“Our understanding of what it means to ship a viable expertise on any platform has change into a lot clearer” Naoki Hamaguchi on porting Ultimate Fantasy VII Rebirth to Nintendo Swap 2


Whereas we lately had the prospect to sit down down and take a look at the Nintendo Swap 2 demo for Ultimate Fantasy VII Rebirth out early, RPG Web site was additionally given the chance to ask Sport Director Naoki Hamaguchi a couple of questions concerning the staff’s work on the port. That is one thing quick and candy, however it’s nice to listen to concerning the staff’s present ideas now that the port is nearly able to ship.

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RPG Web site: There’s been an extended historical past of Ultimate Fantasy video games being ported, or remade, for Nintendo handhelds. Did the event staff at all times intend to finally launch Ultimate Fantasy VII: Rebirth on Nintendo {hardware} finally? If not, when was that call made?

Naoki Hamaguchi: We didn’t start growth with any particular platform in thoughts. Nevertheless, when contemplating the long run growth of the franchise, we had been acutely conscious that we couldn’t afford to stick to a set growth strategy.

Moreover, releasing solely REMAKE on the Swap 2 with out making future installments obtainable was merely not an possibility. If we had been going to deliver it to a sure platform, we would have liked to make the whole sequence appropriate, and we moved ahead with that precept firmly in thoughts.

With REBIRTH, the shift to an open-world design made optimization considerably tougher than with REMAKE, however I really feel the staff really delivered at an exceptionally excessive degree in that regard. That’s exactly why I’m genuinely trying ahead to having many avid gamers expertise the sport firsthand and really feel its impression for themselves.


RPG Web site: Whereas Ultimate Fantasy VII: Remake was already a robust port for Swap 2, the impression I really feel most have is that Rebirth should have been a tougher process. What had been among the challenges and alternatives that the staff confronted whereas porting the sport to Swap 2?

Hamaguchi: As you talked about, the technical problem for REBIRTH was definitely larger, because it options larger-scale areas and a extra open construction than REMAKE. Particularly, determining learn how to deal with the rendering load and background streaming was a serious problem.

Then again, I imagine that due to the porting expertise we had collected with REMAKE, we had been in a position to focus not on “what to chop,” however on “what to fine-tune as a way to ship a whole expertise.” For the reason that Swap 2 calls for a excessive degree of stability as a handheld gadget, these standards turned even clearer. Because of this, this was each a problem and a major alternative for the port.

By these efforts, I really feel we had been in a position to ship a satisfying expertise in REBIRTH, simply as we did with REMAKE. This sense of accomplishment serves as a serious validation, giving us robust confidence in our capability to optimize the third installment for the Swap 2


RPG Web site: It has been famous that Ultimate Fantasy VII: Remake obtained some bespoke modifications to higher facilitate the Swap 2 port’s efficiency. I am assuming that the identical is true for Rebirth; is it attainable for these settings to be backported to the PC launch, to be used on weaker {hardware} – resembling PC gaming handhelds?

Hamaguchi: For the Swap 2 model of REBIRTH, we made vital changes to rendering, streaming, and cargo balancing to make sure the expertise remained intact regardless of restricted assets.

What we gained from this course of wasn’t a “magic method” that enables us to easily apply particular settings to totally different environments. Relatively, by way of optimizing for various platforms just like the Steam Deck, Xbox Ally, and the Swap, we really feel that our staff’s capability to precisely decide what areas to deal with to make sure a viable expertise has considerably improved. By constructing on these achievements one after the other, our understanding of what it means to ship a viable expertise on any platform has change into a lot clearer. 

Transferring ahead, to make sure this expertise reaches as many avid gamers as attainable, we intend to proceed figuring out the optimum strategy for every platform whereas fastidiously assessing its particular necessities. 


RPG Web site: How does the staff really feel concerning the reception to Ultimate Fantasy VII: Remake on Nintendo Swap 2 – is there something the staff needs they might have applied within the port, that will have been left on the chopping room flooring?

Hamaguchi: My impression of the response to the Swap 2 model of REMAKE is that way more individuals embraced it in earnest than I had anticipated. Particularly, the shock and delight expressed over the truth that “a recreation of this scale can work so nicely on a handheld platform” gave the event staff an enormous increase of confidence. 

I used to be additionally struck by simply what number of recreation followers had been genuinely joyful to see FFVII return to Nintendo {hardware}. Personally, as a fellow recreation fan, it was a deeply shifting expertise for me as nicely.

After all, scaling to go well with the {hardware}’s traits is critical, however our high precedence has at all times been making certain that the core gameplay expertise stays constant throughout all platforms. In that regard, I see it as a really optimistic signal that the core gameplay expertise of REMAKE got here throughout clearly on the Swap 2 as nicely.

Thanks once more to Sq. Enix for the chance. Ultimate Fantasy VII Rebirth is out there now for PlayStation 5 and PC (Steam), with the sport releasing for Nintendo Swap 2 and Xbox Sequence X|S on June 3. 

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