Gaming
God of War Ragnarok goodies you should grab
Plenty of merch to go by
The much-awaited PlayStation exclusive game God of War Ragnarok is finally here. But that’s not the only thing that arrived. Coming along with the game is a bevy of merch and goodies that die-hard fans of Kratos and Atreus can get their hands on.
Showcased during the multiple launch events that PlayStation held across Southeast Asia are Ragnarok T-shirts, caps, and Casetify smartphone cases.. Here’s a glimpse of the events:
View this post on Instagram
Still not over the God of War Ragnarok launch last night!!! Ill be streaming the game at 9PM GMT+8. Thank you @PlayStationAsia !!
Cc: @ianianian pic.twitter.com/m3ibxb5rMT
— Tashbunny 🦥 (@_tashbunny) November 9, 2022
Casetify X God of War Ragnarok
The Casetify cases features a collaboration with different artists across Asia. From South Korea, there’s Lee Kyu Young, from Taiwan is Chien Chih Kang, from Hong Kong is James Khoo Fuk-lung, and from the Philippines is Jappy Agoncillo.
Agoncillo’s art is also featured as a mural in Bonifacio Global City (BGC) along 7th avenue.
All the designs look dope and you can order them on Casetify’s website. They ship worldwide.
New Era caps and #FR2 shirts
For those who want to add GoW Ragnarok to their drip, you can grab these caps and shirts from New Era and #FR2.
The shirt features the game title in front and an artwork at the back with the quote “Fate only binds you if you let it.” Which is perhaps the best quote to pair the game with.
The #FR2 T-shirt is available at Popcorn Store (worldwide shipment). The t-shirt will also be available in Popcorn retail stores in Hong Kong, and Thailand.
You have more options with the New Era caps. There are three designs: One with just the game title, another with Kratos and Atreus, and lastly one showing two wolves — the same wolves shown on the Limited Edition, God of War Ragnarok themed Dual Sense controllers.
You can grab these online:Hong Kong, Taiwan, Malaysia, Philippines
Or in stores:
- Hong Kong: Shop 331A, Level 3, K11 MUSEA, Victoria Dockside, 18 Salisbury Road, Tsim Sha Tsui
- Hong Kong: Shop 508, 5/F, Hysan Place, Causeway Bay
- Macau: Shop 833, 3/F, Shoppers at Venetian, The Venetian Macao, Cotai Strip, Macao
- Thailand: New Era Flagship Store – Siam Center M floor – 979 Rama I Rd, Pathum Wan, Bangkok 10330, Thailand
- Singapore: 1 HarbourFront Walk, #B1-20 VivoCity, Singapore 098585
- Indonesia: New Era Flagship Store – 1st – Unit L1-51a, Kota kasablanka
- Philippines: 114, Building B SM Megamall EDSA Corner, Doña Julia Vargas Ave, Ortigas Center, Mandaluyong, 1550 Metro
- Manila, Philippines
- Vietnam: 3F Crescent Mall, Ho Chi Minh City 70000 Vietnam
PS5 Bundle
If you happen to not have a PlayStation 5 yet, you can try your luck in getting the PS5 bundle. It’s just your standard Disc Version of the PS5 but with the game itself. Still an awesome deal. You can check availability with your favorite retailers.
SEE ALSO: God of War Ragnarok Review
Gaming
Dragon’s Dogma 2: Dark Arisen launches with new Official Pawns
Myrtle Sarrosa and Alodia Gosiengfiao join the adventure.
Dragon’s Dogma 2: Dark Arisen is now available, bringing new adventures, dungeons, and creator-inspired companions to the fantasy RPG.
The release introduces the Northern region of Norgan, where players must team up with the mysterious Eir to uncover the secrets of the undying Fallen Dragon. The expansion also adds new weapons, skills, character customization options, and 12 Lost Rites Dungeon Challenges.
Players can watch the official launch trailer below.
