foreign offices.]
Junichi Yanagihara, executive vice president, Square USA: I, Hashimoto-san and Kajitani-san were friends . We had to travel the world and hire people.
Shinichiro Kajitani, Vice President, Square USA:Yes, I participated in the recruiting. It was not so difficult, because starting around 1992-93 we saw what the industry was headed for and decided to focus on 3D graphics. At that time there were the Nikkei CG and Pixel magazines, and we found about 100 people through them. Then we began to travel around the world and communicate with them. In one of the trips we got to
Skywalker ranch . We did not communicate with George Lucas, just saw him from afar. At that time only 10 Japanese worked in his film studio, but we came and talked to them all.
Hiroshi Kawai, character programmer, Square Japan:Do you know the Japanese company Recruit? It is quite large and publishes various journals, but one of the most important journals was something like the “help needed” heading. [Like the newspaper ad section], but more peculiar. They conducted detailed interviews with employees of different companies to show [what working in them is like]. Companies vied for the right to appear in this magazine. Suddenly [Square sent me a copy of the journal], I think, because I was one of the few Japanese lecturers at the Massachusetts Institute of Technology.
Shinichiro Kajitani, Vice President, Square USA:Square has always been of the opinion that it is better to invest 100% in one thing. So when, for example, Sega bought a computer for $ 10,000, Square bought a computer for $ 100,000. And when it came to hiring designers and programmers, they said, "Well, I would rather work on a computer for $ 100,000."
Hiroshi Kawai (Hiroshi Kawai), character programmer, Square Japan: The company environment was very comfortable for developers. We could do what was needed because the company was financially healthy.
Yoshitaka Amano, freelance illustrator:I felt that the budget was getting bigger and the scale was also increasing. The game now was not like homemade crafts; it was felt that it would be sold worldwide, it would become more global and important. But in fact, I was not paid much more.
Hiroshi Kawai, character programmer, Square Japan: We were given tremendous support to speed up the development environment so that we could work efficiently. Every game designer had SGI and a PC on his desk. [Square] spent a lot of money on infrastructure. And I know that Hashimoto-san was provided with great resources to get the best 3D artists.
Kazuyuki Hashimoto (Kazuyuki Hashimoto), supervisor for CG Square Japan; technical director and chief vice president of Square USA:At that time, one workstation cost $ 70,000. First, when we were working on a demo for Siggraph, we ordered four cars. We were a small customer. When we moved to
Final Fantasy 7 , we asked for a 200 car quotation. Suppliers were surprised. “What ?!”
Tomoyuki Takechi, President and CEO of Square: We spent about $ 40 million [in 2017, taking into account inflation, it's 61 million] to develop the game. Probably 10 million we spent only on computers.
Shinichiro Kajitani, Vice President, Square USA:At that time I was the head of the system administrators, so I planned and purchased all the equipment. [Within two years] I signed approximately $ 38 million worth of checks for Silicon Graphics. I bought more than 200 Indigo2 desktops, Onyx and Challenge rendering servers, and other machines.
During the development of
Final Fantasy 7, we purchased 200-250 Indigo2 worth 70,000 each. Onyx server cost about 1 million. Server Challenge cost about 500 thousand. That is, we spent about 17 million on SGI equipment. ... And software, we paid Alias about 2 million yen for each of the 250 licenses, totaling about $ 4 million. So, if you subtract salaries, we spent about 21 million on graphics hardware and software. Approximately 90% was used for
Final Fantasy 7 , but we used them in other projects.
Even today I am surprised that at that time, the equipment for developing the PlayStation, which cost $ 20,000 apiece, was just lying in cardboard boxes in the hallway, and almost anyone could enter from the street and drag it off. And there were SGI cars nearby, and literally everyone could come in and pick them up. We had almost no security.
