Zaboru smiled and said, "Next, the task for Team NIWA is none other than Final Fantasy VII." With a deliberate motion, he handed them a thick folder titled Final Fantasy VII, its cover embossed with the iconic logo. The room buzzed with curiosity as he began to explain.
"Final Fantasy has always been one of ZAGE's core RPG pillars," Zaboru continued, pacing slowly in front of the screen. "Now, it's time to elevate it—take it to a level that showcases the full potential of our hardware. This isn't just a sequel. This is our statement piece."
He opened the folder and pointed to one of the concept pages. "First off, the visuals must be top-tier. We'll be using high-resolution pre-rendered backgrounds with exceptional lighting and hand-crafted detail. The characters will move seamlessly atop these static yet richly layered backdrops, giving us a striking contrast between art and motion."
He glanced around to make sure everyone was following, then continued. "This technique is still relatively new, and I know it may feel unfamiliar. But that's why it's important we explore it together. It gives the game a timeless aesthetic. Unlike fully real-time rendered scenes, pre-rendered backgrounds allow us to direct every visual element like a painting—perfect composition, perfect lighting, perfect mood. It's not just about power—it's about precision and beauty."
Zaboru paused briefly, then smiled. "And I know, for some of you, this might feel like a big creative leap. But trust me—we're not just making a game. We're crafting a cinematic experience players will remember for decades."
Zaboru smiled. "Next, we'll be utilizing our DVD technology, which is a game-changer in terms of storage capacity. This project demands massive storage, far more than anything we've done before, because we're going to include real 3D video animation for specific cinematic scenes. Not just in-engine cutscenes—but actual full-motion video with detailed 3D models rendered in high fidelity. It'll be our first time attempting something of this scale, but I believe it's necessary to push immersion to the next level."
He paused to let that sink in, then continued with growing enthusiasm. "We'll use these scenes for key emotional moments, like character introductions, plot twists, and climactic battles. We want to blur the line between gameplay and movie-quality storytelling. And yes, I know this is a first for us, but it's also a first for the industry at this level."
Zaboru smiled again and moved on. "As for the core gameplay, it will remain true to the Final Fantasy formula players love—turn-based strategy, deep exploration, epic narrative. But we're introducing something completely new: the Materia System. We're stepping away from the traditional class-based structure. With Materia, players can customize any character however they want. A swordsman can learn healing spells. A mage can be equipped with physical buffs. The freedom this creates will let every player build a party that feels personal."
He emphasized the shift with a gesture. "This is more than just flexibility—it's a redefinition of identity in RPG mechanics. We're giving players the tools to rewrite the rules of how characters evolve. This approach is new to us, but it's the kind of innovation that defines an era."
Every developer from Team NIWA and Team IZAN looked genuinely surprised by the range of new features Final Fantasy VII would be introducing. Whispers filled the room—some impressed, others overwhelmed by the ambition. Then Zaboru grinned and continued.
"And of course," he said, "the core strength of any great JRPG lies in its story. That's where everything begins and ends." He paused dramatically. "And let's just say... this one isn't going to have the happiest ending."
A few heads turned, some eyebrows raised.
Zaboru chuckled. "Yeah, this might end up making a lot of fans suffer—or even outright angry with us. But that's fine. That's actually the intention."
He laughed lightly, but with clear purpose. "We're not just telling a story. We're leaving a scar. Something they'll talk about for years. It's not always about giving people what they want—it's about giving them something unforgettable."
Then Zaboru quickly opened the Q&A session. "Okay, so—any questions regarding this so far?" he asked, looking around the room.
Shigeru Miyamoto raised his hand. Zaboru gave a slight nod. "Yes, Shigeru-san?"
Shigeru leaned forward. "Boss, why did you decide to use this new approach—real-life high-quality images rendered into backgrounds—instead of our fully developed, in-engine 3D environments? We already have experience with the latter. Is there a specific reason for going this route?"
Zaboru nodded with a knowing smile. "Yes, there is, Shigeru-san. And while the answer might sound simple, it's layered. It all comes down to a core belief I have: artstyle lasts longer than technology."
