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Monday, March 2, 2020

Live webcast with demo and Q&A: Quit your addiction to storage, says Komprise - The Register

Do you own your data – or does your data own you?

Webcast You listened when they told you data was the new oil. Now you spend your working lives buying, tending, and managing storage.

Yet we don’t spend enough time talking about your data. What is it? How much is anyone actually using? And is there a more efficient way of managing it than traditional storage tiering?

In our Komprise-sponsored webcast on March 3 at 4PM GMT (8AM PST), the analytics software maker will argue the answer to that last question is a big yes. It has helped customers quit their addiction to storage, using intelligent deep analysis of their data, which it claims leads to radically better cost and capacity management.

Join us live tomorrow as Krishna Subramanian, COO at Komprise, explains to The Reg’s Tim Phillips how you can slash storage costs and improve performance. And especially for skeptics: a live demo of how Komprise’s tech works, plus a Q&A.

Sign up right here, and bring your questions with you.

Sponsored: Harnessing the value of data

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"Demo" - Google News
March 03, 2020 at 01:00AM
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Live webcast with demo and Q&A: Quit your addiction to storage, says Komprise - The Register
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'Final Fantasy VII Remake' demo released for PlayStation 4 - UPI News

March 2 (UPI) -- A free playable demo for Final Fantasy VII Remake was released Monday for the PlayStation 4.

Fans will get to try out the highly anticipated title for the fist time by downloading the demo from the PlayStation Store.

The demo covers Final Fantasy VII Remake's first mission as Cloud Strife and Barret Wallace attempt to fight back against the evil Shinra Electric Power Company by destroying Mako Reactor 1.

Players will get to take on the Scorpion Sentinel which serves as the first boss of the game and will have to escape from Shinra's complex before it blows up.

The demo will also introduce the game's battle system which combines real-time action and menu-based commands. Players who prefer strategy over action can switch the gameplay to Classic Mode.

Final Fantasy VII Remake will be released for the PlayStation 4 on April 10.

Final Fantasy VII Remake is a recreation and reimagining of the original Final Fantasy VII, which was released for the first PlayStation in 1997. The new game will focus on events that happened in the sprawling city of Midgar, with more sequels planned to finish the story.

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"Demo" - Google News
March 02, 2020 at 11:03PM
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'Final Fantasy VII Remake' demo released for PlayStation 4 - UPI News
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Final Fantasy VII Remake demo finally gets official, free release [Updated] - Ars Technica

Shortly after a database leak, this official image from the upcoming <em>Final Fantasy VII Remake</em> demo was taken down. And, gosh, did this leaked demo contain a lot of stuff.
Enlarge / Shortly after a database leak, this official image from the upcoming Final Fantasy VII Remake demo was taken down. And, gosh, did this leaked demo contain a lot of stuff.
We've taken care to hide spoilers after a certain point in the article, in case you'd like to read about how the December 2019 leak happened while otherwise remaining ignorant to its most tantalizing contents.

Update, March 2: Roughly two months after a Final Fantasy VII Remake demo leaked, its official, free download is now live across all territories on PlayStation 4's online store. Thanks to dataminers tearing through the late 2019 leak, we already know a ton, which you can read about below. Our original January report also summarizes our impressions of the demo, which we already played at E3 2019—and quite enjoyed.

But if you're spoiler-averse and simply want to go hands-on with Square-Enix's refreshed version of Midgar—and, more importantly, its action-RPG combat stylings—you can click here (in the US) to automatically queue the demo's download on your PS4, should you be away from your living room and have your console set to "rest" mode.

Original report:

With less than three months to go before its announced March release date, the upcoming game Final Fantasy VII Remake has already kicked the year off with a bang—though likely not the way its creators at Square Enix intended. Hours before the end of 2019, the game's playable teaser demo leaked before it had even been announced as a freebie for fans. (Most of its 45 minutes of content can still be found at YouTube as of press time, though we've grabbed screens of its 720p footage just in case.)

Once Square Enix gets down to takedown business, however, there's also the matter of what else came packed into the leaked demo's file set: a ridiculous amount of uncleaned code from the rest of the upcoming retail release, including hours of music and apparent spoilers.

