Overview of new details about the battle system, the world, Eikons and more

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Naoki Yoshida had already announced when presenting the final trailer for Final Fantasy XVI on State of Play that we would expect interviews soon that would reveal more details. Today is that day. Several major media outlets ran interviews and we fought our way through them, gathering all the new, important details for you below. So let’s go inside!

There will be a character party, even if you only saw Clive fight in the final trailer. For “most of his journey”, Clive is accompanied by one or more characters. However, these characters are controlled by the AI. Even Final Fantasy XV had AI controlled party members.

The combat system is action-oriented and summoning the eikons is involved in combat. Eikons and player actions can be “swapped and chained in real time” during combat. This system “looks great and plays really well,” says Naoki Yoshida. “Type and scope” of the visually spectacular Eikon battles are “free flowing”. There are also scenarios where players control an Eikon themselves in real time. But also cutscenes – like in the last trailer – in which players have no influence.

Final Fantasy XVI is not a “Final Fantasy Theme Park”. The experiences of Final Fantasy XIV are not transferable and Final Fantasy VII Remake was a completely different game. Final Fantasy XVI is a completely “standalone game” in the Final Fantasy series, Yoshida says.

When asked about the influence of Ryota Suzuki (Devil May Cry 5, Dragon’s Dogma), Yoshida says the combat system is “really action-oriented”. Not only would Clive have an “arsenal of powerful attacks and abilities based on traditional Final Fantasy subpoenas”, but also the ability to “cast them in real time”. “Powerful combinations and smooth, stylish gameplay that feels great both visually and gameplay-wise,” promises Naoki Yoshida.

A lot is decided with the “different playing styles of the players”. “There’s a lot of room for customizing the types of builds that Clive and players build,” and finding a build that fits their playstyle is one of the things that make the combat system fun. They are “very happy” to have Ryota Suzuki on the team.

The interface in the battles, especially under Eikons, reminded many fans of fighting games. That was not the intention, says Yoshida. There was no user interface at all, but that logically provided too little information. We then experimented and the current design was created. In the trailer, you sometimes had to leave out elements of the UI because they would reveal details you didn’t want to reveal yet.

The Eikon fights will always look different anyway: “For example, if Eikon A fights against Eikon B, this fight will be reminiscent of a 3D shooter. Another eikon versus another eikon is more reminiscent of a professional wrestling match, and a third eikon versus another eikon can even turn an entire area into a battlefield,” says Yoshida.

When asked why Final Fantasy XVI is based more on classic and medieval settings, rather than more futuristic settings like recently, Yoshida said the answer was quite simple. In the development team [Creative Business III] are just a lot of developers – including him – who would have been interested in a medieval, european setting. They want to merge the medieval setting and fantasy look with “our own unique idea and then try to express it all with the current state of the art.”

The team is already working on the third trailer, which should be released in the fall. It’s meant to be “more focused on the world, the lore and the storyline, and hopefully it can give players some more of that information by showing what the story will look like, what the story will look like, and how it fits into the world.”‘ Yoshida said.

When asked about the main theme of Final Fantasy XVI, Yoshida said it’s “the inevitable clash of values ​​and ideals when several people with different ideals come together in a room”. What is really right and what is really wrong?

The game shows the story in different eras. We will follow “Clive Rossville’s life through three distinct phases: his teenage years, his 20s and his 30s,” explains Naoki Yoshida. That was already indicated in the previous trailers.

Asked about the mature rating of the recent trailer, Yoshida says that “lately, video game ratings have become more and more restrictive. [sind]what can and cannot be shown.” But the rating is also very important to “ensure that younger players, younger children, are protected from extreme content.” A story with “difficult topics for adults” would of course become an obstacle for It’s not that they “just wanted to make the game more violent or explicit,” but that they “felt the need to explore the more mature themes the game deals with.”

When Final Fantasy XVI was presented, many assumed it would be an open world RPG. That is not the case, Naoki Yoshida has now specified the matter. Final Fantasy XVI isn’t a traditional open-world game, but it’s “inspired by triple-A open-world RPGs.” The story spans ‘the whole world’ and so an open world design was avoided. Instead, they’ve focused on an “independent, area-based game design that can give players a better idea of ​​true ‘global’ scale.”

Final Fantasy XVI is already “in its final stages of development” and is slated for a summer 2023 release.

through IGNGameInformerGameSpotIGNArtwork: Final Fantasy XVI, Square Enix

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I am the Editor for Gaming Ideology. I love to play DOTA and many other games. I love to write about games and make others love gaming as much as I do.

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