{"id":67829,"date":"2026-06-06T17:04:15","date_gmt":"2026-06-06T08:04:15","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=67829"},"modified":"2026-06-06T17:04:17","modified_gmt":"2026-06-06T08:04:17","slug":"what-does-final-fantasy-7-revelation-do-differently-from-its-predecessors-director-naoki-hamaguchi-on-meaningful-player-choices-resolving-the","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/what-does-final-fantasy-7-revelation-do-differently-from-its-predecessors-director-naoki-hamaguchi-on-meaningful-player-choices-resolving-the\/","title":{"rendered":"What does\u00a0Final Fantasy\u00a07\u00a0Revelation\u00a0do\u00a0differently from its predecessors?\u00a0Director Naoki Hamaguchi on\u00a0meaningful\u00a0player\u00a0choices,\u00a0resolving the\u00a0\u201cminigame issue,\u201d\u00a0and more\u00a0"},"content":{"rendered":"\n<p>Square Enix has officially announced<strong>&nbsp;Final<\/strong>&nbsp;<strong>Fantasy VII Revelation<\/strong>, the third and final entry in the ambitious Final Fantasy VII remake series. The game 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. A trailer was unveiled together with the announcement.&nbsp;<\/p>\n\n\n\n<p>AUTOMATON recently had the opportunity to interview Naoki Hamaguchi, director of both this title and the entire FFVII remake trilogy at Square Enix.\u00a0In this installment, we talk about how FFVII Revelations will improve upon its predecessors,\u00a0challenges faced during development,\u00a0and\u00a0project\u2019s thematic direction.\u00a0This is part\u00a0<em>two<\/em>\u00a0of a two-part interview, so be sure to <a href=\"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\/\" target=\"_blank\" rel=\"noreferrer noopener\">check out part\u00a0one<\/a>\u00a0if you\u00a0haven\u2019t\u00a0already!\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<h2 class=\"wp-block-heading\" id=\"the-themes-of-the-trilogy-s-finale-are-resolve-and-choice\">The themes of the trilogy\u2019s finale are \u201cResolve\u201d and \u201cChoice\u201d&nbsp;<\/h2>\n\n\n\n<p><strong>\u2014Following&nbsp;from&nbsp;Final Fantasy VII Rebirth, what were the biggest challenges you faced while developing Final Fantasy VII&nbsp;Revelation?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Naoki Hamaguchi (hereafter, Hamaguchi):<\/strong>\u00a0<br>It&#8217;s not exactly a challenge, but throughout this remake trilogy,\u00a0we&#8217;ve always wanted\u00a0the\u00a0gameplay experience\u00a0to transform\u00a0with each new entry,\u00a0so when it came to FFVII Rebirth and FFVII\u00a0Revelation, the first thing we discussed as a team was how\u00a0and what to change.\u00a0<\/p>\n\n\n\n<p>Every game in this series is developed by a large team, so&nbsp;it&#8217;s&nbsp;important to&nbsp;establish&nbsp;a clear theme that defines what the game is about. For FFVII Rebirth, that theme was &#8220;bonds,&#8221;&nbsp;and&nbsp;for this new title,&nbsp;we&#8217;ve&nbsp;chosen &#8220;resolve&#8221; as the central theme.&nbsp;<\/p>\n\n\n\n<p>Simply put, from&nbsp;the&nbsp;story\u2019s&nbsp;perspective, Cloud and the others&nbsp;face&nbsp;their&nbsp;final battle,&nbsp;where&nbsp;they\u2019ll&nbsp;confront the feelings&nbsp;and burdens&nbsp;they&#8217;ve&nbsp;carried with them, and they are filled with resolve to&nbsp;face those things head-on. As creators, we also&nbsp;have the&nbsp;resolve to properly bring this trilogy to its conclusion.&nbsp;When we translated that idea into game design, we felt that players themselves should also be asked to make&nbsp;their own choices&nbsp;with conviction.&nbsp;<\/p>\n\n\n\n<p>For example, in FFVII Rebirth, the world map was packed with content, and&nbsp;no matter what order players tackled it in, there were no disadvantages. You could simply&nbsp;start&nbsp;playing from&nbsp;whatever interested you&nbsp;first, and eventually&nbsp;you&#8217;d&nbsp;clear everything.