FF7 Revelation director reveals 9 key details about the remake trilogy's finale

We had a very consistent idea from the start.
Director Naoki Hamaguchi on why fan feedback didn't change the trilogy's planned ending.
Mark

So the ending was decided years ago, before Rebirth even came out. That's a bold move when you know half your audience is going to hate it.

Mimi

Right, but that's the point. Hamaguchi is saying they made a choice early and stuck with it. They didn't chase the feedback.

Luke

But we should note—he's being careful not to say what the ending actually is. He's confirming the process, not the content. We still don't know if they're sticking with the multiversal stuff or pivoting away from it.

Mark

Fair. So they're cutting back on minigames. That's interesting because minigames are kind of a Final Fantasy tradition.

Mimi

They're not cutting them entirely. There's a new snowboarding minigame. But they're being more selective. The fitness minigame is gone, and Queen's Blood gets a dedicated hub instead of being scattered everywhere.

Luke

The fitness minigame thing is funny because Hamaguchi frames it as "we did two iterations, that's enough." But that's also a way of saying they didn't want to make a third one. It's not a creative decision so much as a practical one.

Mark

Cid is getting a character rehabilitation. That's a big swing.

Mimi

By delaying Rocket Town until the second half of the game, they can show him in his element, respected by his community. It's a different angle on the character.

Luke

But we're only hearing Hamaguchi's framing. We don't actually know if players will find this version of Cid compelling or if it'll feel like whitewashing a character who's supposed to be rough around the edges.

Mark

The platinum trophy being easier—does that feel like a concession?

Mimi

It feels like they heard the pain and responded. Rebirth's platinum was genuinely brutal.

Luke

Though Hamaguchi admits it makes him sad because he won't get those proud moments at fan events anymore. That's honest, but it also shows the platinum was designed for a specific kind of player, not for everyone.

  • The ending is immovable — Hamaguchi confirmed the trilogy's conclusion was locked before either previous game shipped, regardless of how divisively Rebirth's multiversal storytelling landed with fans.
  • Rebirth's content overload became a cautionary tale, and Revelation responds by trimming minigames and side activities — including retiring the fitness minigame after two games of squats and pull-ups.
  • Midgar returns not as a fully explorable city but as a recreation of the original game's late-story raid, while the Gold Saucer is reimagined around Queen's Blood, the card game that became a fan favorite.
  • Vincent and Cid finally step into playable roles with meaningful screen time, and Cid in particular gets a more nuanced portrait — a respected figure in his hometown rather than just a short-tempered pilot.
  • The platinum trophy barrier has been lowered after Rebirth's punishing requirements drew widespread criticism, and Hamaguchi acknowledged the trilogy's scale is a singular commitment unlikely to be repeated for any franchise.

After more than a decade of development, Square Enix prepares to close the book on one of gaming's most ambitious reimaginings. Director Naoki Hamaguchi has stepped forward to clarify the shape of Final Fantasy 7 Revelation — the trilogy's final chapter — offering reassurance that its ending was never subject to the winds of fan opinion, and that the team has spent this last chapter learning from the excesses of its predecessor. In finishing a story this large, the studio seems to understand that completion itself is a kind of wisdom.

At Summer Game Fest, Square Enix revealed Final Fantasy 7 Revelation, the third and final chapter of its remake trilogy. Director Naoki Hamaguchi followed the announcement with a candid breakdown of what the team had built — and why.

The first thing Hamaguchi wanted players to understand: the ending was never going to change. Rebirth's conclusion had split the fanbase over its multiversal handling of the series' most iconic death, but none of that shaped the creative direction. The trilogy's structure and conclusion were decided before either Remake or Rebirth were released. This was always the plan.

What the team did reconsider was volume. Rebirth had worn some players down with its relentless minigames and open-world checklists. Hamaguchi acknowledged the criticism and confirmed Revelation would pull back — including retiring the fitness minigame entirely after two games. The goal was an open world that felt enjoyable rather than exhausting.

Familiar locations return, but transformed. Midgar appears not as a fully explorable city but as a recreation of the original game's late-story raid. The Gold Saucer is back, with its Wonder Square now dominated by Queen's Blood — the card game that became a fan favorite — alongside its own contained side story.

Vincent and Cid both become playable characters with expanded roles. Cid receives particular care: by introducing Rocket Town in the second half of the game, the team can show him as a respected community figure rather than just a gruff pilot, a dimension the original never fully explored. Cait Sith, meanwhile, gains access to the outfit-based job system, with Hamaguchi noting that matching costumes on Cait Sith and the moogle would be genuinely endearing.

