Final Fantasy VII: Difference between revisions

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{{about|the 1997 video game|the 2020 remake|Final Fantasy VII Remake}}
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{{Use mdy dates|date=January 2020}}
{{Infobox CVG| title = Final Fantasy VII
{{Infobox video game
| image = [[Image:ffviibox.jpg|256px|North American PlayStation cover]]
| title = Final Fantasy VII
| caption=The North American cover portrays the protagonist, [[Cloud Strife|Cloud]], wielding his oversized [[Final Fantasy weapons#Buster Sword|Buster Sword]]
| image = Final Fantasy VII Box Art.jpg{{!}}border
| developer = [[Square Co.|Square Co., Ltd.]]
| caption = North American cover art, featuring the game's protagonist, [[Cloud Strife]]
| publisher = {{vgrelease|Japan|JPN|[[Square Co.|Square&nbsp;Co.,&nbsp;Ltd.]] <small>([[PlayStation|PS1]])</small>}}<br />
| alt = A man with blond hair wearing black clothing and armor stands with a giant sword on his back, with his back to the camera. In the foreground is a futuristic building shown in monochrome. A logo illustration, showing the game's title and a blue-green stylized depiction of a falling meteorite, is displayed in the top right-hand corner.
{{vgrelease|North America|NA|[[Sony Computer Entertainment|SCE&nbsp;America]] <small>([[PlayStation|PS1]])</small>}}<br />
| developer = [[Square (video game company)|Square]]
{{vgrelease|International version|INT|[[Square Co.|Square&nbsp;Co.,&nbsp;Ltd.]] <small>([[PlayStation|PS1]])</small>}}<br />
{{vgrelease|PAL region|PAL|[[Sony Computer Entertainment|SCE&nbsp;Europe]] <small>([[PlayStation|PS1]])</small>}}<br />
| publisher = {{ubl|'''PlayStation'''|{{vgrelease|JP|Square|WW|[[Sony Computer Entertainment]]}}|'''Windows'''|[[Eidos Interactive]]|'''Later releases'''|[[Square Enix]]}}
| director = [[Yoshinori Kitase]]
[[Eidos Interactive|Eidos&nbsp;Interactive]] <small>([[Microsoft Windows|WIN]])</small>
| producer = [[Hironobu Sakaguchi]]
| designer = [[Hironobu Sakaguchi|Hironobu&nbsp;Sakaguchi]] <small>([[game producer|game&nbsp;producer]], original&nbsp;[[scenario]]&nbsp;concept)</small><br />[[Yoshinori Kitase|Yoshinori&nbsp;Kitase]] <small>([[game director|game&nbsp;director]], [[scenario]]&nbsp;writer)</small><br />[[Tetsuya Nomura|Tetsuya&nbsp;Nomura]] <small>([[character design|character&nbsp;design]]er, original&nbsp;[[scenario]]&nbsp;concept)</small><br />[[Kazushige Nojima|Kazushige&nbsp;Nojima]] <small>([[scenario]]&nbsp;writer)</small><br />[[Yoshitaka Amano|Yoshitaka&nbsp;Amano]] <small>(image&nbsp;illustrator, title&nbsp;logo&nbsp;designer)</small><br />[[Nobuo Uematsu|Nobuo&nbsp;Uematsu]] <small>([[composer]])</small>
| programmer = Ken Narita
| released = {{vgrelease|Japan|JPN|[[January 31]], [[1997 in video gaming|1997]] <small>([[PlayStation|PS1]])</small>}}<br />{{vgrelease|North America|NA|[[September 7]], [[1997 in video gaming|1997]] <small>([[PlayStation|PS1]])</small>}}<br />{{vgrelease|International version|INT|[[October 2]], [[1997 in video gaming|1997]] <small>([[PlayStation|PS1]])</small>}}<br />{{vgrelease|Europe|EU|[[November 17]], [[1997 in video gaming|1997]] <small>([[PlayStation|PS1]])</small>}}<ref>
| artist = {{ubl
{{cite web
|[[Yusuke Naora]]
| author=SCEE
|[[Tetsuya Nomura]]}}
| year=1997
| writer = [[Yoshinori Kitase]]<br>[[Kazushige Nojima]]
| title=SCEE 1997 - Key facts and figures
| composer = [[Nobuo Uematsu]]
| url=http://www.scee.presscentre.com/Content/Detail.asp?ReleaseID=95&NewsAreaID=22
| series = ''[[Final Fantasy]]''
| work=[http://www.scee.presscentre.com SCEE Press Room]
| platforms = {{ubl|[[PlayStation (console)|PlayStation]]|[[Windows]]|[[iOS]]|[[PlayStation 4]]|[[Android (operating system)|Android]]|[[Nintendo Switch]]|[[Xbox One]]
| accessmonthday=November 25
| accessyear=2006
}}
}}
| released = {{collapsible list|title={{nobold|January 31, 1997}}|
</ref><br />{{vgrelease|Australasia|AUS|November [[1997 in video gaming|1997]] <small>([[PlayStation|PS1]])</small>}}<br />{{vgrelease|North America|NA|[[June 24]], [[1998 in video gaming|1998]] <small>([[Microsoft Windows|WIN]])</small>}}<br />{{vgrelease|Europe|EU|[[1998 in video gaming|1998]] <small>([[Microsoft Windows|WIN]])</small>}}<br />{{vgrelease|Australasia|AUS|[[1998 in video gaming|1998]] <small>([[Microsoft Windows|WIN]])</small>}}
'''PlayStation'''{{Vgrelease|JP|January 31, 1997|NA|September 7, 1997|PAL|November 17, 1997}}
| modes = [[Single player]]
''International''{{vgrelease|JP|October 2, 1997}}
| genre = [[Console role-playing game]]
'''Windows'''{{Vgrelease|NA/PAL|June 25, 1998}}
| series= ''[[Final Fantasy|Final&nbsp;Fantasy]]'' series
''Remaster''{{Vgrelease|NA/PAL|August 14, 2012|JP|May 16, 2013|WW|July 4, 2013 <small>(Steam)</small>|WW|August 13, 2020 <small>(Microsoft Store)</small>}}
| ratings = [[Entertainment Software Rating Board|ESRB]]: T (Teen) (13+)<br />[[Unterhaltungssoftware Selbstkontrolle|USK]]: 12+<br />[[Entertainment and Leisure Software Publishers Association|ELSPA]]: 11+<br />[[Pan European Game Information|PEGI]]: 12+<br />[[Office of Film and Literature Classification (Australia)|OFLC]]: G8+
'''iOS'''{{Vgrelease|WW|August 19, 2015}}
| platforms = [[PlayStation|Sony&nbsp;PlayStation]], [[Microsoft Windows|Microsoft&nbsp;Windows]]
'''PlayStation 4'''{{Vgrelease|WW|December 5, 2015}}
| media = 3 [[CD-ROM]]s <small>([[PlayStation|PS1]])</small><br>4 [[CD-ROM]]s <small>([[Microsoft Windows|WIN]])</small>
'''Android'''{{vgrelease|WW|July 7, 2016}}
| requirements= 133&nbsp;[[Hertz|MHz]]&nbsp;[[Intel]]&nbsp;[[Pentium]]&nbsp;[[Central processing unit|CPU]], 32&nbsp;[[Megabyte|MB]]&nbsp;[[Random access memory|RAM]], 2&nbsp;MB&nbsp;[[video card|video&nbsp;card]]&nbsp;RAM, 4X&nbsp;CD&ndash;ROM&nbsp;drive, [[DirectX]]&nbsp;5.0, 260&nbsp;MB&nbsp;[[Hard_disk#Capacity|free&nbsp;space]], [[Windows 95|Windows&nbsp;95]] or [[Windows 98|Windows&nbsp;98]]&nbsp;<small>([[Microsoft Windows|WIN]])</small>
'''Switch''', '''Xbox One'''{{vgrelease|WW|March 26, 2019}}
|input=[[Computer keyboard|Keyboard]], [[mouse (computing)|mouse]], or&nbsp;[[joystick]]&nbsp;<small>([[Microsoft Windows|WIN]])</small><br/>PlayStation controller<small>&nbsp;([[PlayStation|PS1]])</small>
}}
}}
| genre = [[Role-playing video game|Role-playing]]
{{nihongo|'''''Final Fantasy VII'''''|ファイナルファンタジーVII|Fainaru Fantajī Sebun}} does not exist, but if it did, it would be a [[console role-playing game|console and computer role-playing game]] (RPG) developed and published by [[Square Co.|Square Co., Ltd.]] (now [[Square Enix|Square Enix Co., Ltd.]]), and the seventh installment in the ''[[Final Fantasy (series)|Final Fantasy]]'' video game series. It was released in [[1997 in video gaming|1997]], and is the first numbered ''Final Fantasy'' game for the [[Sony Computer Entertainment|Sony]] [[PlayStation]] [[video game console]] and [[Microsoft Windows]]-based [[personal computer]]s; it is also the first to use [[3D computer graphics]]<ref name="development5">{{cite book | year=2005 | editor=Editors of Electronic Gaming Monthly | title=Electronic Gaming Monthly October 2005; issue 196 | pages=104|language=English|publisher=Ziff Davis Media Inc.}}</ref> featuring fully rendered characters on [[pre-rendered]] backgrounds.<ref name="ignreview">{{cite web | author=IGN staff | year=1997 | title=Final Fantasy VII Review | url=http://psx.ign.com/articles/150/150494p1.html | work=[http://ign.com/ IGN] | accessmonthday=August 10 | accessyear=2006}}</ref><ref name="gamespotreview">{{cite web | author=Kasavin, Greg | year=1997 | title=Final Fantasy VII for PlayStation Review | url=http://www.gamespot.com/ps/rpg/finalfantasy7/review.html | work=[http://www.gamespot.com/ GameSpot] | accessmonthday=August 10 | accessyear=2006}}</ref><ref name="egmreview">{{cite web | author=Editors of Electronic Gaming Monthly | year=2004 | url=http://egm.1up.com/do/reviewPage?cId=2016960&did=2 | title=Final Fantasy VII PS Review | work=[http://1up.com/ 1UP.com] | accessmonthday=August 10 | accessyear=2006}}</ref>
| modes = [[Single-player]]
}}

{{nihongo foot|'''''Final Fantasy VII'''''|ファイナルファンタジーVII|Fainaru Fantajī Sebun|lead=yes|group=lower-alpha}} is a 1997 [[role-playing video game]] developed by [[Square (video game company)|Square]] for the [[PlayStation (console)|PlayStation]] console and the seventh main installment in the ''[[Final Fantasy]]'' series. Square published the game in Japan, and it was released in other regions by [[Sony Computer Entertainment]], becoming the first game in the main series to have a [[PAL region|PAL]] release. The game's story follows [[Cloud Strife]], a mercenary who joins an [[Eco-terrorism|eco-terrorist]] organization to stop a world-controlling [[megacorporation]] from using the planet's life essence as an energy source. Events send Cloud and his allies in pursuit of [[Sephiroth (Final Fantasy)|Sephiroth]], a superhuman who seeks to wound the planet and harness its healing power to be reborn as a god. During their journey, Cloud bonds with his party members, including [[Aerith Gainsborough]], who holds the secret to saving their world.


Development began in 1994, originally for the [[Super Nintendo Entertainment System]]. After delays and technical difficulties from experimenting with several platforms, most notably the [[Nintendo 64]], Square moved production to the PlayStation, largely due to the advantages of the {{nowrap|[[CD-ROM]]}} format. Veteran ''Final Fantasy'' staff returned, including series creator and producer [[Hironobu Sakaguchi]], director [[Yoshinori Kitase]], and composer [[Nobuo Uematsu]]. The title was the first in the series to use [[full motion video]] and [[3D computer graphics]], featuring 3D character models superimposed over 2D [[Pre-rendering|pre-rendered]] backgrounds. Although the gameplay remained mostly unchanged from previous entries, ''Final Fantasy VII'' introduced more widespread [[science fiction]] elements and a more realistic presentation. The combined development and marketing budget amounted to approximately {{USD}}80 million.
The game's story centers on a group of adventurers as they battle a powerful [[megacorporation]] called "[[Shinra]]", which is draining the life of the planet to use as an energy source. As the story progresses, conflicts escalate and the world's safety becomes a major concern.


''Final Fantasy VII'' received widespread commercial and critical success and remains widely regarded as a landmark title, and it is regarded as [[List of video games considered the best|one of the greatest and most influential video games ever made]]. The title won numerous [[List of Game of the Year awards|Game of the Year]] awards and was acknowledged for boosting the sales of the PlayStation and popularizing [[Japanese role-playing game]]s worldwide. Critics praised its graphics, gameplay, music, and story, although some criticism was directed towards the original English [[Language localisation|localization]]. Its success has led to enhanced ports on various platforms, a multimedia subseries called the ''[[Compilation of Final Fantasy VII]]'', and a high definition remake trilogy currently comprising ''[[Final Fantasy VII Remake]]'' (2020), and ''[[Final Fantasy VII Rebirth]]'' (2024).
A major critical and commercial success, the game remains arguably the most popular title in the series,<ref name="mainstream">{{cite web | date=October 2003 | url=http://findarticles.com/p/articles/mi_zd1up/is_200310/ai_ziff109006 | title=Final Fantasy VII Advent Children | work=[http://www.findarticles.com/ Find Articles]; originally published in [http://1up.com/ 1UP] | accessmonthday=August 10 | accessyear=2006}}</ref><ref name="mainstream2">{{cite web | year=2006 | url=http://www.usatoday.com/tech/gaming/2006-08-29-dirge-of-cerberus_x.htm | title='Dirge of Cerberus' defies expectations, for better and worse | work=[http://www.usatoday.com/ USA TODAY] | accessmonthday=August 30 | accessyear=2006}}</ref> and is often credited with allowing console-style RPGs to achieve mainstream success outside [[Japan]].<ref name="mainstream" /> The ongoing popularity of the title led Square Enix to produce a series of [[sequel]]s and [[prequel]]s in the early-to-mid-2000s under the collective title "''[[#Compilation of Final Fantasy VII|Compilation of Final Fantasy VII]]''". <!--As of March 2006, ''Final Fantasy VII'' has sold more than 9.72 million copies worldwide, earning it the position of the best-selling ''Final Fantasy'' title. (re-add when a proper source is found)-->


==Gameplay==
==Gameplay==
{{see also|Recurring elements in the Final Fantasy series#Gameplay}}
[[Image:FFVIIfieldmapexample.JPG|thumb|left|Navigation on a town's field map]]
The gameplay of ''Final Fantasy VII'' is similar to earlier ''Final Fantasy'' titles and [[History of Eastern role-playing video games|Japanese role-playing games]].<ref name="gamespotps1">{{cite web|last=Kasavin |first=Greg |title=Final Fantasy VII Review |url=http://www.gamespot.com/reviews/final-fantasy-vii-review/1900-2547583/ |work=[[GameSpot]] |publisher=[[CBS Interactive]] |accessdate=January 21, 2017 |language=en |date=September 29, 1997 |url-status=live |archiveurl=https://web.archive.org/web/20131021090337/http://www.gamespot.com/reviews/final-fantasy-vii-review/1900-2547583/ |archivedate=October 21, 2013}}</ref> The game features three modes of play: the world map, the field, and the battle screen.<ref name="All Game"/><ref name=ps1manual>{{Cite book | year=1997 | author=Square Co. Ltd. | title=Final Fantasy VII ''North American instruction manual'' | publisher=Sony Computer Entertainment | id=SCUS-94163}}</ref>{{rp|15,20}} At its grandest scale, players explore the world of ''Final Fantasy VII'' on a 3D world map.<ref name="ignreview">{{cite web|first=Jay |last=Boor |date=September 3, 1997 |title=Final Fantasy VII Review |url=http://psx.ign.com/articles/150/150494p1.html |work=[[IGN]] |publisher=News Corporation |accessdate=July 16, 2008 |url-status=live |archiveurl=https://web.archive.org/web/20080516100019/http://psx.ign.com/articles/150/150494p1.html |archivedate=May 16, 2008}}</ref> The world map contains representations of areas for the player to enter, including towns, environments, and ruins.<ref name=1upps/> Natural barriers—such as mountains, deserts, and bodies of water—block access by foot to some areas; as the game progresses, the player receives vehicles that help traverse these obstacles.<ref name=ps1manual/>{{rp|44}} [[Chocobos]] can be found in certain spots on the map, and if caught, can be ridden to areas inaccessible on foot or by vehicle.<ref name=ps1manual/>{{rp|46}} In field mode, the player navigates fully scaled versions of the areas represented on the world map.<ref name="ignreview"/> ''VII'' marks the first time in the series that the mode is represented in a [[three-dimensional space]]. In this mode, the player can explore the environment, talk with characters, advance the story, and initiate event games.<ref name=ps1manual/>{{rp|15}} Event games are short [[minigame]]s that use special control functions and are often tied to the story.<ref name=ps1manual/>{{rp|18}} While in field mode, the player can also find shops and inns. Shops allow the player to buy and sell items that can aid Cloud and his party, such as weapons, armor, and accessories. Inns restore the [[Health (gaming)|hit points]] and [[Magic (gaming)|mana points]] of characters who rest at them and cure abnormalities contracted during battles.<ref name=ps1manual/>{{rp|17}}


[[Image:FFVIIbattleexample.png|thumb|A battle scene with Cloud, Barret, and Tifa facing a dragon. In this given moment, the player must choose a command for Cloud to perform.|alt=In a cavern, three people face a dragon. Along the bottom is a blue display showing each character's health, magic energy, and waiting time before their turn in battle.]]
Like previous installments of the ''Final Fantasy'' series, ''Final Fantasy VII'' consists of three basic gameplay modes: an [[overworld]] map, town and [[dungeon crawl|dungeon]] field maps, and a battle screen. The overworld map is a 3D display, featuring a scaled-down simplified version of the game's [[fictional universe|fictional world]],<ref name="ignreview" /><ref name="travel">{{cite book | year=1997 | editor=Square Electronic Arts | title=Final Fantasy VII North American instruction manual | pages=15, 44-46 | publisher=Square Electronic Arts|language=English|id=SCUS-94163}}</ref> which the player navigates to travel between the game's locations. As with the preceding games in the series, the world map can be traversed by foot, by [[chocobo]], by [[Final Fantasy airships#Final Fantasy VII|airship]], or by other means of transportation.<ref name="travel" /> On field maps, the game's 3D [[player character|playable characters]] are directed across realistically-scaled environments, consisting of [[2D computer graphics|2D]] pre-rendered backgrounds that represent locations such as towns or forests.<ref name="ignreview" /> The battle screen is a 3D representation of an area such as a building interior or grassland, in which the player commands the game's characters in battles against [[central processing unit|CPU]]-controlled enemies through a menu-driven interface.<ref name="ignreview" /><ref name="menuinterface">{{cite book | year=1997 | editor=Square Electronic Arts | title=Final Fantasy VII North American instruction manual | pages=20-25 | publisher=Square Electronic Arts | language=English | id=SCUS-94163}}</ref>
At random intervals on the world map and in field mode, and at specific moments in the story, the game will enter the battle screen, which places the player characters on one side and the enemies on the other. It employs an "Active Time Battle" (ATB) system, in which the characters exchange moves until one side is defeated.<ref name="gamespotps1"/><ref name="All Game"/> The damage or healing dealt by either side is quantified on screen. Characters have several statistics that determine their effectiveness in battle; for example, hit points determine how much damage they can take, and magic determines how much damage they can inflict with spells. Each character on the screen has a time gauge; when a character's gauge is full, the player can input a command for them. The commands change as the game progresses, and are dependent on the characters in the player's party and their equipment. Commands include attacking with a weapon, casting magic, using items, summoning monsters, and other actions that either damage the enemy or aid the player characters. ''Final Fantasy VII'' also features powerful, character-specific commands called Limit Breaks, which can be used only after a special gauge is charged by taking enemy attacks. After being attacked, characters can be afflicted by one or more abnormal "[[Status effect|statuses]]", such as poison or paralysis. These statuses and their adverse effects can be removed by special items or abilities or by resting at an inn. Once all enemies are defeated, the battle ends and the player is rewarded with money, items, and [[experience points]]. If the player is defeated, it is [[game over]] and the game must be loaded to the last save point.<ref name=ps1manual/>{{rp|20–27}}


When not in battle, the player can use the menu screen, where they can review each character's status and statistics, use items and abilities, change equipment, save the game when on the world map or at a save point, and manage orbs called Materia. Materia are the main method of customizing characters in ''Final Fantasy VII'', and can be added to equipment to provide characters with new magic spells, monsters to summon, commands, statistical upgrades, and other benefits.<ref>{{cite magazine|title=Final Fantasy VII: The Materia System |magazine=[[Electronic Gaming Monthly]]|issue=93|publisher=[[Ziff Davis]] |date=April 1997|page=69}}</ref> Materia level up through their own experience point system and can be combined to create different effects.<ref name=ps1manual/>{{rp|30–42}}
Initially, the player is restricted to travel within a single city, but as the game continues, more areas become accessible, and the scripted adventure sequences gradually yield more freedom to explore.<ref name="travel" /> Progression through the game's storyline is largely developed by way of scripted sequences, which cannot be skipped, and require frequent player interaction to proceed. At other times, pre-rendered cinematic [[cut scene]]s advance the story.


===Combat===
==Synopsis==
===Setting and characters===
During its [[turn-based strategy|turn-based]] battle sequences, the game uses the same [[Square Enix battle systems#Active Time Battle|Active Time Battle]] (ATB) system designed by [[Hiroyuki Ito]], which began with ''[[Final Fantasy IV]]''. Unlike previous games in the series, which allow 4-5 playable characters to participate in battle, ''Final Fantasy VII'' allows for only three characters to be present in the party at any one time.<ref name="ignreview" />[[Image:FFVIIbattlexample.jpg|thumb|left|A battle in ''Final Fantasy VII'']]
{{Main|Characters of the Final Fantasy VII series}}
''Final Fantasy VII'' takes place on a world referred to in-game as the "Planet" and retroactively named "Gaia".<ref>{{Cite web|title=Interview: Kosei Ito Q&A |url=http://gamez.itmedia.co.jp/games/mobile/2004/ffbc/first/inter.html |language=ja |publisher=ITmedia |date=2004 |accessdate=December 16, 2014 |archiveurl=https://web.archive.org/web/20130703162504/http://gamez.itmedia.co.jp/games/mobile/2004/ffbc/first/inter.html |archivedate=July 3, 2013 |url-status=live}}</ref><ref name="FFVIIhistory"/> The planet's lifeforce, called the Lifestream, is a flow of spiritual energy that gives life to everything on the Planet; its processed form is known as "Mako".<ref name="lifestream">{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | pages=216–217 | language=ja | publisher=Square Enix | isbn=978-4-7575-1520-8}}</ref> On a societal and technological level, the game has been defined as an [[Industrial society|industrial]] or [[Post-industrial society|post-industrial]] [[science fiction]] setting.<ref>{{Cite magazine | date=August 2001 | title=Final Fantasy | magazine=[[Official U.S. PlayStation Magazine]] | issue=47 | page=16 | publisher=[[Ziff Davis]]}}</ref> During ''Final Fantasy VII'', the Shinra Electric Power Company, a world-dominating megacorporation headquartered in the city of Midgar, is draining the Planet's Lifestream for energy, weakening the Planet and threatening its existence and all life.<ref>{{cite journal|author=|date=February 14, 1996|script-title=ja:FFVIIスクウエアPSに参入|journal=[[Dengeki PlayStation]]|issue=17|pages=14–15|publisher=[[ASCII Media Works]]|language=ja}}</ref> Significant factions within the game include [[Characters of the Final Fantasy VII series#AVALANCHE|AVALANCHE]], an eco-terrorist group seeking Shinra's downfall so the Planet can recover;<ref name="FFVIIhistory"/> the [[Characters of the Final Fantasy VII series#The Turks|Turks]], a covert branch of Shinra's security forces;<ref>{{cite magazine |first=Teresa |last=Dun |title=Complete Final Fantasy VII Character Guide |magazine=[[PlayStation: The Official Magazine]] |date=February 2008 |issue=60}}</ref> SOLDIER, an elite Shinra fighting force created by enhancing humans with Mako;<ref>{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | page=217 | language=ja | publisher=Square Enix | isbn=978-4-7575-1520-8}}</ref> and the Cetra, a near-extinct human tribe which maintains a strong connection to the Planet and the Lifestream.<ref name="cetra">{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | page=59 | language=ja | publisher=Square Enix | isbn=978-4-7575-1520-8}}</ref>


The main protagonist is [[Cloud Strife]], an aloof mercenary who claims to be a former 1st Class SOLDIER. Early on, he works with two members of AVALANCHE: [[Barret Wallace]], its brazen but fatherly leader; and [[Tifa Lockhart]], a shy yet nurturing martial artist and his childhood friend. During their journey, they meet [[Aerith Gainsborough]], a carefree flower merchant and one of the last surviving Cetra;<ref name="cetra"/><ref>{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | page=30 | language=ja | publisher=Square Enix | isbn=978-4-7575-1520-8}}</ref> [[Characters of the Final Fantasy VII series#Red XIII|Red XIII]], an intelligent quadruped from a tribe that protects the planet;<ref>{{Cite book |year=2006 |editor=[[SoftBank]] |title=Final Fantasy VII Advent Children: Reunion Files |language=ja, en |publisher=[[Square Enix]] |isbn=978-4-7973-3498-2 |pages=52–53}}</ref> [[Cait Sith (Final Fantasy)|Cait Sith]], a [[fortune-telling]] robotic cat controlled by repentant Shinra staff member [[Characters of the Final Fantasy VII series#Reeve Tuesti|Reeve]];<ref name=ps1manual/><ref>{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | page=57 | language=ja | publisher=Square Enix | isbn=978-4-7575-1520-8}}</ref> and [[Characters of the Final Fantasy VII series#Cid Highwind|Cid Highwind]], a pilot whose dream of being the first human in outer space was unrealized.<ref>{{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=September 7, 1997 |platform=PlayStation|quote='''Shera:''' He pushed the Emergency Engine Shut Down switch, aborting the mission, to save my life. After that, the Space Program was cut back and the launch was canceled.}}</ref> The group can also recruit [[Yuffie Kisaragi]], a young ninja and skilled Materia thief; and [[Vincent Valentine]], a former Turk and victim of Shinra's experiments.<ref>{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | page=46 | language=ja | publisher=Square Enix | isbn=978-4-7575-1520-8}}</ref> The game's main antagonists are [[Characters of the Final Fantasy VII series#Rufus Shinra|Rufus Shinra]], the son of President Shinra and the later leader of the Shinra Corporation;<ref>{{Cite book |year=2005 |editor=Studio BentStuff |title=Final Fantasy VII Ultimania Ω |pages=56, 58 |language=ja |publisher=[[Square Enix]] |isbn=978-4-7575-1520-8}}</ref> [[Sephiroth (Final Fantasy)|Sephiroth]], a former SOLDIER who reappears several years after being presumed dead;<ref name=ps1manual/> and Jenova, a hostile extraterrestrial life-form who the Cetra imprisoned 2,000 years ago and who Sephiroth was created from.<ref name="SephOrigin">{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | page=198 | language=ja | publisher=Square Enix | isbn=978-4-7575-1520-8}}</ref><ref>{{Cite book |year=2005 |editor=Studio BentStuff |title=Final Fantasy VII Ultimania Ω |pages=210–215 |language=ja |publisher=[[Square Enix]] |isbn=978-4-7575-1520-8}}</ref><ref>{{cite video game |title=Final Fantasy VII |developer=[[Square (video game company)|Square]] |publisher=SCE America |date=September 7, 1997 |platform=[[PlayStation (console)|PlayStation]]|quote='''Ifalna:''' A small number of the surviving Cetra defeated Jenova, and confined it.}}</ref> A key character in Cloud's backstory is [[Zack Fair]], a member of SOLDIER and Aerith's first love.<ref name="FamVIIanniversaryB"/>
''Final Fantasy VII''<nowiki>'</nowiki>s [[Statistic (role-playing games)#Skills|skill system]] is built around the use of [[materia]], magical orbs that are placed in special slots on weapons and armor, allowing characters access to [[Final Fantasy magic|magic spells]], summons, and special abilities. In addition to their individual traits, materia can be used together in a fixed number of ways to enhance their effects or produce other abilities.<ref name="materiause">{{cite book | year=1997 | editor=Square Electronic Arts | title=Final Fantasy VII North American instruction manual | pages=35 | publisher=Square Electronic Arts | language=English | id=SCUS-94163}}</ref><ref name="materiause2">{{cite book | author=Cassady, David | year=1997 | title=Official Final Fantasy VII Strategy Guide | pages=5-7 | publisher=Brady Publishing | language=English | id=ISBN 1-56686-714-2}}</ref>


===Plot===
A modified form of ''[[Final Fantasy VI]]'''s [[Limit Breaks#Final Fantasy VI|Desperation Attack]]s appears here as the [[Limit Break#Final Fantasy VII|Limit Break]].<ref name="Khosla">{{cite web | author=Khosla, Sheila | year=2003 | title=Tetsuya Nomura 20s | url=http://flaregamer.com/b2article.php?p=81&more=1 | work=[http://flaregamer.com FLAREgamer]|accessmonthday=April 13 |accessyear=2006}}</ref> Every playable character has a [[life bar]] that gradually fills up when they suffer damage in battle. When the bar is completely filled, the character is able to access his or her Limit Break, a special attack which generally inflicts significantly more damage on an enemy than normal attacks, or otherwise aids the party in battle.<ref name="ignreview" /><ref name="menuinterface" /> Character designer and battle director [[Tetsuya Nomura]] implemented this advanced form of Desperation Attacks in response to the low probability of their occurrence in ''Final Fantasy VI'', where they would randomly become available as an attack substitution only when a character's [[hit point]]s (a numerically-based life bar) were low.<ref name="Khosla" />
AVALANCHE destroys a Shinra Mako reactor in Midgar, but an attack on another reactor goes wrong and Cloud falls into the city's slums. There, he meets Aerith and protects her from Shinra.<ref>{{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=September 7, 1997 |platform=PlayStation|quote='''Aerith:''' You okay? This is a church in the Sector 5 slums. [You] suddenly fell on top of me. You really gave me quite a scare. / '''Cloud:''' ......I came crashing down? / '''Aerith:''' The roof and the flower bed must have broken your fall. You're lucky.}}</ref><ref>{{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=September 7, 1997 |platform=PlayStation|quote='''Aerith:''' Say, Cloud. Have you ever been a bodyguard? You DO do everything, right? / '''Cloud:''' Yeah, that's right. / '''Aerith:''' Then, get me out of here.}}</ref> Meanwhile, Shinra finds AVALANCHE's base of operations and intentionally collapses part of the upper city level in retaliation for the Mako reactor being destroyed, killing many AVALANCHE members and innocent bystanders as [[collateral damage]].<ref>{{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=September 7, 1997 |platform=PlayStation|quote='''Don Corneo:''' Shinra's trying to crush a small rebel group called AVALANCHE, and want to infiltrate their hideout. And they're really going to crush them...literally. By breaking the support holding up the plate above them. / '''Tifa:''' Break the support!? / '''Don Corneo:''' You know what's going to happen? The plate'll go PING and everything's gonna go BAMMM!! I heard their hideout's in the Sector 7 Slums...}}</ref> Aerith is also captured since Shinra believes that as a Cetra, she can potentially reveal the "Promised Land", which they believe is overflowing with Lifestream energy they can exploit.<ref>{{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=September 7, 1997 |platform=PlayStation|quote='''Cloud:''' Why is Shinra after Aerith? / '''Elmyra:''' Aerith is an Ancient Cetra. The sole survivor.}}</ref><ref>{{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=September 7, 1997 |platform=PlayStation|quote='''President Shinra:''' She's the last surviving Ancient... Don't you know? They called themselves the Cetra and lived thousands of years ago. Now they are just a forgotten page in history. / '''Red XIII:''' Cetra... That girl, is she a survivor of the Cetra? / '''President Shinra:''' Cetra, or the Ancients will show us the way to the 'Promised Land'. I'm expecting a lot out of her. / '''Red XIII:''' The Promised Land? Isn't that just a legend? / '''President Shinra:''' Even so, it's just too appealing to not to pursue. It's been said the Promised Land is very fertile. ...If the land is fertile... / '''Barret:''' Then there's gotta be Mako! / '''President Shinra:''' Exactly. That is why our money-sucking Mako Reactor is a necessity. The abundant Mako will just come out on its own.}}</ref> Cloud, Barret, and Tifa rescue Aerith, and during their escape from Midgar, discover that Sephiroth murdered President Shinra despite being presumed dead five years earlier.<ref>{{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=September 7, 1997 |platform=PlayStation|quote='''Cloud:''' ...Did it get away? Jenova...? / '''Red XIII:''' Jenova Specimen... Looks like it went to the upper floor using that elevator for the specimens.}}</ref> The party pursues Sephiroth across the Planet, with now-President Rufus on their trail; they are soon joined by the rest of the playable characters.


At a Cetra temple, Sephiroth reveals he intends to use a powerful magical artifact known as "Black Materia" to cast the spell "Meteor", which would have a devastating impact on the Planet. Sephiroth claims he will absorb the Lifestream as it attempts to heal the wound caused by Meteor, and become a god-like being in the process.<ref>{{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=September 7, 1997 |platform=PlayStation|quote='''Aerith:''' How do you intend to become one with the Planet? / '''Sephiroth:''' It's simple. Once the Planet is hurt, it gathers Spirit Energy to heal the injury. The amount of energy gathered depends on the size of the injury. ...What would happen if there was an injury that threatened the very life of the Planet? Think how much energy would be gathered! Ha ha ha! And at the center of that injury, will be me. All that boundless energy will be mine. By merging with all the energy of the Planet, I will become a new life form, a new existence. Melding with the Planet... I will cease to exist as I am now. Only to be reborn as a "god" to rule over every soul. / '''Aerith:''' An injury powerful enough to destroy the Planet? Injure... the Planet? / '''Sephiroth:''' Behold that mural. The Ultimate Destructive Magic... Meteor.}}</ref> The party retrieves the Black Materia, but Sephiroth manipulates Cloud into surrendering it. Aerith departs alone to stop Sephiroth and follows him to an abandoned Cetra city. While Aerith prays to the Planet for help, Sephiroth attempts to force Cloud to kill her; after this fails, he kills her himself before fleeing, leaving the Black Materia behind.<ref name="jenova">{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | pages=210–215 | language=ja | publisher=Square Enix | isbn=978-4-7575-1520-8}}</ref> The party then learns of Jenova, a hostile alien lifeform who landed on the Planet two thousand years prior to the game's events. Upon arrival on the Planet, Jenova began infecting the Cetra with a virus, and they were nearly wiped out. However, a small group managed to seal away Jenova in a tomb, which Shinra later unearthed. At Nibelheim, Jenova's cells were used in experiments which led to the creation of Sephiroth.<ref name="SephOrigin"/><ref name="jenova"/> Five years before the game's events, Sephiroth and Cloud visited Nibelheim, where Sephiroth learned of his origins and was driven insane as a result. He murdered the townspeople, and then vanished after Cloud confronted him.
Nomura decided to incorporate elaborate [[Final Fantasy magic#Summon Magic|summon spells]] in the game, one of which lasts more than a minute.<ref name="Khosla" /> This idea became popular with ''Final Fantasy'' fans, and they were incorporated into the development of future games in the series.<ref name="Khosla" /> However, critics have described these animations as tedious.<ref name="summons">{{Cite book | year=2001 | editor=Kennedy, Sam & Steinman, Gary | title=Official U.S. PlayStation Magazine August 2001; issue 47 | pages=98 | language=English | publisher=Ziff Davis Media Inc.}}</ref>


At the Northern Crater, the party learns that the "Sephiroths" they have encountered are Jenova clones who the insane Shinra scientist [[Characters of the Final Fantasy VII series#Professor Hojo|Hojo]] created. Cloud confronts the real Sephiroth as he is killing his clones to reunite Jenova's cells, but is again manipulated into giving him the Black Materia. Sephiroth then taunts Cloud by showing another SOLDIER in his place in his memories of Nibelheim, suggesting that Cloud is a failed clone of Sephiroth.<ref>{{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=September 7, 1997 |platform=PlayStation|quote='''Cloud:''' Sephiroth! I know you're listening! I know what you want to say! That I wasn't in Nibelheim five years ago. That's it, isn't it? / '''Sephiroth:''' I see you finally understand. / '''Cloud:''' But, I want to ask you one thing. Why... why are you doing this? / '''Sephiroth:''' Ha, ha, ha...... I want to take you back to your real self. The one who gave me the Black Materia that day... Who would have ever thought a failed experiment would prove so useful? Hojo would die if he knew. / '''Cloud:''' Hojo!? What does he have to do with me!? / '''Sephiroth:''' Five years ago you were... ...constructed by Hojo, piece by piece, right after Nibelheim was burnt. A puppet made up of vibrant Jenova cells, her knowledge, and the power of Mako.}}</ref> Sephiroth summons Meteor and seals the Crater as Cloud falls into the Lifestream and Rufus captures the party.
==Plot==
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After escaping Shinra, the party discovers Cloud at an island hospital in a catatonic state from Mako poisoning, and Tifa decides to stay as his caretaker. When a planetary defense force called Weapon attacks the island, the two fall into the Lifestream,<ref>{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | page=58 | language=ja | publisher=Square Enix | isbn=978-4-7575-1520-8}}</ref> where Tifa helps Cloud reconstruct his memories. Cloud was a mere infantryman who was never accepted into SOLDIER; the SOLDIER in his memories was his friend Zack. At Nibelheim, Cloud ambushed and wounded Sephiroth after the latter's mental breakdown, but Jenova preserved Sephiroth's life. Hojo experimented on Cloud and Zack for four years, injecting them with Jenova's cells and Mako. They managed to escape, but Zack was killed in the process. The trauma of these events triggered an identity crisis in Cloud, and he constructed a false persona based around Zack's stories and his own fantasies.<ref name="jenova"/><ref>{{cite video game |title=Final Fantasy VII |developer=[[Square (video game company)|Square]] |publisher=SCE America |date=September 7, 1997 |platform=[[PlayStation (console)|PlayStation]]|quote='''Cloud:''' I never was in SOLDIER. I made up the stories about what happened to me five years ago, about being in SOLDIER. I left my village looking for glory, but never made it in to SOLDIER...... I was so ashamed of being so weak; then I heard this story from my friend Zack... And I created an illusion of myself made up of what I had seen in my life..... And I continued to play the charade as if it were true.}}</ref> Cloud accepts his past and reunites with the party, who learn that Aerith's prayer to the Planet had been successful: the Planet had attempted to summon Holy to prevent Meteor's impact, but Sephiroth prevented it from having any effect.
STOP! If the first thing that went through your mind when you saw the word "Plot" was to add a spoiler tag, then you have proved to yourself that other people will also realize that "Plot" is synonymous with "spoiler" and thus a spoiler tag is unnecessary.


