{"id":67813,"date":"2026-06-06T17:00:47","date_gmt":"2026-06-06T08:00:47","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=67813"},"modified":"2026-06-06T17:00:49","modified_gmt":"2026-06-06T08:00:49","slug":"final-fantasy-7-revelations-open-world-evolves-another-step-beyond-rebirth-director-naoki-hamaguchi-on-map-design-player-freedom-and-new-battle-systems","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/final-fantasy-7-revelations-open-world-evolves-another-step-beyond-rebirth-director-naoki-hamaguchi-on-map-design-player-freedom-and-new-battle-systems\/","title":{"rendered":"Final Fantasy\u00a07\u00a0Revelation\u2019s open world evolves another step beyond\u00a0Rebirth. Director Naoki Hamaguchi on map design, player\u00a0freedom,\u00a0and\u00a0new battle systems\u00a0"},"content":{"rendered":"\n<p>Square Enix has officially announced<strong>\u00a0Final<\/strong>\u00a0<strong>Fantasy VII\u00a0Revelation<\/strong>,\u00a0the third and final entry in the\u00a0ambitious\u00a0Final Fantasy VII\u00a0remake series.\u00a0The game is scheduled to release in\u00a0Spring\u00a02027 for PC (Steam, Epic Games Store, Xbox on PC), Nintendo Switch 2, PS5, and Xbox Series X\u2758S.\u00a0A reveal trailer and gameplay showcase\u00a0were unveiled together with the announcement.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"\u300eFINAL FANTASY VII REVELATION\u300f1st\u30c8\u30ec\u30fc\u30e9\u30fc\uff5c\u30bf\u30a4\u30c8\u30eb\u767a\u8868\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/CznXJj_4awg?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Continuing\u00a0from FFVII Remake and FFVII Rebirth,\u00a0the\u00a0trilogy\u2019s\u00a0finale will finally bring the fate of Cloud and his companions \u2013 and of the planet itself \u2013 to a conclusion.\u00a0AUTOMATON recently had the opportunity to interview Naoki Hamaguchi, director of both this title and the entire FFVII\u00a0remake trilogy at Square Enix. We asked him about the open world revealed in the trailer, the game&#8217;s new battle systems, the role of minigames, and more.\u00a0This is part\u00a0<em>one<\/em>\u00a0of a two-part interview, so be sure to <a href=\"https:\/\/automaton-media.com\/en\/news\/what-does-final-fantasy-7-revelation-do-differently-from-its-predecessors-director-naoki-hamaguchi-on-meaningful-player-choices-resolving-the\/\" target=\"_blank\" rel=\"noreferrer noopener\">check out part two<\/a> as well!\u00a0<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"an-open-world-spanning-the-entire-planet\">An open world spanning the entire planet&nbsp;<\/h2>\n\n\n\n<p><strong>\u2014Please introduce yourself.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Naoki Hamaguchi (hereafter Hamaguchi):<\/strong>\u00a0<br>I&#8217;m Naoki Hamaguchi from Square Enix, director of Final Fantasy VII\u00a0Revelation, as well as\u00a0the\u00a0director of the<em>\u00a0<\/em>Final Fantasy VII remake series as a whole.\u00a0<\/p>\n\n\n\n<p><strong>\u2014You\u2019ve&nbsp;finally lifted the veil on&nbsp;FFVII&nbsp;Revelation. How confident are you in the game?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>I&#8217;m very confident in the game&#8217;s quality, and it\u2019s quite moving to\u00a0think\u00a0that we&#8217;re finally bringing the series to a conclusion.\u00a0<\/p>\n\n\n\n<p><strong>\u2014Speaking of&nbsp;which, is it really going to end this time?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>We&#8217;re\u00a0fully committed to\u00a0delivering\u00a0a proper conclusion and\u00a0creating\u00a0a game that\u00a0will\u00a0firmly\u00a0remain\u00a0in people&#8217;s memories.\u00a0As far as the FFVII\u00a0Remake series is concerned,\u00a0this is\u00a0the\u00a0final chapter.\u00a0<\/p>\n\n\n\n<p><strong>\u2014That&#8217;s reassuring to hear. There was a lot to take in&nbsp;in the new trailer, but&nbsp;is there anything&nbsp;you&#8217;d&nbsp;like people to pay attention to&nbsp;in particular?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>My first answer is everything, of course. But\u00a0I&#8217;d\u00a0especially like people to focus on\u00a0the gameplay.