Final Fantasy VII (7) [Beta / Tech Demo]

by Unseen64staff In: SONY| playstation

11 Apr 2008

ff-vii-psx-beta

Planning sessions for Final Fantasy VII began in 1994 after the release of Final Fantasy VI. At the time, the game was planned to be another 2D project for the Super Nintendo Entertainment System. Series creator Hironobu Sakaguchi intended the story to take place in modern New York City in the year 1999. Several of the staff members were working in parallel on Chrono Trigger, and development for Final Fantasy VII was interrupted when the other project became important enough to require the help of Yoshinori Kitase and other designers.

Some of the ideas originally considered for Final Fantasy VII ended up in Chrono Trigger instead. Other ideas, such as the New York setting and the sorceress character Edea, were kept unused until the later projects Parasite Eve and Final Fantasy VIII respectively. The original script of Final Fantasy VII, which was written by Sakaguchi, was completely different from the finished product. Tetsuya Nomura recalled how Sakaguchi “wanted to do something like a detective story”. The first part of the story involved a character named “Hot Blooded Detective Joe” who was in pursuit of the main characters. The main characters managed to blow up the city of Midgar, which had already been developed for the story.

Development of Final Fantasy VII resumed in late 1995, and required the efforts of approximately 120 artists and programmers, using PowerAnimator and Softimage|3D software and a budget of more than US$30 million. Final Fantasy VI’s co-director and scenario writer, Kitase, returned to direct and co-write Final Fantasy VII and was concerned the franchise might be left behind if it did not catch up to the 3D computer graphics used in other games at the time. Production began after the making of a short, experimental tech demo called “Final Fantasy SGI” for Silicon Graphics, Inc. Onyx workstations. The demo featured polygon-based 3D renderings of characters from Final Fantasy VI in a real time battle. [Infos from Wikipedia]

In these early screens from the game, we can see some interesting differences, especially in the design of the characters and in the graphic style (less definite than the final version). Ian has made us to notice some of these differences:

  • First what’s with the Names on top of the screen? I though they were just names but it apears those are on the status bar too.
  • Also Barret in the first few screens, is much taller than he should be.
  • Also Barret uses Hamerblow as a regular attack, mabye at one point in devolpment he only used his gun for limit breaks.
  • When the close up on the character models is shown all Characters and summons lack eyes.
  • Red XIII is shown, but He wasent suposed to be a playable character at that point( I’t was oringialy just suposed to be Cloud, Barret and, Aeris) but he has a high-rez model so mabye he was a boss or a summon.
  • And isntead of having Portrats they have actually sprites.

Thanks to Ian for the contribution and to Andy Harrington for some of the screenshots, some scans by DarkMirage, on X-Cult Forum. ProgrammingAce has posted some high-rez quality FF7 concept arts on the GamerHistory Forum, you can check them all in here!

In a video below recorded by Ace.Dark you can see a “beta” fight against a pyramid who seems to be immune to most status’ and just says things like “Not a probrem” “That’s too bad” “i’m sorry” “please call staff”. It is a place holder and very incomplete. As Robert Seddon has explained, it’s a remnant of the debugging process: you sometimes get this fight if something goes wrong with the game (hence ‘ENCOUNT[er] ERROR’). There’s a similar fight against ‘test’ pyramids accessible from the debug rooms (with a unique background in a demo and the original Japanese release, for some reason taken out in later versions).

In another video from TheLittleCuteThing’s Youtube Channel there are various differences found in the FF7 Beta 1.9 (the last beta disc printed before the final offical print of FF7 for japan and america): “text on the CGI intro, The Final Fantasy logo says 1996 instead of 1997, The guards that ambush you are for some reason wearing black outfits instead of red, You start out with Aeris and Barret in your party, instead of being alone, CGI`s are ALOT smoother to load on this part, Not all grainey and choppy, You dont talk to jess or anyone to open the doors, You go straight to them, The summon intro was slightly different and you dont get summons this early in the final, the boss is no longer a red scorpion, You have 3 minutes to escape the reactor instead of the massive 12 that you normally have.” Thanks to Zyniker for the link!

Images:

Video:

>> Discuss this article in the U64 Forum!

