Final Fantasy 16's Summons Brought The Series Back To Its High Fantasy Roots

During a current hands-on sneak peek with Final Fantasy XVI (review my ideas concerning it after playing 2 hrs here), I had the ability to take part in a team meeting of the game’s manufacturer, Naoki Yoshida, its supervisor, Hiroshi Takai, as well as its battle supervisor, Ryota Suzuki. One inquiry asked had to do with why the game go back to the collection’ high dream origins, as well as why it has such a various tone contrasted to current Final Fantasy games. 

According to Takai, everything began with summons. 

 

“So when the project started, I was one of the first people that [Yoshida] came to first and he said, ‘Okay, we have this project called Final Fantasy XVI. Will you be director?’ and his orders at the time of creating the game, he had this very big idea that he wanted to focus on the summons,” Takai claims via a translator. “And not just on the summons, yet have a system where the summons can deal with various other summons. And his various other order was essentially that the Final Fantasy collection, its fanbase is aging, as well as they’ve been with the collection for a very long time.

“We wanted to create a story and a narrative that resonated with the older fans, fans that have been around for a long time. And then finally, the third point was that we wanted to bring in more people into the series than just the standard series fans and the standard RPG fans. And to do that, make it into an action game, believing that would be able to get us that audience that we haven’t tried before.” 

Once those 3 primary columns were made a decision, Takai claims it was after that concerning obtaining with each other a little nucleus that would certainly service advancement for concerning a year to produce these ideas. First came the tale as well as the primary situation, which the group determined that to incorporate Yoshida’s mobilize dreams right into it, a high dream setup could function best. Then, the group serviced gameplay, determining it will certainly include open locations as opposed to a complete open globe, as well as a lot more. This little nucleus did all this in the initial year of the game’s advancement, Takai claims. 

The 3 were after that inquired about what’s needed in a brand-new Final Fantasy game to guarantee it still suits the collection overall. All 3 had a various response. 

Yoshida: “For me personally, Final Fantasy has to have that deep story. It has to have that complex game experience. It has to have a unique battle system. Great graphics, great sound, and then chocobos and moogles, and Final Fantasy 16 has all of those. So I think we’ve made something that feels like a Final Fantasy, at least for me.”

Takai: “For me, the definition of a Final Fantasy is that you have to have that engaging storyline. Another thing is, is that you’re always getting the most out of the technology available at the time, you’re always pushing the technology that you have. And I think we did that in Final Fantasy 16. Also, I think Final Fantasy is about challenging something new. Each of the Final Fantasies challenges something [and] tries something new. I think that we’ve done that here as well. And then finally, a little thing is that all magic names have to be the same throughout.”

Suzuki: “When I was a kid, I was playing Final Fantasy II as well as Final Fantasy III. And those are the ones that I matured having fun in genuine time. But once more, with such a huge target market, it’s a collection that extends over a lot of years, as well as due to the fact that the game globe’s setup adjustments with every one, depending upon where you begin, as well as what your initial Final Fantasy is, every person’s mosting likely to have a various point of view of what makes a Final Fantasy.

And so once more, me having actually matured with Final Fantasy II as well as III, it’s basically the exact same. It’s reached have to do with the tale. It’s reached have to do with the attractive graphics. And likewise it has to do with the technology at the time. And once more, that difficulty of attempting something brand-new. And I assume that with Final Fantasy 16, we did attempt something brand-new in relocating the game from turn-based to activity combat-based as well as we had the ability to test something that nothing else Final Fantasy has actually done.”

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