Final Fantasy VII Remake is out now, and you know what, it’s quite good. But now that we have our review out of the way, let’s talk about some of the nitty-gritty things that makes Square Enix’s latest take on the 1997 classic so good.
Let’s talk about the new weapon upgrade system.
This is one of the new gameplay systems Square Enix has introduced for the remake that’s not in the original. But it’s such a great addition I want to see more RPGs take notes on the ideas that FF VII Remake’s weapon upgrade system has brought in.
Here’s how it works. As you play through the game, you’ll get access to new weapons. Each of them has different starting stats.
So far, so normal. The brilliance comes in two additions, which uses existing systems seen in past Final Fantasy games in great ways.
Abilities Tied To Weapons
The first is a nod to FF IX. Weapons in FF VII Remake has unique abilities attached to it. So long as you have the weapon equipped, you can use them. But also, there is a method to permanently learn it- without needing to equip it. In general, you just need to use said abilities, but fulfilling certain conditions- like using it as a final blow to finish off an enemy- grants faster progression.
This system encourages players to find and get new weapons. It’s a reason to be excited in getting them. Sure, getting better weapons with better stats is normal in video games, but in FF VII Remake, it’s not the starting stats of the weapons you’re excited about. It’s the shiny new ability you can add to your command list.

The Weapon Upgrade System
The other system borrows from Final Fantasy XIII’s Crystarium (it even looks rather similar). The Crystarium, like FFX’s Sphere Grid, is a fancy-looking skill tree that lets you invest points to improve stats for your character.
However, in FF VII Remake, you don’t improve your characters’ stat directly as they level up. But you can improve them directly via investing points into each weapon. The stats bonuses are weapon-specific here.
At first you have access to one level of the skill tree, with a few places to spend your skill points (SP). But over time, as your party levels up, you gain more SPs that unlocks the next few levels of upgrades, granting more options for stat increases.
It looks simple at first- an increase of Strength here, a bump on HP there, and the occasional extra materia slot. But then you will realise you don’t really have enough points to just dump into all the nodes and be done with it.
There are choices to make in upgrading your weapons. Sometimes, the stats in the higher level tier you just unlock isn’t what you’re looking for in your build, so you continue to put in the points on the lower levels. There are maybe times you skip the lower levels, because the ones in the highest levels are just so much better, especially those extra materia slots.
Each of the weapon’s available unlocks are also different too. Some may have nodes spread across all five weapon levels, some don’t. Some are all-rounders that has nodes to upgrade all stats, some specialises in either physical or magical stats- be it offence or defence.
Thankfully, there is a way to respec your points. And each weapon will have the same pool of SP (skill points) to be spent on. SP are tied to the character, not for each weapon. So there’s room for experimentation, and no roll-back-save levels of penalty.
Takes Two To Tango
What makes these two systems so brilliant is how symbiotic they are. If the FF VII Remake only has the weapon upgrade system, then not many will be enticed to switch to a new weapon because by default. The stats are probably worse than your current, properly upgraded one. So the inherit ability tied to each weapon is the main reason for players to make the switch.
It also works the other way around too. The fancy new weapon looks cool and all. But what if you really just want Cloud to keep using the iconic Buster Sword he has from the beginning of the game? The whole remake hinges on nostalgia value, so that’s a big deal. Thanks to the upgrade system, all weapons can be strong enough to be used until the end of the game. Once you learn that new ability, there’s nothing stopping you to reverting back to your familiar setup.
Final Fantasy VII Remake’s weapon upgrade system entices players to experiment and make changes to how they gear up their party, while still provide less adventurous players reassurance that their setup will continue to work- and get better- as the game progress. This system, alongside the classic materia system, is a clear sign that FF VII Remake is still an RPG at heart. You will still be in the menus, min-maxing and gearing up before heading to the next battle well-prepared.
The new additions are smart and works wonders for the remake. And I wish more games in the future take inspiration on it.
Check here for our overall review on Final Fantasy VII Remake. The game is out now on PS4.