Shinra fails to destroy Meteor, but manages to defeat a Weapon and puncture the Northern Crater, seemingly killing Rufus and several other personnel. After killing Hojo, who is revealed to be Sephiroth's biological father,<ref name="SephOrigin"/> the party descends to the Planet's core through the opening in the Northern Crater and defeats both Jenova and Sephiroth. The party escapes and Holy is summoned once again, destroying Meteor with help from the Lifestream.<ref>{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | page=591 | language=ja | publisher=Square Enix | isbn=978-4-7575-1520-8}}</ref> Five hundred years later, Red XIII is seen with two cubs looking out over the ruins of Midgar, which are now covered in greenery, showing that the planet has healed.
-->
===Setting===
{{main|List of Final Fantasy VII locations}}
The game's setting follows in the footsteps of ''Final Fantasy VI'' by presenting a world with considerably more advanced technology than the first five games in the series. Overall, the game's technology and society approximates that of modern or near-future [[science fiction]].<ref name="scifisetting">{{cite web | author=Square Enix North America site staff | year=2001 | title=Behind The Game The Creators | url=http://www.square-enix-usa.com/games/FFX/btg/creators.html#1 | work=[http://www.square-enix.com/na/ Square Enix North America] | accessmonthday=April 12 | accessyear=2006}}</ref><ref name="scifi">{{Cite book | year=2001 | editor=Editors of Official U.S. PlayStation Magazine | title=Official U.S. PlayStation Magazine August 2001; issue 47 | pages=16 | language=English | publisher=Ziff Davis Media Inc.}}</ref> The world of ''Final Fantasy VII'', named "Gaia",<ref name="gaia">{{cite web | author=Choudhury, Rahul | year=2004 | title=E3: Final Fantasy VII Advent Children handout scan | url=http://square-haven.com/news/?id=0752&addcomment=1 | work=[http://square-haven.com/ SquareHaven.com]|accessmonthday=August 11 |accessyear=2006}} See scan of the pamphlet mentioned [[:Image:ACE3pamphlet.JPG|here]].</ref> is comprised of three land masses. The [[List of Final Fantasy VII locations#Eastern continent|eastern continent]] features the city of [[Midgar]], an industrial [[metropolis]] that serves as the headquarters of the [[Shinra|Shinra Electric Power Company]], a ruthless megacorporation that operates as the ''[[de facto]]'' [[world government]]. Shinra's major military base, Junon, is also located on the continent, along with a chocobo ranch and several small towns.


==Development==
The [[List of Final Fantasy VII locations#Western continent|western continent]] features most of the playable areas, which include an amusement park, a seaside resort, and a settlement constructed on a plateau called "Cosmo Canyon". The tribe inhabiting the canyon places a strong emphasis on living in harmony with nature and dedicates great consideration to its well-being.<ref name="cosmo">{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | pages=217 | language=Japanese|publisher=Square Enix|id=ISBN 4-7575-1520-0}}</ref> Their settlement features an [[observatory]] and serves as a research facility for those who wish to participate in a philosophy known as "the Study of Planet Life", an environmentally conscious way of life that encourages utmost deference for nature, and teaches that the planet has a life of its own.<ref name="cosmo" /> The [[List of Final Fantasy VII locations#Northern continent|northernmost continent]] is a heavily [[glacier|glaciated]] wasteland covered in snow and ice, with its few settlements largely concerned with excavation or research. It does, however, feature a ski resort. There are also underwater locations accessible via submarine.
{{multiple image
| align = right
| footer = Producer [[Hironobu Sakaguchi]] and director [[Yoshinori Kitase]], who together helped create the story and gameplay concepts for ''Final Fantasy VII''.
| image1 = Hironobu Sakaguchi - Tokyo Game Show 2006.jpg
| alt1 = A 43-year-old Japanese man with neck-length black haired, speaking into a microphone and facing slightly to the camera's right.
| image2 = Square-enix dissidia yoshinori-kitase.jpg
| alt2 = A 42-year-old Japanese man with trimmed black hair, smiling directly at the camera.
| perrow = 2
| total_width = 360
}}
Initial concept talks for ''Final Fantasy VII'' began in 1994 at [[Square (video game company)|Square]] studio, following the completion of ''[[Final Fantasy VI]]''. As with the previous installment, series creator [[Hironobu Sakaguchi]] reduced his role to producer and granted others a more active role in development: these included [[Yoshinori Kitase]], one of the directors of ''FFVI''. The next installment was planned as a [[2D computer graphics|2D game]] for [[Nintendo]]'s [[Super Nintendo Entertainment System]] (Super NES). After creating an early 2D prototype of it, the team postponed development to help finish ''[[Chrono Trigger]]''.<ref name="PolygonRetro"/> Once ''Chrono Trigger'' was completed, the team resumed discussions for ''Final Fantasy VII'' in 1995.<ref name="PolygonRetro"/><ref name="EdgeMaking">{{Cite magazine | date = May 2003 | title= The Making Of: Final Fantasy VII | url = http://www.next-gen.biz/features/making-final-fantasy-vii | archiveurl = https://web.archive.org/web/20120509211345/http://www.edge-online.com/features/making-final-fantasy-vii | archivedate = May 9, 2012 | url-status=dead | magazine = [[Edge (magazine)|Edge]] | issue = 123 | pages=108–113 | publisher=[[Future plc]]}}</ref>


The team discussed continuing the 2D strategy, which would have been the safe and immediate path just prior to the imminent industry shift toward [[3D computer graphics|3D gaming]]; such a change would require radical new development models.<ref name="PolygonRetro"/> The team decided to take the riskier option and make a 3D game on new generation hardware but had yet to choose between the [[ROM cartridge|cartridge]]-based [[Nintendo 64]] or the [[CD-ROM]]-based [[PlayStation (console)|PlayStation]] from [[Sony Computer Entertainment]].<ref name="PolygonRetro"/> The team also considered the [[Sega Saturn]] console and [[Microsoft Windows]].<ref>{{cite magazine|date=May 1996|title=Final Fantasy VII|magazine=Computer and Video Games|issue=174|pages=106–111|publisher=[[Future plc]]}}</ref> Their decision was influenced by two factors: a highly successful tech demo based on ''Final Fantasy VI'' using the new [[Softimage 3D]] software, and the escalating price of cartridge-based games, which was limiting Square's audience.<ref name="PolygonRetro"/><ref name="VIIinterviews">{{cite web|author=blackoak|url=http://shmuplations.com/ff7/|title=Final Fantasy VII – 1997 Developer Interviews|website=Shmuplations|accessdate=January 13, 2016|archiveurl=https://web.archive.org/web/20160923162806/http://shmuplations.com/ff7/|archivedate=September 23, 2016|url-status=live}}</ref><ref name="levelmagazine"/> Tests were made for a Nintendo 64 version, which would use the planned [[64DD]] peripheral despite the lack of 64DD development kits and the prototype device's changing hardware specifications. This version was discarded during early testing, as the 2000 polygons needed to render the Behemoth monster placed excessive strain on the Nintendo 64 hardware, causing a low [[frame rate]].<ref name="PolygonRetro"/> It would have required an estimated thirty 64DD discs to run ''Final Fantasy VII'' properly with the data compression methods of the day.<ref name="EGM82"/> Faced with both technical and economic issues on Nintendo's current hardware, and impressed by the increased storage capacity of CD-ROM when compared to the Nintendo 64 cartridge, Square shifted development of ''Final Fantasy VII'', and all other planned projects, onto the PlayStation.<ref name="PolygonRetro"/>
The Shinra Company began as a small weapons research and development corporation, but within one generation achieved global political dominance due to their discovery of [[Materia#Mako|mako energy]],<ref name="mako">{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | pages=56, 216-217 | language=Japanese|publisher=Square Enix|id=ISBN 4-7575-1520-0}}</ref> a power source derived from a green ethereal substance that forms within the planet's [[planetary core|core]]. Siphoning this substance from the planet via facilities called "mako reactors", the company soon discovered that it could be used both to provide [[electric power|electricity]] and to create small orbs called "materia" that would grant humans magical powers.<ref name="mako" /> Moreover, they learned that if infused directly into the bodies of strong and healthy individuals, the energy would provide permanent [[superhuman]] abilities. Quickly establishing a monopoly on the development of mako energy and the production of materia, Shinra manufactured a line of superhuman warriors called "SOLDIER". Dispatching this army, the company brought a rapid end to a worldwide conflict that had lasted several years. In the postwar society that followed, daily dependence on mako and materia allowed Shinra to quickly establish worldwide rule.<ref name="mako" />


In contrast to the visuals and audio, the overall gameplay system remained mostly unchanged from ''[[Final Fantasy V]]'' and ''VI'', but with an emphasis on player control.<ref name="VHSvii"/> The initial decision was for battles to feature shifting camera angles. Battle arenas had a lower polygon count than field areas, which made creating distinctive features more difficult.<ref name="VIIinterviews"/> The summon sequences benefited strongly from the switch to the cinematic style, as the team had struggled to portray their scale using 2D graphics.<ref name="CGVsakaguchi"/> In his role as producer, Sakaguchi placed much of his effort into developing the battle system.<ref name="FamVIIanniversaryB"/> He proposed the Materia system as a way to provide more character customization than previous ''Final Fantasy'' games: battles no longer revolved around characters with innate skills and roles in battle, as Materia could be reconfigured between battles.<ref name="VIIinterviews"/> Artist [[Tetsuya Nomura]] also contributed to the gameplay; he designed the Limit Break system as an evolution of the Desperation Attacks used in ''Final Fantasy VI''. The Limit Breaks served a purpose in gameplay while also evoking each character's personality in battle.<ref name="FamVIIanniversaryB">{{cite magazine|date=May 10, 2012|script-title=ja:「ファイナルファンタジー」25周年 — ファイナルファンタジーVII|magazine=[[Famitsu]]|issue=1224|publisher=[[Enterbrain]]}}</ref><ref name="VIIinterviews"/>
[[Image:Midgartechdemoshot.JPG|right|thumb|left|Overhead shot of the city of Midgar]]


Square retained the passion-based game development approach from their earlier projects, but now had the resources and ambition to create the game they wanted. This was because they had extensive capital from their earlier commercial successes, which meant they could focus on quality and scale rather than obsessing over and working around their budget.<ref name="PolygonRetro"/> ''Final Fantasy VII'' was [[List of most expensive video games to develop|at the time one of the most expensive video game projects ever]], costing an estimated {{USD}}40 million, which adjusted for inflation came to $61 million in 2017.<ref name="PolygonRetro"/><ref>{{cite web|title=Essential 50: Final Fantasy VII|work=[[1UP.com]]|publisher=[[Ziff Davis]]|url=http://www.1up.com/features/essential-50-final-fantasy-vii|archiveurl=https://archive.today/20120721091308/http://www.1up.com/features/essential-50-final-fantasy-vii|archivedate=July 21, 2012|accessdate=March 22, 2011}}</ref><ref name="VIIretro">{{cite web|url=http://www.eurogamer.net/articles/2013-06-02-final-fantasy-7-retrospective|title=Final Fantasy 7 retrospective – The game that killed Squaresoft|last=Stanton|first=Rick|work=[[Eurogamer]]|publisher=Gamer Network|date=June 2, 2013|accessdate=May 5, 2016|archiveurl=https://web.archive.org/web/20160326001950/http://www.eurogamer.net/articles/2013-06-02-final-fantasy-7-retrospective|archivedate=March 26, 2016|url-status=live}}</ref> Development of the final version took a staff of between 100 and 150 people just over a year to complete. As video game development teams were usually only 20 people, the game had what was described as the largest development team of any game up to that point.<ref name="PolygonRetro"/><ref name="CGVsakaguchi"/> The development team was split between both Square's Japanese offices and its new American office in Los Angeles; the American team worked primarily on city backgrounds.<ref name="EGM82">{{cite magazine |title=Exclusive Preview! Final Fantasy VII |magazine=[[Electronic Gaming Monthly]] |issue=82 |publisher=[[Ziff Davis]] |date=May 1996 |pages=78–79}}</ref>
Following the establishment of Shinra's control, eight towns in the corporation's vicinity were united as a single city, becoming Midgar.<ref name="towns">'''Jessie:''' The 8 Reactors provide Midgar with electricity. Each town used to have a name, but no one in Midgar remembers them. Instead of names, we refer to them by numbered sectors. {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref> Catering to the upper class, Shinra expressed little concern for the welfare of Midgar's poorer citizens, constructing a seventy-story skyscraper to serve as their headquarters while erecting a massive metal plate over the city for upper-class citizens to live and work upon. In the meantime, the lower half of the city became known as the "slums", with its view of the sky obstructed and its air polluted. Many citizens living in these conditions became malnourished or otherwise unhealthy, but Shinra did little to assist them.<ref name="plate">'''Barret:''' Look... you can see the surface now. This city don't have no day or night. If that plate weren't there... we could see the sky. ... / '''Barret:''' The upper world... a city on a plate... It's 'cuz of that &^#$# 'pizza', that people underneath are sufferin'! And the city below is full of polluted air. {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref>


===Art design===
Shinra's operations began to face opposition, however, from those who believed that the use of mako energy was depleting the spiritual essence of the planet, a massive swell of ethereal matter the Study of Planet Life referred to as the "[[Materia#Lifestream|Lifestream]]". The philosophy explained that this energy wave was not only the life force of the planet, but the source of life for all lifeforms living upon it. Those who followed the lifestyle referred to mako energy as "spirit energy" instead, a term that would fall into disfavor as the populace became increasingly dependent on mako. The Study of Planet Life held that when an organism was conceived, it was given a small amount of the planet's own spirit to live. As the lifeform grew, its accumulated life experiences would allow its spirit energy to grow as well, such that when the organism died, its spiritual energy would return to the planet's core, enriched by its experiences in life, allowing the Lifestream as a whole to grow.<ref name="lifestream">{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | pages=216-217 | language=Japanese | publisher=Square Enix | id=ISBN 4-7575-1520-0}}</ref><ref name="lifestream2">'''Bugenhagen:''' Eventually... all humans die. What happens to them after they die? The body decomposes, and returns to the Planet. That much everyone knows. What about their consciousness, their hearts and their souls? The soul too returns to the Planet. And not only those of humans, but everything on this Planet. In fact, all living things in the universe, are the same. The spirits that return to the Planet, merge with one another and roam the Planet. They roam, converge, and divide, becoming a swell, called the 'Lifestream'. Lifestream.... In other words, a path of energy of the souls roaming the Planet. 'Spirit Energy' is a word that you should never forget. A new life... children are blessed with Spirit energy and are brought into the world. Then, the time comes when they die and once again return to the Planet... {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref> Those who followed the philosophy argued that Shinra's activities were sucking up the life force of the planet and slowly weakening, with the inevitable result being the death of the entire world and all creatures living upon it.<ref name="lifestream" /><ref name="lifestream3">'''Bugenhagen:''' Spirit energy makes all things possible, trees, birds, and humans. Not just living things. But Spirit energy makes it possible for Planets to be Planets. What happens if that Spirit energy were to disappear? ... / '''Cloud:''' If the Spirit energy is lost, our Planet is destroyed... Everyday Mako reactors suck up Spirit energy, diminishing it. Spirit energy gets compressed in the reactors and processed into Mako energy. All living things are being used up and thrown away. In other words, Mako energy will only destroy the Planet... {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref>
[[File:FFVIInomuracastdesigns.JPG|thumb|left|Promotional artwork of the main cast. The main characters were designed by [[Tetsuya Nomura]]; ''Final Fantasy VII'' was his first role as character designer.<ref name="FamVIIanniversaryB"/><ref name="PolygonRetro"/>|alt=Nine people stand in a group against a white background; the group —made up of seven humans and two animal-like beings— wear a variety of clothing and the human characters carry different weapons.]]
The game's art director was [[Yusuke Naora]], who had previously worked as a designer for ''Final Fantasy VI''. With the switch into 3D, Naora realized that he needed to relearn drawing, as 3D visuals require a very different approach than 2D. With the massive scale and scope of the project, Naora was granted a team devoted entirely to the game's visual design. The department's duties included illustration, modeling of 3D characters, texturing, the creation of environments, visual effects, and animation.<ref name="NaoraLecture">{{cite AV media|date=February 26, 2015 |first=Yusuke |last=Naora |author-link=Yusuke Naora |url=http://www.twitch.tv/squareenixpresents/v/3839010 |title=SMU Guildhall: The Visual Evolution of Final Fantasy |medium=Video |accessdate=October 31, 2015 |format=[[Twitch (service)|Twitch]] |publisher=[[Square Enix]] |url-status=live |archiveurl=https://web.archive.org/web/20151031154803/http://www.twitch.tv/squareenixpresents/v/3839010 |archivedate=October 31, 2015}} [http://www.ffworld.com/2015/03/11/yusuke-naora-et-levolution-visuelle-de-final-fantasy/ Transcript in French] {{webarchive|url=https://web.archive.org/web/20170118062029/http://www.ffworld.com/2015/03/11/yusuke-naora-et-levolution-visuelle-de-final-fantasy/ |date=January 18, 2017}}</ref> The Shinra logo, which incorporated a kanji symbol, was drawn by Naora personally.<ref>{{cite web|url=http://andriasang.com/comtqf/ff_type_zero_update/|title=Latest on Final Fantasy Type-0|last=Gantayat |first=Anoop|publisher=Andriasang.com|date=January 31, 2011|accessdate=February 21, 2014|archiveurl=https://web.archive.org/web/20160303193203/http://andriasang.com/comtqf/ff_type_zero_update/|archivedate=March 3, 2016|url-status=dead}}</ref> Promotional artwork, in addition to the logo artwork, was created by [[Yoshitaka Amano]], an artist whose association with the series went back to its inception.<ref name="USGamano">{{cite web|url=http://www.usgamer.net/articles/the-final-fantasist-a-conversation-with-yoshitaka-amano|title=The Final Fantasist: A Conversation With Yoshitaka Amano|last=Parish|first=Jeremy|work=[[Eurogamer|USGamer]]|publisher=Gamer Network|date=May 14, 2016|accessdate=May 10, 2016|archiveurl=https://web.archive.org/web/20160512002508/http://www.usgamer.net/articles/the-final-fantasist-a-conversation-with-yoshitaka-amano|archivedate=May 12, 2016|url-status=live}}</ref> While he had taken a prominent role in earlier entries, Amano was unable to do so for ''Final Fantasy VII'', due to commitments at overseas exhibitions.<ref name="FFVIIhistory">{{cite web|url=http://uk.ign.com/articles/2008/05/01/ign-presents-the-history-of-final-fantasy-vii|title=IGN Presents: The History of Final Fantasy VII|work=[[IGN]]|publisher=[[Ziff Davis]]|last=McLaughlin|first=Rus|date=April 30, 2008|accessdate=September 14, 2008|archiveurl=https://web.archive.org/web/20100311183005/http://retro.ign.com/articles/870/870770p1.html|archivedate=March 11, 2010|url-status=live}}</ref><ref name="USGamano"/> His logo artwork was based on Meteor: when he saw images of Meteor, he was not sure how to turn it into suitable artwork. In the end, he created multiple variations of the image and asked staff to choose which they preferred.<ref>{{cite magazine|url=http://www.gameinformer.com/b/features/archive/2016/04/27/the-art-that-shaped-final-fantasy-thoughts-from-famed-artist-yoshitaka-amano.aspx|title=The Art That Shaped Final Fantasy: Thoughts From Famed Artist Yoshitaka Amano|last=Juba|first=Joe|magazine=[[Game Informer]]|publisher=[[GameStop]]|date=April 27, 2016|accessdate=May 14, 2016|archiveurl=https://web.archive.org/web/20160429121511/http://www.gameinformer.com/b/features/archive/2016/04/27/the-art-that-shaped-final-fantasy-thoughts-from-famed-artist-yoshitaka-amano.aspx|archivedate=April 29, 2016|url-status=live}}</ref> The green coloring represents the predominant lighting in Midgar and the color of the Lifestream, while the blue reflected the ecological themes present in the story. Its coloring directly influenced the general coloring of the game's environments.<ref name="NaoraLecture"/>


Another prominent artist was Nomura. Having impressed Sakaguchi with his proposed ideas, which were handwritten and illustrated rather than simply typed on a PC, Nomura was brought on as main character designer.<ref name="FamVIIanniversaryB"/> Nomura stated that when he was brought on, the main scenario had not been completed, but he "went along like, 'I guess first off you need a hero and a heroine', and from there drew the designs while thinking up details about the characters. After [he'd] done the hero and heroine, [he] carried on drawing by thinking what kind of characters would be interesting to have. When [he] handed over the designs [he'd] tell people the character details [he'd] thought up, or write them down on a separate sheet of paper".<ref name="UOAnniversary">{{cite book |year=2007 |editor=Studio BentStuff |title=Final Fantasy VII 10th Anniversary |pages=8–13 |language=ja |publisher=[[Square Enix]] |isbn=978-4-7575-2560-3}}</ref> Something that could not be carried over from earlier titles was the chibi sprite art, as that would not fit with the new graphical direction. Naora, in his role as an assistant character designer and art director, helped adjust each character's appearance so the actions they performed were believable. When designing Cloud and Sephiroth, Nomura was influenced by his view of their rivalry mirroring the legendary animosity between [[Miyamoto Musashi]] and [[Sasaki Kojirō]], with Cloud and Sephiroth being Musashi and Kojirō respectively. Sephiroth's look was defined as "''kakkoii''", a Japanese term combining good looks with coolness.<ref name="VIIinterviews"/> Several of Nomura's designs evolved substantially during development. Cloud's original design of slicked-back black hair with no spikes was intended to save polygons and contrast with Sephiroth's long, flowing silver hair. However, Nomura feared that such masculinity could prove unpopular with fans, so he redesigned Cloud to feature a shock of spiky, bright blond hair. Vincent's occupation changed from researcher to detective to chemist, and finally to a former Turk with a tragic past.<ref name="FFVIIhistory"/><ref name="FamVIIanniversaryB"/>
One devoted follower to the Study of Planet Life decided that the only way to prevent the world's destruction was to oppose Shinra by violent means, forming an [[eco-terrorism|eco-terrorist]] organization called "[[AVALANCHE]]".<ref name="lifestream" /> The organization began a long [[guerrilla warfare|guerrilla war]] with Shinra, focusing on attacking mako reactors and performing repeated [[assassination]] attempts upon the company's president.<ref name="6years">{{Cite book | year=2006 | editor=Watanabe, Yukari | title=Final Fantasy VII Advent Children - Reunion Files - | pages=96-97 | language=Japanese|publisher=SoftBank|id=ISBN 4-7973-3498-3}}</ref> Though the original incarnation of AVALANCHE was eventually defeated due to the efforts of Shinra's elite [[espionage]] and assassination division, the [[Turks (Final Fantasy VII)|Turks]], a smaller unit bearing the same name and objective, was later established by [[Barret Wallace]], one of the game's main characters.<ref name="lifestream" /><ref name="6years" />


===Characters===
===Scenario===
Sakaguchi was responsible for writing the initial plot, which was quite different from the final version.<ref name="IGNffviii">{{cite web |url=http://uk.ign.com/articles/2007/06/04/ffvii-not-being-remade-nomura |title=FFVII Not Being Remade – Nomura |work=[[IGN]]|publisher=[[Ziff Davis]]|date=June 4, 2007 |accessdate=December 9, 2013|archiveurl=https://web.archive.org/web/20160328074809/http://www.ign.com/articles/2007/06/04/ffvii-not-being-remade-nomura|archivedate=March 28, 2016|url-status=live}}</ref> In this draft for the planned SNES version, the game's setting was envisioned as [[New York City]] in 1999. Similar to the final story, the main characters were part of an organization trying to destroy Mako reactors, but they were pursued by a hot-blooded detective named Joe. The main characters would eventually blow up the city. An early version of the Lifestream concept was present at this stage.<ref name="PolygonRetro"/><ref name="levelmagazine"/><ref name="IGNffviii"/> According to Sakaguchi, his mother had died while ''[[Final Fantasy III]]'' was being developed, and choosing life as a theme helped him cope with her passing in a rational and analytical manner.<ref name="CGVsakaguchi">{{cite journal|date=October 1997 |title=Final Fantasy VII: An Interview With Squaresoft |journal=[[Computer and Video Games]] |issue=191 |pages=53–59 |publisher=[[Future plc]] |url=https://archive.org/stream/Computer_and_Video_Games_Issue_191_1997-10_EMAP_Images_GB#page/n51/mode/2up |url-status=live |archiveurl=https://web.archive.org/web/20160311025933/https://archive.org/stream/Computer_and_Video_Games_Issue_191_1997-10_EMAP_Images_GB |archivedate=March 11, 2016}}</ref> Square eventually used the New York setting in ''[[Parasite Eve (video game)|Parasite Eve]]'' (1998).<ref name="levelmagazine">{{cite journal |title=Yoshinori Kitase interview |issue=25 |journal=LEVEL |language=sv |publisher=Reset Media |date=May 2008}}</ref> While the planned concept was dropped, ''Final Fantasy VII'' still marked a drastic shift in setting from previous entries, dropping the Medieval fantasy elements in favor of a world that was "ambiguously futuristic".<ref name="GTretro"/>
{{main|List of Final Fantasy VII characters}}
[[Image:FFVIInomuracastdesigns.JPG|thumb|right|Tetsuya Nomura's designs of the main characters in ''Final Fantasy VII'']]


[[File:FFVIIsephirothkillsaeris.png|thumb|right|The cutscene of [[Sephiroth (Final Fantasy)|Sephiroth]] killing [[Aerith Gainsborough]]. This key story sequence has been called one of the most "shocking",<ref name="death"/> "cinematic",<ref name=mostcinematic/> and "genre-defining"<ref name= topmoments/> moments in video games.|alt=In an underground environment on top of an ancient altar, a silver-haired man in black clothing has just used his long sword to stab a brown-haired woman in red clothing through the chest and now withdraws it.]]
The nine main playable characters in ''Final Fantasy VII'' are [[Cloud Strife]], an unsociable [[mercenary]] who serves as the game's protagonist and claims to be a former 1<sup>st</sup> Class member of Shinra's SOLDIER unit;<ref name="1stclass">'''Aeris:''' What rank were you? / '''Cloud:''' Rank? / '''Aeris:''' You know, in SOLDIER. / '''Cloud:''' Oh, I was... First Class. {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref> [[Aerith Gainsborough|Aeris Gainsborough]] (named "Aerith" in later ''Final Fantasy VII'' titles and the ''[[Kingdom Hearts (series)|Kingdom Hearts]]'' series), a flower merchant living in the slums of Midgar who has been pursued by Shinra operatives since she was a child;<ref name="aeris">{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | pages=30 | language=Japanese | publisher=Square Enix | id=ISBN 4-7575-1520-0}}</ref><ref name="aeris2">'''Cloud:''' It's amazing how she's avoided the Shinra for all these years... / '''Elmyra:''' The Shinra needed her. So I guess they wouldn't harm her. {{cite video game|title=Final Fantasy VII |developer=Square Co. |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref> [[Tifa Lockhart]], a [[martial arts|martial artist]] and childhood friend of Cloud's with romantic feelings toward him; [[Barret Wallace]], the impatient leader of the second incarnation of the anti-Shinra organization AVALANCHE, who bears a grudge against the corporation for razing his hometown and causing the deaths of his friends and family;<ref name="barret">'''Barret:''' It happened when Dyne and I were out of town for a few days. Corel was burned down by the Shinra troops. All the townspeople........ All my relatives......... Everyone...... Everything...... {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref> [[Red XIII]], a wise [[lion]]-like creature capable of speech who was experimented on by Shinra scientists; [[Yuffie Kisaragi]], the young, bitter princess of Wutai, a nation descended from [[ninja]]s that was defeated by Shinra in a war several years before the events of ''Final Fantasy VII'' began;<ref name="war">'''Elmyra:''' Oh... it must have been 15 years ago... ...during the war. My husband was sent to the front. Some far away place called Wutai. {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref><ref name="war2">'''Yuffie:''' You scared of the Shinra? Then why don't you fall into line and obey them, just like all of the other towns! Those guys are the ones who are really fighting the Shinra! / '''Godo:''' Shut up! What would you know about this? / '''Yuffie:''' You get beaten once, and then that's it? What happened to the mighty Wutai I used to know? {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref> [[Cid Highwind]], a pilot whose dreams of being the first man in [[outer space]] were crushed when he canceled his rocket's launch to save the life of one of his assistants, leading to the withdrawing of the Shinra Company's funding of a space program;<ref name="cid">'''Cid:''' Well, they came up with a Rocket Engine. There was so much excitement about the thought of going into outer space. Our dreams got bigger and bigger. They put a major budget into it and made prototype after prototype! Finally, they completed Shinra No. 26. They chose the best pilot in Shinra-- no, in the world-- me. I mean, come on. And finally we get to the day of the launch. Everything was goin' well... But, because of that dumb-ass Shera, the launch got messed up. That's why they became so anal! And so, Shinra nixed their outer space exploration plans. After they told me how the future was Space Exploration and got my damn hopes up... DAMN THEM! Then, it was all over once they found out Mako energy was profitable. They didn't even so much as look at space exploration. Money, moola, dinero! My dream was just a financial number for them! {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref><ref name="cid2">'''Shera:''' He pushed the Emergency Engine Shut Down switch, aborting the mission, to save my life. After that, the Space Program was cut back and the launch was canceled. {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref> [[Cait Sith (Final Fantasy VII)|Cait Sith]], a [[fortune-telling]] [[cat]] who rides a magically animated stuffed [[Races of Final Fantasy#Moogle|moogle]] doll;<ref name="caitsith&vincent">{{cite book | year=1997 | editor=Square Electronic Arts | title=Final Fantasy VII North American instruction manual | pages=11 | publisher=Square Electronic Arts|language=English|id=SCUS-94163}}</ref> and [[Vincent Valentine]], a former member of Shinra's Turks unit who was killed and brought back to life as an [[immortality|immortal]] through experimental anatomic reconstruction.<ref name="vincent">{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | pages=46 | language=Japanese | publisher=Square Enix | id=ISBN 4-7575-1520-0}}</ref><ref name="vincent2">{{cite book | year=1999 | editor=Square Electronic Arts | title=Ehrgeiz instruction manual | pages=20 | publisher=Square Electronic Arts | language=English | id=SLUS-00809}}</ref><ref name="vincent3">{{cite web | author=Final Fantasy Insider site staff | year=2005 | title=Final Fantasy VII Advent Children Interview - Conducted by GanGan | url=http://www.ffinsider.net/ff7ac/interview3.php | work=[http://www.ffinsider.net/ Final Fantasy Insider] | accessmonthday=August 10 | accessyear=2006}}</ref>
When Kitase was put in charge of ''Final Fantasy VII'', he and Nomura reworked the entire initial plot. Scenario writer [[Kazushige Nojima]] joined the team after finishing work on ''[[Bahamut Lagoon]]''.<ref name="FamVIIanniversaryB"/> While ''Final Fantasy VI'' featured an ensemble cast of numerous playable characters that were equally important, the team soon decided to develop a central protagonist for ''FFVII''.<ref name="VIIinterviews"/> The pursuit of Sephiroth that formed most of the main narrative was suggested by Nomura, as nothing similar had been done in the series before.<ref name="FamVIIanniversaryB"/> Kitase and Nojima conceived AVALANCHE and Shinra as opposing organizations and created Cloud's backstory as well as his relationship to Sephiroth.<ref name="IGNffviii"/> Among Nojima's biggest contributions to the plot were Cloud's memories and split personality; this included the eventual conclusion involving his newly created character of Zack.<ref name="FamVIIanniversaryB"/> The crew helped Kitase adjust the specifics of Sakaguchi's original Lifestream concept.<ref name="IGNffviii"/>


Regarding the overall theme of the game, Sakaguchi said it was "not enough to make 'life' the theme, you need to depict living and dying. In any event, you need to portray death".<ref name="gamemaestro">{{cite book |date=May 18, 2001|script-title=ja:ゲーム・マエストロ Vol.4 デザイナー/イラストレーター編|trans-title=Game Maestro Vol. 4: Designer/Illustrator Volume|language=ja|publisher=Mainichi Communications|isbn=978-4839903879}}</ref> Consequently, Nomura proposed killing off the heroine.<ref name="FamVIIanniversaryB"/><ref name="gamemaestro"/> Aerith had been the only heroine, but the death of a female protagonist would necessitate a second; this led to the creation of Tifa.<ref>{{cite book |date=July 31, 2000|script-title=ja:ファイナルファンタジーVII 解体真書 ザ・コンプリート|trans-title=Final Fantasy VII: Book of Deconstructions – The Complete|page=33|language=ja|publisher=Aspect|isbn=978-4-7577-0098-7}}</ref> The developers decided to kill Aerith, as her death would be the most devastating and consequential.<ref name="FamVIIanniversaryB"/><ref name="gamemaestro"/> Kitase wanted to depict it as very sudden and unexpected, leaving "not a dramatic feeling but great emptiness", "feelings of reality and not [[Cinema of the United States|Hollywood]]".<ref name="EdgeMaking"/> The script for the scene was written by Nojima. Kitase and Nojima then planned that most of the main cast would die shortly before the final battle; Nomura vetoed the idea because he felt it would undermine the impact of Aerith's death.<ref name="PolygonRetro"/> Several character relations and statuses underwent changes during development. Aerith was to be Sephiroth's sister, which influenced the design of her hair. The team then made Sephiroth a previous love interest of hers to deepen her backstory, but later swapped him with Zack.<ref name="UOAnniversary"/><ref name="FamVIIanniversary"/> Vincent and Yuffie were to be part of the main narrative, but due to time constraints, they were nearly cut and eventually relegated to being optional characters.<ref name="UOAnniversary"/>
All of the game's main characters have had significant ties to the Shinra Company in their past, and all harbor disapproval or outright hatred for the corporation and its activities. Although the antagonists for the first portion of the game are the [[List of Final Fantasy VII characters#Executives|Shinra executives]], a mysterious man named "[[Sephiroth (Final Fantasy VII)|Sephiroth]]" — once hailed as the greatest SOLDIER — reappears several years after disappearing in a battle in which he was concluded to have died.<ref name="sephiroth">{{cite book | year=1997 | editor=Square Electronic Arts | title=Final Fantasy VII North American instruction manual | pages=10 | publisher=Square Electronic Arts | language=English | id=SCUS-94163}}</ref><ref name="sephiroth2">'''Aeris:''' What happened to Sephiroth? / '''Cloud:''' In terms of skill, I couldn't have killed him. / '''Tifa:''' Official records state Sephiroth is dead. I read it in the newspaper. {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref> He is soon revealed to be the most immediate threat to the planet, prompting both AVALANCHE and the Shinra Company to take up the position of defending it, though their methods differ significantly.<ref name="defendingtheplanet">{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | pages=58 | language=Japanese | publisher=Square Enix | id=ISBN 4-7575-1520-0}}</ref>


Nojima was charged with writing the scenario and unifying the team's ideas into a cohesive narrative, as Kitase was impressed with his earlier work on the [[Mystery fiction|mystery-like]] ''Heracles no Eikō III: Kamigami no Chinmoku'', an entry in the ''[[Glory of Heracles (series)|Glory of Heracles]]'' series.<ref name="FamVIIanniversaryB"/> To make the characters more realistic, Nojima wrote scenes in which they would occasionally argue and raise objections: while this inevitably slowed down the pace of the story, it added depth to the characters. The graphical improvements allowed even relatively bland lines of dialogue to be enhanced with reactions and poses from the 3D character models.<ref name="CGVsakaguchi"/> Voice acting would have led to significant load times, so it was omitted.<ref>{{cite magazine|last=|first= |title=An Interview with Hironobu Sakguchi |magazine=[[Next Generation (magazine)|Next Generation]]|issue=22 |publisher=[[Imagine Media]] |date=October 1996|page=84}}</ref> [[Masato Kato]] wrote several late-game scenes, including the Lifestream sequence and Cloud and Tifa's conversation before the final battle. Initially unaffiliated with the project, Kato was called on to help flesh out less important story scenes. He wrote his scenes to his own tastes without outside consultation, something he later regretted.<ref>{{cite web|url=http://mitsuda.cocoebiz.com/friends/kato.html |archiveurl=https://web.archive.org/web/20110612080900/http://mitsuda.cocoebiz.com/friends/kato.html |archivedate=June 12, 2011 |title=My Friends: Masato Kato |author=Mitsuda, Yasunori |date=November 1999 |work=Our Millennial Fair |publisher=Procyon Studio |accessdate=December 29, 2010 |authorlink=Yasunori Mitsuda |url-status=dead}}</ref>
The game's character designer, Tetsuya Nomura, has expressed feeling that ''Final Fantasy VII'' was hindered by graphical limitations, and that his designs were, consequently, very plain in comparison to his "true" style.<ref name="Khosla" /> However, he was able to find other means of expressing some of his ideas. Cloud's original character design called for slicked-back black hair with no spikes, intended to serve as a contrast to Sephiroth's long, flowing silver hair. To give Cloud a unique feature that would emphasize his role in the game as the main character, Nomura changed the design to feature Cloud's now trademark shock of spiky, bright blond hair.<ref name="Khosla" /> For Tifa's design, Nomura has admitted to facing a difficult decision in choosing to give her a miniskirt or pants. With input from other members of the game's development staff, he eventually selected a dark miniskirt, contrasted by Aeris' long, pink dress.<ref name="Khosla" />


===Graphics===
Vincent Valentine's character developed from horror researcher to detective, then to chemist, and finally to the figure of a former Turk with a tragic past. It has been explained that his crimson mantle was added to symbolize the idea of carrying a heavy weight on his shoulders associated with death. Nomura has indicated that Cid Highwind's fighting style resembles that of a [[Final Fantasy character classes#Dragoon|Dragon Knight]], a [[character class]] so chosen because his last name is the same as that of two previous Dragon Knights featured in the ''Final Fantasy'' series, [[List of Final Fantasy II characters#Ricard Highwind|Ricard Highwind]] of ''[[Final Fantasy II]]'' and [[Kain Highwind]] of ''[[Final Fantasy IV]]''.<ref name="Khosla" />
With the shift from the SNES to the next generation consoles, ''Final Fantasy VII'' became the first project in the series to use [[3D computer graphics]].<ref name="EdgeMaking"/> Developers initially considered overlaying 2D sprites on 3D backgrounds but decided to forgo pixel art entirely in favor of polygonal models.<ref>{{cite web|url=http://kotaku.com/things-are-much-different-for-the-creator-of-final-fant-1629514442|title=Things Are Very Different For The Creator Of Final Fantasy|last=Schreier|first=Jason|work=[[Kotaku]]|publisher=Gakwer Media|date=September 2, 2014|accessdate=January 13, 2016|archiveurl=https://web.archive.org/web/20160824131428/http://kotaku.com/things-are-much-different-for-the-creator-of-final-fant-1629514442|archivedate=August 24, 2016|url-status=live}}</ref> Aside from the story, ''Final Fantasy VI'' had many details undecided when development began; most design elements were hashed out along the way. In contrast, with ''Final Fantasy VII'', the developers knew from the outset it was going to be "a real 3D game", so from the earliest planning stage, detailed designs were in existence. The script was also finalized, and the image for the graphics had been fleshed out. This meant that when actual development work began, storyboards for the game were already in place.<ref name="VIIinterviews"/> The shift from cartridge ROM to CD-ROM posed some problems: according to lead programmer Ken Narita, the CD-ROM had a slower access speed, delaying some actions during the game, so the team needed to overcome this issue.<ref name="CGVsakaguchi"/> Certain tricks were used to conceal load times, such as offering animations to keep players from getting bored.<ref name="EdgeMaking"/> When it was decided to use 3D graphics, there was a discussion among the staff whether to use sprite-based character models or 3D polygonal models. While sprites proved more popular with the staff, the polygon models were chosen as they could better express emotion. This decision was influenced by the team's exposure to the 3D character models used in ''[[Alone in the Dark (1992 video game)|Alone in the Dark]]''. Sakaguchi decided to use deformed models for field navigation and real-time event scenes, for better expression of emotion, while realistically proportioned models would be used in battles.<ref name="FamVIIanniversary">{{cite web|url=http://andriasang.com/con11g/ffvii15/|title=Nomura, Kitase and Nojima Discuss Final Fantasy VII's Development|last=Gantayat|first=Anoop|publisher=Andriasang.com|date=May 16, 2012|accessdate=January 13, 2016|archiveurl=https://web.archive.org/web/20160313202219/http://andriasang.com/con11g/ffvii15/|archivedate=March 13, 2016|url-status=live}}</ref> The team purchased Silicon Graphics [[SGI Onyx|Onyx]] supercomputers and related workstations, and accompanying software including Softimage 3D, [[PowerAnimator]], and [[N-World]] for an estimated total of $21 million. Many team members had never seen the technology before.<ref name="PolygonRetro"/>