&nbsp;We&nbsp;designed&nbsp;it&nbsp;to give players a sense of security.&nbsp;<\/p>\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\/20260606-67829-r001.jpg\" alt=\"\" class=\"wp-image-67833\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67829-r001.jpg 1550w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67829-r001-380x212.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67829-r001-768x428.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67829-r001-1536x855.jpg 1536w\" \/><\/figure>\n\n\n\n<p><strong>\u2014True, it&nbsp;felt a bit like&nbsp;popping bubble wrap.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>Exactly (laughs).\u00a0But\u00a0I don&#8217;t think that was a bad thing\u00a0in itself.\u00a0In fact,\u00a0I think it\u00a0worked\u00a0really well\u00a0for FFVII Rebirth.\u00a0However, when developing FFVII Revelation, we wanted to change things, so this time,\u00a0we&#8217;re\u00a0asking players to make more choices\u00a0of\u00a0their\u00a0own.\u00a0We\u2019ve\u00a0included\u00a0far more\u00a0sections\u00a0in this game where\u00a0players\u2019\u00a0choices are so crucial that they can alter not only how\u00a0they\u00a0progress through the game,\u00a0but even the direction of the storytelling itself.\u00a0In that sense, players will need to make decisions under a certain amount of tension, and I think\u00a0that&#8217;s\u00a0one of the biggest differences from FFVII Rebirth.\u00a0This is a game where your experience changes based on your choices, yet\u00a0things\u00a0ultimately converge\u00a0toward a single conclusion.\u00a0<\/p>\n\n\n\n<p><strong>\u2014Speaking of choices,&nbsp;you&#8217;ve&nbsp;mentioned being a fan&nbsp;of&nbsp;The Witcher 3: Wild Hunt, where player decisions can dramatically affect NPCs,&nbsp;like&nbsp;causing them to disappear&nbsp;or meet a happy or tragic fate.&nbsp;Is&nbsp;FFVII Revelation&nbsp;going to go that far?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>I\u00a0wouldn&#8217;t\u00a0say\u00a0we&#8217;re\u00a0directly\u00a0following what\u00a0The Witcher<em>\u00a0<\/em>does. When\u00a0I\u00a0think of\u00a0this kind of depiction\u00a0within the world of FFVII, having someone disappear or become miserable might not always feel\u00a0appropriate.\u00a0So how are we expressing those consequences instead&#8230;?\u00a0I&#8217;d\u00a0like\u00a0to keep that\u00a0under wraps\u00a0for now (laughs).\u00a0<\/p>\n\n\n\n<p>FFVII is a series where&nbsp;fans&nbsp;feel strong affection towards&nbsp;the&nbsp;characters, so&nbsp;we\u2019re&nbsp;aiming for an experience where the player\u2019s actions&nbsp;determine&nbsp;what&nbsp;they\u2019ll&nbsp;see more deeply through the characters.&nbsp;<\/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\/20260606-67813-005-1.jpg\" alt=\"\" class=\"wp-image-67835\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-005-1.jpg 1554w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-005-1-380x210.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-005-1-768x425.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-005-1-1536x849.jpg 1536w\" \/><\/figure>\n\n\n\n<p><strong>\u2014So&nbsp;you&#8217;re&nbsp;portraying the&nbsp;consequences of each choice&nbsp;in a way that feels true to the world and tone of FFVII.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>I\u00a0believe\u00a0the key question for FFVII\u00a0Revelation<em>\u00a0<\/em>is how deeply we can explore\u00a0the\u00a0characters, and\u00a0having that exploration change depending on the player&#8217;s choices felt\u00a0like the right approach for this game.\u00a0In the\u00a0previous\u00a0title, players might have experienced content in a different order,\u00a0but ultimately,\u00a0everyone\u00a0saw\u00a0almost the\u00a0same things. This time, we wanted to create experiences that could\u00a0completely\u00a0differ from one player to another.