From the Seven Hills of Rome to the Seven Sages of China’s Bamboo
  Grove, from the Seven Wonders of the Ancient World to the Seven Heavens
  of Islam, from the Seven Final Sayings of Jesus to Snow White and the
  Seven Dwarfs, the number seven has always struck us as a special one.
  Hironobu Sakaguchi and his crew at Square, the people behind the Final
  Fantasy series, were no exception. In the mid-1990s, when the time came
  to think about what the seventh entry in the series ought to be, they
  instinctively felt that this one had to be bigger and better than any
  that had come before. It had to double down on all of the series’s
  traditional strengths and tropes to become the ultimate Final Fantasy.
  Sakaguchi and company would achieve these goals; the seventh Final
  Fantasy game has remained to this day the best-selling, most iconic of
  them all. But the road to that seventh heaven was not an entirely
  smooth one.

  The mid-1990s were a transformative period, both for Square as a studio
  and for the industry of which it was a part. For the former, it was “a
  perfect storm, when Square still acted like a small company but had the
  resources of a big one,” as [1]Matt Leone of Polygon writes. Meanwhile
  the videogames industry at large was feeling the ground shift under its
  feet, as the technologies that went into making and playing
  console-based games were undergoing their most dramatic shift since the
  Atari VCS had first turned the idea of a machine for playing games on
  the family television into a popular reality. [2]CD-ROM drives were
  already available for Sega’s consoles, with a storage capacity two
  orders of magnitude greater than that of the most capacious cartridges.
  And [3]3D graphics hardware was on the horizon as well, promising to
  replace pixel graphics with embodied, immersive experiences in
  sprawling virtual worlds. Final Fantasy VII charged headlong into these
  changes like a starving man at a feast, sending great greasy globs of
  excitement — and also controversy — flying everywhere.

  The controversy came in the form of one of the most shocking platform
  switches in the history of videogames. To fully appreciate the impact
  of Square’s announcement on January 12, 1996, that Final Fantasy VII
  would run on the new Sony PlayStation rather than Nintendo’s
  next-generation console, we need to look a little closer at the state
  of the console landscape in the years immediately preceding it.
    __________________________________________________________________

  Through the first half of the 1990s, Nintendo was still the king of
  console gaming, but it was no longer the unchallenged supreme despot
  [4]it had been during the 1980s. Nintendo had always been conservative
  in terms of hardware, placing its faith, like Apple Computer in an
  adjacent marketplace, in a holistic customer experience rather than raw
  performance statistics. As part and parcel of this approach, every game
  that Nintendo agreed to allow into its walled garden was tuned and
  polished to a fine sheen, having any jagged edges that might cause
  anyone any sort of offense whatsoever painstakingly sanded away. An
  upstart known as Sega had learned to live in the gaps this business
  philosophy opened up, deploying [5]edgier games on more cutting-edge
  hardware. As early as December of 1991, Sega began offering its
  Japanese customers a CD-drive add-on for its current console, the Mega
  Drive (known as the Sega Genesis in North America, which received the
  CD add-on the following October). Although the three-year-old Mega
  Drive’s intrinsic limitations made this early experiment in multimedia
  gaming for the living room a somewhat underwhelming affair — there was
  only so much you could do with 61 colors at a resolution of 320 X 240 —
  it perfectly illustrated the differences in the two companies’
  approaches. While Sega threw whatever it had to hand at the wall just
  to see what stuck, Nintendo held back like [6]a Dana Carvey impression
  of George Herbert Walker Bush: “Wouldn’t be prudent at this juncture…”

  Sony was all too well-acquainted with Nintendo’s innate caution. As the
  co-creator of the CD storage format, it had signed an agreement with
  Nintendo back in 1988 to make a CD drive for the upcoming Super Famicom
  console (which was to be known as the Super Nintendo Entertainment
  System in the West) as soon as the technology had matured enough for it
  to be cost-effective. By the time the Super Famicom was released in
  1990, Sony was hard at work on the project. But on May 29, 1991, just
  three days before a joint Nintendo/Sony “Play Station” was to have been
  demonstrated to the world at the Summer Consumer Electronics Show in
  Chicago, Nintendo suddenly backed out of the deal, announcing that it
  would instead be working on CD-ROM technology with the Dutch
  electronics giant Philips — ironically, Sony’s partner in the creation
  of the original CD standard.

  This prototype of the Sony “Play Station” surfaced in 2015.

