Naoki Hamaguchi has finished Final Fantasy 7 Revelation 46 times.
That number alone tells you something about the director's relationship with his own game. It also makes what he said at Tokyo Game Show 2026 all the more striking: the same man who has lived inside this world dozens of times is designing it so that you might never need to touch its grind at all.
In an interview with IGN Japan, Hamaguchi outlined an optional feature that would automatically raise players' character levels, allowing those who come primarily for the story to bypass the traditional RPG progression loop. The reveal has done what so many of Revelation's design decisions have done before it: split the community cleanly down the middle.
Before going further, one important clarification. This feature comes from a director interview, not an official Square Enix announcement. The company's press materials and product pages confirm the release date and DLC plans but make no mention of auto-leveling. Readers should treat the specifics as credibly reported but interview-sourced, and worth verifying against the original IGN Japan conversation.
The Confirmed Details
The concrete facts around Revelation are well established. The game launches April 8, 2027 on PlayStation 5, Nintendo Switch 2, Windows, and Xbox Series X/S. A Story Expansion Pass will include two story DLCs, one featuring Sephiroth, one featuring Vincent and the Turks, plus Early Access.
Revelation was showcased at Tokyo Game Show 2026 with a world-first playable demo, following a trailer focused on the planet's Weapons that debuted at Gamescom 2026. It is the concluding chapter of the FF7 Remake trilogy, developed by Square Enix Creative Studio I and led by the same core team across all three entries: Hamaguchi, Tetsuya Nomura, and Motomu Toriyama directing, Yoshinori Kitase producing, and Kazushige Nojima writing.

What the Auto-Level Feature Actually Does
The core function, as described, is straightforward. An optional toggle would automatically raise characters' levels, reportedly to match the recommended level for the main story. Players who find themselves underpowered or simply uninterested in side content could flip the switch and keep moving forward.
The word "optional" carries enormous weight here. This is framed as player choice, not a forced default. Nobody would be stripped of the traditional experience; the feature exists alongside it, not in place of it.
That framing fits Revelation's broader identity. The game has been positioned as heavily story-focused, the closing statement of a trilogy that has spent nearly a decade building toward this moment. Auto-leveling is pitched as narrative accessibility, a way to ensure that the people who showed up for the story actually get to see it.
The exact mechanics, however, are inconsistently described in secondhand reporting. Whether the feature matches a "recommended main-story level," whether it can be toggled per character, and how granular the controls are all remain unconfirmed.
The Accessibility Argument
Hamaguchi's logic is not difficult to follow. If the game is story-first, then players who come for the narrative should not be blocked by a difficulty wall they have no interest in climbing.
This aligns with a broader industry shift. Big-budget RPGs have increasingly embraced accessibility and quality-of-life options, difficulty modes, combat assists, chapter skips, and narrative settings that let players tailor the experience to their available time and skill level. Much like Celeste's assist mode or The Last of Us Part II's extensive accessibility options, these features have moved from exceptional to expected. What was once a novelty is now closer to standard practice.
Then there is the time problem. Hamaguchi has said a 100 percent completion run could "easily take over 100 hours." For a working adult with a backlog and a full schedule, that number is not an invitation; it is a barrier. An auto-level option offers a viable path through the main story without demanding a second job's worth of hours.
There is also something to be said for the source. This is not a publisher mandate handed down from a boardroom. It is a design philosophy coming from a director who knows the game more intimately than almost anyone alive, 46 playthroughs deep, by his own count.

Why Not Everyone Is Happy
The backlash centers on a genuine philosophical objection: auto-leveling undermines the RPG progression loop.
For many fans, leveling is not a chore to be skipped. It is the point. The sense of earned growth, the slow accumulation of power that makes a late-game boss feel conquerable, is the emotional architecture of the genre. Remove it, the argument goes, and you remove the stakes that give the story its weight.
This criticism did not arrive in a vacuum. Revelation's fast-forwardable cutscenes already generated similar pushback, with the same fundamental question attached: why design a game around content you are inviting players to skip?
The counterpoint deserves equal space. Optional features do not remove the traditional experience for anyone who wants it. A player who never touches the toggle loses nothing. The existence of an accessibility path does not erase the one beside it.
The divide is real and ongoing within the JRPG community. It reflects a genuine disagreement about what these games are for, not a manufactured controversy.
The Multiple-Playthrough Tension
The auto-level debate sits alongside a cluster of other decisions that have shaped Revelation's public image, and one in particular deserves closer scrutiny.
Hamaguchi has said multiple playthroughs will be required to see everything. On its surface, this sits awkwardly next to "skip the grind" accessibility messaging. Why remove the progression loop for time-pressed players while simultaneously demanding they replay the game more than once?
There is a more charitable reading, however. Auto-leveling may not contradict the multiple-playthrough design, it may enable it. The single biggest barrier to replaying a lengthy RPG is the prospect of re-grinding levels you have already earned. By removing that tedium, an auto-level toggle could make a second or third playthrough far more palatable for players who want to see every branch of the story without repeating dozens of hours of combat.
Read that way, the two features are not in tension at all. They are complementary pieces of a design philosophy built around player agency: skip what you do not want, revisit what you do. Fast-forwardable cutscenes fit the same pattern. Together, these choices sketch a game that is simultaneously enormous and accommodating, demanding and permissive, one that trusts players to decide how much of it they want to engage with.
Whether that trust is well placed remains the open question.
What This Means for the Trilogy's Legacy
The FF7 Remake trilogy has never been shy about courting debate. It remixed a beloved story, changed expectations, and repeatedly asked players to accept that the remake they imagined was not the remake they were getting.
Auto-leveling extends that pattern into the mechanical layer. Is it a thoughtful accessibility play or a step toward devaluing the RPG experience? Both readings have merit. The accessibility argument is grounded in real barriers that real players face. The progression argument is grounded in what has defined the genre for decades.
The precedent question lingers. If auto-leveling succeeds here, in one of the most anticipated RPGs of the decade, could it become standard for story-driven JRPGs? Accessibility features have a way of normalizing once they prove popular.
A director who has beaten his own game 46 times is building a way for you to skip the hard part. Whether that is generous or sacrilegious depends entirely on what you believe these games are for, and the community will not settle that argument before April 8, 2027, when players finally decide for themselves. The feature itself, while credibly reported, still awaits official confirmation from Square Enix.




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