Remaining Fantasy XVI Preview – An Interview With Naoki Yoshida On Eikons, Boss Fights, And When We’ll See Extra

Sq. Enix debuted a new Remaining Fantasy XVI trailer throughout a current PlayStation State of Play. It was our largest look but on the upcoming RPG and the trailer revealed that Remaining Fantasy XVI is due out someday through the summer season of subsequent yr.

Sport Informer spoke with the sport’s producer, Naoki Yoshida, who can be the director of Remaining Fantasy XIV, about this new “Dominance” FFXVI trailer, together with the franchise’s return to a extra medieval setting, Eikons, boss fights, and rather more.

Sport Informer: Remaining Fantasy has a historical past of experimenting with totally different fight methods in new mainline entries and Remaining Fantasy XVI appears to be doing the identical, with in all probability the heaviest emphasis on motion within the mainline collection but. How did the workforce arrive on this fashion of fight, and what’s it like seeing it come to life by means of fight director Ryota Suzuki (a designer whose credit embrace Satan Might Cry 5, Dragon’s Dogma, and Marvel vs. Capcom 2)?

Naoki Yoshida: You requested me concerning the course with the fight system and so to reply that, as a way to contribute to the general evolution of the Remaining Fantasy collection, we determined that reasonably than constructing on previous Remaining Fantasy battle methods, that we as a substitute shift our focus to one among real-time motion. And so, as soon as we had that idea down, that we have been going to go on this course, it made it simple for our director and our battle director, Ryota Suzuki, to take the reins and convey one thing that was really action-focused.

For the battle system, we have not solely given the principle character, Clive, an arsenal of highly effective assaults and talents based mostly off of those conventional Remaining Fantasy summons, however we’re permitting him to cycle by these assaults in real-time, to deal these assaults in actual time. [This allows] for highly effective mixtures and easy, trendy gameplay that each appears and feels nice.

An instance of that is such as you noticed in that [Dominance] trailer the place you may have one of many Garuda skills the place you carry the enemy up into the air after which whereas within the air, Clive can change to Titan and use one of many Titan skills to pound the enemy to the bottom. This type of seamless switching and swapping of actions and chaining them collectively to create these distinctive mixtures… are all as much as the gamers’ totally different playstyles. There’s a number of room for customizing these kind of builds that Clive has and the participant discovering a construct that matches their playstyle is without doubt one of the enjoyable issues concerning the motion system now we have.

A number of our builders in our improvement workforce in [Creative Business Unit III] did not have any expertise creating an motion sport. It was very difficult for us. And to have the immensely proficient motion veteran Ryota Suzuki be a part of our workforce, that has seen our improvement progress, simply from the battle methods to the animation and every little thing that he is just about touched his arms on, reworked and turn out to be one thing past what we believed it might have been. We’re actually, actually glad to have him and we’re blessed.

GI: All through the trailer, there are a variety of well being bars on the highest of the display screen, each in human vs human fights and Eikon vs Eikon battles. What is going on on with these, and are they meant to be paying homage to combating video games?

Yoshida: Relating to the well being bars and the UI, I noticed a variety of feedback on social media after the trailer launched about how the UI is sort of paying homage to a combating sport. After we began creating the sport, and we had our “Clive versus smaller enemies” or our “Eikon versus Eikon” battles, after we have been first creating them we did them with nearly no UI on the display screen in any respect. However we discovered that by enjoying this that it was just a bit bit too little data – we would have liked extra data. That stated, we didn’t need the display screen cluttered and so after a variety of backwards and forwards and making an attempt a variety of various things, we got here to the design… within the trailer, and that it simply occurs to appear like a combating sport is simply one thing that ended up occurring.

The general sport design for these Eikon versus Eikon battles, nonetheless, is supposed to be distinctive and in reality, we do not truly use the identical actual system twice. Every battle is totally distinctive in its playstyle and so we’re doing one thing that is sort of loopy.

For instance, possibly one Eikon versus Eikon battle, if in case you have Eikon A versus Eikon B, that battle can be paying homage to a 3D shooter. Contemplating one other Eikon versus a unique Eikon, it is extra like a professional wrestling match, after which possibly even a 3rd with one Eikon versus one other Eikon will rework a whole space right into a battlefield. And so once more, we did not reuse these methods and every one among these Eikon versus Eikon battles is exclusive and can change with every battle. Due to that, and since the battles are so totally different in nature, the UI has to alter for every battle. And so you will notice slight variations within the UI between these battles. Nonetheless, we ended up having to chop a variety of that from the trailer as a result of it finally ends up being story spoilers and we didn’t need to have that.

Then you definitely ask, “properly for those who’ve hidden a number of the UI, why didn’t you conceal all the UI like these HP bars? Why did you permit these? ” and that was just because for those who take away all the HP bars and all the UI, then individuals begin saying, “oh, that is simply pre-rendered, that is not operating in real-time.” We needed to indicate that what you noticed within the trailer was in real-time so we decided to go away a little bit little bit of that UI in.

GI: A number of gamers are excited concerning the prospect of a single-player Remaining Fantasy from the builders behind FFXIV. What learnings, mechanics and methods, and storytelling methods, if any, from FFXIV can followers count on to indicate up ultimately in FFXVI?

