Image via Square Enix
Following the reveal of Final Fantasy VII Revelation at the 2026 Summer Game Fest showcase, fans have been hungry for details. To help answer the burning questions being asked by FFVII players, the Director of the Remake trilogy spoke with Polygon. Naoki Hamaguchi covered a variety of topics, including an important change that came in response to feedback from Rebirth.
One of the biggest points of criticism that Rebirth faced after its release was an overabundance of minigames strewn throughout the world. This was something we noticed as well when diving into the game. From Chocobo races to Queen’s Blood, there are dozens of mini activities that, while interesting on their own, were frequently required for plot progression.
These minigames slowed the plot and often required extensive tutorials, creating the impression that players were never really past the early game. While tinkling on the piano was enjoyable, the constant interruptions and additional requirements began to feel like chores, and not enjoyable additions to Rebirth‘s gameplay.
Thankfully, it looks like Hamaguchi and the Revelation team have taken this to heart.
Final Fantasy VII Revelation Aims To Elevate The Open World
As detailed in the interview with Polygon, Hamaguchi explained that, “Whenever you have this epic open-world format, a lot of the common fan criticism is that there’s way too much content to cover and it becomes too much.” He then explained that Revelation aims to create a better balance in comparison to Rebirth. Especially as the game will be a true open world in the final chapter of Cloud’s story.
Hamaguchi went on to say, “We faced that same criticism for Rebirth, particularly with the minigames. With that, we did take some feedback from fans, and we are implementing some changes with Revelation. We tried to address and alleviate their concerns, so we are putting some changes in Revelation so that the open-world experience becomes more enjoyable.”
This is incredible news for fans who struggled with world bloat, and it marks an important change for Revelation, which will need to provide a fulfilling open-world experience while also keeping the main goals and story points cohesive.
Related: Final Fantasy VII Revelation Announced As Summer Game Fest 2026 Showstopper
FVII Revelation’s Open World Can’t Be Empty

Open-world maps aren’t new in FFVII. The original game included an early open concept by allowing players to explore an overworld map. Unlike modern experiences, this exploration style allowed players to cover large distances over a visual that looked more like an atlas. Encounters were similar to Pokémon, where players would be pulled into combat when they stumbled upon enemies while traveling.
This concept has been transformed in Revelation to a true open world that players will explore from the decks of the High Wind, Cid’s airship.
However, Final Fantasy games have had a tough time with open-world games. While Rebirth improved on the exploration in its open zones, past games with full world exploration have struggled with feeling hollow and lifeless. This can be seen in Final Fantasy XV, where players would spend vast amounts of time simply driving a car through empty wilderness landscapes with little to explore.
According to Hamaguchi, they are aiming for a good sense of balance in the world that will be rewarding and engaging without creating too many tedious chores to complete. Players will even have the chance to return to a condensed version of Midgar, though it won’t be as detailed or accessible as in Remake.
While there is still a good deal to learn about Final Fantasy VII Revelation and how it will tie up the story of the Remake trilogy, these early breakdowns encourage excitement. The first two games have been met with widespread positivity, and the fine-tuning indicates a deep interest in the feedback from the previous two games.
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