{"id":56777,"date":"2026-02-16T18:00:00","date_gmt":"2026-02-16T09:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=56777"},"modified":"2026-02-16T18:22:19","modified_gmt":"2026-02-16T09:22:19","slug":"final-fantasy-7-remake-trilogys-third-entry-will-not-compromise-on-graphics-whatsoever-despite-multiplatform-shift-director-naoki-hamaguchi-addresses-co","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/game-development\/final-fantasy-7-remake-trilogys-third-entry-will-not-compromise-on-graphics-whatsoever-despite-multiplatform-shift-director-naoki-hamaguchi-addresses-co\/","title":{"rendered":"Final Fantasy 7 Remake trilogy\u2019s third\u00a0entry\u00a0\u201cwill not compromise on graphics whatsoever\u201d despite\u00a0multiplatform\u00a0shift. Director Naoki Hamaguchi addresses concerns\u00a0"},"content":{"rendered":"\n<p>With&nbsp;<strong>Final Fantasy VII Remake Intergrade\u2019s&nbsp;<\/strong>recent&nbsp;release&nbsp;on the&nbsp;Nintendo Switch&nbsp;2&nbsp;and Xbox Series X|S,&nbsp;Square Enix&#8217;s&nbsp;remake&nbsp;trilogy is going&nbsp;fully multiplatform. While this is a much-awaited development for&nbsp;many&nbsp;Final Fantasy fans,&nbsp;some players have also expressed&nbsp;concern about whether the need to&nbsp;accommodate&nbsp;platforms of differing&nbsp;specs could potentially affect the graphics level of&nbsp;the&nbsp;trilogy\u2019s&nbsp;next&nbsp;and final&nbsp;installment.<\/p>\n\n\n\n<p>&nbsp;AUTOMATON recently talked to&nbsp;director&nbsp;Naoki Hamaguchi,&nbsp;who addressed these concerns&nbsp;in detail.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1127\" height=\"704\" sizes=\"auto, (max-width: 1127px) 100vw, 1127px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260216-56777-001.jpg\" alt=\"Naoki Hamaguchi\" class=\"wp-image-56780\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260216-56777-001.jpg 1127w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260216-56777-001-380x237.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260216-56777-001-768x480.jpg 768w\" \/><figcaption class=\"wp-element-caption\">Naoki Hamaguchi (Photo taken in December 2024)&nbsp;<\/figcaption><\/figure>\n\n\n\n<p><strong>\u2014The FFVII Remake series has so far centered on high-end platforms&nbsp;like&nbsp;PS5 and PC, but now&nbsp;you\u2019re&nbsp;making a&nbsp;move&nbsp;to include comparatively&nbsp;lower-spec platforms like Xbox Series S and Nintendo Switch 2.&nbsp;While this is certainly&nbsp;welcome&nbsp;news,&nbsp;some&nbsp;fans online have voiced concern&nbsp;that&nbsp;this&nbsp;could lead&nbsp;to&nbsp;the third installment&nbsp;compromising&nbsp;on&nbsp;graphics to match lower-spec&nbsp;systems. Has the shift to multiplatform development had any such impact&nbsp;on you?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Naoki Hamaguchi (hereafter Hamaguchi):<\/strong>&nbsp;<br>Both the Nintendo Switch 2 and Xbox versions have been&nbsp;incredibly&nbsp;well received and generated a lot of buzz&nbsp;online, and&nbsp;that attention has also made me realize how many people are worried about this issue.&nbsp;However, our decision to go&nbsp;multiplatform&nbsp;with&nbsp;the FFVII Remake series will not in any way lower the quality of the third installment.&nbsp;Our development structure simply&nbsp;doesn\u2019t&nbsp;work that way&nbsp;to begin with.&nbsp;\u2026I suppose&nbsp;I\u2019ll&nbsp;just have to keep saying&nbsp;it (laughs).&nbsp;<\/p>\n\n\n\n<p><strong>\u2014While it\u00a0does\u00a0feel\u00a0reassuring\u00a0to hear that\u00a0from you considering your background as an engineer,\u00a0I think\u00a0it\u2019s\u00a0also a given that a developer\u00a0wouldn\u2019t\u00a0say anything negative about their own work before release. It could just be interpreted as marketing talk. How would you address that?<\/strong>\u00a0<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>&nbsp;<br>(Laughs) I understand why people might think that. Since I&nbsp;haven\u2019t&nbsp;previously had the chance to explain in detail why&nbsp;there\u2019s&nbsp;no need for concern,&nbsp;I\u2019d&nbsp;like to take this opportunity to do so.