And you thought Patapon 2 was news...

The story began on Christmas Day with a hint of this very Final Fantasy VII Remake demo. Gamstat, a public depository for updates to the PlayStation Network's newest products, posted an official image for both this demo and another unannounced game: a remastered version of the portable PSP classic game Patapon 2. This one-two punch of classic-gaming fan service could have ended there, but days later, the FFVIIR files found their way to impatient users.

Scattered reports suggest that those users simply employed a spoofed IP address to access the demo ahead of its public launch and were even able to download the resulting files on average Windows PCs. Such a method suggests that Sony may not have a credentialed system in place to protect pre-release files on its PlayStation Network system, though users still needed to use either a "debug" developer PS4 or a modded one to play the game.

The demo ends with users being invited to pre-order the game's PS4 version via PlayStation Network, which suggests that this demo was meant for public consumption.

The resulting demo runs a bit longer than what we both saw and played at E3 2019, and it includes a few new cinematic sequences that previously hadn't been revealed—in particular, footage of the classic game's villains at Shinra Corp watching and commenting on the actions of familiar heroes Cloud, Barret, and Wedge. Mechanically, not much has changed compared to what I described from this past summer; the action still looks like a refined action-RPG system that builds upon the good ideas from 2017's Final Fantasy XV, and its real-time rendering of classic characters looks fantastic within Unreal Engine 4.

Once the demo's earliest downloaders exported its files to PCs, however, and picked them apart with readily available tools, they found that its 10GB package was stuffed with content that's otherwise impossible to find in the course of the demo.

Spoilers from here on out—you’ve been warned

I'll go in order from mildest to wildest, in terms of hidden demo content that could be considered a spoiler.

A whopping four hours of music was unearthed from the package, though that raw runtime is a bit inflated with some repeating music. Half of the audio is dedicated to the soundtrack from the game's first "chapter," while the other half is tagged with "jukebox" and contains a mix of new and previously released remixes and rearrangements of classic Final Fantasy VII songs. Previous Final Fantasy games have come with bonus songs that can be played in the game's cars and bars, and this dump of audio suggests the same could be coming to FFVIIR.

Because the game is rendered in Unreal Engine 4, some of the included .PKG files are already being loaded and run on PC UE4 instances. Some users are already pulling out individual character files and renders so that they can animate familiar characters like Cloud (and we're sure that will get weird before long). Other users managed to get a folder titled "MINIGAMES" running, with one resulting demo showing off a rhythm-based button-tap game that sees Cloud "dancing" to dodge enemy attacks.

If you want to estimate the length of the game, you might be able to do so based on an attached "chapters" list, which currently contains 18 entries. (The game's first chapter, which appears to comprise the entirety of the demo, runs about 45 minutes.) This list is part of a larger dump of text that includes dialogue hints from the larger game, tutorial text, and even explanations of how certain familiar characters fit into this "remake" project.

This text, by the way, includes mentions of various pixel resolutions and frame rates, along with references to AMD and Nvidia hardware. Whether this is confirmation that Square Enix is planning a PC port of FFVIIR is unclear, however, since such text could be a holdover from pre-release Unreal Engine 4 tests.

The most tantalizing content comes from a series of storyboards and renders, some more complete than others. Some look like near-final versions of how the classic game's cast has been reimagined to run on PlayStation 4 consoles. Others appear to be flat-out reveals of how certain characters do (or don't) appear in different places than we saw them in the original game, which thus hint to some plot crossover tying the threads of other Final Fantasy VII-related media (particularly the 2007 PSP game Crisis Core). And if you're wondering: Yes, according to these images, Cloud will once again dress as, and pretend to be, a woman to trick the crime baron Don Corneo.

This slew of images deserves the most grains of salt in part because many come from unoptimized, incomplete renders with a severe lack of proper lighting, textures, and shaders. There's also the possibility that any of the images or text hints in the current leaked demo have since been updated or jettisoned due to the nature of video game development.

Though Square Enix has not formally commented on the leak as of press time, Square Enix scenario writer Kazushige Nojima used Twitter on Thursday to offer a sad, vague statement about "leaks."