Yoshida: So Remaining Fantasy XIV was designed as an MMORPG from the bottom up whereas Remaining Fantasy XVI has been designed as a single-player sport from the bottom up, so from the get-go, you are going to have utterly totally different design ideas. MMORPGs, as you realize, are all concerning the lengthy haul – you are stringing collectively experiences over an prolonged time frame to take care of that consumer base.

Single-player video games, then again, are much more about that, I assume you can say, instantaneous gratification. They’re speedy, they hit you with pleasure. That pleasure is concentrated right into a smaller bundle. So with that in thoughts, you may think about that a minimum of system-wise, Remaining Fantasy XIV will not have influenced Remaining Fantasy XVI that a lot. Nonetheless, that stated, probably the most distinctive issues about Remaining Fantasy XIV is the sort of connection that the event workforce has with the neighborhood, [and] the quantity of communication that goes backwards and forwards between the event workforce and the neighborhood. Up to now 11 years, interacting with the neighborhood has given us a variety of very, very priceless data on what you realize followers need and count on from the collection. And so having this 11-year data base, that has helped us and has allowed us to place a few of these concepts in and incorporate these concepts into the event of Remaining Fantasy XVI.

GI: Mainline Remaining Fantasy video games of late have skewed extra towards trendy timelines, with heavy emphasis on the mixing of tech with magic, however FFXVI appears decidedly extra medieval, or traditional FF. How did the workforce arrive at this setting and time interval when creating the sport?

Yoshida: The reply to that’s truly sort of easy: it simply occurs to be that a variety of the core members in [Creative Business Unit III] actually loved these traditional Remaining Fantasies in addition to that traditional medieval European fantasy really feel – myself included – and we needed to create a sport that had that feeling. When creating this sport, we needed to take that look, that medieval European traditional fantasy look, and meld that with our personal distinctive concept that we had, after which take all of that and attempt to specific that with the present stage of know-how and make one thing that’s actually, actually thrilling.

As you realize, the Remaining Fantasy collection is sort of well-known, or notorious, for being totally different with every entry within the collection. That stated, after doing a little current consumer analysis, we discovered that a variety of the customers have been discovering that a variety of the current Remaining Fantasy [games] have been sort of changing into static in that imaginative and prescient so we needed to make use of this as a possibility to step again from that and check out one thing totally different; not only for us, however occupied with the way forward for Remaining Fantasy and forthcoming initiatives, we needed to attempt one thing totally different and possibly present that yeah, the collection can go in several instructions reasonably than specializing in one.

Whereas we simply launched our second trailer, we’re at the moment already engaged on readying a 3rd trailer for launch this fall. In that trailer, we hope to pay attention a little bit bit extra on the world and the lore and the storyline, and hopefully convey a little bit bit extra of that data to gamers, exhibiting what the story goes to be like, what the narrative goes to be like, and the way that is going to suit into the world.

GI: You are clearly a really busy individual with FFXIV, however now you are producing FFXVI. What’s it like engaged on a brand new single-player mainline FF and what’s it like having Artistic Enterprise Unit III lead the mission?

Yoshida: It does not actually matter what sort of mission I am on. Being the top of any sport or any mission, the stress is all the time immense. There’s all the time lots of people and cash concerned in it. As you realize, on Remaining Fantasy XIV, I am each producer and director. Nonetheless, this time on XVI, I am solely producer. So simply in that sense, it’s a variety of weight off my shoulders.

Remaining Fantasy XVI being the most recent entry within the collection signifies that all eyes are going to be on us as everybody just about is on the market scrambling to determine simply what sort of sport it is going to be, and a variety of that stress goes on to the director. And so once more, with all of that stress falling not on the producer, however falling extra on, like I stated, the director, Hiroshi Takai, or the battle director, Ryota Suzuki, or our inventive director and situation author, Kazutoyo Maehiro, and even falling on me being the localization director and serving to out with the world lore and issues like that, there’s a variety of stress that falls to us. And as a producer, it’s my job to see that this stress doesn’t get an excessive amount of for these individuals which might be working beneath me. Having the ability to come and do these kind of interviews and speak to the media and make it possible for the essential data will get on the market in order that burden does not fall on the workforce. It is one thing I can do, once more, to take that burden away from them and for me, that is loads simpler than being a director.

Once more, I used to be extraordinarily honored when the corporate got here to me and [Creative Business Unit III] and requested us to helm the most recent numbered Remaining Fantasy. However once more, that chance would have by no means been attainable if it weren’t for the time that we spent on Remaining Fantasy XIV and the voice of the customers and the voice of the media that is coated us. So I would prefer to thank them for granting us this chance to create the most recent Remaining Fantasy.


For extra about Remaining Fantasy XVI, take a look at the Dominance trailer and admire the attractive landscapes in these new screenshots. After that, examine how I am excited for the Kaiju-style fights it seems to be giving usafter which take a look at Sport Informer’s rating of each mainline Remaining Fantasy sport.


What is the factor you are most enthusiastic about in Remaining Fantasy XVI?

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