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Final Fantasy VII Revelation: Key Changes From the 1997 Original

The Final Fantasy VII remake project is reaching its conclusion with the upcoming release of Final Fantasy VII Revelation.

Final Fantasy VII Revelation: Key Changes From the 1997 Original
In this article
  1. Evolution of World Exploration and Narrative
  2. Combat and Summoning Overhauls
  3. Why it matters

The Final Fantasy VII remake project is reaching its conclusion with the upcoming release of Final Fantasy VII Revelation. Serving as the third and final installment of the trilogy, the game aims to conclude the modern reimagining of the iconic 1997 RPG. Square Enix has confirmed that this finale will be the largest entry yet, introducing an open-world structure alongside a new combat mechanic called FITS—a job-class system layered over the series’ signature real-time action.

Evolution of World Exploration and Narrative

Unlike the 1997 original, where the Highwind airship provided near-total freedom, Revelation will gate access to certain areas through environmental factors like weather and airspace restrictions. Additionally, characters who were previously optional now play a core role in the narrative. Yuffie Kisaragi and Vincent Valentine are integrated into the main story, meaning players will be required to engage with Vincent’s backstory and the Wutai conflict. Vincent also receives a combat overhaul, with his classic Galian Beast transformation integrated directly into his regular combat kit rather than being limited solely to a Limit Break.

Combat and Summoning Overhauls

Players expecting to carry over systems from the original game will find significant adjustments. Director Naoki Hamaguchi confirmed that Master Materia will not return, citing that its ability to grant all command abilities and spells at once would break the game’s balance. Summoning mechanics are also shifting: iconic creatures like Typhoon and Hades have been relocated, with Hades now appearing as Wutai’s patron deity. Furthermore, the legendary Knights of the Round summon is being transitioned into a major, multi-part questline similar to the Gilgamesh arc in Rebirth, replacing the original’s chocobo-breeding requirement with intense combat encounters.

Why it matters

For returning fans, these changes represent a fundamental shift in how the game’s world and systems function compared to the 1997 PS1 classic. By weaving optional party members into the core narrative and completely restructuring how players obtain ultimate summons, the developers are ensuring that the finale offers a fresh experience even for those who have memorized the original. The removal of the chocobo-breeding grind for the Knights of the Round suggests a shift toward more active, story-driven challenges, which is a major departure from the slower, RNG-heavy pacing of the nineties. Players should prepare for a massive experience, as the game’s scale has already been reported to demand significant hardware storage, reflecting the developers’ ambition to push the limits of the current hardware generation.

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