[[File:FF7 background.gif|thumb|left|The pre-rendered backgrounds, such as this scene in Midgar, provided the developers with a choice of camera angle, giving a more cinematic experience.|alt=An internal industrial environment, with metal walls, girders and a pipework dominating the scene—a track is visible far below, and steam escapes rhythmically from two points within the area.]]
Due to their popularity, several characters from the game have made [[cameo appearance]]s in other Square Enix titles, most notably the [[fighting game]] ''[[Ehrgeiz]]'' and the popular ''[[Kingdom Hearts (series)|Kingdom Hearts]]'' video game series. Sephiroth remains one of the most popular villains in video game history, unanimously voted #1 by the staff of [[video game journalism|gaming publication]] ''[[Electronic Gaming Monthly]]'' in their "Top 10 [[boss (video games)|Video Game Bosses]]" list in October 2005.<ref name="sephboss1">{{Cite book | year=2005 | editor=Editors of EGM magazine | title=Electronic Gaming Monthly October, 2005 | pages=72-73 | language=English | publisher=Ziff Davis Media}}</ref> During spring of the same year, the character won [[GameFAQs]]' best villain contest.<ref name="gamefaqs">{{cite web | author=GameFAQs Site Staff | year=2005 | title=GameFAQs - Spring 2005: Got Villains? | url=http://www.gamefaqs.com/features/contest/spr05 | work=[http://www.gamefaqs.com/ GameFAQs] | accessmonthday=January 3 | accessyear=2007}}</ref>
The transition from 2D graphics to 3D environments overlaid on pre-rendered backgrounds was accompanied by a focus on a more realistic presentation.<ref name="EdgeMaking"/> In previous entries, the sizes for characters and environments were fixed, and the player saw things from a scrolling perspective. This changed with ''Final Fantasy VII''; environments shifted with camera angles, and character model sizes shifted depending on both their place in the environment and their distance from the camera, giving a sense of scale.<ref name="VIIinterviews"/><ref name="CGVsakaguchi"/> The choice of this highly cinematic style of storytelling, contrasting directly with Square's previous games, was attributed to Kitase, who was a fan of films and had an interest in the parallels between film and video game narrative.<ref name="PolygonRetro"/> Character movement during in-game events was done by the character designers in the planning group. While designers normally cooperate with a motion specialist for such animations, the designers taught themselves motion work, resulting in each character's movements differing depending on their creators—some designers liked exaggerated movements, while others went for subtlety. Much of the time was spent on each character's day-to-day, routine animations. Motion specialists were brought in for the game's battle animations. The first characters the team worked with were Cloud and Barret.<ref name="VIIinterviews"/> Some of the real-time effects, such as an explosion near the opening, were hand-drawn rather than computer-animated.<ref name="NaoraLecture"/>


The main creative force behind the overall 3D presentation was Kazuyuki Hashimoto, the general supervisor for these sequences. Being experienced in the new technology the team had brought on board, he accepted the post at Square as the team aligned with his own creative spirit. One of the major events in development was when the real-time graphics were synchronized to computer-generated [[full motion video]] (FMV) cutscenes for some story sequences, notably an early sequence where a real-time model of Cloud jumps onto an FMV-rendered moving train.<ref name="PolygonRetro"/> The backgrounds were created by overlaying two 2D graphic layers and changing the motion speed of each to simulate depth perception. While this was not a new technique, the increased power of the PlayStation enabled a more elaborate version of this effect.<ref name="CGVsakaguchi"/> The biggest issue with the 3D graphics was the large memory storage gap between the development hardware and the console: while the early 3D tech demo had been developed on a machine with over 400 megabytes of total memory, the PlayStation only had two megabytes of system memory and 500 kilobytes for texture memory. The team needed to figure out how to shrink the amount of data while preserving the desired effects. This was aided with reluctant help from Sony, who had hoped to keep Square's direct involvement limited to a standard API package, but they eventually relented and allowed the team direct access to the hardware specifications.<ref name="PolygonRetro"/>
===Story===
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''Final Fantasy VII'' features two types of cutscenes: real-time cutscenes featuring polygon models on pre-rendered backgrounds, and FMV cutscenes.<ref name="CGVsakaguchi"/> The game's [[computer-generated imagery]] (CGI) FMVs were produced by [[Visual Works]], a then-new subsidiary of Square that specialized in computer graphics and FMVs creation. Visual Works had created the initial movie concept for a 3D game project.<ref name="FFVIIhistory"/> The FMVs were created by an international team, covering both Japan and North America and involving talent from the gaming and film industry; Western contributors included artists and staff who had worked on the ''[[Star Wars]]'' film series, ''[[Jurassic Park (film)|Jurassic Park]]'', ''[[Terminator 2: Judgment Day]]'', and ''[[True Lies]]''.<ref>{{cite magazine|date=April 1994 |title=You Should Know This Game: Final Fantasy VII |magazine=Computer and Video Games |issue=185 |page=88 |publisher=[[Future plc]] |url=https://archive.org/stream/Computer_and_Video_Games_Issue_185_1997-04_EMAP_Images_GB#page/n87/mode/2up |url-status=live |archiveurl=https://web.archive.org/web/20160317043635/https://archive.org/stream/Computer_and_Video_Games_Issue_185_1997-04_EMAP_Images_GB |archivedate=March 17, 2016}}</ref> The team tried to create additional optional CGI content which would bring optional characters Vincent and Yuffie into the ending. As this would have further increased the number of discs the game needed, the idea was discarded.<ref>{{cite book |date=July 31, 2000|script-title=ja:ファイナルファンタジーVII 解体真書 ザ・コンプリート|trans-title=Final Fantasy VII: Book of Deconstructions – The Complete|page=215|language=ja|publisher=Aspect|isbn=978-4-7577-0098-7}}</ref> Kazuyuki Ikumori, a future key figure at Visual Works, helped with the creation of the CGI cutscenes, in addition to general background design.<ref name="IkumoriLecture">{{cite AV media|date=March 20, 2015 |first=Kazuyuki |last=Ikumori |url=http://www.twitch.tv/squareenixpresents/v/3927230 |title=SMU Guildhall: The Cinematic Evolution of Final Fantasy |medium=Video |accessdate=December 6, 2015 |format=[[Twitch (service)|Twitch]] |publisher=[[Square Enix]] |url-status=live |archiveurl=https://web.archive.org/web/20151011224842/http://www.twitch.tv/squareenixpresents/v/3927230 |archivedate=October 11, 2015}} [http://www.ffworld.com/2015/05/24/dans-les-coulisses-de-visual-works-avec-kazuyuki-ikumori/ Transcript in French] {{webarchive|url=https://web.archive.org/web/20170118062032/http://www.ffworld.com/2015/05/24/dans-les-coulisses-de-visual-works-avec-kazuyuki-ikumori/ |date=January 18, 2017}}</ref> The CGI FMV sequences total around 40 minutes of footage, something only possible with the PlayStation's extra memory space and graphical power. This innovation brought with it the added difficulty of ensuring that the inferiority of the in-game graphics in comparison to the FMV sequences was not too obvious. Kitase has described the process of making the in-game environments as detailed as possible to be "a daunting task".<ref name="EdgeMaking"/>
STOP! If the first thing that went through your mind when you saw the word "Story" was to add a spoiler tag, then you have proved to yourself that other people will also realize that "Story" is synonymous with "spoiler" and thus a spoiler tag is unnecessary.


===Music===
-->
{{Main|Music of the Final Fantasy VII series}}
''Final Fantasy VII'' begins as the protagonist, Cloud Strife, joins the anti-Shinra organization, AVALANCHE, in a bombing raid on one of eight mako reactors that surround the city of Midgar. The mako reactor is destroyed and the group makes their way back to their base.<ref name="lifestream" /> En route, Cloud encounters Aeris Gainsborough, a flower merchant. During their next mission, AVALANCHE is trapped by [[List of Final Fantasy VII characters#President Shinra|President Shinra]] and a robotic guard before they can escape the mako reactor that they have rigged to explode. Although they defeat the guard, the reactor's explosion sends Cloud hurtling from the upper levels of Midgar into the slums below. Falling through the roof of a derelict church in Sector 5, he lands on a flower bed unharmed, where he is formally introduced to Aeris.<ref name="secondmeetingwithaeris">'''Aeris:''' You okay? This is a church in the Sector 5 slums. You suddenly fell on top of me. You really gave me quite a scare. / '''Cloud:''' ......I came crashing down? / '''Aeris:''' The roof and the flower bed must have broken your fall. You're lucky. {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref> Cloud agrees to work for Aeris as her bodyguard, an agreement prompted by the arrival of operatives of the Shinra Company's Turks organization, who have been ordered to capture Aeris.<ref name="secondmeetingwithaerith">'''Aeris:''' Say, Cloud. Have you ever been a bodyguard? You DO do everything, right? / '''Cloud:''' Yeah, that's right. / '''Aeris:''' Then, get me out of here. {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref>
[[Image:Nobuo Uematsu.jpg|thumb|upright=0.8|[[Nobuo Uematsu]] composed, arranged, and produced the entire soundtrack for ''Final Fantasy VII''.|alt=A 46-year-old Japanese man smiling directly into the camera. He has black hair going to gray around the temples and a graying mustache.]]
{{listen
| filename = One-Winged_Angel_sample.ogg
| title = "One-Winged Angel"
| description = "One-Winged Angel", the theme used during a part of the final battle against Sephiroth, is recognized by many as one of Uematsu's best works. The track uses high-quality digitized voices, a first for the series.
}}
The musical score of ''Final Fantasy VII'' was composed, arranged, and produced by [[Nobuo Uematsu]], who had served as the sole composer for the six previous ''Final Fantasy'' games. Originally, Uematsu had planned to use [[Red Book (CD standard)|CD quality]] music with vocal performances to take advantage of the [[PlayStation technical specifications#Sound processing unit (SPU)|console's audio capabilities]] but found that it resulted in the game having much longer loading times for each area. Uematsu then decided that the higher-quality audio was not worth the trade-off with performance, and opted instead to use [[MIDI]]-like sounds produced by the console's internal [[sound chip|sound sequencer]], similar to how his soundtracks for the previous games in the series on the [[Super NES]] were implemented.<ref name="Hist of FF7">{{cite web|url=http://www.ign.com/articles/2008/05/01/ign-presents-the-history-of-final-fantasy-vii |title=IGN Presents: The History of Final Fantasy VII |page=1 |work=[[IGN]] |publisher=News Corporation |first=Rus |last=McLaughlin |date=April 30, 2008 |accessdate=January 11, 2017 |url-status=live |archiveurl=https://web.archive.org/web/20140128130134/http://www.ign.com/articles/2008/05/01/ign-presents-the-history-of-final-fantasy-vii |archivedate=January 28, 2014}}</ref><ref name="RPGFOST">{{cite web | author1=Schweitzer, Ben | author2=Gann, Patrick | title=Final Fantasy VII OST | date=June 17, 2006 | publisher=RPGFan | url=http://www.rpgfan.com/soundtracks/ff7ost/index.html | accessdate=July 28, 2008 | archiveurl=https://web.archive.org/web/20130116214810/http://rpgfan.com/soundtracks/ff7ost/index.html | archivedate=January 16, 2013 | url-status=live}}</ref> While the Super NES only had eight sound channels to work with, the PlayStation had twenty-four. Eight were reserved for sound effects, leaving sixteen available for the music.<ref name="VHSvii">{{cite AV media|author=[[Square Enix]]|year=1997|title=SquareSoft on PlayStation Collector's Video|language=ja|medium=[[VHS]]|asin=B004FD5BLQ|publisher=Square Enix}}</ref> Uematsu's approach to composing the game's music was to treat it like a film soundtrack and compose music that reflected the mood of the scenes, rather than trying to make strong melodies to "define the game", as he felt that approach would come across too strong when placed alongside the game's new 3D visuals. As an example, he composed the track intended for the scene in the game where [[Aerith Gainsborough]] is killed to be "sad but beautiful", rather than more overtly emotional, creating what he felt was a more understated feeling.<ref name="PolygonRetro">{{cite web |url=http://www.polygon.com/a/final-fantasy-7 |title=Final Fantasy 7: An oral history |last=Leone |first=Matt |work=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |date=January 9, 2017 |accessdate=January 11, 2017 |archiveurl=https://web.archive.org/web/20170109201832/http://www.polygon.com/a/final-fantasy-7 |archivedate=January 9, 2017 |url-status=live}}</ref> Uematsu additionally said that the soundtrack had a feel of "realism", which also prevented him from using "exorbitant, crazy music".<ref name="famitsu_interview">{{cite web |title= Nobuo Uematsu Interview |url= http://www.rpgamer.com/news/Q3-2000/070800b.html |publisher= RPGamer |date= July 8, 2000 |accessdate= August 5, 2008 |archiveurl= https://web.archive.org/web/20120930075859/http://www.rpgamer.com/news/Q3-2000/070800b.html| archivedate= September 30, 2012 |url-status= dead |df= mdy-all}}</ref>


The first piece that Uematsu composed for the game was the opening theme; game director [[Yoshinori Kitase]] showed him the opening cinematic and asked him to begin the project there. The track was well received in the company, which gave Uematsu "a sense that it was going to be a really good project". ''Final Fantasy VII'' was the first game in the series to include a track with high-quality digitized vocals, "One-Winged Angel", which accompanies a section of the final battle of the game. The track has been called Uematsu's "most recognizable contribution" to the music of the ''Final Fantasy'' series, which Uematsu agrees with.<ref name="PolygonRetro"/><ref name="DitL_interview">{{cite web |title= A Day in the Life of Final Fantasy's Nobuo Uematsu |last=Mielke |first=James |url= http://www.1up.com/do/feature?pager.offset=0&cId=3166165 |website=1UP.com |date=February 15, 2008 |archiveurl=https://archive.today/20120716121043/http://www.1up.com/do/feature?pager.offset=0&cId=3166165 |archivedate=July 16, 2012}}</ref> Inspired by ''[[The Rite of Spring]]'' by [[Igor Stravinsky]] to make a more "classical" track, and by rock and roll music from the late 1960s and early 1970s to make an orchestral track with a "destructive impact", he spent two weeks composing short unconnected musical phrases, and then arranged them together into "One-Winged Angel", an approach he had never used before.<ref name="PolygonRetro"/>
After the player defends Aeris from her would-be kidnappers, Cloud accepts her offer to show him the way back to Sector 7. Along the way, she reveals that her first boyfriend had been a 1<sup>st</sup> Class SOLDIER, as Cloud claims to have been. The two spot Tifa entering Wall Market, an area of Sector 6 infamous for criminal activity, and they follow her. After infiltrating the mansion of crime boss [[List of Final Fantasy VII characters#Don Corneo|Don Corneo]], the three learn that Shinra has discovered the location of AVALANCHE's hideout and plans to collapse the upper level of Sector 7 onto the slums below.<ref name="platecrush">'''Don Corneo:''' Shinra's trying to crush a small rebel group called AVALANCHE, and want to infiltrate their hideout. And they're really going to crush them... literally. By breaking the support holding up the plate above them. / '''Tifa:''' Break the support!? / '''Don Corneo:''' You know what's going to happen? The plate'll go PING and everything's gonna go BAMMM!! I heard their hideout's in the Sector 7 Slums... {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref> Despite AVALANCHE's efforts to prevent it, Shinra successfully destroys Sector 7, killing its population and three members of AVALANCHE. The Turks finally capture Aeris, who the player learns is the last living member of an ancient race called the "[[Races of Final Fantasy#Ancients|Cetra]]".<ref name="cetra">'''Cloud:''' Why is Shinra after Aeris? / '''Elmyra:''' Aeris is an Ancient. The sole survivor. {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref> The Cetra, it is explained, are closely attuned with the planet. Therefore, President Shinra believes that Aeris can lead him to a mythical land of fertility known as the "Promised Land", which Shinra expects to be ripe with mako energy that can be easily harvested.<ref name="cetra2">'''President Shinra:''' She's the last surviving Ancient... Don't you know? They called themselves the Cetra, and lived thousands of years ago. Now they are just a forgotten page in history. / '''Red XIII:''' Cetra... That girl, is she a survivor of the Cetra? / '''President Shinra:''' Cetra, or the Ancients will show us the way to the 'Promised Land.' I'm expecting a lot out of her. / '''Red XIII:''' The Promised Land? Isn't that just a legend? / '''President Shinra:''' Even so, it's just too appealing to not to pursue. It's been said the Promised Land is very fertile. ...If the land is fertile... / '''Barret:''' Then there's gotta be Mako! / '''President Shinra:''' Exactly. That is why our money sucking Mako Reactor is a necessity. The abundant Mako will just come out on its own. {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref>


Music from the game has been released in several albums. Square released the main soundtrack album, ''Final Fantasy VII Original Soundtrack'', on four Compact Discs through its [[DigiCube]] subsidiary in 1997. A [[special edition|limited edition]] release was also produced, containing illustrated liner notes.<ref name="RPGFOST"/> The regular edition of the album reached third on the Japan [[Oricon]] charts, while the limited edition reached #19.<ref name="ORIOST">{{cite web| url = http://www.oricon.co.jp/prof/artist/67810/products/music/239084/1/| publisher = [[Oricon]]| script-title=ja:Final Fantasy VII Original Sound Track |language = ja | accessdate=June 24, 2010 |archiveurl=https://web.archive.org/web/20121022014538/http://www.oricon.co.jp/prof/artist/67810/products/music/239084/1/ |archivedate=October 22, 2012 |url-status=live}}</ref><ref name="ORIOSTL">{{cite web| url = http://www.oricon.co.jp/prof/artist/67810/products/music/239083/1/| publisher = [[Oricon]]| script-title=ja:Final Fantasy VII Original Sound Track |language = ja | accessdate=June 24, 2010 |archiveurl=https://web.archive.org/web/20121022014554/http://www.oricon.co.jp/prof/artist/67810/products/music/239083/1/ |archivedate=October 22, 2012 |url-status=live}}</ref> Overall, the album had sold nearly 150,000 copies by January 2010.<ref name="Oricon">{{cite web| title= 『FF XIII』サウンドトラックが初日TOP3入り | publisher= [[Oricon]]| date = January 28, 2010| url= http://www.oricon.co.jp/news/rankmusic/72857/| language=ja | accessdate = February 3, 2010 |archiveurl=https://web.archive.org/web/20130120065208/http://www.oricon.co.jp/news/rankmusic/72857/ |archivedate=January 20, 2013 |url-status=live}}</ref> A single-disc album of selected tracks from the original soundtrack, along with three [[arrangement|arranged]] pieces, titled ''Final Fantasy VII Reunion Tracks'', was also released by DigiCube in 1997,<ref name="RPGFREUNION">{{cite web | last=Gann | first=Patrick | title=Final Fantasy VII Reunion Tracks | date=June 23, 2000 | publisher=RPGFan | url=http://www.rpgfan.com/soundtracks/ff7reunion/index.html | accessdate=July 28, 2008 | archiveurl=https://web.archive.org/web/20130116213205/http://rpgfan.com/soundtracks/ff7reunion/index.html | archivedate=January 16, 2013 | url-status=live}}</ref> reaching #20 on the Japan Oricon charts.<ref name="ORIRT">{{cite web| url = http://www.oricon.co.jp/prof/artist/67810/products/music/239092/1/| publisher = [[Oricon]]| script-title=ja:ファイナルファンタジーVII/リユニオン・トラックス |language = ja | accessdate=June 24, 2010 |archiveurl=https://web.archive.org/web/20121022014634/http://www.oricon.co.jp/prof/artist/67810/products/music/239092/1/ |archivedate=October 22, 2012 |url-status=live}}</ref> A third album, ''Piano Collections Final Fantasy VII'', was released by DigiCube in 2003, and contains one disc of piano arrangements of tracks from the game. It was arranged by [[Shirō Hamaguchi]] and performed by Seiji Honda, and reached #228 on the Oricon charts.<ref name="RPGFPC">{{cite web | last=Gann |first=Patrick | title=Piano Collections Final Fantasy VII | date=February 25, 2004 | url=http://www.rpgfan.com/soundtracks/ff7piano/index.html | publisher=RPGFan | accessdate=July 28, 2008 | archiveurl=https://web.archive.org/web/20130116213734/http://rpgfan.com/soundtracks/ff7piano/index.html | archivedate=January 16, 2013 | url-status=live}}</ref><ref name="ORIPIANO">{{cite web| url = http://www.oricon.co.jp/prof/artist/67810/products/music/525242/1/| publisher = [[Oricon]]| script-title=ja:Piano Collections Final Fantasy VII |language = ja | accessdate=June 24, 2010 |archiveurl=https://web.archive.org/web/20121022014656/http://www.oricon.co.jp/prof/artist/67810/products/music/525242/1/ |archivedate=October 22, 2012 |url-status=live}}</ref>
As the only remaining members of AVALANCHE, Tifa, Barret and Cloud infiltrate Shinra's headquarters to rescue Aeris. After freeing her and the lion-like Red XIII, who joins the party, they escape when most of the personnel in the building — including President Shinra — are slaughtered. Finding the body of President Shinra skewered by a long sword, Cloud suspects the acclaimed SOLDIER Sephiroth has returned from his presumed death. These suspicions are confirmed by an executive spared during the massacre, who claims to have witnessed Sephiroth murder the president and state that he would never allow Shinra to claim the Promised Land.<ref name="sephirothreturns">'''Cloud:''' Did you see him? Did you see Sephiroth? / '''Palmer:''' Yeah, I saw him!! I saw him with my own eyes! / '''Cloud:''' You really saw him? / '''Palmer:''' Uh! Would I lie to you at a time like this!? And I heard his voice too! Um, he was saying something about not letting us have the Promised Land. {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref> The party also learns that during Sephiroth's attack on Shinra, the headless body of a creature named "[[Jenova]]" disappeared from the building's research facility.<ref name="jenovagone">'''Cloud:''' ...Did it get away? Jenova...? / '''Red XIII:''' Jenova Specimen... Looks like it went to the upper floor using that elevator for the specimens. {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref>


==Release==
While [[Rufus Shinra]], the president's son, assumes control of the Shinra Company, AVALANCHE pursues Sephiroth across the planet, fearing his intentions for the Promised Land may be more destructive than Shinra's. During this pursuit, the group gains several new members: Yuffie Kisaragi, Cait Sith, Vincent Valentine, and Cid Highwind. As the journey progresses, each member of the group must come to terms with personal conflicts from their past, and the full scope of Sephiroth's plan is eventually revealed to the player: if the planet is significantly damaged, the Lifestream within will gather at the point of injury, attempting to heal the wound. Sephiroth explains that he intends to use a powerful spell known as "[[Materia#Meteor|Meteor]]" to fatally injure the planet, inciting a reaction in the Lifestream to heal the wound before it can cause the planet's destruction. Entering the fissure created by the meteor's impact, Sephiroth would merge with all the energy of the planet, granting him god-like power over it.<ref name="agodtorule">'''Aeris:''' How do you intend to become one with the Planet? / '''Sephiroth:''' It's simple. Once the Planet is hurt, it gathers Spirit Energy to heal the injury. The amount of energy gathered depends on the size of the injury. ...What would happen if there was an injury that threatened the very life of the Planet? Think how much energy would be gathered! Ha ha ha. And at the center of that injury, will be me. All that boundless energy will be mine. By merging with all the energy of the Planet, I will become a new life form, a new existence. Melding with the Planet... I will cease to exist as I am now. Only to be reborn as a 'God' to rule over every soul. / '''Aeris:''' An injury powerful enough to destroy the Planet? Injure... the Planet? / '''Sephiroth:''' Behold that mural. The Ultimate Destructive Magic... Meteor. {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref> At an ancient temple erected by the Cetra, AVALANCHE attempts to undermine Sephiroth's plot by claiming the [[Materia#Black materia|Black Materia]] needed to activate Meteor, but Sephiroth displays a mysterious power over Cloud, forcing him to relinquish it.
''Final Fantasy VII'' was announced in February 1996.<ref>{{cite web|url=http://dengekionline.com/elem/000/000/862/862783/|script-title=ja:【電撃PS 20周年】スクウェアが『FFVII』を引っ提げてPSに参入。業界が騒然となったあの時——【1995年10月~1996年3月】|work=[[ASCII Media Works|Dengeki Online]]|language=ja|publisher=[[ASCII Media Works]]|date=June 18, 2014|accessdate=January 14, 2017|archiveurl=https://web.archive.org/web/20161123025133/http://dengekionline.com/elem/000/000/862/862783/|archivedate=November 23, 2016|url-status=live}}</ref> Square president and chief executive officer Tomoyuki Takechi were fairly confident about Japanese players making the game a commercial success despite it being on a new platform.<ref name="PolygonRetro"/> A playable demo was included on a disc giveaway at the 1996 [[Tokyo Game Show]], dubbed ''Square's Preview Extra: Final Fantasy VII & Siggraph '95 Works''. The disc also included the early test footage Square created using characters from ''Final Fantasy VI''.<ref name="PolygonRetro"/><ref>{{cite web|url=http://www.psxextreme.com/ps1-news/816.html|title=A Final Fantasy VI Remake Was Once A Reality|last=Nelson|first=David D.|work=PSExtreme|date=September 6, 2013|accessdate=January 14, 2017|archiveurl=https://web.archive.org/web/20161021195110/http://www.psxextreme.com/ps1-news/816.html|archivedate=October 21, 2016|url-status=dead}}</ref> The initial release date was at some point in 1996, but to properly realize their vision, Square postponed the release date almost a full year.<ref name="GTretro">{{cite AV media|url=https://www.youtube.com/watch?v=V2Xs8q35fCI|author=[[GameTrailers]]|date=August 13, 2007|title=Final Fantasy Retrospective – Part V|medium=Video|publisher=[[YouTube]]|access-date=January 14, 2017|archive-url=https://web.archive.org/web/20170709160704/https://www.youtube.com/watch?v=V2Xs8q35fCI|archive-date=July 9, 2017|url-status=live}}</ref> ''Final Fantasy VII'' was released on January 31, 1997.<ref>{{cite web|url=http://www.jp.square-enix.com/archive/ff7/|script-title=ja:ファイナルファンタジーVII / Square Enix|language=ja|work=[[Square Enix]]|publisher=Square Enix|accessdate=January 14, 2017|archiveurl=https://web.archive.org/web/20161217173224/http://www.jp.square-enix.com/archive/ff7/|archivedate=December 17, 2016|url-status=live}}</ref> It was published in Japan by Square.<ref>{{cite web|url=http://awards.cesa.or.jp/1997/ff7.html|script-title=ja:大賞/シナリオ部門賞/サウンド部門賞 – ファイナルファンタジーVII|work=[[Japan Game Awards]]|publisher=Japan Game Awards|date=1997|accessdate=January 14, 2017|archiveurl=https://web.archive.org/web/20160320203001/http://awards.cesa.or.jp/1997/ff7.html|archivedate=March 20, 2016|url-status=live}}</ref> A re-release of the game based on its Western version, titled ''Final Fantasy VII International'', was released on October 2 the same year.<ref>{{cite web|url=http://www.jp.square-enix.com/archive/ff7_inter/|script-title=ja:ファイナルファンタジーVII インターナショナル|language=ja|work=[[Square Enix]]|publisher=Square Enix|accessdate=January 15, 2017|archiveurl=https://web.archive.org/web/20160427142602/http://www.jp.square-enix.com/archive/ff7_inter/|archivedate=April 27, 2016|url-status=live}}</ref> This improved ''International'' version would kickstart the trend for Square to create an updated version for the Japanese release, based on the enhanced Western versions.<ref name="richardhoneywood"/> The ''International'' version was re-released as a physical disc as part of the ''Final Fantasy 25th Anniversary Ultimate Box'' Japanese package on December 18, 2012.<ref>{{cite web|url=http://andriasang.com/con2j5/ff_ultimate_box_game_list/ |title=Full Final Fantasy 25th Anniversary Ultimate Box Game List |work=Andriasang.com|last=Gantayat|first=Anoop |date=August 31, 2012 |accessdate=September 2, 2012 |url-status=dead |archiveurl=https://web.archive.org/web/20121019130607/http://andriasang.com/con2j5/ff_ultimate_box_game_list/ |archivedate=October 19, 2012}}</ref>


While its success in Japan had been taken for granted by Square executives, North America and Europe were another matter, as up to that time the Japanese role-playing genre was still a niche market in Western territories. Sony, due to the PlayStation's struggles against Nintendo and Sega's home consoles, lobbied for the publishing rights in North America and Europe following ''Final Fantasy VII''{{'}}s transfer to PlayStation—to further persuade Square, Sony offered a lucrative royalties deal with profits potentially equaling those Square would get by self-publishing the game. Square accepted Sony's offer as Square itself lacked Western publishing experience. Square was uncertain about the game's success, as other JRPGs including ''Final Fantasy VI'' had met with poor sales outside Japan. To help with promoting the title overseas, Square dissolved their original Washington offices and hired new staff for fresh offices in Costa Mesa.<ref name="PolygonRetro"/> It was first exhibited to the Western public at [[Electronic Entertainment Expo|Electronic Entertainment Expo 1996]] (E3).<ref>{{cite web|url=https://blog.eu.playstation.com/2010/06/03/playstation-at-e3-1996/|title=PlayStation at E3: 1996|work=[[PlayStation Blog]]|publisher=[[Sony Interactive Entertainment]]|date=June 3, 2010|accessdate=January 14, 2017|archiveurl=https://web.archive.org/web/20150928230514/http://blog.eu.playstation.com/2010/06/03/playstation-at-e3-1996/|archivedate=September 28, 2015|url-status=live}}</ref>
[[Image:FFVIIsephirothkillsaeris.jpg|thumb|right|Sephiroth kills Aeris in an iconic scene from ''Final Fantasy VII''.]]
Fearing that Sephiroth may cast Meteor, and having gained a greater understanding of her heritage from scholars in Cosmo Canyon and the memories of her ancestors in the Cetra's temple, Aeris sets off to stop him on her own. Concerned for her safety, AVALANCHE follows her to the northern continent, where the player must enter an ancient Cetra city. After finding Aeris praying to the planet for aid, Sephiroth, unseen, begins affecting Cloud's behavior once again, and attempts to force him to kill her. Though Cloud resists Sephiroth's command, Sephiroth himself appears and impales Aeris, killing her.<ref name="sephboss1" /><ref name="development3">{{Cite book | year=2003 | editor=Editors of Edge magazine | title=Edge May 2003; issue 123 | pages=108-113 | language=English | publisher=Future Publishing}}</ref> After laying her body to rest, the surviving characters resolve to defeat Sephiroth and avenge her.


To promote the game overseas, Square and Sony launched a widespread three-month advertising campaign in August 1997. Beginning with a television commercial that ran alongside popular shows such as ''[[Saturday Night Live]]'' and ''[[The Simpsons]]'' by [[TBWA/Chiat/Day|TBWA\Chiat\Day]], the campaign included numerous articles in both gaming and general interest magazines, advertisements in comics from publishers such as [[DC Comics]] and [[Marvel Comics]], a special collaboration with [[Pepsi]], media events, sample discs, and merchandise.<ref>{{cite web|date=August 27, 1997 |url=http://www.thefreelibrary.com/PlayStation%27s+Final+Fantasy+VII+Marketing+Blitz+Continues%3b+Consumers...-a019701566 |title=PlayStation's Final Fantasy VII Marketing Blitz Continues |publisher=[[TheFreeDictionary.com|The Free Library]] |work=[[Business Wire]] |accessdate=July 16, 2008 |archiveurl=https://archive.today/20141126191653/http://www.thefreelibrary.com/PlayStation's+Final+Fantasy+VII+Marketing+Blitz+Continues;+Consumers...-a019701566 |archivedate=November 26, 2014 |url-status=live}}</ref> According to estimations by Takechi, the total worldwide marketing budget came to {{USD}}40 million; $10 million had been spent in Japan, $10 million in Europe, and $20 million in North America.<ref name="PolygonRetro"/> Unlike its predecessors, ''Final Fantasy VII'' did not have its numeral adjusted to account for the lack of a Western release for ''[[Final Fantasy II]]'', ''[[Final Fantasy III|III]]'', and ''V'' — while only the fourth ''Final Fantasy'' released outside Japan, its Japanese title was retained.<ref>{{cite web|url=http://www.usgamer.net/articles/where-final-fantasy-went-wrong-and-how-square-enix-is-righting-it|title=Where Final Fantasy Went Wrong, and How Square Enix is Putting It Right|last=Parish|first=Jeremy|work=[[Eurogamer|USGamer]]|publisher=Gamer Network|date=November 26, 2014|accessdate=January 14, 2017|archiveurl=https://web.archive.org/web/20160510025419/http://www.usgamer.net/articles/where-final-fantasy-went-wrong-and-how-square-enix-is-righting-it|archivedate=May 10, 2016|url-status=live}}</ref> It was released in North America on September 7, 1997.<ref>{{cite web | date=May 15, 2005 | title=Square Enix Announces Release Date of Final Fantasy VII: Advent Children | url=http://release.square-enix.com/na/2005/05/square_enix_announces_release.html | publisher=[[Square Enix]] | accessdate=March 18, 2013 | archiveurl=https://web.archive.org/web/20160328231448/http://release.square-enix.com/na/2005/05/square_enix_announces_release.html | archivedate=March 28, 2016 | url-status=live}}</ref> The game was released in Europe on November 17, becoming the first ''Final Fantasy'' game to be released in Europe.<ref>{{cite web|year=1997 |title=SCEE 1997 – Key facts and figures |url=http://www.scee.presscentre.com/Content/Detail.asp?ReleaseID=95&NewsAreaID=22 |publisher=[[Sony Computer Entertainment]] |accessdate=November 25, 2006 |url-status=dead |archiveurl=https://web.archive.org/web/20060326133450/http://www.scee.presscentre.com/content/detail.asp?ReleaseID=95&NewsAreaID=22 |archivedate=March 26, 2006}}</ref><ref>{{cite web|url=http://www.digitalspy.com/gaming/final-fantasy/feature/a653830/everything-we-know-about-the-final-fantasy-vii-remake-features-trailers-and-more/|title=Everything you need to know about Final Fantasy VII Remake, including news, trailers and release dates|last1=Langsaw|first1=Mark|last2=Martin|first2=Liam|work=[[Digital Spy]]|publisher=[[Hearst (media)|Hearst Magazines UK]]|date=December 8, 2015|accessdate=January 14, 2017|archiveurl=https://web.archive.org/web/20151211074350/http://www.digitalspy.com/gaming/final-fantasy/feature/a653830/everything-we-know-about-the-final-fantasy-vii-remake-features-trailers-and-more/|archivedate=December 11, 2015|url-status=live}}</ref> The Western version included additional elements and alterations, such as streamlining of the menu and Materia system, reducing the health of enemies, new visual cues to help with navigation across the world map, and additional cutscenes relating to Cloud's past.<ref name="richardhoneywood">{{cite web|work=Edge Online|title=Q&A – Square Enix's Richard Honeywood |date=February 2006 |accessdate=March 28, 2013|url=http://www.edge-online.co.uk/archives/2006/02/qa_square_enixs_1.php|archiveurl=https://web.archive.org/web/20060517012317/http://www.edge-online.co.uk/archives/2006/02/qa_square_enixs_1.php|archivedate=May 17, 2006|url-status=dead}}</ref><ref name="VIIIntJPPSN">{{cite web|url=http://www.gamasutra.com/view/news/114102/Square_Enixs_Final_Fantasy_VII_Hits_Japanese_PSN.php|title=Square Enix's Final Fantasy VII Hits Japanese PSN|last=Alexander|first=Leigh|work=[[Gamasutra]]|publisher=[[UBM TechWeb]]|date=April 10, 2009|accessdate=January 14, 2017|archiveurl=https://web.archive.org/web/20131114050013/http://www.gamasutra.com/view/news/114102/Square_Enixs_Final_Fantasy_VII_Hits_Japanese_PSN.php|archivedate=November 14, 2013|url-status=live}}</ref>
Later, Sephiroth begins causing Cloud to doubt his memories and insists that he is not a real human, but rather a specimen created from Jenova's genetic material by [[Professor Hojo]] of the Shinra Company. Jenova, the player learns, was an interstellar creature who crashlanded on the planet approximately 2000 years earlier, arriving via travel on a meteor. This collision formed a large [[impact crater]], grievously harming the planet.<ref name="meteor">{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | pages=214, 587 | language=Japanese | publisher=Square-Enix | id=ISBN 4-7575-1520-0}}</ref><ref name="meteor2">'''Ifalna:''' 2000 years ago, our ancestors, the Cetra, heard the cries of the Planet. The first ones to discover the Planet's wound were the Cetra at the Knowlespole. ... / '''Ifalna:''' The Cetra then began a Planet-reading. ... / '''Ifalna:''' ...I can't explain it very well, but it's like having a conversation with the Planet... It said something fell from the sky making a large wound. {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref> Jenova soon emerged from the crater, intending to infect all living organisms on the planet with a virus that would induce insanity and incite monstrous transformations.<ref name="jenova">{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | pages=210-215 | language=Japanese|publisher=Square-Enix|id=ISBN 4-7575-1520-0}}</ref> Among its victims were most of the Cetra, who were approached when Jenova used its [[mimic]] abilities to appear as their relatives. Attempting to defend itself, the planet created giant monsters called "[[WEAPON (Final Fantasy)#Final Fantasy VII|WEAPON]]s", while the majority of humans fled rather than fight Jenova. However, a small group of Cetra survivors fought to defend the planet and managed to defeat Jenova, confining it within the fissure created by its landing.<ref name="defense">'''Ifalna:''' A small number of the surviving Cetra defeated Jenova, and confined it. {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref> Afterward, the WEAPONs entered [[stasis (fiction)|hibernation]] to await any future threat that could harm the planet. Eventually, the mummified remains of Jenova would be unearthed by [[List of Final Fantasy VII characters#Professor Gast|Professor Gast]], a researcher for the Shinra Company. Mistaking the creature for a Cetra, Gast was given authorization to conduct an experiment to artificially produce a Cetra by combining cells from Jenova with the fetus of an unborn child.<ref name="jenova" />


===PC version===
Five years before the present-day events seen by the player, Sephiroth learned that he was the product of this experiment while on a Shinra mission in Nibelheim, the hometown of Cloud and Tifa. However, unaware of all details involved, he concluded that he was a Cetra who had been produced solely from Jenova's genetic material. Enraged, he burned down the town, intending to kill all descendants of those he believed had abandoned his ancestors in the defense of the planet. According to Cloud, he confronted Sephiroth during this massacre, after which Sephiroth vanished under unknown circumstances and was presumed dead until his reappearance in the Shinra building. When AVALANCHE reaches the Northern Crater, Sephiroth tells Cloud that he was not in Nibelheim, showing him images of a 1<sup>st</sup> Class SOLDIER with dark hair who occupies Cloud's place in his memories.<ref name="puppet">'''Cloud:''' Sephiroth! I know you're listening! I know what you want to say! That I wasn't in Nibelheim five years ago. That's it, isn't it? / '''Sephiroth:''' I see you finally understand. / '''Cloud:''' But, I want to ask you one thing. Why... why are you doing this? / '''Sephiroth:''' Ha, ha, ha...... I want to take you back to your real self. The one who gave me the Black Materia that day... Who would have ever thought a failed experiment would prove so useful? Hojo would die if he knew. / '''Cloud:''' Hojo!? What does he have to do with me!? Five years ago you were... ...constructed by Hojo, piece by piece, right after Nibelheim was burnt. A puppet made up of vibrant Jenova cells, her knowledge, and the power of Mako. {{cite video game|title=Final Fantasy VII |developer=Square Co |publisher=SCE America |date=1997-09-07 |platform=PlayStation |language=English}}</ref> With Tifa unable to refute Sephiroth's claims, Cloud breaks down and allows him to cast Meteor, resulting in the WEAPONs' awakening. During the earthquake that follows, Cloud is separated from his companions and falls into the Lifestream.
A version for PC was developed by Square's Costa Mesa offices. Square invested in a PC version to reach as wide a player base as possible; many Western consumers did not own a PlayStation, and Square's deal with Sony did not prohibit such a port. Having never released a title for PC, Square decided to treat the port as a sales experiment. The port was handled by a team of 15 to 20 people, mostly from Costa Mesa but with help from Tokyo.<ref name="PolygonRetro"/> Square did not begin the port until the console version was finished.<ref>{{cite web|url=http://uk.ign.com/articles/1999/10/02/final-fantasy-viii-interview|title=Final Fantasy VIII Interview|work=[[IGN]]|publisher=[[Ziff Davis]]|date=October 2, 1999|accessdate=January 14, 2017|archiveurl=https://web.archive.org/web/20170114212639/http://www.ign.com/articles/1999/10/02/final-fantasy-viii-interview|archivedate=January 14, 2017|url-status=live}}</ref> The team needed to rewrite an estimated 80% of the game's code, due to the need to unify what had been a custom build for a console written by multiple staff members. Consequently, programmers faced problems such as having to unify the original PlayStation version's five different game engines, leading to delays.<ref name="PolygonRetro"/> The PC version came with a license for [[Yamaha Corporation]]'s [[software synthesizer]] S-YXG70, allowing high-quality [[sequenced music]] despite varying sound hardware setups on different user computers. The conversion of the nearly 100 original musical pieces to [[Yamaha XG|XG format]] files was done by Yamaha.<ref name="yamahaxg"/>


To maximize their chances of success, Square searched for a Western company to assist with releasing the PC version. [[Eidos Interactive]], whose release of ''[[Tomb Raider (1996 video game)|Tomb Raider]]'' had turned them into a publishing giant, agreed to market and publish the port.<ref name="PolygonRetro"/> The port was announced in December 1997, along with Eidos' exclusivity deal for North America and Europe at the time,<ref>{{cite web|url=http://www.csoon.com/issue30/p_eidos1.htm|title=Eidos Interactive Acquires Exclusive PC Rights to Epic Role-Playing Game Final Fantasy VII|work=Coming Soon Magazine|date=December 5, 1997|accessdate=January 14, 2017|archiveurl=https://web.archive.org/web/20151210225444/http://www.csoon.com/issue30/p_eidos1.htm|archivedate=December 10, 2015|url-status=dead}}</ref> though the port was rumored to happen as early as December 1996, prior to the PlayStation version's release.<ref>{{cite web|url=http://www.pcgamer.com/news/news-1996-12-16.html|title=Final Fantasy VII Coming to the PC|author=Staff|website=[[PC Gamer]]|publisher=[[Future plc]]|date=December 20, 1996|accessdate=November 27, 2019|archiveurl=https://web.archive.org/web/19980218070905/http://www.pcgamer.com/news/news-1996-12-16.html|archivedate=February 18, 1998|url-status=dead}}</ref> To help the product stand out in stores, Eidos chose a trapezoidal shape for the cover and box. They agreed on a contract price of $1.8 million, making initial sales forecasts of 100,000 units based on that outlay.<ref name="PolygonRetro"/> The PC version was released in North America and Europe on June 25, 1998; the port was not released in Japan.<ref name="yamahaxg">{{cite web|url=http://www.yamaha.co.jp/english/news/98042102.html |title=Yamaha Corporation licenses its XG Soft Synthesizer to Square Soft |date=April 21, 1998 |publisher=Yamaha Corporation |accessdate=May 24, 2010 |archiveurl = https://web.archive.org/web/20080202054141/http://www.yamaha.co.jp/english/news/98042102.html |archivedate = February 2, 2008|url-status=dead}}</ref> Within one month, sales of the port exceeded the initial forecasts.<ref name="PolygonRetro"/> The PC version would end up providing the source code for subsequent ports.<ref name="PolygonRetro"/>
As the meteor summoned by Sephiroth slowly approaches the planet, the Shinra Company focuses its efforts on protecting humanity from the WEAPONs,<ref name="defendingtheplanet" /> who have begun to perceive everything as a threat to the planet. Meanwhile, AVALANCHE searches for Cloud, eventually locating him on a tropical resort island where he washed up following the casting of Meteor; they learn that he is in a [[catatonia|catatonic]] state. The WEAPONs' destructive activity quickly causes the island to split open, depositing Cloud and Tifa into the Lifestream below. There, she reconstructs Cloud's memories and learns the truth about his past. Although the player learns that he is a real human being and had actually been in Nibelheim during Sephiroth's attack, he never actually succeeded in joining SOLDIER and only managed to attain the rank of [[private (rank)|private]] in Shinra's military. The player learns that the previously-seen dark-haired SOLDIER is named "[[List of Final Fantasy VII characters#Zack|Zack]]", and was Aeris' first boyfriend. During Sephiroth's destruction of Nibelheim, Zack, Tifa and Cloud fought Sephiroth in Nibelheim's mako reactor. Although Tifa and Zack were defeated, Cloud and Sephiroth severely wounded one another. After decapitating the body of Jenova, which had been stored in the mako reactor, Sephiroth fell into the Lifestream, taking the creature's head with him. Rather than dying, however, his body and consciousness were preserved in mako inside Jenova's crater.