The platinum trophy will also be more accessible this time. Rebirth's requirements — including beating every simulation, reaching level 70, and completing hard mode — had become a wall. Hamaguchi lowered the barrier, though he admitted some sadness: fans used to approach him at events to proudly show off their platinum, and he expects fewer of those moments now.

On the title itself, Hamaguchi described Revelation as the act of uncovering what previous games left unanswered. He also made clear that Square Enix has no intention of repeating this model — over a decade building three AAA titles is not sustainable. Revelation is not just the end of a story. It is the end of an era.

At Summer Game Fest, Square Enix pulled back the curtain on Final Fantasy 7 Revelation, the third and final chapter of its remake trilogy. The studio didn't just show a trailer—it unveiled new systems, new locations, and new directions for a series that has consumed a decade of development. But the real answers came later, when director Naoki Hamaguchi sat down to explain what the team had actually built.

The most important thing Hamaguchi wanted to say first: the ending was locked. Final Fantasy 7 Rebirth's conclusion had divided the fanbase, particularly around how the remake handled the series' most iconic death through multiversal complications. Some players felt betrayed. Others embraced it. None of it mattered to the creative direction. Hamaguchi explained that the trilogy's structure and its conclusion were decided in the earliest phases of development, before either Remake or Rebirth shipped. The team had a clear vision from the start and never wavered from it, regardless of how players reacted to the previous two games. This wasn't a course correction—it was the plan all along.

What did change, though, was the volume. Rebirth had exhausted some players with its relentless supply of minigames and side activities scattered across its open world. Hamaguchi acknowledged the criticism directly and confirmed that Revelation would dial back the cruft. The team wanted the open-world experience to feel more enjoyable, less like a checklist that never ended. One casualty of this philosophy: the fitness minigame is gone. After two iterations of squats and pull-ups across the remake series, the development team decided that was enough.

Players will return to familiar ground in Revelation, but not in the way they might expect. Midgar, the walled city that consumed the entirety of Final Fantasy 7 Remake, will appear again—but not as a full explorable map. The team is recreating the Midgar raid from the original game's later hours, but the slums and streets won't be accessible in the same way. Hamaguchi was careful not to spoil how, but he emphasized that the iconic elements of the Final Fantasy 7 world would be preserved. The Gold Saucer amusement park is also returning, and it's been transformed. The Wonder Square, which housed the G-Bike and an under-construction snowboarding course in Rebirth, has been completely overtaken by Queen's Blood, the card minigame that became a fan favorite. The Gold Saucer will have its own contained side story, but Queen's Blood will be its main attraction.

Two characters are getting their moment in Revelation: Vincent and Cid will both become playable party members with significantly more screen time than they had in Rebirth. Cid is the more delicate case. In the original game, he's abrasive and difficult—a man with a temper. But Hamaguchi sees him differently. By introducing Rocket Town in the second half of Revelation rather than earlier, the team can show a side of Cid that the original game never fully explored. In his hometown, everyone respects him. He's a pillar of the community. This is the Cid that Revelation will develop, a fuller portrait than the gruff pilot players remember. Cait Sith, meanwhile, gets a new feature: the moogle companion will wear the same outfit-based job system that the rest of the party uses. Hamaguchi noted that watching Cait Sith and the moogle dressed in matching fits would be genuinely cute.

The platinum trophy grind will be less punishing this time. Rebirth's platinum required beating every Chadley simulation, leveling a character to 70, mastering all weapon abilities, and completing every chapter on hard mode. It was a wall. Hamaguchi heard the complaints and made changes to lower the barrier for Revelation, though he admitted this makes him a little sad. At fan events, players would approach him with pride, showing off their platinum trophy. With Revelation's easier requirements, he expects fewer of those moments.

When asked about the significance of the title Revelation, Hamaguchi explained that it means uncovering things left unanswered in previous games, letting players feel the weight of revelation. But he also made something else clear: Square Enix has no plans to do this again anytime soon. Spending over a decade developing three AAA titles is not a sustainable model. The Final Fantasy 7 remake trilogy represents a singular commitment, a moment that probably won't be repeated for another franchise. Revelation isn't just the end of this story—it's the end of an era.

In terms of how the conclusion of the entire remake trilogy is going to unfold, we had a pretty clear vision from the early phases of the series. We never really had any intention, nor did we adjust the ending based on fan feedback.
— Naoki Hamaguchi, director
As the word revelation suggests, it means that we're going to feel things. We're going to uncover things that were left unanswered in previous titles.
— Naoki Hamaguchi, director
Quieres la nota completa? Lee el original en Polygon ↗
Contáctanos FAQ