Did you like this Unseen Game? Here are some related posts:

  1. Final Fantasy 8 [PSX - Unused Scenes]
  2. Final Fantasy: Dissidia [PSP - Beta]
  3. Final Fantasy VI (6) [SNES - Unused Enemy]
  4. Xenogears [PSX - Beta / Unused]
  5. Grandia [Saturn/PSX - Beta]

5 Responses to Final Fantasy VII (7) [Beta / Tech Demo]

Avatar

Robert Seddon

May 7th, 2008 at 5:31 pm

http://uk.youtube.com/watch?v=D6eSmTF4dvo also has some early footage, though not as much.

Hopefully of use to you: http://faceofthemoon.blogspot.com/2007/11/more-from-cutting-room-floor-translated.html (GlitterBerri’s translations of a couple of beta shots)
http://faceofthemoon.blogspot.com/2008/01/shinra.html (arguing that the Mako Reactors must have had parts switched during development; sorry if it’s a bit hard to follow).

Avatar

Ian

January 1st, 2009 at 7:05 am

Some Things:
First what’s with the Names on top of the screen? I though they were just names but it apears those are on the status bar too.

Also Barret in the first few screens, is much taller than he should be.

Also Barret uses Hamerblow as a regular attack, mabye at one point in devolpment he only used his gun for limit breaks.

When the close up on the character models is shown all Characters and summons lack eyes.

Red XIII is shown, but He wasent suposed to be a playable character at that point( I’t was oringialy just suposed to be Cloud, Barret and, Aeris) but he has a high-rez model so mabye he was a boss or a summon.

And isntead of having Portrats they have actually sprites, so possibly long long ago it was 2D based.

Avatar

monokoma

January 7th, 2009 at 3:01 am

Thanks Ian! Those are some interesting differences :)

Avatar

Zyniker

May 21st, 2009 at 4:48 am

http://www.youtube.com/watch?v=gOE341lN3WQ

If not already seen this then i say give it a quick look.

“This is the last beta disc printed before the final offical print of FF7 for japan and america, Quite possibly the only one in existance today. Below I will list all of the changes between beta 1.9 as seen in the video, And the offical games release, As well as points in the timeline where the changes are noticed.

Enjoy!

———————————
Differences throughout the video:

00:20
There is text on the CGI intro
01:42
The Final Fantasy logo says 1996 instead of 1997
02:34
Instead of finding a poton, You find nothing on the guards and can walk through them.
02:42
The guards that ambush you are for some reason wearing black outfits instead of red.
02:50
You start out with Aeris and Barret in your party, instead of being alone.
03:49
You dont have the option to name Cloud or Anyone.
03:51
CGI`s are ALOT smoother to load on this part, Not all grainey and choppy.
04:45
You dont talk to jess or anyone to open the doors, You go straight to them.
06:40
Battles have alot tougher enemies, Im guessing to compensate since you have 3 in party.
07:37
Jess just kind of stops and doesnt continue from the base of the ladder. Remaining there.
07:56
I could not press circle on the ladder…Instead I had to run down it.
12:00
The summon intro was slightly different..And you dont get summons this early in the final. AND the boss is no longer a red scorpion.
12:55
You have 3 minutes to escape the reactor instead of the massive 12 that you normally have.
14:26
Jess is Way up there in some weird spot, instead of her normal place further down.
15:39
For some reason he managed to get over there, I guess he wanted to slide down it and fell?
17:07
As usual you only need to goto the doors, if you dont get jess and whatshisname, You cant.

Overall differences:
In the beta, You started with 3 characters, a load of materia, even a summon, The enemies are abit tougher, And when you try to leave but forget to grab one of the characters, That 3 minute timer REALLY screws you over. (and yes, the timer is invisable, they do give you popup message updates on how much time is left though) You also start out with several limit breaks instead of just one.”

Avatar

monokoma

May 21st, 2009 at 12:42 pm

Thanks for the link Zyniker! I’m going to add the video in the page :)

Comment Form

About Unseen 64:

U64 is an archive with articles, screens and videos for cancelled, beta & unseen videogames. Every change & cut creates a different gaming experience: we would like to save some documents about this evolution for curiosity, historic and artistic preservation.

Help U64:

Unseen Archive:

U64 Sponsor:

Buy games to help U64!

Support U64: