Автор: Online Games VIP Editorial
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IGN's FF7 Revelation preview praises Cid, Vincent and the combat system, while warning that side content may disrupt the game's momentum.
IGN has published a hands-on preview of Final Fantasy 7 Revelation, the upcoming conclusion to the Final Fantasy 7 remake trilogy. Writer Michael Higham focused on an hour-long demo built around the Highwind, new playable characters and an early visit to Wutai.
According to IGN, the preview showed a combat system that remains one of the strongest parts of this reimagining. Cid and Vincent each bring sharply different tools to the party, while the new FITS system appears designed to expand character options without replacing their core identities. The same demo also raised a concern: the open world may be filling up with enough side activities to interrupt the flow of play.
IGN stressed that a short preview could not answer the larger questions surrounding the trilogy's ending. What it did reveal was a game balancing a major story payoff with a broader structure that gives players more freedom, more systems and more optional content. Whether those parts reinforce one another will be important when more of the game can be assessed.
IGN's demo began in Chapter 4, with Yuffie and the group traveling toward Wutai. Cloud and Tifa were not part of the party during this section, and IGN identified Yuffie as the central character for this chapter. The preview included a look at the opening of the Wutai storyline, where events involve ninjas defecting and Shinra agents operating in Yuffie's hometown.
The broader hands-on session centered on the freedom provided by the Highwind. IGN described piloting the airship, skydiving from its deck into open regions and exploring the Mideel Archipelago. The preview also included a visit to Wutai and a meeting involving Yuffie's father, Godo, and Glenn Lodbrok, a mysterious figure who appeared throughout Final Fantasy 7 Rebirth. The supplied preview text ends while discussing what the player learns from that meeting, so the available evidence does not establish the full story significance of the scene.
IGN reported that the map contained a very large number of side activities. To make efficient use of the limited demo time, Higham went to the Mideel Archipelago and tried the optional Combat Assignments. This structure gave the preview a chance to test the new party members in battles rather than spending the entire session on traversal and story scenes.
IGN's strongest positive response concerned Cid. The preview describes him as a melee fighter who can close distance while making effective use of range. His halberds provide reach, and the timing of his attacks can lead to launches, rapid combos or direct rushes against a target. That description points to a character whose effectiveness depends on maintaining an attack rhythm rather than simply repeating one high-damage move.
IGN also highlighted Mark Lance, Cid's triangle ability. The move can build up to five charges and mark multiple targets, which then powers up Dragoon Jump for consecutive hits. Higham's analysis of the preview found the aerial attack especially satisfying, because it turns Cid's traditional dragoon identity into a movement-focused action ability. The source does not provide damage values, cooldowns or a complete list of his abilities, so the character's overall balance remains unconfirmed.
Vincent takes a different approach. IGN reported that his Quicksilver pistol supports quick normal attacks, with follow-up options determined by the timing of his triangle input. His equipped abilities include bullet barrages designed for effects such as stagger, area damage and focused attacks against one target.
The most notable part of Vincent's kit, according to IGN, is his ability to transform into the Galian Beast as a normal ability rather than using the transformation as his Limit Break. The preview described the beast form as a melee-focused style with its own combos, and noted that Vincent can move in and out of the transformation. IGN's analysis is that this makes him unusually flexible, allowing one character to shift between ranged and close-combat roles. The preview does not establish how long the transformation lasts or what restrictions govern it.
IGN only had limited time with the new FITS system, so this is one of the areas where the preview's evidence is preliminary. The system allows players to equip one of four Jobs: Warrior, Knight, Black Mage or Summoner.
Based on the session, IGN's initial impression was that FITS complements a character's existing role instead of completely changing it. Summoner can send out Egi versions of creatures including Ifrit and Titan to attack in a pet-like fashion. Knight provides defensive support, while Black Mage allows magic users to build elements through the spells they cast and adopt a more aggressive approach.
This distinction matters because the underlying party system is already complex. IGN's previous analysis of Final Fantasy 7 Rebirth had identified its action RPG combat as a particular strength, and Higham entered the demo concerned that another layer might create unnecessary complication. IGN's early conclusion was more favorable: Cid, Vincent and FITS appeared to add new ways to use the established combat framework rather than simply increasing the number of systems for its own sake.