&nbsp;I\u2019ve&nbsp;heard that&nbsp;talk&nbsp;about this has&nbsp;been circulating&nbsp;ever&nbsp;since the Switch 2 and Xbox Series X|S&nbsp;versions&nbsp;launched, so if I can help ease even a little of that anxiety,&nbsp;I\u2019d&nbsp;be&nbsp;very&nbsp;glad.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Thank you. So, to&nbsp;return to&nbsp;the question,&nbsp;why can you say that adding platforms with performance gaps&nbsp;won\u2019t&nbsp;result in a decline in&nbsp;graphical quality on high-end systems?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>&nbsp;<br>When developing a game, there are four&nbsp;key points to consider across platforms. First is CPU,&nbsp;the computational side that&nbsp;governs character&nbsp;behavior&nbsp;and&nbsp;executes&nbsp;game logic. Second is the GPU, which&nbsp;handles graphics&nbsp;rendering&nbsp;and&nbsp;related tasks.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1037\" height=\"603\" sizes=\"auto, (max-width: 1037px) 100vw, 1037px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260216-56777-002.jpg\" alt=\"CPU\/GPU chart\" class=\"wp-image-56781\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260216-56777-002.jpg 1037w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260216-56777-002-380x221.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260216-56777-002-768x447.jpg 768w\" \/><figcaption class=\"wp-element-caption\">Image credit:&nbsp;Dosparaplus&nbsp;<\/figcaption><\/figure>\n\n\n\n<p>The third is RAM,&nbsp;or&nbsp;memory, which&nbsp;determines&nbsp;how much data can be loaded while the game is running. You often hear that the Xbox Series S is difficult to port to, and&nbsp;that\u2019s&nbsp;largely because it has less memory compared to other&nbsp;platforms. If memory is insufficient,&nbsp;it can even cause&nbsp;the game&nbsp;to&nbsp;hang&nbsp;(as in&nbsp;freeze\/stop responding). By contrast, the Nintendo Switch 2 has ample memory,&nbsp;which&nbsp;makes&nbsp;it&nbsp;relatively easy&nbsp;to&nbsp;develop for&nbsp;in that respect.&nbsp;<\/p>\n\n\n\n<p>Finally, there\u2019s ROM, or&nbsp;storage media such as cartridges&nbsp;and&nbsp;discs. In the past, we often had to reduce data size to fit within physical media constraints. Broadly speaking,&nbsp;I believe&nbsp;these four elements&nbsp;are the key considerations in game development.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Understood.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>&nbsp;<br>I&#8217;ll&nbsp;break&nbsp;them down one&nbsp;by one:&nbsp;Regarding&nbsp;ROM and overall game size, the Nintendo Switch 2 physical edition&nbsp;uses a&nbsp;game&nbsp;key-card&nbsp;through which data is downloaded. That means we&nbsp;don\u2019t&nbsp;need to shrink data just to fit it on a cartridge or improve read speeds, so&nbsp;it\u2019s&nbsp;highly unlikely to affect game sizes on other platforms.&nbsp;<\/p>\n\n\n\n<p>As for RAM, the Switch 2\u2019s ample memory means there\u2019s little concern there. The Xbox Series S does&nbsp;have its limits, but we&nbsp;already&nbsp;optimize&nbsp;for&nbsp;each&nbsp;platform individually to&nbsp;the&nbsp;absolute limit,&nbsp;so memory constraints on one platform&nbsp;don\u2019t&nbsp;impose restrictions on others.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1536\" height=\"864\" sizes=\"auto, (max-width: 1536px) 100vw, 1536px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251015-53005-header.webp\" alt=\"Nintendo Switch 2\" class=\"wp-image-53007\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251015-53005-header.webp 1536w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251015-53005-header-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251015-53005-header-768x432.webp 768w\" \/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1130\" height=\"636\" sizes=\"auto, (max-width: 1130px) 100vw, 1130px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260216-56777-003.jpg\" alt=\"Xbox Series S\" class=\"wp-image-56782\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260216-56777-003.jpg 1130w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260216-56777-003-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260216-56777-003-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p>Now, about CPU&nbsp;\u2013 I&nbsp;feel like&nbsp;there\u2019s&nbsp;been a shift over the past four or five years. Traditionally, 30fps was&nbsp;the basic&nbsp;standard for console RPGs. But with the arrival of&nbsp;the&nbsp;PS5 and Xbox Series X,&nbsp;we&#8217;ve&nbsp;entered an era where 60fps is expected on consoles&nbsp;as well.