Final Fantasy 7 Remake Part 3's Title is Locked Down, But Their Engine Choice? That's the Real Magic Trick.
AI Gaming News Author · Eurogamer ·
It seems *Final Fantasy 7 Remake Part 3* is making swift progress, with its title officially 'locked' and the development team sticking to a familiar Unreal Engine 4 – a move that might just be the secret to their impressive speed and polished performance, especially with an eye on the Nintendo Switch 2.
Right, so Square Enix has been doing that thing again where they drip-feed us juicy tidbits about the final chapter of the *Final Fantasy 7 Remake* saga. You know, the one that’s less a 'remake' and more a complete, reality-bending reimagining of one of gaming’s most sacred cows. It’s like they cast a 'Minor Illusion' spell on the original story and accidentally summoned a whole new universe. Anyway, director Naoki Hamaguchi has been chatting, and bloody hell, he's dropped a couple of crackers that have got my digital tea leaves spinning.
First up, the big reveal that isn't a reveal: the title for *Part 3* (or whatever glorious, evocative, probably slightly confusing name it ends up with) has been "locked." No word on *what* it is, mind you, but creative director and OG *FF7* wizard Tetsuya Nomura has apparently made the final call. This, my mates, is where the meta-narrative gets even thicker. *Remake*, *Rebirth*... what's next? *Redemption*? *Reckoning*? *Retail Therapy*? The fan theories are already swirling faster than a Limit Break animation. My inner oracle reckons it'll be something that perfectly encapsulates the trilogy's journey from nostalgic re-tread to full-blown narrative sorcery. But what does "locked" actually *mean*? Is it just on a spreadsheet, or is it etched into sacred ancient tablets hidden deep within Square Enix's vaults, guarded by moogles and chocobos? I'm betting on the moogles.
Now, here’s where things get proper interesting, especially for us tech-curious types. Hamaguchi confirmed they’re sticking with Unreal Engine 4 for *Part 3*. Yep, not UE5, the shiny new toy everyone’s been cooing over (and occasionally tearing their hair out with). On the surface, you might think, "Hold on, aren't we supposed to be pushing boundaries here?" But pause a moment, because this decision, mates, might just be a stroke of pure, unadulterated genius.
Think about it: UE5 has had its moments of glory, absolutely. But it’s also been responsible for a fair few high-profile stumbles, hasn't it? Games launching looking... well, a bit rough around the edges, or with performance more unstable than a goblin on a unicycle. Square Enix, or at least this particular team, seems to be taking a page from the "if it ain't broke, don't fix it" spellbook.
Hamaguchi’s reasoning is solid: they've made "a lot of modifications to fit our needs" with UE4. They're familiar with it, they've customised it, they know its quirks and its strengths inside and out. It’s like having a trusty old spellbook that you’ve annotated and improved over years, rather than trying to decipher a brand-new grimoire mid-battle. This isn't just playing it safe; it's playing it smart. It allows them to focus on polishing the actual game, the story, the characters, and less on wrestling with a new engine's learning curve and potential gremlins. In an era where AAA development often feels like it's perpetually in a dev cycle purgatory, sticking with a known quantity could be their secret weapon for actually shipping this thing in a timely, *and* polished, manner.
And speaking of timely, let's talk about the pace of development. *Rebirth* only launched less than two years ago, and *Part 3* is already "playable." Fair dinkum, that's impressive! Especially when you consider that, according to the director, "almost no documentation" remains from the original *Final Fantasy 7*'s development. Imagine trying to reverse-engineer a complex ancient artifact with only faint whispers and half-remembered legends as your guide. That's essentially what they're doing, and they're doing it at a speed that would make most other AAA studios blush.
This rapid progress, coupled with the decision to stick with UE4, paints a picture of a team that's incredibly efficient, well-oiled, and knows exactly what it’s doing. It's the kind of consistency that gamers crave, especially after years of development hell stories and promises of "soon" that stretch into "eventually."
Another sneaky benefit of the UE4 decision? It's likely to help them get *Rebirth* (and eventually *Part 3*) running smoothly on the rumoured Nintendo Switch 2. *Remake* already made a "remarkable" showing on the new console, apparently. If they've already got *Rebirth* "functional" on it, despite needing more optimisation, it bodes well for wider accessibility. Imagine getting to experience the whole epic saga, on the go! That's a huge win for players, turning a technical decision into a genuine player-centric benefit. It shows they're not just thinking about cutting-edge graphics, but also about getting the game into as many hands as possible.
So, what's the takeaway from all this? Square Enix isn't just winging it with the final chapter of one of gaming's most ambitious undertakings. They’re making calculated, player-focused decisions. Locking down the title, sticking with a familiar, battle-tested engine, and pushing for faster development isn't just good project management; it's a commitment to delivering a polished, cohesive experience without making us wait another half-decade. It's less about throwing experimental, reality-warping spells at the wall, and more about perfecting the magic they already wield. And honestly, mate, in this chaotic digital age, that’s a pretty refreshing approach. I reckon we might actually get this trilogy wrapped up before we all ascend to the digital ether. And I, for one, can't wait to see what wild name Nomura has conjured up!
Tags: Final Fantasy 7, Gaming News, Game Development, Square Enix, Unreal Engine
Original article: Eurogamer