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Exploring the Planet - Version 11 vs Version 12
Aug 26, 2026, 09:34 AM
Removed a region that belongs to the previous entry, narrowed the airship timing to the director's stated range, and replaced an unsourced gloss on Chocobo flight
Sep 12, 2026, 06:29 AM
Updated internal links for the game URL change from /final-fantasy-vii-revelation to /ff7-revelation (2026-09-12)
11Final Fantasy VII Revelation sets the party loose across a world without boundaries. The entire planet is freely explorable aboard the iconic airship Highwind, giving the finale an open, player-led structure. From the air, players can drop in by parachute almost anywhere, transitioning seamlessly from flight to exploration on foot, a first for the trilogy.2233With Meteor descending and the planet’s conflicts mounting, the party must divide and conquer, choosing where to go, who to help, and in what order.4455The Highwind667788The Highwind, piloted by Cid Highwind, is the heart of traversal. It becomes available early in the adventure, four to five or five to six hours in according to the director, who has said the exact point depends on the player, opening up the wider world for free exploration much sooner than in the previous entries; the sequence in which the party gains the airship is meant to be a dramatic moment for fans. The party can also venture beneath the waves using a submarine to reach areas below the surface.991010Getting Around11111212Beyond the airship and submarine, the party travels the surface on foot and by Chocobo. The director has confirmed a new gameplay mechanic built around Chocobos for Revelation, separate from the Chocobo breeding minigames associated with the original game.13131414The director has also confirmed that Chocobos can fly in Revelation, which opens up aerial routes and vantage points over ground the party would otherwise cross on foot.15151616Chocobo mounts and a grappling hook were both confirmed as traversal options in official material published on August 25, 2026, alongside the parachute drop and the airship. The grappling hook covers movement the party cannot simply walk or glide through, which fits a map built with more height than the previous entry's. Which character uses it has not been stated.17171818Store listings describe the drop itself as choosing where to land and skydiving down to areas of interest, and set out the kinds of place waiting at the bottom: a wide variety of biomes, cities, and remote frontiers. That is the fullest official description of what the world holds outside the named regions below.19192020How the World Is Built21212222The world map is designed with more verticality than the previous entry's, which the director has characterised as large and expansive but flat. The party can dive straight into the map from the Highwind rather than setting down and continuing on foot. Areas carry recommended levels, but those recommendations apply to smaller pockets of the map instead of whole regions, and nothing physically blocks players from walking into somewhere they are underlevelled for, so an underpowered party can still pick its way through a zone it has no business being in.23232424Lands to Discover25252626Official material has named several regions reimagined in detail for Revelation:27272828RegionDescriptionMideel archipelagoA sun-drenched cluster of islands.WutaiA proud warrior nation, returning to the story after its absence from the previous entry.Northern ContinentFrozen wastes at the edge of the world.Rocket TownThe home of Cid Highwind, also returning after its absence from the previous entry.2929More of the world is expected to open up as the journey continues. Exploration ties directly into the combat system, since the planet's enormous Weapons and other threats are encountered out in these regions. Official material places Weapon battles upon desert sands, in mid-air dogfights, and at the bottom of the sea, which spans all three of the ways the party moves through the world. For those encounters, see The Weapons.