Watch the official launch trailer
Creators join the adventure as Official Pawns
Several gaming creators from across Asia are joining the game as summonable Official Pawns. These companions offer different combat roles and specializations to help players explore Norgan and take on its challenges.
New additions include Filipino cosplayer and gaming content creator Myrtle Sarrosa, whose Official Pawn, Myrtle Gail, specializes in frontline defense as a Fighter. Other new Official Pawns include BBS from Indian gaming creator BeastBoyShub, Mr.G from Thai creator Gssspotted, and Xyaa from Indian gaming creator Xyaa.
Each companion brings a distinct role to the party, from healing and defensive support to ranged attacks and high-speed melee combat.
Returning Official Pawns also receive upgrades. Filipino gaming personality Alodia Gosiengfiao returns with her Sorcerer Pawn, Alodia, featuring an updated appearance and powerful spells, including Meteoron.
Thai gaming creator HEARTROCKER also returns with FrungFringZ, a Sorcerer equipped with high-level skills and Augural Flare, a powerful spell designed to deal heavy damage to bosses.
Gaming channel The Jooomers brings back Rattlexnake, an evolving companion currently available on Steam. Its vocation, equipment, skills, and combat tactics adapt as its creator progresses through the game.
Players can learn more about the available companions through the official Pawn website.
Available on Nintendo Switch 2 and other platforms
Dragon’s Dogma 2: Dark Arisen makes its franchise debut on Nintendo Switch 2, bundling the base game with all Dark Arisen expansion content.
The complete package is also available on PlayStation 5, Xbox Series X|S, and PC via Steam. Players who already own the base game on these platforms can purchase the Dark Arisen Expansion separately.
The expansion introduces new challenges and equipment while expanding the original game’s world with the frozen Northern region of Norgan. Players can also customize their characters with additional hairstyles and tattoos.
Pricing and availability
Dragon’s Dogma 2: Dark Arisen is available now on Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC via Steam.
The complete package has a suggested retail price of S$60.90, while the Dark Arisen Expansion is available separately for S$36.90 on PlayStation 5, Xbox Series X|S, and PC via Steam.
The complete package includes:
- Dragon’s Dogma 2: Dark Arisen
- Explorer’s Camping Kit
- Dragon’s Dogma Music & Sound Collection, featuring custom sounds
Gaming
Ubisoft makes The Crew Motorfest available on Switch 2 as Season 11 launches
Carefully optimized for the on-the-go gaming experience
Ubisoft has launched The Crew Motorfest on Nintendo Switch 2, bringing the newly released Season 11: Expeditions to Nintendo players.
The Switch 2 version has been carefully optimized to preserve the richness of the title’s experience, while embracing the freedom of playing anywhere and anytime on the handheld.
Ubisoft Ivory Tower officially kicked off The Crew Motorfest’s fourth year of content earlier in the week with Season 11, the title’s most expansive content yet.
It provided players with a new island, Special Events, and never-before seen features, including wildlife roaming across the archipelago.
Aside from Switch 2, the update is available on Ubisoft+, PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Steam Deck, and PC (Ubisoft, Epic Games, Steam).
New vehicles, challenges, more
In Season 11, The Crew Motorfest partners with Crystal Dynamics for a premium DLC pack.
This includes exclusive vehicles, a new island, and a brand-new playlist (Tomb Raider: Secrets of Ni’ihau).
Players will join Lara Croft as she searches for her missing friend who vanished after chasing a powerful relic. Using Lara’s guidance from afar, players will navigate a storm lashed jungle crawling with ancient ruins and deadly predators as every mile brings them closer to the truth.
Moreover, the game’s maps also expands this season with the new free island Kauai. Players can explore this via the Kauai Expeditions Playlist.
The free playlist features eight main events, 40 animals to photograph, and the new Road Discovery feature, which encourages players to travel along all the exciting paths in the game to explore the world, uncover the map, and earn rewards.
Furthermore, Season 11 includes a new winch & towing feature for select vehicles. Winch turns every dead end into an opportunity. Players can haul debris, crack puzzles, explore new blaze trails, and even drag other vehicles out of trouble.