For the release of Final Fantasy 7 on PlayStation, Square generously poured in resources: hired programmers through magazines (not like the one shown above, it came out a few years later) and created its own approach to the artistic style, music and other internal aspects of the game. | Photographer: Jonathan CastilloSquare actively promoted the creation of the game.
At the beginning of 1996, the
FF7 team already had most of the necessary equipment and personnel, just less than a year to complete the game. Due to the short development cycle, the visual component could remain on the cutting edge of the progress of early 3D games. This meant that the team had to work fast.
The team was trained in the process of work: from setting up a chain of tools to studying equipment and low-level programming.
Hiroki Chiba, organizer, Square Japan: It was the first 3D game in the series, so everything was new and difficult.
Tatsuya Yoshinari, programmer at Square Japan:The transition from 2D to 3D was a rather difficult experience. When I studied at the institute, I didn’t really go into the study of technical subjects and all that, and I thought that I would create games ... But then I went to 3D graphics and realized that my knowledge of mathematics is not enough. I was very angry with myself for not studying mathematics at the institute ... I think at that time many programmers were in a similar position.
Kazuyuki Hashimoto (Kazuyuki Hashimoto), supervisor for CG Square Japan; technical director and chief vice president of Square USA:The main difficulty was represented by in-game aspects and a small amount of memory. For the Siggraph technical demo, a very powerful SGI workstation was used. She had 256 megabytes of memory and another 256 megabytes of texture memory. In 1996 it was a lot. Do you know how much memory in PlayStation 1? Two megabytes. Only 2 megabytes are available for system memory and another 500 kilobytes for texture memory. It is too little. The problem was with the data movement. These animations were so voluminous that we had to think how to squeeze them.
Hiroshi Kawai, character programmer, Square Japan:We needed to effectively calculate which of the character's 3D animation data is needed at a specific level so that the download does not take too long. I remember how I was given the task with the condition that all the characters in
Final Fantasy 7for the world maps, the main and side characters must be animated at 60 frames per second, standing next to each other on the screen ... I managed to achieve this with the help of optimizations that Sony reluctantly added specifically for us. Their original development tools were designed to allow developers to work with the support of the [PlayStation] API, and the changes they make inside should not affect them. But we have reached the point where we needed to squeeze more resources from the hardware. Therefore, one of our developers disassembled their code and found out which hardware code instructions can be used to optimize certain calculations.
At first, Sony didn’t really want us to access the hardware, because any future hardware changes would affect the functions we depended on. Fortunately, in the end they gave way, and, in turn, improved our internal API to make it available to all PlayStation game developers.
Kazuyuki Hashimoto (Kazuyuki Hashimoto), supervisor for CG Square Japan; CTO and Senior Vice President Square USA: I remember how I met with lead programmer Narita-san, trying to get the characters to walk on a 3D surface. When he solved the problem, everyone was very pleased. Unforgettable event.
Hiroshi Kawai (Hiroshi Kawai), character programmer, Square Japan: The most important thing that I remember, and perhaps it first appeared only in
Final Fantasy 7 - 3D synchronization with
FMV in real time. Remember the first scene in which the camera approaches the train, and then Cloud (Cloud) jumps out of it? We needed to render in real time two security guards standing on the platform. I remember that in theory everything had to work, we did all the necessary calculations. But, as you probably know, the PlayStation did not have the accuracy of powerful SGI computers to provide the desired performance. Therefore, we needed to fake numerical values in order to approximate what was performed on SGI. And that moment of the first scene, when the camera approaches, was not a complete FMV. It was a very simple, rendered 3D background. But at that moment the synchronization of the 3D characters and FMV looked very cool.
Frank Hom, Eidos Producer Assistant (1995-2001): [The game] was very beautiful. She was ahead of her time. Then there was nowhere such a merger of 2D and 3D, transitions from game art to CGI and back to the game. It seemed amazing to me. The gameplay was smooth and continuous. I think that was the beauty of
Final Fantasy 7 . The player was constantly immersed in the game.
