FF7 endgame: Using leveled-up characters to overcome challenges

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Featured image FF7 endgame Using leveledup characters to overcome challenges

While the epic showdown with Sephiroth promises to be one of the most thrilling moments in the remake trilogy, the real excitement among players lies in the Weapon battles. These aren’t just skirmishes; they are poised to be glorious spectacles that test the limits of player skill.

To understand the design philosophy behind these intense encounters, we turn to Naoki Hamaguchi, the overseer of the remake trilogy. When asked about the structure of the combat, he emphasized that the fundamental joy of an RPG lies in character development: having players level up, customize their characters, and bring them to where they need to be to overcome difficult situations.

Hamaguchi noted that achieving this balance is crucial, especially when introducing novelty into fights against powerful entities like Sapphire or Diamond. The goal was to ensure these battles felt satisfyingly direct while still offering fresh gameplay experiences.

“We want the core battle system to remain at the base,” Hamaguchi explained. “The focus must be on the characters you have developed throughout the rest of the game.”

He further elaborated that while complexity is welcome, it shouldn’t overshadow the character-based combat. He suggested that any innovative elements—such as minigames—should be deployed strategically, perhaps at the beginning of a fight, to mix things up without sacrificing the core challenge.

The intention was clearly to ensure that every encounter, even those against massive Weapons or formidable enemies, felt like a genuine reflection of the player’s effort and build. It is this commitment to making character progression central that promises to make these Weapon fights unforgettable challenges for players diving into the world of Final Fantasy 7.