Final Fantasy VII Remake expanded on the classic game in nearly every regard, turning the original's introductory Midgar sequence into a standalone game in its own right. Considering what Square Enix was able to do with such a small area of Final Fantasy VII, it's worth considering how other iconic parts of the game might be reinvented. In particular, FFVII Remake Part 2 will likely contain one of the most intense events of the original: fighting the Midgar Zolom.

Originally, the Zolom appeared shortly after Cloud and his friends left Midgar itself and ventured onto the world map. The Zolom is a huge snake that lurks in the marshes leading to the Mythril Mine and the larger world of Gaea beyond. Players can catch a chocobo to outrun the monster or ready themselves for a challenging boss battle. Later, the party sees the Zolom's body impaled on a stake, presumably killed by the villainous Sephiroth. Given the changes between the original Final Fantasy VII and the first part of FFVII Remake, the encounter with the Midgar Zolom is sure to be a deeper and more intense experience.

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One thing that makes the Zolom so terrifying is the way it's presented before any fighting even begins. NPCs tell legends about it, and its huge silhouette is visible on the world map. Chocobo Bill, who warns about the monster in the marshes, has already appeared in INTERmisson with a detailed animations and full voice acting, so his fear of the Zolom will come through more fully than in his original mute text boxes, adding to the player's anticipation.

Chocobo Bill in Final Fantasy VII Remake Integrade

Since FFVII Remake's first part takes place entirely within Midgar, it doesn't use a world map, so it's difficult to imagine how the Zolom might appear on such a scale. However, based on the smaller, more linear environments seen in Part I, escaping through the marshes is likely to be a more curated experience. Instead of simply seeing the outline of the Zolom closing in for a few moments, players will see specific evidence of the beast's ferocity as they make their way through an entire dungeon set in the marshes. With more robust technology and time to play with, the developers can raise the tension to new heights before players even see the creature itself.

Fighting the Zolom will not be the same experience, either. The original FFVII used a turn-base battle system, meaning the old Zolom battle moved quite slowly, giving players an easier pace and time to plan while the boss cycled between a handful of the same attacks. However, FFVII Remake uses action-oriented combat and has already demonstrated boss battles with greater intensity and depth. The new Zolom will be able to weaponize its size in combat, corralling the player's team and dominating the arena in ways the original simply couldn't. FFVII's "Blown Away" attack, which removes a player character from the fight, may expand into new ways to isolate or immobilize fighters with the snake's powerful coils.

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All of this will certainly enhance the moment when players find Sephiroth's gruesome display of the Zolom's body. Increased time anticipating the monster as fleshed-out characters convey their fear will heighten the Zolom's reputation, and a dynamic fight against it will cement that reputation as true. However, Sephiroth slaying the beast and posting its remains in his wake transfers all of that emotional energy to him.

In FFVII, players could only see the Zolom's body as a static image in a brief interlude scene, but the advanced technology in FFVII Remake will likely mean more interactivity, allowing players to walk around and examine the display. The Zolom is a terrifying force of nature, but Sephiroth's treatment of it makes it sympathetic and turns him into something far worse. Regardless of how Square Enix may change the encounter, the technological advancements alone set the stage for an even scarier experience.

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