Gaming
Marvel’s Guardians of the Galaxy: Not as clumsy as you think
The superior group of crazy individuals against a common threat
When SQUARE ENIX took a crack at producing video games about our favorite Marvel superheroes, I thought it was promising. In a time when Avengers: Endgame was at its peak in popularity, an Avengers-themed game seemed like the perfect fit. However, Marvel’s Avengers didn’t exactly live up to expectations, but I felt it was a good start.
Some time later, they decided to go a bit smaller in team size and focused on another famous group of heroes in the Guardians of the Galaxy. From the MCU, you would describe them as arguably the most chaotic set of individuals that had to coexist under one roof — and justifyingly so. Even with their obvious differences, they’re the galaxy’s answer to every possible disaster out there.
With this in mind, SQUARE ENIX hit a bit of a reset button and made a new game about the most unconventional band of misfits you can imagine. Does Marvel’s Guardians of the Galaxy warrant your attention as a standalone Marvel game?
The true Star of the show
The title alone already gives you an idea of who you’ll be playing throughout the entire game, except it’s a single-player game all throughout. See, Marvel’s Guardians of the Galaxy dives deep into the adventures of five ragtag creatures across, well, the galaxy. If you’re not familiar with the team composition, members of the Guardians include Star-Lord, Rocket Raccoon, Drax the Destroyer, Gamora, and Groot.
In this game, however, you will exclusively play Star-Lord, the leader of the group and the reason Thanos succeeded in the first “Snappening.” All gripes aside, this game allows you to take control of pretty intense situations both internally and externally as the leader. Also, you will engage in lots of quicktime events that affect your relationships with the rest of the team.
Honestly, I’m pretty okay with this if they were that interested in a more concrete way of providing leadership training to young Star-Lord. Although, I was hoping that there would be a little bit more Guardians integration, like playing as one of them in some scenarios. You’ll see later why I said this.
Travelling, scavenging, and avenging the whole galaxy
Now that you know the Guardians, time to meet the imminent threat they’re saving the galaxy from. In this game’s storyline, the Guardians of the Galaxy come face-to-face with an entity simply known as Grand Unifier Raker and the Universal Church of Truth. Of course, you’re practically doing all this while trying to pay a hefty fine to the government.
Storyline-wise, I thought that everything progressed well enough to keep up even for non-Marvel Comics fans. In my eyes, there weren’t too many unexpected twists and turns that you’ll have to do mental gymnastics for. Also, I actually like that little secret alternate ending that you unlock in the middle of the game if you make a crucial decision along the way. I won’t tell you what it is, it’s best to figure it out on your own.
Gameplay as a group, controlled by one
For the majority of my playthrough, Marvel’s Guardians of the Galaxy likes to put you in group combat and exploration situations. Think of it like it’s a pseudo-open world as you scour the entire universe for components and secrets to unfold. Of course, every time you try to divert away from the group, they make it a point to call you out on it in sarcastic tones.
As for the combat mechanics, it’s honestly pretty straightforward to learn and master all the way through. Basically, every member of the Guardians comes with their set of weapons and abilities to lay waste to every enemy in sight. As Star-Lord, you get his patented double blasters that you can upgrade from all the components you find lying around.
During waves of combat with enemies, your approach depends on which other team member you wanna utilize. Honestly, I had a lot of fun using everyone in the team all at once to take down large groups of enemies. However, you only play Star-Lord and you don’t really get opportunities to swap to the different members at will.
“Guys, huddle up!”
When times get rough, or just when non-Chris Pratt Star-Lord wants to, one unique combat mechanic is Huddle Up, which is rather self-explanatory. To earn this, you just have to keep hitting enemies with sick combos or use your team’s abilities enough to charge the meter to full. Once full, with a press of a button, you call a timeout to get the team together.
What’s unique about this is that, well, it’s decision-based as your team basically shares their sentiments on the current situation. As the leader, you need to send a strong message to the team to keep their spirits high and motivated. If you choose correctly, the Guardians get an additional boost to attack power. If you don’t, they’ll just think it was a waste of time!
It’s fun how they managed to include something so trivial like this in the main combat mechanics. During gameplay, I honestly thought that it was funny that they’re having team meetings while the enemies are coming in from all sides. Honestly, it made the combat worthwhile to commit to.
Admiring the beauty and sounds of distant galaxies
Throughout my gameplay, I couldn’t help but just stop and take in the environment I was moving around in for a few minutes. Sure, the galaxy is about to be taken over by a cult of blind followers, but everything in it either looks bright or desolate when needed. Of course, if you want to play this on your PC, I suggest getting an RTX graphics card to fully enjoy the details.
I applaud Eidos Montreal and SQUARE ENIX in this regard, especially with the amount of material at their disposal. This even extends to just the little design things such as the collectible suits for each member. I mean, they even put in the costumes in the Marvel Cinematic Universe as a collectible, so you can imagine you’re playing Guardians of the Galaxy Vol. 3.
Also, I just love the soundtrack — or at least the songs they selected to make up the soundtrack! True to Peter Quill’s character, the soundtrack has some classic hits from the 80s that tickles that nostalgia bone every time I play. To top it all off, the game even includes some original songs by the fictional band, Star-Lord. If you want the full experience, you can check out the game’s official soundtrack on Spotify!
A commendable second effort
In my eyes, Marvel’s Guardians of the Galaxy was the kind of game I was hoping Marvel’s Avengers would be. In many ways, it doesn’t try too hard to bring an over-the-top Marvel experience and isn’t overwhelming you with too much stuff to look at. As a single player game, it allows you to focus on what’s in front of you and make decisions based on what you see.
Of course, I would have wanted an opportunity to play as each member individually instead of just Star-Lord. Think of it like side quests that you are incentivized to go through to boost the group’s morale or deepen your relationship with the other members. However, if they did that, the game would just drag on for hours so keeping it this short and simple was the way to go.
From the design to the gameplay, Marvel’s Guardians of the Galaxy shaped up to be an exciting game for a lot of people to enjoy. It kept things simple, easy to follow, and fluid in approach, and put most of the decision-making on you. Sure, it’s about the most chaotic group of superheroes you can imagine, but the game is anything but.
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
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