Motonori Sakakibara, movie director, Square: Every day we saw progress and were amazed at the results. The project lasted only one year, but the energy level was very high. I have never seen such a team before.
Tatsuya Yoshinari, programmer at Square Japan:One of the most important factors was the high motivation of everyone. Many worked on the game 24 hours a day, and no one burned out, because everyone was motivated and worked with pleasure. Square has invested heavily in technology and human reserves, but motivation has also been a very important factor. We were young and could work for a long time and without interruptions.
Most of the time I was thinking about the game. I woke up in the morning and immediately started thinking about the game, started working, worked on the game until late at night with my colleagues in Square, and then in the evening on the train I was returning home, thinking about the game. Took a shower, thinking about the game, went to bed, and the next day everything was repeated. I did not feel that I went to work to do my duty, I liked to do it.
In mid-2015, the Tokyo National Art Center held an exhibition entitled Manga, Anime, Games from Japan, which featured Klaud's sword from Final Fantasy 7 and frame-based game graphics. | Photographer: Irwin WongArtist Tetsuya Nomura is on the rise
Continuing to work on technology, Square still had to decide which style to choose for the first big 3D project -
Final Fantasy 7 .
Art director Yusuke Naora took over the general style of the game. But the character designer Tetsuya Nomura (Tetsuya Nomura) became the star for many fans thanks to such characters as Cloud, whose “prickly” hairstyle well approached the 3D engine of the game. All the
FF7 characters
have moved away from the bizarre appearance that is familiar to
Final Fantasy 2D games . According to many, this made them more attractive to Western fans.
In the process of developing the game, Nomura not only painted all the characters, but also took over the creative part of the project, contributing to the history and design of the game along with Sakaguchi and Kitase.
After the release of
FF7, Nomura became the initiator of the Kingdom Hearts franchise and became one of the most famous employees of Square.
Nobuo Uematsu (Nobuo Uematsu), composer, Square Japan: Nomura-san worked on this series of games [before
Final Fantasy 7 ] for a long time , but it seems to me that his style really embodied in the era of PlayStation, because you could show more. I think he was very well influenced by the transition from the
Final Fantasy series to the PlayStation.
Motonori Sakakibara, director of commercials, Square:Nomura-san was a great 2D artist, but his characters were much better at 3D. He spent a lot of time making the characters in the game look exactly like his original designs. And this was one of the biggest secrets of character creation for
Final Fantasy 7 .
Tetsuya Nomura, visual director of characters and battles, Square Japan: I’ve been involved in the series since
Final Fantasy 5 . And working on
Final Fantasy 5 and
6 , I always discussed plans and shared ideas with Kitase-san. But in the seventh part, I took the lead and began to make proposals and more clearly talk about what I want to see in the game.
Motonori Sakakibara Motonori Sakakibara, Movie Director, Square: Nomura-san is crazy. [laughs] His standards are incredibly high. He was always worried, for example, about the eyes of the characters, their size and shape, the thickness of the eyelids. He could spend a lot of time over a slight bend in his eye. I do not remember him approving something from the first time.
Tetsuya Nomura, visual director of characters and battles, Square Japan:I am inconstant, therefore I rarely work only on one aspect and do not focus only on it. For example, if I draw, I do not work on only one element. I make four or five, and switch between them. Or if I'm working on a design document for the game and feel that I need to change the pace, then I start drawing. Or, if I need to draw, I can work on different projects to change my mood and refresh my impressions. That's how I prioritize. But if the terms of work are under pressure, then I, of course, do it first.
Hiroshi Kawai, character programmer, Square Japan: This may sound condescending, but he seemed very immersed in the work during
Final Fantasy 7 . I do not know whether the seventh part, or
Final Fantasy 8changed it. At that moment he became a completely different person. The authority gained in
Final Fantasy 7 and
Final Fantasy 8 , made it almost inviolable, put it almost on par with Sakaguchi-san. It was impossible to argue with him.