  Nintendo’s reason for pulling out seems to have come down to the terms
  of the planned business relationship. Nintendo, whose instinct for
  micro-management and tough deal-making was legendary, had
  uncharacteristically promised Sony a veritable free hand, allowing it
  to publish whatever CD-based software it wanted without asking
  Nintendo’s permission or paying it any royalty whatsoever. In fact,
  given that a contract to that effect had already been signed long
  before the Consumer Electronics Show, Sony was, legally speaking, still
  free to continue with the Play Station on its own, piggybacking on the
  success of Nintendo’s console. And initially it seemed inclined to do
  just that. “Sony will throw open its doors to software makers to
  produce software using music and movie assets,” it announced at the
  show, promising games based on its wide range of media properties, from
  the music catalog of Michael Jackson to the upcoming blockbuster movie
  [7]Hook. Even worse from Nintendo’s perspective, “in order to promote
  the Super Disc format, Sony intends to broadly license it to the
  software industry.” Nintendo’s walled garden, in other words, looked
  about to be trampled by a horde of unwashed, unvetted, unmonetized
  intruders charging through the gate Sony was ready and willing to open
  to them. The prospect must have sent the control freaks inside
  Nintendo’s executive wing into conniptions.

  It was a strange situation any way you looked at it. The Super Famicom
  might soon become the host of not one but two competing CD-ROM
  solutions, an authorized one from Philips and an unauthorized one from
  Sony, each using different file formats for a different library of
  games and other software. (Want to play Super Mario on CD? Buy the
  Philips drive! Want Michael Jackson? Buy the Play Station!)

  In the end, though, neither of the two came to be. Philips decided it
  wasn’t worth distracting consumers from its own stand-alone CD-based
  “multimedia box” for the home, the CD-i.^[1]Philips wasn’t, however,
  above exploiting the letter of its contract with Nintendo to make [8]a
  Mario game and [9]three substandard [10]Legend of Zelda games
  [11]available for the CD-i. Sony likewise began to wonder in the
  aftermath of its defiant trade-show announcement whether it was really
  in its long-term interest to become an unwanted squatter on Nintendo’s
  real estate.

  Still, the episode had given some at Sony a serious case of videogame
  jealousy. It was clear by now that this new industry wasn’t a fad. Why
  shouldn’t Sony be a part of it, just as it was an integral part of the
  music, movie, and television industries? On June 24, 1992, the company
  held an unusually long and heated senior-management debate. After much
  back and forth, CEO Norio Ohga pronounced his conclusion: Sony would
  turn the Play Station into the PlayStation, a standalone CD-based
  videogame console of its own, both a weapon with which to bludgeon
  Nintendo for its breach of trust and — and ultimately more importantly
  — an entrée to the fastest-growing entertainment sector in the world.

  The project was handed to one Ken Kutaragi, who had also been in charge
  of the aborted Super Famicom CD add-on. He knew precisely what he
  wanted Sony’s first games console to be: a fusion of CD-ROM with
  another cutting-edge technology, hardware-enabled 3D graphics. “From
  the mid-1980s, I dreamed of the day when 3D computer graphics could be
  enjoyed at home,” he says. “What kind of graphics could we create if we
  combined a real-time, 3D computer-graphics engine with CD-ROM? Surely
  this would develop into a new form of entertainment.”

  It took him and his engineers a little over two years to complete the
  PlayStation, which in addition to a CD drive and a 3D-graphics system
  sported a 32-bit MIPS microprocessor running at 34 MHz, 3 MB of memory
  (of which 1 MB was dedicated to graphics alone), audiophile-quality
  sound hardware, and a slot for 128 K memory cards that could be used
  for saving game state between sessions, ensuring that long-form games
  like JRPGs would no longer need to rely on tedious manual-entry codes
  or balky, unreliable cartridge-mounted battery packs for the purpose.

  In contrast to the consoles of Nintendo, which seemed almost
  self-consciously crafted to look like toys, and those of Sega, which
  had a boy-racer quality about them, the Sony PlayStation looked stylish
  and adult — but not too adult. (The stylishness came through despite
  the occasionally mooted comparisons to a toilet.) Notice the slick
  iconography used in place of words on the power and CD-eject buttons.
  That was not yet typical in the 1990s.

  The first Sony PlayStations went on sale in Tokyo’s famed Akihabara
  electronics district on December 3, 1994. Thousands camped out in line
  in front of the shops the night before. “It’s so utterly different from
  traditional game machines that I didn’t even think about the price,”
  said one starry-eyed young man to a reporter on the scene. Most of the
  shops were sold out before noon. Norio Ohga was mobbed by family and
  friends in the days that followed, all begging him to secure them a
  PlayStation for their children before Christmas. It was only when that
  happened, he would later say, that he fully realized what a game
  changer (pun intended) his company had on its hands. Just like that,
  the fight between Nintendo and Sega — the latter had a new 32-bit
  CD-based console of its own, the Saturn, while the former was taking it
  slowly and cautiously, as usual — became a three-way battle royal.

