Final Fantasy 16 Is An Ambitious, More Mature Entry In The Series, Says Producer PlatoBlockchain Data Intelligence. Vertical Search. Ai.

Final Fantasy 16 este o intrare ambițioasă și mai matură în serie, spune producătorul

The Final Fantasy franchise is fighting fit in a way it hasn’t been for quite some time. Final Fantasy XIV underwent a huge revitalization that took it from a floundering MMO to one of the most critically acclaimed and beloved games in the genre. Final Fantasy VII Remake, meanwhile, defied expectations and delivered an incredibly strong, modernized version of the iconic Japanese role-playing classic.

Now, Square Enix looks to be making some smart moves to ensure Final Fantasy continues to shine while in the spotlight. The recently revealed Crisis Core Reunion is set to take the much-loved but oft-forgotten PSP spin-off of Final Fantasy 7 and bring it to modern platforms for a new generation to experience. And a trailer for Rebirth, the second part in the Final Fantasy VII remake trilogy, looks to be continuing the bold reimagining of the original’s story.

Poate cel mai interesant este Final Fantasy XVI, următoarea ediție a seriei principale Final Fantasy. Se știu puține lucruri despre joc și, în schimb, o mare parte din entuziasmul din jurul lui este legată de echipa sa creativă. Regizorul Hiroshi Takai a lucrat la o serie de titluri de saga, precum și la The Last Remnant. Scriitorul Kazutoyo Maehiro, între timp, a mai fost implicat în Final Fantasy Tactics, Final Fantasy XII și Vagrant Story.

Much of the attention, however, has been focused on Final Fantasy XVI’s producer Naoki Yoshida, who is credited for the successful salvaging of Final Fantasy XIV. The positive response to his involvement is unsurprising considering there is resounding agreement that Final Fantasy XIV’s narrative and characterization are incredible. Naturally, expectations are high for what this creative team can do for Final Fantasy XVI and, following the debut of the game’s latest trailer, we talked to Yoshida-san about what players can expect in terms of gameplay, narrative themes, and more.

How much of a gameplay factor are the big Titan battles we saw in the recent trailer? What’s the ratio to those versus more recognizable FF15-like human combat?

Naoki Yoshida: So what you saw in the trailer with that Titan battle, the Eikon versus Eikon battles, is only actually a tiny sample of the battles that we have in store in the game. In the trailer, you had the one scene where Shiva and Titan are battling. Actually, this is not a playable part of the game; this is a cutscene, but while that’s happening Clive will be in that same area, kind of experiencing the battle from a different perspective.

However, later in the trailer, you saw a different type of battle with Titan involved. That part of the battle is actually fully playable. But again, what you’ve seen there is only a very, very small part of that battle. So the battles with Titan, for example, it’s only about maybe a 20th of what you actually get to experience.

So in that [trailer], the battle was tightened. The battle itself goes through many different stages, many different phases, and all of these change in real time. And the player ends up experiencing something that is large-scale, action-packed, and high-octane. And hopefully, a lot of players will see that and [think], “I can’t believe you created something that’s so crazy.” And again, that’s just the battle with Titan. There are several other summon versus summon battles and they are all unique from a game design perspective.

De exemplu, în timp ce una dintre aceste bătălii amintește de un joc de împușcături 3D, alta se simte ca un meci de lupte profesionale, în timp ce alta, ca cea cu Titan, încorporează o zonă întreagă ca câmp de luptă.

And again, what we saw in the trailer, that’s a good example of those battles. The [user interface] that you saw on there, again, it’s showing that this is all in real time. However, that UI, we’ve had to actually remove parts of the UI from the trailer because they would be spoilers for the story. But we did want to show that these battles exist, and that, again, Clive will be able to control one of the summons and have these summons versus some in battle.

We’ve talked a lot about the Eikon versus Eikon battles, but there are different type of battles, as well. A lot of the battles that Clive will face just while journeying around the realm will be smaller-scale. You have Clive versus smaller-size enemies, or maybe waves of these enemies. And then, of course, as he progresses through that, he’ll encounter elite enemies or what you could call mini-bosses. And then he will encounter, finally, bosses or these giant creatures. [There are] even times where Clive will encounter, [in] human size, the full size Eikons himself.

Ai, de asemenea, multă presiune din partea echipei [de dezvoltare], deoarece echipa de dezvoltare are așteptări în ceea ce își dorește de la joc. Și așa, să vă spun adevărul, nimeni nu ar trebui să se ocupe de două jocuri Final Fantasy deodată, așa cum am făcut mine.

Cu ce ​​jocuri anterioare Final Fantasy ați compara acest joc și cum a servit FFXIV ca sursă de inspirație?

As the game will be focusing heavily on action featuring these real-time battles, sometimes on a massive scale–things that the series hasn’t fully explored yet–Final Fantasy XVI will end up feeling like a truly new experience for many fans–unlike any of the past FFs. So it will still have that look and feel of a Final Fantasy game, but still feel different. One thing that did kind of serve as a source of inspiration, at least for the summons, was in Final Fantasy XIV. The story there and game design there also put a lot of emphasis on how we portrayed the summons known as the Primals in Final Fantasy XIV. And so, players will see some of those influences in Final Fantasy XVI, and in how they’re portrayed and how they appear in the game.

