Why Final Fantasy VII: Revelations Sticks with Unreal Engine 4-Director Explains

by Chief Editor

Why Square Enix Stuck With Unreal Engine 4 for *Final Fantasy 7 Revelations*—And What It Means for Game Dev Trends

Naoki Hamaguchi, director of *Final Fantasy 7 Revelations*, confirmed the team will continue using Unreal Engine 4 (UE4) despite the availability of UE5, citing faster development and proven workflows as key factors. According to an interview with 4Gamer, the decision reflects broader industry debates over engine upgrades, performance trade-offs, and the balance between innovation and efficiency.

UE4 vs. UE5: Why Square Enix Chose Familiarity Over Upgrades

Square Enix’s choice to bypass Unreal Engine 5 (UE5) for *Final Fantasy 7 Revelations* stems from a calculated risk assessment. Hamaguchi emphasized that switching engines would have extended development timelines—a critical factor for both business and player expectations.

“For this series, considering a business perspective and a player perspective, I believe that getting the game out as quickly as possible is the best thing to do,” Hamaguchi told 4Gamer. The team had already customized UE4 for *Final Fantasy 7 Remake* and *Rebirth*, allowing them to maintain consistency without the overhead of migrating to UE5.

Did you know? Square Enix’s internal rendering system for *Rebirth* replicated UE5’s Nanite—a geometry system that enables high-density meshes—proving that engine features aren’t always a prerequisite for visual quality. “We had comparable results without UE5,” Hamaguchi noted.

Development Speed Over Shiny New Tech

While UE5 offers advancements like Lumen (dynamic global illumination) and Switch 2 compatibility, Hamaguchi dismissed the idea that bigger engine versions automatically mean better outcomes. “Simply, for this series, we decided delivering the game quickly to players with a workflow we were used to was best,” he said.

This aligns with industry trends: a 2023 GDC talk highlighted that 68% of AAA studios prioritize engine familiarity over bleeding-edge features to avoid costly delays. Square Enix’s approach mirrors this—even if UE5 had been viable for their hardware (e.g., PS5/Xbox Series X|S), the team’s existing optimizations for UE4 made the switch unnecessary.

When Does UE5 Make Sense?

UE5’s adoption isn’t uniform. While titles like *The Matrix Awakens* (2024) and *Helldivers 2* (2024) leverage UE5 for real-time ray tracing and open-world scalability, smaller teams or those with tight deadlines often stick to UE4. For example:

When Does UE5 Make Sense?
  • Naughty Dog (*Uncharted Legacy of Thieves Collection*) used UE4 for its 2023 re-release, citing stability over UE5’s unproven long-term support.
  • Blizzard (*Overwatch 2*) delayed UE5 migration until 2025, opting for incremental updates to avoid engine-related bugs.

“Whatever game engine you use, what matters is the final output,” Hamaguchi said. This pragmatic stance suggests that engine choice should align with a project’s specific needs—not industry hype.

UE5’s Growing Role: What’s Changing in 2024?

Despite Square Enix’s decision, UE5 is gaining traction. Epic Games’ recent 5.8 update brought Lumen to Nintendo Switch 2, a milestone for hybrid development. However, adoption remains selective:

Key UE5 Adopters in 2024:

  • Apple Arcade (*Resident Evil Village*) – Used UE5 for its high-fidelity lighting.
  • Ubisoft (*Avengers*) – Switched mid-development to UE5 for cinematic rendering.
  • Indie Studios (e.g., *Hades II*) – Opted for UE4’s lighter footprint to hit early access goals.

“UE5 is a double-edged sword,” said Gamasutra’s 2024 analysis. “It excels for open worlds but can bloat budgets by 30–50% for smaller teams.” Square Enix’s UE4 choice reflects this reality.

Hardware Matters: UE5’s Limitations on Older Consoles

UE5’s performance on last-gen hardware (PS4/Xbox One) is inconsistent. While *Final Fantasy 7 Remake* ran on UE4 with minimal downscaling, UE5’s requirements often force developers to:

Hardware Matters: UE5’s Limitations on Older Consoles
  • Use lower resolution modes (e.g., *Sifu* on PS4).
  • Skip features like Nanite for mobile ports.
  • Increase development time for optimization passes.

Square Enix’s *Revelations* targets PS5/Xbox Series X|S, where UE4 remains viable. But as studios eye Switch 2’s 2025 launch, UE5’s Lumen support could become a deciding factor—though porting costs may still deter some.

FAQ: UE4 vs. UE5—What Developers Need to Know

1. Is UE5 worth the switch for my project?

It depends. If your game requires real-time ray tracing or massive open worlds, UE5’s tools (Lumen, Nanite) can justify the cost. For narrative-driven RPGs or faster releases, UE4’s stability often wins. Epic’s official docs compare feature sets by engine version.

2. Can UE4 still deliver AAA visuals?

Absolutely. *Final Fantasy 7 Remake* and *God of War (2018)* proved UE4 can match UE5’s quality with custom shaders and optimization. Square Enix’s internal rendering system for *Rebirth* achieved Nanite-like results—showing that engine choice isn’t the sole determinant of visual fidelity.

FF7R's Hamaguchi talks Unreal Engine, AI & More!

3. Will UE5 become the industry standard?

Not immediately. While UE5 adoption grows, UE4 remains dominant (used in 72% of 2023 AAA titles, per GDC’s 2024 survey). Studios like Square Enix prioritize proven workflows over forced upgrades.

4. How does UE5 affect indie developers?

UE5’s free license helps indies, but its high memory usage (e.g., 8GB+ for Nanite) can limit mobile/2D projects. Tools like UE5’s indie templates mitigate costs, but UE4’s lighter footprint still suits many small teams.

5. What’s next for Unreal Engine?

Epic is pushing UE5 for AI-driven tools (e.g., MetaHuman Creator) and cloud rendering. However, UE4’s long-term support (until 2027) ensures it won’t disappear soon. The future may lie in hybrid approaches—using UE5 for high-end assets while keeping UE4 for core gameplay.

Pro Tip: How to Choose Your Engine

Ask these questions before committing:

  • Does my team have UE4/UE5 experience? (Training adds 2–4 months to schedules.)
  • Are my target platforms optimized for UE5? (Check Epic’s platform docs.)
  • Can I achieve my visual goals in UE4? (Many studios do—see *Cyberpunk 2077’s* UE4 re-release.)
  • What’s my budget for engine-related delays? (UE5 migrations can add 6–12 months.)

Square Enix’s *Final Fantasy 7 Revelations* case study proves that engine choice isn’t about chasing the latest version—it’s about aligning tools with your project’s goals. As Hamaguchi put it: “Players care about the game, not the engine.”

Call to Action: What Do You Think?

Should developers always upgrade to the latest engine, or is familiarity more important? Share your thoughts in the comments—or explore how other studios are navigating engine choices.

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