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How Final Fantasy XVI respects the series’ past and embraces the future – PlayStation.Blog


Developing a new numbered Final Fantasy game is a balancing act. Players have expectations of what they will encounter but still crave elements that change and build on the traditions of the already existing series. But even those things have to start somewhere: many of the elements commonly associated with Final Fantasy in general – Chocobos, Moogles, summoning, job classes and favorite abilities – at one point, completely foreign to the series. Finding a delicate balance between tradition and innovation has always been a challenge, especially with Final Fantasy XVI, the first numbered game in a long-running series that completely avoids menu battles in favor of Real-time combat.

From Active Time Battle to real-time combat

Elements of action gameplay have evolved in Final Fantasy over time, starting with the implementation of the “Battle in Time” system in Final Fantasy IV. This increases the pressure on players by forcing them to react quickly and consider the order in which enemies and allies might act. Confused about important decisions can be costly, as the enemy will continue to onslaught no matter how long it takes you to enter your command. (If you want to see the origins of Active Time Battle, you can play Final Fantasy IV-VI Pixel Remasters now available on PlayStation.)

Final Fantasy IV (left) and Final Fantasy XII (right)

Active Time Battle will serve as the mechanical basis for most numbered Final Fantasy games after, with Final Fantasy XII’s location-oriented outdoor combat and dynamic role-swapping battles , fast Final Fantasy XIII saga based on many ATB concepts has been consolidated. Final Fantasy XV has moved many of the typical menu commands to face-to-face buttons, shifting combat in a clear action-focused direction.

Final Fantasy XV (left) and Final Fantasy VII Remake (right)

Even with this gradual evolution, many modern Final Fantasy games, notably the Final Fantasy VII Remake series, still use some combination of menu and action gameplay. FFXVI’s turn as a full-fledged action RPG has surprised many die-hard fans, who wonder how this might affect the “essence” of Final Fantasy. To talk about developing FFXVI to grow the brand while satisfying existing fans, we sat down with producer Naoki Yoshida and director Hiroshi Takai to dig deeper into their process. .

Action and drama make great stories

Yoshida’s love for Final Fantasy blossomed at the beginning of the series. “Final Fantasy I was an important gaming experience for me,” he said. “I bought it on launch day and I remember how confused I was when I started it up and there was no title screen. Then you leave town and cross the bridge, and the Final Fantasy logo appears! I was amazed that a video game could have such a cinematic feel, and that’s what I wanted to recreate with this new game—the feeling that you’re starring in a movie. Epic.”

“So yeah, I grew up with turn-based RPGs and they still have a special place in my heart,” he commented.

“We decided to implement real-time combat in FFXVI for two main reasons. The first is simply that most of our development team members are gamers, and lately most of us are into action games. The gripping battles with the controllers in those games really make you want to pour hours into them. Another reason is that, in today’s market, using an action-packed battle system that anyone can grasp quickly and easily is our best way to engage the largest audience.

“By interweaving real-time action with a fantasy story, we believe we can create a game that remains Final Fantasy at its core. And, of course, when we say we want to appeal to the largest possible audience, both loyal fans of turn-based games and those who aren’t the best in action games. We’ve set up the systems so that anyone of any skill level can enjoy the game like a seasoned action gamer—maybe even more.”

Soul of Final Fantasy

Yoshida, a veteran producer who directed the critically acclaimed Final Fantasy XIV reboot, also recognizes the expectations that come with the Final Fantasy name. “Making things different for the sake of it is an easy choice,” he said. “For me, the key elements of an FF game are its cinematic presentation, compelling storyline, and the combat system that underpins it all – not to mention the cutting-edge graphics and soundtrack. evocative sound. The combination of all of that, plus the fact that the world, story, and characters change from episode to season, makes it feel like a series that’s always pushing new boundaries. As Hironobu Sakaguchi, the creator of the series, once said, ‘Final Fantasy is what the director at the time thought was the best.’”


How Final Fantasy XVI respects the series' past and embraces the future

“FFXVI was no exception – the entire team worked together to make the best game possible. The challenge we set ourselves was to change things up while keeping the game recognizable as Final Fantasy. The classic high fantasy setting, for example, is inspired by the age-old FFI. As you play through FFXVI, there are a lot of little touches and nods to that game.”

Director Hiroshi Takai agrees with his view. “One of the things that stands out about the franchise is that each game in the main series offers a whole new world, story, and gameplay experience. It is the shared elements that tie them together—summons, spells, Chocobos, and Moogles—as well as the things that change between items, like the combat system—that make Final Fantasy games so unique. unique. Perhaps the reason why players have stuck with the series for so long is because we’ve always stayed true to the vision Yoshida mentioned – trying to make the best game possible at that particular moment.”

Takai continued: “I have also played every part of the series and have been involved in the creation of a few of them. “So naturally, I drew a lot of inspiration from previous matches, even subconsciously. For example, I love the customization system from FFV – an idea that formed the basis for the new combat system in FFXVI.”

Perhaps the most recognizable Final Fantasy element in FFXVI are the Eikons summoned monsters, known by various terms such as “Eidolons”, “Espers”, “Guardian Force” and many others throughout. story series. Takai explains their place in FFXVI.

He said: “Classic Summon plays a leading role in both the story and the combat system. “While we’re moving to an action combat system with this game, it’s all about Summoning, which gives it that all-important Final Fantasy flavor.”


How Final Fantasy XVI respects the series' past and embraces the future

A worthy successor

Even with all their passion and effort for the game, the team acknowledges that some players may not see Final Fantasy the way they do. Yoshida notes: “Every FF fan around the world has a different idea of ​​what makes a perfect FF game. “And as a fan, I’m sure my own ideas are different from others. So while we’ve always known that it won’t be possible to meet all of our fans’ expectations, Takai, [Kazutoyo] Maehiro and the entire development team took the approach to creating the game we wanted to make while keeping an eye on the expectations of the fans objectively. I think it’s always important to try to remain objective about your own work, even if it’s just to give you peace of mind.”

Takai is optimistic that fans will find many interesting things about FFXVI after its release date. “I hope that Clive’s story, the hopes and dreams of all the people of Valsthea he has passed, will stay with the players. The decisions that Clive and his friends make are viewed and evaluated differently by different people in the realm, and I think there is a real analogy with today’s world, where everyone everyone has different opinions. FFXVI is a game that tackles the problems it addresses directly in both the story and presentation, and I hope that, when people look back at it and its place in the series, it will be remember it exactly like that.”

Final Fantasy XVI will launch exclusively for PS5 on June 22. Be sure to download the demo first and move your progress over to the full game.

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