To take on towing challenges, there’s a selection of vehicles like the Hyundai Crater Concept, Suzuki Jimny Winch Ed, and Mercedes-Benz G 63 AMG 6×6.
The latest season also includes the Lamborghini Huracan Sterrato. And in a new special event, players can experience a showstopper dedicated to the legendary Bugatti Tourbillon.
A total of 20 new vehicles will roll out across Year 4 and Season 11, including:
- Bugatti Tourbillon
- Lamborghini Huracan Sterrato
- The Hyundai Crater Concept
- Suzuki Jimny (2018) Special Edition
- Cadillac Ct5-V Blackwing (2025) Street tier 2
- Automobili Pininfarina Battista (2020) Hypercar
- Italdesign Zerouno (2017) Hypercar
I have had the privilege of interviewing Final Fantasy VII Revelation game director Naoki Hamaguchi before, back when Final Fantasy VII Rebirth was still on its way to release.
So, naturally, I have massive FOMO seeing all the interviews that have come out since Tokyo Game Show.

GadgetMatch Managing Editor Rodneil Quiteles with Final Fantasy VII Rebirth game director Naoki Hamaguchi
Rather than sulk about it, we’re doing the next best thing: collecting the bits and pieces Hamaguchi has shared across those interviews, along with his own comments and clarifications, as we get closer to the final installment of the Final Fantasy VII Remake trilogy.
We’re now roughly six months away from Revelation’s April 8, 2027 release, and there’s already a surprising amount we know about the game.
You’ve probably already heard about the huge open world, the Highwind, new playable characters, FITS, and the two story DLCs.
But Hamaguchi has also dropped plenty of smaller details that haven’t received nearly as much attention.
Here are 11 things you probably missed.
1. Some armor can link three Materia together
Let’s start with one of the biggest gameplay deep cuts.
Revelation will have armor with three linked Materia slots.
That might sound like a small upgrade, but linked Materia are fundamental to how Final Fantasy VII‘s build system works. More linked slots mean more room to experiment with combinations and create specialized setups.
Hamaguchi also revealed that some Materia are restricted to specific FITS, meaning the game’s new outfit-based combat system isn’t purely about choosing a role and calling it a day.
The Materia system is getting its own layer of experimentation on top of FITS.
Interestingly, Hamaguchi told Wccftech that this was a detail nobody had asked him about before. Wccftech interview on Materia and FITS
And that makes this exactly the kind of detail we wanted to dig up.
2. Master Materia isn’t coming back
Here’s another one for longtime Final Fantasy VII players.
Don’t expect to eventually turn your Materia collection into the original game’s ridiculously powerful Master Materia.
Hamaguchi explained that Master Materia was deliberately left out because it could break the game’s balance, particularly when it comes to summons.
That makes sense in a game where combat is much more action-focused than the original.
Instead, Revelation is expanding the existing Materia system with new combinations and more ways to customize characters.
It’s a very different approach from simply recreating the original game’s endgame progression. Wccftech interview on Materia and FITS
3. Some Materia are locked to specific FITS
FITS already looks like one of Revelation’s biggest changes to character customization.
The four combat-oriented outfits aren’t just cosmetic loadouts, either.
Hamaguchi revealed that certain Materia can only be equipped to specific FITS.
That means the game is effectively asking you to think about two layers of character customization at once: which FITS you’re using and which Materia you’re slotting into it.
It could also mean that the “best” setup isn’t necessarily about stacking the strongest Materia on your favorite character.
You’ll have to work around the rules of each FITS. Wccftech interview on Materia and FITS
4. The team considered bringing back Double Cut and 4x Cut
Here’s one that could easily disappear beneath all the bigger announcements.
Hamaguchi discussed how the team considered bringing back classic Materia such as Double Cut and 4x Cut.
Ultimately, those ideas didn’t fit the game’s action-oriented combat particularly well.
