Summary:
We finally have the kind of reassurance Switch 2 players have been craving, straight from the director. In Nintendo’s interview with Naoki Hamaguchi, he makes it clear that Final Fantasy VII Rebirth and the third entry in the remake trilogy are being developed for Nintendo Switch 2 alongside other platforms. That one phrase – “alongside” – does a lot of heavy lifting, because it suggests these versions are part of the main plan, not an afterthought tossed over the fence later. Even better, Hamaguchi draws a bright line around what matters most to players: the way the game plays. His personal policy is simple and player-first – he doesn’t want different gameplay experiences based on hardware, because that creates confusion and forces people into annoying “which version should I buy” debates. Instead, the goal is to keep the gameplay experience “pretty much exactly the same” across platforms. That does not mean every technical detail will be identical in every context, but it does mean we should expect the same core systems, the same combat rhythm, the same progression logic, and the same overall design intent when Rebirth and the final entry arrive on Switch 2. For anyone who wants the trilogy on a hybrid system, this is the calm, confident message that cuts through the noise and sets expectations in a practical way.
Square Enix reconfirms Final Fantasy development
Sometimes one answer flips a whole discussion from “maybe” to “okay, this is real.” That’s what happens here. In Nintendo’s interview, Naoki Hamaguchi does not dance around the question or hide behind vague corporate fog. He acknowledges that he can’t share much about future releases, but then he delivers the part everyone actually cares about – Rebirth and the third game are being worked on for Nintendo Switch 2 right now, and they’re being developed alongside the other platform versions. That matters because it reframes Switch 2 as part of the trilogy’s ongoing development story, not a side quest. If you have ever watched a big RPG arrive late on a platform and felt like you were joining a party after the cake was gone, you know why this is reassuring. The tone is also interesting. It’s not hypey, it’s not trying to sell you a dream – it’s a straightforward promise about design intent. And when a director chooses design intent as the headline, it usually means they care about the day-to-day experience you’ll feel in your hands.
Rebirth and the third game are in active development for Switch 2
The clearest takeaway is also the simplest: we’re not only talking about bringing the first game over. Hamaguchi explicitly says the team is working on the Nintendo Switch 2 version of Final Fantasy VII Rebirth, and the third game too, at the same time as work continues on other platforms. That one statement answers two separate anxieties at once. First, it confirms the trilogy plan for Switch 2 extends beyond the opening chapter. Second, it suggests the production approach is coordinated, which tends to be good news for consistency and long-term support. If you are the kind of player who likes to invest in a platform for a whole series, not just a single release, this is the difference between “nice bonus” and “this is a place we can commit.” It also tells us the internal conversation at Square Enix is not limited to porting one title – it’s about delivering the full arc. And yes, that includes the biggest, most demanding parts of the journey, not just the first step into Midgar.
What “alongside other platforms” signals
That word choice is doing real work. When someone says a version is being made “alongside” other platforms, it implies coordination in planning, feature targets, and overall direction. It does not automatically tell us timing, release windows, or technical specifics, but it does tell us the Switch 2 version is part of the same broader production pipeline. Think of it like cooking a big meal. If your dish is on the stove with everything else, it is going to be served as part of the dinner plan. If it gets cooked later, on a different day, it might still be tasty, but it is more likely to feel like leftovers. “Alongside” points to the first scenario. That matters for things like system consistency, balance tweaks, and the general “feel” of combat and progression. It also matters for confidence. Players hear “alongside” and think, “Okay, we’re not being asked to accept a second-class version that behaves differently.” And that ties directly into Hamaguchi’s next point – his personal policy about keeping gameplay consistent.
Parallel production and shared targets
When versions are produced in parallel, teams usually aim for shared design targets even if implementation details vary. That can mean the same combat mechanics, the same party system, the same menu flow, the same side activity logic, and the same encounter pacing – basically, all the stuff that defines how it feels to play. You can think of it like learning a song on different instruments. A guitar and a piano sound different, but the melody, rhythm, and chord progression are still the same piece of music. In game terms, parallel development encourages that “same song” approach, where you do not have to relearn the game just because you picked a different platform. It also reduces the risk of weird divergences where one version has a different set of rules, or a different cadence to combat, or an altered progression curve. Hamaguchi’s statement does not promise identical performance metrics in every situation, but it does promise design parity where it matters most – the gameplay experience players internalize.
