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Final Fantasy VII Remake - Logo

Because there ain't no way the actual Final Fantasy VII Remake is going to do the do since world war two, here's the solution.

WritingEdit

DialogueEdit

The party has full voice-acting.

Battle QuotesEdit

Each party member has unique voiced quotes that play during the flow of battle.

Party BanterEdit

On the field, the party can engage in banter, just like the ones from the Dragon Age series.

NotableEdit
A B Cs Banter
Tifa Lockhart Barret Wallace
Square Tifa Lockhart Do you think I could open up another bar somewhere? Someplace nicer, after all this is over?
Square Barret Wallace Sure. I'll help you do it.
Square Tifa Lockhart Really?
Square Barret Wallace AVALANCHE will need a new base, after all.
Square Tifa Lockhart Funny, Barret. Really.
— 7th Heaven.
Aerith Gainsborough Tifa Lockhart
Square Tifa Lockhart *laughs*
Square Aerith Gainsborough It's not that funny.
Square Tifa Lockhart This guy- are- *laughs*
Square Aerith Gainsborough Hey! I was raised in the slums, okay? Sorry for not having your "education".
— Aerith is a child of the ghetto.
Aerith Gainsborough Barret Wallace
Square Aerith Gainsborough Hey Barret... how old is Marlene?
Square Barret Wallace Four.
Square Aerith Gainsborough Aww.
Square Barret Wallace Why'd you ask?
Square Aerith Gainsborough No reason. She seems like a sweet girl.
— Aerith asks Barret about Marlene.
Aerith Gainsborough Cid Highwind Yuffie Kisaragi
Square Aerith Gainsborough Cid?
Square Cid Highwind Yah?
Square Aerith Gainsborough Could you not get smoke on me?
Square Cid Highwind Then go away.
Square Yuffie Kisaragi Hey! You're not the only one here!
— Aerith chastises Cid about his smoking.
Aerith Gainsborough Vincent Valentine
Square Aerith Gainsborough You, me, Cloud, Red...
Square Vincent Valentine Hmm?
Square Aerith Gainsborough We're all victims of Hojo.
Square Vincent Valentine We all are. In one way or another.
— The real King V(illain).
Yuffie Kisaragi Vincent Valentine
Square Yuffie Kisaragi Could I hold your gun?
Square Vincent Valentine No.
Square Yuffie Kisaragi I won't drop it!
Square Vincent Valentine And you won't.
Square Yuffie Kisaragi You're no fun, Vinnie.
— .
Cid Highwind Tifa Lockhart
Square Tifa Lockhart You really shouldn't talk to Shera like that, especially not if you care about her.
Square Cid Highwind What do you mean by that?
Square Tifa Lockhart Aren't you two...?
Square Cid Highwind The £@¢$ makes you think that!?
Square Tifa Lockhart You're living together?
Square Cid Highwind Not my idea.
— .
Cloud Strife Cid Highwind
Square Cid Highwind I- didn't know her for long... but I could tell she was someone special.
Square Cloud Strife I... thanks.
— Cid after event-that-should-not-be-named.
Tifa Lockhart Cloud Strife
Square Tifa Lockhart Do you miss her?
Square Cloud Strife ...yes.
Square Tifa Lockhart I do too. I think about her... all the time.
— Tifa some time after event-that-should-not-be-named.
Cid Highwind Vincent Valentine
Square Cid Highwind 😊
Square Vincent Valentine 😊
— cid and vincent holds the hand

ShippingEdit

GameplayEdit

FieldEdit

Party LeaderEdit

Any playable character can be selected party leader. The party leader is the player-controlled character on the field, during which the other two party members follow.

Movement / PlatformingEdit

The party can run and jump to traverse the terrain. All elevated grounds or platforms can be dropped down from without exception. Any low enough fences can be jumped over. If it is physically possible to get from point A to point B, it is possible to do so. Every "special movement" used in the original, such as jumping when pressing A on a ledge, is now represented by player mobility options that can be used anywhere else.

Only organic barriers prevent movement progression. No invisible walls. No obviously interactable objects that cannot be interacted with, such as doors.