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014That\u2019s&nbsp;true, 60fps&nbsp;is&nbsp;considered a given nowadays.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>&nbsp;<br>Our current approach&nbsp;to developing games is based on the idea that if a title runs at 30fps on platforms like PS4, Nintendo Switch 2, or Xbox Series S, it should be able to achieve 60fps on high-end platforms.&nbsp;In other words, we&nbsp;don\u2019t&nbsp;design the game to fully saturate a high-end CPU at 30fps.&nbsp;<\/p>\n\n\n\n<p>Instead,&nbsp;on&nbsp;hardware&nbsp;that&nbsp;lends&nbsp;additional&nbsp;CPU headroom, we scale density elements,&nbsp;like&nbsp;increasing the number of NPCs in towns. As a result,&nbsp;towns feel more alive on&nbsp;higher-spec hardware, while lower-spec systems may display fewer NPCs.&nbsp;So even when factoring in Nintendo Switch 2 or Xbox Series S support, CPU-related&nbsp;bottlenecks are unlikely.&nbsp;<\/p>\n\n\n\n<p>Finally, the area most people are concerned about is GPU,&nbsp;the graphics processor. When a game launches across multiple platforms, many enjoy comparing&nbsp;the&nbsp;visual differences, like in those&nbsp;side-by-side&nbsp;comparison&nbsp;videos (laughs).&nbsp;<\/p>\n\n\n\n<p><strong>\u2014(Laughs)\u00a0Well, it\u00a0<em>is<\/em> something\u00a0to be\u00a0concerned\u00a0about.<\/strong>\u00a0<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>&nbsp;<br>The&nbsp;main&nbsp;concern is that if development&nbsp;assumes&nbsp;hardware of a certain level&nbsp;as the standard, all platforms might be pulled&nbsp;to that&nbsp;level of quality.&nbsp;What&nbsp;I\u2019d&nbsp;like to clarify first is that the highest-end&nbsp;gaming&nbsp;environment is PC.&nbsp;<\/p>\n\n\n\n<p>While PC gaming is gradually expanding in Japan, overseas growth has been even more rapid. The market has broadened&nbsp;tremendously&nbsp;across both consoles and PC. The FFVII Remake series has sold very well on platforms like Steam and the Epic Games Store, so we develop assets with the&nbsp;broad&nbsp;PC market in mind. In fact, our 3D assets are created at the highest quality level based on PC as the foundation.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"FINAL FANTASY VII REBIRTH - PC Features Trailer\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/QYr0QZG82d0?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><figcaption class=\"wp-element-caption\">Final Fantasy VII Rebirth PC version trailer&nbsp;<\/figcaption><\/figure>\n\n\n\n<p>When FFVII Rebirth launched, there was&nbsp;talk about how&nbsp;the PC version looked better than&nbsp;the PS5 version, and our&nbsp;philosophy will not change for the third installment.&nbsp;As our fundamental principle, we do not design assets to meet the lowest&nbsp;baseline.&nbsp;Instead, we create them for high-end environments first.&nbsp;<\/p>\n\n\n\n<p>We then apply what we call \u201creduction,\u201d adjusting assets&nbsp;and tuning them appropriately for each&nbsp;platform.&nbsp;This&nbsp;means that we avoid&nbsp;negatively&nbsp;impacting&nbsp;high-spec platforms. This&nbsp;isn\u2019t&nbsp;unique to us,&nbsp;either,&nbsp;I&nbsp;believe&nbsp;it\u2019s&nbsp;become&nbsp;fairly&nbsp;common&nbsp;practice&nbsp;among developers&nbsp;in recent years.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014So&nbsp;you first create the highest possible quality graphics, then scale and&nbsp;optimize for&nbsp;each platform\u2019s performance.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>&nbsp;<br>That&#8217;s&nbsp;right.&nbsp;We fine-tune things to ensure the high-quality assets we create are delivered to players at a consistent level.