---
title: "Naoki Hamaguchi: FF7 Remake feels like fate returning to Nintendo"
url: "https://www.nintendoreporters.com/en/news/nintendo-switch-2/naoki-hamaguchi-ff7-remake-feels-like-fate-returning-to-nintendo/"
description: "Naoki Hamaguchi explains why FF7 Remake is returning to Nintendo and why UE4 remains - read the key statements."
author: "Patrick Dankers"
published at: "2026-09-23 14:37:44"
image: "https://www.nintendoreporters.com/storage/files/naoki-hamaguchi-ff7-remake-voelt-als-lot-dat-terugkeert-naar-nintendo.jpeg"
markdown url: "https://www.nintendoreporters.com/en/news/nintendo-switch-2/naoki-hamaguchi-ff7-remake-feels-like-fate-returning-to-nintendo.md"
---

Naoki Hamaguchi: FF7 Remake feels like fate returning to Nintendo | Nintendo Switch 2 News | NintendoReporters

 [![Naoki Hamaguchi: FF7 Remake feels like fate returning to Nintendo](https://www.nintendoreporters.com/storage/files/naoki-hamaguchi-ff7-remake-voelt-als-lot-dat-terugkeert-naar-nintendo.jpeg "Naoki Hamaguchi: FF7 Remake feels like fate returning to Nintendo")](https://www.nintendoreporters.com/storage/files/naoki-hamaguchi-ff7-remake-voelt-als-lot-dat-terugkeert-naar-nintendo.jpeg)**Summary:**

Naoki Hamaguchi, director of the Final Fantasy 7 remake series, sees bringing the remake back to Nintendo hardware as something with a special emotional weight. He says the Switch 2 presentation convinced him of the technical possibilities and that the decision to bring the remake trilogy to that hardware involved both personal and business considerations. Since the reveal, the earlier entries have shown a clear sales increase, something that surprised Hamaguchi and Square Enix in a positive way. He also explains why the team is staying with Unreal Engine 4 instead of moving to UE5: efficiency, existing pipelines and the desire to release the game on time all played a major role. NintendoReporters keeps you up to date on the main remarks and what this concretely means for Dutch and international Nintendo fans.

---

## [](#hamaguchi-on-the-feeling-of-destiny-when-returning-to-nintendo-hardware)Hamaguchi on the “feeling of destiny” when returning to Nintendo hardware

Hamaguchi says it almost feels like destiny that Final Fantasy 7 is returning to Nintendo hardware, and that emotion comes through in his words. He refers to the franchise’s long history on Nintendo platforms up until the original in 1997 chose other hardware, and stresses how personal it is for him to now partly close that circle. For many older fans this means a chance to reconnect with a familiar controller and ecosystem, while new players are reached through the portability and accessibility of modern Nintendo systems. This return not only has symbolic value but also influences design and choices around presentation and performance—especially when a title is made available on multiple platforms at once. The sentiment Hamaguchi describes makes it clear the project is more than just a business move—it’s also a conscious attempt to bring a wide audience together around an iconic story.

### [](#why-square-enix-chose-switch-2-timing-and-the-business-decision)Why Square Enix chose Switch 2 – timing and the business decision

The choice to bring the remake trilogy to Nintendo Switch 2 came from a combination of circumstances: Hamaguchi received an early presentation from Nintendo about the hardware, which gave him confidence that optimization would be possible. At the same time, the direction within Square Enix changed under new leadership, with a clearer multiplatform strategy. That mix of technical interest and corporate direction made the proposal to request additional resources logical and feasible. From a project management perspective everything fell into place—timing, internal policy and technical feasibility—making the decision to develop the Switch 2 versions less of a risk and more of a calculated expansion of reach. For fans this means the ports are not an afterthought, but carefully handled versions that aim to preserve the experience and make it accessible to Nintendo players.

### [](#technical-challenges-and-optimizations-for-portable-play)Technical challenges and optimizations for portable play

Converting a large AAA title to a portable system requires targeted optimization and creative solutions. Hamaguchi and his team mentioned issues like power saving in handheld mode, preservation of lighting and facial expressions, and rendering tricks that keep the visual experience close to the other versions. Such optimizations often mean developers adjust rendering pipelines, fine-tune effects and sometimes use alternative techniques to achieve the same feeling without asking too much of the hardware. The result must feel equivalent to players, even if the technical path to that result differs. For Nintendo players it’s important to know that this approach isn’t about making concessions for the sake of it, but about delivering a consistent experience whether you’re playing on a TV or on the train with your Switch 2.

### [](#sales-impact-how-the-reveals-boosted-sales)Sales impact – how the reveals boosted sales

After the big reveals, notably the presentation during Summer Game Fest, both Square Enix and Hamaguchi saw a clear increase in sales of the earlier entries. Hamaguchi said the reactions and media attention resulted in sales that were multiple times higher than expected, something that strongly contributed to the company’s commercial performance. This phenomenon—that announcements draw new players to earlier titles—highlights how strategically planned reveals attract fans and convince curious gamers to jump into the series. For NintendoReporters readers this means the Switch 2 versions of Remake and Rebirth could reach a large audience, and that the commercial dynamics around reveals and trailers remain an important engine for sales and visibility.