EncounterEdit

The encounter system can be customized by selecting one of two options: Gudt or Nostalgia Glasses. The encounter rate can also be set.

GudtEdit

Encounter system like the one used in Lightning Returns: Final Fantasy XIII. Enemies spawn randomly on the map in player proximity, after which the player can choose to run away or engage the foe, which will enter battle transition and take the party to the separate battlefield.

Nostalgia GlassesEdit

Random encounters like the original. Programmatically, the enemy is automatically engaged as it spawns on the field.

BattleEdit

Idea 1Edit

SquadEdit

Three characters make up the active party, one of which is the party leader. The party leader is the controlled character (for the moment), but control can be switched at any time to the other two. Unless ATB, then party leader switches after every turn.

The other members are in the passive party. The passive party is always present on the battlefield but cannot be controlled, and do not participate any significantly. Characters can switch out from the passive party to the active, and vice versa, at any time. In the passive party, the character slowly regains MP, and will occasionally use a signature ability.

Passive Actives (pfft)Edit
Square Cloud Strife
Square Tifa Lockhart
Square Barret Wallace
Square Aerith Gainsborough Healing Gust Restores minor HP to all allies.
Square Red XIII
Square Yuffie Kisaragi
Square Cid Highwind Dynamite Throws a stick of dynamite into the crowd.
Square Vincent Valentine
Party ScreenEdit
Square Cloud Strife Square Aerith Gainsborough Square Cid Highwind
Square Tifa Lockhart Square Red XIII Square Vincent Valentine
Square Barret Wallace Square Yuffie Kisaragi 50x50px

Idea 2Edit

Multi-SquadEdit

Characters are again sorted into squads, this time 3 active squads. They all fight simultaneously, meaning enemy squads regularly consist of more than one, so the battle isn't over in seconds. Squads tend to stick together, even if they can deviate from one another.

Only one character is actively controlled by the player, the rest are AI. The AI-controlled characters in the player's squad are more inclined to assist the player in their attacks, while the other 2 squads mostly do their own thing.

The player switches between character in the current squad with L1 (PlayStation)R1 (PlayStation), and between squads with Template:Icon/L2Template:Icon/R2.

Party ScreenEdit
Party Leader (Final Fantasy XIII) Square Cloud Strife Square Aerith Gainsborough Square Cid Highwind
Square Tifa Lockhart Square Red XIII Square Vincent Valentine
Square Barret Wallace Square Yuffie Kisaragi 50x50px

PositioningEdit

Character move around the battlefield as they fight. Visual effect only, as this has no real impact on the battle flow.

ATB CostEdit

Abilities now have different ATB costs. Weaker abilities take more of the ATB gauge than stronger ones do. The basic attack will always take up half.

Limit BreaksEdit

All Limit Breaks are available in the same battle. What determines which the player may use is the level of the Limit gauge. Filling it up to the 1st line allows for one 1st level Limit Break to be used, and so forth. Segments fill up slower the higher the level.

Status EffectsEdit

More recurring Final Fantasy statuses like Bravery, Deshell, Bubble and Lure are added.

Enemy status ailment resistance have been changed. They now go by percentage, determining the efficiency of the effect on the target, but can now all be applied to all targets on the first casting. Enemies that used to be resistant to an ailment now instead have a 0-10% efficiency to it, meaning its effects are negligible.

Enemy InfoEdit

Lightning Saga's enemy info appears.

WeaponsEdit

  • Weapons have separated stats and model.
  • Thus, the player can choose the look of the thing without negatively affecting gameplay.
Buster Sword Buster Sword VII - Buster Sword DeviantArt@7Soul1 - Assertive Physical+5 VII - Materia Slot Singlex2
VII - Buster Sword DeviantArt@7Soul1 - Assertive Physical+5 VII - Materia Slot Singlex2 Hardedge VII - Hardedge DeviantArt@7Soul1 - Assertive Physical+10 VII - Materia Slot Singlex4
Nail Bat VII - Nail Bat DeviantArt@7Soul1 - Assertive Physical+50 VII - Materia Slot Singlex6
Ragnarok VII - Ragnarok DeviantArt@7Soul1 - Assertive Physical+90 VII - Materia Slot Singlex8