Tetsuya Nomura, visual director of characters and battles, Square Japan:Since I started working in Square, my position in the company has changed a lot. When I started, I was at the end of the corporate chain, and now I'm at the level at which strategic decisions are made. In this sense, everything has changed, but I always wanted to look at the game from the player’s point of view. Someone may disagree with me, but I see my role as an observer through the eyes of the player. And in this respect, it seems to me, almost nothing has changed.
Tetsuya Nomura influenced many aspects of the development of Final Fantasy 7, but fans are better known as a character designer. It was he who developed all the characters, including the main one - Cloud (left) and the villain Sephiroth (right). | Photographer: Jonathan CastilloSquare kills one of the main characters of the game
In early 1997, Square completed work on the Japanese version of
Final Fantasy 7 . The team helped to implement Sakaguchi’s ideas by creating a game with best-in-class graphics and a variety of content, which helped advance the PlayStation console.
But the team had a secret. Toward the end of the first disc of the game, the villain Sephiroth stabs in the back of one of the main characters of the game, Iris Gainsborough, and kills her.
Today, many say that this scene with low-detailed characters and twitching animation looks almost comically primitive. But at the time, she stood out as one of the most emotionally intense moments created by the gaming industry. This moment was remembered by fans for many years. Many players even cried.
Tetsuya Nomura, visual director of characters and battles, Square Japan: Even a few people came to me and asked: “Did you kill Iris ?!”
Yosinori Kitase, director of Square Japan: [Nomura:] Do you blame me? [laughs]
Tetsuya Nomura, visual director of characters and battles, Square Japan: Well, well, maybe I killed Iris. But if I didn’t stop you, in the second half of the game you planned to kill everyone except the last three characters the player chooses!
Yosinori Kitase, Director, Square Japan: It Can't Be! I wrote this? Where?
Tetsuya Nomura, visual director of characters and battles, Square Japan:In a scene where they jump with parachutes in Midgar. You wanted to kill everyone there!
Yosinori Kitase, Director, Square Japan: Is it? Wait, yes, I'm starting to remember ...
Tetsuya Nomura, visual director of characters and battles, Square Japan: Remember? You and [scriptwriter] Nojima-san were delighted with this. And only I said: “For no reason!” And stopped you. You wanted to kill everyone except the last three characters that the player chooses for the end of the game.
Katsushige Nojima (Kazushige Nojima), screenwriter Square Japan: Obviously, I am a screenwriter and wrote a piece where Iris dies. But we discussed this decision with all the authorities. We talked a lot about how the story should turn.
Tetsuya Nomura, visual director of characters and battles, Square Japan: The theme of
Final Fantasy 7 was life, and we donated Iris to add weight and depth to this topic. Her death is a tragedy, but if we suddenly killed everyone else after that, we would devalue the value of her death.
Katsushige Nojima (Kazushige Nojima), screenwriter Square Japan: It was much easier to change the script on the fly at that time. Therefore, every day we returned to the discussion of different approaches.
Tetsuya Nomura, visual director of characters and battles, Square Japan:Much later, after we decided to kill Iris and the development had progressed significantly, I went into Weematsu-san's room. We just talked and discussed different things. One day, closer to the end of the development, I went to him and asked: “Do you think that killing Iris is the right choice?”
Yosinori Kitase, Director, Square Japan: Really?
Tetsuya Nomura, visual director of characters and battles, Square Japan: He said yes, he is sure of that.
Yosinori Kitase, director of Square Japan: Ha, I was expecting something else.
Tetsuya Nomura, character and battle director, Square Japan: After that, I sighed calmly.
Nobuo Uematsu, composer Square Japan: When I played the game, I was very surprised that she died so early. Everyone probably thought that she would become one of the most popular characters, but she just died. Perhaps that is why she was so remembered.
