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The Final Fantasy VII remake trilogy is designed to demonstrate how far the series can stretch beyond its traditional role-playing roots. Director Naoki Hamaguchi says each project should choose the combat and structure that suit it best, but he is pleased that Remake, Rebirth and Revelation have shown Final Fantasy can operate on a broader, more globally competitive stage.

The original Final Fantasy VII helped make turn-based role-playing games a mainstream commercial force. Nearly three decades later, traditional JRPGs face strong competition from real-time action games and other genres. Square Enix’s remake trilogy has responded by combining modern action-focused design with familiar characters, storytelling and systems.

Speaking at Gamescom 2026, Hamaguchi explained that his goal was not to reject the JRPG label, but to expand the audience’s understanding of what Final Fantasy can be.

“What I wanted to show the world through the Final Fantasy VII remake series was the potential of Final Fantasy—what it can become. Being recognised as a JRPG is not a negative. That category has its own appeal, including linear storytelling, memorable characters and distinctive battle systems. Turn-based mechanics are closely connected to that tradition, and they remain valuable in their own right.”

Hamaguchi said the trilogy also aimed to prove that the franchise could move into the territory of a large-scale action RPG with an open-world approach. Those formats dominate much of the global games market, and he wanted Final Fantasy to compete alongside major international properties while finding ways to improve on their ideas.

For Hamaguchi, the progression from Remake to Rebirth and then Revelation represents more than a change in combat. It reflects an evolution in gameplay systems and in the way the series approaches this broader style of role-playing game.

“I wanted to show that Final Fantasy can go beyond being a traditional-style JRPG. It can be broader and bigger, and we can compete in that space too. I’m satisfied that we achieved the goal I set for the series.”

The direction is not without controversy. Final Fantasy XVI adopted fast, arcade-influenced real-time combat with elements reminiscent of Devil May Cry. Although the system was well regarded in its own right, its departure from established series conventions disappointed some long-time players.

Meanwhile, the success of Clair Obscur: Expedition 33 has renewed interest in classic turn-based design. Its combat combines traditional turns with timed parry and dodge prompts, giving players another example of how older systems can be updated without abandoning their core identity.

Hamaguchi stressed that expanding Final Fantasy does not mean dismissing its origins.

“I don’t want people to misunderstand me—I’m not criticising JRPGs. They’re great. What I want to show is that Final Fantasy does not have to be a traditional-style JRPG. We have established that the series can use a different gameplay style, but we also know we can make the traditional version. Each project should decide what works best. Final Fantasy is not a JRPG simply because it can only be one; it is a JRPG when that is the right choice for the game.”

That philosophy leaves the franchise open to several directions rather than committing it to one permanent combat formula. For players interested in how interactive entertainment has moved between role-playing, action and arcade design, the RETROCADE Arcade Blog covers the wider industry.

The same variety is visible across dedicated game-room hardware, from full-size arcade machines to space-saving bartop arcades. Anyone weighing up a home setup can also use the arcade machine buying guide before choosing a cabinet.


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