Skip to content
GAMES · REVIEWS · DATABASE
post

Final Fantasy 7 Revelation’s Auto-Level Feature Sparks Heated Debate Over Game Difficulty

September 24, 2026 · Gamer24H Editorial Team

Final Fantasy 7 Revelation director Naoki Hamaguchi has confirmed that the upcoming open-world RPG will include an option to automatically level up characters, letting players experience the story without grinding — a design choice that has ignited a fierce debate across the gaming community. Speaking with IGN Japan at Tokyo Game Show 2026, Hamaguchi explained that the feature was born from direct player feedback, as many fans struggled to progress through the main narrative while feeling underleveled. The announcement has since become a flashpoint for a broader conversation about difficulty, guidance, and what modern games owe to their players.

Like every other entry in the series, Final Fantasy 7 Revelation is a heavily narrative-driven title, and the studio clearly wants players to reach its major story beats without being bogged down by tedious progression. According to Hamaguchi, the idea emerged after receiving complaints from players who found the previous games’ main stories difficult to complete because their characters were not strong enough. Rather than forcing fans to slog through the game’s wealth of side quests to build their characters up, the team has built in a safety net.

“For people who really just want to do the main story, we’ve included an option that asks, if your level is not high enough for the recommended level when you reach a part of the main story, ‘Would you like to automatically raise [your level] to the recommended level?'” Hamaguchi explained during the interview. The feature is designed to be opt-in, giving players the choice to bypass the grind when they want to focus purely on the narrative.

A Feature That Divides the Community

While the practical intent behind the mechanic is clear, the broader gaming community has reacted with skepticism, with many critics arguing that the option makes the game far too “hand-holdy” and signals a troubling trend in how challenges are being designed into modern titles. The most vocal opposition came from veteran game artist TheCartelDel, whose argument quickly went viral on X/Twitter. Writing against the inclusion of the feature, the artist argued that games have long served as a unique method for teaching younger players about patience, delayed gratification, and perseverance — and that this new option actively removes that lesson.

'You Will Learn to Overcome Nothing'

We need to have a serious discussion about how games used to be a unique method to teach kids and teens about patience, delayed gratification, and working hard to accomplish a goal — and now we’re designing away the need to persevere at all. You will learn to overcome nothing.

TheCartelDel

The backlash extended well beyond a single comment. One user expressed frustration with the direction of the entire remake series, noting that while they enjoy the Final Fantasy 7 remakes, the latest news about Revelation feels like the studio is catering to players who “don’t like playing games.” Another took a more measured stance, arguing that there is a meaningful distinction between facilitating an experience and eliminating it entirely. “In an RPG, getting lost in its world, exploring, fighting, and leveling up is precisely the nature of the genre,” the user said, suggesting that the core appeal of the genre lies in its inherent challenges.

Looking Ahead

Despite the controversy, Final Fantasy 7 Revelation is shaping up to be a massive undertaking, with Hamaguchi teasing that completionists will need “at least 100 hours” to fully finish the game. As an open-world title, it offers a wide variety of side quests and areas to explore, and players can navigate the landscape in several ways — dropping in from the Highwind thanks to Cid, traversing on foot via Chocobo, or simply walking the terrain themselves.

'You Will Learn to Overcome Nothing'

That scale is precisely why the development team is working to strike a balance between guidance and freedom. Hamaguchi noted that some players struggle with exploration, while others find heavy direction intrusive. “So, we are currently considering things like toggling that guidance on and off,” he said, indicating that the studio is actively refining how much support it offers. It is also worth noting that many AAA games today already offer difficulty settings tailored to story-focused play, so the automatic level-up option is not entirely unprecedented.

Ultimately, Hamaguchi appears acutely aware of the concerns surrounding the game doing too much heavy lifting for its players. As the release approaches, the community will be watching closely to see how the studio balances accessibility with the challenge that defines the genre — and whether the conversation around difficulty will continue to grow louder.

Related Article: Magic’s 10 Best Counterspells Ranked: The Stack-Warping Arsenal That Keeps Competitive Play Honest →
Kaynak: IGN ↗

1 comment

Join the conversation

Search Gamer24H

Enter at least 3 characters.

Explore

APPEARANCE

Choose your color theme

Auto mode follows your device and switches to Xbox, PlayStation, or Nintendo colors on matching stories. Your manual choice stays on this device.