For many fans, the return to Midgar in the Final Fantasy 7 series on modern platforms like the PlayStation 4, PlayStation 5, and the PC, has been a dream come true. The visually stunning and narratively rich sequel, Final Fantasy 7 Rebirth, is further fueling the excitement. However, behind the curtains of the game's graphics and intricate world-building lies the technical architecture that makes it all possible. One of the pivotal decisions that Square Enix made regarding Final Fantasy 7 Rebirth was to utilize a heavily customized version of Unreal Engine 4.

At a first glance, the choice might seem a tad unexpected, especially considering how most developers couldn't wait to jump on the Unreal Engine 5 bandwagon.

Many had anticipated the powerhouse gaming company to leverage the latest engine for its flagship titles. Surprisingly though, Kingdom Hearts 4 and Dragon Quest 12 are anticipated to be Square Enix's main forays into Unreal Engine 5. For the FF7 Remake Trilogy, Square Enix, specifically, Creative Business Unit I, decided to stick with what they know best and what they've already heavily invested time and resources into.

Square Enix's decision not to transition to Unreal Engine 5 for the FF7 series is rooted in pragmatism. They had already laid most of the groundwork for the trilogy in Unreal Engine 4. Transitioning to a new engine mid-series can bring an array of complexities, and potentially introduce new challenges. When you're working with a title as beloved and highly anticipated as FF7, any risks that could delay the delivery or affect the game's quality are unwanted.