  The PlayStation was an impressive piece of kit for the price, but it
  was, as always, the games themselves that really sold it. Ken Kutaragi
  had made the rounds of Japanese and foreign studios, and found to his
  gratification that many of them were tired of being under the heavy
  thumb of Nintendo. Sony’s garden was to be walled just like Nintendo’s
  — you had to pay it a fee to sell games for its console as well — but
  it made a point of treating those who made games for its system as
  valued partners rather than pestering supplicants: the financial terms
  were better, the hardware was better, the development tools were
  better, the technical support was better, the overall vibe was better.
  Nintendo had its own home-grown line of games for its consoles to which
  it always gave priority in every sense of the word, a conflict of
  interest from which Sony was blessedly free.^[2]Sony did purchase the
  venerable British game developer and publisher [12]Psygnosis well
  before its console’s launch to help prime the pump with some quality
  games, but it largely left it to manage its own affairs on the other
  side of the world. Game cartridges were complicated and expensive to
  produce, and the factories that made them for Nintendo’s consoles were
  all controlled by that company. Nintendo was notoriously slow to
  approve new production runs of any but its own games, leaving many
  studios convinced that their smashing success had been throttled down
  to a mere qualified one by a shortage of actual games in stores at the
  critical instant. CDs, on the other hand, were quick and cheap to churn
  out from any of dozens of pressing plants all over the world. Citing
  advantages like these, Kutaragi found it was possible to tempt even as
  longstanding a Nintendo partner as Namco — the creator of the hallowed
  arcade classics [13]Galaxian and [14]Pac-Man — into committing itself
  “100 percent to the PlayStation.” The first fruit of this defection was
  [15]Ridge Racer, a port of a stand-up arcade game that became the new
  console’s breakout early hit.

  Square was also among the software houses that Ken Kutaragi approached,
  but he made no initial inroads there. For all the annoyances of dealing
  with Nintendo, it still owned the biggest player base in the world, one
  that had treated Final Fantasy very well indeed, to the tune of more
  than 9 million games sold to date in Japan alone. This was not a
  partner that one abandoned lightly — especially not with the Nintendo
  64, said partner’s own next-generation console, due at last in 1996. It
  promised to be every bit as audiovisually capable as the Sony
  PlayStation or Sega Saturn, even as it was based around a 64-bit
  processor in place of the 32-bit units of the competition.

  Indeed, in many ways the relationship between Nintendo and Square
  seemed closer than ever in the wake of the PlayStation’s launch. When
  Yoshihiro Maruyama joined Square in September of 1995 to run its North
  American operations, he was told that “Square will always be with
  Nintendo. As long as you work for us, it’s basically the same as
  working for Nintendo.” Which in a sense he literally was, given that
  Nintendo by now owned a substantial chunk of Square’s stock. In
  November of 1995, Nintendo’s president Hiroshi Yamauchi cited the Final
  Fantasy series as one of his consoles’ unsurpassed crown jewels — eat
  your heart out, Sony! — at Shoshinkai, Nintendo’s annual press shindig
  and trade show. As its farewell to the Super Famicom, Square had agreed
  to make [16]Super Mario RPG: Legend of the Seven Stars, dropping
  Nintendo’s Italian plumber into a style of game completely different
  from his usual fare. Released in March of 1996, it was a predictably
  huge hit in Japan, while also, encouragingly, leveraging the little
  guy’s Stateside popularity to become the most successful JRPG since
  Final Fantasy I in those harsh foreign climes.

  But Super Mario RPG wound up marking the end of an era in more ways
  than Nintendo had imagined: it was not just Square’s last Super Famicom
  RPG but its last major RPG for a Nintendo console, full stop. For just
  as it was in its last stages of development, there came the
  earthshaking announcement of January 12, 1996, that Final Fantasy was
  switching platforms to the PlayStation. Et tu, Square? “I was kind of
  shocked,” Yoshihiro Maruyama admits. As was everyone else.

  The Nintendo 64, which looked like a toy — and an anachronistic one at
  that — next to the PlayStation.

