Naoki Hamaguchi talks Final Fantasy 7 Revelation, Final Fantasy 14, and physical media plans: “It’s a wonderful culture and it would be a shame to lose that”
It’s finally happening. The Final Fantasy 7 Remake series is coming to Final Fantasy 14.
Over the last decade, its addition felt like a question of when rather than if. Final Fantasy 14 is designed, in part, to be a theme park that pays tribute to the wider series, with references and nods aplenty. We’ve seen plenty of crossovers over the years – from Final Fantasy 16 and Nier to other franchises like Monster Hunter – and Final Fantasy 14’s own producer and director Naoki ‘Yoshi-P’ Yoshida has spoken about the possibility before, saying the timing needed to be right.
So how did it finally happen, and why now, exactly? Speaking to Final Fantasy 7 Revelation boss Naoki Hamaguchi at Final Fantasy 14’s Berlin leg of Fan Fest, it’s one of the first questions I ask.
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Hamaguchi tells me that discussions kicked off about a year ago during a conversation with Yoshi-P about the release dates for Evercold and Revelation, and it all went from there.
“Is there something we can do to use the fact that they’re close together to bring some energy to the Final Fantasy franchise as a whole?” Hamaguchi tells us of the question he and Yoshi-P pondered. “That’s really how things started.”
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Fast forward to today, and we have a better idea of what that collaboration looks like. Final Fantasy 14 is getting a Final Fantasy 7-themed raid called Beyond the Lifestream that involves the supervision of veterans of the OG JRPG – that being, writer Kazushige Nojima and the man responsible for Cloud’s look, Tetsuya Nomura. Amusingly, Final Fantasy 14’s version of the Gold Saucer is getting a revamp to look more like it does in Final Fantasy 7 Rebirth, complete with a typing game that’ll get an FF7 theme to start.
Speaking to his own role in the collaboration, Hamaguchi says that, similar to Yoshi-P, he’s there to guide the team’s excitement into something realistic and achievable. “We have to be really careful that it’s not impacting the [Final Fantasy] 14 patch release schedule,” he says, “because then we’re putting the cart before the horse.”
As for what a successful collaboration looks like, Hamaguchi says Final Fantasy 7 fans jumping into Final Fantasy 14 and becoming Warriors of Light would be great, especially if Evercold and the crossover brought some of that momentum to the launch of Final Fantasy 7 Revelation itself. “I suppose the ultimate aim is to see that throughline of excitement and enjoyment,” Hamaguchi adds.
There’s certainly a solid sense of anticipation around both games already. Final Fantasy 14’s Evercold reveal has certainly left some of the MMO heads on this very website feeling hopeful, and Hamaguchi tells me it’s been “really wonderful” to see players pick up Final Fantasy Remake and Rebirth on PC, Xbox, and Nintendo Switch 2 following the reveal of Revelation.
Duty complete
Of course, excitement can lead to additional pressure. Final Fantasy 7 Revelation is the final entry in a trilogy that essentially splits one game into three. While I enjoyed what Rebirth offers in terms of combat and the open world, I ask Hamaguchi how the team is freshening up the game, especially in light of his recent comments about open-world fatigue.
Hamaguchi tells me there are two ways in which they’re doing that. The first is adding a greater sense of exploration to the world map. Pointing to the Grasslands in Final Fantasy Rebirth, Hamaguchi says it’s very large and expansive, but also very “flat.”
The remedy is more verticality. Hamaguchi can’t reveal everything, though he does say you can dive into the map from the Highwind, and your chocobo will also be able to fly, which Hamaguchi hopes will make “certain parts less frustrating.”
Another way the Final Fantasy 7 Revelation team is keeping things fresh is by making sure the “goal and reward” of side content is clearer, especially following feedback from Rebirth.
“One of the things I think people got a little bit tired of – or maybe that’s when they stepped away from the game – was on the world map, there is a lot of content,” Hamaguchi says. “And sometimes you’d get rewards like materia if you finish that content. But for those people who just wanted to get those materia or rewards, they might feel like they have to do certain mini-games, even if they don’t really want to.”
To remedy this, Hamaguchi says that content in Final Fantasy 7 Revelation will match the reward to what you’re doing – rewards that’ll aid you in battle will be achieved through battle, a new Queen’s Blood card will be earned through Queen’s Blood, and so on. The hope is that the clarity will allow players to ignore the content they don’t want to engage with.
Finding the right FITS
When it comes to combat, one of Final Fantasy 7 Revelation’s standout new features is the FITS system – that being, Function Integrated Tactical Suitwear. It essentially acts as a new job system that allows the likes of Cloud and Tifa to play as something like a Black Mage as opposed to the brawlers people might typically typecast them as.
Despite the visual flair of a new outfit, Hamaguchi says the biggest influence on the new feature was the job system as a Final Fantasy staple overall, though he can’t say there was “zero influence” taken from the likes of Final Fantasy X-2 or Lightning Returns: Final Fantasy 13.
The new feature hasn’t been without its troubles, though, as Hamaguchi jokes that adding the FITS system reminded him about “how hard it is to develop games these days.”