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"Demo" - Google News
March 02, 2020 at 11:21PM
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Final Fantasy VII Remake demo finally gets official, free release [Updated] - Ars Technica
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[Demo Review] Valorant: Riot Games' ambitious title to compete against Overwatch and CS:GO - InvenGlobal

My initial reaction to the early Valorant gameplay video was that it was a lot like Overwatch, a role-based, hyper FPS game. This is because in the footage, a player was able to create walls, revive teammates, create smokescreens, and throw shurikens. Based on this, I initially thought that the teams will consist of tank-dps-support characters with each character having a fixed kit.

However, once I actually played Valorant, my predictions were completely off. The game had more of a Counter-Strike feel to it than Overwatch. Although the characters (agents) had unique abilities and roles, they only served to assist in skirmishes. The game was much closer to your classic FPS games, where reaction speed, sound play, and precise aim were the core aspects of the game.

▲ Although many skills were first showcased, fundamental FPS skills were far more important.

Valorant is set on a near-future Earth, and is based on a group of people that received special abilities due to a supernatural phenomenon. The main director of Valorant, Joe Ziegler, states that just like the word in the title, ‘Valor’ suggests, they tried to highlight the stylishness, challenge, and competition, and it seemed that the character design, illustration, and the background all naturally represented them.

The first thing the player will be able to find are the unique agents in this game. With each agent coming from different backgrounds, they each have 3 skills and an ultimate skill. With a quick playthrough in the practice mode, a player will easily be able to figure out the specialities of each agent.

For example, one agent can safely scout the terrain with arrows and drones, and another is equipped with melee range smokescreens and is able to revive teammates with the ultimate, and is good for low range skirmishes and breaking into enemy lines. Another agent utilizes poison to take over the map, and is able to set up traps to catch enemies off guard. Eight agents were available for play in the demo version, and 12 agents will be available in the official release.

Just like Counter-Strike and Rainbow Six Siege, Valorant’s fundamental characteristics are closer to that of the classic FPS games. Your agent becomes much slower when shot, and headshot damage is amplified, so precise aim is very important. The weapons are able to shoot through walls, so the so-called ‘Wallhacking’ is a gimmick that’s available. This game is a 5 vs 5 game, and the objective of this game is either to kill every single enemy, or to set up the bomb (Spike) at a certain point, and depending on whether a player is on the attacking or the defending team, they must hold out until it explodes, or must disarm the spike.

At the start of each game, each agent is equipped with a knife and your pistol. In order to use other weapons, a player must purchase it or pick one up from a dead agent. From pistols, submachine guns, shotguns, assault rifles, sniper rifles, various heavy weaponry and more, there are 20 weapons available in total. Apart from the agent’s signature skill and ultimate, a player must also buy the other two skills each game, but since it’s very low in cost, a player can purchase and use all the skills in almost all rounds.

The size of the map is bigger than the standard FPS maps. However, when the attacking and the defending team is on standby, the area that they can move around is quite large. There were many instances where players faced their enemies right from the get-go, so the game tempo felt quite fast. Furthermore, due to the different skill sets that each agent has, the balance between the attacking and the defending team felt quite good. Many abilities will start flying around right from the start of each round, so whoever can read the enemy strategy faster will vastly increase the chances of victory.

The UI in the main screen consists of 7 different tabs, including Home, Play, and Collection. One notable function in the main screen is the Career section. You’re able to find match histories and achievements in this tab, and when you hit the details tab, your grade, progress for each round, and the kill-death info on each enemy can be found as well.

The level of completion on Valorant seemed very high. With a great tutorial and practice mode, a player can figure out the flow of the game quite easily. Not only was there clean graphics on the in-game agent models, their personalities also matched their various skills quite well. Alongside the very detailed maps, all these factors brought incredible gaming experience. The extremely short TTK brought repeated cycles of tension and satisfaction, and when you coordinate strategies with your teammates to win, a great deal of pleasure from victory will follow.

However, the first thing I thought after playing the demo was, ‘Will this game become popular in Korea?’. In Korea, FPS games that shy away from the classic FPS games, such as PUBG and Overwatch, are highly popular as to your classic FPS games. Although the classic FPS fans and the fact that this is a new title from Riot Games will play a big part in capturing many gamers’ hearts, one can ponder whether or not Valorant will be able to secure a firm player base and continuously perform well.

