Final Fantasy VII Revelation Tries to Improve Rebirth’s Perfected Combat With FITS

Final Fantasy VII Rebirth significantly expanded the combat, exploration, and character systems introduced in Final Fantasy VII Remake, delivering one of the most acclaimed modern entries in the franchise. Square Enix now faces the difficult task of improving that foundation once again with Final Fantasy VII Revelation, the final chapter of the remake trilogy launching in Spring 2027 for PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2.

Director Naoki Hamaguchi believes the hybrid battle system in Rebirth already reached an exceptionally high standard, combining real time action with tactical commands, character switching, Materia builds, and coordinated Synergy Abilities. However, simply transferring the same system into Revelation would risk making the finale feel too familiar, even if the combat remained mechanically strong.

"I am pretty confident to say that in Final Fantasy 7 Rebirth, the hybrid combat system reached a perfected state, so to speak."
— Quote by: Naoki Hamaguchi

Speaking in an interview with Eurogamer, Hamaguchi explained that the team needed to introduce something new rather than repeating Rebirth without meaningful evolution. The answer is FITS, short for Function Integrated Tactical Suitwear, a new customization system inspired by the traditional Job mechanics used throughout the Final Fantasy franchise.

FITS allows players to assign different combat roles to individual characters through specialized outfits and equipment. Cloud can move beyond his traditional close range warrior role by adopting abilities associated with a Black Mage, while other party members can be configured around offensive, defensive, support, or magical strategies. Jobs can only be changed outside combat, preventing the system from becoming too complicated when combined with Revelation’s existing character switching and tactical command mechanics.

Hamaguchi and combat director Teruki Endo began discussing the system during the earliest stages of development. Their objective was not to replace the combat identity of each character, but to give players greater control over how every party member contributes during battle. Rebirth often encouraged players to select particular characters because their abilities were especially effective against certain enemies or environmental challenges. Revelation is attempting to reduce those restrictions by allowing the party to adapt more freely through different FITS configurations.

Player freedom will also extend beyond combat. Final Fantasy VII Revelation features a larger and more connected open world than Rebirth, with the Highwind becoming available during the early hours of the story. Players will be able to fly across the planet, approach regions in different orders, revisit previous locations, and parachute directly into selected areas without being physically blocked by traditional progression barriers.

Square Enix is still introducing guidance to prevent players from becoming overwhelmed. When preparing to jump from the Highwind, icons will identify destinations, activities, and important landmarks across the world. Once the parachute opens, those indicators will disappear, requiring players to remember the direction of their selected destination while descending.

The mechanic attempts to create a middle ground between unrestricted exploration and the heavily marked maps common in modern open world games. Hamaguchi acknowledged that entering a massive environment without knowing where to begin can become frustrating, but he also wants to preserve the excitement of discovering a world where players are free to choose their own route.

This design direction expands on the Highwind exploration system. Revelation will bring back the 8 major regions featured in Rebirth while adding new destinations, altered environments, additional activities, and areas affected by Meteor, Shinra, and the awakening of the Weapons.

The combination of FITS and unrestricted Highwind exploration suggests that Revelation is being structured around player expression. Rebirth expanded the world by guiding players through individual regions. Revelation appears designed to give players control over where they travel, which characters they use, and how those characters perform in combat.

Improving Rebirth’s combat does not necessarily require making it faster or more complicated. Its greatest strength was how clearly every character expressed a distinct fighting style. Tifa rewarded aggressive combinations, Aerith controlled magical space, Barret delivered ranged pressure, and Red XIII transformed defense into offensive momentum.

FITS could provide the trilogy’s most flexible battle system, but Square Enix must ensure that customization does not erase those identities. Giving Cloud Black Mage abilities is exciting because it expands his options. It would become less interesting if every character could perform every role with minimal differences.

The Highwind guidance system may be equally important. Removing permanent icons after players begin descending creates a small but meaningful sense of navigation and memory. It encourages players to observe the environment rather than following markers across the screen.

Final Fantasy VII Revelation does not need to completely reinvent Rebirth. It needs to preserve what already worked while giving players enough freedom to make the final journey feel personal. FITS and the Highwind could provide exactly that evolution.

Does the FITS Job system sound like a meaningful improvement, or could it weaken the unique combat identity of each character?

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Angel Morales

Founder and lead writer at Duck-IT Tech News, and dedicated to delivering the latest news, reviews, and insights in the world of technology, gaming, and AI. With experience in the tech and business sectors, combining a deep passion for technology with a talent for clear and engaging writing

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