The development team behind Final Fantasy 7 Revelation is focused on skillfully weaving nostalgia into the experience, according to game director Naoki Hamaguchi. Both Final Fantasy 7 Remake and Rebirth have been noted for their ability to evoke fond memories of the original PlayStation RPG without feeling contrived. This is evident in the way musical themes are recontextualized for boss battles, monsters are redesigned, and dialogue is reimagined to fit the expanded narrative of the Planet in the modern era.
Hamaguchi, who grew up playing the original Final Fantasy 7, leads Square Enix Creative Studio I on this ambitious project. He spoke about the passion and pressure involved in creating the concluding chapter of the Remake trilogy, which began its journey at E3 2015.
The reveal trailer for Revelation showcased a team brimming with confidence, featuring dynamic cinematics, glimpses of combat mechanics, and an open world that demonstrates a commitment to learning from past development challenges. Hamaguchi highlighted small details, such as Vincent Valentine's unique parachute configuration during an airship descent, as examples of developer-driven character interpretation that enhances authenticity.
"His belt is crossed and he's not wearing it like a backpack, unlike all the other party members," Hamaguchi explained, laughing. "That's not something I actually directed myself; I often receive a lot of like proposals from the team members, saying things like 'oh, if it's Vincent, he'd probably wear his parachute like this.'" These subtle touches, which fans have eagerly dissected, contribute to the characters feeling more alive and grounded within the Final Fantasy 7 universe.
Beyond character nuances, Revelation introduces significant changes to its role-playing game elements. While Remake offered basic customization through Materia and weapon abilities, and Rebirth incorporated 'synergies' and a simplified sphere grid, Revelation features 'FITS' (Function Integrated Tactical Suitwear). This system allows each character to access classic Final Fantasy jobs through four unique outfits, providing greater tactical flexibility.
Hamaguchi stated that this evolution was driven by a desire to prevent Rebirth's combat system, which he considered near-perfect, from becoming stale in Revelation. "I am pretty confident to say that in Final Fantasy 7 Rebirth, the hybrid combat system reached a perfected state, so to speak," he said. "But with that being said, 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."
The FITS system, developed in collaboration with combat director Teruki Endo, aims to address player-perceived limitations in character choice during combat. Previously, specific character roles might have guided player decisions in certain situations. FITS, however, is intended to grant players complete agency in selecting their party members and their respective jobs, fostering a more dynamic approach to team composition.
"I guess you become guided to select certain characters in certain situations," Hamaguchi shared. "[The system] didn't truly offer that freedom of choice when it comes to the character choice. So we were thinking, what could we do to address that?" Thus, the FITS system was born, empowering players to choose their preferred jobs and field their ideal team.
This emphasis on player freedom extends to the game's world design. Hamaguchi acknowledged concerns about "open world fatigue" observed in some contemporary games, where players might feel lost or unsure of their next objective. "For me personally, as a creator, I think it's very important to offer proper guidance for the players in open world games," he stated. The development team is committed to ensuring players have clear direction without overly restricting their exploration.
Revelation implements a refined fast-travel system utilizing the Highwind airship. This allows players to parachute seamlessly into any location on the map, with the descent serving to mask loading times and enable navigation across diverse terrains. The system involves two phases: an initial descent from the Highwind, where visual markers indicate points of interest, followed by a closer approach where players rely on their memory to guide their landing.
"After you open the parachute, you kind of have to rely on your memory to ensure that you're actually dropping into the place where you want to go," Hamaguchi explained. "That's another example of the guidance we're giving players, without directing them too much."
Final Fantasy 7 Revelation is presented as a culmination of creative iteration, drawing upon the experiences of a multi-generational development team. Hamaguchi aims to deliver a satisfying conclusion to the Remake saga, offering a tangible and fulfilling ending for long-time fans of the series.