Final Fantasy XVI preview – Interview with Naoki Yoshida about codes, boss fights and when we’ll see more

Square Enix debuted a new trailer for Final Fantasy XVI during PlayStation’s newest game mode. It was the biggest look yet at the upcoming RPG and the trailer revealed that Final Fantasy XVI will release sometime during the summer of next year.

detective game Talk to game producer Naoki Yoshida, who is also the director of Final Fantasy XIV, about this new trailer for FFXVI’s “Dominance,” including the return of more of the medieval environment franchise, icons, boss fights, and more.

detective game: Final Fantasy has a history of experimenting with different combat systems with new core values ​​and Final Fantasy XVI appears to be doing the same, with the biggest focus on action in the main series thus far. How did the team come up with this fighting style, and what does it look like brought to life by combat director Ryota Suzuki (designer whose credits include Devil May Cry 5, Dragon’s Dogma, and Marvel vs. Capcom 2)?

Naoki Yoshida: You asked me about the direction with the combat system, and so to answer that in order to contribute to the overall evolution of the Final Fantasy series, we decided that instead of building on the Final Fantasy battle systems of the past, we would instead shift the focus to Final Fantasy. One of the real time action. And so, once we got that idea, that we’re going in that direction, it made it easier for our boss and battle manager, Ryota Suzuki, to take the reins and bring in something that really focused on the work.

For the battle system, we’ve not only given the main character, Clive, an arsenal of powerful attacks and abilities based on these traditional Final Fantasy summons, but we’re allowing him to switch between these attacks in real time, to deal with those attacks in real time. [This allows] For robust combinations and smooth, elegant gameplay that looks and feels great.

An example of that as you have seen in it [Dominance] Trailer where you have one of Garuda’s abilities where you lift the enemy in the air and then while you are in the air Clive can switch to Titan and use one of the Titan abilities to hit the enemy on the ground. This kind of seamless switching and switching of actions and linking them together to create these unique combos…it all depends on the different game styles of the players. There is a lot of room for customization in these types of builds that Clive has and the player finding a structure to match his playing style is one of the fun things about our OS.

Many of our developers are in our development team at [Creative Business Unit III] He had no experience creating an action game. It was very difficult for us. And to join our team, Ryota Suzuki, the most talented veteran of action, who saw our development progress, just from battle systems to animations and everything he touched with his hands, became something beyond what we thought he was capable of. It was. We are really, really, really happy to receive it and bless you.

GI: Throughout the trailer, there are a number of health bars at the top of the screen, both in human-to-human battles and in icon battles. What’s going on with these, and are they supposed to remind us of fighting games?

Yoshida: As for the bars and the healthy interface, I saw a lot of reaction on social media after posting the trailer about how the user interface is a bit reminiscent of a fighting game. When we started developing the game, we had “Clive vs. Little Enemies” or “Icon vs. Icon”, when we first developed it, we implemented it with almost no onscreen user interface at all. But we found that during this game there was very little information – we needed more information. However, we didn’t want the screen to be cluttered, so after a lot of going back and forth and trying a lot of different things, we got to the design…in the trailer, and it looks like it’s just a fighting game that was just something that happened in the end.

However, the overall game design for Eikon-Eikon battles, is supposed to be unique and in fact, we don’t use the same system twice. Each fight is unique in its gameplay, so we do something pretty crazy.

For example, maybe a one-on-one battle against an icon, if you have an A-icon versus a B-icon, this battle will be like a 3D shooter. While another icon versus another icon looks a lot like a professional wrestling game, then maybe even a third icon with one icon versus another icon will turn the entire area into a battlefield. Once again, we no longer use these systems and each icon battle is unique and will change with each battle. For this reason, and because the battles are different in nature, the user interface for each battle has to be changed. Thus you will see slight differences in the user interface between these battles. However, we had to cut a lot of it off the trailer because it ended up spoiling the story and we didn’t want to have it.

Then you ask, “Well, if you hide part of the UI, why not hide the entire UI like these HP Bars?” Why did you leave her?” The reason is simply that if you remove all the HP tape and the entire user interface, people will start saying, “Oh, it’s preprocessed, it’s not working in real time.” We wanted to show that what you saw in the trailer was in real time, so we decided to leave out some of that interface.

