In June, Square Enix quietly announced a new mobile game called Final Fantasy VII G-Bike, based on the mini-game from their iconic RPG.
The general reaction was a resounding âuh, what?â But the trailer was cool, as is the concept, though we havenât heard much more about what weâll get to do in G-Bike, or how it will be different from the 17-year-old mini-game that shares its name.
At E3 in Los Angeles last month, I sat down with G-Bike producer Ichiro Hazamaâwho also produced the Theatrhythm Final Fantasy gamesâto chat about what the next Final Fantasy VII spinoff will be like.
Hazama, who spoke through a translator, had some interesting things to say about G-Bike. And since I finally had time to transcribe our interview while on a flight last weekend, I thought Iâd share some interesting excerpts from our chat (edited for brevity and clarity):
This is more than just a port.
Hazama: It isnât like a straight resurrection of that actual mini-game. It would be very difficult to have that as an independent game on a mobile platform. But it does have the roots in the G-Bike. We took that as a launch pad, and it expands on that.
Expect equipment, monsters, and even materia.
Hazama: Iâm sure youâre familiar, but the original version of the G-Bike mini-game was, youâre running on the highway in Midgar, and youâre protecting allies while defeating your enemies in the way to get to the goal. And the thrill of the chase in that mini-game is something that we definitely wanted to keep. But everything else, including the graphics, has all been revamped for this game.
As mentioned earlier, this is not just a mini-game: itâs going to be a solid game on its own. So weâre still in the middle of kind of ironing out the details, but for example, weâre thinking about including elements based off FFVII, like monsters that would appear in different areas and materia to bolster your weapons. Weâre also considering different types of weapons that the character can equip, as well as the different types of bikes that he can ride. So there are various new elements that have been added to expand on the original mini-game.
Donât expect FF: All The Bravest-style microtransactions.
Schreier: So correct me if Iâm wrong: itâs a free-to-play game, right? And there will be paid microtransactions? The question of in-app purchases has been a little bit controversial, at least here in the US: the question of how much is too much, whatâs the right amount that should be offered⌠How are you handling that?
Hazama: In terms of setting IAP, nothing has been set in stone yet. But I can say, I donât want to make it a game that you have to pay to play. Of course, with mobile games, so many casual players are installing it, downloading the app. And this is a free-to-play game so even more people would be interested in taking and trying it out.
So my concept is that it has to be fun for those who play it for free. And it shouldnât be something that you have to charge every step of the way. Weâll need to observe how the game cycle works, and how people are downloading itâif certain items should be popularâand determine based on what peopleâs habits are after theyâve already started playing the game.
So at this point Iâm afraid weâre not able to tell you how weâre going to approach it. But please be assured that itâs not gonna be like âoh, you bought an IAP and five minutes later you have to replenish again.â We are not gonna make it like that.
Making a spinoff to one of the most popular games in history ainât that easy.
Schreier: Final Fantasy VII obviously is a beloved world. Tons of people are very devoted, very obsessed with that world. Iâm wondering: is there any pressure making a game with the name FFVII on it? That seems like a tough task.
Hazama: Very much so. (laughter)
Just the fact that with Theatrhythm, having to handle a Final Fantasy-related title is already a very big undertaking. Even with Theatrhythm, I was treading very lightly, being very careful about trying to please and satisfy fans. But this is FFVIIâsuch an iconic title. And of course Iâm sitting here talking calmly, very casually. But when people are not watching, Iâm cowering, and crying in fear. (laughter)
I believe that thereâs a certain special quality in people who handle a Final Fantasy title, whether it be talent, or personality, or charisma. We have [Final Fantasy producers] Kitase-san and Nomura-san, and I believe they do have a special something that qualifies them to work on a Final Fantasy title. If Iâm asked what my special quality would be, itâs that scaredness to handle a Final Fantasy title. (laughter)
But itâs a good kind of nervousness and anxiousness, because youâre handling it with great care. So thatâs something thatâs very important to have if youâre handling a Final Fantasy title.
They chose the bike mini-game because itâs iconic⌠and because it looks cool.
Schreier: FFVII has a lot of different mini-games; thereâs a lot of stuff in the Golden Saucer and elsewhereâwhy did you decide on the bike as the one to enhance and turn into this mobile title?
Hazama: So in terms of why we chose the G-Bike segment, thereâs two major points to this. The first one is, when I was talking with the development partner, CyberConnect2, because this is gonna be the first game thatâs based off on an element from FFVII, we didnât want it to be just something out of the Gold Saucer amusement area. We wanted it to have elements that left a very strong impression from the main part of the game as well.
And then the second part is Iâm sure youâre familiar with FFVII: Advent Children. Nomura and Natsue-san from VisualWorks worked on this intense bike action scene. Because I was also involved in the production of that movie, I saw the scene. It was very cool, and radical, so I wanted to incorporate those elements, not just in the original mini-game but have it expand on the G-Bike game utilizing that coolness of the visuals from Advent Children.
They discussed a game based on Triple Triad, butâŚ
Schreier: Would you ever consider making a mobile game based on another Final Fantasy mini-game? Ever considered making something based on Triple Triad from FFVIII?
Hazama: I think itâs a wonderful idea, and there may have been talks about it within the development team. Is it in production? Iâm afraid not. But of course we have to considerâitâs a mini-game but if we were to take it to a mobile platform, it has to stand on its own as an independent game. And if we were to build an independent gameâa game that can stand on its ownâwe have to start from scratch, from the assets to the game mechanics, to trying to get it onto that platform
In terms of the game mechanics, itâs very high-polished and might be able to stand on its own, but it would take a lot of time and consideration and work to build it, because weâd have to start from scratch.
Donât expect much of a story in G-Bike.
Hazama: To be completely honest with you, we donât have real plans to incorporate a full-on story. It kind of relates to what I was saying earlierâitâs a big undertaking to handle something that relates to FFVII, and so hypothetically if we were to consider including a story element, it would have to be very strong, and like a very robust and meaty story, with voiceovers and cut-scenes. And our focus would be taken away to develop a story element of it.
So with this game, when I talked to the development partner CyberConnect2, first and foremost my request was: âwe want to have the thrill of the chase.â The chase has to be a lot of fun. So if we were to make that second request: âoh it also has to include a story and it has to be related to FFVII,â CyberConnect2 would probably come back and say âwhich do you want to focus on?â So our goal this time is to focus on the enjoyment of the chase and the thrill of the chase.
You play as Cloud. Only Cloud.
Schreier: Does the game feature characters from FFVII? Do you play as characters from FFVII?
Hazama: If this were a game that had a storyline, then it may have featured different characters, but because weâre focusing on the thrill of the chase, youâll be playing as Cloud and thatâs our primary main character.
Canât hurt to try it, right?
Hazama: Because Iâm a producer, itâs natural to say oh this is a fun game. But that being said, I wonât bring a product out to market if Iâm not confident in the product and believe that it is a fun game. So with, for example, G-Bike, itâs on a mobile platform, itâs free to play, itâs really easy to get started on. So I urge everybody to please give it at least one try. And of course thereâs no worries if you find it boring or donât like it, but I urge everybody to try the game at least once.