Buster Sword VII - Buster Sword
VII - Buster Sword DeviantArt@7Soul1 - Assertive Physical+5 VII - Materia Slot Singlex2 VII - Hardedge
VII - Nail Bat
VII - Ragnarok


Buster Sword DeviantArt@7Soul1 - Assertive Physical+5 VII - Materia Slot Singlex2
VII - Buster Sword DeviantArt@7Soul1 - Assertive Physical+5 VII - Materia Slot Singlex2 DeviantArt@7Soul1 - Assertive Physical+15 VII - Materia Slot Singlex4
DeviantArt@7Soul1 - Assertive Physical+50 VII - Materia Slot Singlex6
DeviantArt@7Soul1 - Assertive Physical+90 VII - Materia Slot Singlex8


Easier DisplayEdit
Buster Sword
VII - Buster Sword
DeviantArt@7Soul1 - Assertive Physical+5 VII - Materia Slot Singlex2


Buster Sword
VII - Buster Sword VII - Hardedge
VII - Nail Bat
VII - Ragnarok
DeviantArt@7Soul1 - Assertive Physical+5 VII - Materia Slot Singlex2


Buster Sword
VII - Ragnarok
DeviantArt@7Soul1 - Assertive Physical+5 VII - Materia Slot Singlex2

MateriaEdit

Legend
Nothing; breaks the chain
Links
Transfer; the materia itself doesn't benefit,
the next might
Special; depends on the materia

Materia slots are no longer tied to single or doubles, but rather a slot amount where all are linked. Thus, an equip with 3 linked slots could use Final Attack→Sneak Attack→Phoenix. Due to the linking, Phoenix is summoned both at the start of battle, and when the character dies; using a single Phoenix.

To avoid OP-ness, ability materia can only exist in the same linking through an intermediate Link materia. Thus, Fire→Ability Link→Ice will activate Ice when Fire is cast. Just like All materia, this has a limited usage until Mastery.

  • Then again, abil materia could just be given a "link limit", which would also apply to All materia and such. But instead of link limits being "times per battle" they are instead cooldowns? Because long matches and the like?
    • The equipped materia of a character is shown under their name on the screen. The link-cooldown is displayed as a shrinking shadow over the materia in question, which is only applied during linked usage. Some links, like Final Ability, have a much longer cooldown, as it can potentially save the characters from a Game Over.
      • The resulting cooldown of each materia is based on its base cooldown and the length of the current chain, the multiplier being based on the materia type, which in some cases is specific to a materia piece.