FF15 a fost foarte conștient despre prieteniile masculine și masculinitatea, ce teme generale încearcă să exprime acest joc?

One of the main themes explored in Final Fantasy XVI’s narrative deals with the inevitable clash of values and ideals when you get multiple different people with different ideals in the same room; what is truly right and what is truly wrong? Again, because we focus so much on their Dominants, and they have such a large part in this story, you’re going to see how they think the world should be and what they think is right for the world. You’re going to focus on those motivations and those struggles, and then, you’re going to delve even deeper and into darker themes when it comes to how people should live; should people live the life that was chosen for them or fight to break free from that kind of destiny?

Există planuri de a sprijini lumea cu materiale de cunoștințe terțiare sau este mai autonom?

În prezent, nu există planuri de a crea ceva, de exemplu, ca o carte de știri precum am avut-o în Final Fantasy XIV. Deci, echipa de dezvoltare lucrează în prezent foarte mult pentru a face din lansarea finală a jocului o experiență completă, astfel încât să nu fie nevoie de alt conținut terțiar pentru a se bucura sau înțelege. Și astfel, cum evoluează povestea și narațiunea, urmărim viața lui Clive Rossville prin trei etape diferite: adolescența, 20 de ani și 30 de ani.

And because we’re covering such a large amount of time with those jumps, it’s safe to say that a lot will be happening in the background with regards to the state of the realm. And while we have a few side quests available in the game that will touch upon what’s going on in the world in the background in addition to that main scenario, we also will have these in-game compendiums, and a lot of stuff to read in-game that will hopefully help provide a lot of the lore to those people who wish to delve deeper into the game world.

În trailerul recent a existat nuditate implicită. Este acesta un Final Fantasy mai adult, evaluat M?

Așa că este ceva ce poți spune, nu doar cu seria Final Fantasy, ci în general, în comparație cu trecutul, ratingurile jocurilor video au devenit din ce în ce mai restrictive în ultima perioadă în ceea ce privește ceea ce poate sau nu poate fi afișat. Acestea fiind spuse, cred că evaluările sunt foarte importante pentru a ne asigura că jucătorii mai tineri, copiii mai mici, sunt protejați de materiale extreme.

Dar, pe de altă parte, atunci când încercați să spuneți o poveste cu teme dificile pentru adulți, aceste evaluări pot ajunge să devină oarecum o piedică. Și te trezești că schimbi lucrurile pe care ai vrut să le faci în joc pe baza acelui rating. Ai vrut să arăți ceva, dar pentru că ai acest anumit rating la care trebuie să mergi, trebuie să îndepărtezi camera. Și asta face ca întreaga experiență să pară puțin mai ieftină. Așa că, de data aceasta, pentru a ne asigura că putem spune povestea pe care ne-am dorit-o în modul în care ne-am dorit, am decis să urmărim un rating matur în majoritatea regiunilor care vor lansa jocul. Dar din nou, acest lucru nu se datorează faptului că am vrut pur și simplu să facem jocul mai violent sau mai explicit, ci pentru că am simțit că este necesar să ne permitem să explorăm acele teme mai mature pe care le abordează jocul.

Nici o subtitrare furnizate

What is it like to go from revitalizing an MMO to now being in charge of the next main entry in the franchise. Is that something of a graduation or do you just feel like, hey, this is just another Final Fantasy game. I’m going to do my best.

To tell the truth, to be in charge of the next mainline Final Fantasy, it’s a lot of pressure. And so, you have the pressure from the fans who want a lot of different things and have a lot of different ideas about the direction that the series should go in. You have that pressure of the history of Final Fantasy. It being a 35-year-old franchise, and having all of that history there, the weight of that history. You also have a lot of pressure from the [development] team itself because the dev team has expectations in what they want from the game. And so, to tell you the truth, no one should ever tackle two Final Fantasy games at once like I did.

The one thing, though, that is very different from XIV, is that on XIV, I am producer and director, but luckily, on Final Fantasy XVI, I’m only the producer. So that whole amount of pressure that comes with being a director is not on my shoulders. It’s on the director’s shoulders. So in that sense, there’s a little bit less pressure on me. I know that when the company came to me and asked the development team to tackle the next Final Fantasy, Final Fantasy XVI, I told them that we would do it as long as I didn’t have to be director as well, because there was no way I could direct two projects of this scale at once.

That said, being asked by the company to create the newest mainline Final Fantasy, Final Fantasy XVI, was an honor. And it was an honor that was only made possible by what we were able to achieve on Final Fantasy XIV and the amount of feedback that we’ve gotten from the fans and the amount of support that we’ve had from fans and players and the media around the world. You guys supporting us, gave us this opportunity to take on the next Final Fantasy, Final Fantasy XVI. And for that, we’re very appreciative.

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