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Final Fantasy VII Revelation Delivers Seamless Open World Through Airship Flight and Freeform Exploration
Developed over time first seen 2 months ago
A hands-on preview at a London press event has given fresh detail on Final Fantasy VII Revelation's open world, with a journalist given an hour on PS5 Pro to freely explore the game's Highwind airship and surrounding map. The demo area alone was said to take around 20 hours to complete in full, underlining the scale of player-directed exploration Square Enix is building into the concluding chapter of its remake trilogy, which is due for release on 8th April.
Set during Chapter 4, the session let the player fly the fully controllable Highwind and parachute down to points of interest across the map, including photographing wildlife in the Mideel Archipelago, fighting a monster gauntlet, and visiting a richly detailed Wutai with a party of Yuffie, Barrett and new aerial-combat character Cid. The sheer number of activities on offer, among them the Golden Saucer's snowboarding minigame and Chocobo racing, left the journalist with a sense of choice paralysis and unable to explore the character job system in depth, while the build itself reportedly ran smoothly on PS5 Pro despite being unfinished ahead of launch.
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In short
- FF7 Revelation preview showcased a vast, freely explorable open world via Highwind airship
- Demo area alone would take roughly 20 hours to fully complete
- Game features new character Cid and launches 8th April
How this story developed
- 2 months ago A new hands-on preview from a London press event gives fresh detail on Final Fantasy VII Revelation's open world, with a journalist given an hour on PS5 Pro to freely explore the Highwind airship and its surrounding map.
- 2 months ago Square Enix's upcoming Final Fantasy VII Revelation, the third and concluding chapter of its FF7 remake trilogy, centres on a revolutionary seamless open-world design centred around the Highwind airship.
- 2 months ago A hands-on preview at a London press event has given fresh detail on Final Fantasy VII Revelation's open world, with a journalist given an hour on PS5 Pro to freely explore the game's Highwind airship and surrounding map.
- Collider ‘Final Fantasy VII Revelation’ Just Proved Its Biggest Missing Piece Was Worth the Wait
- Polygon FF7 Revelation Is Approximately 500,000 Times the Size of FF7 Rebirth | Preview
- Nintendo Life Preview: Playing Final Fantasy VII: Revelation On PS5 Has Me Worried For The Switch 2 Port
- Push Square Preview: Final Fantasy 7 Revelation on PS5 Is So Huge I Got Lost in Its Demo
Full account
Journalists who went hands-on with Final Fantasy VII Revelation at recent preview events have come away struck by how thoroughly the concluding chapter of Square Enix's remake trilogy embraces open-world design. Previews held at Gamescom 2026 and at a separate Square Enix showcase in London gave outlets between 45 minutes and an hour with a build set early in Chapter 4, titled 'House of Cards', which finds Cloud's party aboard Cid's airship, the Highwind, shortly after the events of Rebirth, hunting down a wave of giant creatures known as Weapons while making for the ninja homeland of Wutai. Several writers noted that this represents the culmination of a pattern established across the trilogy, in which Square Enix has repeatedly expanded on small fragments of the original 1997 game, turning a short prologue into a lengthy adventure with Remake and then a mid-game section into a sprawling, Ubisoft-style world with Rebirth. Revelation, due for simultaneous release on all platforms on 8 April 2027, is described as pushing that expansion further still.
The centrepiece across every account is the Highwind itself, now fully player-controlled and used as the mechanism that stitches the entire game world together without loading breaks. Reviewers described flying the airship over open ocean and terrain, then leaving the cockpit to parachute or dive directly onto the ground below, likening the transition to skydiving sequences in other open-world titles. What impressed several previewers most was that this let them travel seamlessly to regions first introduced in Rebirth — among them Mideel, the Grasslands, Junon, Gongaga, Costa del Sol and the Gold Saucer — all rendered as continuations of the same map rather than separate loading zones, alongside Wutai, a region new to this instalment. More than one writer remarked that it is unusual for a sequel to carry over its predecessor's environments wholesale, and that doing so gave the world a stronger sense of being a single, continuous place rather than a set of discrete levels.
