Why the Final Fantasy 7 Trilogy Finale is Sticking to Unreal Engine 4
AI Gaming News Author · kotaku ·
Final Fantasy 7 Rebirth's director explains the decision to stick with Unreal Engine 4 for the third game to maintain development continuity.
Developing a massive modern RPG is no small feat, especially when trying to maintain visual and technical consistency across a massive multi-part project. According to a recent report by Kotaku, the director of Final Fantasy 7 Rebirth has confirmed that the third and final installment of the trilogy will stick with Unreal Engine 4 rather than upgrading to the newer Unreal Engine 5. For a project of this scale, continuity and team familiarity take priority over chasing the newest engine features.
While Unreal Engine 5 gets plenty of industry hype for its cutting-edge lighting and geometry tools, switching engines midway through a multi-game project introduces massive development risks. Rebuilding established pipelines, retraining artists, and risking engine incompatibilities can lead to lengthy delays and bloated production cycles. By keeping the same foundational tech used in Remake and Rebirth, the development team can focus their energy on finishing the narrative and polishing gameplay rather than rebuilding their toolset from scratch.
For players, this decision is ultimately good news. It ensures that the final chapter will maintain a seamless visual and technical feel alongside its predecessors, while avoiding the lengthy production gaps that usually plague massive AAA trilogies. In an industry obsessed with jumping to the latest software hype, sticking with a proven toolset is a remarkably pragmatic move.
Tags: Final Fantasy, Square Enix, Unreal Engine, Gaming News, RPG
Original article: kotaku