\u00a0<\/p>\n\n\n\n<p>There&#8217;s&nbsp;also something&nbsp;I think&nbsp;both players and the media are&nbsp;probably curious&nbsp;about: which game has more content, FFVII Rebirth or FFVII&nbsp;Revelation?&nbsp;<\/p>\n\n\n\n<p><strong>\u2014I\u2019m&nbsp;definitely curious&nbsp;about that.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>In terms of volume,\u00a0I&#8217;d\u00a0say\u00a0they&#8217;re\u00a0roughly\u00a0the\u00a0same,\u00a0or\u00a0perhaps\u00a0FFVII\u00a0Revelation\u00a0may be\u00a0a bit\u00a0larger.\u00a0Since each player&#8217;s experience differs,\u00a0it&#8217;s\u00a0impossible to see everything in a single playthrough. When you consider the total volume of all\u00a0possible experiences\u00a0combined,\u00a0it&#8217;s\u00a0honestly hard to say whether FFVII Rebirth or FFVII\u00a0Revelation\u00a0contains\u00a0more\u00a0content,\u00a0that&#8217;s how\u00a0substantial\u00a0FFVII\u00a0Revelation\u00a0is.\u00a0<\/p>\n\n\n\n<p><strong>\u2014I noticed the trailer&nbsp;says&nbsp;something&nbsp;along the lines of, &#8220;How you&nbsp;play&nbsp;is up to you,&#8221; suggesting&nbsp;a higher<\/strong><strong><s>f<\/s><\/strong><strong>&nbsp;degree of freedom in gameplay. What kind of freedom are we talking about?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>Fundamentally, player involvement in the game\u00a0(the choices we discussed earlier),\u00a0can directly affect both gameplay progression and storytelling to\u00a0the point of the narrative branching&#8230;\u00a0Though,\u00a0if\u00a0I put it that way, it\u00a0might\u00a0end up\u00a0coming\u00a0off\u00a0as\u00a0a multi-ending game (laughs).\u00a0\u00a0<\/p>\n\n\n\n<p>I want to be&nbsp;very clear&nbsp;about the ending.&nbsp;Numerous&nbsp;fans&nbsp;have stayed with us throughout this trilogy, and we&nbsp;intend to&nbsp;provide a definitive conclusion as our answer to them.&nbsp;In that sense, nothing has changed \u2013 there is only one ending.&nbsp;The overall direction of the story does not change, so&nbsp;everyone&nbsp;can rest assured about that. However, the choices players make on the journey toward that conclusion will affect their individual experiences, as well as the stories told through side content.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Meaning,&nbsp;even if&nbsp;it&#8217;s&nbsp;not a multi-ending game,&nbsp;it&#8217;s&nbsp;fair to expect a meaningful amount of branching within the story itself?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>Yes.\u00a0However, since FFVII has a very large fanbase that loves the main story, rather than cramming branches into the main narrative itself, we\u2019ve focused on enriching the main story through side content in a variety of ways, while incorporating branching paths that allow\u00a0players to tailor their experience.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1552\" height=\"866\" sizes=\"auto, (max-width: 1552px) 100vw, 1552px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-header-1.jpg\" alt=\"\" class=\"wp-image-67838\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-header-1.jpg 1552w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-header-1-380x212.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-header-1-768x429.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-header-1-1536x857.jpg 1536w\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"addressing-the-minigame-issue\">Addressing the minigame issue&nbsp;<\/h2>\n\n\n\n<p><strong>\u2014Personally, I enjoyed&nbsp;exploring in&nbsp;FFVII Rebirth because there were so many quests and collectibles, but there were also moments&nbsp;where&nbsp;the pacing started to drag during longer&nbsp;gaming&nbsp;sessions. Have you refined the gameplay loop to make players more eager to move on to the next&nbsp;objective?