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

Sq. Enix debuted a new Ultimate Fantasy XVI trailer throughout a latest PlayStation State of Play. It was our largest look but on the upcoming RPG and the trailer revealed that Ultimate Fantasy XVI is due out someday in the course of the summer season of subsequent 12 months.

Recreation Informer spoke with the sport’s producer, Naoki Yoshida, who can be the director of Ultimate Fantasy XIV, about this new “Dominance” FFXVI trailer, together with the franchise’s return to a extra medieval setting, Eikons, boss fights, and way more.

Recreation Informer: Ultimate Fantasy has a historical past of experimenting with completely different fight techniques in new mainline entries and Ultimate Fantasy XVI appears to be doing the identical, with in all probability the heaviest emphasis on motion within the mainline collection but. How did the workforce arrive on this model of fight, and what’s it like seeing it come to life by means of fight director Ryota Suzuki (a designer whose credit embrace Satan Could Cry 5, Dragon’s Dogma, and Marvel vs. Capcom 2)?

Naoki Yoshida: You requested me in regards to the path with the fight system and so to reply that, with the intention to contribute to the general evolution of the Ultimate Fantasy collection, we determined that fairly than constructing on previous Ultimate Fantasy battle techniques, that we as an alternative shift our focus to certainly one of real-time motion. And so, as soon as we had that idea down, that we have been going to go on this path, 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 talents primarily based off of those conventional Ultimate Fantasy summons, however we’re permitting him to cycle by way of these assaults in real-time, to deal these assaults in actual time. [This allows] for highly effective combos and easy, trendy gameplay that each seems and feels nice.

An instance of that is such as you noticed in that [Dominance] trailer the place you’ve one of many Garuda talents the place you raise the enemy up into the air after which whereas within the air, Clive can change to Titan and use one of many Titan talents to pound the enemy to the bottom. This sort of seamless switching and swapping of actions and chaining them collectively to create these distinctive combos… are all as much as the gamers’ completely different playstyles. There’s a lot of room for customizing all these builds that Clive has and the participant discovering a construct that matches their playstyle is likely one of the enjoyable issues in regards to the motion system we’ve.

A whole lot of our builders in our growth workforce 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 gifted motion veteran Ryota Suzuki be a part of our workforce, that has seen our growth progress, simply from the battle techniques to the animation and every little thing that he is just about touched his fingers on, reworked and develop into one thing past what we believed it might have been. We’re actually, actually completely satisfied 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: Relating to the well being bars and the UI, I noticed a variety 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 creating the sport, and we had our “Clive versus smaller enemies” or our “Eikon versus Eikon” battles, after we have been first creating them we did them with virtually no UI on the display screen in any respect. However we discovered that by way of enjoying this that it was just a bit bit too little data – we wanted extra data. That stated, we didn’t need the display screen cluttered and so after a variety of backwards and forwards and making an attempt a variety 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, nonetheless, is supposed to be distinctive and in reality, we do not truly 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, you probably have Eikon A versus Eikon B, that battle might be harking back to a 3D shooter. Contemplating one other Eikon versus a unique 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 techniques and every certainly one of 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 vary for every battle. And so you will notice slight variations within the UI between these battles. Nevertheless, we ended up having to chop a variety of that from the trailer as a result of it finally ends up being story spoilers and we didn’t need to have that.

Then you definately ask, “effectively when you’ve hidden among the UI, why didn’t you conceal all the UI like these HP bars? Why did you allow these? ” and that was just because when you take away all the HP bars and all the UI, then individuals begin saying, “oh, that is simply pre-rendered, that is not working in real-time.” We wished to point out that what you noticed within the trailer was in real-time so we decided to depart just a little little bit of that UI in.

GI: A whole lot of gamers are excited in regards to the prospect of a single-player Ultimate Fantasy from the builders behind FFXIV. What learnings, mechanics and techniques, and storytelling methods, if any, from FFXIV can followers anticipate to point out up not directly in FFXVI?

Yoshida: So Ultimate Fantasy XIV was designed as an MMORPG from the bottom up whereas Ultimate Fantasy XVI has been designed as a single-player sport from the bottom up, so from the get-go, you are going to have utterly completely different design ideas. MMORPGs, as , are all in regards to the lengthy haul – you are stringing collectively experiences over an prolonged time frame to take care of that consumer 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 may think about that a minimum of system-wise, Ultimate Fantasy XIV will not have influenced Ultimate Fantasy XVI that a lot. Nevertheless, that stated, one of the distinctive issues about Ultimate Fantasy XIV is the sort of connection that the event workforce has with the neighborhood, [and] the quantity of communication that goes backwards and forwards between the event workforce and the neighborhood. Prior to now 11 years, interacting with the neighborhood has given us a variety of very, very precious data on what followers need and anticipate from the collection. And so having this 11-year data 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 Ultimate Fantasy XVI.

GI: Mainline Ultimate Fantasy video games of late have skewed extra towards fashionable timelines, with heavy emphasis on the mixing of tech with magic, however FFXVI seems decidedly extra medieval, or traditional FF. How did the workforce arrive at this setting and time interval when creating the sport?

Yoshida: The reply to that’s truly sort of easy: it simply occurs to be that a variety of the core members in [Creative Business Unit III] actually loved these traditional Ultimate Fantasies in addition to that traditional medieval European fantasy really feel – myself included – and we wished to create a sport that had that feeling. When creating this sport, we wished 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 specific that with the present degree of expertise and make one thing that’s actually, actually thrilling.

As , the Ultimate Fantasy collection is sort of well-known, or notorious, for being completely different with every entry within the collection. That stated, after performing some latest consumer analysis, we discovered that a variety of the customers have been discovering that a variety of the latest Ultimate Fantasy [games] have been sort of changing into static in that imaginative and prescient so we wished to make use of this as a chance to step again from that and take a look at one thing completely different; not only for us, however occupied with the way forward for Ultimate Fantasy and forthcoming tasks, we wished to attempt one thing completely different and possibly present that yeah, the collection can go in numerous instructions fairly than specializing in one.

Whereas we simply launched our second trailer, we’re at present already engaged on readying a 3rd trailer for launch this fall. In that trailer, we hope to pay attention just a little bit extra on the world and the lore and the storyline, and hopefully convey just a little 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 Inventive Enterprise Unit III lead the undertaking?

Yoshida: It does not actually matter what sort of undertaking I am on. Being the top of any sport or any undertaking, the stress is all the time immense. There’s all the time lots of people and cash concerned in it. As , on Ultimate 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 variety of weight off my shoulders.

Ultimate Fantasy XVI being the latest 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 is going to be, and a variety of that stress goes on to the director. And so once more, with all of that stress falling not on the producer, however falling extra on, like I stated, the director, Hiroshi Takai, or the battle director, Ryota Suzuki, or our artistic 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 variety of stress that falls to us. And as a producer, it’s my job to see that this stress doesn’t get an excessive amount of for these individuals which might be working beneath me. With the ability to come and do all these interviews and speak to the media and guarantee that the vital data will get on the market in order that burden does not fall on the workforce. It is one thing I can do, once more, to take that burden away from them and for me, that is loads 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 latest numbered Ultimate Fantasy. However once more, that chance would have by no means been doable if it weren’t for the time that we spent on Ultimate Fantasy XIV and the voice of the customers and the voice of the media that is coated us. So I would wish to thank them for granting us this chance to create the latest Ultimate Fantasy.

For extra about Ultimate Fantasy XVI, try 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 try Recreation Informer’s rating of each mainline Ultimate Fantasy sport.

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

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