The “huge” open world of Final Fantasy 7 Revelation doesn't have to be a bad thing

While everyone has been doubting it for a long time Final Fantasy 7 Light The largest entry would be, according to scale, of Final Fantasy 7 Remake trilogy, those suspicions have now been officially confirmed by the trilogy's director, Naoki Hamaguchi. In a recent interview with Eurogamer, Hamaguchi said that “[Final Fantasy 7 Revelation‘s] The world is bigger than that reincarnation,” and to some, that might seem like a big deal. After all, this third and final entry will cover the part of the original game where players use Highwind to reach the game world, which was already a great experience even in its previous state. However, after some criticisms. Final fantasy 7 rebirth Given its semi-open-world design, other players may not necessarily consider “big” a good thing.

Of course, the conversation about whether bigger is actually better is something that has plagued modern open-world games for some time, although recent entries in the genre – such as Alden Ring, Zelda: Breath of the Wildand Crimson Desert– have come up with unique ways to make even the largest open worlds feel manageable. Still, there's always that fear in the back of some players' minds that a large open world might be considered a now-dated design philosophy, and that includes. Final Fantasy 7 Light. Still, modern open-world games have done enough to convince us that it can be done well, and according to Hamaguchi, Square Enix is ​​doing its best to make sure players don't tire of it all right away.

The world design of Final Fantasy 7 Rebirth was better, and the light will be more

As much as people like to complain Final fantasy 7 rebirthA semi-open world, it really wasn't that bad. Of course, its open-world-like activities get repetitive after a while, and yes, there isn't much variation in the structure of its activities. However, as is the case with any open or semi-open-world game, whether or not the player enjoys what's there is, for the most part, up to them.

Final Fantasy 7 Light will feature a larger seamless, planet-wide open world reincarnationWith full exploration enabled by Highwind airship.

Open-world games often have players doing every single optional activity and collecting every collectible that never completes the game. Yes, doing said activities and said collectibles can be collected and are generally beneficial to the player, but the point here is that they are optional, whether they are beneficial or not. At the end of the day, it's up to the players how much they want to do in the open world and when they do it. Perhaps leaving the players themselves in charge of pacing is the biggest problem here, as some may not know how to do it when there's a huge world full of opportunities in front of them, but the devs are still not at fault in that regard.

and Final fantasy 7 rebirth Its semi-open world was received despite criticism. Again, it really comes down to player preference, for one thing, but also whether the player can be trusted to pace himself without taking the steering wheel. Seen through that lens, an open world or semi-open world can't be objectively bad, because it's not so much a balance that developers need to strike alone but that players need to pay attention too. After all, at this point, they know what they're getting into when a larger world is laid out in front of them, and the freedom it offers translates not only to its scope but also to giving players options.

Everything Final Fantasy 7 Rebirth's semi-open world does well

  • makes Final Fantasy 7The world feels like a real, continent-spanning journey.

  • Each area features different scenery, enemies, settlements, music, and traversal mechanics.

  • Provides perfectionists with a satisfying routine of constantly clearing each area.

  • Exploration rewards with useful content, crafting resources, combat challenges, and party upgrades.

  • Uses Lifesprings and World Intel to expand regional history and environmental lore.

  • Creates more opportunities to use combat, party compositions, and material creations.

  • Optional quests let Cloud's relationship with individual party members deepen.

  • Gives the cast room to breathe outside the heavy moments of the main story.

  • Makes Protorealic missions feel like substantial side stories instead of disposable collectibles.

  • Turns Queen's Blood into a rewarding journey spanning opponents, cards and storylines.

  • Uses mini-games to constantly vary the pace between exploration, combat, and dialogue.

  • Encourages players to stay in areas longer and appreciate their environment.

  • Collectables make hunting fun for players who want more time with the party.

  • Captures the playful variety associated with the old final fantasy Games.

What is important to understand Final fantasy 7 rebirth'The semi-open world is that almost everything it hosts serves a purpose other than giving players a checklist of activities to do and collectibles to find. Exploration is rewarded, of course, with powerful materials, crafting resources, and party upgrades, so players can almost always be sure that they're going to come out of the adventure stronger and more skilled. But there's also the story side of things that's important. Final fantasy 7 rebirthLifesprings and World Intel help flesh out areas for lore junkies, and there are plenty of side quests available that offer character development and deepen relationships between party members. In the end, it's a matter of perspective.

And it does it “right” anyway. Final Fantasy 7 LightA large world would not be inherently evil because of its increased size. Players will likely still be given equal opportunity to avoid each optional activity if they wish, no matter how tempting it may be. The concept that open-world games get worse the bigger they get is a more dated argument than pre-world.Breath of the Wild Open-world design itself at this point, simply because it's almost always been about the player's perspective and approach. Hamaguchi also agreed with that sentiment in his interview with Eurogamer when he said, “It depends on personal preference and different perceptions.”

At the end of the day, it's up to the players how much they want to do in the open world and when they do it.

Final Fantasy 7 LightWhose world may be bigger, but that alone says nothing about whether it will be better or worse reincarnationwho What matters is how Square Enix uses that space, how HighWind naturally opens it up, and how much freedom players get to interact with their alternate content in the way they see fit. FF7 Reborn It's proven that even simple activities can reward exploration, expand the world, strengthen the party, or create more time with characters players have spent years bonding with. FF7 lighting Just because some players find it tiring doesn't mean abandoning that premise. Instead, it needs to build on what worked, improve what didn't, and get players to believe how big a world they really want to see.


Final Fantasy VII Light tag page cover art


issued

2027

prequel(s)

Final Fantasy VII Remake, Final Fantasy VII Reborn


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