  Square’s decision was prompted by what seemed to have become an almost
  reactionary intransigence on the part of Nintendo when it came to the
  subject of CD-ROM. After the two abortive attempts to bring CDs to the
  Super Famicom, everyone had assumed as a matter of course that they
  would be the storage medium of the Nintendo 64. It was thus nothing
  short of baffling when the first prototypes of the console were
  unveiled in November of 1995 with no CD drive built-in and not even any
  option on the horizon for adding one. Nintendo’s latest and greatest
  was instead to live or die with old-school cartridges which had a
  capacity of just 64 MB, one-tenth that of a CD

  Why did Nintendo make such a counterintuitive choice? The one
  compelling technical argument for sticking with cartridges was the
  loading time of CDs, a mechanical storage medium rather than a
  solid-state one. Nintendo’s ethos of user-friendly accessibility had
  always insisted that a game come up instantly when you turned the
  console on and play without interruption thereafter. Nintendo believed,
  with considerable justification, that this quality had been the
  not-so-secret weapon in its first-generation console’s victorious
  battle against floppy-disk-based 8-bit American microcomputers that
  otherwise boasted similar audiovisual and processing capabilities, such
  as the [17]Commodore 64. The PlayStation CD drive, which could transfer
  300 K per second into memory, was many, many times faster than the
  Commodore 64’s infamously slow disk drive, but it wasn’t instant. A
  cartridge, on the other hand, for all practical purposes was.

  Fair enough, as far as it went. Yet there were other, darker
  insinuations swirling around the games industry which had their own
  ring of truth. Nintendo, it was said, was loath to give up its
  stranglehold on the means of production of cartridges and embrace
  commodity CD-stamping facilities. Most of all, many sensed, the
  decision to stay with cartridges was bound up with Nintendo’s
  congenital need to be different, and to assert its idiosyncratic
  hegemony by making everyone else dance to its tune while it was at it.
  The question now was whether it had taken this arrogance too far, was
  about to dance itself into irrelevance while the makers of third-party
  games moved on to other, equally viable alternative platforms.

  Exhibit Number One of same was the PlayStation, which seemed
  tailor-made for the kind of big, epic game that every Final Fantasy to
  date had strained to be. It was far easier to churn out huge quantities
  of 3D graphics than it was hand-drawn pixel art, while the staggering
  storage capacity of CD-ROM gave Square someplace to keep it all — with,
  it should not be forgotten, the possibility of finding even more space
  by the simple expedient of shipping a game on multiple CDs, another
  affordance that cartridges did not allow. And then there were those
  handy little memory cards for saving state. Those benefits were surely
  worth trading a little bit of loading time for.

  But there was something else about the PlayStation as well that made it
  an ideal match for Hironobu Sakaguchi’s vision of gaming. Especially
  after the console arrived in North America and Europe in September of
  1995, it fomented a sweeping change in the way the gaming hobby was
  perceived. “The legacy of the original Playstation is that it took
  gaming from a pastime that was for young people or maybe slightly geeky
  people,” says longtime Sony executive Jim Ryan, “and it turned it into
  a highly credible form of mass entertainment, really comparable with
  the music business and the movie business.” Veteran game designer Cliff
  Bleszinski concurs: “The PlayStation shifted the console from having an
  almost toy-like quality into consumer electronics that are just as
  desired by twelve-year-olds as they are by 35-year-olds.”

  Rather than duking it out with Nintendo and Sega for the
  eight-to-seventeen age demographic, Sony shifted its marketing
  attention to young adults, positioning PlayStation gaming as something
  to be done before or after a night out at the clubs — or while actually
  at the clubs, for that matter: Sony paid to install the console in
  trendy nightspots all over the world, so that their patrons could enjoy
  a round or two of [18]WipEout between trips to the dance floor. In
  effect, Sony told the people who had grown up with Nintendo and Sega
  that it was okay to keep on gaming, as long as they did it on a
  PlayStation from now on. Sony’s marketers understood that, if they
  could conquer this demographic, that success would automatically spill
  down into the high-school set that had previously been Sega’s bread and
  butter, since kids of that age are always aspiring to do whatever the
  university set is up to. Their logic was impeccable; the Sony
  PlayStation would destroy the Sega Saturn in due course.

  For decades now, the hipster stoner gamer, slumped on the couch with
  controller in one hand and a bong in the other, has been a pop-culture
  staple. Sony created that stereotype in the space of a year or two in
  the 1990s. Whatever else you can say about it, it plays better with the
  masses than the older one of a pencil-necked nerd sitting bolt upright
  on his neatly made bed. David James, star goalkeeper for the Premier
  League football team Liverpool F.C., admitted that he had gotten
  “carried away” playing PlayStation the night before by way of
  explaining the three goals that he conceded in a match against
  Newcastle. It was hard to imagine substituting “Nintendo” or “Saturn”
  for “PlayStation” in that statement. In May of 1998, Sony would be able
  to announce triumphantly that, according to its latest survey, the
  average age of a PlayStation gamer was a positively grizzled 22. It had
  hit the demographic it was aiming for spot-on, with a spillover that
  reached both younger and older folks. David Ranyard, a member of
  Generation PlayStation who has had a varied and successful career in
  games since the millennium:

    At the time of its launch, I was a student, and I’d always been into
    videogames, from the early days of arcades. I would hang around
    playing Space Invaders and Galaxian, and until the PlayStation came
    out, that kind of thing made me a geek. But this console changed all
    that. Suddenly videogames were cool — not just acceptable, but
    actually club-culture cool. With a soundtrack from the coolest
    techno and dance DJs, videogames became a part of [that] subculture.
    And it led to more mainstream acceptance of consoles in general.

