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.
Gaming
The Ace Combat 8: Wings of Theve launch event is happening this week
Head to Orchard Central from October 7 to 11 for exciting experiencies
The Ace Combat 8: Wings of Theve official launch event is happening this week in Singapore.
From October 7 to 11, Ace pilots are all invited to report to the Stage Area outside Molly Tea at Orchard Central (181 Orchard Rd., Singapore, 238896) from 11:00 AM to 9:00 PM daily.
Open to the public, the launch event commemorates the arrival of the first mainline entry in the Ace Combat series after seven years.
The title promises to elevate the franchise to new heights, harnessing the power of Unreal Engine 5 and proprietary technology to create a visually stunning and ultra-realistic aerial experience.
Players will take to the skies and rise above every challenge to earn their place among the elite.
At the event, visitors can take on the Ace Combat 8: Wings of Theve Hanging Bar Challenge for a chance to top the leaderboard and win prizes.
Fans can also meet and snap photos with special guests, momoko_pigsfly (Wednesday to Thursday) and djharharuka (Friday to Sunday). Exclusive freebies are up for grabs as well, while stocks last.
SEE ALSO: ACE Combat 8: Wings of Theve Review
Gaming
The regular PlayStation 5 is getting an AI upscaling feature
The feature debuts with Wolverine and Ghost of Yotei.
If you’re an owner of a regular PlayStation 5, watching a PS5 Pro owner might touch you with a tinge of jealousy. Besides the upgraded console’s better hardware, it also has something called the PlayStation Spectral Super Resolution (PSSR), which uses AI to improve resolution and framerate. Unfortunately, that feature isn’t available on the regular console. But Sony is throwing the classic console a bone today by adding Quick Spectral Super Resolution (QSSR), which does the same as PSSR but on the older machine.
Since the introduction of PSSR, fans and developers alike have asked whether the older console can have a version of the technology. Developed with AMD, QSSR is an AI upscaling feature that improves performance for modern games on the PlayStation 5. For now, the feature is debuting first on Ghost of Yotei and Marvel’s Wolverine via a set of patches. Moving forward, Sony will also allow its developers to add the feature for their respective games.
Now, the choice of games is deliberate. Marvel’s Wolverine is still fresh on everyone’s mind. Meanwhile, Ghost of Yotei has just released a Complete Edition, which packs in a new story expansion and a roguelike mode. You don’t even need to Complete Edition or the corresponding paid upgrade to enjoy the new feature.
SEE ALSO: Ghost of Yōtei Complete Edition review: More of a great thing
A year away from Ghost of Yōtei was enough to make me rusty. It wasn’t enough to make me forget why I loved it.
What immediately jumped out to me is how beautifully connected this game’s open-world mechanics are. Moving about and exploring felt like picking up where I left off after roughly a year of not really touching the game.
The Guiding Wind, the birds that point you toward locations of interest, and the encounters scattered throughout Ezo all work together to keep you busy without the tasks ever feeling like a chore. There is always something worth looking toward, whether it is a quest, a hidden location, or simply another reason to stop and appreciate the scenery.
And of course, the new area is just as beautiful as everything else we’ve seen in the base game.
That is probably the biggest compliment I can give Ghost of Yōtei Complete Edition. It does not feel like an expansion bolted onto an existing game. It feels like another excuse to step back into a world that already knew how to pull me in.
Picking up where I left off
I started my playthrough of the Complete Edition with Echoes of Sekigahara. I thought it was going to be a quick romp, but it’s proving to be a longer experience than I initially thought it would be.
I’ve spent roughly five to six hours playing through it, and I don’t think I’m anywhere near completing the story.
That said, I did get sidetracked quite a bit.
Which tends to happen with these Ghost games.
Not to their detriment, though. Every other quest and encounter in the open world feels like a contained story on its own that is well worth your time. The game has a way of presenting distractions that never really feel like distractions. You can set out with one objective in mind, stumble into something else, and suddenly realize an hour has passed.
That familiarity came back surprisingly quickly.
The new region introduced in Echoes of Sekigahara brings unfamiliar enemies, new weapons, and memories tied to Atsu’s past, giving the expansion its own identity while still operating within the systems that made the base game so easy to lose yourself in.