Example: CooldownEdit
  • Attack will restore HP, MP, ATB and LP.
    • Base cooldowns
      • Attack
        • 20s
      • HP Restore
        • 5s
      • MP Restore
        • 10s
      • ATB Restore
        • 20s
      • LP Restore
        • 30s
  • The chain is 5 in length, the cooldown multiplier will be 2.0 (1.0 + 0.25 + 0.25 + 0.25 + 0.25)
    • Resulting cooldowns
      • Attack
        • 40s
      • HP Restore
        • 10s
      • MP Restore
        • 20s
      • ATB Restore
        • 40s
      • LP Restore
        • 60s
  • So while HP and MP will be ready after 20s, the chain cannot be activated until after 40s when Attack can be linked again
  • When it can, it will activate HP, MP and ATB, LP will still have 20s of cooldown
  • The chain length is now 4, the cooldown multiplier will be 2.0 (1.0 + 0.25 + 0.25 + 0.25)
    • Resulting cooldowns
      • Attack
        • 35s
      • HP Restore
        • 8.75s
      • MP Restore
        • 17.5s
      • ATB Restore
        • 35s
      • LP Restore
        • 20s
  • After 35s Attack will be able to activate all linked materia again
TypesEdit
Type Sub Color Linking Effect Example
Ability Summon →○→ What... is Summon Materia. Knights of the Round
Magical →○→ What used to be Magic Materia. Fire
Physical →○→ What used to be Command Materia. 2x Strike
Support Reactive ↣○→ Materia that activates linked materia under certain circumstances. Sneak Attack, Counter
Reaction →○↣ Materia that is activated in conjunction with the linked materia, and cannot be used on its own. Its effect(s) are based on the preceding Materia's damage/performance, but usually has a base potency for other cases. Added Cut
Effect ↣○→ Materia that adds properties to a linked Materia or the user, depending on the linked Materia. All, Element
Independent Stat Materia that alters the user's stat(s). HP+
Special Materia with unique effects. May even operate like a linked pair of Materia on its own. Counterattack, Enemy Skill
Fusion Fusion ↝○↝ Materia with combined effects. May operate like a linked pair of Materia on its own.
AbilityEdit
SummonEdit
Materia Type
Diabolos Dark-damage
MagicalEdit
Materia Type
Ruin Ruin, Ruinra, Ruinga
Wind Aero, Aerora, Aeroga
Water Water, Watera, Waterga
Dia Dia, Diara, Diaga
Inflicts Holy-elemental damage
Dark Dark, Darkra, Darkga
PhysicalEdit
Materia Type
Light Slash Replaces Attack. Deals 0.8 times the damage.
Main benefit is being usable with ALL support Materia
Attack If Light Slash is undesirable; Enables linking with support Materia
Limit Enables linking with support Materia
SupportEdit
ReactiveEdit
Materia Type
Counter: Physical Use linked physical materia when attacked. Materia with multiple abilities may only choose physical abilities.
Counter: Magical Use linked magical materia when attacked. Materia with multiple abilities may only choose magical abilities.
Counter: Summon Use linked summon materia when attacked. Materia with multiple abilities may only choose summon abilities.
Revenge Attack Use linked materia when ally is KO'd
Zombie Attack Use linked materia when revived
Fresh Attack Use linked materia as the first move of the user's life
Used at the start of battle or whenever the character is revived
Woken Attack Use linked materia as the user regains control
Used whenever the character regains control (aka revived from KO, wakes up from Sleep, removes Petrify or Frog, etc.)
Coherent Attack Use linked materia as the first move of the user's capacity
Used at the start of battle or whenever the character regains control (aka revived from KO, wakes up from Sleep, removes Petrify or Frog, etc.)
Damage Received Use linked materia when user receives damage
Damage Dealt Use linked materia when user deals damage
Damage Restored Use linked materia when user restores damage
Damage Restored Use linked materia when user's damage is restored
When Countered Use when user activates a Counter
Used after Command Counter or Magic Counter is activated
When Reacted Use when user activates a reactive link
Used after reactive materia is activated
Quick Attack Use at the start of the user's turn.
Doesn't deplete ATB.
Follow-Up Attack Use at the end of the user's turn.
Doesn't deplete ATB.
Combo Attack Use at the end of an ally's turn.
ReactionEdit
Materia Type
Limit Raise Limit Gauge depending on damage dealt by linked Materia. Low base potency.
HP Absorb Restore user's HP depending on damage dealt by linked Materia. Low base potency.
Added Spell Deals magical damage after the linked Materia is used.
Copies the ability's element, otherwise Ruin
Mime Use the linked Materia immediately after usage.
Battle Experience Apply buff depending on ability that activates it. Being dealt damage applies protectives, dealing applies offensive.
EffectEdit
Materia Type
Ability Link Enables an ability to link into another, which otherwise would not be possible.
Type Adds type property to weapon or armor.
Allows the user to deal magical damage with Attack.
IndependentEdit
StatEdit
Materia Type
Strength←HP Strength+ HP-
Strength←MP Strength+ MP-
Strength←Magic Strength+ Magic-
Strength←Defense Strength+ Defense-
Strength←Resistance Strength+ Defense-
Strength←Speed Strength+ Speed-
HP←MP HP+ MP-
HP←Strength HP+ Strength-
HP←Magic HP+ Magic-
HP←Defense HP+ Defense-
HP←Resistance HP+ Defense-
HP←Speed HP+ Speed-
Strength↔Magic Strength2=Magic1
Magic2=Strength1
Strength↔Defense Strength2=Defense1
Defense2=Strength1
SpecialEdit
Materia Type
Auto-Regen Permanent Regen status.
Applies Regen as possible, aka as soon as the user can be afflicted and isn't.
Auto-Deprotect Permanent Deprotect status.
Applies Regen as possible, aka as soon as the user can be afflicted and isn't.
Deprotect Boost Increases damage dealt if the user is in Deprotect status.
Mirror Applies same debuff to debuffing enemy.
Sabotage Applies opposite debuff to debuffing enemy.
Applies Debravery to enemy casting Deprotect, etc.
FusionEdit

Fusion materia is a type of materia that occurs when two materia are fused together in order to create a new one. Upon mastery, the lowest-level components of the fused materia are generated, rather than the materia itself. Materia can only be fused with the exact formula, any other combination will not do anything.

