Summary:
Naoki Hamaguchi has lifted the curtain just enough to spark real conversation about what follows the third entry in the Final Fantasy VII Remake project. He’s upbeat about the team’s momentum, proud of the bonds forged across nearly a decade of shared development, and open to two paths: building a completely new IP or exploring something fresh within the Final Fantasy series. That alone reframes expectations. Rather than a studio in cool-down mode, we’re looking at a group that feels sharper and more confident than ever. The practical takeaways matter: a ready-made strike team with proven chemistry, a multiplatform landscape that broadens audience reach, and a design sensibility tuned to modern players without losing the spark that made Rebirth sing. Here, we unpack what those remarks imply for timing, scope, platforms, and creative direction, while staying honest about the trade-offs—fan expectations, risk tolerance, and market realities. If you’ve followed the trilogy’s evolution, you’ll see why this next chapter, whatever its logo, has strong odds of feeling bold, polished, and player-first.
Why Hamaguchi’s remarks land with weight, not just hype
When a director with recent wins speaks about what’s next, the subtext matters as much as the words. Hamaguchi isn’t simply teasing a mystery project; he’s positioning a team that has matured together, learned each other’s rhythms, and is eager to channel that rhythm into something new. That kind of cohesion doesn’t appear overnight, and it rarely survives long development cycles intact. The takeaway is simple: we can treat the group as a tuned instrument. That changes the floor and the ceiling. It means faster iteration, fewer misfires on vision, and a higher chance that the first public look—whether trailer or blog beat—feels confident rather than tentative. It also means the conversation can shift from “can they pull it off?” to “how ambitious will they get?”—a much more exciting question to ask.
Reading the signal: what was said, what wasn’t, and why that matters
Hamaguchi kept specifics under wraps but drew a clear circle around two options: a completely new IP or something new within the Final Fantasy series. That’s not a hedged answer; it’s a smart fence. It tells us the team is not locked into only nostalgia or only novelty. It also implies the group has the trust and latitude to consider both, which points to internal confidence at Square Enix. The absence of hard details is also telling. Early disclosure locks expectations; measured hints preserve freedom to prototype, to test tone and systems, and to pivot without public whiplash. If you’ve ever watched a project back itself into a corner because of a too-early promise, you know why that restraint is a good sign.
How this dovetails with the trilogy’s arc
The trilogy’s cadence—ramping scope, refined combat identity, and a stronger sense of world scale—suggests a team comfortable with complexity. That comfort translates well whether the logo says “Final Fantasy” or something brand new. Expect lessons in pacing, traversal, and encounter readability to carry forward. Expect smarter signposting where it matters and restraint where discovery should breathe. Above all, expect a player-first mentality earned the hard way: through feedback loops, platform constraints, and the pressure of big expectations.
Team chemistry is the real headline
There’s a reason sports analysts talk about continuity like it’s a superpower. Game development is no different. A team that’s been through multiple ships together knows how to argue productively, when to protect a risky idea, and when to cut a darling before it sinks the sprint. Hamaguchi’s emphasis on bonds isn’t fluff—it’s a practical predictor of fewer costly resets. That chemistry shows up in dozens of small decisions players never see: where to put that recovery window, how to tune enemy tells, when to prioritize readability over spectacle. Those micro-calls accumulate into “feel,” and feel is what keeps you playing at 2 a.m. without quite knowing why.
Why a tuned team changes risk tolerance
With a cohesive group, you can push further without breaking. You can prototype a weirder combat verb, a bolder camera rule, or a more expressive traversal chain because the people solving the problems have shared context. That shared context, across design, engineering, art, and narrative, compresses cycles and reduces the odds of a late-stage panic pivot. It’s exactly the kind of environment where a new IP can thrive—or where a new series entry can avoid feeling safe.
Momentum turns into a competitive advantage. Hiring is easier when candidates see a team shipping, iterating, and visibly improving. Tooling evolves around real needs. Pipelines harden. All of that lifts the next project before the first line of code is written. When Hamaguchi says the team is working the best it ever has, the practical reading is: the next pre-production phase starts on third base, not at the plate.
