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Final Fantasy 7 Revelation features a seamless open world that spans the entire planet

LectureMaster

Or is it just one of Adam's balls in my throat?



—I noticed the trailer specifically used the term "open world."

Hamaguchi:
Everyone tends to define "open world" differently, but in the case of FFVII Rebirth, while the map spanned multiple continents, those continents were still somewhat enclosed by an inland sea. However, in FFVII Revelation, the story unfolds across an entire planet where everything is truly connected. You'll be able to freely fly around the world aboard the Highwind. In that sense, I think this is an open-world game that expresses a sense of scale quite different from FFVII Rebirth.

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—As you mentioned, the definition of "open world" tends to vary, and it's difficult to reach a consensus among gamers. As a result, some companies tend to avoid explicitly calling their games open world, but why did you decide to embrace it so openly this time?

Hamaguchi:
During FFVII Rebirth's marketing campaign, we never officially called it an open-world game, and we were actually quite nervous about what to call it. FFVII Rebirth represented a major shift from FFVII Remake, and personally, I believe the essence of an open-world game isn't whether everything exists in one giant seamless field, but whether players can freely enjoy and explore the world. By that standard, I think FFVII Rebirth already qualified as an open-world game.

Still, at the time, we debated endlessly about whether to call it an "open-area" game or an "open-field" game instead. But once the game launched, the media and fans started calling it an open-world game anyway. (laughs)

So with FFVII Revelation, we're confidently calling it an open-world game from the start. And it's not merely a rehash of what we did before; the scale of the experience has evolved another step beyond FFVII Rebirth, and I want players to really feel that. To be honest, I don't know whether "open world" is the perfect term, but I can say that we set out to create an "open world spanning the entire planet," with a scale surpassing FFVII Rebirth. It's not just about having a vast map, but an evolved experience where, depending on what a player chooses to engage with first, the way their adventure unfolds can differ significantly.

—Among the differing definitions of an open world, what kind of open world would you say is FFVII Revelation specifically?

Hamaguchi:
One key characteristic is that the game takes place across the entire world. The continents are separated by oceans, and I think that makes it stand out among other open-world games. Since we're adapting an existing story, we thought carefully about how to create a more open version of the FFVII world. Ultimately, we felt that having regions organized by continent while still maintaining a world where everything is genuinely connected would be more intuitive and appealing for players to engage with. I think that's one of the key things that sets FFVII Revelation apart from other open-world games.

—So "an open world spanning the entire planet" is one of the game's main selling points?

Hamaguchi:
Yes. In contrast to FFVII Rebirth, where you gradually unlocked new regions and eventually gained the ability to revisit previous areas, the story of FFVII Revelation takes place in a game field where the entire world is connected from the start. You'll be able to fly the Highwind anywhere. I hope players will come to experience just how different the scale is compared to Rebirth.

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—Were there any open-world games that personally inspired or influenced you while creating FFVII Revelation?

Hamaguchi:
I'm always playing a variety of games to reference and draw inspiration from. The Witcher 3: Wild Hunt, which I often mention, is one example, and there's also Hogwarts Legacy and the Horizon series. Games built around similar design philosophies often grapple with the same challenges, and each arrive at their own solutions. Seeing how other developers solve those problems broadens my perspective and helps me discover new approaches in my own work.

More recently, there's also Crimson Desert, which has been generating a lot of buzz. After playing it myself, I learned that "overwhelming scale" can be a powerful strength in its own right.

FFVII Revelation's open world won't feel sparse

—One common criticism of open-world games is that they can feel huge but sparse. How does FFVII Revelation tackle density?

Hamaguchi:
Honestly, I don't think people need to worry about that at all. From my own playtesting, every region feels densely packed with content. One thing worth noting is that FFVII Revelation includes all of the continents from FFVII Rebirth. After all, if we suddenly announced that, say, Cosmo Canyon had been removed, people would be upset immediately.

So, with so many continents to work with, our biggest challenge for this project was to make sure all of them were tightly packed with content. We began designing content from a very early stage, and each area contains its own unique activities, gameplay mechanics, and interactive elements. Depending on where players choose to go first, their experiences can end up being quite different.

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—So players will be able to revisit previous locations, including Cosmo Canyon?

Hamaguchi:
As a gamer myself, I know that simply being told, "You can go back to the same map," isn't very exciting if only a few minor details have changed.

—To be honest, revisiting an old area in a new game can sometimes feel more tedious than exciting if it's structurally identical.

Hamaguchi:
Exactly. That was actually one of the title's earliest challenges. We absolutely had to preserve the world map from previous games, but if the experience remained unchanged, those locations would end up feeling redundant. That's why we haven't simply reused the same areas as-is. Just as in the original game, the appearance of the Weapons has caused major changes across the world. The visual identity, atmosphere, and setting remain familiar, but the maps themselves are different from those in the previous game.

But even then, players might still go, "This feels kind of familiar," so we've experimented with changing the flow of exploration itself. In FFVII Rebirth, each region featured different types of Chocobos that altered how exploration felt. In FFVII Revelation, you'll travel alongside your companion Chocobo named Pico. As Pico grows, the way you explore the world changes as well, meaning players can have different experiences even within the same area.

Beyond Pico's progression, you'll also be able to parachute from the Highwind and interact with the environment in more vertical ways. Personally, I think that's one of the game's biggest attractions.
 