With all FPS games, hacks can also prove to be a point of crisis for Valorant as well. Although the developers stated that they’ve done everything they can to prevent hacks and unfair gameplay right from the early stages of development, no game is safe in the ever-growing world of hacks. It’s impossible to prevent all hacks, so it’ll be critical that Riot Games effectively and rationally deal with hacks. They’ll need to show their firm efforts and resolution in how quickly they deal with these programs, and heavily punish the players that used them.


Valorant is an ambitious upcoming title by Riot Games, which was developed based on the knowledge and operations know-how from their years of success in League of Legends. With the mindset of creating games solely for the players, will they be able to succeed in a new genre of FPS? With closed beta coming in the upcoming months, gamers around the world will soon be able to experience the world of Valorant very soon.

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"Demo" - Google News
March 02, 2020 at 04:34PM
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[Demo Review] Valorant: Riot Games' ambitious title to compete against Overwatch and CS:GO - InvenGlobal
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A Final Fantasy VII Remake demo is out now for PS4 - The Verge

If you have a PS4, you can now play Final Fantasy VII Remake, which is a sentence that a lot of people have been waiting forever to hear. Square Enix just released a demo of the upcoming game on PlayStation Network across the world; the link in the tweet below should take you to your local store.

Final Fantasy VII Remake was first announced in 2015 and, after a recent delay, is now set to be released on April 10th. It is, of course, a remake of 1997’s Final Fantasy VII for the PlayStation, which is probably the most titanically popular Japanese RPG of all time.

The game we’re getting in April isn’t the full story, though — it’ll only cover the opening Midgar section of the original release, and Square Enix hasn’t said how many “episodes” it’s planning to develop.

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"Demo" - Google News
March 02, 2020 at 03:40PM
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A Final Fantasy VII Remake demo is out now for PS4 - The Verge
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AFA Winter 2020: AFRL plans Golden Horde networked collaborative weapons demo in 2020 - IHS Jane's 360

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"Demo" - Google News
March 02, 2020 at 03:10PM
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AFA Winter 2020: AFRL plans Golden Horde networked collaborative weapons demo in 2020 - IHS Jane's 360
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'Final Fantasy VII Remake': Hands-On Impressions From Latest Demo - Hollywood Reporter

Ahead of the game's April 10 launch, Square Enix invited The Hollywood Reporter to play through some early sections of the upcoming title, which serves as just the first chapter of what will eventually be the entire FFVII story. The new game focuses solely on the Midgar portions of the original, which roughly cover a quarter or so of the first disc of the 1997 version (which has three discs in total).

Below, Patrick Shanley, THR's gaming writer/editor, and Pete Keeley, THR's copy chief, discuss their hands-on time with the game, how it differs from its source material, what's new and updated for modern audiences and everything else that has propelled FFVII Remake to the top of many gamers' list of most-anticipated releases of 2020.

Patrick Shanley: Well, Pete, it’s been 84 years but Final Fantasy VII Remake is finally (almost) here and we’ve both gotten our hands on the new take of the classic RPG. I assume we both played the same demo (though yours was at a fancy event that I assume had at least a crudités or free Diet Coke while mine was in an El Segundo office park that rattled when planes landed at the nearby LAX tarmac), which showed off three boss fights, some revamped story moments and about three hours of hands-on-sticks time. We’re both big fans of the original. Putting you on the spot: What are your immediate takeaways?