\u00a0Up until now,\u00a0our\u00a0promotional videos for both FFVII Remake and FFVII Rebirth have tended to focus heavily on the characters. However, the world of FFVII and characters like Cloud and Sephiroth are\u00a0now\u00a0already widely known among gamers, so\u00a0this trailer focuses much more on the\u00a0game&#8217;s\u00a0systems and on what\u00a0we&#8217;re\u00a0trying to express through\u00a0the game\u00a0itself. In that sense,\u00a0I think it\u00a0conveys\u00a0a\u00a0somewhat different\u00a0vibe\u00a0from the way\u00a0we&#8217;ve\u00a0promoted the series in the past.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1554\" height=\"859\" sizes=\"auto, (max-width: 1554px) 100vw, 1554px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-005.jpg\" alt=\"\" class=\"wp-image-67824\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-005.jpg 1554w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-005-380x210.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-005-768x425.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-005-1536x849.jpg 1536w\" \/><\/figure>\n\n\n\n<p><strong>\u2014It&nbsp;definitely felt&nbsp;like there were fewer cinematic scenes, or rather, that it&nbsp;was quite heavily gameplay-focused. That was intentional, then?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>That\u2019s\u00a0right, we wanted to\u00a0clearly\u00a0communicate, \u201cHere\u2019s what\u00a0you can do in this game,\u201d and \u201cThis is how deep the gameplay goes.\u201d\u00a0<\/p>\n\n\n\n<p><strong>\u2014I noticed the trailer specifically used the term &#8220;open world.&#8221;<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>Everyone tends to\u00a0define\u00a0&#8220;open\u00a0world&#8221;\u00a0differently, but in the case of\u00a0FFVII Rebirth,\u00a0while\u00a0the\u00a0map\u00a0spanned multiple continents,\u00a0those continents were still\u00a0somewhat enclosed\u00a0by\u00a0an inland sea.\u00a0However, in FFVII\u00a0Revelation, the story unfolds across an entire planet where everything is truly connected.\u00a0You&#8217;ll\u00a0be able to freely fly around the world aboard the\u00a0Highwind. In that sense,\u00a0I think this\u00a0is an open-world game that expresses a\u00a0sense\u00a0of\u00a0scale quite different from FFVII Rebirth.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1546\" height=\"869\" sizes=\"auto, (max-width: 1546px) 100vw, 1546px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-003.jpg\" alt=\"\" class=\"wp-image-67820\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-003.jpg 1546w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-003-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-003-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-003-1536x863.jpg 1536w\" \/><\/figure>\n\n\n\n<p><strong>\u2014As you&nbsp;mentioned,&nbsp;the definition of &#8220;open world&#8221;&nbsp;tends to&nbsp;vary, and&nbsp;it\u2019s&nbsp;difficult to reach a&nbsp;consensus&nbsp;among gamers. As a result,&nbsp;some&nbsp;companies&nbsp;tend&nbsp;to avoid&nbsp;explicitly calling their games open world, but&nbsp;why did you decide to embrace it so openly this time?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>During FFVII Rebirth&#8217;s marketing campaign, we never officially called it an open-world game,\u00a0and\u00a0we were\u00a0actually\u00a0quite\u00a0nervous about what to call it.\u00a0FFVII Rebirth\u00a0represented\u00a0a major shift from FFVII Remake, and personally,\u00a0I believe the essence of an open-world game\u00a0isn&#8217;t\u00a0whether everything exists in one giant seamless field, but whether players can freely enjoy and explore the world. By that standard,\u00a0I think FFVII Rebirth\u00a0already qualified\u00a0as an open-world game.\u00a0<\/p>\n\n\n\n<p>Still,&nbsp;at the time,&nbsp;we debated endlessly&nbsp;about&nbsp;whether to call it an &#8220;open-area&#8221; game or an &#8220;open-field&#8221; game instead.&nbsp;But&nbsp;once the game launched, the media and fans started calling it an open-world game anyway. (laughs)&nbsp;<\/p>\n\n\n\n<p>So&nbsp;with FFVII&nbsp;Revelation,&nbsp;we&#8217;re&nbsp;confidently calling it an open-world&nbsp;game&nbsp;from the&nbsp;start.&nbsp;And&nbsp;it&#8217;s&nbsp;not merely&nbsp;a rehash of&nbsp;what we did before; the scale of the experience has evolved another step beyond&nbsp;FFVII Rebirth, and I want players to&nbsp;really&nbsp;feel that.&nbsp;To be honest, I&nbsp;don&#8217;t&nbsp;know whether&nbsp;&#8220;open&nbsp;world&#8221; is the perfect term,&nbsp;but&nbsp;I can say that&nbsp;we set out to create an &#8220;open world spanning the entire planet,&#8221; with a scale surpassing FFVII Rebirth.