Final Fantasy VII Ultima Edition

Shko poshtë

Final Fantasy VII Ultima Edition

Mesazh nga Fikret prej Sat Oct 25, 2008 3:34 am

Developer(s) Square
Publisher(s) PlayStation
JP Square
NA SCE America
PAL SCE Europe
INT Square
Eidos Interactive
Designer(s) Hironobu Sakaguchi (producer, original scenario concept)
Yoshinori Kitase (director, scenario writer)
Tetsuya Nomura (character designer, original scenario concept)
Kazushige Nojima (scenario writer, event planner)
Yoshitaka Amano (image illustrator, title logo designer)
Nobuo Uematsu (composer)
Series Final Fantasy
Platform(s) PlayStation, Windows
Release date PlayStation
JP January 31, 1997
NA September 7, 1997
EU November 17, 1997 [1]
INT October 2, 1997
NA June 24, 1998
EU 1998
AUS 1998

Genre(s) Console role-playing game
Mode(s) Single-player
Rating(s) ELSPA: 11+
ESRB: T (Teen) (13+)
PEGI: 12+
USK: 12+


System requirements Windows (PC)
166 MHz Pentium CPU, 32 MB RAM, 4X CD-ROM drive, DirectX 5.1 compatible sound and video card, 260 MB available hard disk space, Windows 95 or above (officially not compatible with 2000 or XP)[2]

Input methods
Keyboard or joystick

Like previous installments of the Final Fantasy series, Final Fantasy VII consists of three basic gameplay modes: an overworld map, town and dungeon field maps, and a battle screen. The overworld map is a 3D model, featuring a scaled-down simplified version of the game's fictional world,[4][12] which the player navigates to travel between the game's locations. It is the first Final Fantasy game to have character models with fully-rendered polygons, rather than flat two-dimensional sprites. As with the preceding games in the series, the world map can be traversed by foot or by other means of transportation, such as Chocobo, airship, submarine, etc.[12] On field maps, the game's 3D playable characters are directed across realistically scaled environments, consisting of 2D pre-rendered backgrounds that represent locations such as towns or forests.[4] 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 CPU-controlled enemies through a menu-driven interface.[4][13] While characters are miniaturised on maps, in combat their renderings are more realistic and normal-scaled.

Initially, the player is restricted to travel within a single city, Midgar, but as the game continues, more areas become accessible, and the player is given more freedom to explore.[12] Progression through the game's storyline is largely developed by way of scripted sequences, and require frequent player interaction to proceed. At other times, pre-rendered cinematic cut scenes advance the story.



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