Pete Keeley: First off, I also played at the El Segundo office and they did serve lunch but I'd already eaten. And yes, I preordered the original game (shout out Babbage's in North Riverside Mall!) even though I hadn't yet saved enough to buy a PlayStation. I'll say this: One of the people from Square mentioned that a gentleman had flown in from Brazil to demo the game and wound up crying because he was so overcome with emotion (the implication was tears of joy but in retrospect, I should have asked for clarification). I did not cry, but I was satisfied. Might as well start with the opening cinematic, which was lovely and nostalgic and my lip may have quivered when I saw the cat slide, but if Kojima can lard up Death Stranding with hourlong cutscenes, can we, the gamers who've been waiting 20 years to see Wedge rendered in glorious 4K, get like, 20 minutes at the top? And sticking to the topic of cinematics, before moving on to gameplay and why they made Heidegger into an evil zaddy, I really liked all the new content they slotted in once Cloud et al. get back to Midgar Sector 1 (which now looks like one of the hipper Parisian arrondissements) especially the appearance of Sephiroth, which spawned my first think piece idea: "Does Sephiroth Reside in the Black Lodge?". But you made a great point about the introduction of Sephiroth as the obvious big bad so early in the narrative — a dramatic departure from the original. What are the motives there, do you think? I mean, from a fan perspective it would be a tough sell to exclude Sephiroth from the whole "first disc."

Shanley: I think that sort of nails it right there. We know that this release encompasses only the Midgar sections of the original game (which are expanded significantly, something that is abundantly clear even in our short demo). Sephiroth is not a major factor during the Midgar section of the original — he’s referenced and makes a cameo or two, but he’s not the “big bad” yet — so, to welcome in players who don’t know FFVII so well that the mousepad at their desk is the homescreen from the original, it’s not a bad tactic to get Sephiroth some screen time right off the bat. Plus, he’s got, just, the most luxurious head of hair I’ve ever seen. He’s beautiful, Pete. You don’t hide that guy away.

Keeley: Pretty much everyone got a major glow-up in the remake. I wanna know who does Biggs' eyebrows. Since you brought up the "expanded significantly" aspect, let's talk about that! Square has obviously padded out the Midgar portion of the original game to justify its Hobbit movies approach to the reboot. Some of the padding feels seamless and some of it feels like Square has obviously padded out the Midgar portion of the original game to justify its Hobbit movies approach to the reboot! This was inevitable, and after 20 years I find it ridiculous that I'm even considering complaining about more FFVII, so I will not. But I will say, I hope the padding continues once the game opens up. I think it will feel more organic once we leave the part of the game that's more or less on rails.

Shanley: The biggest change that I noticed, in terms of the story, was that the evil Shinra Corp. is somehow even more evil in this updated version of the tale. The original opens with the same bombing mission on Midgar’s Sector 1 reactor. However, the blame for civilian casualties this time around falls squarely on Shinra, not Cloud and company. It’s an interesting change, given that AVALANCHE in the original is very much an eco-terrorist organization and their actions have some serious repercussions the group has to reckon with later on. I’m personally on the fence about this, as the original’s moral ambiguity gave our heroes some significant depth, but I also think it’s not wholly surprising to paint Barret and Cloud in a more positive light right from the get-go, especially when courting a new, modern audience.

Keeley: I think this will be the big think-piece minter coming out of the demo — in fact, I'm talking myself into one. When it happened in the demo I was like, "Oh yeah, that makes sense," because it's good that our intrepid heroes aren't immediately implicated in a genocide! On the other hand, though — assuming Jessie's bomb wasn't a dud — what exactly was the point of their daring mission into Reactor 1? To detach a few tubes? Seemed like, had President Shinra and Heiddeger not intervened, Reactor 1 could have been back online in a few hours. So I'm struggling with how to view the motivations of both parties in light of the twist. In the original, AVALANCHE risked their lives to deliver a real blow to Shinra's planet-destroying dirty power operations, and the retaliatory actions against AVALANCHE by Shinra were well-predicated, AVALANCHE having just caused billions of gil in damage to its Midgar infrastructure. Also, if Shinra can blow the reactor so easily why don't they just … do it earlier and kill everyone? I see I've already fallen into the trap of trying to tease out the logic in a game that involves a robot cat who rides another robot and also he loves gambling and also he's a spy.

Shanley: ...and he uses a megaphone to fight Eldritch horrors from the deep and robots the size of the Queen Mary — I digress. Let’s move to combat and gameplay. As everyone has already seen from the trailers (and the E3 2019 demo, which I deftly maneuvered my way into via begging to some PR pals at Square), this new iteration is quite a departure from the turn-based battle system of the 1997 game. There’s still an Active Time Battle (ATB) bar that fills, but whereas the original restricted any moves from the player until the gauge was full, FFVII Remake’s ATB bar fills up more quickly when Cloud, Tifa, whoever whacks a monster. The player has free rein to run around, dodge, block and attack at their leisure, but they can’t pull off any special abilities, cast magic or (and this was my only major issue) use an item. You can’t use a potion until your ATB bar is full, which can be stressful when Air Buster is whaling on your party and you just want to hide and heal. I was roundly chastised by my Square liaison during my demo, I hope you avoided such shame.