#### [](#multiplatform-strategy-and-internal-alignment-within-square-enix)Multiplatform strategy and internal alignment within Square Enix

The decision to move toward multiplatform was, according to Hamaguchi, made possible in part by changes in company leadership and strategy. The new policies gave development teams more room to plan projects for multiple platforms and to request extra funding when needed. This internal alignment meant the technical capabilities of the Switch 2 came together with business goals, smoothing the decision-making process. In practice such a strategy means development teams consider different hardware requirements early on and that budget and staff are allocated to pursue equal experiences. For fans this is positive: multiplatform means more players get access to the same experience, and it reduces fragility in planning because investments in one version also add value to other platforms.

## [](#what-this-means-for-nintendo-fans-and-new-players)What this means for Nintendo fans and new players

For Nintendo fans, the arrival of the remake trilogy on Switch 2 is not only practical—it’s emotionally and culturally relevant. Hamaguchi specifically said he hopes players who stopped at the original or couldn’t switch to other consoles back then now get the chance to relive Cloud’s story. The portability of the Switch 2 lowers the barrier for new players who may have been hesitant about large, time-consuming RPGs, especially with options to adjust difficulty and progression. This increases the potential player base and could help franchises like Final Fantasy take root in new generations. Moreover, the emphasis on preserving visual identity and expression shows that developers take the Nintendo players’ experience seriously.

## [](#release-schedule-and-what-we-know-about-revelation)Release schedule and what we know about Revelation

Square Enix announced that Final Fantasy VII Revelation, the final entry of the remake trilogy, is planned for release in spring 2027, and later communications specified the date April 8, 2027. This announcement confirms that Revelation will launch simultaneously on multiple platforms, including Nintendo Switch 2, PS5, Xbox Series X|S and PC. For players this is relevant because simultaneous releases generate more attention and because save-data or bonus links between earlier titles and Revelation might offer extra incentives. Knowing the release schedule helps fans plan their playtime and replay or finish earlier entries before the finale arrives.

### [](#why-unreal-engine-4-remains-technical-and-practical-reasons)Why Unreal Engine 4 remains – technical and practical reasons

Hamaguchi explained that the choice to stay with Unreal Engine 4 comes from a trade-off between time, efficiency and quality. The team already has a large, customized UE4 pipeline that is optimized for the remake series, and switching to UE5 would mean rebuilding many workflows, causing significant delays. In addition, the team has implemented solutions that provide similar benefits to certain UE5 features, so the visual quality does not fundamentally lag behind. From both a business and player perspective they wanted to get the game to the community as quickly as possible without substantive concessions. That practical approach explains why UE4 was still the best choice for this project.

##### [](#conclusion)Conclusion

Hamaguchi’s comments make it clear that the decision to bring Final Fantasy 7 Remake and related titles to Nintendo Switch 2 was both emotional and strategic. Technical presentations, internal corporate direction, and the desire to reach players worldwide all played a role. The positive sales reaction after the reveals and the choice to continue using UE4 show that Square Enix is taking a pragmatic route: preserving quality while respecting timing. For Nintendo fans this means a serious commitment from developers to deliver a worthy experience on Switch 2. NintendoReporters will keep following and reporting on developments around release, performance and any physical editions.

##### [](#faqs)FAQs

- **Is Final Fantasy VII Revelation coming to Nintendo Switch 2?**
    - Yes, Square Enix has confirmed that Revelation will launch simultaneously on multiple platforms including Nintendo Switch 2, with a planned release in spring 2027.
- **Why is the team still using Unreal Engine 4 instead of UE5?**
    - The team has an extensive, customized UE4 pipeline and felt that switching to UE5 would cause delays and require rebuilding workflows, which would unnecessarily push the release back.
- **Did the Switch 2 presentation influence the decision?**
    - Yes, Hamaguchi received an early presentation from Nintendo about the hardware, which contributed to the confidence that optimization for Switch 2 was feasible.
- **Have Remake and Rebirth sales improved after the reveals?**
    - According to Hamaguchi, sales rose significantly after the reveals and results were multiple times higher than expected.
- **Will the Switch 2 version feel the same as on other platforms?**
    - The team’s goal is to deliver the same gameplay experience and visual identity, with specific optimizations for portable and docked use.

##### [](#sources)Sources

- [Final Fantasy 7 Remake interview – director on bringing the game to Nintendo Switch 2](https://nintendoeverything.com/final-fantasy-7-remake-switch-2-interview/), Nintendo Everything, September 28, 2025
- [FINAL FANTASY VII REVELATION Announced — Experience the Journey’s End in Spring 2027](https://na.finalfantasy.com/news/2824), FINAL FANTASY PORTAL SITE (Square Enix), June 9, 2026
- [After Final Fantasy VII Revelation’s reveal, the trilogy has been “selling extremely well.”](https://automaton-media.com/en/interviews/after-final-fantasy-vii-revelations-reveal-the-trilogy-has-been-selling-extremely-well-director-naoki-hamaguchi-on-player-feedback-the-blessing-of-a-heated-fandom-and-physical-games/), AUTOMATON WEST, July 31, 2026
- [Final Fantasy 7 Revelation director explains why the game is sticking with Unreal Engine 4 instead of 5](https://nintendoeverything.com/square-enix-explains-why-final-fantasy-7-revelation-is-sticking-with-unreal-engine-4-instead-of-5/), Nintendo Everything, June 19, 2026

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