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>One thing\u00a0we&#8217;ve\u00a0done is\u00a0to\u00a0make\u00a0the\u00a0rewards\u00a0system\u00a0much clearer.\u00a0In FFVII\u00a0Revelation&#8217;s side content,\u00a0we&#8217;ve\u00a0made it\u00a0immediately\u00a0obvious what\u00a0you&#8217;ll\u00a0get from participating. Players can quickly understand, &#8220;If you want this\u00a0reward, this is the activity you should do.&#8221;\u00a0For example,\u00a0you\u2019ll\u00a0know if an activity awards Materia, items to buff your characters, or something unrelated to battle, like character skins.\u00a0Looking at modern games, we considered which format would be most enjoyable for\u00a0users,\u00a0and\u00a0felt that making rewards more direct would better\u00a0motivate them.\u00a0<\/p>\n\n\n\n<p><strong>\u2014On that topic, FFVII Rebirth also received a lot of complaints&nbsp;regarding&nbsp;its minigames. How have you addressed that?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>The request to reduce the number of minigames is a difficult one.\u00a0I have\u00a0a very clear\u00a0policy that I\u00a0don&#8217;t\u00a0want to change, no matter how much feedback we receive.\u00a0After all, the original FFVII had an enormous number of minigames.\u00a0This remake series exists because of the original game, and respecting the\u00a0original is one of our core policies.\u00a0<\/p>\n\n\n\n<p>More than in&nbsp;previous&nbsp;installments,&nbsp;we&#8217;ve&nbsp;made it so that you&nbsp;don\u2019t&nbsp;have to engage with&nbsp;minigames&nbsp;if you&nbsp;don\u2019t&nbsp;want to.&nbsp;For example, when it comes to&nbsp;minigames tied to battle progression, players who wanted&nbsp;to focus on combat&nbsp;ended&nbsp;up feeling forced to play&nbsp;them. To address that, minigame rewards are now largely unrelated to combat progression. Instead, they offer things like character skins and customization options,&nbsp;so that only those who want to play them&nbsp;are encouraged to do so.&nbsp;Meanwhile, battle&nbsp;progression&nbsp;and the like&nbsp;are tied more closely to combat-oriented side content. Overall,&nbsp;I think the game&nbsp;is much&nbsp;more comfortable&nbsp;to play&nbsp;than past entries.&nbsp;<\/p>\n\n\n\n<p>That said,&nbsp;I imagine&nbsp;there will always be players who dislike a particular minigame but still want its rewards.&nbsp;To help with that,&nbsp;we&#8217;ve&nbsp;added&nbsp;difficulty&nbsp;settings specifically for minigames. So now you&nbsp;can lower the&nbsp;difficulty&nbsp;to&nbsp;\u201cEasy\u201d&nbsp;if&nbsp;you&nbsp;wish, and if&nbsp;you&nbsp;try a minigame and&nbsp;immediately&nbsp;decide&nbsp;it&#8217;s&nbsp;a lost cause,&nbsp;you&nbsp;can also skip it right away.&nbsp;We&#8217;ve made a number of improvements aimed at minimizing frustration.&nbsp;<\/p>\n\n\n\n<p>In that sense,&nbsp;we&#8217;ve&nbsp;done everything we&nbsp;reasonably can. We&nbsp;won&#8217;t&nbsp;reduce the number of minigames, but we will continue making every effort to&nbsp;ensure&nbsp;as many players as possible can&nbsp;embrace them.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014So rather than reducing minigames,&nbsp;you&#8217;ve&nbsp;placed greater emphasis on&nbsp;&#8220;you don&#8217;t have to do them if you don&#8217;t want to.&#8221; Why was it important not to cut&nbsp;back on minigames?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>The abundance of minigames is one of the original game&#8217;s defining traits, so\u00a0even in a remake,\u00a0that&#8217;s\u00a0not something I intend to change.\u00a0On the other hand, I do believe\u00a0it\u2019s\u00a0crucial to\u00a0make them\u00a0more\u00a0comfortable\u00a0to play\u00a0and\u00a0to ensure players\u00a0don&#8217;t\u00a0feel disadvantaged if they choose to skip them.\u00a0We&#8217;ve\u00a0incorporated the lessons we learned from FFVII Rebirth\u00a0into this game, so\u00a0I&#8217;m\u00a0looking forward to seeing how players respond to it.