Final Fantasy VII Revelation wastes no time handing players the keys to the kingdom. In a two-hour hands-on preview covering Chapter 4, Square Enix dropped journalists into a version of the game that feels less like a middle chapter and more like the sprawling endgame of a traditional JRPG — complete with the Highwind airship, open-world traversal, and a six-character roster that excludes Cloud and Tifa entirely for story reasons. For anyone who felt Final Fantasy VII Rebirth buckled under the weight of its own mandatory minigames and checklist-style side content, this early taste of freedom is either the solution or a warning sign.

Quick Facts — Final Fantasy VII Revelation

DeveloperSquare Enix
Platform(s)PS5, PC
GenreAction RPG

The preview builds on what director Naoki Hamaguchi and combat director Teruki Endo have been telegraphing: Revelation is the polish pass, the freedom expansion, the victory lap. Endo told the team they perfected combat in the second entry, so the third is about refinement and player agency. That philosophy shows in the FITS system, which lets you assign one of four classes to each party member, and in traversal options that include parachuting from the Highwind — a mechanic Hamaguchi admitted was inspired by Fortnite's battle-royale drops. The question hanging over all of it is whether the presentation of this enormous content pile can avoid the bloat that dragged down Rebirth.

Here's a thinking process:

The preview session placed players in Chapter 4 of what appears to be a similarly structured campaign — Rebirth had 14 chapters, Remake had 18 — but the freedom granted at this stage is striking. Yuffie, Barrett, Nanaki, Cid, and newcomer Vincent Valentine are immediately available, with the Highwind serving as a mobile hub for continental exploration. The build allowed unrestricted approach: journalists could revisit transformed regions from Rebirth, push toward Wutai for the first time, or simply experiment with the new traversal and combat systems. This open structure mirrors the "third act" design philosophy, where the world opens up and player choice supersedes linear progression.

Geographical changes to familiar areas provide the most immediate narrative hook. The approaching meteor has caused seismic shifts across the world map, altering enemy populations and terrain in regions like the Grasslands. What was once a tutorial zone populated by fodder enemies now hosts hulking beasts that demand respect. Side quests in these revisited areas are entirely new, with the preview build showing roughly a dozen objective pings in the Grasslands alone. This approach recalls The Legend of Zelda: Tears of the Kingdom and Pokemon Gold and Silver — sequels that reused world maps but transformed them meaningfully — though the volume of checklist-style markers risks triggering the same fatigue Rebirth induced.

Here's a thinking process:

Traversal feels fundamentally different thanks to two major additions. The Highwind enables seamless air-to-ground transitions via parachuting, a solution born from the technical impossibility of landing the airship anywhere in a high-fidelity open world. Hamaguchi explained the Fortnite inspiration directly: modern audiences are familiar with parachuting drops, and it creates a seamless transition from air to ground. The mechanic works — you can target specific locations, bypass unwanted content, and engage only what interests you. It's a quality-of-life improvement that respects player time, provided the world design doesn't simply scatter more icons across a larger map.

Wutai showcases the second traversal pillar: the grapple gun. Yuffie's hometown is fully realized with vertical architecture that begs to be climbed, and the grapple gun — limited to specific UI-highlighted points — makes navigation engaging rather than routine. A timed grapple race to the town's highest point serves as both tutorial and challenge, evoking the double clawshots from Zelda: Twilight Princess or the grappleshot in Halo Infinite. The restriction to designated points prevents true freeform climbing, but in a dense urban environment it keeps movement readable and intentional.

Combat changes center on the FITS system and Vincent Valentine's playstyle. FITS assigns classes to party members, increasing build flexibility, but the preview's standout is Vincent himself. His Galian Beast transformation triggers at will, turning him into a melee powerhouse with deadly claws, while his human form specializes in ranged attacks. There's no cooldown on switching — only a balancing mechanic where extended Galian Beast form reduces Vincent's max HP. In practice, this risk feels negligible during normal encounters, and Vincent's dual-style kit makes him the most immediately compelling party member in the preview. With six playable characters already available in Chapter 4 — and Cloud and Tifa absent for story reasons — the roster depth is remarkable this early.

ℹ️ Note: Cloud and Tifa are not in the party during Chapter 4 for story reasons, leaving Yuffie, Barrett, Nanaki, Cid, and Vincent as the core roster for this preview segment.

Here's a thinking process:

The preview's two-hour limit means critical questions remain unanswered. The FITS system was barely explored — its depth, class synergies, and impact on late-game buildcrafting are unknown. Side quest structure beyond the initial Grasslands ping cluster is a mystery: will objectives remain checklist-style, or does Revelation introduce meaningful variation in presentation and reward? The mandatory minigames that bloated Rebirth have not been shown in this build, and their presence or absence will significantly shape the final experience. Also, the preview only touched Wutai's main town and approach road; the full scope of Yuffie's political questline and Wutai's surrounding regions remains unseen.

Performance and technical stability on PS5 and PC are also unverified. The preview build ran on development hardware under controlled conditions, and open-world streaming at airship speeds — especially during parachuting transitions — could reveal pop-in or frame-rate issues in the final release. Square Enix has not confirmed a release date or window, leaving the timeline for further reveals uncertain. For a trilogy conclusion carrying this much narrative weight, the margin for technical error is slim.

Key Takeaways

  • Two-hour hands-on preview covered Chapter 4 with six playable characters and full Highwind access
  • Parachuting from the Highwind enables targeted exploration, inspired by Fortnite's battle-royale drops
  • Vincent Valentine's Galian Beast transformation offers dual playstyles balanced by HP reduction mechanic
  • Familiar Rebirth regions feature geographical changes from the approaching meteor and entirely new side quests

Final Fantasy VII Revelation's preview build makes a strong case for itself as the trilogy's definitive gameplay statement. The freedom to parachute into specific objectives, grapple through vertical cityscapes, and switch between six distinct combat styles in Chapter 4 suggests a game confident in its systems. But the shadow of Rebirth's bloat looms large — the same checklist pings, the same volume of content, the same risk that quantity obscures quality. If the final game presents its enormous world with the same player-first restraint the parachuting mechanic embodies, Revelation could stick the landing. If not, the trilogy's final act may bury its best ideas under the very excess it promises to refine.

he felt the team perfected the combat in the second entry, so the third entry was all about polish and increasing player freedom
— Teruki Endo (Combat Director)

Frequently asked questions

What is the gameplay focus of Final Fantasy VII Revelation?

Final Fantasy VII Revelation focuses on freedom, allowing players to explore an open-world map aboard the Highwind airship and revisit areas from previous games with significant changes.

How does the parachuting mechanic work in Final Fantasy VII Revelation?

The parachuting mechanic allows players to skydive from the Highwind airship and land anywhere on the world map, providing a seamless transition from air to ground, inspired by games like Fortnite.

What new features are introduced in Wutai in Final Fantasy VII Revelation?

Wutai in Final Fantasy VII Revelation features a grapple gun for traversal, allowing players to climb buildings and participate in grapple gun races, adding a new layer of exploration and fun.

How does the combat in Final Fantasy VII Revelation compare to Rebirth?

The combat in Final Fantasy VII Revelation is very similar to Rebirth, as the combat director felt the team perfected the combat in the second entry.

What changes have been made to familiar areas in Final Fantasy VII Revelation?

Familiar areas in Final Fantasy VII Revelation have undergone geographical changes due to the approaching meteor, and all side quests in these areas are new, providing a fresh experience.