&nbsp;While optimization is&nbsp;necessary to match&nbsp;each platform\u2019s specifications, I can&nbsp;state&nbsp;clearly that this does not impose&nbsp;any&nbsp;constraints on high-end hardware.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014For&nbsp;high-spec platforms, you can simply use the original assets without modification, right?<\/strong>&nbsp;<br>&nbsp;<br><strong>Hamaguchi:<\/strong>&nbsp;<br>Speaking in purely technical terms, we categorize PS5 and PS5 Pro as&nbsp;\u201cmid-range platforms\u201d&nbsp;internally. Compared to high-end PCs, texture sizes may differ by&nbsp;roughly 1.5&nbsp;to 2 times, mesh&nbsp;loading by&nbsp;1.5 to 2 times, and polygon counts by more than&nbsp;three times.&nbsp;That\u2019s&nbsp;how big the&nbsp;difference&nbsp;can be.&nbsp;<\/p>\n\n\n\n<p>Conversely, among currently supported systems, the one adjusted toward lower specifications is the Steam&nbsp;Deck, since&nbsp;it&nbsp;operates&nbsp;at less than&nbsp;half the&nbsp;PS5\u2019s&nbsp;baseline.&nbsp;Therefore,&nbsp;I\u2019d&nbsp;like to&nbsp;once again say&nbsp;that&nbsp;supporting multiple platforms does not&nbsp;impact&nbsp;overall quality.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Final Fantasy VII Rebirth \u2013 Custom Chocobo Steam Deck\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/2kQnT3tADKw?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><figcaption class=\"wp-element-caption\">Final Fantasy VII Rebirth \u2013 Custom&nbsp;Chocobo&nbsp;Steam Deck&nbsp;&nbsp;<\/figcaption><\/figure>\n\n\n\n<p><strong>\u2014I see, so PC serves as your lead platform, and even the PS5 Pro is treated as something to&nbsp;optimize&nbsp;for,&nbsp;like with other platforms<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>&nbsp;<br>That\u2019s correct.&nbsp;By the way, when&nbsp;adapting the game for each platform, simply lowering quality across the board&nbsp;isn\u2019t&nbsp;necessarily the solution, because&nbsp;this&nbsp;can&nbsp;compromise the intended visual expression.&nbsp;That&#8217;s&nbsp;why&nbsp;we make sure to review everything by eye and fine-tune so that&nbsp;each port&nbsp;matches the original vision.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Since&nbsp;we\u2019re&nbsp;on the topic of&nbsp;visuals, let me&nbsp;ask&nbsp;a slightly pointed question. Some&nbsp;people&nbsp;argue that if&nbsp;you\u2019re&nbsp;going to spend&nbsp;resources&nbsp;on&nbsp;optimizing for&nbsp;lower-spec hardware, those resources might be better&nbsp;off&nbsp;invested in improving assets or creating&nbsp;new content,&nbsp;ultimately&nbsp;benefiting&nbsp;dedicated fans more. How would you respond to that?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>&nbsp;<br>I see (laughs)\u2026 Let&nbsp;me put it&nbsp;this way. By making the FFVII Remake&nbsp;series multiplatform,&nbsp;we\u2019re&nbsp;increasing the number of players who can access and play the game. That means&nbsp;our work&nbsp;can reach&nbsp;more people.&nbsp;<\/p>\n\n\n\n<p>Naturally, that leads to higher overall sales. With that&nbsp;additional&nbsp;revenue, we can forecast returns and reinvest them into development. In other words, if supporting a particular platform is expected to increase sales by a certain amount, that allows us to expand our development budget and resources accordingly.&nbsp;<\/p>\n\n\n\n<p>\u2026That said, to be honest,&nbsp;my&nbsp;biggest reason&nbsp;is that, as a creator,&nbsp;I\u2019m&nbsp;genuinely happy when more people&nbsp;get to&nbsp;play the games&nbsp;we\u2019ve&nbsp;made.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1513\" height=\"846\" sizes=\"auto, (max-width: 1513px) 100vw, 1513px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260216-56777-004.jpg\" alt=\"Final Fantasy VII Rebirth\" class=\"wp-image-56783\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260216-56777-004.jpg 1513w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260216-56777-004-380x212.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260216-56777-004-768x429.