I wish I had the same nostalga for FF 7 that some people have, because I know that making an open world that was 1-1 with the world map was a pipe dream.

But those crazy bastards actually went and did it! Nintendo better show us a truly ambitious Ocarina of Time remake, 'cause SE is showing us it can be done.
 
I wish I had the same nostalga for FF 7 that some people have, because I know that making an open world that was 1-1 with the world map was a pipe dream.

But those crazy bastards actually went and did it! Nintendo better show us a truly ambitious Ocarina of Time remake, 'cause SE is showing us it can be done.
im waiting for chrono trigger
 
hopefully most of the side content will actually be interesting this time around and not the same few tasks copied and pasted repeatedly across the entire map.
 
Since the last open world game Square did was FF XV and that game was a mess... i prefer to be a little bit less optimistic and more cautious, but good lord Square, do not try to 'improve' and modernize lots of FF VII scenes that will part of Revelation, for God's sake!
 
Besides a bigger map, I want both the main story as well as the side quests to be bigger and longer and less of the whole spring and tower thing.

FFVII Rebirth is one if not the longest JRPG but trying to find all the towers and springs definitely contributed a lot towards that. So I want FFVII Revelation to not just be even bigger and longer than Rebirth but also without needing the repetitive towers and mako springs from every zone.
 
FF developers always speak about how they are inspired by Witcher 3 but their sidequest design, which was TW3's greatest strength, are always dogshit. Is that going to be the case here once again?
 
FF developers always speak about how they are inspired by Witcher 3 but their sidequest design, which was TW3's greatest strength, are always dogshit. Is that going to be the case here once again?
If I'm honestly with you I take bad side quests over shitty combat. bad side quests I can ignore but shitty combat is with you for the whole game and in my opinion Witcher 3's combat pretty damn shitty.
 
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I already love rebirth. After platinuming at launch I recently replayed through it on pc and got max achievements.

Now I've done everything twice, I just fire up the game and solo Odin with Tifa every so often, which is incredibly fun. I need to move on to other games, but I'm having trouble doing that

If this "discovery" approach to open world design wins players over the way the "checklist" approach couldn't, maybe a lot more people will be getting deep into the combat mechanics and soloing bosses
 
FF developers always speak about how they are inspired by Witcher 3 but their sidequest design, which was TW3's greatest strength, are always dogshit. Is that going to be the case here once again?

If I'm honestly with you I take bad side quests over shitty combat. bad side quests I can ignore but shitty combat is with you for the whole game and in my opinion Witcher 3's combat pretty damn shitty.

Interesting. I kind of think you're both right but also sort of wrong???

To me, the greatest strength of witcher 3, was the characters and writing. And that's why sidequest design seemed really good, because the dialogue in those quests was so interesting that it didn't seem like time wasting filler when you were doing a sidequest. The gameplay, however was just...adequate. It wasn't bad, nor good. But it was good enough to work when the world, story, characters etc were the peak of video games, which they were.

It was released way back in 2015 and times change, but witcher 3 also has the now unforgiveable ubisoft icons everywhere checklist open world where you go to an area and repeat a task you did in another area based on the type of icon there. I really don't think the open world or the combat were strengths (although they were okay.) It really was a game carried by incredibly strong story, characters, diaglogue/dialogue choices.
 
Damn, this has me properly excited for the game now. I loved 1&2 despite some issues and really hoping SE doesn't butcher the story as everything else looks great.
 
Looking forward to sinking 200+ hours into this. It's insane Square was able to deliver a remake of FFVII, uncompromised in scope.

From the announcement of FF7R we are looking at about 12 years from announcement to release for all 3 titles. That includes the rebooting of part 1 which switched development from external to internal and scrapped a lot of work.

From the release of FF7 Remake we are looking at 7 years for the trilogy to ship.

For Square's standards and AAA development standards it's very impressive. As we've been conditioned to wait like 7 years just for one game to ship. Sometimes more.

When you think about the size of the game world, locale variety, gameplay variety, amount of unique characters, hours of high quality mocap cutscenes in each game it makes it even more impressive.

So it goes to show that when Square finally gets the development tools and pipelines sorted they can still ship big games in a timely manner. Otherwise you get the kind of development hell which FF12, 13, 14 and 15 all experienced.
 
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Such a shame that no other old Final Fantasy will ever get such a treatment like FF7R did.
Nah.

Give me a much more faithful remake of FFVIII, akin to the scale and turn-based combat in E33.

I don't need 3-game trilogy shite with stupid convoluted story bloat.

I just need them to do a little work on the ending to make it a bit more coherent and to flesh out Ultimecia's motivations a bit better.

I love that game almost as much as the original FFVII (which is the GOAT under Xenogears).
 
Nah.

Give me a much more faithful remake of FFVIII, akin to the scale and turn-based combat in E33.

I don't need 3-game trilogy shite with stupid convoluted story bloat.

I just need them to do a little work on the ending to make it a bit more coherent and to flesh out Ultimecia's motivations a bit better.

I love that game almost as much as the original FFVII (which is the GOAT under Xenogears).
...

But in that case I will be deprived of what I want, so that you can have what you want...

I don't like when I don't get what I want.
 
One easy way they can improve the open-world is just reduce Chadley to the most bare-minimum amount possible...ideally non-existent.
 
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