Keeley: Not sure how far we can go in discussing the prep work that goes into the Air Buster fight, but I appear to have hit on a good strategy. The most difficult battle for me was the random one where you fight like five of the soldiers with the massive shields? But I did not perish during the demo, and you should be chastised, and I think an appropriate penance would be giving me, the Demo Champ, that mousepad. No big surprise here since Final Fantasy XV was the last game released in the series, but the battle system in Remake is very similar — or at least battles felt similar — and I played enough FFXV to cope, I guess, since I pretty quickly found myself getting annoyed at the tutorials. (Me? Need tutorials? A mashed X button to you, sir!) But I agree that it's weird you have to draw down ATB to use a potion. Mainly, I was just really excited to see all my favorite Limit Breaks rendered in 3D. I also made it a point to summon all available summons — always a highlight of any first FF playthrough. So for me: combat good; gameplay good. One minor annoyance: I consistently found it difficult to get into position to hit various switches or other triangle-button actions. Any other TAKES on the demo? I had some stuff about the graphics but this is not a final build so I will leave those for April.

Shanley: The only scalding hot take™ I have is that — and I hate how cliche this will sound — knowing and loving the original FFVII as much as I do makes this all feel … odd. Not in a bad way. But it almost feels like returning to your childhood home years later and now there’s a new family living in it. The stairs are in the same place, the rooms are all the same dimensions, there’s still that chipped bit of crown molding from that time you were practicing for Little League inside, but it’s also a different space. I’ve played FFVII something like 15 times start-to-finish over the years and I know it well, down to where the hidden items are, how to cheese the W-Item materia for duplications, how to solve the library puzzle in Shinra HQ by looking at just one bookshelf — this game is my jam, all right? For some dumb reason, I expected the remake to be more of a “remake”; just a new coat of fancy paint on my favorite game. It’s not — I mean, it kinda is, but it’s not, too. That’s clearly a positive and something we should be celebrating, but it’s still jarring right from the get-go considering the hundreds (literally, Pete, hundreds and hundreds) of hours I’ve spent with the Popeye-armed renders of Cloud and Co. since I first picked up my PS1 controller (after my older brother left and I could slink in like a hungry raccoon). And that’s my “Old Man Yells at Cloud” moment, pun intended. I guess, to wrap this up, here are some really lazy boilerplate questions that I’m going to throw at you, anyway: Favorite moment? Biggest takeaway? Hype level?

Keeley: Pretty sure it was one of the Border Trilogy books where a character says, of returning home after a long absence, "Everything you wished was the same is different, and everything you wished was different is the same." I've not played through the game nearly as many times — three, maybe four, with a few incomplete playthroughs too — so maybe that's why I didn't really feel that way. I've always expected this to be a new game with familiar DNA. However, I will say there are moments from the original where, if Square takes as many liberties with them as they did with the Reactor 1 bombing mission, we will have a problem. AVALANCHE headquarters had better be hidden underneath a pinball machine or I AM OUT. I think the key test is going to be preserving the corny, campy charms of the original despite everyone in the remake looking like underwear models. Also I think that's the answer to your question about my biggest takeaway. As for fav moment, I did enjoy the Mako-fume-induced Sephiroth cutscenes and all the summons. Hype level peaked after seeing the first trailer at E3 2015. Now the actual game is here. I've played it. I would like to keep playing it. That's enough.

Shanley: I'll just say that I also thoroughly enjoyed the new, expanded Sephiroth scenes. They were trippy, spooky and everything a tweak on an original should do to feel like it's adding substance, not just content. I'm thoroughly excited to get my hands on this full game (well, "full" — it's just the Midgar section, after all). Wake me up in April.

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'Final Fantasy VII Remake': Hands-On Impressions From Latest Demo - Hollywood Reporter
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