  The new PlayStation gamer stereotype dovetailed beautifully with the
  moody, angsty heroes that had been featuring prominently in Final
  Fantasy for quite some installments by now. Small wonder that Sakaguchi
  was more and more smitten with Sony.

  Still, it was one hell of a bridge to burn; everyone at Square knew
  that there would be no going back if they signed on with Sony. Well
  aware of how high the stakes were for all parties, Sony declared its
  willingness to accept an extremely low per-unit royalty and to foot the
  bill for a lot of the next Final Fantasy game’s marketing, promising to
  work like the dickens to break it in the West. In the end, Sakaguchi
  allowed himself to be convinced. He had long run Final Fantasy as his
  own fiefdom at Square, and this didn’t change now: upper management
  rubber-stamped his decision to make Final Fantasy VII for the Sony
  PlayStation.

  The announcement struck Japan’s games industry with all the force of
  one of Sakaguchi’s trademark Final Fantasy plot twists. For all the
  waves Sony had been making recently, nobody had seen this one coming.
  For its part, Nintendo had watched quite a number of studios defect to
  Sony already, but this one clearly hurt more than any of the others. It
  sold off all of its shares in Square and refused to take its calls for
  the next five years.

  The raised stakes only gave Sakaguchi that much more motivation to make
  Final Fantasy VII amazing — so amazing that even the most stalwart
  Nintendo loyalists among the gaming population would be tempted to jump
  ship to the PlayStation in order to experience it. There had already
  been an unusually long delay after Final Fantasy VI, during which
  Square had made Super Mario RPG and another, earlier high-profile JRPG
  called [19]Chrono Trigger, the fruit of a partnership between Hironobu
  Sakaguchi and Yuji Horii of Dragon Quest fame. (This was roughly
  equivalent in the context of 1990s Western pop culture to Oasis and
  Blur making an album together.) Now the rush was on to get Final
  Fantasy VII out the door within a year, while the franchise and its new
  platform the PlayStation were still smoking hot.

  In defiance of the wisdom found in [20]The Mythical Man-Month,
  Sakaguchi decided to both make the game quickly and make it amazing by
  throwing lots and lots of personnel at the problem: 150 people in all,
  three times as many as had worked on Final Fantasy VI. Cost was no
  object, especially wherever yen could be traded for time. Square spent
  the equivalent of $40 million on Final Fantasy VII in the course of
  just one year, blowing up all preconceptions of how much it could cost
  to make a computer or console game. (The most expensive earlier game
  that I’m aware of is the 1996 American “interactive movie” [21]Wing
  Commander IV, which its developer Origin Systems claimed to have cost
  $12 million.) By one Square executive’s estimate, almost half of Final
  Fantasy VII‘s budget went for the hundreds of high-end Silicon Graphics
  workstations that were purchased, tools for the unprecedented number of
  3D artists and animators who attacked the game from all directions at
  once. Their output came to fill not just one PlayStation CD but three
  of them — almost two gigabytes of raw data in all, or 30 Nintendo 64
  cartridges.

  Somehow or other, it all came together. Square finished Final Fantasy
  VII on schedule, shipping it in Japan on January 31, 1997. It went on
  to sell over 3 million copies there, bettering Final Fantasy VI‘s
  numbers by about half a million and selling a goodly number of
  PlayStations in the process. But, as that fairly modest increase
  indicates, the Japanese domestic market was becoming saturated; there
  were only so many games you could sell in a country of 125 million
  people, most of them too old or too young or lacking the means or the
  willingness to acquire a PlayStation. There was only one condition in
  which it had ever made sense to spend $40 million on Final Fantasy VII:
  if it could finally break the Western market wide open. Encouraged by
  the relative success of Final Fantasy VI and Super Mario RPG in the
  United States, excited by the aura of hipster cool that clung to the
  PlayStation, Square — and also Sony, which lived up to its promise to
  go all-in on the game — were determined to make that happen, once again
  at almost any cost. After renumbering the earlier games in the series
  in the United States to conform with its habit of only releasing every
  other Final Fantasy title there, Square elected to call this game Final
  Fantasy VII all over the world. For the number seven was an auspicious
  one, and this was nothing if not an auspicious game.

  Final Fantasy VII shipped on a suitably auspicious date in the United
  States: September 7, 1997. It sold its millionth unit that December.

