FF7 Revelation Director Promises Ruby & Emerald Arenas Won’t Be Minigame-Based
Final Fantasy 7 Revelation is set to bring back the franchise’s most infamous superboss-style encounters, including Ruby Weapon and Emerald Weapon—but the director of the Remake trilogy says players shouldn’t expect these fights to be built around quick-time events or standalone minigames.
With Rebirth already packed with minigames, some fans have worried that Revelation could swing too far in the other direction, turning major Weapon clashes into “mini-game first” set pieces. Naoki Hamaguchi addressed those concerns directly, describing what the team wants players to experience when they finally square up against the giant threats.
Quick facts
- Naoki Hamaguchi says Revelation’s Weapon battles won’t be QTE-centric or primarily minigame-based.
- Ruby Weapon and Emerald Weapon are confirmed to be included as part of the superboss roster.
- The core of the fights is intended to focus on RPG combat using the characters players leveled and customized.
- Some minigame-like moments may appear in parts of the Weapon battles, such as at the start, to “mix things up.”
- Revelation is scheduled to launch next spring, continuing Rebirth’s scale while addressing minigame complaints.
Weapon fights are meant to feel like RPG battles
In an interview, Hamaguchi pushed back against rumors that the Weapon encounters would be “just” new mechanics or mini-game segments. His point was simple: players invest heavily in building their characters, and they should feel that effort reflected when the hardest fights arrive.
He specifically emphasized that RPGs are fun because you bring leveled, customized characters into difficult situations — the kind of battles that reward preparation. He framed Revelation’s Weapon clashes as the culmination of that loop, rather than something that undercuts it.
Minigames may appear, but not as the core
That said, Hamaguchi didn’t claim minigames will have zero presence. He noted there may be mini-game elements in parts of the Weapon fights, particularly at the beginning, as a way to vary the flow and keep things interesting.
Still, he stressed that the “core battle” should remain focused on the party members players carried through the rest of the game—using the RPG tools developed over time, including materia setup and party abilities.
What the trailer showed: an opening sequence
Gameplay shown in a Revelation reveal trailer includes party members lining up turret-like objects against Ultima Weapon in Mideel. The clip sparked concern among viewers that minigames would dominate those encounters.
Hamaguchi’s comments suggest that any minigame-style segment shown so far is more likely to be an early beat within a larger combat encounter, rather than the fight’s main structure. The example fits the kind of story setup that boils down to driving the creature away from town.
Next spring release, with possible expansion
Revelation is described as continuing the “ridiculous” scale of Rebirth, while also targeting some of the complaints players had about minigames. Hamaguchi’s goal is clear: keep the variety, but ensure the Weapon superboss moments still land as the RPG battles players expect.
Beyond the base release next spring, players hoping for additional content may have more to look forward to. There’s a “pretty good chance” the game could receive some form of expansion after launch, potentially including a brand-new Weapon encounter.