===Localization===
While Tifa was taken to safety in Midgar, where she joined AVALANCHE, Cloud and Zack were among the wounded survivors who were apprehended by Shinra as part an elaborate cover-up of Sephiroth's massacre. Professor Hojo subjected these survivors to an experiment, in which he performed the same enhancements given to members of SOLDIER. However, because Hojo conducted the experiment without any concern for the subjects' mental capacities to handle the procedure, all but Zack entered a [[coma]]tose state. Nearly five years later, Zack broke free from his confinement and took Cloud with him. The player learns that the procedure used to enhance members of SOLDIER involved both mako showers and the injection of cells from Jenova. The alien cells inhabiting Cloud's body allowed his mind to construct a false persona, built around Zack's behavior and fighting style and a description of Sephiroth's destruction in Nibelheim, but they also allowed Sephiroth to modulate his behavior. The cells' inherent ability to duplicate information led Cloud to believe that he had been the 1<sup>st</sup> Class SOLDIER in Nibelheim, as Zack was shot and killed outside Midgar by pursuing Shinra soldiers shortly before the beginning of the game. Afterward, Tifa discovered Cloud, who was wearing Zack's spare uniform, and offered him a job with AVALANCHE.<ref name="jenova" />
{{see also|Localization of Square Enix video games}}
Localization of ''Final Fantasy VII'' was handled internally by Square. The English localization, led by Seth Luisi, was completed by a team of about fifty people and faced a variety of problems. According to Luisi, the biggest hurdle was making "the direct Japanese-to-English text translation read correctly in English. The sentence structure and grammar rules for the Japanese language is very different from English", making it difficult for the translation to read like native English without distorting the meaning.<ref>{{Cite magazine|last=|first=|date=May 1997|title=Finalizing the Fantasy|url=https://www.retromags.com/files/file/3681-electronic-gaming-monthly-issue-094-may-1997/|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis]]|volume=|issue=94|pages=91–94|via=Retromags|access-date=February 3, 2020|archive-url=https://web.archive.org/web/20200203135144/https://www.retromags.com/files/file/3681-electronic-gaming-monthly-issue-094-may-1997/|archive-date=February 3, 2020|url-status=live}}</ref> Michael Basket was the sole translator for the project, though he received the help of native Japanese speakers from the Tokyo office. The localization was taxing for the team due to their inexperience, lack of professional editors, and poor communication between the North American and Japanese offices. A result of this disconnect was the original localization of Aerith's name—which was intended as a conflation of "air" and "earth"—as "Aeris" due to a lack of communication between localization staff and the [[Quality assurance|QA]] team.<ref name="SQlocalization"/>


The team also faced several technical issues due to programming practices which took little account of subsequent localization, such as dealing with a [[Monospaced font|fixed-width font]] and having to insert [[kanji]] through [[language input keys]] to add special characters (for example, vowels with [[diacritic]]s) to keep the code working. Consequently, the text was still read as Japanese by the word processor; the computer's spellcheck could not be used, and mistakes had to be caught manually. The code used obscure kanji to refer to main character's names, which made unintuitive for the translators to identify characters.<ref name="SQlocalization" /> Translated text usually takes up more space than the Japanese text, though still had to fit to the screen appropriately without overusing page breaks (for example, item names, which are written in kanji in Japanese language, could overflow message windows in translated text); to mitigate this problem, a [[Typeface#Proportion|proportional typeface]] was implemented into the source code to fit more text into the screen. Swear words were used frequently in the localization to help convey the original Japanese meaning, though most profanities were censored in a manner described by Square employee [[Richard Honeywood]] as the "old comic book [[Grawlix|'@#$%!'-type replacement]]".<ref name="richardhoneywood"/> The European release was described as being in a worse condition, as the translations into multiple European languages were outsourced by Sony to another company, further hindering communication. For the PC port, Square attempted to fix translation and grammar mistakes for the North American and European versions but did not have the time and budget to retranslate all the text.<ref name="SQlocalization">{{cite web|url=http://www.wesleyfenlon.com/2012/04/15/gamespite-quarterly-interview-richard-honeywood-on-the-rise-of-square-localization/|title=GameSpite Quarterly Interview: Richard Honeywood on The Rise of Square Localization|last=Fenlon|first=Wesley|date=April 15, 2012|work=Wesley Fenlon Blog|publisher=|url-status=dead|archiveurl=https://web.archive.org/web/20161226145009/http://www.wesleyfenlon.com/2012/04/15/gamespite-quarterly-interview-richard-honeywood-on-the-rise-of-square-localization/|archivedate=December 26, 2016|accessdate=January 15, 2016}}</ref> According to Honeywood, the success of ''Final Fantasy VII'' in the West encouraged Square to focus more on localization quality; on future games, Square hired additional translators and editors, while also streamlining communication between the development and localization teams.<ref name="richardhoneywood"/>
With the truth revealed, Cloud awakens and rejoins AVALANCHE. The player learns that, in her final moments, Aeris was casting a spell known as "[[Materia#Holy|Holy]]", the only means of opposing Meteor. Though she succeeds, Sephiroth's focused will prevents the spell from taking effect and has been restraining it since. Deciding that humanity must be protected from the WEAPONs before Sephiroth can be approached, Shinra and AVALANCHE destroy the WEAPONs, but nearly all of Shinra's executives are killed in the process. Among the few survivors are [[List of Final Fantasy VII characters#Reeve Tuesti|Reeve Tuesti]], revealed to be the repentant controller of Cait Sith,<ref name="reeve">{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | pages=57 | language=Japanese | publisher=Square-Enix | id=ISBN 4-7575-1520-0}}</ref> and Professor Hojo, who is revealed to be Sephiroth's father. He explains that he and his wife were assistants to Professor Gast, and offered up their unborn child as a test subject to research involving Jenova.<ref name="jenova" /><ref name="wife">{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | pages=198 | language=Japanese | publisher=Square-Enix | id=ISBN 4-7575-1520-0}}</ref> When Hojo attempts to help Sephiroth to gain mastery over the Lifestream afterward, AVALANCHE is given no choice but to fight and kill him.


Some months prior to the game's North American release, Sony publicly stated that it was considering cutting the scene at the Honey Bee Inn due to the salacious content, prompting numerous online petitions and letters of protest from RPG fans. Square subsequently stated that it would never allow Sony to localize the game in any way.<ref>{{cite magazine |first=Colin|last=Campbell|title=Final Fantasy Mania |magazine=[[Next Generation (magazine)|Next Generation]] |issue=29|publisher=[[Imagine Media]]|date=May 1997|page=30}}</ref> In addition to translating the text, the North American localization team made tweaks to the gameplay, including reducing the enemy encounter rate, simplifying the Materia menu, and adding new boss fights.<ref>{{cite magazine |author=Bro Buzz|title=Final Fantasy VII Update! |magazine=[[GamePro]]|issue=107|publisher=[[International Data Group|IDG]] |date=August 1997|page=86}}</ref>
With each member of AVALANCHE at peace with their past and all other opponents defeated, the group travels through the [[mantle (geology)|mantle]] of the planet to its core, where they defeat Sephiroth and free Holy. However, due to Meteor's already close proximity to the planet's surface, Holy is unable to destroy it alone. Selected as Meteor's target, Midgar is almost completely destroyed by the storms that spawn from its presence. However, sent by Aeris' spirit, the Lifestream itself rises from the planet to aid Holy by pushing Meteor away, allowing Holy to destroy it.<ref name="aerithsavestheday">{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | pages=591 | language=Japanese | publisher=Square-Enix | id=ISBN 4-7575-1520-0}}</ref> During the epilogue that follows, the ruins of Midgar are shown five hundred years later. While the landscape had once been desolate due to Shinra's operations, it is now a land of lush greenery.


===Later releases===
==Development==
The ''International'' version of ''Final Fantasy VII'' was released on [[PlayStation Network]] (PSN) as a PSOne Classic in Japan on April 10, 2009. This version was compatible with both [[PlayStation 3]] and [[PlayStation Portable]] with support for [[PlayStation Vita]] and [[PlayStation TV]] coming later.<ref name="VIIIntJPPSN"/> ''Final Fantasy VII'' was later released as a PSOne Classic in North America, Europe, and Australia on June 2.<ref>{{cite web|url=http://www.joystiq.com/2009/06/02/final-fantasy-vii-hitting-psn-today|title=Final Fantasy VII hitting PSN today|last=Majeb|first=Athab|work=[[Joystiq]]|publisher=[[AOL]]|date=June 2, 2009|accessdate=January 15, 2017|archiveurl=https://web.archive.org/web/20090611152007/http://www.joystiq.com/2009/06/02/final-fantasy-vii-hitting-psn-today|archivedate=June 11, 2009|url-status=dead}}</ref> The PC version was updated by [[DotEmu]] for use on modern operating systems and released via Square Enix's North American and European online stores on August 14, 2012.<ref>{{cite web|title=Final Fantasy VII For PC Out Now|url=http://na.square-enix.com/en/blog/final-fantasy-vii-pc-out-now|website=Official Square Enix NA Blog|archiveurl=https://web.archive.org/web/20170602072630/http://na.square-enix.com/en/blog/final-fantasy-vii-pc-out-now|archivedate=June 2, 2017|date=August 14, 2012}}</ref><ref>{{cite web|title=Final Fantasy VII For PC Out Now|url=http://eu.square-enix.com/en/blog/final-fantasy-vii-pc-out-now|website=Official Square Enix EU Blog|archiveurl=https://web.archive.org/web/20120816231258/http://eu.square-enix.com/en/blog/final-fantasy-vii-pc-out-now|archivedate=August 16, 2012|date=August 14, 2012}}</ref> It included high-resolution support, cloud saves, achievements and a character booster. It would later be released via [[Steam (software)|Steam]] on July 4, 2013,<ref>{{cite web|url=http://na.square-enix.com/en/blog/final-fantasy-vii-launches-steam|title=Final Fantasy VII launches on Steam!|last=Elliot|first=Phil|work=Official Square Enix NA Blog|publisher=[[Square Enix]]|date=July 4, 2013|archiveurl=https://web.archive.org/web/20170618091605/http://na.square-enix.com/en/blog/final-fantasy-vii-launches-steam?nocookies=1|archivedate=June 18, 2017|url-status=live}}</ref><ref>{{cite web|url=http://eu.square-enix.com/en/blog/final-fantasy-vii-launches-steam|title=Final Fantasy VII launches on Steam!|last=Elliot|first=Phil|work=Official Square Enix EU Blog|publisher=[[Square Enix]]|date=July 4, 2013|archiveurl=https://web.archive.org/web/20130707121715/http://eu.square-enix.com/en/blog/final-fantasy-vii-launches-steam?nocookies=1|archivedate=July 7, 2013|url-status=live}}</ref> replacing the version available on Square Enix's North American and European online stores.<ref>{{cite web|title=Final Fantasy VII [PC Download] (Steam)|url=https://store.na.square-enix.com/product/280796/final-fantasy-vii-pc-download|website=Square Enix NA Online Store|accessdate=June 2, 2017|archiveurl=https://web.archive.org/web/20160728003450/https://store.na.square-enix.com/product/280796/final-fantasy-vii-pc-download|archivedate=July 28, 2016}}</ref><ref>{{cite web|title=Final Fantasy VII [PC Download] (Steam)|url=https://store.eu.square-enix.com/eu/product/307118/final-fantasy-vii-pc-download|website=Square Enix EU Online Store|accessdate=June 2, 2017|archiveurl=https://web.archive.org/web/20170602080842/https://store.eu.square-enix.com/eu/product/307118/final-fantasy-vii-pc-download|archivedate=June 2, 2017}}</ref> The PC version would be released in Japan for the first time on May 16, 2013, exclusively via Square Enix's Japanese online store with the ''International'' version title. It has features unavailable in the western version including high-speed mode, no [[random encounter]]s mode, and a max stats command.<ref>{{cite magazine|url=http://www.famitsu.com/news/201305/16033364.html|script-title=ja:『FFVII インターナショナル for PC』本日発売、PC版『FFVIII』の発売も決定!|language=ja|magazine=[[Famitsu]]|publisher=[[Enterbrain]]|date=May 16, 2013|accessdate=January 15, 2017|archiveurl=https://web.archive.org/web/20160522214212/http://www.famitsu.com/news/201305/16033364.html|archivedate=May 22, 2016|url-status=live}}</ref> A release for [[iOS]], based on the PC version and adjusted for mobile devices by [[D4 Enterprise]], was released on August 19, 2015, with an auto-save feature.<ref>{{cite magazine|url=https://www.wired.co.uk/article/final-fantasy-vii-comes-to-ios|title=Final Fantasy VII iOS is finally here|last=Kamen|first=Matt|magazine=[[Wired UK]]|publisher=[[Condé Nast Publications]]|date=August 19, 2015|accessdate=August 19, 2015|archiveurl=https://web.archive.org/web/20160921001507/http://www.wired.co.uk/article/final-fantasy-vii-comes-to-ios|archivedate=September 21, 2016|url-status=live}}</ref> The PC version was released for [[PlayStation 4]] on December 5, 2015. DotEmu developed the PS4 version.<ref>{{cite web|url=https://www.engadget.com/2015/12/05/final-fantasy-vii-is-out-today-on-playstation-4/|title='Final Fantasy VII' is out today on PlayStation 4|last=Conditt|first=Jessica|work=[[Engadget]]|publisher=[[AOL]]|date=December 5, 2015|accessdate=January 15, 2017|archiveurl=https://web.archive.org/web/20151206095627/http://www.engadget.com/2015/12/05/final-fantasy-vii-is-out-today-on-playstation-4/|archivedate=December 6, 2015|url-status=live}}</ref><ref>{{cite web|url=http://www.polygon.com/2014/12/6/7345413/final-fantasy-7-ps4-square-enix|title=Final Fantasy 7 is coming to PlayStation 4 next year|first=Michael|last=McWhertor|work=[[Polygon (website)|Polygon]]|date=December 6, 2014 |publisher=[[Vox Media]]|accessdate=January 15, 2017|archiveurl=https://web.archive.org/web/20160305020824/http://www.polygon.com/2014/12/6/7345413/final-fantasy-7-ps4-square-enix|archivedate=March 5, 2016|url-status=live}}</ref><ref>{{cite web|url=https://www.facebook.com/dotemu/posts/359597847448990|title=DotEmu – August 14, 2012|work=[[DotEmu]]|publisher=[[Facebook]]|date=August 14, 2012|accessdate=February 10, 2017|archiveurl=https://web.archive.org/web/20160102045143/https://www.facebook.com/dotemu/posts/359597847448990|archivedate=January 2, 2016|url-status=live}}</ref><ref>{{cite web|url=http://www.gamasutra.com/view/news/274239/DotEmus_bid_to_port_Titan_Quest_to_smartphones.php|title=DotEmu's bid to port Titan Quest to smartphones|last=Allen|first=Jennifer|work=[[Gamasutra]]|publisher=[[UBM TechWeb]]|date=June 30, 2016|accessdate=February 10, 2017|archiveurl=https://web.archive.org/web/20160702145958/http://www.gamasutra.com/view/news/274239/DotEmus_bid_to_port_Titan_Quest_to_smartphones.php|archivedate=July 2, 2016|url-status=live}}</ref> The game was also released for [[Android (operating system)|Android]] on July 7, 2016,<ref>{{cite web|url=http://toucharcade.com/2016/07/07/after-almost-a-year-on-ios-final-fantasy-vii-is-out-on-android/|title=After Almost a Year on iOS, 'Final Fantasy VII' Is Out on Android|last=Lazarides|first=Tasos|work=Touch Arcade|date=July 7, 2016|accessdate=January 15, 2017|archiveurl=https://web.archive.org/web/20161213190554/http://toucharcade.com/2016/07/07/after-almost-a-year-on-ios-final-fantasy-vii-is-out-on-android/|archivedate=December 13, 2016|url-status=live}}</ref> for the [[PlayStation Classic]] on December 3, 2018,<ref>{{Cite web|url=https://blog.us.playstation.com/2018/10/29/announcing-playstation-classics-full-lineup-of-20-games/|title=Announcing PlayStation Classic's Full Lineup of 20 Games|website=PlayStation.Blog|date=October 29, 2018 |language=en-US|access-date=November 3, 2018|archive-url=https://web.archive.org/web/20181029121952/https://blog.us.playstation.com/2018/10/29/announcing-playstation-classics-full-lineup-of-20-games/|archive-date=October 29, 2018|url-status=live}}</ref> and for the [[Nintendo Switch]] and [[Xbox One]] worldwide on March 26, 2019.<ref>{{cite web |url=https://www.windowscentral.com/final-fantasy-vii-launches-xbox-one-late-march |title=Final Fantasy VII lands on Xbox One in late March |last=Madan |first=Asher |date=February 13, 2019 |website=Windows Central |access-date=February 14, 2019 |archive-url=https://web.archive.org/web/20190214075916/https://www.windowscentral.com/final-fantasy-vii-launches-xbox-one-late-march |archive-date=February 14, 2019 |url-status=live}}</ref>
Production for ''Final Fantasy VII'' began in late [[1995 in video gaming|1995]],<ref name="development3" /><ref name="development">{{cite web | author=The Final Fantasy VII Citadel site staff | year=2005 | title=Hironobu Sakaguchi Interview | url=http://www.ff7citadel.com/press/int_sakaguchi.shtml | work=[http://www.ff7citadel.com/ The Final Fantasy VII Citadel] | accessmonthday=August 10 | accessyear=2006}}</ref> and required the efforts of more than one hundred artists and programmers<ref name="development" /><ref name="development2">{{cite web | author=Vestal, Andrew | year=1998 | title=The History of Final Fantasy | url=http://www.gamespot.com/features/vgs/universal/finalfantasy_hs/sec1_7_2.html | work=[http://www.gamespot.com/ GameSpot] | accessmonthday=August 10 | accessyear=2006}}</ref> using such software as [[PowerAnimator]] and [[Softimage XSI]],<ref name="development3" /> and a budget of approximately [[United States dollar|US$]]45 million.<ref name="development4">{{cite web | author=Low, Gek Siong | year=2001 | title=Coming to America: The making of Final Fantasy VII and how Squaresoft conquered the RPG market | url=http://www-cs-students.stanford.edu/~geksiong/papers/sts145/Squaresoft%20and%20FF7.htm | work=[http://stanford.edu/ Stanford University] | accessmonthday=August 10 | accessyear=2006}}</ref> ''[[Final Fantasy VI]]''<nowiki>'</nowiki>s co-director and scenario writer, Yoshinori Kitase, returned to direct and co-write this installment of the series, and expressed a concern that the franchise might be left behind if it did not catch up to the [[3D computer graphics]] used in other games at the time.<ref name="development5" /> Production then began after the development of a short, experimental [[technology demo]] for [[Silicon Graphics]] Onyx workstations.<ref name="development" /> Called "[[Final Fantasy VI: The Interactive CG Game|Final Fantasy SGI]]", the demo featured [[polygon (computer graphics)|polygon]]-based 3D renderings of characters from ''Final Fantasy VI'' in a [[real-time (media)|real-time]] battle and incorporated interactive elements.<ref name="development" /><ref name="development6">{{cite web | author=Sutherland, Kenny | year=2003 | title=Elusions: Final Fantasy 64 | url=http://www.lostlevels.org/200510/ | work=[http://www.lostlevels.org/ LostLevels] | accessmonthday=August 10 | accessyear=2006}}</ref><ref name="development7">{{cite web | author=RPGamer site staff | title=Final Fantasy SGI Demo | url=http://www.rpgamer.com/games/ff/affw/ffsgi.html | work=[http://www.rpgamer.com/ RPGamer]|accessmonthday=August 10 |accessyear=2006}}</ref> This experiment led the development team to decide to integrate these design mechanics into ''Final Fantasy VII''.<ref name="development" /> However, as a result of the high quantity of memory storage required to implement the motion data, 3D models and [[computer graphics]] effects involved, it was decided that only the [[CD-ROM]] format would be able to suit the project's needs.<ref name="development3" /><ref name="development" /><ref name="development4" /><ref name="development6" /> [[Nintendo]], for whom Square had developed all previous titles in the ''Final Fantasy'' series, had decided to continue to use [[cartridge (electronics)|cartridges]] for their upcoming [[Nintendo 64]] [[video game console]]. Square ultimately decided to end their long, often tumultuous, relationship with Nintendo, and announced on [[January 12]], [[1996 in video gaming|1996]] that they would be developing ''Final Fantasy VII'' for [[Sony Computer Entertainment|Sony]]'s [[PlayStation]] system.<ref name="development3" /><ref name="development4" /><ref name="development6" />


==Reception and sales==
The transition from [[2D computer graphics]] to 3D environments overlaid on [[pre-rendered]] backgrounds<ref name="ignreview" /><ref name="gamespotreview" /><ref name="egmreview" /> was accompanied by a focus on a more realistic presentation, which challenged the development team. According to Kitase, "Right from the time the decision to go with CD was made he <nowiki>[</nowiki>[[game producer|producer]] [[Hironobu Sakaguchi]]] set down a ground rule for the team saying, 'If the player becomes aware of the access times, we have failed'", demanding that an immersive atmosphere be upheld, which led to the programming of various animations to activate while the game loaded data.<ref name="development3" /> While the extra storage capacity and computer graphics to which the team now had access gave them the means to implement more than 40 minutes of [[full motion video]] movies<ref name="development3" /> — an unprecedented undertaking in the genre at the time<ref name="development3" /><ref name="development4" /> — this innovation brought with it the added difficulty of ensuring that the inferiority of the in-game graphics in comparison to the FMV sequences was not too obvious. Kitase has described the process of making the in-game environments as detailed as possible to be "a daunting task".<ref name="development3" /> Among the difficulties faced was the potential inability to render 3D polygon models based on the designs of [[Yoshitaka Amano]], the series' long-time character designer. As his style was considered too exquisite to be compatible with the visual format of the project, this issue was addressed by bringing Tetsuya Nomura onboard as its character designer, while Amano aided in the design of the game's world map<ref name="development4" /> Previously a monster designer for ''[[Final Fantasy V]]'',<ref name="nomurain">{{cite web | date=September 2005 | url=http://findarticles.com/p/articles/mi_zdoup/is_200509/ai_n14800453 | title=Nomura | work=[http://www.findarticles.com/ Find Articles]; originally published in [http://opm.1up.com/ Official U.S. PlayStation Magazine]|accessmonthday=August 10 |accessyear=2006}}</ref> Nomura's style was more reminiscent of [[manga]], and considered easier to adapt.<ref name="development4" /> Another problem faced during development was a rushed production schedule. Veteran series [[composer]] [[Nobuo Uematsu]] commented in the liner notes of the game's [[video game music|soundtrack]]: "There is one thing common in all the ''Final Fantasy'' games. None of them are complete". Despite delaying the game's release from December 1996 to January 1997, several additions to gameplay and story needed to be made for the game's North American release,<ref name="gamespotreview" /><ref name="development4" /> prompting a rerelease in Japan under the title "''Final Fantasy VII International''".<ref name="development4" />
{{Video game reviews
| PC = true
| PS = true
| na = true
| GR_PS = 92%<ref>{{cite web |url=https://www.gamerankings.com/ps/197341-final-fantasy-vii/index.html |title=Final Fantasy VII for PlayStation |website=[[GameRankings]] |publisher=[[CBS Interactive]] |accessdate=June 9, 2018 |archive-url=https://web.archive.org/web/20180612142435/http://www.gamerankings.com/ps/197341-final-fantasy-vii/index.html |archive-date=June 12, 2018 |url-status=dead}}</ref>
| GR_PC = 86%<ref>{{cite web |url=https://www.gamerankings.com/pc/130791-final-fantasy-vii/index.html |title=Final Fantasy VII for PC |website=[[GameRankings]] |publisher=[[CBS Interactive]] |accessdate=June 9, 2018 |archive-url=https://web.archive.org/web/20180612143153/http://www.gamerankings.com/pc/130791-final-fantasy-vii/index.html |archive-date=June 12, 2018 |url-status=dead}}</ref>
| MC_PS = 92/100<ref name="MC">{{cite web |url=https://www.metacritic.com/game/final-fantasy-vii/critic-reviews/?platform=playstation |title=Final Fantasy VII for PlayStation Reviews |website=[[Metacritic]] |publisher=[[CBS Interactive]] |accessdate=July 13, 2013 |url-status=live |archiveurl=https://web.archive.org/web/20110829042001/http://www.metacritic.com/game/playstation/final-fantasy-vii |archivedate=August 29, 2011}}</ref>
| 1UP_PS = A+<ref name=1upps>{{cite web|url=http://www.1up.com/do/reviewPage?cId=3111181&did=3 |title=Final Fantasy VII Review |author=1UP Staff |website=1UP.com |date=January 1, 2000 |accessdate=July 16, 2008 |archiveurl=https://web.archive.org/web/20160530171249/http://www.1up.com/reviews/final-fantasy-vii_2 |archivedate=May 30, 2016 |url-status=dead}}</ref>
| Allgame_PS = {{rating|5|5}}<ref name="All Game">{{cite web |url=http://www.allgame.com/game.php?id=43810 |title=Final Fantasy VII (Greatest Hits) |work=Allgame |publisher=Rovi Corporation |accessdate=September 4, 2012|archiveurl=https://web.archive.org/web/20100102143231/http://allgame.com/game.php?id=43810|archivedate=January 2, 2010|url-status=dead}}</ref>
| Allgame_PC = {{rating|4.5|5}}<ref>{{cite web |url=http://www.allgame.com/game.php?id=9411 |title=Final Fantasy VII (PC) |work=Allgame |publisher=Rovi Corporation |accessdate=September 4, 2012|archiveurl=https://web.archive.org/web/20141114121120/http://www.allgame.com/game.php?id=9411|archivedate=November 14, 2014|url-status=dead}}</ref>
| CVG_PS = {{rating|5|5}}<ref>{{cite web|url=https://archive.org/stream/Computer_and_Video_Games_Issue_192_1997-11_EMAP_Images_GB#page/n51/mode/2up |title=Computer and Video Games – Issue 192 (1997–11)(EMAP Images)(GB) |work=archive.org |date=November 1997 |url-status=live |archiveurl=https://web.archive.org/web/20130717191034/http://archive.org/stream/Computer_and_Video_Games_Issue_192_1997-11_EMAP_Images_GB |archivedate=July 17, 2013}}</ref>
| CVG_PC = 9/10<ref name="CVG">{{cite web|url=http://www.computerandvideogames.com/8069/reviews/final-fantasy-vii-review/|title= Final Fantasy VII: The game that made RPGs cool|author=Alex C|work=[[Computer and Video Games]]|publisher=[[Future plc]]|date=August 14, 2001|archiveurl=https://web.archive.org/web/20141129185639/http://www.computerandvideogames.com/8069/reviews/final-fantasy-vii-review/|archivedate=November 29, 2014}}</ref>
| Edge_PS = 9/10<ref name="Edge"/>
| EGM_PS = 38/40<ref name="EGM">''[[Electronic Gaming Monthly]]'', 1998 Video Game Buyer's Guide, p. 72</ref><ref name=EGM99>{{cite magazine |title=Review Crew: Final Fantasy VII|magazine=[[Electronic Gaming Monthly]] |issue=99|publisher=[[Ziff Davis]]|date=October 1997|page=50}}</ref>
| Fam_PS = 38/40<ref name="Fami">{{cite web|url=http://fs.finalfantasytr.com/search.asp?query=final+fantasy |title=Final Fantasy – famitsu Scores Archive |publisher=Famitsu Scores Archive |accessdate=July 16, 2008 |archiveurl=https://web.archive.org/web/20080714074152/http://fs.finalfantasytr.com/search.asp?query=final%2Bfantasy |archivedate=July 14, 2008 |url-status=dead}}</ref>
| GamePro_PC = {{rating|4.5|5}}<ref name=GPRoPC/>
| GameFan_PS = 300+/300<ref>''GameFan'', volume 5, issue 9 (September 1997), pp. 26 & 67–70</ref><ref>{{cite journal|url=http://www.gamespite.net/toastywiki/index.php/Games/Issue13FinalFantasyVII |title=Final Fantasy VII: The Voice of the Planet |journal=GameSpite Quarterly |last=Nomali |first=Nicola |date=March 30, 2009 |issue=13 |accessdate=January 29, 2012 |editor1-first=Jeremy |editor1-last=Parish |url-status=live |archiveurl=https://web.archive.org/web/20120120051341/http://www.gamespite.net/toastywiki/index.php/Games/Issue13FinalFantasyVII |archivedate=January 20, 2012}}</ref>
| GI_PS = 9.75/10<ref>{{cite magazine|url=http://www.gameinformer.com/cgi-bin/review.cgi?sys=psx&path=sep97&doc=ff7|title=Final Fantasy VII: Better Than All the Rest|author1=Andy|author2=Paul|author3=Reiner, Andrew|magazine=[[Game Informer]]|date=September 1997|archiveurl=https://web.archive.org/web/19990913143421/http://www.gameinformer.com/cgi-bin/review.cgi?sys=psx&path=sep97&doc=ff7|archivedate=September 13, 1999}}</ref>
| GMaster_PS = 96%<ref>{{cite journal |last1=Griffiths |first1=Daniel |title=Final Fantasy VII |journal=[[GamesMaster (magazine)|GamesMaster]] |date=Christmas 1997 |issue=63 |pages=34–37}}</ref>
| GameRev_PS = B+<ref>{{cite web |title=Final Fantasy VII – PlayStation Review |url=http://www.game-revolution.com/games/sony/rpg/final_fantasy_vii.htm |archive-url=https://web.archive.org/web/20010309091343/http://www.game-revolution.com/games/sony/rpg/final_fantasy_vii.htm |url-status=dead |archive-date=March 9, 2001 |website=[[Game Revolution]] |date=June 4, 1998 |accessdate=March 9, 2001}}</ref>
| GSpot_PS = 9.5/10<ref name="gamespotps1"/>
| GSpot_PC = 8/10<ref name="GSpotPC">{{cite web|url=http://www.gamespot.com/reviews/final-fantasy-vii-review/1900-2536027/ |title=Final Fantasy VII (PC) |work=GameSpot |publisher=CBS Interactive |last=Dulin |first=Ron |date=July 7, 1998 |accessdate=March 8, 2010 |url-status=live |archiveurl=https://web.archive.org/web/20131016111436/http://www.gamespot.com/reviews/final-fantasy-vii-review/1900-2536027/ |archivedate=October 16, 2013}}</ref>
| IGN_PS = 9.5/10<ref name="ignreview"/>
| IGN_PC = 8.2/10<ref name=autogenerated1>{{cite web |url=http://pc.ign.com/articles/152/152301p1.html |title=Final Fantasy VII review (PC) |work=IGN |publisher=News Corporation |last=Ward |first=Trent |date=June 24, 1998 |accessdate=March 8, 2010 |archiveurl=https://web.archive.org/web/20020221020905/http://pc.ign.com/articles/152/152301p1.html |archivedate=February 21, 2002}}</ref>
| NGen_PS = {{rating|5|5}}<ref name=NG>{{cite magazine|title=Grand Finale|magazine=[[Next Generation (magazine)|Next Generation]]|issue=34|publisher=[[Future US|Imagine Media]]|date=October 1997|page=170}}</ref>
| OPMAU_PS = 10/10<ref>{{cite journal |last1=Bertram |first1=Adrian |title=Official Australian PSX Review of FFVII |journal=[[PlayStation Official Magazine – Australia]] |date=December 1997 |url=http://www.ff7citadel.com/press/rev_aus.shtml |accessdate=April 1, 2019 |archive-url=https://web.archive.org/web/20170728213350/http://www.ff7citadel.com/press/rev_aus.shtml |archive-date=July 28, 2017 |url-status=live}}</ref>
| OPM_PS = {{rating|5|5}}<ref name="OPM"/>
| Play_PS = 94%<ref>{{cite web |title=Final Fantasy VII Reviews and Articles for PlayStation |url=https://www.gamerankings.com/ps/197341-final-fantasy-vii/articles.html |website=[[GameRankings]] |accessdate=April 1, 2019 |archive-url=https://web.archive.org/web/20190401233822/https://www.gamerankings.com/ps/197341-final-fantasy-vii/articles.html |archive-date=April 1, 2019 |url-status=live}}</ref>
| PSM_PS = {{rating|5|5}}<ref>{{Cite magazine|title=Final Fantasy VII|date=September 1997 |editor=Frost, Stephen |magazine=PlayStation: The Official Magazine |issue=1 |page=18 |publisher=Imagine Media}}</ref>
| CGW_PC= {{rating|4|5}}<ref name=cgw />
| PCF_PC = 93%<ref>{{cite journal |title=The biggest selling game of all time: Final Fantasy VII |journal=[[PC Zone]] |date=August 1998 |issue=66 |pages=2–3 |url=https://archive.org/stream/PC_Zone_Issue_066_1998-08_Dennis_Publishing_GB#page/n1/mode/2up |accessdate=April 1, 2019}}</ref>
| PCGUS_PC = 90%<ref name=pcgus />
| PCPP_PC = 90%<ref>{{cite journal |title=Reviews: Final Fantasy VII |journal=[[PC PowerPlay]] |date=August 1998 |issue=27 |pages=78–79 |url=https://archive.org/details/PCPowerplay-027-1998-08/page/n77 |accessdate=April 1, 2019 |language=en}}</ref>
| PCZone_PC = 93%<ref>{{cite journal |title=Reviews: Final Fantasy VII |journal=[[PC Zone]] |date=August 1998 |issue=66 |pages=92–95 |url=https://archive.org/stream/PC_Zone_Issue_066_1998-08_Dennis_Publishing_GB#page/n91/mode/2up |accessdate=April 1, 2019}}</ref>
}}