It’s a fascinating example of the team deciding where Revelation should preserve the original game’s ideas — and where simply recreating them wouldn’t make sense.
The Remake project has always involved translating systems designed for a turn-based RPG into a modern action RPG.
This is another example of that process happening behind the scenes. Wccftech interview on Materia and FITS
5. Knights of Round gets its own storyline
We knew Revelation would bring back plenty of familiar elements from the original.
But Knights of Round isn’t simply returning as another summon.
Hamaguchi has described dedicated content surrounding the summon, structured similarly to how Gilgamesh received his own story content in Rebirth.
That means one of the most iconic summons in the original Final Fantasy VII is being given considerably more room to exist as part of the world.
For longtime fans, this is exactly the kind of expansion that makes the Remake trilogy interesting.
The team isn’t merely recreating the things we remember. It’s finding ways to turn familiar elements into new experiences. JCR Comic Arts‘ reproduction of the interview
6. Yes, Johnny’s clones are back
Of all the things to survive into the final game, this might be one of the most delightfully ridiculous.
Johnny returns.
And, somehow, his clones return too.
Hamaguchi has confirmed that Johnny will have his own side content in Revelation, continuing one of Rebirth’s strangest recurring bits.
It’s also a reminder that the Remake trilogy isn’t suddenly going to become completely serious just because we’re approaching its conclusion.
If anything, Revelation appears to be bringing along plenty of the weirdness that made Rebirth such a bizarre and memorable RPG. Wccftech‘s Hamaguchi interview
7. The snowy section brings back stamina management
Remember the Great Glacier?
That icy section of the original Final Fantasy VII is making a return in Revelation, and Hamaguchi has confirmed that stamina management will once again be part of the experience.
This isn’t simply a matter of walking through another snowy environment.
You’ll have to manage Cloud’s stamina as you make your way through the area, creating a gameplay sequence that deliberately echoes the original.
It’s another example of Revelation using nostalgia as a starting point rather than simply recreating an old location. Shacknews‘ interview with Hamaguchi
8. The PC version is being built to run more smoothly than Rebirth
PC players have another reason to pay attention.
Hamaguchi has specifically talked about making Revelation’s PC version run more smoothly than Rebirth.
That’s significant because Rebirth’s PC release became a major talking point around its performance and image quality.
Rather than treating the PC version as an afterthought, Square Enix says the lessons from Rebirth are feeding into the final game’s development.
We’ll obviously have to wait until we can actually play it to judge whether those ambitions translate into a better release.
But at least the team knows exactly what players will be watching for. Wccftech on Revelation’s PC version
9. FITS started as something much simpler
FITS looks like a major part of Revelation’s identity now.
But the idea apparently started much smaller.
Hamaguchi explained that the team initially considered simply putting Warrior or Black Mage symbols on the characters’ outfits.
That eventually evolved into the full FITS system, with distinct outfits representing different combat roles.
It’s a neat example of how a seemingly small visual idea can eventually become an actual gameplay system.
And it explains why FITS feels like more than just an excuse to give the cast new outfits for the finale. Wccftech‘s Hamaguchi interview
10. The Highwind actually changes as you explore
The Highwind isn’t just your fancy new way of getting around the world.
As you explore Revelation’s massive world, the airship will also become more lively, with changes to the people aboard it and their dialogue.
That makes the Highwind feel more like a moving part of the world rather than another menu disguised as a vehicle.
It also fits with Hamaguchi’s broader philosophy for Revelation: the game is supposed to give players more freedom while still making the journey itself feel meaningful. GamerBraves‘ interview with Hamaguchi and Kitase
11. Hamaguchi really doesn’t want this to become “his” Final Fantasy VII
And this might be the most important detail of all.
Hamaguchi has repeatedly emphasized that the original Final Fantasy VII remains at the heart of the project.
In a recent post, he clarified that the Remake trilogy has always been developed with fans in mind, rather than as his own personal reinterpretation of the classic.
That philosophy is particularly interesting heading into Revelation.
