![]() As you go out into the world, then you'll go to new towns. They unlock quests that can send you off out into the world to learn more about the world, learn more about its people. You have the shop, where you can buy new items, you have a blacksmith, where you can craft and upgrade items, and then there will be other NPCs that can give you more insight into the world, like a historian that can talk about the history of the world, or a scholar that can talk about the geopolitical going-ons in the world as well.Īnd of course there are also other NPCs living in this hideaway and through interacting with them you can learn about their stories interacting with them. The hub is Cid's hideaway-we call it The Hideaway in the game-and at this hideaway there are a lot of those RPG elements. We mentioned how Cid has this organization that's looking to change the world. And then after that you'll be able to return to a hub area that we have, and from this hub area Clive will have new opportunities for continuing the main quest, unlocking areas, or also side quests and side content as well. Clive will travel to those areas and proceed with the main quest. We have our world map and in this world map you'll have the main scenario quests that will unlock. Hiroshi Takai: So just to give a simple example of what our game cycle is closest to, you could probably say it's closest to God of War. What does that consist of? What's a typical play session? So this demo's focus was mostly on battles, and not the more open RPG type elements. And that's very difficult to do and that's why again, you're able to create this balance. And so you need to be on the top of your game both ways to be able to do some of that. And not just physical energy but mental energy as well. It takes a lot of energy, it takes a lot of effort. If they could do it all the time, one would just become an Eikon all the time and take over the world and become king, and that can't happen. That's why they can't do it all the time. It is still a video game in that sense.īut, as I mentioned before, becoming an Eikon, for the Dominants, requires a lot of energy. That said, if Clive's HP goes down to zero, he's going to be knocked out. And so it's about reducing the life force of that Dominant that's the only way they're going to be able to destroy that Eikon. But when it comes down to it, the Dominant controls it. There's no way a little guy with a sword is going to be able to defeat an Eikon by himself. ![]() That's why they're the most powerful beings in the world, and that's why when they fight it has to be an Eikon versus another Eikon to keep them in check. Naoki Yoshida: I would say it's very difficult to kill an Eikon. What are the rules for how hard it is to kill a Dominant, and how do you communicate that to the audience when there are superhuman characters making up the main cast? GameSpot: We saw the big kaiju monster battles, but we also saw the Dominants acting as superpowered humans. (Answers were provided via translation by localization director Michael-Christopher Koji Fox.) The three had a lot to say about their smart new take on a variable difficulty system, what they hope players will take from this experience, and what they learned from the failure and rebirth of Final Fantasy XIV. We spoke with three leads behind the upcoming game: producer Naoki Yoshida, director Hiroshi Takai, and combat director Ryota Suzuki. He acknowledges it was an influence on his work, and the mission structure of Final Fantasy XVI follows very closely to the more recent God of War games, thanks to a hub that leads to your main quest objectives and sidequests. The similarity to God of War and its over-the-top action isn't a coincidence, as the game director of FFXVI is a long-time fan of the series from its very first game in 2005. In practice, their presence means huge-scale Eikon battles that are individually tailored to be unique experiences.īy clicking 'enter', you agree to GameSpot's These creatures, recognizable to Final Fantasy fans as classic summons like Ifrit, Ramuh, and Garuda, are essentially weapons of mass destruction kept by the disparate kingdoms as their individual shows of power. The hard-hitting melee action combat is punctuated by huge action set-pieces thanks to the larger-than-life clashes between hulking Eikons. In fact, in practice it often feels less like a Final Fantasy game, and more like a God of War. This new take on Final Fantasy is kinetic and hard-hitting, and very little like anything we've seen in the series before. The high-fantasy setting of warring kingdoms is accentuated by larger-than-life superpowered beings: Dominants, human hosts for otherworldly summoned creatures. After years of merely flirting with a more action-oriented approach, this one fully embraces a new role as a big-budget action game spectacle. Final Fantasy XVI is barely recognizable as a Final Fantasy game.
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