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Naoki Hamaguchi

Reporting and statements that mention Naoki Hamaguchi.

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Video Gamer.com

Square Enix Explains Why Final Fantasy 7 Remake Needs Game-Key Cards on Switch 2

Square Enix has explained that Final Fantasy 7 Remake would not be possible on the Nintendo Switch 2 without game-key cards due to the hardware's slow cartridge read speeds. Director Naoki Hamaguchi stated that the loading speed from a traditional cartridge is roughly double that of internal storage, making it insufficient for the game's constant asset streaming. This necessitates the use of download codes in physical boxes for the Switch 2, impacting the future of physical media ownership for high-fidelity ports.

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Video Gamer.com

Final Fantasy 7 Remake Part 3 enters “final push phase,” giving us hope for a 2027 anniversary release

Square Enix has announced that Final Fantasy 7 Remake Part 3 has entered its "final push phase" of development and is playable. Director Naoki Hamaguchi expressed optimism for a 2027 release to coincide with the original game's 30th anniversary, though a 2028 launch is also possible. The company is also considering post-launch DLC for the title.

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Go Nintendo

Square Enix explains why Final Fantasy VII is being remade as a trilogy

Square Enix director Naoki Hamaguchi explained the decision to remake Final Fantasy VII as a trilogy, citing the original game's ambitious scale and the need to properly depict character growth and relationships. The first two parts, Final Fantasy VII Remake and Final Fantasy VII Rebirth, have been released, with the third installment currently in development.

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Go Nintendo

Final Fantasy VII REMAKE series director says the team listens to fan feedback and adjusts, but maintains their core creative vision

Naoki Hamaguchi, director of the Final Fantasy VII Remake trilogy, stated that while the development team listens to fan feedback and incorporates it into later installments, they prioritize maintaining their core creative vision. He highlighted that elements like mini-game design and difficulty are areas where feedback is actively considered, but the fundamental experience remains driven by the creative team's direction.

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