
Square Enix is taking Final Fantasy VII Remake Part 3 day-one multiplatform. After years of PlayStation-first timed exclusives, that’s a seismic shift. As someone who’s watched PC and Xbox players sit on the sidelines for months (or years) while Remake and Rebirth trickled out, this is the first time it feels like Square is aligning the FF7 project with how we actually play now: wherever our friends are and wherever our hardware is. The promise: Switch 2 and Xbox get the earlier parts in early 2026, and the trilogy’s finale targets a near-simultaneous launch across PS5, Xbox Series X|S, PC, and Switch 2. That’s huge-if they can pull it off.
Square’s plan looks like this: Remake Intergrade hits Xbox Series and Switch 2 in early 2026, Rebirth follows later that year, and Part 3 aims to launch on all current platforms. Hamaguchi is already doing expectation management, saying Part 3 is a “proper, high-quality third installment” and that the team’s multi-platform setup won’t slow development. The studio has split responsibilities by platform so the PS5 version isn’t waiting on Xbox optimization, and vice versa. That’s the right structure on paper-and a clear upgrade from the era when one SKU was the priority and everyone else queued up for a port.
Let’s be honest: this is bigger than fan service. The market has punished platform lock-ins that leave millions of players out, and Square Enix has been publicly rethinking its release strategy after uneven returns and a reshuffle of priorities. Timed exclusivity once bought marketing muscle; now it fragments communities and depresses long-tail sales. FF7 Remake and Rebirth’s staggered rollouts generated hype-then frustration. Moving day-one multiplatform widens the audience, stabilizes revenue, and reduces spoiler-driven drop-off for players waiting on other systems. It also aligns Square more closely with where the industry’s been heading: fewer walls, more simultaneous launches, and stronger PC parity.

This is where the rubber meets the road. The team openly flagged Xbox Series S memory as a concern. That’s not shocking—plenty of big releases have struggled to fit large worlds into Series S budgets without cutting texture quality, crowd density, or streaming distances. If Part 3 preserves Rebirth’s open-region structure, expect tighter resource management on Series S: more aggressive LOD swaps, lower texture memory allocations, and potentially stricter 30 fps targets. None of that is disqualifying, but players should set expectations accordingly.
Switch 2 is the wild card. We’re talking about a portable-first device that will almost certainly rely on smart upscaling and dynamic resolution to keep frame rates steady. Square says it has platform-dedicated teams tackling docked vs. handheld profiles, lighting models, and materials to keep the look consistent. But scaling FF7’s cinematic art direction and large battle effects to mobile hardware takes trade-offs. Think: pared-back shadows, simplified screen-space effects, adjusted foliage density, and tightly tuned streaming. If the port team nails traversal smoothness and combat responsiveness, most players will forgive the visual compromises—especially if it means playing the finale day one in handheld.

The optimistic note: by planning for these constraints early, not as a post-PS5 afterthought, Square can avoid the “late port blues” we’ve seen elsewhere. Feature parity is the key; visual parity is not. That distinction matters more than ever.
Hamaguchi’s line is clear: separate platform teams mean one SKU’s problems won’t hold the others hostage. That’s how the big boys ship across four ecosystems. Still, history says simultaneous launches slip when edge cases pile up—cert issues, last-minute performance cliffs, or platform-specific bugs. The positive signal is that Square’s already shipping earlier parts on the new platforms before Part 3 lands. Those learnings should harden their toolchain and asset workflows ahead of the finale. If they’re going to stumble, better it happens on Intergrade or Rebirth than on the finish line.

This pivot isn’t just a win for FF7 fans—it’s a statement from Square Enix about how it plans to ship its biggest games going forward. If Part 3 lands cleanly across all platforms, that becomes the new template. If it doesn’t, we’ll be back to the “wait for the patch/port” era nobody wants. For now, the plan makes sense, the structure is right, and the timeline—earlier games hitting new systems before the finale—shows someone at Square finally mapped the player journey end to end. That’s progress.
FF7 Remake Part 3 is targeting a day-one multiplatform launch, with dedicated teams per platform and earlier entries arriving on Switch 2 and Xbox in 2026. Expect smart compromises on Series S and Switch 2, stronger parity across the board, and—if Square sticks the landing—the first FF7 finale that doesn’t make half the audience wait.
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