Everything you need to know about Final Fantasy XVI
Final Fantasy 16 may still be a long way off, but fans area already desperate to know as much as possible. So we’ve got all the important details.
One of the biggest games set for 2023, Final Fantasy XVI is the next step for the 35-year-old franchise. It’s already one of the most anticipated JRPGs in recent memory, and we’ve only had two trailers so far to build hype. A lot of things still aren’t clear about the game, but the franchise’s consistent quality over so many years is enough to get fans excited for any new game.
The medieval setting is a great contrast to Final Fantasy XV’s more modern world, and it continues to embrace the modern style of combat that’s all about action and excitement. There have been a few interviews with producer Naoki Tosida recently that have given us a hint at what is (and isn’t) in-store, so we’ve gathered all those juicy details here.
It’s not open world
Although open worlds are the standard for most RPGs these days, it seems Final Fantasy 16 won’t be using this approach. Rather than having everything in one big world, the game will take the Xenoblade Chronicles 2 or Pokémon Legends: Arceus approach of having segmented areas for players to explore.
Talking to IGN, Yoshida justified the decision, saying: “We decided to avoid an open world design that limits us to a single open world space, and instead focus on an independent area-based game design that can give players a better feel of a truly ‘global’ scale.“
AI companions are present
One of the features that made Final Fantasy 15 so endearing was the three companions that accompanied the protagonist along their adventure. Not only did it make for compelling character moments, but it gave everyone a sense of unique personality. FFXVI is going to be taking a similar approach with its companions, leaving the AI to control their actions.
In an interview with Gamesradar, Yoshida states: “By spreading out battle controls, out across multiple party members, it can end up hindering the action – or just making things more complicated. And that‘s why we decided we’d rather have players focus solely on just controlling Clive.”
Designed with action in mind
The majority of Final Fantasy games have been designed as pure JRPGs with all the tropes you could ask for. This means combat has often been turn-based, and about careful management of resources. Even in more action-focused games, it’s always been possible to pause a battle to chug a potion and some buffing items.
Things may be different this time around, as Yoshida told GameInformer: “We decided that rather than building on past Final Fantasy battle systems, that we instead shift our focus to one of real-time action. And so, once we had that concept down, that we were going to go in this direction, it made it easy for our director and our battle director, Ryota Suzuki, to take the reins and bring something that was truly action-focused.”
Eikon battles are all unique
Eikon battles have been left a bit nebulous for the time being, but later in his conversation with GameInformer, Yoshida explained that each Eikon will use different gameplay styles from completely different genres: “For example, maybe one Eikon versus Eikon battle, if you have Eikon A versus Eikon B, that battle will be reminiscent of a 3D shooter. Whereas another Eikon versus a different Eikon, it’s more like a pro wrestling match, and then maybe even a third with one Eikon versus another Eikon will transform an entire area into a battlefield.”
Third trailer coming this Fall
The first couple of trailers have been pretty flashy, but FF16 could easily live or die on its story, and as a little tease in the GameInformer interview, Yoshida teased that the next trailer would focus more on the narrative: “While we just released our second trailer, we’re currently already working on readying a third trailer for release this fall. In that trailer, we hope to concentrate a little bit more on the world and the lore and the storyline, and hopefully bring a little bit more of that information to players, showing what the story is going to be like, what the narrative is going to be like, and how that’s going to fit into the world.”
Written by Ryan Woodrow on behalf of GLHF.