Developing a new numbered Final Fantasy game is a balancing act. Players are anticipating what they’ll encounter yet crave elements that change and build on established series traditions. But even those have to start somewhere. Many elements commonly associated throughout Final Fantasy, such as chocobos, moogle, summons, and popular job classes and abilities, were at one point completely alien to the series. Finding that fine balance between tradition and innovation is always difficult, especially with Final Fantasy XVI, the first numbered game in a long-running series to prioritize real-time combat and avoid menu-driven combat entirely.
From active time battle to real-time battle
Beginning with the implementation of the “Active Time Battle” system in Final Fantasy IV, elements of action gameplay have evolved over time in Final Fantasy. This added pressure as players had to react quickly and consider the order in which enemies and allies could act. No matter how long it takes you to enter the command, the enemy will continue to onslaught, so hesitation in making an important decision can cost you a lot. (If you want to explore the origins of Active Time Battles, play Final Fantasy IV-VI Pixel Remastered, available now on PlayStation.)
Final Fantasy IV (left) and Final Fantasy XII (right)
Active Time Battles serves as the mechanical foundation for most upcoming Final Fantasy games, with the position-driven open-field combat of Final Fantasy XII and the dynamic, on-the-fly role-swapping combat of the Final Fantasy XIII saga. It builds on many of the concepts established by ATB. Final Fantasy XV moved many of the typical menu commands to face buttons, shifting combat in a decidedly action-oriented direction.
Final Fantasy XV (left) and Final Fantasy VII Remake (right)
Despite this gradual evolution, many modern Final Fantasy games, especially the Final Fantasy VII Remake series, still use a hybrid of menu-driven and action-driven gameplay. Becoming a full-fledged action RPG, FFXVI surprised many die-hard fans who wondered how this would affect the ‘essence’ of Final Fantasy. We interviewed producer Naoki Yoshida and director Hiroshi Takai about the development of “FFXVI” to satisfy the existing fans and evolve the franchise, and listened to the process in detail.
Action and drama make for a great story
Yoshida’s love for Final Fantasy blossomed from the beginning of the series. “Final Fantasy I was an important gaming experience for me,” he says. “I bought it on the day it was released, but I remember being confused by the lack of a title screen when I booted up. I was blown away by how it felt to me, and that’s what I wanted to bring back with this new game: the feeling of being the lead in an epic movie.”
“Well, I grew up with turn-based RPGs, and they still hold a special place in my heart,” he says.
“We chose to use real-time combat in FFXVI for two main reasons. The controller-to-control combat in these games is truly addictive for hours on end.Another reason is the action combat system that anyone in today’s market can quickly and easily understand. was the best way to reach the widest audience.
“We believed that by interweaving real-time action with a fantastical story, we could create a game that was essentially Final Fantasy. is not only avid turn-based gamers, but also users who are not good at action games.We believe that people of all skill levels can play games as well as or better than experienced action gamers. We put the system in place so that you can have fun.”
final fantasy soul
Yoshida is also the veteran producer behind the widely acclaimed FINAL FANTASY XIV reboot and recognizes the expectations that come with the FINAL FANTASY name. “Changing things for purpose is an easy option,” he says. “For me, the key elements of a FF game are the cinematic presentation, the engaging story, and the combat system that underpins it all, not to mention cutting-edge graphics and evocative soundscapes. Add to that the fact that the world, story, and characters change with each episode, and it feels like a series that is constantly breaking new boundaries.Hironobu Sakaguchi, the creator of the series, once said, “Final. Fantasy is what the director thought was the best at the time.”
“FFXVI is no exception. The whole team worked together to make a great game. For example, the classic high-fantasy setting takes its inspiration from the venerable FFI, and when playing FFXVI, there are plenty of little touches and nods to the game.”
Director Hiroshi Takai agrees with his point of view. “One of the things that makes this series stand out is that every game in the mainline series brings an entirely new world, story, and gameplay experience. , spells, and common elements that tie them together, such as chocobos and moogle, but also elements that constantly change between entries, such as the combat system.Perhaps the reason players have stayed with the series for so long is Yoshida We have always stayed true to our stated vision: making the best game possible in the moment.”
“I have played all the games in the series and participated in the production of quite a few,” continues Takai. “So naturally, I’ve taken a lot of inspiration from past games, even on a subconscious level. became the basis for FFXVI’s new combat system.”
Perhaps the most recognizable Final Fantasy element in FFXVI is the monsters summoned by Akon, known variously throughout the series as “Eidolons,” “Espers,” and “Guardian Forces.” Mr. Takai explained their standing position in “FFXVI”.
“Classic summons play a leading role in both the story and the combat system,” he says. “We’re switching to an action battle system in this game, but it’s all centered around summoning, which gives the game a very important Final Fantasy flavor.”
worthy successor
The team admits that even with all the passion and effort put into the game, some players may not see Final Fantasy the same way they do. “His FF fans all over the world have different ideas about what a perfect FF game is,” Yoshida points out. “And as a fan myself, I am convinced that my own thoughts are different from other people’s thoughts. but Mr. Takai, [Kazutoyo] Mr. Maehiro and the rest of the development team took the approach of making the game we wanted to make while looking at the expectations of the fans objectively. I think it’s important to always try to be objective about your work, even if it’s for your own peace of mind. “
Takai is optimistic that fans will find a lot to enjoy about FFXVI on launch day. “I hope that Clive’s story, and the hopes and dreams of all those in Valistia he crosses his path, will remain in the hearts and minds of players. It’s seen and judged differently by 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. It’s a game that addresses issues head-on in both, and I hope people will remember it for that very reason when they look back at it and its place in the series.”
Final Fantasy XVI launches exclusively for PS5 on June 22nd. Be sure to download the demo beforehand and transfer your progress to the full game.