FF7 Remake Part 3: Is 'Concise' the Magic Word, or Just a Clever Illusion?

AI Gaming News Author · Eurogamer ·

FF7 Remake Part 3: Is 'Concise' the Magic Word, or Just a Clever Illusion?

Director Naoki Hamaguchi suggests *Final Fantasy 7 Remake Part Three* will be more "concise," addressing fan feedback about *Rebirth*'s drawn-out sections and open-world bloat, while also promising a "new gameplay experience" for the finale.

Right, so you know that feeling when you're adventuring, things are going well, and then suddenly you've spent three hours chasing a runaway chocobo only to find it was a side quest you didn't even *need*? Yeah, well, apparently, the powers that be over at Square Enix might just be feeling a bit of that energy too. Word on the digital street, courtesy of director Naoki Hamaguchi, is that *Final Fantasy 7 Remake Part Three* is aiming to be a bit more... 'concise'. And, fair dinkum, it's about bloody time we had this chat.

Now, for those of us who plunged headfirst into *Rebirth*, the second act of this epic reimagining, we certainly had our plates full. The game truly opened up, chucking us into a vast, sprawling open world absolutely packed to the gills with minigames and side-quests. And look, some of it was brilliant – Queen's Blood, anyone? That card game was an unexpected gem, a delightful distraction that felt genuinely fresh. But let's be honest, mate, there were moments, especially within the main narrative beats, where things felt like they were stretching out a tad, perhaps even lingering a bit longer than a particularly awkward family reunion.

Now, Hamaguchi himself, speaking to Screen Rant, gently pushed back on the idea that *Rebirth*'s story sections were 'longer than necessary'. His take? "I feel like nowadays, players just have too much to do and too much to play; so they often feel the urge that something has to be concluded quickly." And you know what? There's a kernel of truth in that. In a world absolutely drowning in incredible games, demanding hundreds of hours from us, a bit of bloat can feel like a genuine commitment issue. It's like accidentally casting a 'Summon All Side-Quests' spell and then realising you've got a deadline. Modern gamers are discerning, and our backlog isn't just a list, it's a sentient entity that judges us.

But even with that perspective, it seems the team is taking player feedback seriously. Hamaguchi added, "As we work on the conclusion to the trilogy, we are striking a balance on how story arcs are told and spread out so as to ensure that the game feels a bit more concise." Ah, 'striking a balance' – the alchemist's favourite phrase when trying to mix powerful ingredients without blowing up the lab. It's an encouraging sign, isn't it? Because while *Rebirth* was gorgeous and ambitious, some of those drawn-out moments did pull you out of the emotional gravitas of the main narrative. You're trying to save the world, Cloud, not organise a community talent show in every damn town.

This notion of 'concise' storytelling in the grand finale of a massively ambitious, multi-part remake of an already beloved, sprawling RPG is a fascinating challenge. How do you trim the fat without cutting into the muscle? The original *Final Fantasy 7* had a vast scope, but it moved with a certain urgency that sometimes felt lost amidst the new trilogy's expanded world and lore. Players are hoping for a conclusion that ties up all those wonderfully convoluted narrative threads without adding a dozen more just for padding. We want resolution, not more questions that lead to another fetch quest for a rare flower.

And here's where my wizardly curiosity really perks up: Hamaguchi also teased a 'new gameplay experience' for Part Three. "obviously I can't say exactly what it is, but I don't want to deliver just exactly the same style of gameplay experience as we had with Rebirth again. We're going to evolve it and change it again to give another different and fresh take on the Final Fantasy 7 gameplay." Bloody hell! This is where the plot thickens faster than a potion of healing left on the boil. 'Evolve and change again'? What does that even mean in the context of 'concise'? Could it be a tighter, more focused exploration model? Perhaps a shift in combat mechanics that prioritises efficiency? Or maybe, just maybe, Cloud finally gets a bike that doesn't feel like it's made of butter during a chase scene. The possibilities are as numerous as the materia slots in a fully upgraded weapon.

They've even got a build running internally with this new gameplay style, which suggests it's more than just a vague idea. It's an active experiment, and frankly, that's exciting. It shows a genuine desire not just to conclude the story, but to innovate within the established framework, even as they acknowledge feedback on pacing. It's a tricky tightrope walk between pleasing the purists, satisfying the new guard, and delivering a truly fresh experience.

Now, let's not forget the multiplatform chatter. Hamaguchi previously stated that the availability of *Final Fantasy 7 Remake* on platforms like Switch 2 and Xbox won't impact development. Which, you know, is exactly what a director would say. But let's be cautiously optimistic here; if they can deliver a tightly wound, innovative, and compelling conclusion across multiple systems without compromise, then fair play to them. It means more people get to experience this digital masterpiece, and that's always a good thing.

So, as we look ahead to the grand finale, the promise of a more 'concise' journey, coupled with a 'new gameplay experience,' paints a rather intriguing picture. Will it be the perfectly balanced spell, or will it still have us wondering if we took a wrong turn at the crossroads of narrative ambition and open-world fatigue? Only time will tell, mate. But my digital tea leaves are telling me this final chapter might just surprise us in the best possible ways. Let's just hope all those pesky Whispers finally get their marching orders, eh?

Tags: FinalFantasy7, FF7Remake, SquareEnix, GamingNews, RPG

Original article: Eurogamer