Tetsuya Nomura, visual director of characters and battles, Square Japan:When a video game character dies, no one thinks it's sad. It's just the characters of the game, you can simply click on the Reset and replay, or there is always the opportunity to somehow revive them. I felt that their lives do not have much weight. The FF7 theme is life, and I thought that we should try to reflect a character who really dies in the name of good and will never return. For death to find a response, it must be an important character. Therefore, we decided that the killing of the heroine will allow players to reflect on this topic more deeply.
Nobuo Uematsu, Square Japan composer:When I was writing [the music of the moment of death Iris], I did not think about her death, but I felt that she was not a very happy character. She was innocent and pure, but her life was tragic. I realized that it would be an important composition.
If I knew that the scene made people cry, I could come up with something completely different that makes me cry. But I composed a sad and beautiful melody, and maybe it worked well precisely because usually a completely different kind of music is expected during tragic events. When something is missing, people complement it with their imagination. Therefore, although the music does not fully express the feeling of this moment, the players mentally filled this lack. It seems to me.
Tetsuya Nomura, visual director of characters and battles, Square Japan:[I did not set out to make people cry in this scene.] Rather, I wanted people to understand what pain means and feel a sense of loss.
Almost 20 years after the release of Final Fantasy 7, Square Enix still asks the media not to use Iris 'death scene in articles so as not to spoil the players' impressions. We didn’t want this either, but you can see it here if you wish . | Photographer: Jonathan CastilloSquare seeks western market
Knowing the achievements of the previous parts of
Final Fantasy , the leadership of Square in Japan did not doubt the good local sales of
FF7 . And so it happened, in the first week they sold more than two million copies, and gradually the volume increased to four million.
North America and Europe were a completely different matter. At that time, Japanese role-playing games became iconic among a small audience in the West, and the
Final Fantasy series tried to expand its popularity.
Therefore, with the release of
Final Fantasy 7in Western markets, Square closed its sales and marketing office in Washington and hired two newcomers to the gaming industry to open a new office in Costa Mesa (California), giving the company a new start and a series of games in the West.
Yoshihiro Maruyama (Yoshihiro Maruyama), executive vice president of Square US: At that time, Squaresoft generated more than 95% of its revenue in the Japanese market. The remaining 5% were earned mainly in the United States, perhaps one or two percent in the European market. But the main income received in the Japanese market. Therefore, the company wanted to expand its business outside of Japan. That's how they hired me.
Jun Iwasaki, vice president of marketing for Square US:I knew [FF7 Producer-Publisher] Shinji Hashimoto from Square at a Tokyo-based advertising agency. Once he called me and said: "We have a big project coming out,
Final Fantasy 7 , and we want to sell it all over the world." Then he said that he was looking for someone who could do marketing for the American market. I asked, “What? American market? ”Because I didn’t speak English very well. [laughs] But he answered: “It doesn’t matter. If you're interested, call me. ”
Yoshihiro Maruyama, Executive Vice President, Square US: My first task was to move the Squaresoft office from Redmond, WA, to California.
Jun Iwasaki, vice president of marketing for Square US:Time was chosen well, Square just passed from Nintendo to Sony. The Square office used to be located in Seattle because the Nintendo office was nearby. But Sakaguchi-san decided to close his Seattle office.
Yoshihiro Maruyama (Yoshihiro Maruyama), executive vice president of Square US: Sakaguchi-san opened a development studio [then known as Square LA, and now Square USA] in Marina del Rey [to work on other projects], so we opened office [nearby] in Costa Mesa.
Jun Iwasaki, vice president of marketing for Square US: San Francisco would be the logical choice, because Sony was there. But at that time we were in Los Angeles and we had a small office inside the American Sony center, because
Final Fantasy 7considered a top-level product. We controlled the marketing, but asked Sony to get involved in budget, publishing and all that.