New IP vs. new Final Fantasy: what each path unlocks
Let’s be honest: both routes have gravity. A new IP clears the board. It gives room to experiment with setting, tone, and mechanics without lore overhead. It can target a tighter fantasy—leaner run time, sharper systems—without the weight of “what this series must be.” That freedom is precious. On the other hand, a new Final Fantasy carries trust, reach, and instant mindshare. It can also explore novel systems under a familiar banner, blending comfort with surprise. The tension between risk and recognition isn’t a problem to solve; it’s a slider to place. The encouraging part is that Hamaguchi frames both as viable, which suggests internal alignment on quality first, brand second.
The creative calculus behind the logo
Choosing between IP and series depends on where the spark lives. If the team has a mechanic they’re itching to build around—say, a new rhythm for ATB-like timing, or a traversal idea that demands bespoke enemies and spaces—new IP might be the cleaner box. If the spark is a theme that resonates with Final Fantasy’s heart—identity, sacrifice, the clash between technology and life—then the series banner can amplify it and invite a wider audience to the table. Either way, we should expect the decision to reflect prototyping truths, not marketing alone.
If the group goes with a new IP, expect pre-production to invest heavily in world rules, player verbs, and art direction pillars. That front-loaded work can actually reduce risk later because it prevents downstream rewrites. If the team chooses a new Final Fantasy, expect more constraints upfront—lore expectations, combat heritage, musical identity—but faster alignment across departments once the pillars are set. The stakes are high on both paths, but the team’s shared history is the buffer that keeps the road smooth.
Timing: what “after Part 3” realistically means
Fans hear “after Part 3” and picture a reveal the week after credits roll. Realistically, there’s a clean-up phase, knowledge transfer, and a breather to avoid burnout. But don’t equate breathing with stalling. A well-oiled team often parallelizes R&D while finishing a ship. Early concept work, tool upgrades, and small-scale prototypes can happen alongside final polish on the trilogy’s conclusion. That makes a measured, well-timed tease plausible sooner than it might look from the outside—especially if the next project leverages pipelines honed during the trilogy.
How platform plans nudge schedules
Working across platforms shapes milestone planning. Memory budgets, I/O behavior, and CPU/GPU balance vary. The upside is reach; the trade-off is more testing. The current direction from Square Enix points toward broader launches, which can front-load complexity but back-load stability. Expect that reality to influence how and when the team chooses to show the next project.
Marketing beats to expect
The first reveal will likely sell a feeling and a hook, not a dissertation. A tight, tone-setting trailer, a few controlled previews, and then playable context when the systems can breathe. The team has learned how to communicate ambition without overpromising. That discipline should carry forward.
Platform context: broadened reach without losing performance sanity
Recent conversations around multiplatform development—especially the balancing act between handheld-class hardware and living-room consoles—make for good headlines. Under the hood, it’s about resourcing and smart compromise. Memory pressure on some consoles demands asset strategy; handheld profiles invite different streaming and LOD tactics. The good news is the team already has muscle memory for those challenges. That means the next project, whatever its banner, benefits from hard-won knowledge about targeting multiple specs without gutting identity.
What that means for players day-to-day
Players care about feel, stability, and clarity. Expect those to remain non-negotiable. Expect better onboarding where friction persists, more granular difficulty levers for different play styles, and clean UI practices that serve both TV and handheld distances. Expect signposting to live where it earns its keep—and to get out of the way where discovery is the point.
Accessibility options aren’t a bullet list; they’re design posture. The trilogy’s evolution showed a willingness to meet players where they are. That posture should persist: remappable inputs, readable fonts, subtitle control, color-blind-safe palettes, and combat assists that respect mastery while welcoming newcomers. It’s not just good citizenship. It broadens audience and deepens loyalty.
Design DNA that will likely carry forward
Regardless of IP choice, some signatures feel locked: hybrid combat with meaningful timing windows, enemy scripting that rewards observation, and exploration that treats traversal as expression, not chore. Expect a sharper camera that avoids snag points, and encounter setups that teach without condescension. Expect music that knows when to swell and when to disappear. And expect the team to keep finding sly ways to make systems talk to each other—status effects that influence environment rules, or traversal tools that feed combat positioning. Those touches are where personality lives.
The narrative angle: themes over tropes
Players don’t ask for giant lore dumps; they ask for stakes that feel human. The team’s recent work leaned into that balance—big myth, small moments. Whatever comes next, we should anticipate a throughline that marries spectacle with intimacy: identities under strain, friendships tested by duty, and technology brushing up against the sacred. If the logo says Final Fantasy, those themes arrive pre-loved. If it says something new, they can be rediscovered with fresh eyes.
