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

Sq. Enix debuted a new Last Fantasy XVI trailer throughout a latest PlayStation State of Play. It was our greatest look but on the upcoming RPG and the trailer revealed that Last 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 Last 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: Last Fantasy has a historical past of experimenting with completely different fight programs in new mainline entries and Last Fantasy XVI appears to be doing the identical, with most likely the heaviest emphasis on motion within the mainline collection but. How did the group arrive on this type of fight, and what’s it like seeing it come to life by means of fight director Ryota Suzuki (a designer whose credit embody 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, with a purpose to contribute to the general evolution of the Last Fantasy collection, we determined that slightly than constructing on previous Last Fantasy battle programs, that we as a substitute shift our focus to one in all 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 straightforward for our director and our battle director, Ryota Suzuki, to take the reins and produce one thing that was actually action-focused.

For the battle system, we have not solely given the principle character, Clive, an arsenal of highly effective assaults and skills based mostly off of those conventional Last Fantasy summons, however we’re permitting him to cycle via 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 could have one of many Garuda talents the place you elevate the enemy up into the air after which whereas within the air, Clive can swap to Titan and use one of many Titan talents 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’ completely 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 among the enjoyable issues concerning the motion system we now have.

Numerous our builders in our growth group 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 part of our group, that has seen our growth progress, simply from the battle programs to the animation and the whole lot that he is just about touched his palms on, remodeled and change into one thing past what we believed it might have been. We’re actually, actually pleased to have him and we’re blessed.

GI: All through the trailer, there are a selection 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 harking back to preventing video games?

Yoshida: Concerning the well being bars and the UI, I noticed a number of feedback on social media after the trailer launched about how the UI is sort of harking back to a preventing sport. Once we began growing the sport, and we had our “Clive versus smaller enemies” or our “Eikon versus Eikon” battles, once we have been first growing them we did them with nearly no UI on the display screen in any respect. However we discovered that via enjoying this that it was just a bit bit too little data – we wanted extra data. That mentioned, we didn’t need the display screen cluttered and so after a number of forwards and backwards and attempting a number of various things, we got here to the design… within the trailer, and that it simply occurs to appear to be a preventing sport is simply one thing that ended up occurring.

The general sport design for these Eikon versus Eikon battles, nevertheless, is supposed to be distinctive and in reality, we do not really use the identical precise 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, when you have Eikon A versus Eikon B, that battle will likely be harking back to a 3D shooter. Contemplating one other Eikon versus a special 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 programs and every one in all these Eikon versus Eikon battles is exclusive and can change with every battle. Due to that, and since the battles are so completely different in nature, the UI has to alter for every battle. And so you will notice slight variations within the UI between these battles. Nevertheless, we ended up having to chop a number of that from the trailer as a result of it finally ends up being story spoilers and we didn’t wish to have that.

You then ask, “nicely when you’ve hidden a few of the UI, why didn’t you cover the entire UI like these HP bars? Why did you allow these? ” and that was just because when you take away the entire HP bars and the entire UI, then folks 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 depart a bit of little bit of that UI in.

GI: Numerous gamers are excited concerning the prospect of a single-player Last Fantasy from the builders behind FFXIV. What learnings, mechanics and programs, and storytelling strategies, if any, from FFXIV can followers anticipate to indicate up in a roundabout way in FFXVI?

Yoshida: So Last Fantasy XIV was designed as an MMORPG from the bottom up whereas Last Fantasy XVI has been designed as a single-player sport from the bottom up, so from the get-go, you are going to have fully completely different design ideas. MMORPGs, as you recognize, are all concerning the lengthy haul – you are stringing collectively experiences over an prolonged time period to keep up that person base.

Single-player video games, however, are much more about that, I suppose you possibly 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 possibly can think about that no less than system-wise, Last Fantasy XIV will not have influenced Last Fantasy XVI that a lot. Nevertheless, that mentioned, some of the distinctive issues about Last Fantasy XIV is the sort of connection that the event group has with the group, [and] the quantity of communication that goes forwards and backwards between the event group and the group. Up to now 11 years, interacting with the group has given us a number of very, very invaluable data on what you recognize followers need and anticipate from the collection. And so having this 11-year information 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 Last Fantasy XVI.

GI: Mainline Last 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 group arrive at this setting and time interval when growing the sport?

Yoshida: The reply to that’s really sort of easy: it simply occurs to be that a number of the core members in [Creative Business Unit III] actually loved these traditional Last 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 categorical that with the present degree of expertise and make one thing that’s actually, actually thrilling.

As you recognize, the Last Fantasy collection is sort of well-known, or notorious, for being completely different with every entry within the collection. That mentioned, after performing some latest person analysis, we discovered that a number of the customers have been discovering that a number of the latest Last Fantasy [games] have been sort of turning 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 completely different; not only for us, however desirous about the way forward for Last Fantasy and forthcoming tasks, we needed to strive one thing completely different and possibly present that yeah, the collection can go in several instructions slightly 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 bit of bit extra on the world and the lore and the storyline, and hopefully deliver a bit of 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 challenge?

Yoshida: It would not actually matter what sort of challenge I am on. Being the top of any sport or any challenge, the strain is all the time immense. There’s all the time lots of people and cash concerned in it. As you recognize, on Last Fantasy XIV, I am each producer and director. Nevertheless, this time on XVI, I am solely producer. So simply in that sense, it’s a number of weight off my shoulders.

Last Fantasy XVI being the most recent entry within the collection implies 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 will likely be, and a number of that strain goes on to the director. And so once more, with all of that strain falling not on the producer, however falling extra on, like I mentioned, the director, Hiroshi Takai, or the battle director, Ryota Suzuki, or our inventive director and state of affairs 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 number of strain that falls to us. And as a producer, it’s my job to see that this strain doesn’t get an excessive amount of for these folks which can be working beneath me. Having the ability to come and do these kind of interviews and speak to the media and be sure that the essential data will get on the market in order that burden would not fall on the group. It is one thing I can do, once more, to take that burden away from them and for me, that is rather a lot 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 Last Fantasy. However once more, that chance would have by no means been doable if it weren’t for the time that we spent on Last Fantasy XIV and the voice of the customers and the voice of the media that is lined us. So I might prefer to thank them for granting us this chance to create the most recent Last Fantasy.


For extra about Last 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 Last Fantasy sport.


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

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