Naoki Hamaguchi looked Kotaku dead in the eye and said having less content was never even on the table for Final Fantasy VII Revelation. The director of the remake trilogy’s finale confirmed the team doubled down on Rebirth’s everything-and-the-kitchen-sink open-world philosophy, adding entirely new regions like Mideel and Wutai while letting players revisit every previous map with the Highwind airship as their personal sky yacht. Rewards got smarter—more costumes, clearer payoff indicators, skip options for minigames—because the feedback wasn’t about cutting volume, it was about making the feast feel optional instead of mandatory.
Hamaguchi framed it as staying true to the original FF7’s spirit of side quests and minigames, not a debate over more versus less. The Highwind isn’t just transport; it evolves with your journey, reflecting photos, memorabilia, and character interactions that shift as the meteor looms. New systems like the FITS job-inspired combat layers and fully playable Cid and Vincent (complete with aerial Dragoon flair and monstrous transformations) show the team treating Revelation as their last shot to go big before the credits roll.
Players already saw the first hands-on demo at Gamescom and Kotaku’s preview, and the reaction is the usual split: some are thrilled the finale is going all-out maximalist, others are bracing for another 100-hour checklist. Hamaguchi’s stance is clear—preferences exist, but trimming the scope was never the plan. The planet’s ending on their terms, bloated or not.