Final Fantasy 7 Rebirth Director Explains Excess of Minigames

Final Fantasy 7 Rebirth’s Minigames have been the most common point of criticism from fans and experts since the game’s release in 2024. Naoki Hamaguchi, the director of the classic RPG’s remake trilogy, responded to the criticism in a recent interview conducted in January 2026. In it, he argued that the abundance of side activities is not a problem unique to this title. In this way, the developer seeks to defend a deliberate design choice that, in Square Enix’s view, avoids monotony and honors the spirit of the original 1997 game.
As a result of this philosophy, practically every new area in Gaia’s world offers a different challenge to the player. From the popular card game Queen’s Blood to variations of Fort Condor, minigames are everywhere. However, the main criticism points out that these interruptions break the pace of the main narrative, which is quite engaging. Therefore, Hamaguchi took the opportunity in the interview to explain the logic behind this creative decision.
A Calculated Choice to Keep the Player Engaged
Director Naoki Hamaguchi made it clear that the team behind Final Fantasy 7 Rebirth sees the minigames as a calculated choice. In other words, the intention was to provide a break from the linear progression of the main story. According to him, following only the central plot would create a constant “same time,” which could bore players. Therefore, the developers sought to maintain a “fresh feeling” and a “good pace” throughout the entire adventure, offering options for those who want to delve deeper or simply move forward.
Furthermore, there is a powerful nostalgic reason behind this decision. The original Final Fantasy 7, released for the first PlayStation, was famous precisely for its wide variety of minigames. Thus, the remake team wanted to capture and modernize that same playful spirit that marked a generation. This statement sounds, to many, like a confirmation that the third and final part of the trilogy will also be packed with these side activities. So, fans can prepare for more creative interruptions when the saga’s conclusion is announced.
Hamaguchi’s response makes sense from a design standpoint, but did Rebirth overdo it? Many players agree that some important narrative moments are interrupted by minigames considered silly in comparison. Still, the freedom of choice exists. Thanks to the design, you can ignore most of these challenges if you want to focus solely on Cloud and his friends’ thrilling journey. Therefore, the debate continues: are minigames an essential charm or an obstacle to immersion? The answer, as always, may lie in the balance that Part 3 will try to find.





