PC Gaming

Final Fantasy 7 Revelation Director Says Every Trilogy Entry Had to Stand Alone

Naoki Hamaguchi says the remake project was built around making each chapter feel complete, rather than saving its biggest payoffs for the finale.

Final Fantasy 7 Revelation Director Says Every Trilogy Entry Had to Stand Alone

We may earn a commission when you buy through these links, at no extra cost to you. As an Amazon Associate I earn from qualifying purchases.

Final Fantasy 7 Revelation is approaching the daunting task of closing a story that has been spread across three enormous RPGs, but director Naoki Hamaguchi says the team's priorities were established long before the final chapter entered the spotlight. From the outset, the plan was not simply to divide one game into three releases. Each entry needed to deliver a full, satisfying adventure on its own terms.

Speaking in issue 429 of Edge, Hamaguchi described that goal as a "non-negotiable premise" for the remake trilogy. The philosophy is especially notable because the three games remain connected pieces of a single larger narrative. Players may know that another installment is coming, but the development team did not want that knowledge to become an excuse for an unfinished-feeling chapter, delayed resolutions, or a stopping point selected merely because it was convenient for production.

That balance has shaped the structure of 2020's Final Fantasy 7 Remake, 2024's Final Fantasy 7 Rebirth, and now Final Fantasy 7 Revelation. The original 1997 RPG offered a long journey with a sprawling route across its world. Rebuilding it as three modern games required the developers to consider not just where the plot could be divided, but where a major arc could conclude with enough weight to give players a sense of completion.

A trilogy designed to avoid the "wait for the next one" problem

Hamaguchi's concern was a familiar one for any serialized game project: creators can become overly comfortable postponing material when they know a sequel is already planned. In his view, the central danger of a multi-part approach is the temptation to think that it is acceptable to pause because the remaining answers, locations, or confrontations can arrive later.

For useful background on this topic, read Shawn Layden Questions Whether Game Pass Can Deliver Profits for Developers.

For the Final Fantasy 7 remake project, that was not an acceptable route. A chapter could lead into another chapter, certainly, but it still had to provide a meaningful experience for someone who had spent dozens of hours with its characters, combat systems, side content, and story developments. That standard helps explain why the first two games have not played like brief segments of a larger package. Each has its own scale, identity, and emotional trajectory.

Final Fantasy 7 Remake focused its attention on Midgar, a location that was only one portion of the original game but became the setting for a far more detailed modern RPG. Its ending sees Cloud and his allies escape the city, reaching the point where the wider and more colorful world beyond Midgar is about to open up. That conclusion functions as both a departure point and a climactic break: the party has survived a defining phase of its fight against Shinra, while the road ahead promises a radically changed scope.

Final Fantasy 7 Rebirth then took on that expanded world and ended shortly after one of the most famous and tragic moments in video game history. The decision gave the second entry a dramatic closing stretch while also setting up the final installment. It is a clear illustration of the trilogy's approach: the ending is inseparable from what will follow, but it is also not a casual interruption placed somewhere in the middle of an arc.

Why Rocket Town and Wutai were held back

One major consequence of treating each entry as a complete game is that not every destination from the original could be included at the earliest possible opportunity. Longtime Final Fantasy 7 players noticed that Rocket Town and Wutai did not appear in Rebirth. Hamaguchi said the decision was tied to the size and pacing of the second game rather than a lack of importance for those locations.

The team assessed the overall plot and gameplay experience of Rebirth and concluded that attempting to depict those elements alongside everything else would have made the game too dense. In Hamaguchi's explanation, the result could have disrupted the pacing and weakened the second installment's particular focus.

That reasoning offers an important lens for considering Revelation. Leaving material for the final game was not framed as content being arbitrarily withheld. Instead, it was a way to keep Rebirth from becoming overloaded with information, story obligations, and destinations competing for attention. In a trilogy where each release must have a distinct shape, the developers have had to decide which parts of the larger Final Fantasy 7 journey belong to the story each individual game is trying to tell.

It also suggests that the final chapter has substantial ground to cover. Rocket Town and Wutai are not incidental names to players familiar with the original adventure, and their absence from Rebirth naturally raises expectations about how they may fit into the conclusion. Hamaguchi did not provide detailed plans for their treatment, so fans will have to wait to see exactly how the locations and their associated story material are incorporated.

Cloud's changing voice and an unseen side of the hero

Hamaguchi also addressed discussion around footage shown at SGF, where viewers noticed that Cloud's manner of speaking seemed gentler than it had been previously. While declining to explain the change in detail, he said players will encounter a side of Cloud that has not been seen in the earlier games.

That is a significant tease for the trilogy's central character. Cloud has already undergone considerable pressure across Remake and Rebirth, as his memories, identity, relationships, and role in the group have all been placed under scrutiny. A softer manner of speech could mean many things in isolation, but Hamaguchi's comments make clear that it is meant to be noticed as part of Cloud's continuing arc rather than dismissed as a minor performance difference.

The director encouraged players to pay attention not only to how Cloud faces the crisis at the center of Revelation, but also to his relationships with his companions and the answer he reaches as an individual. That wording places equal emphasis on external stakes and internal resolution. The finale will need to address a large-scale conflict, yet Cloud's personal conclusion appears positioned as just as vital to its intended impact.

For a series built around an ensemble, the mention of Cloud's relationships is equally important. His bonds with the party have been a core part of the remake trilogy's expanded approach, giving more time and attention to conversations, travel, combat partnerships, and character-focused scenes. If Revelation is going to present a previously unseen facet of Cloud, the reactions and connections around him may be central to understanding it.

The challenge awaiting Revelation

The third installment has the unusual responsibility of being both an ending and a fully formed RPG in its own right. Hamaguchi's comments indicate that the team does not see those goals as contradictory. The final game must conclude the trilogy, deal with material not included in Rebirth, and carry forward the emotional momentum of its predecessor. At the same time, it must avoid feeling like an extended final act that only exists to tie up loose ends.

That is the standard established by the first two chapters. Final Fantasy 7 Remake expanded Midgar into a standalone experience. Final Fantasy 7 Rebirth widened the journey while selecting a climactic point that could support a major ending. Final Fantasy 7 Revelation now has to make good on the promise that each game in the project is complete, even as it delivers the ultimate resolution.

For players, the immediate takeaway is that the trilogy's final chapter is being approached as more than a conclusion-sized addendum. Hamaguchi's stated principle has been consistent since the project began: each installment has to earn its place as a full game. Whether Revelation can meet that ambition will depend on how it handles the remaining story, its returning cast, and the evolving Cloud at the center of it all.

Pass it on

Share this story

Portrait of John Hope

About the author

John Hope

Hey, I'm John Hope! Sneakers aren't just footwear to me, they're a lifestyle. Over the years, I've built a collection that would make any sneakerhead green with envy. But if you ask about my favorite? No competition, it's the Jordan 11. Those beauties are more than just shoes; they're a work of art, a piece of history. From the court to the street, my kicks tell my story. Join me on this sole-ful journey!

Community

Discussion

0

Start the conversation.
No comments have been posted yet.