Developing a new numbered Final Fantasy game is a balancing act. Players have expectations of what they’ll encounter, but they always crave things that change and build on the series’ established lore. But even those have to start somewhere: Many elements commonly associated with Final Fantasy as a whole – Chocobos, Moogles, summons and beloved job classes and abilities – were, at one point, completely foreign to the series. . Striking a delicate balance between tradition and innovation is always a challenge, especially with Final Fantasy XVI, the first numbered game in the long-running series to eschew menu-driven battles altogether in favor of real-time combat.
From Active Time Battle to real-time combat
Action gameplay elements have evolved in Final Fantasy over time, beginning with the implementation of the “Active Time Battle” system in Final Fantasy IV. This increased the pressure on players by forcing them to react quickly and consider the order in which enemies and allies might act. Wandering over crucial decisions could prove costly, as the enemies would continue their assault no matter how long it took you to enter your commands. (If you want to experience the genesis of Active Time Battle, you can play the Final Fantasy IV-VI Pixel Remasters now available on PlayStation.)
Final Fantasy IV (left) and Final Fantasy XII (right)
Active Time Battle would serve as the mechanical foundation for most numbered Final Fantasy games in the future, with the open field combat focused on Final Fantasy XII’s positioning and the saga’s dynamic, on-the-fly role-swapping battles. Final Fantasy XIII building on many concepts solidified by ATB. Final Fantasy XV moved many typical menu commands to buttons, shifting combat in a decidedly action-oriented direction.
Final Fantasy XV (left) and Final Fantasy VII Remake (right)
Even with this gradual evolution, many modern Final Fantasy games, most notably the Final Fantasy VII Remake series, still employ hybrid menu and action gameplay. FFXVI’s action-RPG surprised many hardcore fans, who wondered how it could impact the “essence” of Final Fantasy. To talk about developing FFXVI to scale the franchise 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 from the start of the series. “Final Fantasy I was an important gaming experience for me,” he says. “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 walk through the bridge, and the Final Fantasy logo appears!I was blown away that a video game could feel so cinematic, and that’s what I wanted to achieve with this new game: the feeling that you’re playing the lead role in a movie epic.
“So yeah, I grew up with turn-based RPGs, and they still have a special place in my heart,” he remarks.
“We decided to go with real-time combat in FFXVI for two main reasons. in action games. The engaging controller combat in these games really makes you want to spend hours on them. The other reason is that in today’s market, going for an action combat system that any everyone can master quickly and easily was our best way to attract the widest audience.
“By interweaving real-time action with a fantasy story, we felt we could create a game that was still Final Fantasy at heart. And, of course, when we say we want to appeal to the widest possible audience, this includes loyal fans of turn-based games and those who aren’t the best at action games.We have systems in place so anyone, regardless of skill level, can enjoy the game as much as a seasoned action gamer, maybe even more.
The Soul of Final Fantasy
Yoshida, a veteran producer who helmed the universally acclaimed Final Fantasy XIV reboot, also acknowledges the expectations that come with the Final Fantasy name. “Making things different for fun is the easiest option,” he says. “For me, the key elements of an FF game are the cinematic presentation, the engaging story and the combat system that underpins it all, not to mention the cutting-edge graphics and evocative soundscape. The combination of all these things, plus the fact that the world, story, and characters change with each episode, makes it feel like a series that is always breaking new boundaries.As Hironobu Sakaguchi, the father of the series, “Final Fantasy is what the director at the time thinks is the best”.
“FFXVI is no exception; the whole team has worked together to create the best game possible. The challenge we set ourselves was to change things up while keeping gameplay recognizable between Final Fantasy. For example, the classic setting of high fantasy was inspired by the age-old FFI. When you play through FFXVI, there are a lot of little touches and nods to this game.”
Director Hiroshi Takai shares his perspective. “One of the most remarkable things about the franchise is that each of the games in the main series brings a whole new world, story and gameplay experience. It’s the common elements that tie them together – the summons, the spells, the Chocobos, and the Moogles—as well as the things that always change between entries, like the battle system—that make Final Fantasy games unique.Perhaps that’s why gamers have stuck with the series so for a long time is that we have always remained true to the vision mentioned by Yoshida: to strive to create the best game possible at this precise moment.
“I’ve also played every episode of the franchise and helped direct a few of them,” Takai continues. “So naturally, I took a lot of inspiration from past games, even on a subconscious level. For example, I loved FFV’s customizable ability system – this idea formed the basis of the new combat system in FFXVI.
Perhaps the most recognizable element of Final Fantasy in FFXVI are the monsters summoned by the Eikons known by many different terms such as “Eidolons”, “Espers”, “Guardian Forces”, and more throughout the series. series. Takai explained their place in FFXVI.
“Classic Summons play a prominent role in both the story and the combat system,” he says. “Even though we’re moving to an action combat system with this game, it’s all about summons, which gives it that all-important Final Fantasy flavor.”
A worthy successor
Even with all of their passion and effort invested in the game, the team recognizes that some gamers might not see Final Fantasy the way they do. “Every FF fan around the world has a different idea of what makes the perfect FF game,” Yoshida notes. “And as a fan myself, I’m sure my own idea differs from other people’s. So while we always knew it would be impossible to meet the expectations of the entire fanbase, Takai, [Kazutoyo] Maehiro and the entire development team took the initiative to make the game we wanted to make while keeping an objective eye on fan expectations. I think it’s important to always try to stay objective about your own work, even if it’s just for your own peace of mind.
Takai is optimistic that fans will find much to enjoy about FFXVI on its release date. “I hope that Clive’s story, and the hopes and dreams of all the inhabitants of Valisthea whose path he crosses, will stay with the players. The decisions Clive and his friends make are seen and judged differently by the different people in the realm, and I think there’s a real parallel to today’s world, where everyone has a different point of view. FFXVI is a game that tackles the issues it deals with head-on both in the story and in the presentation, and I hope that when people look back on him and his place in the show, he will be remembered for exactly that.
Final Fantasy XVI will launch exclusively on PS5 on June 22. Be sure to download the demo in advance and transfer your progress to the full game.
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