  In November of 1997, it came to Europe, which had never seen any of the
  previous six mainline Final Fantasy game before and therefore processed
  the title as even more of a non sequitur. No matter. Wherever the game
  went, the title and the marketing worked — worked not only for the game
  itself, but for the PlayStation. Coming hot on the heels of the hip
  mega-hit [22]Tomb Raider, it sealed the deal for the console,
  relegating the Sega Saturn to oblivion and the Nintendo 64 to the
  status of a disappointing also-ran. Paul Davies was the editor-in-chief
  of Britain’s Computer and Video Games magazine at the time. He was a
  committed Sega loyalist, he says, but

    I came to my senses when Square announced Final Fantasy VII as a
    PlayStation exclusive. We received sheets of concept artwork and
    screenshots at our editorial office, sketches and stills from the
    incredible cut scenes. I was smitten. I tried and failed to rally.
    This was a runaway train. [The] PlayStation took up residence in all
    walks of life, moved from bedrooms to front rooms. It gained — by
    hook or by crook — the kind of social standing that I’d always
    wanted for games. Sony stomped on my soul and broke my heart, but my
    God, that console was a phenomenon.

  Final Fantasy VII wound up selling well over 10 million units in all,
  as many as all six previous entries in the series combined, divided
  this time almost equally between Japan, North America, and Europe.
  Along the way, it exploded millions of people’s notions of what games
  could do and be — people who weren’t among the technological elite who
  invested thousands of dollars into high-end rigs to play the latest
  computer games, who just wanted to sit down in front of their
  televisions after a busy day with a plug-it-in-and-go console and be
  entertained.

  Of course, not everyone who bought the game was equally enamored.
  Retailers reported record numbers of returns to go along with the
  record sales, as some people found all the walking around and reading
  to be not at all what they were looking for in a videogame.

  In a way, I share their pain. Despite all its exceptional qualities,
  Final Fantasy VII fell victim rather comprehensively to the standard
  Achilles heel of the JRPG in the West: the problem of translation. Its
  English version was completed in just a couple of months at Square’s
  American branch, reportedly by a single employee working without
  supervision, then sent out into the world without a second glance. I’m
  afraid there’s no way to say this kindly: it’s almost unbelievably
  terrible, full of sentences that literally make no sense punctuated by
  annoying ellipses that are supposed to represent… I don’t know what.
  Pauses… for… dramatic… effect, perhaps? To say it’s on the level of a
  fan translation would be to insult the many fans of Japanese videogames
  in the West, who more often than not do an extraordinary job when they
  tackle such a project. That a game so self-consciously pitched as the
  moment when console-based videogames would come into their own as a
  storytelling medium and as a form of mass-market entertainment to rival
  movies could have been allowed out the door with writing like this
  boggles the mind. It speaks to what a crossroads moment this truly was
  for games, when the old ways were still in the process of going over to
  the new. Although the novelty of the rest of the game was enough to
  keep the poor translation from damaging its commercial prospects
  overmuch, the backlash did serve as a much-needed wake-up call for
  Square. Going forward, they would take the details of “localization,”
  as such matters are called in industry speak, much more seriously.

  Oh, my…

  Writerly sort that I am, I’ll be unable to keep myself from harping
  further on the putrid translation in the third and final article in
  this series, when I’ll dive into the game itself. Right now, though,
  I’d like to return to the subject of what Final Fantasy VII meant for
  gaming writ large. In case I haven’t made it clear already, let me
  state it outright now: its arrival and reception in the West in
  particular marked one of the watershed moments in the entire history of
  gaming.

  It cemented, first of all, the PlayStation’s status as the overwhelming
  victor in the late-1990s edition of the eternal Console Wars, as it did
  the Playstation’s claim to being the third socially revolutionary games
  console in history, after the Atari VCS and the original Nintendo
  Famicom. In the process of changing forevermore the way the world
  viewed videogames and the people who played them, the PlayStation
  eventually sold more than 100 million units, making it the best-selling
  games console of the twentieth century, dwarfing the numbers of the
  Sega Saturn (9 million units) and even the Nintendo 64 (33 million
  units), the latter of which was relegated to the status of the “kiddie
  console” on the playgrounds of the world. The underperformance of the
  Saturn followed by that of its successor the Dreamcast (again, just 9
  million units sold) led Sega to abandon the console-hardware business
  entirely. Even more importantly, the PlayStation shattered the aura of
  remorseless, monopolistic inevitability that had clung to Nintendo
  since the mid-1980s; Nintendo would be for long stretches of the
  decades to come an also-ran in the very industry it had almost
  single-handedly resurrected. If the PlayStation was conceived partially
  as revenge for Nintendo’s jilting of Sony back in 1991, it was
  certainly a dish served cold — in fact, one that Nintendo is to some
  extent still eating to this day.