&nbsp;It&#8217;s&nbsp;not just about having a&nbsp;vast map,&nbsp;but an evolved experience where, depending on what a player chooses to engage with first, the way their adventure unfolds can differ significantly.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Among the&nbsp;differing&nbsp;definitions of an open world, what kind of open world&nbsp;would you say&nbsp;is FFVII&nbsp;Revelation&nbsp;specifically?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>One\u00a0key\u00a0characteristic is that the game takes place across the entire world.\u00a0The continents are separated by oceans, and\u00a0I think that\u00a0makes it stand out among\u00a0other open-world games.\u00a0Since\u00a0we&#8217;re\u00a0adapting\u00a0an existing story, we thought carefully about how to create a more open version of the FFVII world.\u00a0Ultimately, we\u00a0felt that having regions organized by continent while still\u00a0maintaining\u00a0a world where everything is genuinely connected would be\u00a0more intuitive\u00a0and appealing\u00a0for players\u00a0to\u00a0engage with.\u00a0I think\u00a0that&#8217;s\u00a0one of the key things that sets FFVII\u00a0Revelation\u00a0apart from other open-world games.\u00a0<\/p>\n\n\n\n<p><strong>\u2014So&nbsp;&#8220;an open world spanning the entire planet&#8221; is one of the game&#8217;s main selling points?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>Yes.\u00a0In contrast\u00a0to\u00a0FFVII Rebirth,\u00a0where\u00a0you gradually unlocked new regions and eventually gained the ability to revisit\u00a0previous\u00a0areas,\u00a0the story of\u00a0FFVII\u00a0Revelation\u00a0takes place\u00a0in a game field\u00a0where the entire world is connected from the start.\u00a0You&#8217;ll\u00a0be able to fly the\u00a0Highwind\u00a0anywhere.\u00a0I\u00a0hope\u00a0players will\u00a0come to experience just\u00a0how different the scale is compared to Rebirth.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1555\" height=\"867\" sizes=\"auto, (max-width: 1555px) 100vw, 1555px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-001.jpg\" alt=\"\" class=\"wp-image-67821\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-001.jpg 1555w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-001-380x212.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-001-768x428.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-001-1536x856.jpg 1536w\" \/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1550\" height=\"863\" sizes=\"auto, (max-width: 1550px) 100vw, 1550px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-002.jpg\" alt=\"\" class=\"wp-image-67822\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-002.jpg 1550w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-002-380x212.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-002-768x428.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-002-1536x855.jpg 1536w\" \/><\/figure>\n\n\n\n<p><strong>\u2014Were there any open-world games that personally inspired or influenced you while creating&nbsp;FFVII Revelation?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>I\u2019m\u00a0always playing\u00a0a variety of games\u00a0to reference and draw\u00a0inspiration from.\u00a0The Witcher 3: Wild Hunt, which I often mention, is one example, and\u00a0there&#8217;s also Hogwarts Legacy and the Horizon series.\u00a0Games built around similar design philosophies often grapple with the same challenges,\u00a0and\u00a0each\u00a0arrive at their own solutions. Seeing how other developers solve those problems broadens my perspective and helps me discover\u00a0new approaches\u00a0in my own work.\u00a0<\/p>\n\n\n\n<p>More recently, there&#8217;s also Crimson Desert, which&nbsp;has been generating a lot of buzz. After playing it myself, I&nbsp;learned that&nbsp;\u201coverwhelming&nbsp;scale\u201d&nbsp;can be a powerful&nbsp;strength in its own right.&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"ffvii-revelation-s-open-world-won-t-feel-sparse\">FFVII&nbsp;Revelation\u2019s&nbsp;open&nbsp;world&nbsp;won\u2019t&nbsp;feel sparse&nbsp;<\/h2>\n\n\n\n<p><strong>\u2014One common criticism of open-world games is that they can feel huge but sparse. How does FFVII&nbsp;Revelation&nbsp;tackle density?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>Honestly, I\u00a0don&#8217;t\u00a0think people need to worry about that at all.