The thing Naoki Yoshida is most excited about Final Fantasy XVI are the eikon battles.
In speaking with The borderYoshida, the director of the game, talked about how the shocking, culled and enthralling fights between some of the franchise’s most notable and popular monsters have been widely featured in this latest single-player, non-remake entry in 35-year-old JRPG series. .
Summons – aka espers, aka aeons, aka eidolons, aka GF (lol) and now eikons – have been a fixture in the Final Fantasy series, representing a sort of “break glass in case of emergency” option in combat. Over the years, players have had various levels of control over them with the power to call them back for a one-off big hit like in Final Fantasy VII And IXgive them commands directly as in Final Fantasy X, or to summon them as NPC combat allies as in FFXII. But Final Fantasy XVI seems to offer more to summon combat than having a big dude show up to beat other dudes for you.
“We have these epic summoning versus summoning battles,” Yoshida said, speaking through a translator. “And these won’t be just in the movies. Players will really be able to step into those battles and control their own eikon and feel the excitement from within, not just from an external kind of view. “
The Eikons are at the heart of all the trailers, media and information we’ve seen Final Fantasy XVI so far, and focusing the game on these creatures of immense and extraordinary power is the key to Yoshida’s vision.
“We imagine Final Fantasy XVI like a giant high-speed roller coaster that will take players on an exciting journey from both a storyline and gameplay point of view.
Final fantasy it is in the midst of a period of “Garuda’s hot summer”. Final Fantasy XIV continues to enjoy worldwide popularity as fans eagerly await the arrival of not only a Crisis core remake but the launch of the second episode in the Final Fantasy VII Remake trilogy. It doesn’t matter if you are a single player or an MMO Final fantasy fans, you are eating well. But the arrival of XVI revives concerns about Square Enix’s ability to make a successful, original, single-player Final Fantasy title.
The annoyingly titled Stranger of Paradise: Final Fantasy Origin it made headlines for being a weird “shudder but do it” game outside of the traditional action RPG format, but it didn’t have widespread success. Furthermore, Final Fantasy XV it was a commercial success but a critical failure plagued with delays, changes in scope, platform and leadership, creating a messy jumble of a game (albeit sprinkled with some really brilliant moments that define the series) with a back half that is almost completely indefensible.
Going in XVIYoshida and his team were aware of the problems they haunted FFXVproduction.
“One of the first things we did in the early days of Final Fantasy XVI development, when we were still just a small team, first focused on the kind of game system we have, “Yoshida said.” And then, once we got that, we finalized the core part of the script and narrative. “
The result, says Yoshida, is a game that is currently fully playable from start to finish, hopefully without the worry of needing DLC or books to fill in the gaps or better express the game’s story after the fact.
Fans are thrilled XVI in one way it may not have been for others Final fantasy you play because of Yoshida. It’s one of the main reasons Square Enix was able to save Final Fantasy XIV from a barely playable mess to the critically acclaimed game that, just last year, was so popular that sales and free trials had to be suspended to ease server congestion. I wanted to know what, if any, of his secret FFXIV the sauce has become FFXVI.
But Yoshida said that working on Final Fantasy XVI he didn’t rely too much on his experience with Final Fantasy XIV because they are two very different games for players who want very different things.
“Work on a main title and learn who the fans are Final fantasy they are and what those fans have come to expect from the series is what has turned out to be the most valuable, ”said Yoshida.
Yoshida explained that the experience developing these games is like the difference between a marathon and a 100m run. He’s a marathon runner, used to telling a story to keep fans interested and playing continuously, and he needed to train, as it were, to run much faster over a much shorter distance.
“Compared to an MMO, single player games are more about providing instant gratification,” he said. “They’re short bursts of extreme excitement and then, when you get to the finish line, they end up with a bang that makes people think ‘Wow, that was a great game.'”
Yoshida is not the only person of the FFXIV team he works on FFXVI. Fans are equally excited to see XIVwhich composer Masayoshi Soken is working on XVIit’s music. I asked if Yoshida had any information on how Soken handled the new assignment.
“Final Fantasy XIV has always been regarded as a Final fantasy theme park, and this has allowed for many different kinds of musical styles, “said Yoshida.”Final Fantasy XVI, however, it is a more focused experience, firmly fixed on Clive Rosefield and his journey. As such, I envisioned a more focused experience when it comes to music as well. “
Yoshida shared that Soken confided to him that he actually had a hard time adjusting to work on a single player game.
“Focusing on one issue was really very challenging for him,” Yoshida said. “It’s been a long time since he last had to do it and not be able to just do what he wants.”
Yoshida feels it Final Fantasy XVI it’s a kind of maturity for him. He talked about his time playing the first Final Fantasy as a kid and how his imagination of him made him feel like he was playing a movie. Now, with all the technological advances, he no longer has to rely on his imagination of him.
“I look to the Final Fantasy XVI like taking the best part of a movie and the best part of a game and putting them together to create a truly interactive type of game / movie, “he said.” The most exciting part of developing this game was the eikos with the sheer size and the extent of their battles Final Fantasy Iwith its pixel graphics, that’s how I imagined it would be and to be able to see them now was really exciting. “