Why consistency matters for players
Hamaguchi’s reasoning is blunt in the best way. He does not want players to be confused, and he does not want anyone wondering which version they “should” buy. That’s a director looking at the human side of releases, not just the technical checklist. We have all seen what happens when versions differ too much. People argue, comparisons get messy, and suddenly the conversation becomes about what’s missing instead of what’s great. Worse, it can turn into a purchasing anxiety spiral where you feel like you are making a wrong choice no matter what. Hamaguchi is basically saying, “Let’s not do that.” If you buy the Switch 2 version, you should still feel like you are playing Rebirth – not a strangely edited remix that only sort of resembles it. That is a player-first philosophy, and it is especially important for a trilogy, where muscle memory and long-term attachment build over time. You want to carry your understanding forward, not reset your expectations every time the hardware changes.
“Same gameplay experience” – what we should actually expect
The phrase “pretty much exactly the same” can sound like marketing if you read it with your arms crossed. But in context, it is tied to Hamaguchi’s policy about not changing gameplay across hardware. So what does that actually mean in practice? It means the fundamental shape of the experience should match. The way battles flow, the way characters build out, the way systems connect, and the way progression rewards you should be aligned across platforms. If you watched a combo video, read a strategy breakdown, or talked tactics with a friend on another system, you should not feel like you are speaking a different language when you play on Switch 2. It also means the trilogy remains one shared conversation for the community. People can discuss builds, boss patterns, party roles, and story beats without constantly adding asterisks like, “Well, that only works on this version.” In short, the goal is that your platform choice changes where you play, not how the game plays.
Combat, pacing, and the feel of control
Gameplay experience starts with feel – the responsiveness of inputs, the cadence of decisions, and the rhythm of combat. Rebirth is known for blending real-time action with strategic decision-making, and “same gameplay experience” suggests that blend is not being redesigned for Switch 2. We should expect the same underlying combat identity: building momentum, making smart choices, swapping characters, managing pressure, and keeping your party alive when fights get chaotic. The same goes for pacing. Big RPGs live or die on their tempo – when the game lets you breathe, when it throws you into danger, and how it rewards curiosity. If parity is the target, the pacing logic should remain intact, so exploration, side activities, and story progression are designed to land the same way emotionally. And yes, emotion counts as gameplay experience. If a scene is meant to feel tense, or triumphant, or quietly heartbreaking, the mechanics around it need to support that tone. That is why Hamaguchi’s focus on experience is so important. It is not just about systems on paper – it is about how the whole thing lands when you actually play.
What can change without changing gameplay
Here’s the practical part: a consistent gameplay experience does not require every technical dial to be identical. The experience can stay the same even if certain presentation elements vary by platform, as long as the rules and feel remain aligned. For example, menu layouts, control options, and accessibility settings can remain consistent while underlying rendering approaches differ. Likewise, a version can target the same gameplay design while adjusting how it delivers visuals in demanding scenes. The key is whether those adjustments alter your decisions, your timing, or your understanding of the game. If combat reads clearly, inputs respond properly, and systems behave the same way, the experience remains consistent where it matters. That is why Hamaguchi’s wording is reassuring. He is not promising a magic trick where hardware differences do not exist – he is promising the design will not be compromised into a different game. In other words, you should not have to relearn Rebirth just because you are playing it on a hybrid system.