\u00a0From my own playtesting, every region feels densely packed with content.\u00a0One thing worth noting is that FFVII\u00a0Revelation\u00a0includes\u00a0all of\u00a0the continents from FFVII Rebirth. After all, if we suddenly announced that, say,\u00a0Cosmo Canyon had been removed, people would be upset\u00a0immediately.\u00a0\u00a0<\/p>\n\n\n\n<p>So,&nbsp;with&nbsp;so many continents to work with, our biggest challenge for this project was to make sure&nbsp;all&nbsp;of them&nbsp;were&nbsp;tightly&nbsp;packed&nbsp;with&nbsp;content.&nbsp;We began designing content from&nbsp;a very early&nbsp;stage, and each area&nbsp;contains&nbsp;its own unique activities, gameplay mechanics, and interactive elements.&nbsp;Depending on where players choose to go first, their experiences can end up being quite different.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1550\" height=\"865\" sizes=\"auto, (max-width: 1550px) 100vw, 1550px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-004.jpg\" alt=\"\" class=\"wp-image-67823\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-004.jpg 1550w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-004-380x212.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-004-768x429.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-004-1536x857.jpg 1536w\" \/><\/figure>\n\n\n\n<p><strong>\u2014So&nbsp;players will be able to revisit&nbsp;previous&nbsp;locations, including Cosmo Canyon?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>As a gamer myself, I know that simply being told, &#8220;You can go back to the same map,&#8221;\u00a0isn&#8217;t\u00a0very exciting\u00a0if only a few minor details have changed.\u00a0<\/p>\n\n\n\n<p><strong>\u2014To be honest, revisiting an old area in a new game can sometimes feel more tedious than exciting if&nbsp;it&#8217;s&nbsp;structurally identical.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>Exactly.\u00a0That was actually one of the\u00a0title&#8217;s earliest challenges.\u00a0We absolutely had to preserve the\u00a0world\u00a0map from\u00a0previous\u00a0games, but if the experience remained unchanged, those locations would end up feeling\u00a0redundant.\u00a0That\u2019s\u00a0why\u00a0we\u00a0haven&#8217;t\u00a0simply reused the same areas\u00a0as-is.\u00a0Just as in the original game, the appearance of the Weapons has caused major changes across the world. The visual identity, atmosphere, and setting remain familiar, but the maps themselves are different from those in the\u00a0previous\u00a0game.\u00a0<\/p>\n\n\n\n<p>But even then, players might still&nbsp;go, &#8220;This feels&nbsp;kind of familiar,\u201d so&nbsp;we&#8217;ve&nbsp;experimented with changing the flow of exploration itself.&nbsp;In FFVII Rebirth, each region featured different types of&nbsp;Chocobos&nbsp;that altered how exploration felt. In FFVII&nbsp;Revelation,&nbsp;you&#8217;ll&nbsp;travel alongside&nbsp;your&nbsp;companion&nbsp;Chocobo&nbsp;named Pico. As Pico grows, the way you explore the world changes as well, meaning players can have different experiences even within the same area.&nbsp;<\/p>\n\n\n\n<p>Beyond Pico&#8217;s progression,&nbsp;you&#8217;ll&nbsp;also be able to parachute from the&nbsp;Highwind&nbsp;and interact with the environment in more vertical ways.&nbsp;Personally, I think&nbsp;that&#8217;s&nbsp;one of the game&#8217;s biggest attractions.&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"the-fits-system-ffvii-revelation-s-take-on-jobs\">The &#8220;FITS&nbsp;System,&#8221;&nbsp;FFVII Revelation\u2019s take on jobs&nbsp;<\/h2>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>Another major feature in FFVII\u00a0Revelation\u00a0is something we call the\u00a0FITS\u00a0System.\u00a0<\/p>\n\n\n\n<p><strong>\u2014What exactly is that?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>It&#8217;s\u00a0essentially a\u00a0kind of\u00a0job system.\u00a0One challenge both battle director\u00a0Teruki\u00a0Endo and I faced was\u00a0how to expand the battle system from FFVII Remake and FFVII Rebirth.\u00a0At one point, Endo\u00a0went,\u00a0\u201cJobs are one of the defining features of the Final Fantasy series, we should incorporate them this time.\u201d\u00a0His idea was that\u00a0we&#8217;d\u00a0allow players to\u00a0customize the characters\u00a0\u2013\u00a0for example, turning Cloud into a more mage-oriented character\u00a0\u2013\u00a0and thus\u00a0avoid\u00a0conflict with existing\u00a0game\u00a0systems.