Good morning, everyone! This is Matt “Bayohne” Hilton from Final Fantasy XIV Online (FFXIV) public team, here to present igamesnews readers looking back at scenes of how the dev team did Ruby Weapon's stuff on FFXIV.
Fans of Final Fantasy will no doubt appreciate Ruby Weapon as the challenge manager that players have managed to fight in the desert without Gold Saucer in FFVII. FF fans may know that Final Fantasy XIV likes to honor the previous titles in this agreement, whether by location, themes, or the status of Ruby Weapon, even by management.
The most recent update of FFXIV, Patch 5.2 – Echoes of Fallen Star, introduced the Ruby Weapon as an 8-player new trial so that storytellers can tackle both conventional, and high-tech alternatives. We sat down with a few members of the team to discuss the motivations and challenges they faced to introduce such a unique and beloved enemy to the game.
How much money did the team look for in Final Fantasy VII to be considered or promoted during the construction of this conference? Whether that is from a visual standpoint or its attack and movement.
Also, can you talk about group balances that keep the original parts while giving the FFXIV flair? Would you say that this design is based mostly on the FFVII beast, or is it a thing of it?
Masaki Nakagawa (War Content Content Designer) with the FFXIV team:
Let's talk first about the visual design. Whenever we bring a character to the Final Fantasy series available on FFXIV, there are two general approaches we can take depending on the character creation.
In some cases, we will keep the FFXIV version true to the original design of this character – we are not going to make any kind of best or best yet, but we must respect its composition as it appeared in the original work. We will aim to recreate the character in a high-quality setting while trying to ensure that it doesn't look unnatural. The latest example can be seen in the letters that appeared in the Interdimensional Rift Omega raid series from patch 4.x.
In some cases, we will only take the basic name and symbols of the original and add our original structure to help integrate the character into the FFXIV world. We have a few examples of this too: cactuars, chocolate, Garuda, Titan, Ifrit, Leviathan, Shiva and Ramuh to name just a few. Ruby Weapon on FFXIV is a little closer on the way to the final, but that doesn't mean it's real. We've been paying for its appearance in Final Fantasy VII, finding a balance between keeping the original attributes well-maintained and the output from it.
Hiroyuki Nagamine, who handled the design of Ruby Weapon was inspired by the Final Fantasy VII version of the beast when he created a drawing for FFXIV's version of Ruby Weapon — specifically a Ruby Weapon costume, which you can remember looking like a tentacle. In addition, the silhouette formation (the formation of the whole beast) is very reminiscent of Bahamut, and I think that adds to the introduction of the FFXIV version of this enemy. The reason for this choice is because Nael Van Darnus, an actor from the Binding Coil of Bahamas raid series, ties so much into Ruby Weapon's FFXIV version from the rest of the story and the bitter idea.
Next, let's talk a little about the construction from a military perspective.
Ruby Weapon of Final Fantasy XIV has a lore that is intimately related to the story behind it, and the content of the battle focuses more on highlighting those points. We spent a lot of time developing ideas for military mechanics that would feel fresh and new. Our goal has been to make the game experience feel as close to the game of action as it can to make it within the bounds of FFXIV war mechanics, with a greater focus on fast-paced attacks. We have spent a lot of time not only in creative thinking, but also in animation, in the production of visual and audio effects, and we planned the war.
However, there are also different attacks using Ruby Weapon's hats and speed on the battlefield – both of which drew inspiration from the Final Fantasy VII version of Ruby Weapon. Personally I thought the friction and quicksand attack turned out to be the best mechanics in this war.
As we mentioned before, this battle is available on both standard and extremely "extremely difficult" levels, and with the extreme type that offers the highest challenge. Where do you feel the most advanced type of difficulty level, compared to the other extreme tests?
I think the difficulty levels will vary from player to player, so it's hard to answer this by comparing the fight with the other extreme tests. However, I would say that the team that made the most of the war content all meant that Ruby Weapon was a bit more difficult compared to Titania (Extreme) and Innocence (Extreme) from 5.0.
There are many new combat equipment in the Ruby Weapon (Extreme) joint that have never been seen in any of the previous tests, so I also feel that it would take less practice than either of these. At the same time, this means that players are getting new mechanics and new opportunities when it comes to FFXIV battles, so I hope it offers a gameplay experience that sounds challenging and new.
Can you tell us some details about how to build weapons that players can get in the ultimate test? During design and execution, what features of Ruby Weapon did the art team use as inspiration to build these weapons?
Are there any designs that you feel bring out the “Ruby Weapon feel”?
Jusuke Mogi (Lead Artist):
Usually, my request to the team is any weapon played by players using extreme tests to include visual proofs that indicate the composition of the employer. I believe it's important to show something to other players that, "I canceled this search!"
I hope that seeing these weapons will serve as a source of communication between players who have not tried the test and those who completed it.
Going deeper into the designs, the Ruby Weapon case weapons are designed with the idea of combining machines and species. Since this is close to the design ideas adopted in Japanese anime in the 80s and 90s, I specialized in creating a design that felt subtle in some way but also had something that sounded new – something & # 39; e ne sais quoi & # 39 ;, if you will .
To switch gears to music, we have a Masayoshi Soken question! What inspiration did you look forward to while writing the music for this reunion? Were there any particular points from the war that you had to consider while making music?
Masayoshi Soken (Audio Director & Composer):
I had a long chat with Centen Scenario writer Natsuko Ishikawa about the war music of Ruby Weapon. Ishikawa had two applications: to install the Ultima – Ultima Weapon theme, and to build the song at speeds equal to the battle content.
Through these conversations, I remember that I also had a recording session that was scheduled for Primals for something completely different. When I told Ishikawa about this, he asked me if the Primals could make a Ruby Weapon musical arrangement. The idea of Priming for Ultima Editing lit a flame in my creative soul !!! I got right in there and started downloading, creating a funny version and making the editing with mesh and war content. I thought to myself, “This is the right game for this war! This will work! ”
However, during the recording, the other members of the band and I went through a lot of trial and error trying to create a track at this fast tempo… this is where we hit the wall. The original had to be done with the recording during the second half of the day, but we have been extending our recording time more and more. We last used the whole day, and it was too early by the time we left the studio… lol.
And finally, for our readers who may have faced Ruby Weapon years ago in Final Fantasy VII, do you still have any advice for them as they look to defeat Ruby Weapon? Do you hope that those who fought the first battle will enjoy this reunion?
Masaki Nakagawa (War Content Content Designer) with the FFXIV team:
As mentioned earlier, one of the attacks used by FFXIV is a Ruby Weapon version from that version of FFVII. I'm sure players will realize this as soon as they challenge the Ruby Weapon test. I hope that players who have had the experience of taking Ruby Weapon on FFVII enjoy challenging this version of FFXIV, keeping an eye on these details, and enjoying the test on the other side.
Of course, to ensure that players who are not familiar with Ruby Weapon's FFVII version can enjoy the test as much as possible, the FFXIV version is linked to the well-established FFXIV story.
Patch 5.2 is a basic form of quest that you will unlock the elements of the mystery of the players. For example, Ruby Weapon in this case was loaded with Nael van Darnus system data, but what types of programs will be uploaded in Weapon's future series yet to see? I hope that players enjoy the test as they look forward to future development with questions like these in mind.
Many thanks to the team for taking the time to provide a number of insights into the construction of the Ruby Weapon battle in Final Fantasy XIV!