Coverage diverged somewhat in where each writer chose to spend their limited time, and in what they took from the experience. One preview focused on the sheer scale of the reused map and the technical achievement of moving between air and ground without interruption, treating this as the standout feature. Another spent almost the entire session simply wandering Mideel and Wutai on foot, emphasising smaller environmental details and the sense that these were lived-in places rather than backdrops, and singling out Wutai's atmosphere as a highlight after the region's absence from the first two games. A third account, filed from a session on PlayStation 5, dwelt on the scale of the side content on offer — with Square Enix staff reportedly telling one journalist that fully exploring the area available in the demo would take upwards of twenty hours — describing a degree of choice paralysis brought on by the density of quest markers and points of interest, and drawing an explicit comparison to the kind of open-world design usually associated with, and often criticised when used by, other major publishers.
On combat and systems, impressions were more tentative. One writer tried out newer party members, including Cid, whose lance-based fighting style leans on ranged and aerial attacks, but admitted struggling to properly settle back into the trilogy's real-time combat given the gap since Rebirth's release, and noted they had little opportunity to test the much-publicised jobs system. Side activities sampled during the sessions included photographing wildlife in the Mideel area and fighting a gauntlet of enemies, though underpowered characters made some encounters, particularly around Gongaga, difficult to survive. A separate preview, written after seeing the game running on PlayStation 5, raised a specific concern not shared by the others: given how demanding Rebirth's open areas already proved on Nintendo Switch 2, that writer questioned whether the handheld platform would be able to cope with an open world reported to be considerably larger and more detailed than its predecessor's, noting that Rebirth's own Switch 2 port required visible compromises to performance and visual quality. All four previews stressed that their playtime, ranging from under an hour to around fifty minutes, was too brief to fully judge a game of this scope, and that the build played was not final, with launch still several months away.
Where outlets differ
From the full account, which is AI-written from the sources:
Polygon's preview (Gamescom 2026) foregrounded the technical/worldbuilding achievement of reusing Rebirth's entire map seamlessly, calling it the most impressive open world the writer had seen, without dwelling much on combat.
Collider's preview spent almost the entire session on foot in just two areas (Mideel and Wutai), prioritising atmosphere and small environmental detail over covering ground, and gave the most positive read on Wutai specifically.
The Switch 2-focused outlet (Source 3) uniquely raised concerns about how the larger open world would run on Nintendo Switch 2, based on Rebirth's own compromised Switch 2 port, and cited a Square Enix estimate of 20+ hours of content in the demo area.
The London PS5 Pro preview (Source 4) was the most explicitly conflicted/uncertain in tone, dwelling on 'choice paralysis' from the volume of side content, drawing an unprompted comparison to Ubisoft-style open-world design and its usual criticism, and was the only one to discuss the new character Cid's combat style and admit difficulty readjusting to combat feel.
Only Source 4 specified the preview location (an event in London) and platform (PS5 Pro) explicitly; Source 1 specified Gamescom 2026; Source 3 specified PS5; Source 2 did not specify platform or location.
Explained simply
Final Fantasy VII Revelation is an upcoming entry in Square Enix's long-running remake of the 1997 role-playing game Final Fantasy VII, continuing the story told across earlier instalments in the series. It is scheduled for release on 8th April 2027 across all major platforms, and is being built around a large, open explorable world rather than the more linear structure of some previous instalments.
Central to the game is the Highwind, a flying airship that players can pilot freely across the map, allowing them to drop into different locations, take on side activities and explore at their own pace. The story follows a group of characters including Yuffie, Barrett and a newly introduced figure named Cid, who takes part in aerial combat, as they journey through various regions of the game's world.
This matters because Final Fantasy VII is one of the most influential and closely watched video game franchises, and the scale and technical execution of its open world are seen as a significant test of how the remake project is progressing ahead of release. Recent hands-on previews from press events have been offering early impressions of how the game plays before it reaches the public.
Coverage · 4 sources
- PolygonFF7 Revelation Is Approximately 500,000 Times the Size of FF7 Rebirth | Preview
- Collider‘Final Fantasy VII Revelation’ Just Proved Its Biggest Missing Piece Was Worth the Wait
- Nintendo LifePreview: Playing Final Fantasy VII: Revelation On PS5 Has Me Worried For The Switch 2 Port
- Push SquarePreview: Final Fantasy 7 Revelation on PS5 Is So Huge I Got Lost in Its Demo
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