The demo places familiar figures—Barret, Yuffie, Red XIII, Cid and Vincent—aboard the Highwind and introduces traversal and combat systems built to support a large, explorable world.
Square Enix’s ongoing Final Fantasy VII remake project has its roots in the original Final Fantasy VII, which debuted on Sony’s PlayStation in 1997, and the remake initiative was publicly announced in 2015.
Many long-time fans still regard the original Final Fantasy VII as a touchstone for story and world-building in the JRPG space; its characters, themes and memorable score have sustained the franchise’s prominence for decades.
The remake project has produced multiple releases to date, including Final Fantasy VII Remake (released April 10, 2020 on PlayStation 4) and Final Fantasy VII Remake Intergrade (released June 10, 2021 for PlayStation 5).
The series' momentum continued with Final Fantasy VII Rebirth, released for PlayStation 5 on February 29, 2024.
In the Gamescom play session, the demo opened with a planning sequence aboard the Highwind.
The team discussed a potential detour to Wutai—an established location in Final Fantasy VII lore—but the demo guide cautioned that choosing that option triggers a boss encounter and advances the demo’s scripted progression.
Journalistic paraphrase of an in-demo observation: the presentation team advised avoiding the Wutai detour in order to preserve optional exploration time and side content.
A prominent new mechanic shown in the demo is active control of the Highwind in the overworld.
Players can reposition the airship and disembark at numerous points, enabling more freedom of movement across large areas.
The demo allowed a jump from the ship and a parachute-style descent into a coastal village area, illustrating how aerial traversal is being integrated into exploration.
I played the session as Yuffie.
The demo presented an English voice track; both English and Japanese casts remain popular among fans.
Movement in the build lacked a dedicated jump button—characters appear to auto-climb or vault when approaching climbable terrain—and Yuffie also carries a grappling-hook tool for vertical navigation.
Combat encounters blended magic, skills and items in a real-time framework that recalls action-RPGs while retaining core Final Fantasy staples.
Large, roaming boss-class monsters populate the overworld, and the demo emphasized risk assessment in open-area engagements.
Side content was on display: a village job board provided optional objectives that award loot for clearing local threats.
In one encounter, scorpion enemies overwhelmed party members and a companion swap mechanic kept the fight going briefly after two characters fell.
After a defeat, the demo reset the party to a previous landing point and allowed continued exploration.
Exploration rewards included a rideable Chocobo with swimming, gliding and limited flight, plus hidden locations such as a hot spring and an island-accessible temple puzzle that required interacting with a mako-powered device to progress.
The demo also introduced an AI companion labeled MAI that provides context and tasks; in this build that assistant offered frequent commentary, which some players may find intrusive.
Taken together, the Gamescom play session suggested a focus on layered exploration, larger overworld encounters and flexible traversal anchored by franchise staples—characters, Chocobos and recognizable locales like Wutai and the Highwind.
For readers tracking platform news, the Final Fantasy VII remake project has primarily appeared on PlayStation hardware to date, while the Nintendo Switch remains an important industry platform discussed by fans and outlets.
Square Enix’s stewardship of the remake series continues to be a major developer effort in the JRPG space, building on the franchise’s decades-long legacy.