Multiple Final Fantasy 7 Rebirth leads describe how "tough" the JRPG's development was: "I honestly wasn't sure that we could put it all together in time"
The sequel was huge in every single way, to be fair
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Final Fantasy 7 Rebirth, the second part in the ongoing remake trilogy, was released just last month to universal acclaim and became the highest-rated game in the series in over two decades. But creating something so monstrously huge and densely packed was obviously pretty arduous, as multiple developers have now confirmed.
"As a creator, it was very fun to work on, but the workload was also pretty tough," lead user interface artist Hsueh Huei Liao says on Square Enix's developer roundup. "Even so, the UI team worked hard and without compromise on each and every one of them, to such a high standard that each one is almost like its own standalone game."
Environment director Takako Miyake echoed similar sentiments, calling development "tough," but emphasizing that the "staff were unanimous that the experience is worth the effort that we put in."
Battle director Teruki Endo was unsure if the team could "put it all together in time" when he first saw "how much content would need to be created for this game, even just for the combat." Considering that every character combination has its own unbique synergy move, that's not too surprising.