The Final Fantasy 7 Remake project has never been a simple retelling of a classic; it is a profound, multi-year excavation of gaming history. As the trilogy approaches its grand finale with the recently announced Final Fantasy 7 Revelation, the weight of expectation is palpable. Leading the charge at Square Enix’s Creative Studio I is Director Naoki Hamaguchi, a developer whose career trajectory has become inextricably linked to the legacy of the 1997 original. In a recent discussion, Hamaguchi provided a deep dive into the design philosophies, iterative mechanics, and the delicate balance of nostalgia that will define the series’ ultimate conclusion.

The Evolution of a Modern Masterpiece: A Chronology

To understand where Revelation is headed, one must acknowledge the trajectory of the trilogy thus far. When Final Fantasy 7 Remake arrived in 2020, it was hailed for its courageous, albeit divisive, reimagining of Midgar. It established a high-fidelity benchmark for the franchise, blending modern action-RPG sensibilities with a combat system that demanded tactical awareness.

By 2024, Final Fantasy 7 Rebirth expanded that scope into a sprawling, open-world experience that tested the limits of the PS5. It introduced synergy mechanics and a more robust progression system, effectively transforming the claustrophobic corridors of Remake into a vast landscape of discovery. Now, with the reveal of Final Fantasy 7 Revelation this summer, the team is set to conclude a journey that officially began at E3 2015. This trilogy has become a microcosm of the Final Fantasy spirit: a relentless pursuit of improvement, where every entry serves as a critique and evolution of the one that came before.

The big Final Fantasy 7 Revelation interview

Mastering the "Perfect" Combat Loop

At the heart of the trilogy’s success is its combat system—a hybrid engine that successfully marries menu-driven commands with real-time reflex gameplay. Hamaguchi, having overseen the refinement of this system, expresses a rare, candid confidence in the current state of the engine.

"I am pretty confident to say that in Final Fantasy 7 Rebirth, the hybrid combat system reached a perfected state," Hamaguchi states. However, he is acutely aware of the "stale" factor that often plagues long-running RPG series. "If we were to just continue to adopt the same exact hybrid combat system from Rebirth into Revelation, a lot of people are probably going to feel that it’s a bit stale. It’s not offering anything new or refreshing."

Introducing the FITS System

To combat this, the development team is introducing a new gameplay layer known as "FITS"—or "Function Integrated Tactical Suitwear." This system marks a significant departure from the fixed character archetypes of the previous titles. In Rebirth, players were often funneled into specific roles: Cloud as the melee powerhouse, Barret as the tanky ranged unit, and Aerith as the magical support.

The big Final Fantasy 7 Revelation interview

The FITS system seeks to shatter these limitations. By equipping different outfits that function similarly to the "Dressphere" system seen in Final Fantasy X-2, players can fundamentally alter their party members’ jobs. While the trailer showed Cloud as a Warrior and Tifa as a Dark Mage, the implications for party composition are vast. It represents a shift toward total player agency, allowing fans to field teams that suit their specific playstyle rather than the constraints of the narrative’s prescribed roles.

Honoring the Source: Nostalgia as a Design Pillar

The success of the Remake trilogy rests on how it treats its source material. The team at Creative Studio I is largely composed of developers who grew up with the original PlayStation classic. This creates a feedback loop where the developers act as both creators and fans, injecting a level of nuance that might otherwise be missed.

A poignant example of this is the introduction of Vincent Valentine in the Revelation trailer. While fans were quick to dissect his cinematic entrance from the Highwind, it was a subtle character detail that stole the show: the way Vincent wears his parachute. Unlike the other party members, his straps are crossed in a unique, stoic fashion.

The big Final Fantasy 7 Revelation interview

"That’s not something I actually directed myself," Hamaguchi reveals with a laugh. "I often receive a lot of proposals from the team members, saying things like, ‘If it’s Vincent, he’d probably wear his parachute like this.’ They understand who these characters are at a fundamental level."

This collaborative atmosphere extends to the humor found in the games as well. The now-iconic image of Red XIII riding a chocobo in Rebirth was not a boardroom decision, but a spontaneous idea from the development team. By fostering an environment where staff feel empowered to contribute their own passion, Hamaguchi ensures that the characters feel alive, grounded in both the drama and the levity that defined the original game’s charm.

Solving the Open-World Fatigue

One of the most persistent critiques of Rebirth was its sheer density of content, which some players found overwhelming. In Revelation, Hamaguchi is applying the lessons learned from that "open-world fatigue." He views the concept of guidance as a critical pillar of modern game design.

The big Final Fantasy 7 Revelation interview

"I’ve had the experience where I’ve been thrown out into an open world game and not known where to go, not known where to begin," Hamaguchi admits. "But at the same time, the concept of being thrown into this wondrous world where anything goes is amazing."

Navigating the Highwind

The solution, as implemented in Revelation, is a sophisticated, multi-tiered approach to navigation. The Highwind airship serves as the central hub for this experience. When players jump from the deck, they enter a "parachuting phase" that serves a dual purpose: it acts as a dynamic transition that hides loading screens, and it provides a visual scouting tool.

During this descent, the game provides visual markers on the horizon to guide players toward primary objectives and mini-games. Once the player gets closer to the ground, these cues fade away, tasking the player with relying on their own memory and intuition. It is a brilliant compromise between the "tight funnel" of Remake and the "infinite expanse" of Rebirth, ensuring that players have direction without feeling micro-managed.

The big Final Fantasy 7 Revelation interview

Implications for the Future

The ambition behind Final Fantasy 7 Revelation is clear: it aims to be the definitive conclusion to the saga. By iterating on combat with the FITS system, refining navigation to avoid player frustration, and maintaining a deep, emotional connection to the original characters, Square Enix is positioning this title as a culmination of everything they have learned over the last decade.

For many, the Remake project was initially viewed with skepticism—a bold attempt to recreate a masterpiece that many felt should have been left untouched. Yet, through the leadership of Naoki Hamaguchi and his team, the project has evolved into a masterclass in creative iteration. Revelation is not merely the final chapter of a story; it is the final exam for a team that has spent years studying the DNA of a cultural phenomenon.

As we look toward the game’s eventual release, the question is no longer whether they can successfully remake Final Fantasy 7, but whether they have created something that stands as its own, equally iconic entity. If the current trajectory holds, Revelation will likely provide the kind of narrative crescendo that modern gaming rarely achieves—a clean, definitive, and powerful ending that finally brings Cloud and his companions’ journey to a close.

By Nana Wu

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