Naoki Hamaguchi on the Challenges of Remaking Final Fantasy VII for a New Era
- ⚡Xe⚡

- Mar 2
- 2 min read

Naoki Hamaguchi discussed his approach to game development in a recent interview which was part of Sony's "Create The Beyond" Interview series. He emphasized the need to develop with a global audience in mind, the challenges of remaking Final Fantasy VII, and the importance of a clear concept in large-scale projects.
Unlike the original Final Fantasy VII, which was initially designed for the Japanese market, the Remake was created with international players in mind from the start. The team conducted ethical reviews for different regions and carefully navigated localization to ensure the game remained faithful to its source material.
"Back when the original Final Fantasy VII was released, it was primarily created for the Japanese market, and its global reach expanded as it gained recognition. But today, rather than first prioritizing the Japanese market and letting the game's reach grow organically, we now create with a global audience in mind from the very start. In that sense, we are in a completely different era."
Hamaguchi outlined two guiding principles for the remake project: enhancing details while respecting the original and introducing core structural changes. Elements such as the Whispers and Zack’s expanded role were designed to differentiate the trilogy from the original game while maintaining its essence. These major structural changes were developed by a small team dedicated to balancing innovation with nostalgia.
"We respect the original while enhancing it with details that couldn't be fully depicted at the time. By leveraging modern hardware and graphics, we create moments that feel fresh and exciting — not by altering the game itself, but by revealing new layers of depth."
The game’s development was structured around a clear concept. Hamaguchi noted that managing large teams requires a simple, unified vision to maintain efficiency and productivity. For Final Fantasy VII Rebirth, the theme of “bonds” influenced both the story and gameplay design. The early development phase focused on building a rough, playable structure before refining assets and mechanics.
"It's crucial to have a clear, simple concept that communicates the game's vision and goals. Without that alignment, it becomes difficult for everyone in the team to move in the same direction."
Hamaguchi also addressed hardware compatibility, particularly for the PC version. He acknowledged the appeal of high-end setups but stressed the importance of accessibility to ensure a broad player base.
"While focusing on high-end setups can appeal to some players, it also narrows the overall player base, which can lead to negative reactions. That’s why we carefully consider the balance to make the game accessible to as many players as possible."
Looking ahead, Hamaguchi encouraged young developers to embrace a global perspective in their creative work, urging them to think beyond local markets.
"I want creators to compete on a global stage and help expand Japanese entertainment."

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