Within three days of its release in Japan, ''Final Fantasy VII'' sold over two million copies.<ref name="Hist of FF7"/><ref>{{cite magazine|title=Final Fantasy VII Quiz |magazine=VideoGame Spot |date=February 4, 1997}} Quoted in {{cite web |url=https://cdn1.vox-cdn.com/uploads/chorus_asset/file/7687635/Bamberger_marketing_files.0.pdf |title=Final Fantasy VII Enthusiast Coverage |work=[[Polygon (website)|Polygon]] |type=Part of a collection of internal <abbr title="Sony Computer Entertainment America">SCEA</abbr> documents compiled by former Sony senior product manager David Bamberger for "Final Fantasy 7: An oral history" |publisher=[[Vox Media]] |date=January 9, 2017 |orig-year=First published <abbr title="circa">c.</abbr> March 1997 |page=18 |accessdate=May 13, 2018 |archive-url=https://web.archive.org/web/20170217015709/https://cdn1.vox-cdn.com/uploads/chorus_asset/file/7687635/Bamberger_marketing_files.0.pdf |archive-date=February 17, 2017 |url-status=live}}</ref><ref>{{cite magazine|title=Gaming Gossip|magazine=[[Electronic Gaming Monthly]] |issue=93|publisher=[[Ziff Davis]]|date=April 1997|page=28 |quote=... more than 2 million copies were sold the first two days ...}}</ref> This popularity inspired thousands of retailers in North America to break [[street date]]s in September to meet public demand for the title.<ref>{{cite magazine | date=September 1997 | title=Retailers Nationwide Break Official Release Date of PlayStation's "Final Fantasy VII" Videogame | publisher=Business Wire | magazine=Find Articles}}</ref> In the game's debut weekend in North America, it sold 330,000 copies,<ref>{{cite magazine | date=September 1997 | title=PlayStation's "Final Fantasy VII" Breaks Industry Records in Debut Weekend | magazine=Find Articles | publisher=Business Wire}}</ref> and had reached sales of 500,000 copies in less than three weeks.<ref>{{cite magazine | date=September 1997 | title=PlayStation's Final Fantasy VII Has Sold More Than Half a Million Copies to Date | publisher=Business Wire | magazine=Find Articles}}</ref> The momentum established in the game's opening weeks continued for several months; Sony announced the game had sold one million copies in North America by early December,<ref name="1mil">{{cite magazine | date=December 4, 1997 | title=Final Fantasy VII For PlayStation Hits Million-Unit Mark; Latest Sell-Through Numbers Make Square's Final Fantasy VII Worldwide Best Seller | magazine=Find Articles | publisher=Business Wire}}</ref> prompting business analyst Edward Williams from Monness, Crespi, Hardt & Co. to comment that "Sony redefined the role-playing game (RPG) category and expanded the conventional audience with the launch of ''Final Fantasy VII''".<ref name="1mil"/> According to ''Weekly Famitsu'', ''Final Fantasy VII'' sold 3.27 million units in Japan by the end of 1997.<ref name=3m>{{cite web | archiveurl=https://web.archive.org/web/20000301041540/http://headline.gamespot.com/news/98_02/05_japan/index.html | url=http://headline.gamespot.com/news/98_02/05_japan/index.html | title=Japan's Top Ten of '97 | author=Ohbuchi, Yutaka | date=February 5, 1998 | work=[[GameSpot]] | archivedate=March 1, 2000 | url-status=dead}}</ref> By the end of 2005, the PlayStation version had sold 9.8 million copies including 4 million sales in Japan,<ref>{{cite web|url=http://na.square-enix.com/e306/titles/ccff7/ |title=Crisis Core -Final Fantasy VII- |accessdate=December 15, 2019 |publisher=Square Enix|archiveurl=https://web.archive.org/web/20080801053240/http://na.square-enix.com/e306/titles/ccff7/| archivedate=August 1, 2008| year=2006}}</ref> making it the highest-selling game in the ''Final Fantasy'' series.<ref>{{cite web|url=http://psp.ign.com/articles/869/869858p1.html |title=Crisis Core: Final Fantasy VII UK Interview |website=IGN |first=Dave |last=McCarthy |date=April 28, 2008 |accessdate=December 3, 2008 |url-status=live |archiveurl=https://web.archive.org/web/20090221203131/http://psp.ign.com/articles/869/869858p1.html |archivedate=February 21, 2009}}</ref> By the end of 2006, [[The Best (PlayStation range)|''The Best'']], the bargain reissue of the game, had sold over 158,000 copies in Japan.<ref name="EBsales">{{Cite book|title=Famitsū Gēmu Hakusho 2007 |publisher=[[Enterbrain]] |year=2007 |isbn=978-4-7577-3577-4 |location=Tokyo |page=387 |id={{JPNO|21240454}} |language=ja |script-title=ja:ファミ通ゲーム白書2007 |trans-title=Famitsu Game Whitebook 2007 |chapter=2006年ゲームソフト年間売上TOP500 |trans-chapter=2006 Game Software Annual Sales Top 500 |chapter-url=http://geimin.net/da/db/2006_ne_fa/index.php |url-status=live |archive-url=https://web.archive.org/web/20150626214525/http://geimin.net/da/db/2006_ne_fa/index.php |archive-date=June 26, 2015}}</ref> By May 2010, it had sold over 10 million copies worldwide,<ref name=arstechnica>{{cite web|first=Andrew |last=Webster |url=https://arstechnica.com/gaming/news/2010/05/masterpiece-final-fantasy-vii.ars |title=Masterpiece: Final Fantasy VII |website=Ars Technica |date=May 2010 |accessdate=February 8, 2012 |url-status=live |archiveurl=https://web.archive.org/web/20120130003235/http://arstechnica.com/gaming/news/2010/05/masterpiece-final-fantasy-vii.ars |archivedate=January 30, 2012}}</ref> making it the most popular title in the series in terms of units sold.<ref>{{cite video|date=August 13, 2007 |url=http://www.gametrailers.com/player/23449.html |archiveurl=https://web.archive.org/web/20090415150749/http://www.gametrailers.com/player/23449.html |archivedate=April 15, 2009 |title=Final Fantasy Retrospective Part V |medium=GameTrailers.com feature |publisher=GameTrailers |accessdate=July 16, 2008 |url-status=dead}}</ref><ref>{{cite web|date=August 29, 2006 |url=https://www.usatoday.com/tech/gaming/2006-08-29-dirge-of-cerberus_x.htm |title='Dirge of Cerberus' defies expectations, for better and worse |work=USA Today |first=Alex |last=Kraus |accessdate=July 16, 2008 |url-status=live |archiveurl=https://web.archive.org/web/20110629090116/http://www.usatoday.com/tech/gaming/2006-08-29-dirge-of-cerberus_x.htm |archivedate=June 29, 2011}}</ref><ref>{{cite web|url=http://uk.gamespot.com/gamespot/features/all/greatestgames/index.html|title=The Greatest Games of All Time|accessdate=July 16, 2008|website=GameSpot|author=GameSpot Editorial Team|archiveurl=https://web.archive.org/web/20081219083220/http://uk.gamespot.com/gamespot/features/all/greatestgames/index.html|archivedate=December 19, 2008|url-status=dead}}</ref> The original PC version surpassed Eidos' expectations: while initially forecast to sell 100,000 units, it quickly exceeded sales of one million units, garnering royalties of over $2 million for Square.<ref name="PolygonRetro"/> By August 2015, the PlayStation and PC versions had sold over 11 million units worldwide.<ref>{{cite web |title=Final Fantasy VII |url=https://itunes.apple.com/us/app/final-fantasy-vii/id1021566244 |website=[[App Store (iOS)|App Store]] |date=January 26, 2016 |accessdate=June 11, 2019 |language=en-us |archiveurl=https://web.archive.org/web/20160804010803/http://itunes.apple.com/us/app/final-fantasy-vii/id1021566244 |archivedate=August 4, 2016}}</ref><ref>{{cite web|url=http://www.siliconera.com/2015/08/19/final-fantasy-vii-has-sold-over-11-million-units-worldwide/|title=Final Fantasy VII Has Sold Over 11 Million Units Worldwide |last=Yip|first=Spencer|work=Siliconera|publisher=[[Curse, Inc.]]|date=August 19, 2015 |accessdate=March 26, 2017|archiveurl=https://web.archive.org/web/20160324093927/http://www.siliconera.com/2015/08/19/final-fantasy-vii-has-sold-over-11-million-units-worldwide/ |archivedate=March 24, 2016|url-status=live}}</ref> [[Steam Spy]] estimated the game to have sold over 1.2 million downloads on Steam as of April 2018,<ref>{{cite web |title=Final Fantasy VII |url=http://steamspy.com/app/39140 |archive-url=https://web.archive.org/web/20180411223036/http://steamspy.com/app/39140 |url-status=dead |archive-date=April 11, 2018 |website=[[Steam Spy]] |accessdate=April 11, 2018}}</ref> with a later Steam leak estimating it had 1.14 million players on the platform as of July 2018.<ref name=ArsTechnicaSteam>{{cite web |last=Orland |first=Kyle |title=Valve leaks Steam game player counts; we have the numbers |url=https://arstechnica.com/gaming/2018/07/steam-data-leak-reveals-precise-player-count-for-thousands-of-games/ |website=Ars Technica |accessdate=September 20, 2018 |date=July 6, 2018 |archive-url=https://web.archive.org/web/20180710173043/https://arstechnica.com/gaming/2018/07/steam-data-leak-reveals-precise-player-count-for-thousands-of-games/ |archive-date=July 10, 2018 |url-status=live}}</ref> As of June 2020, the game has sold more than 13.3 million units worldwide.<ref>{{Cite web|date=February 25, 2021|title=Ateam Co-Developing Smart Device Game "Final Fantasy VII The First Soldier" with Square Enix|url=https://www.a-tm.co.jp/en/news/service-20409/|access-date=November 3, 2021|website=[[Ateam Inc.]]|publisher=[[Square Enix]], [[Ateam Inc.]]|archive-date=November 3, 2021|archive-url=https://web.archive.org/web/20211103132705/https://www.a-tm.co.jp/en/news/service-20409/|url-status=live}}</ref><ref>{{Cite news|date=February 26, 2021|title=エイチーム---ストップ高、スマホゲームをスクエニと共同開発|language=ja|trans-title=Ateam --- Collaborative development of smartphone game with Square Enix|work=[[Reuters]]|url=https://www.reuters.com/article/idJP00093500_20210226_00820210226|access-date=November 3, 2021|archive-date=December 20, 2021|archive-url=https://web.archive.org/web/20211220040958/https://www.reuters.com/article/idJP00093500_20210226_00820210226|url-status=live}}</ref> As of September 2023, the original version of the game has sold over 14.4 million units worldwide.<ref>{{cite web | url=https://www.4gamer.net/games/305/G030589/20230923061/ | title=川崎の工場夜景は魔晄都市ミッドガルだった! 「FF VII REMAKE」をテーマにしたクルーズイベント「MIDGAR Night Cruise FINAL FANTASY VII REMAKE」を11月開催 | access-date=January 24, 2024 | archive-date=January 24, 2024 | archive-url=https://web.archive.org/web/20240124193343/https://www.4gamer.net/games/305/G030589/20230923061/ | url-status=live }}</ref>
Art director [[Yusuke Naora]] refers to the game's atmosphere as "strong [and] dark",<ref name="development8">{{cite web | author=Coxon, Sachi | year=1998 | title=Interview with Yoshinori Kitase, Tetsuya Nomura and Yusuke Naora | url=http://members.tripod.com/PlayStationJapan/main.html | work=[http://members.tripod.com/PlayStationJapan/main.html PlayStation Japan] | accessmonthday=July 15 | accessyear=2006}}</ref> achieved through lighting effects that he considers "the darkest of darkest",<ref name="development9">{{cite web | author=Final Fantasy Shrine site staff | title=Final Fantasy VIII Kitase, Nojima, Naora and Nomura Interview | url=http://www.ffshrine.org/ff8/ff8_interview.php | work=[http://www.ffshrine.org/ Final Fantasy Shrine] | accessmonthday=July 15 | accessyear=2006}}</ref> and a story that emphasised realism while drawing on a variety of myths, legends, and religious and philosophical systems to "[use] as a framework for loftier ethical aspirations and [[ecology|ecologically]] conscious evangelism".<ref name="development5" /><ref name="development3" /> These concepts were reflected in names, such as "Sephiroth",<ref name="sephname">{{Cite book | year=1997 | editor=Famitsu | title=Final Fantasy VII Kaitai Shinsho | pages=26 | language=Japanese | publisher=Famitsu | id=ISBN 4-7577-0098-9}}</ref> Cloud's personal conflicts, the permanence of Aeris' death and the plot element of the Lifestream.<ref name="development3" /><ref name="development5" /> Tetsuya Nomura has explained that, during the early stages of development, the game was to have featured only Cloud, Barret and Aeris, with the intention that one of the three would die.<ref name="development5" /> Feeling that Cloud could not die due to his leading role and that the death of characters such as Barret was already too great a cliché in the ''Final Fantasy'' series and fiction in general, he expressed frustration with the frequent presentation of death in fiction as an awe-inspiring, often romantic idea centered around sacrifice and resurrection. As a result, he suggested that Aeris die and not return, believing the audience would not expect such a development and that it would emphasise the sudden, harsh, and irreversible nature of death.<ref name="development5" /><ref name="development3" /><ref name="development4" /> Alternatively, Sakaguchi based the philosophy of the Lifestream on ideas from cultures who believe in an invisible, inextinguishable energy that permeates planets and all life upon them, and was given its in-game representation by Kitase.<ref name="development3" />


The game received widespread acclaim from critics upon release. It was referred to by ''[[GameFan]]'' as "quite possibly the greatest game ever made",<ref>{{Cite journal| date=September 1997 |title=Final Fantasy VII Review|pages=68–69 |issue=9|journal=GameFan|volume=5| publisher=Metropolis Media}}</ref> a quote selected for the back cover of the game's [[jewel case]]. ''[[GameSpot]]'' commented that "never before have technology, playability, and narrative combined as well as in ''Final Fantasy VII''", expressing particular favor toward the game's graphics, audio, and story.<ref name=gamespotps1/> The four reviewers of ''[[Electronic Gaming Monthly]]'' unanimously gave it a 9.5 out of 10 and their "Game of the Month" award, lauding its rendered backgrounds, use of FMV, battles, and especially the story line, though they expressed disappointment that the ending didn't resolve all of the loose ends. They also considered the North American localization a dramatic improvement over the original Japanese version.<ref name=EGM99/> ''[[GamePro]]'' gave it a perfect 5.0 out of 5 in all four categories (graphics, sound, control, and fun factor), calling the storytelling "dramatic, sentimental, and touching in a way that draws you into the characters", who "come alive thanks to sweetly subtle body movements".<ref name=GProPS>{{cite magazine |editor=Slo Mo |title=Final Fantasy VII|magazine=[[GamePro]] |issue=109 |publisher=[[International Data Group|IDG]] |date=October 1997|pages=46–47}}</ref> Both ''GamePro'' and ''[[Official U.S. PlayStation Magazine]]'' (''OPM'') said the ATB system gives battles a tension and urgency not usually seen in RPGs.<ref name=OPM/><ref name=GProPS/> [[IGN]]'s Jay Boor insisted the game's graphics were "light years beyond anything ever seen on the PlayStation", and regarded its battle system as its strongest point.<ref name=ignreview/>
Members of the development team have revealed that they intended some aspects of the game's story to be left open to the interpretation of individual players.<ref name="Khosla" /><ref name="opentointerpretation">{{cite web | author=Final Fantasy Insider site staff | year=2005 | title=Final Fantasy VII Advent Children Interview - Conducted by GanGan | url=http://www.ffinsider.net/ff7ac/interview3.php | work=[http://www.ffinsider.net/ Final Fantasy Insider] | accessmonthday=August 10 | accessyear=2006}}</ref><ref name="sheila2">{{cite web | author=Khosla, Sheila | year=2005 | title=The Second Coming | url=http://flaregamer.com/b2article.php?p=109&more=1 | work=[http://flaregamer.com/ FLAREgamer] | accessmonthday=August 10 | accessyear=2006}}</ref> Scenario writer [[Kazushige Nojima]] has explained that he intended players to feel encouraged to speculate about what Cloud might be thinking in certain situations rather than be provided with actual insight into what he felt.<ref name="scifisetting" /><ref name="development3" /> The game's ending left the fate of the characters ambiguous until the release of ''[[Final Fantasy VII Advent Children]]'' in 2005,<ref name="development12">{{Cite book | year=2001 | editor=Studio BentStuff | title=Final Fantasy X Ultimania Ω | pages=191 | language=Japanese | publisher=DigiCube/Square Enix | id=ISBN 4-88787-021-3}}</ref><ref name="rpgamer">{{cite web | author=Alley, Jake | title=Final Fantasy VII - Review | url=http://www.rpgamer.com/games/ff/ff7/reviews/ff7strev1.html | work=[http://www.rpgamer.com/ RPGamer] | accessmonthday=August 10 | accessyear=2006}}</ref> but the ultimate fate of humanity remained unclear nonetheless. At the time of ''Advent Children''<nowiki>'</nowiki>s release, Kitase suggested that the game's epilogue may signify the extinction of human beings.<ref name="development5" /> However, Nomura has since stated that the game's final scene symbolizes humans living in harmony with nature,<ref name="development13">{{Cite book | year=2006 | editor=Watanabe, Yukari | title=Final Fantasy VII Advent Children - Reunion Files - | pages=105 | language=Japanese|publisher=SoftBank|id=ISBN 4-7973-3498-3}}</ref> and Square has provided explanations for other details of the game's plot with the publication of the ''Final Fantasy VII [[Ultimania]] Ω'' guidebook.


''[[Computer and Video Games]]''{{'}}s Alex C praised the dramatic story and well-developed characters.<ref name=CVG/> In addition to calling the graphics "bar none the best the PlayStation has ever seen", ''[[Next Generation (magazine)|Next Generation]]'' said of the story that "while ''FFVII'' may take a bit to get going, as in every entry in the series, moments of high melodrama are blended with scenes of sheer poetry and vision".<ref name=NG/> ''[[Edge (magazine)|Edge]]'' noted that ''Final Fantasy VII'' had come close to being an [[interactive movie]] in playable form, praising its combination of a complex story that went against Western [[Graphic adventure game|graphic adventures]] trends and "excellently orchestrated chip music".<ref name=Edge>{{cite magazine|url=http://www.edge-online.com/reviews/final-fantasy-vii-review |author=Edge Staff |title= Final Fantasy VII Review |magazine=[[Edge (magazine)|Edge]] |publisher=[[Future plc]] |date=October 8, 1997 |archiveurl=https://web.archive.org/web/20120628000106/http://www.edge-online.com/reviews/final-fantasy-vii-review |archivedate=June 28, 2012}}</ref> RPGamer praised the game's soundtrack, both in variety and sheer volume, stating that "Uematsu has done his work exceptionally well" and saying that it was potentially his best work.<ref name="rpgamer">{{cite web | author=Castomel | title=Final Fantasy VII—Review | url=http://www.rpgamer.com/games/ff/ff7/reviews/ff7strev3.html | work=RPGamer | publisher=[[CraveOnline]] | accessdate=July 16, 2008 | archiveurl=https://web.archive.org/web/20160306190326/http://rpgamer.com/games/ff/ff7/reviews/ff7strev3.html | archivedate=March 6, 2016 | url-status=dead | df=mdy-all}}</ref> ''Final Fantasy VII'' has received some negative criticism. ''OPM'' and ''GameSpot'' questioned the game's [[Nonlinear gameplay|linear]] progression.<ref name=gamespotps1/><ref name=OPM>{{Cite magazine | date=October 1997 | editor1=Rybicki, Joe | title=Final Fantasy VII | magazine=Official U.S. PlayStation Magazine |issue=1 | pages=86–87 | publisher=Ziff Davis | url=https://archive.org/details/Official_US_PlayStation_Magazine_Volume_1_Issue_1_1997-10_Ziff_Davis_US/page/n85}}</ref> ''OPM'' considered the game's translation "a bit muddy" and felt the summon animations were "absolutely awe-inspiring".<ref name=OPM/> RPGamer cited its translation as "packed with typos and other errors which further obscure what is already a very confusing plot".<ref>{{cite web |last=Long |first=Andrew |title=Final Fantasy VII—Review |url=http://www.rpgamer.com/games/ff/ff7/reviews/ff7strev3.html |website=RPGamer |accessdate=July 16, 2008 |url-status=dead |archiveurl=https://web.archive.org/web/20160306190326/http://rpgamer.com/games/ff/ff7/reviews/ff7strev3.html |archivedate=March 6, 2016}}</ref> ''[[GamePro]]'' also considered the Japanese-to-English translation a significant weakness in the game,<ref name=GPRoPC>{{cite magazine| last=Olafson|first=Peter |date=November 24, 2000 |title=Review: Final Fantasy VII |url=http://www.gamepro.com/article/reviews/824/final-fantasy-vii/ |magazine=[[GamePro]] |accessdate=July 16, 2008|archiveurl=https://web.archive.org/web/20081023173944/http://www.gamepro.com/article/reviews/824/final-fantasy-vii/ |archivedate=October 23, 2008}}</ref> and IGN regarded the ability to use only three characters at a time as "the game's only shortcoming".<ref name="ignreview"/>
The game's release in North America was preceded by a massive three-month marketing campaign for which Sony allocated a US$100 million budget. The high-profile campaign consisted of three 30-second television commercials on major networks, a holiday promotion with [[Pepsi]], and printed ads in publications such as ''[[Rolling Stone]]'', ''[[Details (magazine)|Details]]'', ''[[Spin (magazine)|Spin]]'', ''[[Playboy]]'' and [[comic book]]s published by [[Marvel Comics|Marvel]] and [[DC Comics|DC]].<ref name="development4" /><ref name="development14">{{cite web | date=August 1997 | url=http://findarticles.com/p/articles/mi_m0EIN/is_1997_August_27/ai_19701566 | title=PlayStation's Final Fantasy VII Marketing Blitz Continues | work=[http://www.findarticles.com/ Find Articles]; originally published in [http://www.businesswire.com/ Business wire] | accessmonthday=August 10 | accessyear=2006}}</ref><ref name="development15">{{cite web | author=Final Fantasy Shrine site staff | title=Final Fantasy 7 Commercial Screenshots | url=http://www.ffshrine.org/ff7/ff7_commercial1_page1.php | work=[http://www.ffshrine.org/ Final Fantasy Shrine]|accessmonthday=August 10 |accessyear=2006}}</ref> In 1998, ''Final Fantasy VII'' was [[porting|ported]] to [[Microsoft Windows|Windows]]-based [[personal computer|PC]]s. This re-release featured smoother graphics and fixed certain translation and spelling errors, as well as various gameplay-related glitches. However, the PC version also suffered from its own bugs, including errors in the display of some full motion videos.<ref name="development4" /><ref name="development16">{{cite web | date=June 1998 | url=http://findarticles.com/p/articles/mi_m0EIN/is_1998_June_25/ai_50113699 | title=Eidos and SquareSoft Announce the Release of Final Fantasy VII for the PC | work=[http://www.findarticles.com/ Find Articles]; originally published in [http://www.businesswire.com/ Business wire] | accessmonthday=August 10 | accessyear=2006}}</ref><ref name="development17">{{cite web | author=Olafson, Peter | year=2000 | title=Review: Final Fantasy VII for PC | url=http://www.gamepro.com/computer/pc/games/reviews/824.shtml | work=[http://www.gamepro.com/ GamePro] | accessmonthday=August 10 | accessyear=2006}}</ref>


Reviewers gave similar praise to the PC version but criticized its various technical faults.<ref name=cgw>{{cite magazine | archiveurl=https://web.archive.org/web/20001001155220/http://www.gamespot.com/rpg/finalf7/review_cgw.html | url=http://www.gamespot.com/rpg/finalf7/review_cgw.html | archivedate=October 1, 2000 | title=Final Fantasy VII | date=September 25, 1998 | last=Nguyen | first=Thierry | magazine=Computer Gaming World | accessdate=April 14, 2010}}</ref><ref name=pcgus>{{cite web | archiveurl=https://web.archive.org/web/20000229223339/http://www.pcgamer.com/reviews/96.html |url=http://www.pcgamer.com/reviews/96.html | archivedate=February 29, 2000 | title=Final Fantasy VII | last=Wolf | first=Michael | date = September 1998 | work=PC Gamer US | accessdate=April 14, 2010}}</ref><ref name=nextgen>{{cite web | archiveurl=https://web.archive.org/web/19981205175836/http://www.next-generation.com/jsmid/reviews/2301.html | url=http://www.next-generation.com/jsmid/reviews/2301.html | title=Final Fantasy VII | archivedate=December 5, 1998 | date=June 24, 1998 | work=Next Generation Magazine | accessdate=April 14, 2010}}</ref> ''[[Computer Games Magazine]]'' said that no other recent game had the same "tendency to fail to work in any capacity on multiple [computers]".<ref name=cgm>{{cite web|archiveurl=https://web.archive.org/web/20020225155058/http://www.cdmag.com/Home/home.html?article=%2Farticles%2F013%2F106%2Fff7_review.html |url=http://www.cdmag.com/Home/home.html?article=/articles/013/106/ff7_review.html |archivedate=February 25, 2002 |title=The console's greatest RPG has a difficult PC birth |last=Bauman |first=Steve |date=July 27, 1998 |work=Computer Games Magazine |accessdate=April 14, 2010 |url-status=dead}}</ref> ''[[Computer Gaming World]]'' complained that the music quality suffered on PC [[sound card]]s,<ref name=cgw /> and ''[[Next Generation (magazine)|Next Generation Magazine]]'' found the game's pre-rendered backgrounds significantly less impressive than those of the PlayStation version.<ref name=nextgen /> However, the latter magazine found the higher-resolution battle visuals "absolutely stunning",<ref name=nextgen /> and ''Computer Games Magazine'' said that they showed off the potential graphical power of PCs.<ref name=cgm /> All three magazines concluded by praising the game despite its technical flaws,<ref name=cgw /><ref name=nextgen /><ref name=cgm /> and ''[[PC Gamer]]'' summarized that, while "Square apparently did only what was required to get its PlayStation game running under Windows", ''Final Fantasy VII'' is "still a winner on the PC".<ref name=pcgus/>
==Audio==
{{main|Final Fantasy VII: Original Sound Track}}
The soundtrack for ''Final Fantasy VII'' was provided by the series' veteran composer, [[Nobuo Uematsu]]. Instead of recorded music and sound effects for the game, Uematsu opted for [[Musical Instrument Digital Interface|MIDI]]s, using the PlayStation's own internal [[sound chip]]. He has explained that he chose this method because it allowed the console's CPU to process audio data more quickly, which in turn allowed it to focus more on processing the game's 3D engine and to prevent noticeable load times. The game was originally intended to feature a [[vocal music|vocal piece]], but this was cut due to the limitations imposed by recorded audio. However, a song with full choral backing is heard in "[[One-Winged Angel]]".<ref name="development4" />


===Awards===
The game's soundtrack was commercially released on four [[Compact Disc|compact disc]]s;<ref name="soundtrack">{{cite web | author=Square Enix North America site staff | title=SQUARE ENIX MUSIC | url=http://na.square-enix.com/music/tunes/ff7.html | work=[http://na.square-enix.com/ Square Enix North America] | accessmonthday=August 10 | accessyear=2006}}</ref><ref name="soundtrack2">{{cite web | author=Schweitzer, Ben & Gann, Patrick | title=Final Fantasy VII OST | url=http://www.rpgfan.com/soundtracks/ff7ost/index.html | work=[http://www.rpgfan.com/ RPGFan]|accessmonthday=August 10 |accessyear=2006}}</ref> a single-disc album of selected [[arrangement|arranged]] tracks, entitled "''[[Final Fantasy VII: Reunion Tracks]]''", was released separately.<ref name="reuniontracks">{{cite web | author=Square Enix North America site staff | title=SQUARE ENIX MUSIC | url=http://na.square-enix.com/music/tunes/reunion.html | work=[http://na.square-enix.com/ Square Enix North America] | accessmonthday=August 10 | accessyear=2006}}</ref><ref name="reuniontracks2">{{cite web | author=Gann, Patrick | title=Final Fantasy VII Reunion Tracks | url=http://www.rpgfan.com/soundtracks/ff7reunion/index.html | work=[http://www.rpgfan.com/ RPGFan] | accessmonthday=August 10 | accessyear=2006}}</ref> A [[piano]]-only arrangement of selected tracks has also been produced,<ref name="pianotracks">{{cite web | author=Gann, Patrick | title=Piano Collections Final Fantasy VII | url=http://www.rpgfan.com/soundtracks/ff7piano/index.html | work=[http://www.rpgfan.com/ RPGFan] | accessmonthday=August 10 | accessyear=2006}}</ref> and several [[remix]]ed versions of tracks from the game have surfaced in subsequent Square productions, including ''Final Fantasy VII Advent Children''<ref name="actracks">{{cite web | author=Castro Juan | title=Final Fantasy VII Advent Children | url=http://psp.ign.com/articles/656/656519p2.html | work=[http://ign.com/ IGN] | accessmonthday=August 10 | accessyear=2006}}</ref><ref name="actracks2">{{cite web | author=Gann, Patrick | title=Final Fantasy VII Advent Children OST | url=http://www.rpgfan.com/soundtracks/ff7ac/index.html | work=[http://www.rpgfan.com/ RPGFan] | accessmonthday=August 10 | accessyear=2006}}</ref> and ''Kingdom Hearts''.<ref name="khtracks">{{cite web | author=Gann, Patrick | title=Kingdom Hearts -Final Mix- Additional Tracks | url=http://rpgfan.com/soundtracks/khfm/index.html | work=[http://www.rpgfan.com/ RPGFan] | accessmonthday=August 10 | accessyear=2006}}</ref>
''Final Fantasy VII'' was given numerous [[List of Game of the Year awards|Game of the Year]] awards in 1997. At the second [[CESA Awards]], it won the Grand Prize, Scenario Award and Sound Award.<ref name="CESA">{{cite web |url=http://awards.cesa.or.jp/1997/ff7.html|script-title=ja:大賞/シナリオ部門賞/サウンド部門賞 – ファイナルファンタジーVII |work=[[Japan Game Awards]] |publisher=Japan Game Awards |date=1997 |access-date=January 14, 2017 |archive-url=https://web.archive.org/web/20160320203001/http://awards.cesa.or.jp/1997/ff7.html |archive-date=March 20, 2016|url-status=live}}</ref> During the [[Academy of Interactive Arts & Sciences]]' [[1st Annual Interactive Achievement Awards|inaugural Interactive Achievement Awards]], ''Final Fantasy VII'' won in the categories of "[[D.I.C.E. Award for Adventure Game of the Year|Console Adventure Game of the Year]]" and "[[D.I.C.E. Award for Role-Playing Game of the Year|Console Role-Playing Game of the Year]]"; it also received nominations for "[[D.I.C.E. Award for Game of the Year|Interactive Title of the Year]]", "Console Game of the Year", "[[D.I.C.E. Award for Outstanding Achievement in Art Direction|Outstanding Achievement in Art/Graphics]]", and "[[D.I.C.E. Award for Outstanding Achievement in Game Design|Outstanding Achievement in Interactive Design]]".<ref name="InteractiveFinalists1998">{{cite web |title=The Award - Updates |url=http://www.interactive.org/html/award/awardupdate.htm |website=Interactive.org |publisher=Academy of Interactive Arts & Sciences |access-date=5 April 2023 |archive-url=https://web.archive.org/web/19980615090128fw_/http://www.interactive.org/html/award/awardupdate.htm |archive-date=June 15, 1998}}</ref><ref name="InteractiveWinners1998">{{cite web |title=The Award - Winners |url=http://www.interactive.org/html/award/awardwin98.htm |website=Academy of Interactive Arts & Sciences |access-date=5 April 2023 |archive-url=https://web.archive.org/web/19980615090115/http://www.interactive.org/html/award/awardwin98.htm |archive-date=June 15, 1998}}</ref> In the [[Origins Awards]], it won in the category "Best Roleplaying Computer Game of 1997".<ref>{{cite web |title=Origins Awards winners |url=http://www.rpg.net/news+reviews/press/press.449.html |publisher=Origins Awards, RPGnet |access-date=December 29, 2011 |date=July 6, 1998|archive-url=https://web.archive.org/web/20141213220137/http://www.rpg.net/news+reviews/press/press.449.html|archive-date=December 13, 2014|url-status=live}}</ref> ''Final Fantasy VII'' was awarded Game of the Year by magazines including ''[[Game Informer]]'',<ref>{{cite web |url=http://www.gameinformer.com/b/features/archive/2017/01/02/looking-back-at-25-years-of-game-informer-s-goty-awards.aspx?PostPageIndex=1 |title=25 Years Of Game Informer's GOTY Awards |publisher=GameInformer.com |date=January 2, 2017 |access-date=December 29, 2017 |archive-date=December 30, 2017 |archive-url=https://web.archive.org/web/20171230060137/http://www.gameinformer.com/b/features/archive/2017/01/02/looking-back-at-25-years-of-game-informer-s-goty-awards.aspx?PostPageIndex=1 |url-status=live}}</ref> ''[[GamePro]]'',<ref>{{Cite magazine|date=July 1998|title=You Have Spoken!|url=https://archive.org/details/GamePro_Issue_108_July_1998/page/n39/mode/2up|magazine=[[GamePro]]|issue=118|pages=38–9}}</ref> and ''[[Hyper (magazine)|Hyper]]''.<ref>{{Cite magazine|date=January 1999|title=The Hyper Reader Awards 97-98|url=https://archive.org/details/hyper-063/page/38/mode/2up|magazine=[[Hyper (magazine)|Hyper]]|issue=63|pages=38–41}}</ref> It was also awarded the "Readers' Choice All Systems Game of the Year", "Readers' Choice PlayStation Game of the Year" and "Readers' Choice Role-Playing Game of the Year" by ''[[Electronic Gaming Monthly]]'' (''EGM''),<ref name="egm_104_100">{{cite magazine |title=Readers' Choice Awards |magazine=Electronic Gaming Monthly |date=March 1998 |issue=104 |page=100}}</ref> which gave it Editors' Choice Awards for "Role-Playing Game of the Year" and "Best Graphics" (plus a runner-up slot for "Game of the Year"),<ref>{{cite magazine |title=Editors' Choice Awards |magazine=[[Electronic Gaming Monthly]] |publisher=Ziff Davis |issue=104 |date=March 1998 |pages=86–96}}</ref> and also gave it awards for "Hottest Video Game Babe" (for Tifa Lockhart), "Most Hype for a Game", "Best Ending", and "Best Print Ad".<ref>''[[Electronic Gaming Monthly]]'', 1998 Video Game Buyer's Guide, pp. 16–36</ref>


Since 1997, it has been selected by many game magazines as one of the top video games of all time, listed as 91st in ''EGM''{{'}}s 2001 "100 Best Games of All Time",<ref name="EGM top">{{cite web|url=http://gamers.com/feature/egmtop100/index.jsp |archiveurl=https://web.archive.org/web/20030620053308/http://www.gamers.com/feature/egmtop100/index.jsp |archivedate=June 20, 2003 |title=Electronic Gaming Monthly's 100 Best Games of All Time |author=''EGM'' staff |year=2001| accessdate=February 14, 2011}}</ref> and as fourth in ''[[Retro Gamer]]''{{'}}s "Top 100 Games" in 2004.<ref>''Retro Gamer'' issue 9, p. 61</ref> In 2018, it was ranked 99th in IGN's "Top 100 Games of All Time"<ref name="IGN top">{{cite web |title=IGN's Top 100 Games of All Time |website=IGN |year=2018 |url=http://uk.ign.com/lists/top-100-games/100 |accessdate=August 11, 2018 |archive-url=https://web.archive.org/web/20191018191534/https://uk.ign.com/lists/top-100-games/100 |archive-date=October 18, 2019 |url-status=live}}</ref> and as third in PALGN's "The Greatest 100 Games Ever".<ref>{{cite web|author=Chris Leigh|url=http://palgn.com.au/2976/the-greatest-100-games-ever-5-1/ |title=The Greatest 100 Games Ever: 5–1|publisher= PALGN |date=November 14, 2005|archiveurl=https://web.archive.org/web/20140617180027/http://palgn.com.au/2976/the-greatest-100-games-ever-5-1/|archivedate= June 17, 2014}}</ref> ''Final Fantasy VII'' was included in "The Greatest Games of All Time" list by GameSpot in 2006,<ref name="death"/> and ranked as second in ''[[Empire (film magazine)|Empire]]''{{'}}s 2006 "100 Greatest Games of All Time",<ref>[https://web.archive.org/web/20110706094744/http://www.empireonline.com/100greatestgames/default.asp?p=2 2: Final Fantasy VII], ''[[Empire (film magazine)|Empire]]'', accessed February 25, 2011</ref> as third in ''[[Stuff (magazine)|Stuff]]''{{'}}s "100 Greatest Games" in 2008<ref>''Stuff'', September 2008, p. 125</ref> and as 15th in ''[[Game Informer]]''{{'}}s 2009 "Top 200 Games of All Time" (down five places from its previous best games of all-time list<ref>{{cite magazine|title=Game Informer's Top 100 Games of All Time (Circa Issue 100) |url=http://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |magazine=[[Game Informer]] |last=Cork |first=Jeff |date=November 16, 2009 |accessdate=December 10, 2013 |url-status=live |archiveurl=https://web.archive.org/web/20160119181519/http://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |archivedate=January 19, 2016}}</ref>).<ref name="gi_best">{{cite magazine|author=The ''Game Informer'' staff|title=The Top 200 Games of All Time|pages=44–79|issue=200|date=December 2009|magazine=Game Informer|issn=1067-6392|oclc=27315596}}</ref> GameSpot placed it as the second most influential game ever made in 2002;<ref>{{cite web|url=http://www.gamespot.com/gamespot/features/video/15influential_rc/p15_01.html|title=15 Most Influential Games of All Time |last1=Satterfield |first1=Shane |last2=Fielder |first2=Lauren|work=[[GameSpot]]|publisher=[[CNET]]|date=2001|archiveurl=https://web.archive.org/web/20070520043957/http://www.gamespot.com/gamespot/features/video/15influential_rc/p15_01.html|archivedate=May 20, 2007}}</ref> in 2007, GamePro ranked it 14th on the list of the most important games of all time, and in 2009 it finished in the same place on their list of the most innovative games of all time.<ref>{{cite magazine | author1=Boba Fatt | author2=the GamePros | title=Feature: The 52 Most Important Video Games of All Time (page 4 of 8) | url=http://www.gamepro.com/article/features/110068/the-52-most-important-video-games-of-all-time-page-4-of-8/ | magazine=GamePro | accessdate=April 25, 2007|archiveurl=https://web.archive.org/web/20080913085022/http://www.gamepro.com/article/features/110068/the-52-most-important-video-games-of-all-time-page-4-of-8/|archivedate=September 13, 2008}}</ref><ref>{{cite magazine|url=http://www.pcworld.com/article/167229/20_games_that_changed_gaming_forever.html#slide8 |author=GamePro Staff |magazine=[[GamePro]] |publisher=[[PC World]] |title=20 Games That Changed Gaming Forever |date=June 24, 2009 |accessdate=January 11, 2017 |url-status=live |archiveurl=https://web.archive.org/web/20170314091900/http://www.pcworld.com/article/167229/20_games_that_changed_gaming_forever.html |archivedate=March 14, 2017}}</ref> In 2012, ''[[Time (magazine)|Time]]'' named it one of their "All-Time 100 Video Games".<ref name="AccoTimeAllTime">{{cite magazine|title=All-Time 100 Video Games |url=http://techland.time.com/2012/11/15/all-time-100-video-games/slide/all/ |magazine=Time |publisher=Time Inc. |date=November 15, 2012 |accessdate=November 15, 2012 |archiveurl=https://web.archive.org/web/20121116214206/http://techland.time.com/2012/11/15/all-time-100-video-games/slide/all/ |archivedate=November 16, 2012 |url-status=live}}</ref> In March 2018, ''Game Informer''{{'}}s "Readers Choice Top 300 Games of All Time", ''Final Fantasy VII'' ranked in 7th place.<ref>{{Cite magazine|url=http://www.gameinformer.com/b/features/archive/2018/03/19/readers-choice-top-300-games-of-all-time.aspx|title=Reader's Choice Top 300 Games Of All Time|magazine=Game Informer|language=en|access-date=April 3, 2018|archive-url=https://web.archive.org/web/20180404134455/http://www.gameinformer.com/b/features/archive/2018/03/19/readers-choice-top-300-games-of-all-time.aspx|archive-date=April 4, 2018|url-status=live}}</ref> In March 2018, ''[[GamesRadar+]]'' rated "The 25 best PS1 games of all time", ''Final Fantasy VII'' was ranked in 12th place.<ref>{{Cite news|url=https://www.gamesradar.com/best-psx-games/|title=The 25 best PS1 games of all time|work=gamesradar|access-date=April 3, 2018|language=en|archive-url=https://web.archive.org/web/20180404073540/https://www.gamesradar.com/best-psx-games/|archive-date=April 4, 2018|url-status=live}}</ref>
==Reception==
''Final Fantasy VII'' was both a critical and commercial success, and set several sales records. Within three days of its January 1997 release in Japan, the game had sold 2.3 million copies.<ref name="development4" /> This popularity inspired thousands of retailers in North America to break [[street date]]s in September to meet public demand for the title.<ref name="streetdates">{{cite web | date=September 1997 | url=http://findarticles.com/p/articles/mi_m0EIN/is_1997_Sept_4/ai_19720780 | title=Retailers Nationwide Break Official Release Date of PlayStation's "Final Fantasy VII" Videogame | work=[http://www.findarticles.com/ Find Articles]; originally published in [http://www.businesswire.com/ Business Wire] | accessmonthday=August 10 | accessyear=2006}}</ref> The game sold 330,000 copies in its debut weekend in North America,<ref name="330k">{{cite web | date=September 1997 | url=http://findarticles.com/p/articles/mi_m0EIN/is_1997_Sept_9/ai_19749216 | title=PlayStation's "Final Fantasy VII" Breaks Industry Records in Debut Weekend | work=[http://www.findarticles.com/ Find Articles]; originally published in [http://www.businesswire.com/ Business Wire] | accessmonthday=August 10 | accessyear=2006}}</ref> and reached sales of 500,000 units in less than three weeks.<ref name="500k">{{cite web | date=September 1997 | url=http://findarticles.com/p/articles/mi_m0EIN/is_1997_Sept_25/ai_19781799 | title=PlayStation's Final Fantasy VII Has Sold More Than Half a Million Copies to Date | work=[http://www.findarticles.com/ Find Articles]; originally published in [http://www.businesswire.com/ Business Wire] | accessmonthday=August 10 | accessyear=2006}}</ref> The momentum built in the game's opening weeks continued for several months; Sony announced that the game had sold one million copies on the continent by early December,<ref name="1mil">{{cite web | date=December 1997 | url=http://findarticles.com/p/articles/mi_m0EIN/is_1997_Dec_4/ai_20033866 | title=Final Fantasy VII For PlayStation Hits Million-Unit Mark | work=[http://www.findarticles.com/ Find Articles]; originally published in [http://www.businesswire.com/ Business Wire] | accessmonthday=August 10 |accessyear=2006}}</ref> prompting one business analyst to comment that "Sony redefined the role-playing game (RPG) category and expanded the conventional audience with the launch of ''Final Fantasy VII''".<ref name="1mil" /> <!--As of March [[2006 in video gaming|2006]], the game has sold more than 9.72 million copies worldwide, earning it the position of the best-selling ''Final Fantasy'' title. (readd when actual number and source have been found)-->