“When you look at some of the early Final Fantasy games that have job systems, you could put a lot in there,” Hamaguchi says. And while the developers behind ongoing games like Final Fantasy 14 have done “fantastic work” in adding a variety of classes over the years, bringing something like 20-30 classes to a standalone title at launch would be “insanely difficult.”
Hamaguchi also jokes that, while there are many open-world games out there, few allow your party to follow you around. “Even though we only have four FITS, we have a lot of characters, so it was quite a lot of work.”
Another thing that makes Final Fantasy 7 Revelation stand out from the other two installments is a proper endgame. While players seeking a challenge in Final Fantasy 7 Remake and Rebirth are typically directed towards playing NewGame+, Revelation brings the challenge to your first playthrough, ready to tackle once you’re powerful enough to do so.
Being the third entry in a trilogy, I ask Hamaguchi how the team is using that to shape how it’s approaching the endgame and anticipated moments like fighting superbosses like Ruby and Emerald Weapon.
“Obviously, what we’re making is an RPG,” Hamaguchi answers. “And I think one of the things that’s fun about RPGs is having the characters you’ve leveled, you’ve customized, and you’ve brought them up where they are, and using them to overcome difficult situations.
“So, say you had this fight against a Weapon, a giant enemy, or something that’s really exciting or cool. And you go into it, and it’s just a completely new mechanic or mini-game. I think there are quite a few players who would come away from that feeling quite disappointed that it wasn’t a reflection of the effort that they put into building something up to that point.
“But the general goal for our team when we’re thinking about making these Weapon fights is that we want to have the Final Fantasy 7 Remake series combat system at the base. What we’ve been building up over these three games. Perhaps there’ll be some extra gadgets, some other things adding something new and unique to the Weapon battle, but we want to have that foundation there as well.
“So there may be some mini-games involved in parts of them, say at the beginning of one of the fights or something like that, to mix things up a little bit. But the core battle is really focused on the characters that you have come through the rest of the game with as an RPG.”
On the case
I think it’s a wonderful culture and it would be a shame to lose that.
Naoki Hamaguchi on physical media
While there are plenty of exciting developments within Final Fantasy 7 Revelation itself, those unfolding outside of the game and Square Enix are difficult to ignore. As Final Fantasy 7 Revelation nears completion, one of the more prominent conversations currently occurring across the industry is about physical media. Rockstar made headlines when it was revealed that GTA 6 would be a code-in-a-box at launch, though Sony’s call to end PlayStation disc production in 2028 has swiftly dwarfed that in online chatter.
Given some of the conversations I’ve seen in Final Fantasy 7’s fandom about whether Revelation will release on a physical disc, I ask Hamaguchi for his thoughts on the topic and whether there’s any news he can share.
Hamaguchi starts by saying that some of his thoughts have been touched upon as part of Nintendo Switch 2’s game-key cards – you can read about that here, as part of an interview we did with Hamaguchi last year. He then says that, as a developer and as a fan, it seems to be the trend that we’re shifting away from physical to digital.
When it comes to his personal feelings, though, Hamaguchi says he’s a fan of physical media, and events like Final Fantasy 14 Fen Fest are one of the many reasons why.
“I really think that people bringing up things, asking for autographs – I think that’s lovely,” he tells us. “I think it’s a wonderful culture and it would be a shame to lose that. I want that to remain.”
As for his personal prediction of where things go from here, Hamaguchi says he feels that “there will always be some kind of physical or packaged edition, even if download codes become the main way that games work.”
“I feel like there will always be something,” Hamaguchi says, “and I hope there will be.”
Looking ahead to Final Fantasy 7 Revelation, Hamaguchi says the team is “still having internal discussions on what the exact SKU product lineup is going to be,” so he can’t say anything “definitive” at the time of writing. That said, he is trying his best to “allow us to have some kind of physical edition.”
“Obviously, say, if you’re talking to Nintendo, there’s considerations about the storage limits on key cards and things like that, and then other platforms about how much you can put onto a disc,” Hamaguchi explains. “Each platform and first-party have their own specific rules and regulations that we need to take into account, and think about what format is actually going to be best for the game.
“These are the discussions that we’re having at this point in time. I do hope that we’ll be able to come up with something that is as close as possible as to what players and fans are going to want, but you’ll have to look forward to future announcements for that.”
Given that Final Fantasy 7 marked the series’ debut on disc, it’s certainly odd to think of a different FF7 game going without. That said, Final Fantasy 7 launched on disc because the cartridge was no longer the best format for the game, and these days, given Square Enix’s own strategy pivot, that would mean making the game as accessible as possible across multiple platforms. As the industry settles into a way of working that’s more about getting the most out of average hardware rather than pushing hardware’s limits further, it’ll be interesting to see what compromises Final Fantasy 7 Revelation can manage.
Still, I remain cautiously optimistic for what Final Fantasy 7 Revelation brings. Rebirth improved on Remake in a big way that has me curious to see what part three of the trilogy has in store, and everything we’ve seen and heard so far hits the right notes.