The trilogy has made enormous changes to the original story. It has introduced new characters, expanded existing ones, changed the structure of the world and played with expectations about where the story is going.
But Hamaguchi says the goal isn’t to turn Final Fantasy VII into something that exists purely because the developers wanted to make their own version of it.
It’s still Final Fantasy VII first.
And that philosophy could ultimately be what determines whether the trilogy sticks its landing. GamesRadar on Hamaguchi’s “personal fan project” comments
That’s only the stuff you might have missed
The 11 details above are the ones that stood out to us precisely because they aren’t the usual Revelation talking points.
But Hamaguchi has shared a lot more over the past few months.
So, if you’re trying to keep track of where we actually stand six months before launch, here’s everything else we know.
Story and structure
This is still one connected trilogy
Hamaguchi recently clarified something that had apparently been misunderstood in some of his earlier comments.
Remake, Rebirth, and Revelation are intended to be experienced as one connected journey.
However, Square Enix doesn’t view them as one RPG artificially chopped into three pieces.
Instead, the team considers them three full-scale RPGs, each designed to provide a satisfying standalone experience while contributing to the larger trilogy. Hamaguchi’s clarification on X
That’s an important distinction when we eventually judge whether Revelation feels like a complete game.
The theme this time is “resolve”
Remake centered on change and the desire to escape fate.
Rebirth placed considerable emphasis on bonds between characters.
For Revelation, Hamaguchi has described the central theme as resolve — the determination to make a choice and see it through.
The Japanese concept is tied to ketsui, which also informed the thinking behind the game’s title. MMO.net‘s Hamaguchi interview
Choices matter more
Hamaguchi has also said Revelation contains more situations where player choices can influence not just progression, but the direction of the storytelling itself.
That makes the game’s “resolve” theme more than just a marketing phrase.
We’ll have to see how substantial those choices actually are. Automaton‘s interview with Hamaguchi
The world and exploration
It’s the biggest world yet
Remake was focused and densely packed.
Rebirth opened things up into a traditional open-world structure.
Revelation takes another step by adding verticality to that formula.
Hamaguchi describes it as a “spatial open-world experience.” RPG Site‘s interview with Hamaguchi
The Highwind arrives relatively early
One of the biggest structural changes is how quickly the game gives players access to the Highwind.
Once players have it, the game essentially tells them to go wherever they want.
That is a major philosophical shift from the more directed opening portions of the trilogy. Automaton‘s interview with Hamaguchi
Guidance is stronger — perhaps too strong
Square Enix has added more on-screen guidance specifically because the developers don’t want players who aren’t familiar with open-world games to get lost.
But there was an interesting twist: experienced players told Hamaguchi the guidance could be too aggressive.
The team is therefore considering ways to let players customize how much guidance they receive. Hamaguchi’s guidance clarification on X
Combat and progression
FITS is a major new layer
The four FITS roles are built around combat functions rather than simply representing the developers’ favorite Final Fantasy jobs.
Hamaguchi has also explained that FITS evolved specifically from the team’s desire to expand the combat possibilities introduced in Rebirth. Wccftech‘s Hamaguchi interview
Auto-leveling is optional
Players who don’t want to spend as much time grinding can automatically bring characters up to the recommended level for the story.
It’s another example of Revelation trying to accommodate different types of players without removing progression altogether. Hamaguchi’s auto-level clarification on X
You won’t need to restart from Level 1
After finishing the story, Chapter Select returns.
That’s particularly important because Hamaguchi says there are objectives, outcomes and discoveries that players won’t necessarily see in a single playthrough.
The team wants players to experiment without feeling like they’re throwing away an entire save. Hamaguchi’s multiple-playthrough clarification on X
Side content and minigames
The minigames aren’t going away
If you were hoping Revelation would finally calm down with the minigames, sorry.
Hamaguchi considers their sheer variety an important part of what makes Final Fantasy VII feel like Final Fantasy VII.
The difference this time is that minigames are less tied to combat progression.