That remains an initial reading, not a final assessment. A short demo can show the appeal of individual abilities, but it cannot demonstrate how clearly the game explains FITS, how often players need to change Jobs or whether the system remains manageable after the full party and broader progression tools are available.
IGN's main reservation was not about the combat. It was about the amount of optional content placed around it. Higham described the map as carrying a near-incomprehensible number of side activities, with some of that content interrupting the gameplay flow during the preview.
The concern is especially relevant because the demo's central feature was freedom. The Highwind lets players move through the world, choose a region and drop into an open area. That can make exploration feel more active than following a fixed route, but it also puts pressure on the game to make each diversion feel worthwhile. If activities are too numerous or too similar, the freedom offered by the airship could become a long list of tasks rather than a meaningful way to shape an adventure.
IGN also allowed for another explanation. An hour-long demo is designed to show as much as possible, so the density of activities may not represent how the final game paces them. Demonstration builds often place optional encounters, systems and regions close together so a previewer can see them in a limited window. That possibility does not remove the concern, but it means the preview cannot yet establish whether the issue affects the complete campaign.
For players, the important distinction is between quantity and interruption. A large optional layer can be valuable when it gives the party useful challenges, reveals character moments or makes regions feel distinct. It becomes a problem when the main journey repeatedly loses momentum because the game is presenting activities that feel disconnected from the current objective. IGN's preview raises that question without resolving it.
Final Fantasy 7 Revelation has a difficult job beyond introducing new mechanics. IGN framed it as the conclusion to a remake trilogy that has been building toward its final chapter for years. The source notes that the game must address unresolved threads while providing an ending capable of matching the impact associated with the original Final Fantasy 7.
That larger responsibility is not something an hour-long combat and exploration demo can settle. It does, however, show why the battle system remains important. When a story is carrying years of expectations, the moment-to-moment play still determines how players spend most of their time between major scenes. Cid's mobility, Vincent's transformations and FITS' additional customization could help the finale feel mechanically distinct rather than merely serving as a final set of narrative answers.
This is analysis based on IGN's preview, not an OnlineGamesVIP hands-on verdict. The source's positive reaction to the combat reflects the previewer's experience with a limited build and a limited selection of activities. It supports cautious optimism about the combat's direction, but it does not confirm the quality of the full campaign, the final balance or the complete range of playable content.
The Wutai section is also strategically important. IGN noted that Wutai was a relatively small part of the original game, while Yuffie was once an optional party member. In the remake series, Yuffie has become much more prominent, and Revelation places her at the center of this chapter. That change gives the game room to expand a familiar location and character, but it also increases the burden on the writing and pacing of that material.
IGN's preview found Yuffie entertaining but potentially overbearing when her energy is not balanced by the rest of the cast. The available source describes her as leaning heavily into a bubbly, irreverent anime-character style during this section, while also noting the serious conflict developing in Wutai. Whether that contrast produces effective character development or tonal friction is another question that requires more than the opening portion of the chapter.
The most immediate unknown is how the open-world activities are distributed in the final game. IGN's demo showed a dense map and a freedom-focused Highwind structure, but it did not establish the total number of activities, their variety, their rewards or how often they are required. More representative play sessions should clarify whether the side content supports exploration or repeatedly pulls players away from the central story.
FITS also needs a deeper look. IGN had not explored the system extensively, so the preview cannot confirm how Jobs interact with equipment, materia, party composition or progression. The key evidence to watch will be whether each Job creates meaningful tactical choices and whether its benefits are communicated clearly enough for players to use them without excessive experimentation.
Vincent and Cid need to be tested across more situations as well. Their early movesets sound distinct, but a complete assessment would require seeing how they perform against ordinary enemies, stagger-focused encounters and major bosses. It would also be useful to know whether their flexibility comes with meaningful trade-offs. The preview confirms their basic combat concepts, not their place in the final party hierarchy.
Finally, the available source does not reveal how the Wutai storyline develops after the reported meeting between Godo and Glenn Lodbrok, nor does it confirm the full plan for resolving the trilogy's broader narrative threads. Those answers will require later previews, official material or the finished game itself. For now, IGN's report presents a clear but limited picture: Revelation's combat appears focused and inventive, while its world structure is the element most in need of restraint.