  Then, too, it almost goes without saying that the JRPG, a sub-genre
  that had hitherto been a niche occupation of American gamers and
  virtually unknown to European ones, had its profile raised incalculably
  by Final Fantasy VII. The JRPG became almost overnight one of the
  hottest of all styles of game, as millions who had never imagined that
  a game could offer a compelling long-form narrative experience like
  this started looking for more of the same to play just as soon as its
  closing credits had rolled. Suddenly Western gamers were awaiting the
  latest JRPG releases with just as much impatience as Japanese gamers —
  releases not only in the Final Fantasy series but in many, many others
  as well. Their odd names, made awkward by translation or transcription
  into English, were nevertheless unspeakably alluring to those had
  caught the JRPG fever: [23]Xenogears, [24]Parasite Eve, [25]Suikoden,
  [26]Lunar, [27]Star Ocean, [28]Thousand Arms, [29]Chrono Cross,
  [30]Valkyrie Profile, [31]Legend of Mana, [32]Saiyuki. The whole
  landscape of console gaming changed; nowhere in the West in 1996, these
  games were everywhere in 1998 and 1999. It required a dedicated
  PlayStation gamer indeed just to keep up with the glut. At the risk of
  belaboring a point, I must note here that there were relatively few
  such games on the Nintendo 64, due to the limited storage capacity of
  its cartridges. Gamers go where the games they want to play are, and,
  for gamers in their preteens or older at least, those games were on the
  PlayStation.

  From the computer-centric perspective that is this site’s usual stock
  in trade, perhaps the most important outcome of Final Fantasy VII was
  the dawning convergence it heralded between what had prior to this
  point been two separate worlds of gaming. Shortly before its Western
  release on the PlayStation, Square’s American subsidiary had asked the
  parent company for permission to port Final Fantasy VII to
  Windows-based desktop computers, perchance under the logic that, if
  American console gamers did still turn out to be nonplussed by the idea
  of a hundred-hour videogame despite marketing’s best efforts, American
  computer gamers would surely not be.

  Square Japan agreed, but that was only the beginning of the challenge
  of getting Final Fantasy VII onto computer-software shelves. Square’s
  American arm called dozens of established computer publishers,
  including the heavy hitters like Electronic Arts. Rather incredibly,
  they couldn’t drum up any interest whatsoever in a game that was by now
  selling millions of copies on the most popular console in the world. At
  long last, they got a bite from the British developer and publisher
  Eidos, whose Tomb Raider had been 1996’s PlayStation game of the year
  whilst also — and unusually for the time — selling in big numbers on
  computers.

  That example of cross-platform convergence notwithstanding, everyone
  involved remained a bit tentative about the Final Fantasy VII Windows
  port, regarding it more as a cautious experiment than the
  blockbuster-in-the-offing that the PlayStation version had always been
  treated as. Judged purely as a piece of Windows software, the end
  result left something to be desired, being faithful to the console game
  to a fault, to the extent of couching its saved states in separate
  fifteen-slot “files” that stood in for PlayStation memory cards.

  The Windows version of Final Fantasy VII came out a year after the
  PlayStation version. “If you’re open to new experiences and
  perspectives in role-playing and can put up with idiosyncrasies from
  console-game design, then take a chance and experience some of the best
  storytelling ever found in an RPG,” concluded Computer Gaming World in
  its review, stamping the game “recommended, with caution.” Despite that
  less than rousing endorsement, it did reasonably well, selling
  somewhere between 500,000 and 1 million units by most reports.

  They were baby steps to be sure, but Tomb Raider and Final Fantasy VII
  between them marked the start of a significant shift, albeit one that
  would take another half-decade or so to come to become obvious to
  everyone. The storage capacity of console CDs, the power of the latest
  console hardware, and the consoles’ newfound ability to easily save
  state from session to session had begun to elide if not yet erase the
  traditional barriers between “computer games” and “videogames.” Today
  the distinction is all but eliminated, as cross-platform development
  tools and the addition of networking capabilities to the consoles make
  it possible for everyone to play the same sorts of games at least, if
  not always precisely the same titles. This has been, it seems to me,
  greatly to the benefit of gaming in general: games on computers have
  became more friendly and approachable, even as games on consoles have
  become deeper and more ambitious.