Instead, their rewards lean more toward cosmetics and customization. Automaton‘s interview with Hamaguchi
Minigames can be made easier or skipped
Players can adjust minigame difficulty, including setting them to Easy.
More importantly, they can skip them immediately rather than being forced to complete a minigame just to move on.
That’s a potentially significant quality-of-life improvement after some of Rebirth’s more divisive side activities. Automaton‘s interview with Hamaguchi
Rewards should be clearer
Hamaguchi also says the team has worked to make the reward structure more transparent.
Players should have a better idea of what they’ll get for completing a particular activity before investing their time in it.
Again, that’s something we’ll want to test ourselves.
DLC and the finale
Sephiroth and Vincent are getting story DLC
Square Enix has announced two story DLCs, one focused on Sephiroth and another on Vincent.
Hamaguchi says the decision was inspired by the response from fans after Revelation was announced.
He also stresses that these stories aren’t intended to replace anything from the main game’s conclusion. Hamaguchi’s DLC announcement on X
The original story remains the priority
This is important because it’s easy to interpret DLC announcements as Square Enix holding things back for post-launch content.
Hamaguchi has framed the DLC more like the character-focused expansion seen with Episode INTERmission: additional stories that explore characters without replacing the main narrative. Ourinsaneblogs‘ TGS interview with Hamaguchi
What we still don’t know
And this might be the most important section to keep updated as we get closer to launch.
How exactly does it connect to Advent Children?
Hamaguchi has acknowledged the wider Final Fantasy VII universe and the importance of things like Advent Children, Crisis Core, and Dirge of Cerberus.
But there is no clean confirmation that Revelation simply ends by directly setting up Advent Children.
That’s still something we’ll have to discover.
How much do our choices actually matter?
We know choices can affect progression and aspects of storytelling.
We don’t yet know the full extent of those consequences.
That’s going to be one of the biggest things to investigate once we can play the finished game.
How big is “big”?
We’ve heard a lot about scale.
We’ve seen the world.
We’ve heard about the Highwind and vertical exploration.
But there’s still a difference between a large map and a world that genuinely feels worth exploring.
That’s another question for the eventual review.
The bottom line
Six months before release, Final Fantasy VII Revelation is already shaping up to be an absurdly ambitious finale.
It’s bigger than Rebirth. It’s more open. It’s more vertical. It has a new combat customization system, a revamped Materia setup, more meaningful choices, an earlier Highwind, a ridiculous number of minigames, and two post-launch story expansions.
But the smaller details are arguably more interesting.
- Three linked Materia slots.
- FITS-locked Materia.
- No Master Materia.
- Johnny’s clones.
- Knights of Round getting its own storyline.
- A returning stamina mechanic in the snow.
- A PC version specifically targeting better performance.
- And a combat system that started life as nothing more than symbols on everyone’s clothes.
Those are the details that make Revelation feel less like “the third Final Fantasy VII Remake game” and more like a game that has spent years trying to figure out exactly what the finale should be.
We’ll find out whether all of those ideas come together when Final Fantasy VII Revelation launches on April 8, 2027.
And yes, we will absolutely be keeping this list updated as Hamaguchi inevitably gives us even more things to obsess over.
-
Philippines2 weeks agoTECNO CAMON Slim 5G: Price, availability in the Philippines
-
News2 weeks agoHONOR Magic9 Pro Max launches in China with ARRI-powered imaging
-
Reviews2 weeks agoTECNO CAMON Slim 5G review: Slim on size, big on surprise
-
News2 weeks agoApple wants to release new iPhones more regularly
-
News1 week agovivo X Fold6 makes global debut with 200MP camera and 6900mAh battery
-
Computers2 weeks agoROG brings out the ultra-stylish G1000 gaming desktop
-
Reviews2 weeks agoHONOR 600S review
-
Her GadgetMatch2 weeks agoTECNO and Angélica Dass visit the Philippines next for its grand portrait project