The hardware question everyone asks – and how to think about it
Let’s be honest: the moment people hear “Rebirth on a portable hybrid,” their brains immediately start running stress tests. Big environments, big battles, big cinematic moments – it’s natural to wonder how it all translates. But this is where Hamaguchi’s framing helps. He is not pitching a reduced version. He is emphasizing parity of gameplay experience, which suggests the team is treating Switch 2 as a serious home for the trilogy. The smart way to think about this is not “Will every pixel match?” but “Will the game still feel like itself?” That is the standard Hamaguchi is putting forward. And as players, that standard is the one that actually determines whether we have fun. If the controls are tight, the systems are intact, and the flow is right, you will stop thinking about the platform five minutes after you start playing. You’ll just be in it – juggling party roles, chasing objectives, and telling yourself “one more fight” right before you should probably go to sleep.
How big RPG ports usually protect the core experience
When teams port large RPGs to different hardware profiles, the usual priority is to protect readability and responsiveness. If you cannot read enemy tells, if menus feel sluggish, or if input timing becomes inconsistent, the gameplay experience takes a hit. So developers generally focus on preserving those fundamentals first. They make sure combat remains legible, controls remain stable, and the pacing of interactions remains smooth. That is the foundation Hamaguchi is pointing to when he talks about keeping the experience the same. This is also why his policy matters – it forces the conversation toward player impact instead of spec sheet arguments. Because let’s be real: no one finishes a 60-hour RPG and says, “Wow, the best part was the spreadsheet.” The best part is the moment your strategy clicks, your party synergy comes alive, and you pull off something that feels clever. If the Switch 2 version delivers those moments reliably, it is doing the job.
What we can reasonably expect from Switch 2 versions
Based on Hamaguchi’s own words, the expectation is clear – the gameplay experience should line up with other platforms. That means we should expect feature parity in the sense of systems and structure: the same core mechanics, the same progression philosophy, and the same overall design. It also means we should expect the team to avoid platform-exclusive gameplay changes that would make players feel like they are getting a different product. If you are worried about being stuck with a “lite” edition, this is the opposite message. Hamaguchi is saying the goal is not to cut the game down into something else. The goal is to deliver Rebirth and the third game in a way that keeps the experience aligned. And that alignment matters for the long haul, because a trilogy is not just three separate releases – it’s one long relationship with the systems, the characters, and the tone. You want that relationship to feel consistent, not like three different interpretations of the same idea.
Why this matters for the trilogy on a portable system
There is a special kind of magic to playing a big, story-driven RPG on a device you can take anywhere. You do not have to schedule your life around your game. Your game fits into your life. Ten minutes before dinner? That’s a side quest. A quiet evening on the couch? That’s a story chapter. A commute or a trip? That’s a surprising amount of progress if you know where you are going. If Rebirth and the third game land on Switch 2 with the same gameplay experience as other platforms, it means the trilogy becomes more flexible without becoming different. That’s the dream scenario. It is also a big deal culturally. Final Fantasy has a long history, and Nintendo platforms have a long history, but the remake trilogy being playable in a truly portable way changes how people talk about it. It becomes the kind of RPG you can live with daily, not just a blockbuster you visit in big sessions. And when a series is this long, that flexibility can be the difference between “I’ll get to it someday” and “I’m actually finishing this.”
Pick-up-and-play changes how we live with a long RPG
Long RPGs can be like a massive novel sitting on your bedside table. You want to read it, you know it’s good, but it stares at you like it wants a full weekend. Portable play breaks that psychological barrier. You can chip away at the journey, keep momentum, and stay connected to the characters and systems. That matters a lot for a trilogy, where continuity is part of the appeal. If you can keep your familiarity warm – your muscle memory, your party preferences, your understanding of combat – you stay engaged. And when Hamaguchi says he does not want different gameplay experiences by platform, he is protecting that continuity for everyone, including Switch 2 players. It’s also just more social. A portable system makes it easier to share the moment – a boss fight you barely survived, a scene that hit you in the feelings, a build that turned your party into a well-oiled machine. The trilogy becomes something you can carry, not something you have to plan around.