\u00a0<\/p>\n\n\n\n<p><strong>\u2015When it comes to long playing&nbsp;sessions, including minigames,&nbsp;it\u2019s&nbsp;important to know upfront what&nbsp;you\u2019ll&nbsp;get out of it. Even when&nbsp;you\u2019re&nbsp;having fun, I think&nbsp;it\u2019s&nbsp;common, especially with big-budget titles, to find yourself wondering,&nbsp;&#8220;Wait, what was I doing all&nbsp;this for&nbsp;again?&#8221;<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>Especially in this game, you obtain the\u00a0Highwind\u00a0fairly early on, and from that point you&#8217;re essentially told, &#8220;Go wherever you want and play however you like.&#8221;\u00a0In FFVII Rebirth,\u00a0many players would clear one area at a time and\u00a0wouldn\u2019t\u00a0move on to the next until\u00a0they\u2019d\u00a0fully\u00a0completed\u00a0that area.\u00a0<\/p>\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\/20260606-67813-002-1.jpg\" alt=\"\" class=\"wp-image-67837\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-002-1.jpg 1550w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-002-1-380x212.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-002-1-768x428.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67813-002-1-1536x855.jpg 1536w\" \/><\/figure>\n\n\n\n<p><strong>\u2014I was&nbsp;like that too.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>In FFVII\u00a0Revelation, because the world opens up so much, you&#8217;ll have access to a wide range of areas with very different difficulty levels.\u00a0You might wander into a place out of curiosity and\u00a0immediately\u00a0get demolished by powerful enemies, so\u00a0you\u2019ll\u00a0also be moving back and forth between regions much more\u00a0frequently.\u00a0When that happens,\u00a0I think players\u00a0are even more likely than before to find themselves asking, &#8220;What was I supposed to be doing again?&#8221;\u00a0<\/p>\n\n\n\n<p>When it comes to&nbsp;the purpose behind each piece of content in a game,&nbsp;the narrative&nbsp;experience&nbsp;&nbsp;is&nbsp;something that follows afterward, but the most immediate&nbsp;factor&nbsp;is the reward&nbsp;you&#8217;re&nbsp;going to receive. We felt that communicating those rewards more clearly would better suit the game&#8217;s design, so we made major changes in that area.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014I&nbsp;assume&nbsp;that&nbsp;if&nbsp;the only reward for a&nbsp;lengthy quest&nbsp;is story-related, then for people who&nbsp;don&#8217;t&nbsp;particularly value narrative, it can feel like a chore.&nbsp;I understand&nbsp;the rewards are now more closely tied to gameplay systems?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>That&#8217;s\u00a0right.\u00a0The world of FFVII\u00a0contains\u00a0a huge variety\u00a0of content, and naturally there\u00a0are bound to\u00a0be things that simply\u00a0don&#8217;t\u00a0appeal to certain players.\u00a0What\u2019s\u00a0important is for players to feel that they\u00a0don\u2019t\u00a0have to do things they\u00a0don\u2019t\u00a0like, and\u00a0I felt the previous game\u00a0was a bit too strict in that regard.\u00a0We\u2019re\u00a0addressing that as a point of reflection.\u00a0<\/p>\n\n\n\n<p><strong>\u2014Beyond that, are there any other measures&nbsp;you&#8217;ve&nbsp;taken to make the game enjoyable over&nbsp;extended&nbsp;play sessions?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>I&#8217;m\u00a0not sure whether this is the correct answer, but in this game,\u00a0the world map is divided into\u00a0numerous\u00a0regions, and obtaining the\u00a0Highwind\u00a0allows you to travel to many\u00a0different places.\u00a0<\/p>\n\n\n\n<p>However, there are still locations you&nbsp;can&#8217;t&nbsp;access because of story-related reasons.&nbsp;For example, the Nort Crater becomes inaccessible for a period of time because a Weapon has appeared there.