The strongest worlds are built around what players do minute to minute. If traversal is expressive, architecture must invite routes; if combat is rhythmic, enemy families must teach rhythm without exposition. Expect the next project to keep that alignment tight. It’s the difference between a pretty postcard and a place you’re eager to get lost in.
Risk, pressure, and the market realities that can’t be ignored
Let’s level with each other: there’s always pressure after a celebrated run. Budgets are bigger, timelines are scrutinized, and fans want the moon. The antidote is focus. Cut features early that don’t serve the core loop. Protect the feel. Keep the narrative honest. The team’s history suggests they know how to say no when it matters. That’s how you ship something that feels inevitable rather than committee-designed.
Community expectations and how to channel them
Players bring passion and theories, and that energy is a gift when handled well. Clear messaging, targeted previews, and a steady cadence of genuine updates beat noisy drip-feeds every time. Expect the group to choose clarity over volume: fewer beats, each worth your time. That’s how trust compounds.
Live support, performance patches, and quality-of-life tweaks aren’t afterthoughts anymore. Smart teams plan for them from the first milestone. That mindset frees the launch build to be confident without pretending to be perfect. It also keeps players engaged in a healthy way—less whiplash, more meaningful iteration.
What we should expect from the first look—no crystal ball, just pattern reading
When the curtain lifts, look for three things: a crisp statement of the player fantasy, a mechanical hook you can describe in a sentence, and a world tone that feels coherent. If those land, the rest can follow. Don’t expect exhaustive feature rundowns or lore encyclopedias out of the gate. Expect personality, direction, and a promise the team can keep.
How we’ll keep excitement grounded on our side
We’ll stay allergic to wishful thinking. We’ll listen for specifics, compare them with what’s shipped well before, and separate marketing poetry from design prose. That way, when we cheer, it’s for something real, not for smoke. That’s how we respect your time and your hype budget.
Because confidence+craft is rare. Hamaguchi’s team has both right now. Whether the next step is a bold new universe or a fresh face under a legendary name, the odds favor something you’ll want to play, talk about, and replay. That’s the bar—and they know it.
Conclusion
The message between the lines is clear: a sharpened team is queuing up a project with room to surprise. New IP would showcase freedom; a new Final Fantasy would harness legacy. Either path rides on the same engine—chemistry, discipline, and a player-first instinct refined across a demanding trilogy. That’s why the next reveal won’t just spark headlines; it’ll set expectations that feel earned.
FAQs
- Did Hamaguchi confirm a specific project?
- No. He outlined possibilities—either a completely new IP or something new within Final Fantasy—while emphasizing the team’s strong bonds and readiness.
- Does this mean the team is done with FFVII after Part 3?
- The trilogy wraps that arc, but the door remains open to other Final Fantasy projects. The decision will reflect what best fits the team’s creative spark.
- How soon could we see the next project?
- No date was provided. Expect internal prototyping and planning to dictate timing rather than arbitrary windows, with reveals paced when systems and tone are ready to show.
- Will the next project be multiplatform?
- Recent interviews point to a broader multiplatform strategy at Square Enix. Final decisions vary by project, but the team is experienced with cross-platform development.
- What should fans expect in terms of design?
- Hallmarks likely to persist include readable yet expressive combat, careful signposting where it helps, and traversal that supports player expression—regardless of the logo on the box.
Sources
- Final Fantasy 7 Rebirth director says the team could do a “completely new IP” or maybe “something new within the Final Fantasy series” after finishing Part 3, GamesRadar+, October 28, 2025
- “I’m very confident in Part 3”: Final Fantasy 7 Remake’s director on the future and platforms, Video Games Chronicle, October 24, 2025
- Naoki Hamaguchi Can’t Say What’s Coming After Final Fantasy VII Remake Part 3, PlayStation Universe, October 28, 2025
- FINAL FANTASY VII REBIRTH Director Naoki Hamaguchi on making one of 2024’s greatest games, Square Enix Blog, November 2024
- Multiplatform approach doesn’t hurt Part 3 development “whatsoever”, GamesRadar+, October 9, 2025