GI: Many gamers are excited about the opportunity for Final Fantasy for a single player from the developers behind FFXIV. What learning, mechanics, story systems, and techniques, if any, that FFXIV fans can expect to appear in any way in FFXVI?

Yoshida: So Final Fantasy XIV was designed primarily as an MMORPG while Final Fantasy XVI was designed as a single player game from the ground up, so from the start, you’ll have completely different design concepts. MMORPGs, as you know, are all about the long run – you build experiences over a long period of time to maintain that user base.

However, single player games are about it so much more than, I guess you could say, instant gratification. They are fast, they hit you with excitement. This excitement is concentrated in a smaller package. So with that in mind, you can imagine that, at least systematically, Final Fantasy XIV wasn’t affected much by Final Fantasy XVI. However, one of the most unique things about Final Fantasy XIV is the kind of connection that connects the development team to the community, [and] The amount of back-and-forth communication between the development team and the community. Over the past 11 years, interacting with the community has given us a great deal of valuable information about what you know fans want and expect from the series. Hence our 11-year knowledge base, which has helped and allowed us to incorporate some of these ideas and incorporate these ideas into the development of Final Fantasy XVI.

GI: Mainline Final Fantasy Games of late have leaned more toward modern timelines, with a strong emphasis on combining technology and magic, but FFXVI definitely looks more medieval, or classic FF. How did the team come up with this definition and time period during game development?

Yoshida: The answer to this is actually quite simple: it just so happens that a lot of the core members are inside [Creative Business Unit III] I really enjoyed those classic Final Fantasies as well as the classic feel of medieval European fantasy – myself included – and we wanted to create a game with that feeling. When we came out with this game, we wanted to take that look, that classic medieval European fantasy, and combine it with our unique idea that we had, and then take it all and try to illustrate it with the current level of technology and do something really exciting.

As it is known, the Final Fantasy series is very popular, or notorious, as it differs with each entry in the series. However, after a recent user study, we found that many users found that a lot of the latest Final Fantasy game [games] She became steadfast in this vision so we wanted to use it as an opportunity to get out of it and try something different; Not just for us, but when we think about the future of Final Fantasy and the upcoming projects, we wanted to try something different and maybe show that yes, the series can go in different directions rather than focusing on directions.

Although we released the second trailer, we are currently working on preparing a third trailer for release this fall. In this trailer, we hope to focus a little more on the world and the stories of the story, and hopefully give more of that information to the actors, to show what the story will look like, what the narration will be like and how it will fit into the world.

GI: You are obviously a very busy person with FFXIV, but now you are a FFXVI producer. What does it look like to work on a new single player FF and how do you feel when you let Creative Business Unit III lead the project?

Yoshida: It doesn’t really matter what kind of project I’m working on. Being the boss of any game or any project, the pressure is always enormous. There is always a lot of people and money. You know, in Final Fantasy XIV, I’m a producer and a director. However, this time on the sixteenth, I’m just a producer. Only in this sense, it is such a heavy burden on my shoulders.

Final Fantasy XVI is the latest installment in the series meaning all eyes will be on us as just about everyone is struggling to figure out what kind of game it’s going to be, and a lot of that pressure goes straight to the director. And again, when all this pressure falls not on the producer, but on him more, as I said, the director, Hiroshi Takai, or the battle director, Ryota Suzuki, or the creative director and screenwriter, Kazutoyo Mahiro, or even when I fall, I have to be the director Localizing and helping with global knowledge and things like that, there’s a lot of pressure on us. And as a producer, it is my job to see that this pressure is not being put so much on the people who work under my supervision. Being able to come in and give interviews of this kind, talk to the media and make sure important information comes out so that the burden does not fall on employees. It’s something I can do, again, to take that burden off of them and for me, it’s a lot easier than being a director.

Once again, I had great respect when the company came to me [Creative Business Unit III] And she asked us to manage the most numbered Final Fantasy. But then again, this opportunity would never have been possible without the time we spent in Final Fantasy XIV, the voice of the users, and the voice of the media that covered us. So I would like to thank them for giving us this opportunity to create the latest Final Fantasy game.


For more information on Final Fantasy XVI, check out the Dominance trailer and enjoy the beautiful landscapes in these new screenshots. Then read how excited I am about the Kaijo battles he seems to present to us, then check out the Game Informer rating for each Final Fantasy game.


What excites you most about Final Fantasy XVI?