&nbsp;There are several areas that are effectively off-limits because&nbsp;they&#8217;re&nbsp;considered too dangerous within the story.&nbsp;As a result, when you eventually gain access to those places&nbsp;later on, I think players will enjoy the sense of freshness that comes from discovering entirely new types of content.&nbsp;<\/p>\n\n\n\n<p>Another factor is the growth of Pico, your&nbsp;Chocobo. At first, Pico can do little more than run across&nbsp;the ground, but eventually,&nbsp;it develops to the point where it can fly and glide across&nbsp;any&nbsp;area.&nbsp;Because of that,&nbsp;I think&nbsp;revisiting the same area later in the game can feel&nbsp;very different&nbsp;from your first visit. As a creator,&nbsp;I&#8217;ve&nbsp;really come to appreciate how important spatial exploration is to an open-world game.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1551\" height=\"866\" sizes=\"auto, (max-width: 1551px) 100vw, 1551px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67829-003.jpg\" alt=\"\" class=\"wp-image-67836\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67829-003.jpg 1551w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67829-003-380x212.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67829-003-768x429.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67829-003-1536x858.jpg 1536w\" \/><\/figure>\n\n\n\n<p><strong>\u2014In FFVII Rebirth, you&nbsp;already&nbsp;ventured into vertical&nbsp;exploration to some extent.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>Yes, it\u00a0was only\u00a0partially present in FFVII Rebirth.\u00a0After\u00a0all,\u00a0once you try to make that kind of design work consistently across every region, all sorts of problems\u00a0emerge.\u00a0We&#8217;re\u00a0still dealing with some of those issues even now.\u00a0<\/p>\n\n\n\n<p>Another difference is that in FFVII Rebirth, most quests were&nbsp;largely self-contained&nbsp;within a single area. In FFVII&nbsp;Revelation, content difficulty and variety are no longer&nbsp;limited to&nbsp;individual regions.&nbsp;For example, you might pick up a quest in one location, then&nbsp;have to&nbsp;travel to another area to progress&nbsp;it, and&nbsp;then&nbsp;continue on&nbsp;to a third&nbsp;\u2013 some quests will have you flying all over the world before&nbsp;they&#8217;re&nbsp;completed.&nbsp;<\/p>\n\n\n\n<p>If&nbsp;you&#8217;ve&nbsp;already visited an area, you can use fast travel&nbsp;to reach it. If you&nbsp;haven&#8217;t, you can fly there&nbsp;using&nbsp;the&nbsp;Highwind&nbsp;and even parachute directly onto your destination from&nbsp;the sky.&nbsp;That&#8217;s&nbsp;another major difference from the&nbsp;previous&nbsp;game.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Even though the main story deals with a serious situation,&nbsp;there&#8217;s&nbsp;often a contrast in RPGs where side content&nbsp;remains&nbsp;relatively lighthearted.&nbsp;I find&nbsp;that&nbsp;can sometimes feel jarring, especially in story-driven games.&nbsp;What are your thoughts on that?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>Actually, that&#8217;s something I&#8217;d like to hear players&#8217; final thoughts on after they&#8217;ve experienced the game.\u00a0Because\u00a0the\u00a0story is so important to this title,\u00a0we&#8217;ve\u00a0paid close attention to it, and\u00a0between major story developments,\u00a0we&#8217;ve\u00a0tried to create moments where players naturally feel, &#8220;Okay, now&#8217;s a good time to go do some side content.&#8221;\u00a0<\/p>\n\n\n\n<p>I believe we\u2019ve&nbsp;achieved&nbsp;reasonable&nbsp;balance between the tone of the main story and the tone of the side quests.