Final Fantasy 7 becomes an international hit
Despite the “downloading” tens of millions of dollars in marketing to
Final Fantasy 7 , some in Square were not sure that the game could win a wide audience in the United States and Europe, given the limited popularity of the previous installments. The Japanese RPGs never became hits in the West, and some thought the situation would not change due to the slower pace of the JRPG compared to Western action games.
Iwasaki, Maruyama, and the Square sales and marketing team have taken this as a challenge.
Jun Iwasaki, vice president of marketing for Square US: When I came to Square, Sakaguchi-san said: “Your goal is to sell a million copies of
Final Fantasy 7in USA". Because at that time, Sony failed to achieve a million sales from any game. Million has become something of a treasured number.
Tomoyuki Takechi, President and CEO Square: When
Final Fantasy was released on the Nintendo platforms, the series was not very popular outside of Japan. In America, sold only 400 thousand copies of
Final Fantasy 6 .
I was quite sure that we could sell 2.5-3 million copies of [Final Fantasy 7] in Japan, so I was calm, there was no big risk. But I also thought that it could be sold all over the world, and I felt a risk in that. Later, I was able to sign an agreement with Sony to release the game in the US under the Sony brand, so I thought, “Oh, well, maybe you can sell a million outside of Japan.”
Seth Luisi, Assistant Producer, Sony Computer Entertainment America: Actually, much depended on the question, how can we put JRPG into the North American market and achieve sales like a big AAA game? At that time, those who had worked on Japanese RPGs before had seen a very narrow niche market in North America. They could not sell more than 30-50 thousand copies. Therefore, for
Final Fantasy, our big goal was to reverse this situation. Claim it as a big game, create the right advertising for it and make a good leap so that it gets all the attention it deserves and is well received in the North American market.
Kyoko Higo, Marketing Assistant, Square US: It was rumored in the office that if we did not succeed
FF7 , then we will close. Therefore, we perceived it as if our work was at stake, despite the lengthy contract for the publication of six games. [laughs]
I think the biggest challenge was that despite the beautiful graphics, the players were familiar with the previous parts of
Final Fantasy , and we needed to explain the change in visual style. She's awesome, best game, etc. But we asked the question: “How do we convey this?”
Jun Iwasaki, vice president of marketing for Square US: We asked Sony not to mention the word “RPG” because people considered role-playing games too long and monotonous. It was a bad word in terms of marketing.
Chris Ansell, Project Manager, Sony Computer Entertainment Europe:Even the entire turn-based mechanics of the game caused the majority of European players questions: “What is this? Why is she so slow? ”Therefore, we constantly explained to people:“ It will be very fast and as tense as real-time fighting games, but you need to get used to it. Give the game a chance to show off and teach you the combat system. ”
Kyoko Higo, Marketing Assistant, Square US: Among the games of the time that were released on holidays, she was one of the most beautiful and well-represented, and many would agree with me. Photos in magazines could not fully reflect its attractiveness. Therefore, we had no options, except to display ads on TV. And Sony was ready [to do commercials].
Jun Iwasaki, vice president of marketing for Square US:Sony has taken up PR and other aspects. From the point of view of creative expression, we had the right to approve all advertising. I always sent her to Sakaguchi-san because the characters were like his children. [Sony's vice president of marketing] Andrew House has always complained about this. [laughs]
David Bamberger, General Product Manager, Sony Computer Entertainment America: We had a window in three months. With bulk orders, if released in September, you will receive the second order in December, and in the first quarter of next year the holidays will end.
Kyoko Higo, Marketing Assistant, Square US:It seems then we received orders every week. And the numbers are constantly growing. Then they began to turn the ads, and everything happened at the same time. I went shopping and saw a large figure of Cloud in the window of the local Electronics Boutique. Many of our testers were students at [University of California, Irvine] because he was 10-15 minutes away from the office. I remember when I went into the kitchen or dining room, and they told how their study friends were delighted and they were talking about the game. There were such small moments.