It has also appeared in numerous other greatest game lists. In 2007, ''[[Dengeki PlayStation]]'' gave it the "Best Story", "Best RPG" and "Best Overall Game" retrospective awards for games on the original PlayStation.<ref name="ign_gantayat">{{cite web|last=Gantayat |first=Anoop |date=November 22, 2007 |title=Nomura Talks FFXIII |url=http://ps3.ign.com/articles/837/837350p1.html |website=IGN |accessdate=July 16, 2008 |url-status=live |archiveurl=https://web.archive.org/web/20071123114222/http://ps3.ign.com/articles/837/837350p1.html |archivedate=November 23, 2007}}</ref> GamePro named it the best RPG title of all time in 2008,<ref name="gamepro_rpg">{{cite magazine | author=GamePro Staff | title=The 26 Best RPGs of All Time | url=http://www.gamepro.com/article/features/218144/the-26-best-rpgs-page-4-of-4/ | magazine=GamePro | date=November 5, 2008 | accessdate=February 14, 2011 | archiveurl=https://web.archive.org/web/20110929014306/http://www.gamepro.com/article/features/218144/the-26-best-rpgs-page-4-of-4/ | archivedate=September 29, 2011 | url-status=dead | df=mdy-all}}</ref> and featured it in their 2010 article "The 30 Best PSN Games".<ref>{{cite magazine | title=The 30 Best PSN Games | url=http://www.gamepro.com/article/features/215171/the-30-best-psn-games/ | last=Noble | first=McKinley | date=May 18, 2010 | magazine=GamePro | accessdate=September 5, 2010 | archiveurl=https://web.archive.org/web/20100924064856/http://www.gamepro.com/article/features/215171/the-30-best-psn-games/ | archivedate=September 24, 2010}}</ref> In 2012, GamesRadar also ranked it as the sixth saddest game ever.<ref>{{cite web|last=Hollander|first=Cooper|url=http://www.gamesradar.com/top-7-saddest-video-games-will-make-you-cry/|title=The Top 7... Saddest video games that will make you cry|work=[[GamesRadar]]|publisher=[[Future plc]]|date=March 12, 2012|archiveurl=https://web.archive.org/web/20121029072941/http://www.gamesradar.com/top-7-saddest-video-games-will-make-you-cry/|archivedate=October 29, 2012|url-status=live}}</ref> On the other hand, [[GameSpy]] ranked it seventh on their 2003 list of the most overrated games.<ref>{{cite web|author=GameSpy Staff |title=Top 25 Most Overrated Games |url=http://archive.gamespy.com/articles/september03/25overrated/index20.shtml |publisher=GameSpy |accessdate=July 16, 2008 |url-status=dead |archiveurl=https://web.archive.org/web/20080706184850/http://archive.gamespy.com/articles/september03/25overrated/index20.shtml |archivedate=July 6, 2008}}</ref>
Although Square's announcement that ''Final Fantasy VII'' would be produced for Sony rather than Nintendo and that it would not be based on the ''Final Fantasy SGI'' demo was initially met with discontent among gamers,<ref name="development6" /><ref name="development7" /> the game continues to maintain a strong following. It placed second in the "Top 100 Favorite Games of All Time" poll by Japanese magazine ''[[Famitsu]]'' during March 2006,<ref name="famitsu">{{cite web | author=Campbell, Colin | year=2006 | title=Japan Votes on All Time Top 100 | url=http://www.next-gen.biz/index.php?option=com_content&task=view&id=2401&Itemid=2 | work=[http://www.next-gen.biz Next Generation] | accessmonthday=March 12 | accessyear=2006}}</ref> while users of the video game website [[GameFAQs]] voted ''Final Fantasy VII'' as the "Best Game Ever"<ref name="gamefaqs2">{{cite web | author=GameFAQs Site Staff | year=2005 | title=Fall 2005: 10-Year Anniversary Contest - The 10 Best Games Ever | url=http://www.gamefaqs.com/features/contest/top10 | work=[http://www.gamefaqs.com/ GameFAQs] | accessmonthday=September 29 | accessyear=2006}}</ref> in November 2005, a little more than one year after it won the site's "Best. Game. Ever." tournament in 2004.<ref name="gamefaqs3">{{cite web | author=GameFAQs Site Staff | year=2004 | title=Spring 2004: Best. Game. Ever. | url=http://www.gamefaqs.com/features/contest/c04spr | work=[http://www.gamefaqs.com/ GameFAQs] | accessmonthday=September 29 | accessyear=2006}}</ref>


''Final Fantasy VII'' has often placed at or near the top of many reader polls of all-time best games. It was voted the "Reader's Choice Game of the Century" in an IGN poll in 2000,<ref name="ign_choice">{{cite web|title=Reader's Choice Game of the Century |url=http://uk.psx.ign.com/articles/073/073859p1.html |author=IGN Staff |work=IGN |publisher=Ziff Davis |accessdate=December 30, 2011 |date=January 12, 2000 |url-status=dead |archiveurl=https://web.archive.org/web/20120409230619/http://uk.psx.ign.com/articles/073/073859p1.html |archivedate=April 9, 2012}}</ref> and placed second in the "Top 100 Favorite Games of All Time" by Japanese magazine ''[[Famitsu]]'' in 2006 (it was also voted as ninth in ''Famitsu'''s 2011 poll of most tear-inducing games of all time).<ref>{{cite magazine|author=Edge Staff |date=March 3, 2006 |title=Japan Votes on All Time Top 100 |url=http://www.next-gen.biz/features/japan-votes-all-time-top-100 |archiveurl=https://web.archive.org/web/20110806220418/http://www.next-gen.biz/features/japan-votes-all-time-top-100 |archivedate=August 6, 2011 |magazine=[[Edge (magazine)|Edge]] |publisher=[[Future plc]] |accessdate=July 16, 2008 |url-status=dead}}</ref><ref>{{cite web|last=Romano |first=Sal |url=http://gematsu.com/2011/12/famitsus-top-20-list-of-tear-inducing-games |title=Famitsu's top 20 list of tear-inducing games |publisher=Gematsu |date=December 29, 2011 |accessdate=February 24, 2012 |url-status=live |archiveurl=https://web.archive.org/web/20120306155226/http://gematsu.com/2011/12/famitsus-top-20-list-of-tear-inducing-games |archivedate=March 6, 2012}}</ref> Users of [[GameFAQs]] voted it the "Best Game Ever" in 2004 and in 2005,<ref name="gamefaqs_2004">{{cite web|title=Spring 2004: Best. Game. Ever. |url=http://www.gamefaqs.com/features/contest/c04spr |website=GameFAQs |accessdate=July 16, 2008 |url-status=dead |archiveurl=https://web.archive.org/web/20090209040851/http://www.gamefaqs.com/features/contest/c04spr |archivedate=February 9, 2009}}</ref><ref name="gamefaqs_2005">{{cite web|title=Fall 2005: 10-Year Anniversary Contest—The 10 Best Games Ever |url=http://www.gamefaqs.com/features/contest/top10 |website=GameFAQs |accessdate=July 16, 2008 |url-status=dead |archiveurl=https://web.archive.org/web/20150716111618/http://www.gamefaqs.com/features/contest/top10 |archivedate=July 16, 2015}}</ref> and placed it second in 2009.<ref>{{cite web|title=Spring 2009: Best. Game. Ever. |url=http://www.gamefaqs.com/poll/index.html?poll=3509 |website=GameFAQs |accessdate=June 10, 2009 |url-status=live |archiveurl=https://web.archive.org/web/20090610080121/http://www.gamefaqs.com/poll/index.html?poll=3509 |archivedate=June 10, 2009}}</ref> In 2008, readers of ''[[MediaWorks (publisher)|Dengeki]]'' magazine voted it the best game ever made,<ref name="kotakudengeki">{{cite web|first=Brian |last=Ashcraft |date=March 6, 2008 |title=Dengeki Readers Say Fav 2007 Game, Fav of All Time |url=http://kotaku.com/364353/dengeki-readers-say-fav-2007-game-fav-of-all-time |website=Kotaku |accessdate=March 29, 2008 |url-status=dead |archiveurl=https://web.archive.org/web/20080328132737/http://kotaku.com/364353/dengeki-readers-say-fav-2007-game-fav-of-all-time |archivedate=March 28, 2008}}</ref> as well as the ninth most tear-inducing game of all time.<ref>{{cite web|script-title=ja:【アンケート結果発表】感動して泣いてしまったゲームはありますか? |trans-title=(Survey results) Are There Emotional Games That Made You Cry? |url=http://news.dengeki.com/elem/000/000/113/113442/ |publisher=ASCII Media Works |date=October 15, 2008 |accessdate=May 7, 2012 |language=ja |url-status=live |archiveurl=https://web.archive.org/web/20120419012624/http://news.dengeki.com/elem/000/000/113/113442/ |archivedate=April 19, 2012}}</ref>
===Critical response===
The game received extremely favorable reviews from many well-known gaming publications. ''[[GameFan magazine|GameFan]]'' called it "quite possibly the greatest game ever made",<ref name="development4" /> while [[GameSpot]] commented that "never before have technology, playability, and narrative combined as well as in ''Final Fantasy VII''", expressing particular favor toward the game's graphics, audio and story. The UK-based publication ''[[Edge (magazine)|Edge]]'' gave the game a 9/10,<ref name="edge">{{cite web | author=Edge Online site staff | title=Edge Online: Search Results | url=http://www.edge-online.co.uk/edgedb/search.php?gamename=Final+Fantasy+VII&x=0&y=0 | work=[http://www.edge-online.co.uk/ Edge Online]|accessmonthday=August 10 |accessyear=2006}}</ref> and ''Electronic Gaming Monthly'' granted a 9.5/10, claiming that "No other RPG can pull off a cinematic experience like Final Fantasy VII".<ref name="egmreview" /> At the time of release, multimedia website [[IGN]] insisted that "''FF7''<nowiki>'</nowiki>s graphics are light years beyond anything ever seen on the PlayStation", held that its plot "is deep ... and epic", and regarded its battle system as its strongest point.<ref name="ignreview" /> One [[RPGamer]] staff reviewer praised the game's soundtrack "both in variety and sheer volume", suggesting that "Uematsu has done his work exceptionally well" and "is perhaps at his best here".<ref name="rpgamer2">{{cite web | author=Castomel | title=Final Fantasy VII - Review | url=http://www.rpgamer.com/games/ff/ff7/reviews/ff7strev3.html | work=[http://www.rpgamer.com/ RPGamer] | accessmonthday=August 10 | accessyear=2006}}</ref>


==Legacy==
''Final Fantasy VII'' has received negative criticism as well. [[GameSpy]] rated it 7<sup>th</sup> on their "25 Most Overrated Games" list in September 2003, saying, "Most ''FF'' aficionados will tell you that ''VII'', while very good, is hardly the best game in the series".<ref name="GameSpy">{{cite web | author=Gamespy site staff | title=Top 25 Most Overrated Games | url=http://archive.gamespy.com/articles/september03/25overrated/index20.shtml | work=[http://www.gamespy.com/ GameSpy] | accessmonthday=August 10 | accessyear=2006}}</ref> While giving the game an overall 5/5, ''[[Official U.S. PlayStation Magazine]]'' questioned the game's highly linear progression,<ref name="opmreview">{{cite web | author=Official U.S. PlayStation Magazine staff | title=Final Fantasy VII PS Review | url=http://egm.1up.com/do/reviewPage?cId=3111181&did=3 | work=[http://1up.com/ 1UP.com]|accessmonthday=August 10 |accessyear=2006}}</ref> as did GameSpot.<ref name="gamespotreview" /> ''OPM'' considered the game's translation "a bit muddy, causing unnecessary confusion and clouding the fine story", sentiments echoed by one member of RPGamer's staff who suggested that "[the game] is far from perfect", citing its translation as "packed with typos and other errors which further obscure what is already a very confusing plot".<ref name="rpgamer" /> [[GamePro]] also considered the [[Japanese language|Japanese]]-to-[[English language|English]] translation a significant weakness in the game,<ref name="development17" /> and IGN regarded the option to use only three characters at a time as "the game's only shortcoming".<ref name="ignreview" /> Overall, the game has earned a 92% universal approval rating from critics on [[Metacritic]] and [[Game Rankings]].<ref name="metacritic">{{cite web | editor=Metacritic site staff | title=Final Fantasy VII Reviews | url=http://www.metacritic.com/games/platforms/psx/finalfantasy7?q=Final%20Fantasy%20VII | work=[http://www.metacritic.com/ Metacritic] | accessmonthday=August 10 | accessyear=2006}}</ref><ref name="gamerankings">{{cite web | title=Final Fantasy VII Reviews | editor=Game Ratings site staff | url=http://www.gamerankings.com/htmlpages2/197341.asp?q=Final%20Fantasy%20VII | work=[http://www.gamerankings.com/ Game Rankings] | accessmonthday=July 23 | accessyear=2006}}</ref>
[[File:Video Games Live 2009 FFVII.jpg|thumb|Music from the game's soundtrack is often performed live in symphonic concerts, such as the [[Video Games Live]] event in 2009.|alt=An orchestra performs a concert in a musical theatre, featuring music from the video game; in front of a screen showing people dressed as characters from the game.]]
The game inspired an [[Final Fantasy VII (Famicom)|unofficial version]] for the NES by Chinese company Shenzhen Nanjing Technology. This port features the ''Final Fantasy VII'' game scaled back to 2D, with some of the side quests removed.<ref name="NESFFVII">{{cite web|url= http://www.joystiq.com/2008/02/22/final-fantasy-vii-ported-to-the-famicom-finally/|title=Final Fantasy VII ported to the Famicom. Finally! |accessdate=February 22, 2008 |last=Orland |first=Kyle |date=February 22, 2008|work=[[Joystiq]]|publisher=[[AOL]]|archiveurl=https://web.archive.org/web/20150128061151/http://www.joystiq.com/2008/02/22/final-fantasy-vii-ported-to-the-famicom-finally/|archivedate=January 28, 2015}}</ref> The game's popularity and [[Nonlinear gameplay|open-ended]] nature also led director Kitase and scenario writer Nojima to establish a plot-related connection between ''Final Fantasy VII'' and ''[[Final Fantasy X-2]]''. The character Shinra from ''X-2'' proposes the concept of extracting the life energy from within the planet [[Spira (Final Fantasy)|Spira]]. Nojima has stated that Shinra and his proposal are a deliberate nod to the Shinra Company and that he envisioned the events of ''Final Fantasy X-2'' as a prequel to those in ''VII''.<ref>{{Cite book | year=2001 | editor=Studio BentStuff | title=Final Fantasy X Ultimania Ω | page=191 | language=ja | publisher=DigiCube/Square Enix | isbn=978-4-88787-021-5}}</ref> The advances in technology used to create the FMV sequences and computer graphics for ''Final Fantasy VII'' allowed Sakaguchi to begin production on the first ''Final Fantasy'' film, ''[[Final Fantasy: The Spirits Within]]''.<ref>{{Cite book | year=2001 | editor1=Kennedy, Sam | editor2=Steinman, Gary | title=Official U.S. PlayStation Magazine August 2001; issue 47 | page=90 | publisher=Ziff Davis}}</ref> The game introduced a particular aesthetic to the series—fantasy suffused with modern-to-advanced technology—that was explored further in ''Final Fantasy VIII'', ''The Spirits Within'', and ''[[Final Fantasy XV|XV]]''.<ref>{{cite web|title=Behind The Game The Creators |url=http://www.square-enix-usa.com/games/FFX/btg/creators.html#1 |publisher=Square Enix North America |accessdate=July 16, 2008 |archiveurl=https://web.archive.org/web/20080416033645/http://www.square-enix-usa.com/games/FFX/btg/creators.html |archivedate=April 16, 2008 |url-status=dead}}</ref><ref>{{cite web|last=Oliver |first=Glen |date=July 11, 2001 |url=http://movies.ign.com/articles/301/301291p1.html |title=Review of Final Fantasy: The Spirits Within |website=IGN |accessdate=July 16, 2008 |url-status=live |archiveurl=https://web.archive.org/web/20080926110734/http://movies.ign.com/articles/301/301291p1.html |archivedate=September 26, 2008}}</ref><ref>{{cite web|url=http://dengekionline.com/soft/interview/ff13/index.html|script-title=ja:インタビュー"ファイナルファンタジーXIII"|work=Dengeki Online|publisher=[[ASCII Media Works]]|language=ja|date=June 2, 2006|accessdate=November 24, 2013|archiveurl=https://web.archive.org/web/20130927020952/http://dengekionline.com/soft/interview/ff13/index.html |archivedate=September 27, 2013 |url-status=live}}</ref> Re-releases of Square games in Japan with bonus features would occur frequently after the release of ''Final Fantasy VII International''. Later titles that would be re-released as international versions include ''Final Fantasy X'' and other follow-ups from the franchise,<ref>{{cite web |last=Witham |first=Joseph |title=Final Fantasy X International Europe Bound |url=http://rpgamer.com/news/Q1-2002/031602a.html |publisher=RPGamer |accessdate=July 16, 2008 |url-status=dead |archiveurl=https://web.archive.org/web/20090104215113/http://www.rpgamer.com/news/Q1-2002/031602a.html |archivedate=January 4, 2009}}</ref><ref>{{cite web | author=Dunham, Jeremy | date=November 24, 2003 | title=Final Fantasy X-2 Developer Interview | url=http://ps2.ign.com/articles/442/442025p1.html | work=IGN | archiveurl=https://web.archive.org/web/20120810062807/http://ps2.ign.com/articles/442/442025p1.html | archivedate=August 10, 2012 | publisher=News Corporation | accessdate=July 16, 2008}}</ref><ref>{{cite web|date=May 14, 2007 |title=Square Enix Party Press Conference Announcement |publisher=[[Square Enix]] |url=http://www.square-enix.com/na/company/press/2007/0514_3/ |accessdate=July 14, 2007 |url-status=live |archiveurl=https://web.archive.org/web/20070517090253/http://www.square-enix.com/na/company/press/2007/0514_3/ |archivedate=May 17, 2007}}</ref> as well as the ''Kingdom Hearts'' series.<ref>{{cite web | author=IGN Staff | date=November 21, 2002 | title=Kingdom Hearts Final Mix Images | url=http://www.ign.com/articles/2002/11/21/kingdom-hearts-final-mix-imagesl | work=IGN | publisher=News Corporation | accessdate=July 16, 2008|archiveurl=https://web.archive.org/web/20110629135334/http://ps2.ign.com/articles/378/378221p1.html|archivedate=June 29, 2011}}</ref><ref>{{cite magazine| language = ja| title = 『キングダム ハーツII ファイナル ミックス』に新要素が!!| url = http://www.famitsu.com/game/coming/2007/03/23/104,1174620771,68873,0,0.html| magazine = Famitsu| publisher = Enterbrain| date = March 24, 2007| accessdate = July 16, 2008| archive-url = https://web.archive.org/web/20121022125327/http://www.famitsu.com/game/coming/2007/03/23/104,1174620771,68873,0,0.html| archive-date = October 22, 2012| url-status = live}}</ref>


''Final Fantasy VII'' is credited as having the largest impact of the ''Final Fantasy'' series,<ref name="GT-FFRetrospectiveV">{{cite web| url = http://www.gametrailers.com/video/part-v-final-fantasy/23449| title = Final Fantasy Retrospective Part&nbsp;V| publisher = [[GameTrailers]]| date = August 13, 2007| accessdate = August 6, 2011|archiveurl=https://web.archive.org/web/20090611163946/http://www.gametrailers.com/video/part-v-final-fantasy/23449 |archivedate=June 11, 2009}}</ref> and with allowing console role-playing games to gain mass-market appeal outside of Japan.<ref>{{cite news|url=https://www.usatoday.com/tech/gaming/2006-08-29-dirge-of-cerberus_x.htm |title='Dirge of Cerberus' defies expectations, for better and worse |first=Alex |last=Kraus |newspaper=[[USA Today]] |date=August 30, 2006 |accessdate=August 6, 2011 |archiveurl=https://web.archive.org/web/20110629090116/http://www.usatoday.com/tech/gaming/2006-08-29-dirge-of-cerberus_x.htm |archivedate=June 29, 2011 |url-status=dead}}</ref> Aerith's death in the game has often been referred to as one of the most significant moments from any video game.<ref name="death">{{cite web| last=Gouskos| first=Carrie| title=Lucky Seven| url=http://www.gamespot.com/articles/the-greatest-games-of-all-time-final-fantasy-vii/1100-6155700/| accessdate=September 6, 2008| website=GameSpot| archive-url=https://web.archive.org/web/20141017180427/http://www.gamespot.com/articles/the-greatest-games-of-all-time-final-fantasy-vii/1100-6155700/| archive-date=October 17, 2014| url-status=live}}</ref><ref name=mostcinematic>{{cite web|url=http://www.gamespy.com/articles/798/798722p5.html |title=Readers' Choice Top 10 Most Cinematic Moments in Gaming |publisher=GameSpy |author=Kuo, Li C. |date=June 25, 2007 |accessdate=October 16, 2007 |url-status=live |archiveurl=https://web.archive.org/web/20071015052721/http://www.gamespy.com/articles/798/798722p5.html |archivedate=October 15, 2007}}</ref><ref name=topmoments>{{cite web|title=#1 – Aerith's Death |url=http://www.ign.com/lists/video-game-moments/1 |work=Top 100 Video Game Moments |publisher=IGN |accessdate=January 12, 2012 |date=December 2011 |url-status=live |archiveurl=https://web.archive.org/web/20170118140008/http://www.ign.com/lists/video-game-moments/1 |archivedate=January 18, 2017}}</ref> In addition, ''Final Fantasy VII'' is also noted for its use of the [[unreliable narrator]] literary concept, drawing comparisons to films such as ''[[Fight Club]]'' (1999), ''[[The Sixth Sense]]'' (1999), ''[[American Psycho (film)|American Psycho]]'' (2000) and ''[[Memento (film)|Memento]]'' (2000). Patrick Holleman and Jeremy Parish argue that the game takes the unreliable narrator concept a step further, with its interactivity establishing a connection between the player and the protagonist Cloud, setting ''Final Fantasy VII'' apart from films as well as other video games.<ref>{{cite book |last1=Holleman |first1=Patrick |title=Reverse Design: Final Fantasy VII |date=2018 |publisher=[[CRC Press]] |isbn=9780429834523 |pages=36–38 |url=https://books.google.com/books?id=GQprDwAAQBAJ&pg=PT36 |access-date=February 9, 2024 |archive-date=February 9, 2024 |archive-url=https://web.archive.org/web/20240209221652/https://books.google.com/books?id=GQprDwAAQBAJ&pg=PT36#v=onepage&q&f=false |url-status=live }}</ref><ref>{{cite web |last1=Parish |first1=Jeremy |title=Final Fantasy VII Deep Dive, Part 5: An RPG Gets Existential With Its Central Question: "Who Am I?" |url=https://www.usgamer.net/articles/dissecting-final-fantasy-vii-part-5an-rpg-gets-existential-with-its-central-question-who-am-i |website=[[USgamer]] |accessdate=March 26, 2019 |date=March 23, 2017 |archive-url=https://web.archive.org/web/20190327191634/https://www.usgamer.net/articles/dissecting-final-fantasy-vii-part-5an-rpg-gets-existential-with-its-central-question-who-am-i |archive-date=March 27, 2019 |url-status=live}}</ref> According to Holleman, "no RPG has ever deliberately betrayed the connection between protagonist and player like ''FFVII'' does".<ref>{{cite book |last1=Holleman |first1=Patrick |title=Reverse Design: Final Fantasy VII |date=2018 |publisher=[[CRC Press]] |isbn=9780429834523 |page=38 |url=https://books.google.com/books?id=GQprDwAAQBAJ&pg=PT38 |access-date=February 9, 2024 |archive-date=February 9, 2024 |archive-url=https://web.archive.org/web/20240209221533/https://books.google.com/books?id=GQprDwAAQBAJ&pg=PT38#v=onepage&q&f=false |url-status=live }}</ref> Harry Mackin writing for ''[[Paste Magazine]]'' called the game "a subversion that deconstructs and comments meaningfully on how we think about heroism, masculinity and identity in videogame storytelling".<ref name="paste">{{cite web |title=Final Fantasy VII's Legacy Gets Everything About Final Fantasy VII Wrong |url=https://www.pastemagazine.com/articles/2016/04/final-fantasy-viis-legacy-gets-everything-about-fi.html |work=[[Paste Magazine]] |date=April 13, 2016 |accessdate=June 11, 2019 |archive-url=https://web.archive.org/web/20170202165741/https://www.pastemagazine.com/articles/2016/04/final-fantasy-viis-legacy-gets-everything-about-fi.html |archive-date=February 2, 2017 |url-status=live}}</ref> Ric Manning of ''[[The Courier-Journal]]'' noted elements of [[psychoanalysis]] in the game.<ref>{{cite news |last1=Manning |first1=Ric |title=Wile away the summer with two intriguing new games |url=https://www.newspapers.com/newspage/110548492/ |work=[[The Courier-Journal]] |date=July 25, 1998 |page=2 |access-date=August 4, 2019 |archive-url=https://web.archive.org/web/20190804021817/https://www.newspapers.com/newspage/110548492/ |archive-date=August 4, 2019 |url-status=live}}</ref> The game is also noted for its [[cyberpunk]] themes; ''GamesRadar+'' called it one of the best games of the genre,<ref>{{cite web |last1=Roberts |first1=David |last2=Sheridan |first2=Connor |title=The best cyberpunk games you should be playing right now |url=https://www.gamesradar.com/best-cyberpunk-games/ |website=[[GamesRadar+]] |date=March 12, 2018 |accessdate=June 11, 2019 |archive-url=https://web.archive.org/web/20190413091430/https://www.gamesradar.com/best-cyberpunk-games/ |archive-date=April 13, 2019 |url-status=live}}</ref> and ''Paste Magazine'' compared its cyberpunk city of Midgar to ''[[Akira (manga)|Akira]]'' and ''[[Blade Runner]]''.<ref name="paste"/> According to ''[[Comic Book Resources]]'', the game's [[climate change]] theme is more meaningful in 2019 than it was in 1997.<ref>{{cite news |title=Final Fantasy VII's Story Is More Meaningful Today Than in 1997 |url=https://www.cbr.com/final-fantasy-viis-story-relevant-today/ |accessdate=January 2, 2020 |work=[[Comic Book Resources]] |date=June 22, 2019 |archive-url=https://web.archive.org/web/20200102202138/https://www.cbr.com/final-fantasy-viis-story-relevant-today/ |archive-date=January 2, 2020 |url-status=live}}</ref>
The game has also been the subject of criticism from parental groups concerned with [[Video game controversy|violence in video games]], particularly in the wake of the [[Columbine High School massacre]] in 1999. Following the event, several parents of children murdered in the massacre filed a US$5 billion lawsuit against companies that published and developed video and computer games. Among the co-defendants were [[Eidos Interactive]], publisher of the PC version of the game, with ''Final Fantasy VII'' cited as their offending contribution.<ref name="lawsuit">{{cite web | date=June 2001 | url=http://findarticles.com/p/articles/mi_qn4153/is_20010605/ai_n11965987 | title=Massacre parents sue London Lara firm | work=[http://www.findarticles.com/ Find Articles]; originally published in [http://www.associatednewspapers.com/es.htm Evening Standard] | accessmonthday=August 10 | accessyear=2006}}</ref><ref name="lawsuit2">{{cite web | date=June , 2001 | url=http://findarticles.com/p/articles/mi_qn4158/is_20010607/ai_n14390475 | title=School massacre families to sue creators of violent games | work=[http://www.findarticles.com/ Find Articles]; originally published in [http://www.independent.co.uk/ The Independent] | accessmonthday=August 10 | accessyear=2006}}</ref>


Several characters from ''Final Fantasy VII'' have made cameo appearances in other Square Enix titles, most notably the fighting game ''[[Ehrgeiz]]'' and the popular ''Final-Fantasy''-to-[[The Walt Disney Company|Disney]] crossover series ''[[Kingdom Hearts]]''. Additionally, fighting video game ''[[Dissidia Final Fantasy]]'' includes ''Final Fantasy VII'' characters such as Cloud and Sephiroth, and allows players to fight with characters from throughout the ''Final Fantasy'' series, and its follow-up, ''[[Dissidia 012 Final Fantasy|Dissidia 012]]'', included Tifa as well.<ref name="Pre-TGS Flying Get">{{cite web|url=http://www.andriasang.com/e/blog/2010/09/15/flying_get/ |title=This Week's Pre-TGS Flying Get |publisher=Andriasang |author=Gantayat, Anoop |date=September 14, 2010 |accessdate=September 14, 2010 |url-status=dead |archiveurl=https://web.archive.org/web/20100916212600/http://www.andriasang.com/e/blog/2010/09/15/flying_get/ |archivedate=September 16, 2010}}</ref> Cloud is also a playable character in ''[[Final Fantasy Tactics]]''.<ref>{{Cite book|title=Prima's Official Strategy Guide Final Fantasy Tactics|last=Hollinger|first=Elizabeth|publisher=Prima Publishing|year=1997|isbn=978-0-7615-1246-2|location=United States of America|pages=82}}</ref> In December 2015, Cloud was released as a [[downloadable content]] character for the Nintendo crossover [[fighting game]] ''[[Super Smash Bros. for Nintendo 3DS and Wii U]]'', along with a stage based on Midgar.<ref>{{cite web|last1=Goldfarb|first1=Andrew|title=Final Fantasy 7's Cloud Coming to Super Smash Bros Wii U, 3DS|url=http://www.ign.com/articles/2015/11/12/final-fantasy-7s-cloud-coming-to-super-smash-bros-wii-u-3ds|website=[[IGN]]|date=November 12, 2015 |publisher=Ziff Davis|accessdate=November 12, 2015|archive-url=https://web.archive.org/web/20151113034440/http://www.ign.com/articles/2015/11/12/final-fantasy-7s-cloud-coming-to-super-smash-bros-wii-u-3ds|archive-date=November 13, 2015|url-status=live}}</ref> He returned in the 2018 sequel, ''[[Super Smash Bros. Ultimate]]'', with [[Sephiroth (Final Fantasy)|Sephiroth]] being added as downloadable content in December 2020.
===Legacy===
''Final Fantasy VII'' is regarded as one of the most influential titles in the history of video games. It is credited with allowing console RPGs to find a place in markets outside Japan, and remains arguably the most popular title in the ''Final Fantasy'' series.<ref name="mainstream" /><ref name="mainstream2" /> In January 2005, it was selected by ''Electronic Gaming Monthly'' as 6<sup>th</sup> on their list of "the 10 most important games ... that helped redefine the industry since ... 1989". Citing its "beautiful cut-scenes and a deep, introspective narrative", they claimed that "Square's game was ... the first RPG to surpass, instead of copy, movie like storytelling", and that without it, "Aeris wouldn't have died, and gamers wouldn't have learned how to cry".<ref name="egmclaim">{{cite web | date=January 2005 | url=http://findarticles.com/p/articles/mi_zdegm/is_200501/ai_n7182265 | title=10 the 10 Most Important Games | work=[http://www.findarticles.com/ Find Articles]; originally published in [http://egm.1up.com/ Electronic Gaming Monthly] | accessmonthday=August 10 | accessyear=2006}}</ref> The game's popularity and open-ended nature also led the director and writer to establish a plot-related connection between ''Final Fantasy VII'' and ''[[Final Fantasy X]]'', another popular ''Final Fantasy'' title.<ref name="development12" />


===Related media and merchandise===
The game's legacy includes the acceptance and standard inclusion of FMV sequences in RPGs,<ref name="development4" /> as well as significant advancement in computer graphics. These developments would allow series creator Hironobu Sakaguchi to begin production of the first ''Final Fantasy'' film, ''[[Final Fantasy: The Spirits Within]]''.<ref name="spiritswithin">{{Cite book | year=2001 | editor=Kennedy, Sam & Steinman, Gary | title=Official U.S. PlayStation Magazine August 2001; issue 47 | pages=90 | language=English | publisher=Ziff Davis Media Inc.}}</ref> The game also introduced settings dominantly suffused with modern-to-advanced technology into the ''Final Fantasy'' series, a theme continued by ''Final Fantasy VIII'' and ''The Spirits Within''.<ref name="scifisetting" /><ref name="scifi" /><ref name="scifi2">{{cite web | author=Oliver, Glen | year=2001 | url=http://filmforce.ign.com/articles/301/301291p1.html | title=Review of Final Fantasy: The Spirits Within | work=[http://ign.com/ IGN] | accessmonthday=August 10 | accessyear=2006}}</ref> Rereleases of Square games in Japan with bonus features would occur frequently after ''Final Fantasy VII International''<nowiki>'</nowiki>s release. Later titles that would receive this treatment include ''Final Fantasy X'',<ref name="xinternational">{{cite web | author=Witham, Joseph | year=2002 | title=Final Fantasy X International Europe Bound | url=http://rpgamer.com/news/Q1-2002/031602a.html | work=[http://rpgamer.com/ RPGamer] | accessmonthday=10 August | accessyear=2006}}</ref> ''[[Final Fantasy X-2]]'',<ref name="igndeveloperinterview">{{cite web | author=Dunham, Jeremy | year=2003 | title=Final Fantasy X-2 Developer Interview | url=http://ps2.ign.com/articles/442/442025p5.html | work=[http://www.ign.com IGN] | accessmonthday=August 10 | accessyear=2006}}</ref> and ''Kingdom Hearts'' (as Final Mix).<ref name="khfinalmix">{{cite web | author=IGN site staff | year=2002 | title=Kingdom Hearts Final Mix Images | url=http://ps2.ign.com/articles/378/378221p1.html | work=[http://www.ign.com IGN] | accessmonthday=July 16 | accessyear=2006}}</ref>
{{further|Compilation of Final Fantasy VII}}
The world of ''Final Fantasy VII'' is explored further in the ''Compilation of Final Fantasy VII'', a series of games, animated features, and short stories.<ref>{{cite web|url=http://www.ign.com/articles/2004/10/27/new-final-fantasy-vii-for-psp |title=New Final Fantasy VII For PSP |work=IGN |publisher=News Corporation |first=Anoop |last=Gantayat |date=October 27, 2004 |accessdate=September 15, 2008 |url-status=live |archiveurl=https://web.archive.org/web/20141216114623/http://www.ign.com/articles/2004/10/27/new-final-fantasy-vii-for-psp |archivedate=December 16, 2014}}</ref> The first title in the ''Compilation'' is the [[mobile game]] ''[[Before Crisis: Final Fantasy VII|Before Crisis]]'', a prequel focusing on the Turks' activities six years before the original game.<ref>{{cite web|last=Gantayat |first=Anoop |date=May 27, 2004 |title=Before Crisis FF7 Details |url=http://www.ign.com/articles/2004/05/27/before-crisis-ff7-details |website=IGN |accessdate=October 8, 2008 |url-status=live |archiveurl=https://web.archive.org/web/20160307094803/http://www.ign.com/articles/2004/05/27/before-crisis-ff7-details |archivedate=March 7, 2016}}</ref> The [[computer-generated imagery|CGI]] film sequel ''[[Final Fantasy VII: Advent Children|Advent Children]]'', set two years after the game, was the first title announced but the second to be released. Special DVD editions of the film included ''[[Last Order: Final Fantasy VII|Last Order]]'', an [[original video animation]] that recounts the destruction of Nibelheim.<ref>{{Cite book | year=2006 | editor=Watanabe, Yukari | title=Final Fantasy VII Advent Children – Reunion Files | page=95 | language=ja | publisher=SoftBank | isbn=978-4-7973-3498-2}}</ref> ''[[Dirge of Cerberus: Final Fantasy VII|Dirge of Cerberus]]'' and its mobile phone counterpart, ''[[Dirge of Cerberus Lost Episode: Final Fantasy VII]]'', are [[third-person shooter]]s<ref>{{cite web|last=Dunham |first=Jeremy |date=August 11, 2006 |url=http://ps2.ign.com/articles/724/724990p1.html |title=Dirge of Cerberus: Final Fantasy VII Review |work=[[IGN]] |publisher=News Corporation |accessdate=October 8, 2008 |url-status=live |archiveurl=https://web.archive.org/web/20110525034508/http://ps2.ign.com/articles/724/724990p1.html |archivedate=May 25, 2011}}</ref> set one year after ''Advent Children''. ''Dirge'' focuses on the backstory of Vincent Valentine, whose history was left mostly untold in ''Final Fantasy VII''. The most recent title is the [[PlayStation Portable]] game ''[[Crisis Core: Final Fantasy VII|Crisis Core]]'', an [[action role-playing game]] that centers on Zack's past.<ref>{{cite web | author=IGN Staff | date=May 17, 2006 | title=Crisis Core FFVII Update | url=http://psp.ign.com/articles/709/709034p1.html | work=[[IGN]] | publisher=News Corporation | accessdate=October 8, 2008|archiveurl=https://web.archive.org/web/20120207203211/http://psp.ign.com/articles/709/709034p1.html|archivedate=February 7, 2012}}</ref>


Releases not under the ''Compilation'' label include ''Maiden Who Travels the Planet'', which follows Aerith's journey in the Lifestream after her death, taking place concurrently with the second half of the original game.<ref>{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | page=572 | language=ja | publisher=[[Square Enix]] | isbn=978-4-7575-1520-8}}</ref> In 1998, the ''Official Final Fantasy VII Strategy Guide'' was licensed by SquareSoft and published by [[Brady Games]].<ref>{{Cite book|url=http://dl.acm.org/citation.cfm?id=551742|title=Final Fantasy VII: Official Strategy Guide|last1=Cassady|first1=David|last2=Games|first2=Brady|date=June 1, 1998|publisher=Brady|isbn=978-1566867825}}</ref> ''Final Fantasy VII Snowboarding'' is a mobile port of the snowboard minigame featured in the original game,<ref>{{cite web|last=Buchanan |first=Levi |date=March 10, 2005 |title=Final Fantasy VII Snowboarding |url=http://ign.com/articles/2005/03/10/final-fantasy-vii-snowboarding-2 |work=[[IGN]] |publisher=News Corporation |accessdate=July 16, 2008 |url-status=live |archiveurl=https://web.archive.org/web/20140118084203/http://www.ign.com/articles/2005/03/10/final-fantasy-vii-snowboarding-2 |archivedate=January 18, 2014}}</ref> featuring different courses for the player to tackle.<ref>{{cite web|url=http://www.gamespot.com/reviews/final-fantasy-vii-snowboarding-review/1900-6121734/ |title=Final Fantasy VII Snowboarding Review |work=[[GameSpot]] |publisher=CBS Interactive |first=Steve |last=Palley |date=April 5, 2005 |accessdate=September 17, 2008 |url-status=live |archiveurl=https://web.archive.org/web/20131230191029/http://www.gamespot.com/reviews/final-fantasy-vii-snowboarding-review/1900-6121734/ |archivedate=December 30, 2013}}</ref> The game is downloadable on V Cast-compatible mobile phones and was first made available in 2005 in Japan and North America.<ref>{{cite web|url=http://www.square-enix.com/na/company/press/2005/03142005/ |title=Square Enix Brings Final Fantasy VII Snowboarding and Musashi Mobile Samurai 3D Titles to V CAST from Verizon Wireless |publisher=Square Enix |date=March 14, 2005 |accessdate=September 17, 2008 |url-status=live |archiveurl=https://web.archive.org/web/20120930195417/http://www.square-enix.com/na/company/press/2005/03142005/ |archivedate=September 30, 2012}}</ref>
==Related media==
===''Compilation of Final Fantasy VII''===
[[Image:Compilation_of_FF7_logo.jpg|thumb|right|Official ''Compilation'' series logo, based on the logo of the original ''Final Fantasy VII'']]
'''''Compilation of Final Fantasy VII''''' is the formal title for a series of games and animated features developed by Square Enix based in the world and continuity of ''Final Fantasy VII''. Spearheaded by Tetsuya Nomura and Yoshinori Kitase,<ref name="polymorphiccontent">{{cite web | author=Kohler, Chris | year=2004 | url=http://www.gamespot.com/ps2/action/dirgeofcerberusfinalfantasyvii/news.html?sid=6108651 | title=More Compilation of Final Fantasy VII details | work=[http://www.gamespot.com/ GameSpot] | accessmonthday=August 10 | accessyear=2006}}</ref><ref name="nom&kit">{{cite web | author=GameSpot site staff | year=2003 | url=http://www.gamespot.com/ps2/rpg/kingdomhearts2/news.html?sid=6076646 | title=Kingdom Hearts II's Tetsuya Nomura Q & As | work=[http://www.gamespot.com/ GameSpot] | accessmonthday=August 10 | accessyear=2006}}</ref><ref name="nom">{{Cite book | year=2005 | editor=V-Jump | title=Final Fantasy VII Advent Children Prologue | pages=50 | language=Japanese | publisher=Shueisha | id=ISBN 4-08-779339-7}}</ref> the series consists of several titles across various platforms, all of which are extensions of the ''Final Fantasy VII'' story.