&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"ffvii-revelation-will-truly-bring-the-trilogy-to-a-close\">FFVII&nbsp;Revelation&nbsp;will&nbsp;truly&nbsp;bring the&nbsp;trilogy to a&nbsp;close&nbsp;<\/h2>\n\n\n\n<p><strong>\u2014 FFVII Remake had the clear appeal of reimagining FFVII itself, while FFVII Rebirth offered the continuation of the story and the excitement of finally leaving&nbsp;Midgar&nbsp;behind. What would you say is FFVII&nbsp;Revelation\u2019s defining strength?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>Well, that would\u00a0have to\u00a0be\u00a0the fact that it concludes the story.\u00a0People often ask us, &#8220;Will it really end this\u00a0time?,\u201d but this game\u2019s very\u00a0purpose is to bring the story to\u00a0a\u00a0conclusion.\u00a0<\/p>\n\n\n\n<p>I&#8217;ll&nbsp;continue telling everyone this as&nbsp;much&nbsp;as I can, but one of this game&#8217;s greatest strengths is that we are absolutely going to finish it.&nbsp;&nbsp;<\/p>\n\n\n\n<p>For those who have stayed with us through the first and second games, I think that alone will be gratifying.&nbsp;There are also many fans of the original FFVII who love the game but have been reluctant to start the remake trilogy until all the installments&nbsp;were&nbsp;available.&nbsp;For those people as well, the message is finally simple and clear:&nbsp;it&#8217;s&nbsp;finally&nbsp;coming to its conclusion.&nbsp;That, too, is part of our&nbsp;genuine&nbsp;\u201cresolve,\u201d&nbsp;to see this through to the end.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1548\" height=\"866\" sizes=\"auto, (max-width: 1548px) 100vw, 1548px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67829-002.jpg\" alt=\"\" class=\"wp-image-67834\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67829-002.jpg 1548w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67829-002-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67829-002-768x430.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/06\/20260606-67829-002-1536x859.jpg 1536w\" \/><\/figure>\n\n\n\n<p><strong>\u2014I imagine development is still ongoing, but could you tell us about the team&#8217;s current state and what mindset&nbsp;you&#8217;re&nbsp;carrying&nbsp;as you work on the game?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>Currently,\u00a0we\u2019re\u00a0playing through\u00a0the game every day,\u00a0making adjustments\u00a0where things feel rough around the edges, and adding assets that\u00a0weren\u2019t\u00a0fully implemented yet.\u00a0We\u2019re\u00a0in the final polishing stage, repeating this process while addressing any bugs that arise along the way.\u00a0<\/p>\n\n\n\n<p><strong>\u2014It&#8217;s&nbsp;been more than two years since FFVII Rebirth launched, but it sounds like FFVII&nbsp;Revelation&nbsp;will arrive quite quickly compared to the&nbsp;gap between FFVII Remake and FFVII Rebirth.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>That&#8217;s\u00a0true.\u00a0<\/p>\n\n\n\n<p><strong>\u2014It must have been quite hectic.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>\u00a0<br>It\u2019s\u00a0been\u00a0incredibly\u00a0tough (laughs).\u00a0But we believe that\u00a0releasing this game into the world\u00a0as quickly as possible is one of the most important things\u00a0not just for us, but for the fans as well.\u00a0<\/p>\n\n\n\n<p>The entire team is pouring everything we have into finishing it, so please look forward to it.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Thank you very much for your time.&nbsp;I\u2019m&nbsp;looking forward to the release.<\/strong>&nbsp;<\/p>\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 VII Revelation director Naoki Hamaguchi on how the new entry will differ and improve upon its predecessors.<\/p>\n","protected":false},"author":1,"featured_media":67831,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,10],"tags":[36],"class_list":["post-67829","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 - 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