How to get ready now if you plan to play on Switch 2
If you are looking at this news and thinking, “Alright, I’m in,” the best prep is simple: get comfortable with the trilogy’s foundation and with the way it expects you to play. That does not mean you need to become a min-max wizard who calculates damage formulas in the dark like a gremlin. It just means you should learn the rhythm the remake series likes – how it teaches systems, how it rewards experimentation, and how it balances action with strategy. The good news is that Hamaguchi’s promise of gameplay parity implies the skills you build in one entry will translate cleanly to the next, including on Switch 2. So the time you invest now is not wasted effort. It’s like learning the controls of a new bike. At first you wobble, then it clicks, and suddenly you are thinking about the scenery instead of the pedals. That’s when the series really opens up.
A simple play order for newcomers
If you are new to this world, the easiest path is to start with Final Fantasy VII Remake Intergrade, then move into Rebirth, then into the third game when it arrives. That order matters because the remake trilogy is designed as a connected experience, not a set of unrelated spin-offs. Starting at the beginning helps you learn the combat language, understand character roles, and get used to how the series paces story and side activities. It also helps you avoid the classic “I’m lost but pretending I’m fine” problem. You know the one – you nod along, you push forward, and then you realize you have no idea why everyone is emotional about a certain name. If you start at the beginning, you get the full payoff. And when Rebirth lands on Switch 2, you will be ready to enjoy it instead of spending the first ten hours playing catch-up with mechanics and tone.
Practical prep tips before Rebirth arrives
Here’s the calm, practical checklist that actually helps. First, give yourself time to learn the combat flow in the first entry, because that feel is what Hamaguchi is trying to keep consistent across platforms. Second, experiment with different party approaches so you understand how roles and abilities interact – it makes later challenges more fun, not more stressful. Third, get into the habit of using menus and shortcuts efficiently, because these games reward players who can switch gears quickly mid-fight. Finally, keep your expectations grounded in what Hamaguchi actually promised: the gameplay experience. That’s the anchor. If you hold onto that, you will not get dragged into endless internet arguments that turn gaming into homework. We are here to enjoy ourselves. The trilogy is dramatic enough on its own – we do not need extra drama from comment sections.
Conclusion
Hamaguchi’s message is straightforward and genuinely reassuring: Final Fantasy VII Rebirth and the third game are being developed for Nintendo Switch 2 alongside other platforms, and the goal is to keep the gameplay experience “pretty much exactly the same” across systems. The heart of it is his personal policy – no confusing gameplay differences, no version-shopping anxiety, and no sense that Switch 2 players are getting a fundamentally different experience. For anyone who wants the remake trilogy on a hybrid system, this is the kind of confirmation that turns hope into a real plan. Now the conversation can move from “Will it happen?” to “How will we play it when it does?” And that’s a much better place to be.
FAQs
- Did Naoki Hamaguchi confirm Final Fantasy VII Rebirth for Nintendo Switch 2?
- Yes. In Nintendo’s interview, he says the team is working on the Nintendo Switch 2 version of Final Fantasy VII Rebirth.
- Is the third game in the remake trilogy also being developed for Switch 2?
- Yes. Hamaguchi also states the third game is being worked on for Nintendo Switch 2 alongside the other platforms.
- Will the Switch 2 versions have different gameplay compared to other platforms?
- Hamaguchi says his policy is to avoid different gameplay experiences across hardware, and he explains the Switch 2 versions are being developed to keep the gameplay experience very close to other platforms.
- What does “alongside other platforms” suggest?
- It suggests the Switch 2 versions are part of the broader development effort rather than being treated as a separate, later project.
- What should new players do if they want to be ready for Rebirth on Switch 2?
- Starting with Final Fantasy VII Remake Intergrade is the most straightforward path, because it teaches the systems and tone the trilogy builds on.
Sources
- FINAL FANTASY VII REMAKE INTERGRADE Interview – Naoki Hamaguchi, Director, Nintendo UK, January 22, 2026
- Switch 2 ports of Final Fantasy 7 Rebirth and Part 3 are already in development, and the JRPGs’ director promises “pretty much exactly the same” experience as other platforms, GamesRadar+, January 22, 2026
- Final Fantasy 7 Rebirth and Remake Part 3 won’t be compromised on Nintendo Switch 2, director promises, Nintendo Everything, January 22, 2026