''Final Fantasy VII G-Bike'' is a mobile game released for [[iOS]] and [[Android (operating system)|Android]] in December 2014, based on the motorbike minigame featured in the original game.<ref>{{cite web|url=http://www.siliconera.com/2014/12/19/cloud-reno-engage-bike-duel-final-fantasy-vii-g-bike-trailer/ |author=Ishaan |title=Cloud And Reno Engage In A Bike Duel In Final Fantasy VII G-Bike Trailer |work=Siliconera |accessdate=January 10, 2017 |date=December 19, 2014 |url-status=live |archiveurl=https://web.archive.org/web/20160823131139/http://www.siliconera.com/2014/12/19/cloud-reno-engage-bike-duel-final-fantasy-vii-g-bike-trailer/ |archivedate=August 23, 2016}}</ref> In September 2007, Square Enix published ''Final Fantasy VII 10th Anniversary Ultimania''. This book is an in-depth compilation of ''FFVII'' story-line and artwork.<ref>{{Cite web|url=https://thelifestream.net/lifestream-projects/translations/66/the-compilation-of-final-fantasy-vii-ultimania-translations/|title=The Compilation of Final Fantasy VII Ultimania Translations – The Lifestream|website=thelifestream.net|date=November 17, 2008 |language=en-US|access-date=April 20, 2018|archive-url=https://web.archive.org/web/20180420074638/https://thelifestream.net/lifestream-projects/translations/66/the-compilation-of-final-fantasy-vii-ultimania-translations/|archive-date=April 20, 2018|url-status=live}}</ref> The [[Universal Studios|Universal Studios Theme Park]] in Japan is developing a ''Final Fantasy VII'' themed [[virtual reality]] attraction.<ref>{{Cite web|url=https://www.vrandfun.com/final-fantasy-vii-vr-coaster-coming-universal-studios-japan/|title=Final Fantasy VII VR Coaster Coming To Universal Studios In Japan – VR News, Games, And Reviews|website=www.vrandfun.com|date=January 6, 2018 |language=en|access-date=April 21, 2018|archive-url=https://web.archive.org/web/20180422062412/https://www.vrandfun.com/final-fantasy-vii-vr-coaster-coming-universal-studios-japan/|archive-date=April 22, 2018|url-status=live}}</ref>
<div class="toccolours" style="width:254px; float:left; margin-right: 1em;">
<p align="center">'''Media related to ''Final Fantasy VII'''''<br />(''Compilation'' titles listed in bold)</p>
----
*'''Games'''
**'''''[[Before Crisis -Final Fantasy VII-]]'''''
**'''''[[Crisis Core -Final Fantasy VII-]]'''''
**''[[Final Fantasy VII Snowboarding]]''
**'''''[[Dirge of Cerberus -Final Fantasy VII-]]'''''
**'''''[[Dirge of Cerberus Lost Episode -Final Fantasy VII-]]'''''
*'''Films'''
**'''''[[Last Order -Final Fantasy VII-]]'''''
**'''''[[Final Fantasy VII Advent Children]]'''''
*'''Novellas'''
**''[[Aerith Gainsborough#Maiden who Travels the Planet|Maiden who Travels the Planet]]''
**''[[Final Fantasy VII Advent Children#On the Way to a Smile|On the Way to a Smile]]''
</div>


===Remakes===
Square has labeled this project "the company's first steps toward ... 'polymorphic content'", a marketing strategy designed to "[provide] well-known properties on several platforms, allowing exposure of the products to as wide an audience as possible".<ref name="polymorphiccontent" /> ''Compilation'' producer Yoshinori Kitase has said that when given the opportunity to expand any previous ''Final Fantasy'' title for the company's experiment in polymorphic content, he "immediately chose Final Fantasy VII for the project", explaining that "The ending of FFVII seemed to ... open up so many possibilities with its characters, more so than other games".<ref name="development5" /> Nomura has revealed that when he was brought onto the project, he only expected ''[[Final Fantasy VII Advent Children]]'' and ''[[Before Crisis -Final Fantasy VII-]]'' to be developed, whereas Kitase envisioned a production of greater scope, leading to the introduction of several other titles.<ref name="kitaseidea">{{cite web | author=Young, Billy | year=2004 | url=http://www.rpgamer.com/news/Q4-2004/120104g.html | title=Details Arise From Tetsuya Nomura Interview | work=[http://www.rpgamer.com/ RPGamer] | accessmonthday=August 11 | accessyear=2006}}</ref><ref name="kitaseidea2">{{cite web | author=Choudhury, Rahul | year=2004 | url=http://square-haven.com/news/?id=0889 | title=Nomura: "Don't look at me, Kitase did it!" | work=[http://square-haven.com/ SquareHaven.com] | accessmonthday=August 11 | accessyear=2006}}</ref> Square Enix president [[Yōichi Wada]] has announced that the ''Compilation'' will remain an active franchise until the twentieth anniversary of ''Final Fantasy VII''<nowiki>'</nowiki>s release.<ref name="compilationlifespan">{{cite web | author=RPGFan site staff | year=2006 | url=http://www.rpgfan.com/news/2006/1287.html | title=Square Enix Conference Report | work=[http://www.rpgfan.com/ RPGFan] | accessmonthday=August 26 | accessyear=2006}}</ref>
{{main|Final Fantasy VII Remake|Final Fantasy VII Rebirth}}
With the announcement and development of the ''Compilation of Final Fantasy VII'', speculation spread that a [[video game remake|remake]] of the original ''Final Fantasy VII'' would be released for the PlayStation 3. This conjecture was sparked by the release of a video featuring the opening sequence of ''FFVII'' recreated using the PlayStation 3's graphical capabilities at [[E3 2005]].<ref name="Allen">{{cite web |last=Allen |first=Jason |date=May 16, 2005 |title=E3 2005: Eyes-on the Final Fantasy VII Tech Demo |url=http://www.ign.com/articles/2005/05/17/e3-2005-eyes-on-the-final-fantasy-vii-tech-demo |website=IGN |access-date=July 16, 2008 |url-status=live |archive-url=https://web.archive.org/web/20121106111737/http://www.ign.com/articles/2005/05/17/e3-2005-eyes-on-the-final-fantasy-vii-tech-demo |archive-date=November 6, 2012}}</ref> After a decade of speculation, a remake was announced at [[E3 2015]]. The game saw changes made to its story and combat system.<ref>{{cite web |url=http://siliconera.com/2015/06/23/final-fantasy-vii-remake-will-be-more-realistic-but-wont-have-new-characters/ |title=Final Fantasy VII Remake Will Be More Realistic, But Won't Have New Characters |author=Sato |work=Siliconera |date=June 23, 2015 |access-date=January 10, 2017|archive-url=https://web.archive.org/web/20160818102615/http://www.siliconera.com/2015/06/23/final-fantasy-vii-remake-will-be-more-realistic-but-wont-have-new-characters/|archive-date=August 18, 2016|url-status=live}}</ref> The game is planned to be released over three installments, with the first part being released for the [[PlayStation 4]] in 2020.<ref>{{Cite web |url=https://press.na.square-enix.com/GET-READY-FOR-LAUNCH-FINAL-FANTASY-VII-REMAKE-DIGITAL-PRE-LOAD-STARTS- |title=Get Ready for Launch – Final Fantasy VII Remake Digital Pre-Load Starts Today On Playstation 4 |publisher=Square Enix North America Press Hub |access-date=April 10, 2020 |archive-date=April 28, 2020 |archive-url=https://web.archive.org/web/20200428100152/https://press.na.square-enix.com/GET-READY-FOR-LAUNCH-FINAL-FANTASY-VII-REMAKE-DIGITAL-PRE-LOAD-STARTS- |url-status=live }}</ref><ref name="Trilogy"/> The follow-up, ''[[Final Fantasy VII Rebirth]]'', was released for [[PlayStation 5]] in February 2024.<ref name="Trilogy">{{Cite web |title=Final Fantasy VII Rebirth Revealed As Name Of Remake Part 2, Part Of A Trilogy |url=https://www.gamespot.com/articles/final-fantasy-vii-rebirth-revealed-previously-known-as-remake-part-2/1100-6504637/ |access-date=2022-12-13 |website=GameSpot |language=en-US |archive-date=January 29, 2023 |archive-url=https://web.archive.org/web/20230129012018/https://www.gamespot.com/articles/final-fantasy-vii-rebirth-revealed-previously-known-as-remake-part-2/1100-6504637/ |url-status=live }}</ref> ''[[Crisis Core: Final Fantasy VII Reunion]]'', a remaster of ''Crisis Core: Final Fantasy VII'', which was released in December 2022, is also considered a prequel to the larger ''Final Fantasy VII Remake'' project.<ref>{{Cite web |date=2022-07-18 |title=Crisis Core Reunion can be considered part of the FF7 Remake project, producer says |url=https://www.destructoid.com/crisis-core-reunion-final-fantasy-vii-remake-project-kitase-quote-news/ |access-date=2022-12-13 |website=Destructoid |language=en-CA |archive-date=October 14, 2022 |archive-url=https://web.archive.org/web/20221014184942/https://www.destructoid.com/crisis-core-reunion-final-fantasy-vii-remake-project-kitase-quote-news/ |url-status=live }}</ref><ref>{{Cite web |title=Crisis Core: Final Fantasy 7 Reunion Team Discusses Changes Coming To Game And If Zack Or Cloud Is The Better Character |url=https://www.gamespot.com/articles/crisis-core-final-fantasy-7-reunion-team-discusses-changes-coming-to-game-and-if-zack-or-cloud-is-the-better-character/1100-6505171/ |access-date=2022-12-13 |website=GameSpot |language=en-US |archive-date=September 13, 2022 |archive-url=https://web.archive.org/web/20220913165617/https://www.gamespot.com/articles/crisis-core-final-fantasy-7-reunion-team-discusses-changes-coming-to-game-and-if-zack-or-cloud-is-the-better-character/1100-6505171/ |url-status=live }}</ref>


==Notes==
The first title announced in the ''Compilation'' was ''Advent Children'', unveiled in [[2003 in video gaming|September 2003]] at the Tokyo Game Show,<ref name="acunveiledandscreened">{{Cite book | year=2006 | editor=Watanabe, Yukari | title=Final Fantasy VII Advent Children - Reunion Files - | pages=74 | language=Japanese | publisher=SoftBank | id=ISBN 4-7973-3498-3}}</ref><ref name="acunveiled2">{{cite web | author=IGNPS2 | year=2003 | url=http://ps2.ign.com/articles/451/451541p1.html | title=TGS 2003: Final Fantasy VII: The Movie? | work=[http://ign.com/ IGN] | accessmonthday=August 11 | accessyear=2006}}</ref> and screened in its completion for the first time on [[September 2]] [[2005]] at the [[62nd Venice International Film Festival|62<sup>nd</sup> Venice Film Festival]].<ref name="acunveiledandscreened" /><ref name="acscreened2">{{cite web | author=Hernandez, Eugene | year=2005 | url=http://www.indiewire.com/ots/onthescene_050729vff.html | title=With A Record Eleven U.S. Titles, Venice Fest Sets 2005 Lineup | work=[http://www.indiewire.com/ indieWIRE] | accessmonthday=August 11 | accessyear=2006}}</ref> It is a CGI film sequel to the original ''Final Fantasy VII'', set two years after the conclusion of the game. Produced for DVD and [[Universal Media Disc]] (UMD) for Sony's [[PlayStation Portable]] (PSP), it was released in Japan on [[September 14]] [[2005]],<ref name="acjapanrls">{{cite web | author=Gantayat, Anoop | year=2005 | url=http://psp.ign.com/articles/652/652310p1.html | title=FFVII Tops Charts | work=[http://ign.com/ IGN] | accessmonthday=August 11 | accessyear=2006}}</ref> and in European and North American markets on [[April 25]] [[2006]].<ref name="acnapalrls">{{cite web | author=IGN DVD | year=2005 | url=http://psp.ign.com/articles/688/688275p1.html | title=Official Final Fantasy VII Release Date News | work=[http://ign.com/ IGN] | accessmonthday=August 11 | accessyear=2006}}</ref><ref name="acnapalrls2">{{cite web | year=2005 | url=http://www.gamespot.com/news/6144171.html | title=Final Fantasy VII Advent Children Comes to DVD and PSP April 25 | work=[http://www.gamespot.com/ GameSpot] | accessmonthday=August 11 | accessyear=2006}}</ref><ref name="acnapalrls3">{{cite web | author=Square Enix North America site staff | year=2005 | url=http://www.square-enix.com/na/company/press/2006/0420/ | title=SQUARE ENIX ANNOUNCES SETTLEMENT IN MOVIE PIRACY CASE | work=[http://www.square-enix.com/na/ Square Enix North America] | accessmonthday=August 11 | accessyear=2006}}</ref> The sequels also include ''[[Dirge of Cerberus -Final Fantasy VII-]]'' and its midquel ''[[Dirge of Cerberus Lost Episode -Final Fantasy VII-]]'', both of them first-person/third-person shooter hybrids.<ref name="release&hybrid">{{cite web | author=Dunham, Jeremy | year=2006 | url=http://ps2.ign.com/articles/724/724990p2.html | title=Dirge of Cerberus -Final Fantasy VII- Review | work=[http://ign.com/ IGN] | accessmonthday=August 13 | accessyear=2006}}</ref><ref name="lostepisode">{{cite web | author=Vasconcellos, Eduardo | year=2006 | url=http://wireless.ign.com/articles/720/720691p1.html | title=Comic-Con 2006: Dirge of Cerberus -Final Fantasy VII-: Lost Episode | work=[http://ign.com/ IGN] | accessmonthday=August 13 | accessyear=2006}}</ref> Developed for the PlayStation 2 and set three years after the events of the original ''Final Fantasy VII'',<ref name="3years">{{Cite book | year=2006 | editor=Watanabe, Yukari | title=Final Fantasy VII Advent Children - Reunion Files - | pages=98 | language=Japanese | publisher=SoftBank | id=ISBN 4-7973-3498-3}}</ref><ref name="3years2">{{cite web | author=IGN site staff | year=2006 | url=http://ps2.ign.com/objects/693/693672.html | title=Dirge of Cerberus: FFVII | work=[http://ign.com/ IGN]|accessmonthday=August 13 |accessyear=2006}}</ref> ''Dirge'' was released in Japan on [[January 26]] [[2006]]<ref name="release&hybrid" /> and in North America on [[August 15]] [[2006]].<ref name="release&hybrid" /> ''Lost Episode'' was released for [[Amp'd Mobile]] phones three days later on [[August 18]] [[2006]].<ref name="lostepisode2">{{cite web | author=Square Enix North America site staff | year=2006 | url=http://www.square-enix.com/na/company/press/2006/0815/ | title=DIRGE of CERBERUS - FINAL FANTASY VII - EXPLODES ONTO RETAIL SHELVES | work=[http://www.square-enix.com/na/ Square Enix North America] | accessmonthday=August 26 | accessyear=2006}}</ref>
{{notelist}}

Another mobile title in the ''Compilation'' is ''Before Crisis'', a prequel starring the Turks that focuses on the six years preceding the original game.<ref name="6years" /><ref name="6years2">{{cite web | author=Gantayat, Anoop | year=2004 | title=Before Crisis FF7 Details | url=http://wireless.ign.com/articles/519/519385p1.html | work=[http://ign.com/ IGN] | accessmonthday=August 11 | accessyear=2006}}</ref> Released by subscription in twenty-four chapters,<ref name="sub">{{cite web | author=Buchanan, Levi | year=2006 | title=Interview with Square Enix Mobile: Kosei Ito | url=http://wireless.ign.com/articles/711/711470p1.html | work=[http://ign.com/ IGN] | accessmonthday=August 11 | accessyear=2006}}</ref> full service began in Japan on [[September 24]], [[2004 in video gaming|2004]]<ref name="servicejapan">{{cite web | author=Gantayat, Anoop | year=2004 | title=Final Fantasy Destroys Square Enix | url=http://wireless.ign.com/articles/544/544743p1.html | work=[http://ign.com/ IGN] | accessmonthday=August 11 |accessyear=2006}}</ref> for the [[NTT DoCoMo]] FOMA 900i series of mobile phones.<ref name="6years2" /> Other prequels include ''[[Last Order -Final Fantasy VII-]]'', an [[original video animation]] produced by [[Madhouse (company)|Madhouse]] that recounts the destruction of Nibelheim,<ref name="lastorder">{{Cite book | year=2006 | editor=Watanabe, Yukari | title=Final Fantasy VII Advent Children - Reunion Files - | pages=95 | language=Japanese | publisher=SoftBank | id=ISBN 4-7973-3498-3}}</ref> and ''[[Crisis Core -Final Fantasy VII-]]'', an action RPG for the [[PlayStation Portable|PSP]] that will revolve around Zack.<ref name="crisiscore">{{cite book | year=2005 | editor=Editors of Electronic Gaming Monthly | title=Electronic Gaming Monthly October 2005; issue 196 | pages=101 | language=English | publisher=Ziff Davis Media Inc.}}</ref><ref name="crisiscore2">{{cite web | author=IGN site staff | year=2006 | title=Crisis Core FFVII Update | url=http://psp.ign.com/articles/709/709034p1.html | work=[http://ign.com/ IGN] | accessmonthday=August 11 | accessyear=2006}}</ref>

Some speculate that this anthology will include an [[video game remake|enhanced remake]] of the original ''Final Fantasy VII'' for the PlayStation 3. This speculation was sparked at the 2005 [[E³|Electronic Entertainment Expo]] by the release of a ''Final Fantasy VII'' [[technology demo]] featuring the opening sequence of ''Final Fantasy VII'' recreated using the PlayStation 3's graphical capabilities.<ref name="demo">{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | pages=571 | language=Japanese | publisher=Square-Enix | id=ISBN 4-7575-1520-0}}</ref><ref name="demo2">{{cite book | year=2005 | editor=Editors of Electronic Gaming Monthly | title=Electronic Gaming Monthly October 2005; issue 196 | pages=106 | language=English | publisher=Ziff Davis Media Inc.}}</ref><ref name="demo3">{{cite web | author=Allen, Jason | year=2005 | title=E3 2005: Eyes-on the Final Fantasy VII Tech Demo | url=http://ps3.ign.com/articles/614/614859p1.html | work=[http://ign.com/ IGN] | accessmonthday=August 11 | accessyear=2006}}</ref> Though Yōichi Wada explained that the presentation was intended only for technological demonstration purposes<ref name="demo3" /> — claims echoed by Yoshinori Kitase in an interview in ''Final Fantasy VII Ultimania Ω''<ref name="demo" /> — the June 2006 issue of ''Electronic Gaming Monthly'' stated that the video was actually a "sneak peak at a next-gen revival" of ''Final Fantasy VII''.<ref name="demo4">{{cite book | year=2006 | editor=Editors of Electronic Gaming Monthly | title=Electronic Gaming Monthly June 2006; issue 204 | pages=76 | language=English | publisher=Ziff Davis Media Inc.}}</ref> An official statement from Square Enix later debunked this claim, reiterating that the company had not announced such a project.<ref name="remakerefuted">{{cite web | author=Dunham, Jeremy | year=2006 | title=Square Enix Responds to PS3 FF7 Rumors | url=http://ps3.ign.com/articles/709/709775p1.html | work=[http://ign.com/ IGN] | accessmonthday=August 11 | accessyear=2006}}</ref><ref name="remakerefuted2">{{cite web | author=Sloderbeck, Matt | year=2006 | title=Square Enix Denies Remake Rumors | url=http://www.rpgamer.com/news/Q2-2006/052706a.html | work=[http://www.rpgamer.com/ RPGamer] | accessmonthday=June 9 | accessyear=2006}}</ref>

===Other===
Though not under the ''Compilation'' label, two novellas set within ''Final Fantasy VII''<nowiki>'</nowiki>s continuity have been produced, while a third ''Final Fantasy VII'' mobile game has also been developed. The first of the two novellas is ''[[Aerith Gainsborough#Maiden who Travels the Planet|Maiden who Travels the Planet]]''. It follows Aeris' journey in the Lifestream following her death at the hands of Sephiroth, taking place concurrently with the second half of ''Final Fantasy VII''.<ref name="maiden">{{Cite book | year=2005 | editor=Studio BentStuff | title=Final Fantasy VII Ultimania Ω | pages=572 | language=Japanese | publisher=Square-Enix | id=ISBN 4-7575-1520-0}}</ref> The second novella, ''[[Final Fantasy VII Advent Children#On the Way to a Smile|On the Way to a Smile]]'', is a three-part story based on the events that immediately followed the end of the game, with one part narrated from Tifa's perspective, one narrated from Barret's perspective, and the other narrated from that of a boy named "Denzel", orphaned after Shinra crushed Sector 7.<ref name="otwtas">{{Cite book | year=2005 | editor=V-Jump | title=Final Fantasy VII Advent Children Prologue | pages=3 | language=Japanese | publisher=Shueisha | id=ISBN 4-08-779339-7}}</ref> Finally, ''[[Final Fantasy VII Snowboarding]]'' is a mobile [[porting|port]] of the snowboarding [[minigame]] featured in the original game.<ref name="snowboard">{{cite web | author=Buchanan, Levi | year=2005 | title=Final Fantasy VII Snowboarding | url=http://wireless.ign.com/articles/594/594902p1.html | work=[http://ign.com/ IGN] | accessmonthday=August 11 | accessyear=2006}}</ref>


==References==
==References==
{{reflist}}
<div class="references-2column">
<references/>
</div>


==External links==
==External links==
{{Commons category}}
{{wikiquote}}
{{wikiquote}}
* {{official website}}
*[http://na.square-enix.com/games/ff7/ Square Enix's official ''Final Fantasy VII'' website]
{{FFVII|state=expanded}}
*[http://www.ff7compilation.net/ Compilation Network] — Resource for the ''Compilation'' titles
*{{FFwiki|Final_Fantasy_VII|''Final Fantasy VII''}}
*{{GameFAQs|id=197341|name=''Final Fantasy VII''}}
*{{moby game|id=/final-fantasy-vii|name=''Final Fantasy VII''}}

{{-}}
{{FFVII}}
{{Final Fantasy series}}
{{Final Fantasy series}}
{{JGA GOTY}}
{{Portal bar|1990s|Japan|Speculative fiction|Video games}}
{{Authority control}}


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Latest revision as of 12:54, 20 May 2024

Final Fantasy VII
A man with blond hair wearing black clothing and armor stands with a giant sword on his back, with his back to the camera. In the foreground is a futuristic building shown in monochrome. A logo illustration, showing the game's title and a blue-green stylized depiction of a falling meteorite, is displayed in the top right-hand corner.
North American cover art, featuring the game's protagonist, Cloud Strife
Developer(s)Square
Publisher(s)
Director(s)Yoshinori Kitase
Producer(s)Hironobu Sakaguchi
Programmer(s)Ken Narita
Artist(s)
Writer(s)Yoshinori Kitase
Kazushige Nojima
Composer(s)Nobuo Uematsu
SeriesFinal Fantasy
Platform(s)
Release
January 31, 1997
  • PlayStation
    • JP: January 31, 1997
    • NA: September 7, 1997
    • PAL: November 17, 1997
    International
    • JP: October 2, 1997
    Windows
    Remaster
    • NA/PAL: August 14, 2012
    • JP: May 16, 2013
    • WW: July 4, 2013 (Steam)
    • WW: August 13, 2020 (Microsoft Store)
    iOS
    • WW: August 19, 2015
    PlayStation 4
    • WW: December 5, 2015
    Android
    • WW: July 7, 2016
    Switch, Xbox One
    • WW: March 26, 2019
Genre(s)Role-playing
Mode(s)Single-player

Final Fantasy VII[a] is a 1997 role-playing video game developed by Square for the PlayStation console and the seventh main installment in the Final Fantasy series. Square published the game in Japan, and it was released in other regions by Sony Computer Entertainment, becoming the first game in the main series to have a PAL release. The game's story follows Cloud Strife, a mercenary who joins an eco-terrorist organization to stop a world-controlling megacorporation from using the planet's life essence as an energy source. Events send Cloud and his allies in pursuit of Sephiroth, a superhuman who seeks to wound the planet and harness its healing power to be reborn as a god. During their journey, Cloud bonds with his party members, including Aerith Gainsborough, who holds the secret to saving their world.

Development began in 1994, originally for the Super Nintendo Entertainment System. After delays and technical difficulties from experimenting with several platforms, most notably the Nintendo 64, Square moved production to the PlayStation, largely due to the advantages of the CD-ROM format. Veteran Final Fantasy staff returned, including series creator and producer Hironobu Sakaguchi, director Yoshinori Kitase, and composer Nobuo Uematsu. The title was the first in the series to use full motion video and 3D computer graphics, featuring 3D character models superimposed over 2D pre-rendered backgrounds. Although the gameplay remained mostly unchanged from previous entries, Final Fantasy VII introduced more widespread science fiction elements and a more realistic presentation. The combined development and marketing budget amounted to approximately US$80 million.

Final Fantasy VII received widespread commercial and critical success and remains widely regarded as a landmark title, and it is regarded as one of the greatest and most influential video games ever made. The title won numerous Game of the Year awards and was acknowledged for boosting the sales of the PlayStation and popularizing Japanese role-playing games worldwide. Critics praised its graphics, gameplay, music, and story, although some criticism was directed towards the original English localization. Its success has led to enhanced ports on various platforms, a multimedia subseries called the Compilation of Final Fantasy VII, and a high definition remake trilogy currently comprising Final Fantasy VII Remake (2020), and Final Fantasy VII Rebirth (2024).

Gameplay[edit]

The gameplay of Final Fantasy VII is similar to earlier Final Fantasy titles and Japanese role-playing games.[1] The game features three modes of play: the world map, the field, and the battle screen.[2][3]: 15, 20  At its grandest scale, players explore the world of Final Fantasy VII on a 3D world map.[4] The world map contains representations of areas for the player to enter, including towns, environments, and ruins.[5] Natural barriers—such as mountains, deserts, and bodies of water—block access by foot to some areas; as the game progresses, the player receives vehicles that help traverse these obstacles.[3]: 44  Chocobos can be found in certain spots on the map, and if caught, can be ridden to areas inaccessible on foot or by vehicle.[3]: 46  In field mode, the player navigates fully scaled versions of the areas represented on the world map.[4] VII marks the first time in the series that the mode is represented in a three-dimensional space. In this mode, the player can explore the environment, talk with characters, advance the story, and initiate event games.[3]: 15  Event games are short minigames that use special control functions and are often tied to the story.[3]: 18  While in field mode, the player can also find shops and inns. Shops allow the player to buy and sell items that can aid Cloud and his party, such as weapons, armor, and accessories. Inns restore the hit points and mana points of characters who rest at them and cure abnormalities contracted during battles.[3]: 17 

In a cavern, three people face a dragon. Along the bottom is a blue display showing each character's health, magic energy, and waiting time before their turn in battle.
A battle scene with Cloud, Barret, and Tifa facing a dragon. In this given moment, the player must choose a command for Cloud to perform.

At random intervals on the world map and in field mode, and at specific moments in the story, the game will enter the battle screen, which places the player characters on one side and the enemies on the other. It employs an "Active Time Battle" (ATB) system, in which the characters exchange moves until one side is defeated.[1][2] The damage or healing dealt by either side is quantified on screen. Characters have several statistics that determine their effectiveness in battle; for example, hit points determine how much damage they can take, and magic determines how much damage they can inflict with spells. Each character on the screen has a time gauge; when a character's gauge is full, the player can input a command for them. The commands change as the game progresses, and are dependent on the characters in the player's party and their equipment. Commands include attacking with a weapon, casting magic, using items, summoning monsters, and other actions that either damage the enemy or aid the player characters. Final Fantasy VII also features powerful, character-specific commands called Limit Breaks, which can be used only after a special gauge is charged by taking enemy attacks. After being attacked, characters can be afflicted by one or more abnormal "statuses", such as poison or paralysis. These statuses and their adverse effects can be removed by special items or abilities or by resting at an inn. Once all enemies are defeated, the battle ends and the player is rewarded with money, items, and experience points. If the player is defeated, it is game over and the game must be loaded to the last save point.[3]: 20–27 

When not in battle, the player can use the menu screen, where they can review each character's status and statistics, use items and abilities, change equipment, save the game when on the world map or at a save point, and manage orbs called Materia. Materia are the main method of customizing characters in Final Fantasy VII, and can be added to equipment to provide characters with new magic spells, monsters to summon, commands, statistical upgrades, and other benefits.[6] Materia level up through their own experience point system and can be combined to create different effects.[3]: 30–42 

Synopsis[edit]

Setting and characters[edit]

Final Fantasy VII takes place on a world referred to in-game as the "Planet" and retroactively named "Gaia".[7][8] The planet's lifeforce, called the Lifestream, is a flow of spiritual energy that gives life to everything on the Planet; its processed form is known as "Mako".[9] On a societal and technological level, the game has been defined as an industrial or post-industrial science fiction setting.[10] During Final Fantasy VII, the Shinra Electric Power Company, a world-dominating megacorporation headquartered in the city of Midgar, is draining the Planet's Lifestream for energy, weakening the Planet and threatening its existence and all life.[11] Significant factions within the game include AVALANCHE, an eco-terrorist group seeking Shinra's downfall so the Planet can recover;[8] the Turks, a covert branch of Shinra's security forces;[12] SOLDIER, an elite Shinra fighting force created by enhancing humans with Mako;[13] and the Cetra, a near-extinct human tribe which maintains a strong connection to the Planet and the Lifestream.[14]

The main protagonist is Cloud Strife, an aloof mercenary who claims to be a former 1st Class SOLDIER. Early on, he works with two members of AVALANCHE: Barret Wallace, its brazen but fatherly leader; and Tifa Lockhart, a shy yet nurturing martial artist and his childhood friend. During their journey, they meet Aerith Gainsborough, a carefree flower merchant and one of the last surviving Cetra;[14][15] Red XIII, an intelligent quadruped from a tribe that protects the planet;[16] Cait Sith, a fortune-telling robotic cat controlled by repentant Shinra staff member Reeve;[3][17] and Cid Highwind, a pilot whose dream of being the first human in outer space was unrealized.[18] The group can also recruit Yuffie Kisaragi, a young ninja and skilled Materia thief; and Vincent Valentine, a former Turk and victim of Shinra's experiments.[19] The game's main antagonists are Rufus Shinra, the son of President Shinra and the later leader of the Shinra Corporation;[20] Sephiroth, a former SOLDIER who reappears several years after being presumed dead;[3] and Jenova, a hostile extraterrestrial life-form who the Cetra imprisoned 2,000 years ago and who Sephiroth was created from.[21][22][23] A key character in Cloud's backstory is Zack Fair, a member of SOLDIER and Aerith's first love.[24]

Plot[edit]

AVALANCHE destroys a Shinra Mako reactor in Midgar, but an attack on another reactor goes wrong and Cloud falls into the city's slums. There, he meets Aerith and protects her from Shinra.[25][26] Meanwhile, Shinra finds AVALANCHE's base of operations and intentionally collapses part of the upper city level in retaliation for the Mako reactor being destroyed, killing many AVALANCHE members and innocent bystanders as collateral damage.[27] Aerith is also captured since Shinra believes that as a Cetra, she can potentially reveal the "Promised Land", which they believe is overflowing with Lifestream energy they can exploit.[28][29] Cloud, Barret, and Tifa rescue Aerith, and during their escape from Midgar, discover that Sephiroth murdered President Shinra despite being presumed dead five years earlier.[30] The party pursues Sephiroth across the Planet, with now-President Rufus on their trail; they are soon joined by the rest of the playable characters.

At a Cetra temple, Sephiroth reveals he intends to use a powerful magical artifact known as "Black Materia" to cast the spell "Meteor", which would have a devastating impact on the Planet. Sephiroth claims he will absorb the Lifestream as it attempts to heal the wound caused by Meteor, and become a god-like being in the process.[31] The party retrieves the Black Materia, but Sephiroth manipulates Cloud into surrendering it. Aerith departs alone to stop Sephiroth and follows him to an abandoned Cetra city. While Aerith prays to the Planet for help, Sephiroth attempts to force Cloud to kill her; after this fails, he kills her himself before fleeing, leaving the Black Materia behind.[32] The party then learns of Jenova, a hostile alien lifeform who landed on the Planet two thousand years prior to the game's events. Upon arrival on the Planet, Jenova began infecting the Cetra with a virus, and they were nearly wiped out. However, a small group managed to seal away Jenova in a tomb, which Shinra later unearthed. At Nibelheim, Jenova's cells were used in experiments which led to the creation of Sephiroth.[21][32] Five years before the game's events, Sephiroth and Cloud visited Nibelheim, where Sephiroth learned of his origins and was driven insane as a result. He murdered the townspeople, and then vanished after Cloud confronted him.

At the Northern Crater, the party learns that the "Sephiroths" they have encountered are Jenova clones who the insane Shinra scientist Hojo created. Cloud confronts the real Sephiroth as he is killing his clones to reunite Jenova's cells, but is again manipulated into giving him the Black Materia. Sephiroth then taunts Cloud by showing another SOLDIER in his place in his memories of Nibelheim, suggesting that Cloud is a failed clone of Sephiroth.[33] Sephiroth summons Meteor and seals the Crater as Cloud falls into the Lifestream and Rufus captures the party.

After escaping Shinra, the party discovers Cloud at an island hospital in a catatonic state from Mako poisoning, and Tifa decides to stay as his caretaker. When a planetary defense force called Weapon attacks the island, the two fall into the Lifestream,[34] where Tifa helps Cloud reconstruct his memories. Cloud was a mere infantryman who was never accepted into SOLDIER; the SOLDIER in his memories was his friend Zack. At Nibelheim, Cloud ambushed and wounded Sephiroth after the latter's mental breakdown, but Jenova preserved Sephiroth's life. Hojo experimented on Cloud and Zack for four years, injecting them with Jenova's cells and Mako. They managed to escape, but Zack was killed in the process. The trauma of these events triggered an identity crisis in Cloud, and he constructed a false persona based around Zack's stories and his own fantasies.[32][35] Cloud accepts his past and reunites with the party, who learn that Aerith's prayer to the Planet had been successful: the Planet had attempted to summon Holy to prevent Meteor's impact, but Sephiroth prevented it from having any effect.

Shinra fails to destroy Meteor, but manages to defeat a Weapon and puncture the Northern Crater, seemingly killing Rufus and several other personnel. After killing Hojo, who is revealed to be Sephiroth's biological father,[21] the party descends to the Planet's core through the opening in the Northern Crater and defeats both Jenova and Sephiroth. The party escapes and Holy is summoned once again, destroying Meteor with help from the Lifestream.[36] Five hundred years later, Red XIII is seen with two cubs looking out over the ruins of Midgar, which are now covered in greenery, showing that the planet has healed.

Development[edit]

A 43-year-old Japanese man with neck-length black haired, speaking into a microphone and facing slightly to the camera's right.
A 42-year-old Japanese man with trimmed black hair, smiling directly at the camera.
Producer Hironobu Sakaguchi and director Yoshinori Kitase, who together helped create the story and gameplay concepts for Final Fantasy VII.