He glanced at the rest of the team. "Graphics—no matter how cutting edge—age quickly. What looks impressive today might feel outdated in five years. But a powerful, distinct artstyle? That can remain timeless. It can still resonate twenty years from now. That's why I want Final Fantasy VII to stand out—not just technically, but artistically. I want it to be remembered not for how 'real' it looked, but for how deeply it moved people."
He turned to the projected concept art in the FF7 folder. "With this method, using pre-rendered backgrounds with carefully crafted lighting and mood, we get to direct every scene like a painting. Every angle, every detail is hand-composed. We're creating a cinematic stage that enhances the emotional impact while also giving players something Unique to experience."
Zaboru took a breath, then added, "Yes, this is new territory for us. But that's the point. Our Unreal Engine is being pushed in ways we've never attempted before. We're experimenting, learning, and building a new language for storytelling through visuals. It's risky—but necessary."
The room was silent, reflective. For a moment, everyone understood: this wasn't just a technical move—it was a philosophy. And it would shape the soul of the game.
Shigeru Miyamoto nodded slowly, a thoughtful smile forming on his face. "Interesting… Artstyle over pure graphics, huh? Somehow, I know exactly what you mean."
Zaboru returned the nod with a calm confidence. "Exactly. That's what makes something last."
As the Q&A session continued, Eiji Aonuma raised his hand next. Zaboru nodded toward him. "Yes, Eiji-san?"
Aonuma leaned forward with genuine interest. "Boss, with all these innovations you're planning—the cinematic storytelling, the Materia system, and the visual shift—how do you plan to maintain the essence of Final Fantasy? Fans expect certain emotional beats, pacing, and structure. How do we balance that with so many changes?"
Zaboru smiled. "Excellent question. The key is to respect the heart while evolving the body. The emotional depth, the character arcs, the moral dilemmas—those will remain untouched in spirit. What we're doing is refining how they're presented. We're using new methods to deliver the same core feeling. Players will still feel that signature Final Fantasy weight, just with new storytelling techniques and interactivity layered in."
Zaboru grinned. "Besides, Final Fantasy has never been about direct sequels. Each installment is its own self-contained world, with new characters, new lore, and a completely fresh narrative direction. That's exactly why we have every reason—and every opportunity—to experiment with new ideas, mechanics, and presentation styles. It's not about repeating the past. It's about using the freedom this structure gives us to push boundaries and do something no one expects. If we're going to redefine what an RPG can be, this is the franchise to do it with."
Not long after, Satoru Iwata raised his hand. "Boss, the Materia system gives players more freedom—but does it risk making characters feel too similar? Without defined classes, how do we make sure party members don't lose their uniqueness?"
Zaboru nodded. "That's a valid concern. What we're planning is to keep their personalities, backstories, and animations distinct. Even though players can shape their roles, each character will still 'feel' different. For example, the Main character Cloud will still move like a seasoned soldier, while Aerith the healer will always carry grace in her casting animations. The Materia opens up options, but identity will remain rooted in storytelling and visual expression."
The developers looked reassured. It was clear that even with innovation at the forefront, Zaboru had no intention of sacrificing the soul of what made Final Fantasy so iconic.
After the Q&A, Zaboru addressed the room once more. "Final Fantasy VII is planned to be ready by either July or August," he announced. "This project is going to take more time than our usual development cycle, mainly because we're diving into territory we've never touched before. From cinematic 3D animation to the ambitious world-building, this is unlike anything we've attempted. But don't worry—we're not doing it alone."
He looked around the room, making eye contact with key department heads. "Our animation subsidiaries—YaDo, Nickelodeon, and possibly even Pixar—will be involved. Their teams will help us bring our 3D cinematic scenes to life, giving each moment the visual weight it deserves."
Everyone nodded, visibly energized by the challenge ahead. The meeting then began to wind down. As the teams filed out, Zaboru went back to his offices then he sat on his chair, quietly reflecting.
With Winning Eleven 98 and Final Fantasy VII now fully in motion, Zaboru had locked in two of the biggest game launches of the upcoming year. But he wasn't finished. As he stood up and gathered his materials, he turned his attention to the next major step—his visit to the ZEB, the ZAGE Event Building. The facility was currently undergoing renovations, expanding to accommodate something much larger.
Zaboru had big plans for it—something spectacular, something that would close the year with impact.
To be continued.