An important moment came when the game was released and appeared on many covers. I don’t remember how many covers there are, but I’m sure of it - I remember PSM, EGM. Most magazines requested covers. Then they began to exhibit as part of the office. And then, after one or two weeks of sales, we began to learn statistics. We were told that the game this year will quickly reach the level of a million sales. So it happened. We have reached this figure in less than three months.
Jun Iwasaki, vice president of marketing for Square US: I remember Andrew House calling me and saying, "You know, we sold a million." And I immediately called Takeati-san. "We have a million!" And he replied: "Oh, that's good." [laughs]
David Bamberger, General Product Manager, Sony Computer Entertainment America:I argued for $ 20 with [Sony Vice President Phil Harris] that by March a million copies would be sold. And I lost.
Tomoyuki Takechi, President and CEO Square: When we found out we had reached a million sales [in the US], we went to Roppongi [Tokyo's famous nightlife] and celebrated it. We were very pleased with the growth in sales outside Japan. We moved to Sony mainly because we wanted to create games with a lot of computer graphics and make games that are different from existing ones. Therefore, we have invested so much in
Final Fantasy . And thanks to the success of
Final Fantasy 7, we were able to release many more games.
After the news of the sale of the millionth copy of Final Fantasy 7 in the West, Square Japan employees went to the Roppongi area to celebrate. | Photographer: Irwin Wong
Kyoko Higo, Marketing Assistant, Square US: The game was released on September 7, 1997. I remember how in the first week of December I went into the office, and [Iwasaki and Maruyama] wanted to gather everyone and announce the overcoming of the barrier of one million sales. It seems that Andy House sent us a few bottles of champagne. [laughs] [Iwasaki], did not know about it, and on the way to the office I bought more champagne, and this day became the happiest in the office. After such hard work, sometimes around the clock, even those who were engaged in marketing ... it was, I think, the day of our greatest pride and happiness.
Jun Iwasaki, vice president of marketing for Square US: Then Kyoko [Higo] and the team gave me a plaque. Then I cried, so I remember it. [laughs]
Kyoko Higo, Marketing Assistant, Square US: I can't speak on behalf of the development team, but with a lot of confidence I can say that it was not just the completion of something big, big project with a bunch people, but also a breakthrough in the western market, the conquest of the western audience and fans.
Tomoyuki Takechi, President and CEO Square: As a result, we sold three million in North America and two million in Europe, that is, we did it all.
FF has become a world famous series of games.
Square Enix creates remake of Final Fantasy 7
20 years after the release of
Final Fantasy 7 , a lot has changed. Square became Square Enix, merging with its former rival, and acquiring independent publishers Taito and Eidos. In 2017, the company has a large list of franchises, including Tomb Raider, Deus Ex, Dragon Quest, Kingdom Hearts and Final Fantasy. Every year she releases various
Final Fantasy projects , sometimes even CG-films.
But over time, for many fans, one thing remains unchanged: the desire for a remake of
Final Fantasy 7. Part of the 2005 PlayStation 3 technical demo, which showed what a graphically improved version of the game might be like, the idea of a remake became something of a myth that fans have always hoped for. But there was never any specific information about its development.
Then, in 2015, after years of requests and rumors, Square Enix showed a trailer at Sony's E3 press conference, announcing the creation of the game, which everyone was waiting for.
The subtitle Remake has appeared. Some fans cried from happiness.
Announcing the remake, Square Enix also announced that Tetsuya Nomura will be the director of the game, Yosinori Kitase the producer, and Katsusige Nojima the script writer, thus uniting the three creative leaders of the original game.
At the Sony PlayStation Experience event in 2015, Final Fantasy 7 Remake producer Yosinori Kitase and director Tetsuya Nomura showed the first public shots from the game. | Photographer: Jonathan Castillo
[Approx. Per .: The original of the article is much larger in volume, I recommend reading it to fans of the series.]