\u00a0I thought it sounded promising, so we decided to move in that direction.\u00a0That&#8217;s\u00a0how the job-inspired\u00a0FITS\u00a0System came about.\u00a0<\/p>\n\n\n\n<p>I believe the large cast of FFVII is one of our strengths compared to many other open-world games. With&nbsp;eight party members&nbsp;available,&nbsp;players can&nbsp;choose three&nbsp;members, experiment with their synergies,&nbsp;and&nbsp;customize their individual roles.&nbsp;To me,&nbsp;letting players experience&nbsp;all the different&nbsp;combinations seemed like the right approach for this title.&nbsp;Conversely, I&nbsp;don\u2019t&nbsp;think&nbsp;creating a game focused on throwing&nbsp;punishing&nbsp;enemies at players and forcing them to struggle&nbsp;would&nbsp;have been what \u201cour\u201d FFVII is about.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014I see, so the&nbsp;FITS&nbsp;System is there to add depth to party battles.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>I think that&#8217;s where things\u00a0have\u00a0changed quite significantly.\u00a0What&#8217;s\u00a0interesting is that once the system started taking shape,\u00a0Endo\u00a0came up to me with the proposal\u00a0that\u00a0all\u00a0outfits\u00a0for all characters\u00a0should\u00a0be unlocked at the same time as soon as the\u00a0FITS\u00a0System itself became available.\u00a0That\u00a0really surprised me, because\u00a0the whole time,\u00a0I\u2019d\u00a0been thinking about\u00a0how to distribute different\u00a0outfits\u00a0throughout the game\u00a0as\u00a0incentives to guide players toward\u00a0parts of the game.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1548\" height=\"868\" sizes=\"auto, (max-width: 1548px) 100vw, 1548px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-006.jpg\" alt=\"\" class=\"wp-image-67825\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-006.jpg 1548w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-006-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-006-768x431.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-006-1536x861.jpg 1536w\" \/><\/figure>\n\n\n\n<p><strong>\u2014Giving players immediate access instead of using them as rewards&nbsp;is&nbsp;a&nbsp;pretty bold&nbsp;decision.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>Right?\u00a0But when\u00a0Endo suggested it, it made sense to me. Traditionally,\u00a0you&#8217;d\u00a0start with something like a Warrior\u00a0outfit\u00a0for Cloud and a Black Mage\u00a0outfit\u00a0for Cait Sith. Then, after progressing through the game,\u00a0Cloud would\u00a0eventually gain access to Black Mage\u00a0outfit\u00a0as well.\u00a0<\/p>\n\n\n\n<p>However, while this makes it&nbsp;seem&nbsp;like the player is making choices&nbsp;at first glance,&nbsp;in reality, the&nbsp;game is&nbsp;steering&nbsp;them down&nbsp;a&nbsp;path&nbsp;designed&nbsp;by the creators.&nbsp;<\/p>\n\n\n\n<p>With FFVII&nbsp;Revelation,&nbsp;however, we wanted players to make their own choices, and&nbsp;Endo&#8217;s view was that if that&#8217;s our goal, then we should simply hand players every&nbsp;outfit&nbsp;from the beginning and let them decide for themselves&nbsp;which&nbsp;outfit&nbsp;they want on Cloud,&nbsp;and which on Cait Sith.&nbsp;Hearing this, I thought \u201cAlright, let\u2019s do it.\u201d&nbsp;<\/p>\n\n\n\n<p>Another factor is that&nbsp;nowadays,&nbsp;skill&nbsp;trees practically require reset&nbsp;options, don\u2019t they?&nbsp;So&nbsp;we&#8217;ve&nbsp;balanced the system around the idea that if players try an outfit&nbsp;and&nbsp;don&#8217;t&nbsp;like it, they can simply switch to a different one.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014This is&nbsp;probably a&nbsp;question you get asked often, but with the game&nbsp;releasing&nbsp;on multiple platforms, have hardware differences imposed any restrictions on&nbsp;the&nbsp;game design?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>No,\u00a0they\u00a0haven&#8217;t.\u00a0From the very beginning, we design game assets and resources with a wide range of hardware specifications in mind, from lower-end systems to high-end ones.\u00a0Because of that, moving to a multiplatform approach\u00a0hasn&#8217;t\u00a0imposed any limitations on our game design.