FF7 Remake Part 3 Will Scale Back Minigames, Director Confirms

I would not make the same choice again
Director Hamaguchi on whether the third game will have as many minigames as Rebirth.

In the long arc of creative work, the willingness to hear criticism and change course is itself a form of artistic maturity. Naoki Hamaguchi, director of Final Fantasy 7 Rebirth, has acknowledged that the game's abundance of minigames strained its emotional coherence — and has committed to a leaner, more tonally unified approach for the trilogy's final chapter. The third game, inheriting a darker and more tragic register from where Rebirth leaves off, will carry fewer diversions and a more forgiving path to completion. It is a studio choosing depth over breadth, and listening over defending.

  • Players pushed back hard against Rebirth's minigame overload, feeling the constant diversions undercut the story's emotional gravity.
  • One standout — the card game Queen's Blood — earned genuine devotion, but it only made the flimsier one-off minigames feel more hollow by comparison.
  • Hamaguchi isn't just trimming minigames; he's also apologizing for a Platinum Trophy so demanding he called its design a mistake he won't repeat.
  • The third game's darker tone, picking up after Rebirth's tragic conclusion, will naturally resist the lighter, more playful energy that justified Rebirth's sprawl.
  • With no DLC planned and all resources pointed at finishing the trilogy, Square Enix is betting that focus — not volume — is what this final chapter needs.

Naoki Hamaguchi, director of Final Fantasy 7 Rebirth, has acknowledged what many players felt: the game contained too many minigames. His response was measured rather than defensive — he stood by the decision for Rebirth, but confirmed the approach will change for the third and final entry in the remake trilogy.

Rebirth is a sprawling, tonally varied game, one that moves between grief and frog-transformation platforming with deliberate whiplash. The developers believed that breadth of content gave the game texture and personality. Not everyone agreed. Many players felt the minigames diluted the narrative's emotional weight, and Hamaguchi has heard them.

Not all the minigames were equal. Queen's Blood, a card game with real strategic depth and its own story threads, became a fan favorite — some have even asked for a standalone release. But it was the exception. Many other minigames felt underdeveloped and disconnected, and Hamaguchi acknowledged that not every one would land with every player. For Part 3, the team will scale back to something less overwhelming.

The shift is thematically fitting. The third game inherits the tragic events that close Rebirth, and that darker emotional landscape will naturally support fewer diversions. Some minigames from the original — snowboarding, the Bone Village excavation — haven't yet appeared in the remake, but whether they'll make the cut will likely depend on tone.

Hamaguchi also addressed the Platinum Trophy, calling Rebirth's punishing requirements a mistake he has already apologized for internally. The third game's trophy will be significantly less demanding. With no DLC planned and all development focused on completing the trilogy, the team is committed to a singular goal — bringing the story to its close as thoughtfully, and as quickly, as they can.

Naoki Hamaguchi, the director of Final Fantasy 7 Rebirth, has heard the complaints. In a recent interview, he acknowledged what a vocal portion of the player base has been saying since the game's release: there were simply too many minigames woven into the experience. Yet his response wasn't defensive so much as pragmatic. He understood the criticism, he said, but stood by the decision for Rebirth itself. Moving forward to the third and final entry in the remake trilogy, however, the calculus has shifted. He would not make the same choice again.

Rebirth is a sprawling game that asks players to inhabit multiple worlds and emotional registers at once. It is a story about grief and loss, but also a game where you transform into a frog and navigate platforming challenges. Over a dozen minigames are scattered throughout—some of them substantial, others fleeting. The tonal whiplash was intentional. The developers believed the variety of content served the game's larger ambitions, giving it texture and personality. But not everyone was convinced. Some players felt the minigames diluted the experience, pulling them away from the main narrative and its emotional weight.

Among Rebirth's minigames, one stood out: Queen's Blood, a card game with its own narrative threads and genuine strategic depth. Fans loved it so much that many have asked Square Enix to develop it as a standalone title. But Queen's Blood was the exception. Many of the other minigames felt hastily assembled, one-off distractions that lacked the polish or narrative integration of the card game. Hamaguchi acknowledged this reality. Not every minigame would resonate with every player, he said, but the team felt the breadth of content was necessary for Rebirth's goals. For the third game, though, the approach will change. The developers will work to scale back the minigames to something more manageable, something that doesn't overwhelm players who felt the abundance was excessive.

The shift makes thematic sense. Rebirth carries a lighter, more adventurous tone than what's coming next. The third game will inherit the tragic events that conclude Rebirth, and that darker emotional landscape will naturally support fewer diversions. There are still minigames from the original Final Fantasy 7 that the remake hasn't yet adapted—snowboarding and the excavation at Bone Village among them—but whether those will appear in Part 3 remains unclear. The tone of the game will likely determine what fits.

Hamaguchi also addressed another source of player frustration: the Platinum Trophy. In Rebirth, earning it requires beating every chapter on Hard mode, completing all side quests, and achieving high scores on every piano song, among other demands. He called this a mistake. He has already apologized for it internally, he said, and he will not repeat it. The Platinum Trophy in the third game will be significantly less punishing.

The director's willingness to absorb feedback and adjust course suggests a development team that is listening. There are still substantial challenges ahead—the team has not yet solved how to implement a fully functional airship, a major set piece from the original game. And there is the matter of speed. Square Enix has announced no plans for DLC, choosing instead to focus all resources on completing the third game as quickly as possible. The gap between the first Remake and Rebirth was four years. Whether the third game will arrive faster remains to be seen, but the commitment to a singular focus suggests the team is determined to bring the trilogy to a close without the distraction of additional content.

A certain number of people said there were too many minigames in Rebirth, and ultimately I can see their point of view. But looking forward to the third game, if you asked me would I do the same number of minigames, I don't think I would.
— Naoki Hamaguchi, director of Final Fantasy 7 Rebirth
There is one other thing which I can say was a mistake on my part—how difficult I made it to get the Platinum Trophy. I definitely will not do again.
— Naoki Hamaguchi
A Conversa do Hearth Outra perspectiva sobre a história
Inventor

Why would a director defend having too many minigames in one game but then say he wouldn't do it again?

Model

Because Rebirth needed that variety to establish its world and tone. It was the right call for that specific game. But he's heard enough players say it felt bloated that he's reconsidering the formula for what comes next.

Inventor

So Queen's Blood worked and the others didn't. What made the difference?

Model

Queen's Blood had narrative weight and real strategic depth. It felt like part of the world. Most of the other minigames were just... there. Diversions without purpose. Players could feel the difference.

Inventor

The third game is going to be darker, right? Does that mean fewer minigames naturally, or is he making a deliberate choice?

Model

Both. The tone will be heavier, so frivolous content won't fit as well. But he's also listening to players who said the abundance was exhausting. He's making a conscious decision to be more selective.

Inventor

What about the Platinum Trophy thing? Why would he make it that hard in the first place?

Model

He called it a mistake. Sometimes in development you don't realize how punishing something is until thousands of players hit that wall. He's learned from it.

Inventor

Is there any chance the third game comes out faster than four years?

Model

The team is skipping DLC to focus entirely on Part 3. That's a signal they want to move quickly. But they still have unsolved problems—like how to make an airship actually work. Speed matters, but so does getting it right.

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