  So, that’s another of the trends we’ll need to keep an eye out for as
  we continue our journey down through the years. Next, though, it will
  be time to ask a more immediately relevant question: what is it like to
  actually play Final Fantasy VII, the game that changed so much for so
  many?
    __________________________________________________________________

  Did you enjoy this article? If so, please think about pitching in to
  help me make many more like it. You can pledge any amount you like.
    __________________________________________________________________

  Sources: the books Pure Invention: How Japan Made the Modern World by
  Matt Alt, Power-Up: How Japanese Video Games Gave the World an Extra
  Life by Chris Kohler, Fight, Magic, Items: The History of Final
  Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West by
  Aidan Moher, Atari to Zelda: Japan’s Videogames in Global Contexts by
  Mia Consalvo, Revolutionaries at Sony: The Making of the Sony
  PlayStation by Reiji Asakura, and Game Over: How Nintendo Conquered the
  World by David Sheff. Retro Gamer 69, 96, 108, 137, 170, and 188;
  Computer Gaming World of September 1997, October 1997, May 1998, and
  November 1998.

  Online sources include Polygon‘s authoritative [33]“Final Fantasy 7: An
  Oral History”, [34]“The History of Final Fantasy VII“ at Nintendojo,
  [35]“The Weird History of the Super NES CD-ROM, Nintendo’s Most
  Notorious Vaporware” by Chris Kohler at Kotaku, and [36]“The History of
  PlayStation was Almost Very Different” by Blake Hester at Polygon.

References

  Visible links:
  1. https://www.polygon.com/a/final-fantasy-7
  2. https://www.filfre.net/2016/09/a-slow-motion-revolution
  3. https://www.filfre.net/2023/05/the-next-generation-in-graphics-part-2-three-dimensions-in-hardware
  4. https://www.filfre.net/2016/04/generation-nintendo
  5. https://www.filfre.net/2021/04/the-ratings-game-part-1-a-likely-and-an-unlikely-suspect
  6. https://www.youtube.com/watch?v=JFc3ekBDO4o
  7. https://www.imdb.com/title/tt0102057/?ref_=nv_sr_srsg_0_tt_5_nm_3_q_hook
  8. https://www.mobygames.com/game/21411/hotel-mario/
  9. https://www.mobygames.com/game/21409/link-the-faces-of-evil/
 10. https://www.mobygames.com/game/21134/zelda-the-wand-of-gamelon/
 11. https://www.mobygames.com/game/21133/zeldas-adventure/
 12. https://www.filfre.net/2017/09/games-on-the-mersey-part-3-the-phoenix
 13. https://www.mobygames.com/game/137/galaxian/
 14. https://www.mobygames.com/game/138/pac-man/
 15. https://www.mobygames.com/game/6348/ridge-racer/
 16. https://www.mobygames.com/game/6692/super-mario-rpg-legend-of-the-seven-stars/
 17. https://www.filfre.net/2012/12/the-commodore-64
 18. https://www.mobygames.com/game/4205/wipeout/
 19. https://www.mobygames.com/game/4501/chrono-trigger/
 20. https://www.goodreads.com/book/show/13629.The_Mythical_Man_Month
 21. https://www.filfre.net/2023/04/wing-commander-iv
 22. https://www.filfre.net/2023/06/tomb-raider
 23. https://www.mobygames.com/game/4154/xenogears/
 24. https://www.mobygames.com/game/3593/parasite-eve/
 25. https://www.mobygames.com/game/4854/suikoden-ii/
 26. https://www.mobygames.com/game/3939/lunar-2-eternal-blue-complete/
 27. https://www.mobygames.com/game/3834/star-ocean-the-second-story/
 28. https://www.mobygames.com/game/8433/thousand-arms/
 29. https://www.mobygames.com/game/3810/chrono-cross/
 30. https://www.mobygames.com/game/3860/valkyrie-profile/
 31. https://www.mobygames.com/game/4165/legend-of-mana/
 32. https://www.mobygames.com/game/32405/saiyuki-journey-west/
 33. https://www.polygon.com/a/final-fantasy-7
 34. https://www.nintendojo.com/features/the-history-of-final-fantasy-vii
 35. https://kotaku.com/the-weird-history-of-the-super-nes-cd-rom-nintendos-mo-1828860861
 36. https://www.polygon.com/features/2019/12/6/20999590/the-history-of-playstation-was-almost-very-different

  Hidden links:
 38. https://www.filfre.net/2023/12/putting-the-j-in-the-rpg-part-2-playstation-for-the-win/4306305-final-fantasy-vii-playstation-front-cover/
 39. https://www.filfre.net/2023/12/putting-the-j-in-the-rpg-part-2-playstation-for-the-win/prototype-2/
 40. https://www.filfre.net/2023/12/putting-the-j-in-the-rpg-part-2-playstation-for-the-win/playstation/
 41. https://www.filfre.net/2023/12/putting-the-j-in-the-rpg-part-2-playstation-for-the-win/n64-2/
 42. https://www.filfre.net/2023/12/putting-the-j-in-the-rpg-part-2-playstation-for-the-win/sick/
 43. https://www.patreon.com/DigitalAntiquarian