\u00a0<\/p>\n\n\n\n<p>You can rest&nbsp;assured on&nbsp;that point.&nbsp;I get asked this question&nbsp;frequently, but honestly, the more times I answer it, the more widely that understanding spreads, so&nbsp;I&#8217;m&nbsp;happy to keep saying it.&nbsp;(laughs)&nbsp;<\/p>\n\n\n\n<p><strong>\u2014I&#8217;d&nbsp;also like to ask about the Weapon battles, which were&nbsp;prominently featured in the trailer. What kind of&nbsp;combat&nbsp;can we expect?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>When we started designing the Weapon battles, there was one thing I\u00a0told the battle team very clearly.\u00a0Weapons are enormous, so if you simply\u00a0introduce them into the\u00a0normal battle system, all you can see is their feet.\u00a0Without some ingenuity, the\u00a0standard\u00a0combat system\u00a0will not\u00a0work.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1548\" height=\"869\" sizes=\"auto, (max-width: 1548px) 100vw, 1548px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-007.jpg\" alt=\"\" class=\"wp-image-67826\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-007.jpg 1548w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-007-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-007-768x431.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-007-1536x862.jpg 1536w\" \/><\/figure>\n\n\n\n<p><strong>\u2014If the goal&nbsp;were&nbsp;simply to make them easier to implement, I imagine you could turn them into cinematic sequences with QTEs and scripted interactions.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>That&#8217;s\u00a0certainly one\u00a0possible approach.\u00a0But I wanted\u00a0to depict\u00a0Weapon battles\u00a0as\u00a0a natural extension of the regular combat system.\u00a0Even if\u00a0we created\u00a0a completely\u00a0different style\u00a0of battle and players cleared\u00a0it successfully,\u00a0I\u00a0felt\u00a0it would be\u00a0disappointing\u00a0that\u00a0all the character progression, customization, and preparation\u00a0they&#8217;d\u00a0invested in up to that point suddenly became irrelevant.\u00a0I told the team that I\u00a0didn&#8217;t\u00a0mind adding new mechanics or\u00a0minigame-like elements,\u00a0but\u00a0that\u00a0fundamentally, Weapon battles needed to\u00a0be\u00a0built on top of the same combat system.\u00a0<\/p>\n\n\n\n<p>In the trailer,&nbsp;there&#8217;s&nbsp;a scene where&nbsp;you&#8217;re&nbsp;fighting the&nbsp;Weapon in&nbsp;Mideel,&nbsp;where you&nbsp;grab&nbsp;onto&nbsp;Barret&nbsp;and&nbsp;fire&nbsp;at it like mad. But using that mechanic&nbsp;isn&#8217;t&nbsp;mandatory.&nbsp;You can slowly chip away at the enemy by repeatedly attacking its legs if you want, or you can use battle gimmicks.&nbsp;The important thing is that Weapon battles function within the framework of the normal battle system, and&nbsp;I think&nbsp;we\u2019ve&nbsp;done&nbsp;an excellent job of making that work.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014The trailer&nbsp;definitely gave&nbsp;the impression&nbsp;of &#8220;wow, this is all playable.\u201d<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>That&#8217;s\u00a0exactly what we were\u00a0going for.\u00a0I think\u00a0it&#8217;s\u00a0going to be something players will really enjoy, so I hope\u00a0you\u00a0look forward to it.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"FINAL FANTASY VII REVELATION - Gameplay Introduction\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/5lP5C0smFJk?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Final Fantasy VII Revelation is scheduled to release in Spring 2027 for PC (Steam, Epic Games Store, Xbox on PC), Nintendo Switch 2, PS5, and Xbox Series X\u2758S.&nbsp;<\/p>\n\n\n\n<p class=\"has-text-align-right\">[Interviewer: Ayuo Kawase]<\/p>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Interview with Final Fantasy\u00a07\u00a0Revelation director Naoki Hamaguchi on the game&#8217;s open world design, FITS system and more.<\/p>\n","protected":false},"author":1,"featured_media":67818,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,10],"tags":[36],"class_list":["post-67813","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-interviews","tag-final-fantasy"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Final Fantasy\u00a07\u00a0Revelation\u2019s open world evolves another step beyond\u00a0Rebirth. 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