What Naoki Yoshida is looking forward to the most Final Fantasy XVI is the Eikon fights.
In conversation with The edgeYoshida, the game’s director, spoke about how earth-shattering, devastating, and drawn-out battles between some of the franchise’s most prominent and beloved monsters featured heavily in this latest single-player non-remake entry in the 35-year-old JRPG series.
Summons – aka Espers, aka Aeons, aka Eidolons, aka GF (lol) and now Eikons – were a staple of the Final Fantasy series and provided a sort of “break glass in case of emergency” option in combat over the years, players have had varying levels of control over her with the power to summon her for a one-off big hit like in Final Fantasy VII and IXgive them direct commands as in Final Fantasy X, or to summon them as NPC battle allies as in FFXII. but Final Fantasy XVI seems to offer more to summon the fight than just having a big dude that shows up to punch other dudes for you.
“We have these epic Summon vs. Summon battles,” Yoshida said, speaking through a translator. “And these won’t only appear in cutscenes. Players will be able to actually jump into these battles and pilot their own Eikon and feel the excitement from within, not just the outside.”
Eikons are at the heart of every trailer, media, and lore we’ve seen Final Fantasy XVI so far, and the game’s focus on these creatures of immense and formidable power is key to Yoshida’s vision.
“We introduce ourselves Final Fantasy XVI like a giant high-speed roller coaster that takes players on an exhilarating ride in terms of both story and gameplay.”
final fantasy is in the middle of a “hot Garuda summer”. Final Fantasy XIV continues to enjoy worldwide popularity, while fans eagerly anticipate the arrival of not only a core of crisis Remake, but the start of the second installment in the Final Fantasy VII Remake Trilogy. Whether single player or MMO final fantasy Fan, you eat well. But the arrival of XVI revived concerns about Square Enix’s ability to create a successful, original Final Fantasy single-player title.
The annoying title Stranger of Paradise: Final Fantasy Origin made waves for being an odd “cringe but make it camp” game outside of the traditional action-RPG format, but it didn’t have much success. Additionally, Final Fantasy XV was a commercial hit but a critical failure, plagued by delays, scope changes, platform changes, and leadership changes that created a chaotic hodgepodge of a game (though peppered with some genuinely brilliant series-defining moments) with an almost entirely unsustainable back half.
go inside XVIYoshida and his team were aware of the problems that persisted FFXVs production.
“One of the first things we did in the early days of Final Fantasy XVI When we were a tiny team, development initially focused on what kind of game system we had,” said Yoshida. “And once we had that, we completed the core of the script and the narrative.”
The result, Yoshida says, is a game that’s currently fully playable from start to finish, hopefully without the worry of needing DLC or books to fill in gaps or better express the game’s story after the fact.
Fans are excited XVI in some ways they might not have been for others final fantasy Games because of Yoshida. He’s a big reason Square Enix was able to save Final Fantasy XIV from a barely playable mess to the critically acclaimed game that just last year had to suspend so popular sales and free trials to ease server congestion. I wanted to know what, if any, of his secret was FFXIV Gravy made it in FFXVI.
But Yoshida said that work continues Final Fantasy XVI didn’t shout too much based on his experience Final Fantasy XIV because they are two very different games for players who want very different things.
“Working on a mainline title and learning who the fans are final fantasy are and what those fans want from the series has proven invaluable,” said Yoshida.
Yoshida explained that the experience of developing these games is like the difference between a marathon and a 100-meter dash. He’s a marathon runner, used to stretching out a story to keep fans interested and playing non-stop, and he’s had to train himself to run much faster over a much shorter distance, so to speak.
“Compared to an MMO, single-player games are more about providing instant gratification,” he said. “They’re short bursts of extreme excitement, then when you reach the goal, they end with a bang that makes people go, ‘Wow, that was a great game.'”
Yoshida isn’t the only person from the FFXIV team is working on FFXVI. Fans are equally excited XIV‘s composer Masayoshi Soken is working on XVI‘s music. I asked if Yoshida had any insight into Soken’s handling of the new task.
“Final Fantasy XIV has always been considered a final fantasy amusement park, and this has enabled many different types of music styles,” said Yoshida. “Final Fantasy XVI, however, is a more focused experience that is firmly fixated on Clive Rosefield and his journey. So I envisioned a more focused experience when it comes to music.”
Yoshida shared that Soken confided in him that he actually has a hard time adjusting to working on a single-player game.
“Focusing on one topic was actually a big challenge for him,” Yoshida said. “It’s been a long time since he had to do that and couldn’t just do what he wanted.”
Yoshida senses this Final Fantasy XVI is a kind of growing up for him. He talked about playing the first Final Fantasy as a kid and how his imagination made him feel like he was playing a movie. Now, with all the advances in technology, he doesn’t have to rely on his imagination anymore.
“I’m looking at the final Fantasy XVI like taking the best part of a movie and the best part of a game and putting them together to make a really interactive kind of game/movie,” he said. “The most exciting thing about making this game was the Eikons with the sheer size and scale of their battles. When I was a child at play Final Fantasy Iwith its pixel graphics, that’s how I imagined it and it was really exciting to be able to see it now.”