Materia Components Effect
Element Attack: <Element> <Element Materia> +
Elemental
Adds <Element>-element to Attack command.
Element Defense: <Element> <Element Materia> +
Elemental
Adds <Element>-elemental defense.
Element: <Element> Element Attack: <Element> +
Element Defense: <Element>
Adds <Element>-element to Attack command.
Adds <Element>-elemental defense.
Status Attack: <Status> <Status Materia> +
Add Status
Adds <Status>-status to Attack command.
Status Defense: <Status> <Status Materia> +
Add Status
Adds resistance to <Status>-status.
Status: <Status> Status Attack: <Status> +
Status Defense: <Status>
Adds <Status>-status to Attack command.
Adds resistance to <Status>-status.
Master <Element/Status> Adds <Element/Status> magic.
Adds <Element/Status> physicals.
Adds <Element>-element to Attack command.
Adds <Status>-status to Attack command.
Adds <Element>-elemental defense.
Adds resistance to <Status>-status.
Master Poison Adds Poison magic.
Adds Poison physicals.
Adds Poison-element to Attack command.
Adds Poison-status to Attack command.
Adds Poison-elemental defense.
Adds resistance to Poison-status.
Master Status Status: Sleep +
Status: Poison +
Status: Confusion +
Status: Blind +
Status: Silence +
Status: Berserk +
Status: Slow
Adds Sleep, Poison, Confusion, Blind, Silence, Berserk and Slow-status to Attack command.
Adds resistance to Sleep, Poison, Confusion, Blind, Silence, Berserk and Slow-status.
<Reactive>: <Ability/Reaction> <Reactive Materia> +
<Ability/Reaction Materia>
Use <Ability/Reaction> when conditions of <Reactive> apply.
Counter: <Ability/Reaction> Counter +
<Ability/Reaction Materia>
Use <Ability/Reaction> when struck.
Sneak: <Ability/Reaction> Sneak Attack +
<Ability/Reaction Materia>
Use <Ability/Reaction> at the start of battle.
Final: <Ability/Reaction> Final Attack +
<Ability/Reaction Materia>
Use <Ability/Reaction> when KO'd.
Quick: <Ability/Reaction> Quick Attack +
<Ability/Reaction Materia>
Use <Ability/Reaction> at the start of your turn.
Combo: <Ability/Reaction> Combo Attack +
<Ability/Reaction Materia>
Use <Ability/Reaction> after an ally's turn.
CombinationsEdit
ExampleEdit
  • Assuming the same materia cannot be used twice in the same link
  • Assuming more potent ability materia cannot be linked with more potent support materia
  • Assuming the effects of a link only applies when applied from the start; i.e. linking Counter with Attack and an Effect/Reaction will only apply said Effect/Reaction when Attack is used with Counter, not when Attack is used on its own
    • Some links can only be done this way?
      • i.e. you cannot apply all them Reaction materia unless said Ability is first considered a Reaction
        • Or just put on a "x times per battle" limit like with everything else
    • Canceling links
      • Must place an unlinkable materia inbetween?
      • Can toggle?
Materia Effect
Increases Limit Bar when Fire materia is used.
Uses Bahamut after Atomos.
Uses Attack at the start and end of every turn,
which will afterwards deal a hit of magical damage.
Casts Revive on KO'd allies.
Reduces own Strength to increase Magic.
Increases Limit Bar when damage from a Limit is dealt.
User is constantly under the effects of Regen, Protect and Shell.
Will use Speed Slash at the start of every turn,
and afterwards increases ATB bar.
Will counter with Attack when damage is received,
and dealing damage this way increases HP, MP, ATB and Limit.

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