The Wolf quest line in particular was the first one I tackled, and it was quite a ride.
I’m deliberately leaving the details there.
This is the kind of story that is better experienced without knowing too much going in, and the review guidelines themselves ask reviewers to avoid major narrative developments and surprises.
Finding my footing again
While movement and exploration felt natural, it took me a while to get reacquainted with the combat.
My Atsu had many skills mastered, but being a year removed from the game meant I was rusty. I was dying against what I would consider fodder enemies.
There is something humbling about returning to a game where you once felt completely in control, only to discover that your muscle memory has apparently packed its bags and moved somewhere else.
Even now as I write this review, I don’t think I’ve gotten to the level I was when I first completed the game.
But I’m getting by just fine.
And that is partly because Yōtei gives you another toy to play with.
Massive weapons make a massive difference
The new wrinkle in combat is the Massive Weapons you get to pick up and swing around.
They are an absolute joy to use.
More importantly, they bailed me out of a few encounters already.
There is a satisfying weight to picking up one of these weapons and simply going to town on enemies. It changes the rhythm of a fight without asking you to relearn the entire combat system. After spending several hours trying to remember how I used to fight as Atsu, having the option to grab something enormous and start swinging was a welcome change of pace.
This was a definite win.
It also highlights one of the strengths of Yōtei’s combat. The foundation is already strong enough that adding another layer does not need to completely reinvent it. Sometimes, giving Atsu something massive to hit people with is enough.
Most Wanted keeps the blade moving
If you want to dive deeper into combat, Most Wanted is where it’s at.
PlayStation first-party games have had a habit of adding these roguelike-inspired modes to some of their games. There’s Valhalla for God of War Ragnarök and No Return for The Last of Us Part II.
Most Wanted takes that idea and puts Yōtei’s combat front and center.
The mode is a single-player combat survival experience built around escalating bounties, different playable characters, and experimenting with the game’s combat system. Unlike Echoes of Sekigahara, you can jump into it immediately without existing save data or base-game progression.
I’ve only had a couple of runs so far, but I can say I thoroughly enjoy the mode.
Mostly because I love the game’s combat mechanics.
That is what you engage with for much of Most Wanted, and it gives you a reason to keep testing yourself. You start a run, make your choices, fight your way through increasingly demanding encounters, and inevitably reach a point where things stop going according to plan.
Then you try again.
And again.
There is a particular satisfaction to a mode like this when the underlying combat is already enjoyable. Losing doesn’t necessarily feel like wasted time because every run gives you another opportunity to get better at the thing you were already having fun doing.
It can also be frustrating.
That is part of the appeal.
More Yōtei is still more Yōtei
It gives me more Ghost of Yōtei.
Echoes of Sekigahara gives Atsu another story to tell. Most Wanted gives the combat another place to shine. The Complete Edition also adds cosmetics, Trophies, Photo Mode content, and other extras. Meanwhile, the October 1 update brings additional Watanabe Mode tracks, Beauty of Yōtei mode, quality-of-life improvements, and a new high-contrast accessibility option to all Ghost of Yōtei players.
After roughly a year away, I was surprised by how quickly I settled back into the rhythm.
The wind blew, birds flew, a quest turned into another quest, and a random encounter became a story.
Then I picked up a massive weapon and started remembering why I enjoyed this game so much in the first place.
That cohesion remains Yōtei’s greatest strength. Its world constantly gives you reasons to move forward without making the journey feel like work. The Complete Edition simply gives you more reasons to keep going.
Is Ghost of Yotei Complete Edition your Play Match?
The Complete Edition gives you more of it.
Echoes of Sekigahara is shaping up to be a substantial addition rather than a short side adventure, while Most Wanted offers a compelling excuse to keep coming back to Atsu’s combat long after you’ve finished the main story.
I still have plenty more of both to see. But even after only a handful of hours with the new content, I know exactly how I feel about returning to Yōtei.
It feels familiar, fresh, and Most Wanted will both frustrate and hook you.
It’s absolutely thrilling.
Ghost of Yōtei Complete Edition is an easy Swipe Up.
After a year away, I came back rusty.
I’m still swinging. And I’m still having a damn good time.
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