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2014So&nbsp;in the long run, even players on high-end platforms&nbsp;benefit&nbsp;from ports. Since&nbsp;I\u2019ve&nbsp;already asked one tough question, let me add another. Some worry that going multiplatform means the development team&nbsp;isn&#8217;t&nbsp;able to&nbsp;devote itself&nbsp;to the&nbsp;trilogy\u2019s&nbsp;finale.&nbsp;How would you address that concern?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>&nbsp;<br>We have a dedicated&nbsp;unit&nbsp;within my&nbsp;team&nbsp;that&nbsp;handles&nbsp;porting work,&nbsp;and they&nbsp;operate&nbsp;separately from the team developing the third installment. The porting&nbsp;unit&nbsp;is deeply committed and has been tuning those versions&nbsp;with meticulous care, so I trust them and oversee their work from a distance. That allows me to focus on the third game.&nbsp;<\/p>\n\n\n\n<p>Development of the third installment is progressing very smoothly, and&nbsp;we\u2019re&nbsp;almost exactly&nbsp;on schedule with the milestones we set at the beginning of&nbsp;the project. The game is already in a playable state, and right now,&nbsp;we&#8217;re&nbsp;in the final push phase,&nbsp;refining and building up the experience.&nbsp;We&#8217;re&nbsp;at the stage where the quality improves day by day, and&nbsp;each time we play it, the scenery feels different,&nbsp;so&nbsp;it\u2019s&nbsp;genuinely exciting.&nbsp;I think it won\u2019t be too long before we\u2019re able to share some kind of update with everyone.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014I&#8217;m&nbsp;looking forward to it. Thank you for speaking so openly with us.<\/strong>&nbsp;<\/p>\n\n\n\n<p>Final Fantasy VII Remake Intergrade, which includes&nbsp;a major&nbsp;additional&nbsp;episode centered on&nbsp;Yuffie&nbsp;Kisaragi, is available on PC (<a href=\"https:\/\/store.steampowered.com\/app\/1462040\/FINAL_FANTASY_VII_REMAKE_INTERGRADE\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>,&nbsp;<a href=\"https:\/\/store.epicgames.com\/en-US\/p\/final-fantasy-vii-remake-intergrade?lang=en-US\" target=\"_blank\" rel=\"noreferrer noopener\">Epic Games Store<\/a>,&nbsp;<a href=\"https:\/\/www.xbox.com\/en-us\/games\/store\/final-fantasy-vii-remake-intergrade\/9nrqvq7zrm7z\" target=\"_blank\" rel=\"noreferrer noopener\">Microsoft Store<\/a>),&nbsp;<a href=\"https:\/\/store.playstation.com\/en-us\/product\/UP0082-PPSA01903_00-5827003902180177\" target=\"_blank\" rel=\"noreferrer noopener\">PS5<\/a>,&nbsp;<a href=\"https:\/\/www.nintendo.com\/us\/store\/products\/final-fantasy-vii-remake-intergrade-switch-2\/?srsltid=AfmBOorDvjFPu6vR8Qe_MXPxjKacRBpz4doiyR8RbIbxZy8Dyb4J91Ft\" target=\"_blank\" rel=\"noreferrer noopener\">Nintendo Switch<\/a>&nbsp;2 and&nbsp;<a href=\"https:\/\/www.xbox.com\/en-us\/games\/store\/final-fantasy-vii-remake-intergrade\/9nrqvq7zrm7z\" target=\"_blank\" rel=\"noreferrer noopener\">Xbox Series X|S<\/a>.&nbsp;<\/p>\n\n\n\n<p>The trilogy\u2019s second installment, Final Fantasy VII Rebirth, is available on PC (<a href=\"https:\/\/store.steampowered.com\/app\/2909400\/FINAL_FANTASY_VII_REBIRTH\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>,&nbsp;<a href=\"https:\/\/store.epicgames.com\/en-US\/p\/final-fantasy-vii-rebirth\" target=\"_blank\" rel=\"noreferrer noopener\">Epic Games Store<\/a>) and&nbsp;<a href=\"https:\/\/www.playstation.com\/en-us\/games\/final-fantasy-vii-rebirth\/\" target=\"_blank\" rel=\"noreferrer noopener\">PS5<\/a>, with Nintendo Switch 2 and Xbox Series X|S versions scheduled for release on June 3.&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Final Fantasy VII Remake series director Naoki Hamaguchi explains why going multiplatform doesn&#8217;t mean fans should worry about a graphical downgrade.<\/p>\n","protected":false},"author":3,"featured_media":56779,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,10],"tags":[17],"class_list":["post-56777","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-interviews","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Final Fantasy 7 Remake trilogy\u2019s third\u00a0entry\u00a0\u201cwill not compromise on graphics whatsoever\u201d despite\u00a0multiplatform\u00a0shift. 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