Final Fantasy VII Rebirth has become my favorite game. I’ve sunk hours into it, written extensively about it, and gave it a perfect score back when it released for PlayStation 5. But even I got a little nervous when I heard that this gargantuan game would soon come to the Nintendo Switch 2. Sure, Final Fantasy VII Remake ported over incredibly well. But the sequel to Remake is a much, much more expansive title. Could Square Enix pull off a successful port once more? Thankfully, I got to go right to the source. I previewed the game and spoke with Naoki Hamaguchi, the director of the Final Fantasy VII Remake trilogy.
Naoki Hamaguchi took time out of his busy schedule—he’s hard at work on the third entry in the trilogy—to answer questions via email. He touched on the challenges of bringing Rebirth to the Switch 2, the unique strengths of the handheld console, and the timeline for the trilogy.
AA: Many people have referred to the Final Fantasy VII Remake port as a “miracle port.” Since Final Fantasy VII Rebirth is an even bigger and bolder game, did you have any concerns when porting it over to the Switch 2?
NH: To be honest, I did have concerns. Compared to REMAKE, REBIRTH is more open, with a much larger scale of fields and heavier processing loads. At first, we were very cognizant of the question surrounding whether we could truly make the experience work on the Switch 2, which assumes handheld play.
As development progressed, however, we were able to gain confidence in how much we could achieve with the right amount of ingenuity, and leveraged the optimization insights we gained through REMAKE as we reassessed our rendering techniques, lighting, and background streaming for REBIRTH. Ultimately, this process wasn’t about “pulling off a miracle,” but rather about fleshing out ideas on how we could make the experience work until the very end. Undergoing this process made it very clear that we could achieve the same thing for the third installment.

AA: Final Fantasy VII Rebirth will arrive on the Switch 2 less than five months after Remake did. Could you tell me a bit about the decision or experience in having it ready so soon?
NH: One of the biggest motivations was that we didn’t want the excitement of those who played REMAKE on the Switch 2 to end there.
This project was designed as a trilogy, so if too much time passes between entries, the experience would inevitably feel fragmented. We wanted to avoid that. Furthermore, another big point was that, from a development standpoint, the foundation and insights we gained from porting REMAKE on the Switch 2 carried over directly to REBIRTH. Because of this, this decision didn’t feel rushed—it simply felt like the right move at the right time.
AA: As someone who is slowly and diligently aiming to get the Platinum trophy on PlayStation 5, I hope you don’t mind me wondering if you’ll bring the streamlined progression mechanics (permanent max HP, 9,999 damage, etc.) to PlayStation 5 or to future Final Fantasy VII Remake entries. How has it been to try these mechanics out on Switch 2?
NH: We’re planning to implement the Streamlined Progression feature introduced in this Switch 2 versions to other platforms, including PC and PlayStation 5. The reason is simple: we believe that the essence of the experience should remain consistent regardless of where you play.
In truth, we saw significant positive reception to porting REMAKE since the launch of the Switch 2, which gave us a strong sense of confidence as developers. Some players want to sit down while they play, while others want to experience the game over shorter stretches of time. Today, we feel it’s necessary to leave room for players to choose what fits their lifestyles best. We’re positively considering implementation for future titles too, but are planning to carefully determine whether we should implement them from launch or provide them as updates based on player reception.

AA: Final Fantasy VII Rebirth has plenty of minigames for players to enjoy. Since the Switch 2 is a portable console, do you think players might be able to get more involved with these, and are there any other aspects of the game that you think Switch 2 players might want to delve into deeply?
NH: I believe mini-games are highly compatible with Switch 2. Because they can be played in short bursts, they give rise to experiences that draw players in before they even realize it. Take Queen’s Blood, for example. What starts as “just one match” flows into another. You think you’ll make a quick tweak to your deck, but you end up continuing to play. Picking up the game in handheld mode starts a natural chain of play sessions.
Another thing I’d especially like players to experience is the open world itself. In REBIRTH, the journey itself forms the overall experience through the detours and small discoveries you make along the way. On Switch 2, you can experience this expansive world naturally, even in handheld mode. I think this console’s unique strength is that open-world excitement still holds up even in short, on-the-go sessions.
AA: I look forward to Final Fantasy VII Rebirth coming to the Switch 2. The PlayStation 5 version is currently my number one game. ほんとうにありがとうございます (Thank you very much).
Final Fantasy VII Rebirth will arrive for the Switch 2, as well as Xbox Series X/S, on June 3rd, 2026. In the meantime, players on these consoles may download a demo consisting of the game’s first two chapters starting later today.