Initial concept talks for Final Fantasy VII began in 1994 at Square studio, following the completion of Final Fantasy VI. As with the previous installment, series creator Hironobu Sakaguchi reduced his role to producer and granted others a more active role in development: these included Yoshinori Kitase, one of the directors of FFVI. The next installment was planned as a 2D game for Nintendo's Super Nintendo Entertainment System (Super NES). After creating an early 2D prototype of it, the team postponed development to help finish Chrono Trigger.[37] Once Chrono Trigger was completed, the team resumed discussions for Final Fantasy VII in 1995.[37][38]

The team discussed continuing the 2D strategy, which would have been the safe and immediate path just prior to the imminent industry shift toward 3D gaming; such a change would require radical new development models.[37] The team decided to take the riskier option and make a 3D game on new generation hardware but had yet to choose between the cartridge-based Nintendo 64 or the CD-ROM-based PlayStation from Sony Computer Entertainment.[37] The team also considered the Sega Saturn console and Microsoft Windows.[39] Their decision was influenced by two factors: a highly successful tech demo based on Final Fantasy VI using the new Softimage 3D software, and the escalating price of cartridge-based games, which was limiting Square's audience.[37][40][41] Tests were made for a Nintendo 64 version, which would use the planned 64DD peripheral despite the lack of 64DD development kits and the prototype device's changing hardware specifications. This version was discarded during early testing, as the 2000 polygons needed to render the Behemoth monster placed excessive strain on the Nintendo 64 hardware, causing a low frame rate.[37] It would have required an estimated thirty 64DD discs to run Final Fantasy VII properly with the data compression methods of the day.[42] Faced with both technical and economic issues on Nintendo's current hardware, and impressed by the increased storage capacity of CD-ROM when compared to the Nintendo 64 cartridge, Square shifted development of Final Fantasy VII, and all other planned projects, onto the PlayStation.[37]

In contrast to the visuals and audio, the overall gameplay system remained mostly unchanged from Final Fantasy V and VI, but with an emphasis on player control.[43] The initial decision was for battles to feature shifting camera angles. Battle arenas had a lower polygon count than field areas, which made creating distinctive features more difficult.[40] The summon sequences benefited strongly from the switch to the cinematic style, as the team had struggled to portray their scale using 2D graphics.[44] In his role as producer, Sakaguchi placed much of his effort into developing the battle system.[24] He proposed the Materia system as a way to provide more character customization than previous Final Fantasy games: battles no longer revolved around characters with innate skills and roles in battle, as Materia could be reconfigured between battles.[40] Artist Tetsuya Nomura also contributed to the gameplay; he designed the Limit Break system as an evolution of the Desperation Attacks used in Final Fantasy VI. The Limit Breaks served a purpose in gameplay while also evoking each character's personality in battle.[24][40]

Square retained the passion-based game development approach from their earlier projects, but now had the resources and ambition to create the game they wanted. This was because they had extensive capital from their earlier commercial successes, which meant they could focus on quality and scale rather than obsessing over and working around their budget.[37] Final Fantasy VII was at the time one of the most expensive video game projects ever, costing an estimated US$40 million, which adjusted for inflation came to $61 million in 2017.[37][45][46] Development of the final version took a staff of between 100 and 150 people just over a year to complete. As video game development teams were usually only 20 people, the game had what was described as the largest development team of any game up to that point.[37][44] The development team was split between both Square's Japanese offices and its new American office in Los Angeles; the American team worked primarily on city backgrounds.[42]

Art design[edit]

Nine people stand in a group against a white background; the group —made up of seven humans and two animal-like beings— wear a variety of clothing and the human characters carry different weapons.
Promotional artwork of the main cast. The main characters were designed by Tetsuya Nomura; Final Fantasy VII was his first role as character designer.[24][37]

The game's art director was Yusuke Naora, who had previously worked as a designer for Final Fantasy VI. With the switch into 3D, Naora realized that he needed to relearn drawing, as 3D visuals require a very different approach than 2D. With the massive scale and scope of the project, Naora was granted a team devoted entirely to the game's visual design. The department's duties included illustration, modeling of 3D characters, texturing, the creation of environments, visual effects, and animation.[47] The Shinra logo, which incorporated a kanji symbol, was drawn by Naora personally.[48] Promotional artwork, in addition to the logo artwork, was created by Yoshitaka Amano, an artist whose association with the series went back to its inception.[49] While he had taken a prominent role in earlier entries, Amano was unable to do so for Final Fantasy VII, due to commitments at overseas exhibitions.[8][49] His logo artwork was based on Meteor: when he saw images of Meteor, he was not sure how to turn it into suitable artwork. In the end, he created multiple variations of the image and asked staff to choose which they preferred.[50] The green coloring represents the predominant lighting in Midgar and the color of the Lifestream, while the blue reflected the ecological themes present in the story. Its coloring directly influenced the general coloring of the game's environments.[47]

Another prominent artist was Nomura. Having impressed Sakaguchi with his proposed ideas, which were handwritten and illustrated rather than simply typed on a PC, Nomura was brought on as main character designer.[24] Nomura stated that when he was brought on, the main scenario had not been completed, but he "went along like, 'I guess first off you need a hero and a heroine', and from there drew the designs while thinking up details about the characters. After [he'd] done the hero and heroine, [he] carried on drawing by thinking what kind of characters would be interesting to have. When [he] handed over the designs [he'd] tell people the character details [he'd] thought up, or write them down on a separate sheet of paper".[51] Something that could not be carried over from earlier titles was the chibi sprite art, as that would not fit with the new graphical direction. Naora, in his role as an assistant character designer and art director, helped adjust each character's appearance so the actions they performed were believable. When designing Cloud and Sephiroth, Nomura was influenced by his view of their rivalry mirroring the legendary animosity between Miyamoto Musashi and Sasaki Kojirō, with Cloud and Sephiroth being Musashi and Kojirō respectively. Sephiroth's look was defined as "kakkoii", a Japanese term combining good looks with coolness.[40] Several of Nomura's designs evolved substantially during development. Cloud's original design of slicked-back black hair with no spikes was intended to save polygons and contrast with Sephiroth's long, flowing silver hair. However, Nomura feared that such masculinity could prove unpopular with fans, so he redesigned Cloud to feature a shock of spiky, bright blond hair. Vincent's occupation changed from researcher to detective to chemist, and finally to a former Turk with a tragic past.[8][24]

Scenario[edit]

Sakaguchi was responsible for writing the initial plot, which was quite different from the final version.[52] In this draft for the planned SNES version, the game's setting was envisioned as New York City in 1999. Similar to the final story, the main characters were part of an organization trying to destroy Mako reactors, but they were pursued by a hot-blooded detective named Joe. The main characters would eventually blow up the city. An early version of the Lifestream concept was present at this stage.[37][41][52] According to Sakaguchi, his mother had died while Final Fantasy III was being developed, and choosing life as a theme helped him cope with her passing in a rational and analytical manner.[44] Square eventually used the New York setting in Parasite Eve (1998).[41] While the planned concept was dropped, Final Fantasy VII still marked a drastic shift in setting from previous entries, dropping the Medieval fantasy elements in favor of a world that was "ambiguously futuristic".[53]

In an underground environment on top of an ancient altar, a silver-haired man in black clothing has just used his long sword to stab a brown-haired woman in red clothing through the chest and now withdraws it.
The cutscene of Sephiroth killing Aerith Gainsborough. This key story sequence has been called one of the most "shocking",[54] "cinematic",[55] and "genre-defining"[56] moments in video games.

When Kitase was put in charge of Final Fantasy VII, he and Nomura reworked the entire initial plot. Scenario writer Kazushige Nojima joined the team after finishing work on Bahamut Lagoon.[24] While Final Fantasy VI featured an ensemble cast of numerous playable characters that were equally important, the team soon decided to develop a central protagonist for FFVII.[40] The pursuit of Sephiroth that formed most of the main narrative was suggested by Nomura, as nothing similar had been done in the series before.[24] Kitase and Nojima conceived AVALANCHE and Shinra as opposing organizations and created Cloud's backstory as well as his relationship to Sephiroth.[52] Among Nojima's biggest contributions to the plot were Cloud's memories and split personality; this included the eventual conclusion involving his newly created character of Zack.[24] The crew helped Kitase adjust the specifics of Sakaguchi's original Lifestream concept.[52]

Regarding the overall theme of the game, Sakaguchi said it was "not enough to make 'life' the theme, you need to depict living and dying. In any event, you need to portray death".[57] Consequently, Nomura proposed killing off the heroine.[24][57] Aerith had been the only heroine, but the death of a female protagonist would necessitate a second; this led to the creation of Tifa.[58] The developers decided to kill Aerith, as her death would be the most devastating and consequential.[24][57] Kitase wanted to depict it as very sudden and unexpected, leaving "not a dramatic feeling but great emptiness", "feelings of reality and not Hollywood".[38] The script for the scene was written by Nojima. Kitase and Nojima then planned that most of the main cast would die shortly before the final battle; Nomura vetoed the idea because he felt it would undermine the impact of Aerith's death.[37] Several character relations and statuses underwent changes during development. Aerith was to be Sephiroth's sister, which influenced the design of her hair. The team then made Sephiroth a previous love interest of hers to deepen her backstory, but later swapped him with Zack.[51][59] Vincent and Yuffie were to be part of the main narrative, but due to time constraints, they were nearly cut and eventually relegated to being optional characters.[51]

Nojima was charged with writing the scenario and unifying the team's ideas into a cohesive narrative, as Kitase was impressed with his earlier work on the mystery-like Heracles no Eikō III: Kamigami no Chinmoku, an entry in the Glory of Heracles series.[24] To make the characters more realistic, Nojima wrote scenes in which they would occasionally argue and raise objections: while this inevitably slowed down the pace of the story, it added depth to the characters. The graphical improvements allowed even relatively bland lines of dialogue to be enhanced with reactions and poses from the 3D character models.[44] Voice acting would have led to significant load times, so it was omitted.[60] Masato Kato wrote several late-game scenes, including the Lifestream sequence and Cloud and Tifa's conversation before the final battle. Initially unaffiliated with the project, Kato was called on to help flesh out less important story scenes. He wrote his scenes to his own tastes without outside consultation, something he later regretted.[61]

Graphics[edit]

With the shift from the SNES to the next generation consoles, Final Fantasy VII became the first project in the series to use 3D computer graphics.[38] Developers initially considered overlaying 2D sprites on 3D backgrounds but decided to forgo pixel art entirely in favor of polygonal models.[62] Aside from the story, Final Fantasy VI had many details undecided when development began; most design elements were hashed out along the way. In contrast, with Final Fantasy VII, the developers knew from the outset it was going to be "a real 3D game", so from the earliest planning stage, detailed designs were in existence. The script was also finalized, and the image for the graphics had been fleshed out. This meant that when actual development work began, storyboards for the game were already in place.[40] The shift from cartridge ROM to CD-ROM posed some problems: according to lead programmer Ken Narita, the CD-ROM had a slower access speed, delaying some actions during the game, so the team needed to overcome this issue.[44] Certain tricks were used to conceal load times, such as offering animations to keep players from getting bored.[38] When it was decided to use 3D graphics, there was a discussion among the staff whether to use sprite-based character models or 3D polygonal models. While sprites proved more popular with the staff, the polygon models were chosen as they could better express emotion. This decision was influenced by the team's exposure to the 3D character models used in Alone in the Dark. Sakaguchi decided to use deformed models for field navigation and real-time event scenes, for better expression of emotion, while realistically proportioned models would be used in battles.[59] The team purchased Silicon Graphics Onyx supercomputers and related workstations, and accompanying software including Softimage 3D, PowerAnimator, and N-World for an estimated total of $21 million. Many team members had never seen the technology before.[37]

An internal industrial environment, with metal walls, girders and a pipework dominating the scene—a track is visible far below, and steam escapes rhythmically from two points within the area.
The pre-rendered backgrounds, such as this scene in Midgar, provided the developers with a choice of camera angle, giving a more cinematic experience.

The transition from 2D graphics to 3D environments overlaid on pre-rendered backgrounds was accompanied by a focus on a more realistic presentation.[38] In previous entries, the sizes for characters and environments were fixed, and the player saw things from a scrolling perspective. This changed with Final Fantasy VII; environments shifted with camera angles, and character model sizes shifted depending on both their place in the environment and their distance from the camera, giving a sense of scale.[40][44] The choice of this highly cinematic style of storytelling, contrasting directly with Square's previous games, was attributed to Kitase, who was a fan of films and had an interest in the parallels between film and video game narrative.[37] Character movement during in-game events was done by the character designers in the planning group. While designers normally cooperate with a motion specialist for such animations, the designers taught themselves motion work, resulting in each character's movements differing depending on their creators—some designers liked exaggerated movements, while others went for subtlety. Much of the time was spent on each character's day-to-day, routine animations. Motion specialists were brought in for the game's battle animations. The first characters the team worked with were Cloud and Barret.[40] Some of the real-time effects, such as an explosion near the opening, were hand-drawn rather than computer-animated.[47]

The main creative force behind the overall 3D presentation was Kazuyuki Hashimoto, the general supervisor for these sequences. Being experienced in the new technology the team had brought on board, he accepted the post at Square as the team aligned with his own creative spirit. One of the major events in development was when the real-time graphics were synchronized to computer-generated full motion video (FMV) cutscenes for some story sequences, notably an early sequence where a real-time model of Cloud jumps onto an FMV-rendered moving train.[37] The backgrounds were created by overlaying two 2D graphic layers and changing the motion speed of each to simulate depth perception. While this was not a new technique, the increased power of the PlayStation enabled a more elaborate version of this effect.[44] The biggest issue with the 3D graphics was the large memory storage gap between the development hardware and the console: while the early 3D tech demo had been developed on a machine with over 400 megabytes of total memory, the PlayStation only had two megabytes of system memory and 500 kilobytes for texture memory. The team needed to figure out how to shrink the amount of data while preserving the desired effects. This was aided with reluctant help from Sony, who had hoped to keep Square's direct involvement limited to a standard API package, but they eventually relented and allowed the team direct access to the hardware specifications.[37]

Final Fantasy VII features two types of cutscenes: real-time cutscenes featuring polygon models on pre-rendered backgrounds, and FMV cutscenes.[44] The game's computer-generated imagery (CGI) FMVs were produced by Visual Works, a then-new subsidiary of Square that specialized in computer graphics and FMVs creation. Visual Works had created the initial movie concept for a 3D game project.[8] The FMVs were created by an international team, covering both Japan and North America and involving talent from the gaming and film industry; Western contributors included artists and staff who had worked on the Star Wars film series, Jurassic Park, Terminator 2: Judgment Day, and True Lies.[63] The team tried to create additional optional CGI content which would bring optional characters Vincent and Yuffie into the ending. As this would have further increased the number of discs the game needed, the idea was discarded.[64] Kazuyuki Ikumori, a future key figure at Visual Works, helped with the creation of the CGI cutscenes, in addition to general background design.[65] The CGI FMV sequences total around 40 minutes of footage, something only possible with the PlayStation's extra memory space and graphical power. This innovation brought with it the added difficulty of ensuring that the inferiority of the in-game graphics in comparison to the FMV sequences was not too obvious. Kitase has described the process of making the in-game environments as detailed as possible to be "a daunting task".[38]

Music[edit]

A 46-year-old Japanese man smiling directly into the camera. He has black hair going to gray around the temples and a graying mustache.
Nobuo Uematsu composed, arranged, and produced the entire soundtrack for Final Fantasy VII.

The musical score of Final Fantasy VII was composed, arranged, and produced by Nobuo Uematsu, who had served as the sole composer for the six previous Final Fantasy games. Originally, Uematsu had planned to use CD quality music with vocal performances to take advantage of the console's audio capabilities but found that it resulted in the game having much longer loading times for each area. Uematsu then decided that the higher-quality audio was not worth the trade-off with performance, and opted instead to use MIDI-like sounds produced by the console's internal sound sequencer, similar to how his soundtracks for the previous games in the series on the Super NES were implemented.[66][67] While the Super NES only had eight sound channels to work with, the PlayStation had twenty-four. Eight were reserved for sound effects, leaving sixteen available for the music.[43] Uematsu's approach to composing the game's music was to treat it like a film soundtrack and compose music that reflected the mood of the scenes, rather than trying to make strong melodies to "define the game", as he felt that approach would come across too strong when placed alongside the game's new 3D visuals. As an example, he composed the track intended for the scene in the game where Aerith Gainsborough is killed to be "sad but beautiful", rather than more overtly emotional, creating what he felt was a more understated feeling.[37] Uematsu additionally said that the soundtrack had a feel of "realism", which also prevented him from using "exorbitant, crazy music".[68]

The first piece that Uematsu composed for the game was the opening theme; game director Yoshinori Kitase showed him the opening cinematic and asked him to begin the project there. The track was well received in the company, which gave Uematsu "a sense that it was going to be a really good project". Final Fantasy VII was the first game in the series to include a track with high-quality digitized vocals, "One-Winged Angel", which accompanies a section of the final battle of the game. The track has been called Uematsu's "most recognizable contribution" to the music of the Final Fantasy series, which Uematsu agrees with.[37][69] Inspired by The Rite of Spring by Igor Stravinsky to make a more "classical" track, and by rock and roll music from the late 1960s and early 1970s to make an orchestral track with a "destructive impact", he spent two weeks composing short unconnected musical phrases, and then arranged them together into "One-Winged Angel", an approach he had never used before.[37]

Music from the game has been released in several albums. Square released the main soundtrack album, Final Fantasy VII Original Soundtrack, on four Compact Discs through its DigiCube subsidiary in 1997. A limited edition release was also produced, containing illustrated liner notes.[67] The regular edition of the album reached third on the Japan Oricon charts, while the limited edition reached #19.[70][71] Overall, the album had sold nearly 150,000 copies by January 2010.[72] A single-disc album of selected tracks from the original soundtrack, along with three arranged pieces, titled Final Fantasy VII Reunion Tracks, was also released by DigiCube in 1997,[73] reaching #20 on the Japan Oricon charts.[74] A third album, Piano Collections Final Fantasy VII, was released by DigiCube in 2003, and contains one disc of piano arrangements of tracks from the game. It was arranged by Shirō Hamaguchi and performed by Seiji Honda, and reached #228 on the Oricon charts.[75][76]

Release[edit]

Final Fantasy VII was announced in February 1996.[77] Square president and chief executive officer Tomoyuki Takechi were fairly confident about Japanese players making the game a commercial success despite it being on a new platform.[37] A playable demo was included on a disc giveaway at the 1996 Tokyo Game Show, dubbed Square's Preview Extra: Final Fantasy VII & Siggraph '95 Works. The disc also included the early test footage Square created using characters from Final Fantasy VI.[37][78] The initial release date was at some point in 1996, but to properly realize their vision, Square postponed the release date almost a full year.[53] Final Fantasy VII was released on January 31, 1997.[79] It was published in Japan by Square.[80] A re-release of the game based on its Western version, titled Final Fantasy VII International, was released on October 2 the same year.[81] This improved International version would kickstart the trend for Square to create an updated version for the Japanese release, based on the enhanced Western versions.[82] The International version was re-released as a physical disc as part of the Final Fantasy 25th Anniversary Ultimate Box Japanese package on December 18, 2012.[83]

While its success in Japan had been taken for granted by Square executives, North America and Europe were another matter, as up to that time the Japanese role-playing genre was still a niche market in Western territories. Sony, due to the PlayStation's struggles against Nintendo and Sega's home consoles, lobbied for the publishing rights in North America and Europe following Final Fantasy VII's transfer to PlayStation—to further persuade Square, Sony offered a lucrative royalties deal with profits potentially equaling those Square would get by self-publishing the game. Square accepted Sony's offer as Square itself lacked Western publishing experience. Square was uncertain about the game's success, as other JRPGs including Final Fantasy VI had met with poor sales outside Japan. To help with promoting the title overseas, Square dissolved their original Washington offices and hired new staff for fresh offices in Costa Mesa.[37] It was first exhibited to the Western public at Electronic Entertainment Expo 1996 (E3).[84]

To promote the game overseas, Square and Sony launched a widespread three-month advertising campaign in August 1997. Beginning with a television commercial that ran alongside popular shows such as Saturday Night Live and The Simpsons by TBWA\Chiat\Day, the campaign included numerous articles in both gaming and general interest magazines, advertisements in comics from publishers such as DC Comics and Marvel Comics, a special collaboration with Pepsi, media events, sample discs, and merchandise.[85] According to estimations by Takechi, the total worldwide marketing budget came to US$40 million; $10 million had been spent in Japan, $10 million in Europe, and $20 million in North America.[37] Unlike its predecessors, Final Fantasy VII did not have its numeral adjusted to account for the lack of a Western release for Final Fantasy II, III, and V — while only the fourth Final Fantasy released outside Japan, its Japanese title was retained.[86] It was released in North America on September 7, 1997.[87] The game was released in Europe on November 17, becoming the first Final Fantasy game to be released in Europe.[88][89] The Western version included additional elements and alterations, such as streamlining of the menu and Materia system, reducing the health of enemies, new visual cues to help with navigation across the world map, and additional cutscenes relating to Cloud's past.[82][90]

PC version[edit]

A version for PC was developed by Square's Costa Mesa offices. Square invested in a PC version to reach as wide a player base as possible; many Western consumers did not own a PlayStation, and Square's deal with Sony did not prohibit such a port. Having never released a title for PC, Square decided to treat the port as a sales experiment. The port was handled by a team of 15 to 20 people, mostly from Costa Mesa but with help from Tokyo.[37] Square did not begin the port until the console version was finished.[91] The team needed to rewrite an estimated 80% of the game's code, due to the need to unify what had been a custom build for a console written by multiple staff members. Consequently, programmers faced problems such as having to unify the original PlayStation version's five different game engines, leading to delays.[37] The PC version came with a license for Yamaha Corporation's software synthesizer S-YXG70, allowing high-quality sequenced music despite varying sound hardware setups on different user computers. The conversion of the nearly 100 original musical pieces to XG format files was done by Yamaha.[92]

To maximize their chances of success, Square searched for a Western company to assist with releasing the PC version. Eidos Interactive, whose release of Tomb Raider had turned them into a publishing giant, agreed to market and publish the port.[37] The port was announced in December 1997, along with Eidos' exclusivity deal for North America and Europe at the time,[93] though the port was rumored to happen as early as December 1996, prior to the PlayStation version's release.[94] To help the product stand out in stores, Eidos chose a trapezoidal shape for the cover and box. They agreed on a contract price of $1.8 million, making initial sales forecasts of 100,000 units based on that outlay.[37] The PC version was released in North America and Europe on June 25, 1998; the port was not released in Japan.[92] Within one month, sales of the port exceeded the initial forecasts.[37] The PC version would end up providing the source code for subsequent ports.[37]

Localization[edit]

Localization of Final Fantasy VII was handled internally by Square. The English localization, led by Seth Luisi, was completed by a team of about fifty people and faced a variety of problems. According to Luisi, the biggest hurdle was making "the direct Japanese-to-English text translation read correctly in English. The sentence structure and grammar rules for the Japanese language is very different from English", making it difficult for the translation to read like native English without distorting the meaning.[95] Michael Basket was the sole translator for the project, though he received the help of native Japanese speakers from the Tokyo office. The localization was taxing for the team due to their inexperience, lack of professional editors, and poor communication between the North American and Japanese offices. A result of this disconnect was the original localization of Aerith's name—which was intended as a conflation of "air" and "earth"—as "Aeris" due to a lack of communication between localization staff and the QA team.[96]

The team also faced several technical issues due to programming practices which took little account of subsequent localization, such as dealing with a fixed-width font and having to insert kanji through language input keys to add special characters (for example, vowels with diacritics) to keep the code working. Consequently, the text was still read as Japanese by the word processor; the computer's spellcheck could not be used, and mistakes had to be caught manually. The code used obscure kanji to refer to main character's names, which made unintuitive for the translators to identify characters.[96] Translated text usually takes up more space than the Japanese text, though still had to fit to the screen appropriately without overusing page breaks (for example, item names, which are written in kanji in Japanese language, could overflow message windows in translated text); to mitigate this problem, a proportional typeface was implemented into the source code to fit more text into the screen. Swear words were used frequently in the localization to help convey the original Japanese meaning, though most profanities were censored in a manner described by Square employee Richard Honeywood as the "old comic book '@#$%!'-type replacement".[82] The European release was described as being in a worse condition, as the translations into multiple European languages were outsourced by Sony to another company, further hindering communication. For the PC port, Square attempted to fix translation and grammar mistakes for the North American and European versions but did not have the time and budget to retranslate all the text.[96] According to Honeywood, the success of Final Fantasy VII in the West encouraged Square to focus more on localization quality; on future games, Square hired additional translators and editors, while also streamlining communication between the development and localization teams.[82]

Some months prior to the game's North American release, Sony publicly stated that it was considering cutting the scene at the Honey Bee Inn due to the salacious content, prompting numerous online petitions and letters of protest from RPG fans. Square subsequently stated that it would never allow Sony to localize the game in any way.[97] In addition to translating the text, the North American localization team made tweaks to the gameplay, including reducing the enemy encounter rate, simplifying the Materia menu, and adding new boss fights.[98]

Later releases[edit]

The International version of Final Fantasy VII was released on PlayStation Network (PSN) as a PSOne Classic in Japan on April 10, 2009. This version was compatible with both PlayStation 3 and PlayStation Portable with support for PlayStation Vita and PlayStation TV coming later.[90] Final Fantasy VII was later released as a PSOne Classic in North America, Europe, and Australia on June 2.[99] The PC version was updated by DotEmu for use on modern operating systems and released via Square Enix's North American and European online stores on August 14, 2012.[100][101] It included high-resolution support, cloud saves, achievements and a character booster. It would later be released via Steam on July 4, 2013,[102][103] replacing the version available on Square Enix's North American and European online stores.[104][105] The PC version would be released in Japan for the first time on May 16, 2013, exclusively via Square Enix's Japanese online store with the International version title. It has features unavailable in the western version including high-speed mode, no random encounters mode, and a max stats command.[106] A release for iOS, based on the PC version and adjusted for mobile devices by D4 Enterprise, was released on August 19, 2015, with an auto-save feature.[107] The PC version was released for PlayStation 4 on December 5, 2015. DotEmu developed the PS4 version.[108][109][110][111] The game was also released for Android on July 7, 2016,[112] for the PlayStation Classic on December 3, 2018,[113] and for the Nintendo Switch and Xbox One worldwide on March 26, 2019.[114]

Reception and sales[edit]

Within three days of its release in Japan, Final Fantasy VII sold over two million copies.[66][143][144] This popularity inspired thousands of retailers in North America to break street dates in September to meet public demand for the title.[145] In the game's debut weekend in North America, it sold 330,000 copies,[146] and had reached sales of 500,000 copies in less than three weeks.[147] The momentum established in the game's opening weeks continued for several months; Sony announced the game had sold one million copies in North America by early December,[148] prompting business analyst Edward Williams from Monness, Crespi, Hardt & Co. to comment that "Sony redefined the role-playing game (RPG) category and expanded the conventional audience with the launch of Final Fantasy VII".[148] According to Weekly Famitsu, Final Fantasy VII sold 3.27 million units in Japan by the end of 1997.[149] By the end of 2005, the PlayStation version had sold 9.8 million copies including 4 million sales in Japan,[150] making it the highest-selling game in the Final Fantasy series.[151] By the end of 2006, The Best, the bargain reissue of the game, had sold over 158,000 copies in Japan.[152] By May 2010, it had sold over 10 million copies worldwide,[153] making it the most popular title in the series in terms of units sold.[154][155][156] The original PC version surpassed Eidos' expectations: while initially forecast to sell 100,000 units, it quickly exceeded sales of one million units, garnering royalties of over $2 million for Square.[37] By August 2015, the PlayStation and PC versions had sold over 11 million units worldwide.[157][158] Steam Spy estimated the game to have sold over 1.2 million downloads on Steam as of April 2018,[159] with a later Steam leak estimating it had 1.14 million players on the platform as of July 2018.[160] As of June 2020, the game has sold more than 13.3 million units worldwide.[161][162] As of September 2023, the original version of the game has sold over 14.4 million units worldwide.[163]

The game received widespread acclaim from critics upon release. It was referred to by GameFan as "quite possibly the greatest game ever made",[164] a quote selected for the back cover of the game's jewel case. GameSpot commented that "never before have technology, playability, and narrative combined as well as in Final Fantasy VII", expressing particular favor toward the game's graphics, audio, and story.[1] The four reviewers of Electronic Gaming Monthly unanimously gave it a 9.5 out of 10 and their "Game of the Month" award, lauding its rendered backgrounds, use of FMV, battles, and especially the story line, though they expressed disappointment that the ending didn't resolve all of the loose ends. They also considered the North American localization a dramatic improvement over the original Japanese version.[123] GamePro gave it a perfect 5.0 out of 5 in all four categories (graphics, sound, control, and fun factor), calling the storytelling "dramatic, sentimental, and touching in a way that draws you into the characters", who "come alive thanks to sweetly subtle body movements".[165] Both GamePro and Official U.S. PlayStation Magazine (OPM) said the ATB system gives battles a tension and urgency not usually seen in RPGs.[135][165] IGN's Jay Boor insisted the game's graphics were "light years beyond anything ever seen on the PlayStation", and regarded its battle system as its strongest point.[4]

Computer and Video Games's Alex C praised the dramatic story and well-developed characters.[120] In addition to calling the graphics "bar none the best the PlayStation has ever seen", Next Generation said of the story that "while FFVII may take a bit to get going, as in every entry in the series, moments of high melodrama are blended with scenes of sheer poetry and vision".[133] Edge noted that Final Fantasy VII had come close to being an interactive movie in playable form, praising its combination of a complex story that went against Western graphic adventures trends and "excellently orchestrated chip music".[121] RPGamer praised the game's soundtrack, both in variety and sheer volume, stating that "Uematsu has done his work exceptionally well" and saying that it was potentially his best work.[166] Final Fantasy VII has received some negative criticism. OPM and GameSpot questioned the game's linear progression.[1][135] OPM considered the game's translation "a bit muddy" and felt the summon animations were "absolutely awe-inspiring".[135] RPGamer cited its translation as "packed with typos and other errors which further obscure what is already a very confusing plot".[167] GamePro also considered the Japanese-to-English translation a significant weakness in the game,[125] and IGN regarded the ability to use only three characters at a time as "the game's only shortcoming".[4]

Reviewers gave similar praise to the PC version but criticized its various technical faults.[138][140][168] Computer Games Magazine said that no other recent game had the same "tendency to fail to work in any capacity on multiple [computers]".[169] Computer Gaming World complained that the music quality suffered on PC sound cards,[138] and Next Generation Magazine found the game's pre-rendered backgrounds significantly less impressive than those of the PlayStation version.[168] However, the latter magazine found the higher-resolution battle visuals "absolutely stunning",[168] and Computer Games Magazine said that they showed off the potential graphical power of PCs.[169] All three magazines concluded by praising the game despite its technical flaws,[138][168][169] and PC Gamer summarized that, while "Square apparently did only what was required to get its PlayStation game running under Windows", Final Fantasy VII is "still a winner on the PC".[140]

Awards[edit]

Final Fantasy VII was given numerous Game of the Year awards in 1997. At the second CESA Awards, it won the Grand Prize, Scenario Award and Sound Award.[170] During the Academy of Interactive Arts & Sciences' inaugural Interactive Achievement Awards, Final Fantasy VII won in the categories of "Console Adventure Game of the Year" and "Console Role-Playing Game of the Year"; it also received nominations for "Interactive Title of the Year", "Console Game of the Year", "Outstanding Achievement in Art/Graphics", and "Outstanding Achievement in Interactive Design".[171][172] In the Origins Awards, it won in the category "Best Roleplaying Computer Game of 1997".[173] Final Fantasy VII was awarded Game of the Year by magazines including Game Informer,[174] GamePro,[175] and Hyper.[176] It was also awarded the "Readers' Choice All Systems Game of the Year", "Readers' Choice PlayStation Game of the Year" and "Readers' Choice Role-Playing Game of the Year" by Electronic Gaming Monthly (EGM),[177] which gave it Editors' Choice Awards for "Role-Playing Game of the Year" and "Best Graphics" (plus a runner-up slot for "Game of the Year"),[178] and also gave it awards for "Hottest Video Game Babe" (for Tifa Lockhart), "Most Hype for a Game", "Best Ending", and "Best Print Ad".[179]

Since 1997, it has been selected by many game magazines as one of the top video games of all time, listed as 91st in EGM's 2001 "100 Best Games of All Time",[180] and as fourth in Retro Gamer's "Top 100 Games" in 2004.[181] In 2018, it was ranked 99th in IGN's "Top 100 Games of All Time"[182] and as third in PALGN's "The Greatest 100 Games Ever".[183] Final Fantasy VII was included in "The Greatest Games of All Time" list by GameSpot in 2006,[54] and ranked as second in Empire's 2006 "100 Greatest Games of All Time",[184] as third in Stuff's "100 Greatest Games" in 2008[185] and as 15th in Game Informer's 2009 "Top 200 Games of All Time" (down five places from its previous best games of all-time list[186]).[187] GameSpot placed it as the second most influential game ever made in 2002;[188] in 2007, GamePro ranked it 14th on the list of the most important games of all time, and in 2009 it finished in the same place on their list of the most innovative games of all time.[189][190] In 2012, Time named it one of their "All-Time 100 Video Games".[191] In March 2018, Game Informer's "Readers Choice Top 300 Games of All Time", Final Fantasy VII ranked in 7th place.[192] In March 2018, GamesRadar+ rated "The 25 best PS1 games of all time", Final Fantasy VII was ranked in 12th place.[193]

It has also appeared in numerous other greatest game lists. In 2007, Dengeki PlayStation gave it the "Best Story", "Best RPG" and "Best Overall Game" retrospective awards for games on the original PlayStation.[194] GamePro named it the best RPG title of all time in 2008,[195] and featured it in their 2010 article "The 30 Best PSN Games".[196] In 2012, GamesRadar also ranked it as the sixth saddest game ever.[197] On the other hand, GameSpy ranked it seventh on their 2003 list of the most overrated games.[198]

Final Fantasy VII has often placed at or near the top of many reader polls of all-time best games. It was voted the "Reader's Choice Game of the Century" in an IGN poll in 2000,[199] and placed second in the "Top 100 Favorite Games of All Time" by Japanese magazine Famitsu in 2006 (it was also voted as ninth in Famitsu's 2011 poll of most tear-inducing games of all time).[200][201] Users of GameFAQs voted it the "Best Game Ever" in 2004 and in 2005,[202][203] and placed it second in 2009.[204] In 2008, readers of Dengeki magazine voted it the best game ever made,[205] as well as the ninth most tear-inducing game of all time.[206]

Legacy[edit]

An orchestra performs a concert in a musical theatre, featuring music from the video game; in front of a screen showing people dressed as characters from the game.
Music from the game's soundtrack is often performed live in symphonic concerts, such as the Video Games Live event in 2009.

The game inspired an unofficial version for the NES by Chinese company Shenzhen Nanjing Technology. This port features the Final Fantasy VII game scaled back to 2D, with some of the side quests removed.[207] The game's popularity and open-ended nature also led director Kitase and scenario writer Nojima to establish a plot-related connection between Final Fantasy VII and Final Fantasy X-2. The character Shinra from X-2 proposes the concept of extracting the life energy from within the planet Spira. Nojima has stated that Shinra and his proposal are a deliberate nod to the Shinra Company and that he envisioned the events of Final Fantasy X-2 as a prequel to those in VII.[208] The advances in technology used to create the FMV sequences and computer graphics for Final Fantasy VII allowed Sakaguchi to begin production on the first Final Fantasy film, Final Fantasy: The Spirits Within.[209] The game introduced a particular aesthetic to the series—fantasy suffused with modern-to-advanced technology—that was explored further in Final Fantasy VIII, The Spirits Within, and XV.[210][211][212] Re-releases of Square games in Japan with bonus features would occur frequently after the release of Final Fantasy VII International. Later titles that would be re-released as international versions include Final Fantasy X and other follow-ups from the franchise,[213][214][215] as well as the Kingdom Hearts series.[216][217]

Final Fantasy VII is credited as having the largest impact of the Final Fantasy series,[218] and with allowing console role-playing games to gain mass-market appeal outside of Japan.[219] Aerith's death in the game has often been referred to as one of the most significant moments from any video game.[54][55][56] In addition, Final Fantasy VII is also noted for its use of the unreliable narrator literary concept, drawing comparisons to films such as Fight Club (1999), The Sixth Sense (1999), American Psycho (2000) and Memento (2000). Patrick Holleman and Jeremy Parish argue that the game takes the unreliable narrator concept a step further, with its interactivity establishing a connection between the player and the protagonist Cloud, setting Final Fantasy VII apart from films as well as other video games.[220][221] According to Holleman, "no RPG has ever deliberately betrayed the connection between protagonist and player like FFVII does".[222] Harry Mackin writing for Paste Magazine called the game "a subversion that deconstructs and comments meaningfully on how we think about heroism, masculinity and identity in videogame storytelling".[223] Ric Manning of The Courier-Journal noted elements of psychoanalysis in the game.[224] The game is also noted for its cyberpunk themes; GamesRadar+ called it one of the best games of the genre,[225] and Paste Magazine compared its cyberpunk city of Midgar to Akira and Blade Runner.[223] According to Comic Book Resources, the game's climate change theme is more meaningful in 2019 than it was in 1997.[226]

Several characters from Final Fantasy VII have made cameo appearances in other Square Enix titles, most notably the fighting game Ehrgeiz and the popular Final-Fantasy-to-Disney crossover series Kingdom Hearts. Additionally, fighting video game Dissidia Final Fantasy includes Final Fantasy VII characters such as Cloud and Sephiroth, and allows players to fight with characters from throughout the Final Fantasy series, and its follow-up, Dissidia 012, included Tifa as well.[227] Cloud is also a playable character in Final Fantasy Tactics.[228] In December 2015, Cloud was released as a downloadable content character for the Nintendo crossover fighting game Super Smash Bros. for Nintendo 3DS and Wii U, along with a stage based on Midgar.[229] He returned in the 2018 sequel, Super Smash Bros. Ultimate, with Sephiroth being added as downloadable content in December 2020.

Related media and merchandise[edit]

The world of Final Fantasy VII is explored further in the Compilation of Final Fantasy VII, a series of games, animated features, and short stories.[230] The first title in the Compilation is the mobile game Before Crisis, a prequel focusing on the Turks' activities six years before the original game.[231] The CGI film sequel Advent Children, set two years after the game, was the first title announced but the second to be released. Special DVD editions of the film included Last Order, an original video animation that recounts the destruction of Nibelheim.[232] Dirge of Cerberus and its mobile phone counterpart, Dirge of Cerberus Lost Episode: Final Fantasy VII, are third-person shooters[233] set one year after Advent Children. Dirge focuses on the backstory of Vincent Valentine, whose history was left mostly untold in Final Fantasy VII. The most recent title is the PlayStation Portable game Crisis Core, an action role-playing game that centers on Zack's past.[234]

Releases not under the Compilation label include Maiden Who Travels the Planet, which follows Aerith's journey in the Lifestream after her death, taking place concurrently with the second half of the original game.[235] In 1998, the Official Final Fantasy VII Strategy Guide was licensed by SquareSoft and published by Brady Games.[236] Final Fantasy VII Snowboarding is a mobile port of the snowboard minigame featured in the original game,[237] featuring different courses for the player to tackle.[238] The game is downloadable on V Cast-compatible mobile phones and was first made available in 2005 in Japan and North America.[239]

Final Fantasy VII G-Bike is a mobile game released for iOS and Android in December 2014, based on the motorbike minigame featured in the original game.[240] In September 2007, Square Enix published Final Fantasy VII 10th Anniversary Ultimania. This book is an in-depth compilation of FFVII story-line and artwork.[241] The Universal Studios Theme Park in Japan is developing a Final Fantasy VII themed virtual reality attraction.[242]

Remakes[edit]

With the announcement and development of the Compilation of Final Fantasy VII, speculation spread that a remake of the original Final Fantasy VII would be released for the PlayStation 3. This conjecture was sparked by the release of a video featuring the opening sequence of FFVII recreated using the PlayStation 3's graphical capabilities at E3 2005.[243] After a decade of speculation, a remake was announced at E3 2015. The game saw changes made to its story and combat system.[244] The game is planned to be released over three installments, with the first part being released for the PlayStation 4 in 2020.[245][246] The follow-up, Final Fantasy VII Rebirth, was released for PlayStation 5 in February 2024.[246] Crisis Core: Final Fantasy VII Reunion, a remaster of Crisis Core: Final Fantasy VII, which was released in December 2022, is also considered a prequel to the larger Final Fantasy VII Remake project.[247][248]

Notes[edit]

  1. ^ Japanese: ファイナルファンタジーVII, Hepburn: Fainaru Fantajī Sebun

References[edit]

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  28. ^ Square Co (September 7, 1997). Final Fantasy VII (PlayStation). SCE America. Cloud: Why is Shinra after Aerith? / Elmyra: Aerith is an Ancient Cetra. The sole survivor.
  29. ^ Square Co (September 7, 1997). Final Fantasy VII (PlayStation). SCE America. President Shinra: She's the last surviving Ancient... Don't you know? They called themselves the Cetra and lived thousands of years ago. Now they are just a forgotten page in history. / Red XIII: Cetra... That girl, is she a survivor of the Cetra? / President Shinra: Cetra, or the Ancients will show us the way to the 'Promised Land'. I'm expecting a lot out of her. / Red XIII: The Promised Land? Isn't that just a legend? / President Shinra: Even so, it's just too appealing to not to pursue. It's been said the Promised Land is very fertile. ...If the land is fertile... / Barret: Then there's gotta be Mako! / President Shinra: Exactly. That is why our money-sucking Mako Reactor is a necessity. The abundant Mako will just come out on its own.
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