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The big Final Fantasy 7 Revelation interview: director Naoki Hamaguchi on iterating Rebirth's "perfect" combat, avoiding "stale" RPG systems, and rethinking fast travel for the sake of player agency - Eurogamer.net

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The big Final Fantasy 7 Revelation interview: director Naoki Hamaguchi on iterating Rebirth's "perfect" combat, avoiding "stale" RPG systems, and rethinking fast travel for the sake of player agency - Eurogamer.net
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What the report says

Eurogamer published an interview with Square Enix director Naoki Hamaguchi about Final Fantasy 7 Revelation, the third entry in the remake trilogy following Remake and Rebirth. The piece, written after the game’s summer reveal, frames Revelation as the culmination of a project first announced years ago and focuses on how Square Enix Creative Studio I is balancing nostalgia for the 1997 RPG with newer design expectations.

According to Eurogamer, Hamaguchi discussed small character details visible in the reveal trailer, including Vincent Valentine’s distinctive parachute setup when the party drops from the Highwind. He said such touches often come from development staff who understand the characters deeply, citing Red XIII riding a chocobo in Rebirth as another team-suggested moment that resonated with fans.

A major design change highlighted in the interview is Revelation’s new FITS system, short for “Function Integrated Tactical Suitwear.” Eurogamer reports that each character will have four unique outfits tied to classic Final Fantasy-style jobs; examples shown so far include Cloud as a Warrior and Tifa as a Dark Mage. Hamaguchi said Rebirth’s hybrid combat had reached a highly refined state, but reusing it without major additions risked feeling stale.

Hamaguchi said he and combat director Teruki Endo looked for ways to reduce role-based limits that could push players toward certain party members in specific situations. The stated aim is more freedom in party composition and combat roles. The interview also connects Revelation’s broader design direction to player agency, open-world guidance and, per Eurogamer’s headline, rethinking fast travel, though the supplied excerpt does not detail that system.

Read the full report at Eurogamer.net →

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