Yoshida and staff share new particulars
Ultimate Fantasy 16 sees Sq. Enix taking a dramatically new route for the long-lasting RPG collection, seemingly to broaden the sport’s attraction for a wider viewers – particularly those that have by no means performed a Ultimate Fantasy recreation. Among the many sweeping adjustments: a real-time motion fight system within the vein of Satan Could Cry, a tough fantasy setting, efficiency seize that prioritised English-language performances, and a ‘Mature’ age score for the very first time.
In a gaggle interview, GamesHub spoke to a number of members of the FF16 improvement management staff after enjoying a hands-on demo of the sport. Producer Naoki Yoshida (Ultimate Fantasy XIV, Dragon Quest X), Director Hiroshi Takai (Ultimate Fantasy XIV, The Final Remnant), Fight Director Ryota Suzuki (Satan Could Cry, Dragon’s Dogma), and Localization Director Michael-Christopher Koji Fox (Ultimate Fantasy XIV) have been all current to share their insights.
Learn: Ultimate Fantasy 16 preview: An entire rejuvenation of the collection
The staff mentioned the rationale behind Ultimate Fantasy 16’s holistic method, spoke in regards to the notion of the Ultimate Fantasy collection in up to date occasions, and mentioned how they’re working to alter that. In addition they shared some perception into new approaches within the narrative improvement course of, in addition to some beforehand undisclosed tidbits on their favorite characters and easter eggs.
Notice: The next quotes have been edited for readability. Japanese language translations have been offered by Ultimate Fantasy 16 Localisation Director, Michael-Christopher Koji Fox.
The picture of Ultimate Fantasy has modified
Naoki Yoshida, Producer: With Ultimate Fantasy 16, I sort of wished to alter the picture of Ultimate Fantasy, of the collection as a complete.
Over the previous few years, I’ve been capable of journey around the globe and communicate with gamers and media from around the globe, and ask them their opinions on the collection and what they consider this collection. And I discovered that their views of the collection as a complete had stagnated, that the collection has turn out to be this type of fossilised factor the place Ultimate Fantasy is at all times going to be a ‘JRPG’. It’s at all times going to have that anime artwork model, it’s going to have teenagers saving the world, it’s going to be turned-based, and it’s going to really feel sort of previous and basic.
Loads of gamers on the market assume that this is what the Ultimate Fantasy collection is and what it solely is.
And whereas they know of the Ultimate Fantasy collection, it’s simply not one thing that they’re inquisitive about enjoying – it doesn’t have that sort of hook that wishes to convey them into the collection, particularly as a result of numerous youthful avid gamers – these avid gamers which have grown up enjoying first-person shooters and grown up enjoying the [Grand Theft Auto games] – it’s not a collection that’s tantalising for them.
What we wished to do is we wished to alter that up and create one thing that excites these gamers as effectively – not simply the legacy gamers – and reveals these gamers that haven’t been part of the Ultimate Fantasy collection and don’t know the Ultimate Fantasy collection the true potential of the collection and the way nice it really is.
However then once more, we don’t need to create one thing that’s going to alienate these present followers, the followers which have caught with this collection for a very long time – they’re necessary. Or the followers that possibly aren’t pretty much as good at motion video games. I feel that we’re making one thing that’s going to be accessible to these present followers, and it’s going to really feel acquainted for them as effectively.
On the Western really feel and id of Ultimate Fantasy 16
Naoki Yoshida, Producer: We didn’t essentially exit of our technique to give the sport a Western subject. It wasn’t one in all our objectives, it simply occurs to be that numerous the folks on the event staff actually, actually like that sort of excessive fantasy sort of really feel.
That is all about creating video games that we preferred, and wished to make. And that’s sort of translating over into the general recreation. Loads of gamers that know the collection may have entered the collection from round Ultimate Fantasy 7 or Ultimate Fantasy 8, at a time frame when the collection sort of was shifting to extra of a contemporary sci-fi sort of really feel.
So a big portion of the fan base has the sense that the collection is one thing that’s extra fashionable, one thing extra sci-fi oriented. However for us who grew up with the basic Ultimate Fantasy, from Ultimate Fantasy 1 to Ultimate Fantasy 6, the Ultimate Fantasy collection has at all times been about excessive fantasy for us.
Creating one thing that resonated with us, one thing that we spent a protracted interval of our lives enjoying, is simply one thing that ended up being pure for us, and that’s why we ended up creating 16, which felt like these older video games.
After which, with regard to Ultimate Fantasy 16 shifting extra to an action-based model feeling extra consistent with Western video games – Once more, I feel that is sort of partially on account of the truth that numerous the video games that we as builders play are these kinds of video games. We play numerous Western video games, we play numerous motion video games, and so it’s simply sort of pure that these issues that we play and revel in are popping out after we create a recreation ourselves.
What makes a Ultimate Fantasy recreation?
Naoki Yoshida, Producer: As you already know, every Ultimate Fantasy is exclusive in its nature, from Ultimate Fantasy 1 via Ultimate Fantasy 16. I’ve had alternatives to talk lots with the daddy of Ultimate Fantasy, (Hironobu) Sakaguchi, in addition to legendary administrators akin to (Yoshinori) Kitase, and one factor that I keep in mind that Kitase advised me is that Ultimate Fantasy is mainly what the director of that recreation is making at the moment thinks is the perfect factor to do.
That’s what makes a Ultimate Fantasy. It’s not what got here earlier than, there aren’t any guidelines. You don’t should have crystals or Chocobos or Moogles. It’s mainly what you need to create and what you assume goes to be essentially the most fascinating on the time of creation. With every recreation and with every creator you’re gonna get one thing totally different.
So when gamers you already know lastly get to play Ultimate Fantasy 16 and play via the sport you already know if they arrive out of the expertise saying that ‘Wow, Ultimate Fantasy has actually developed as a collection.’ We as builders shall be comfortable. Nevertheless, whether or not any of that interprets over into Ultimate Fantasy 17 or not… Once more, it’s going to completely rely upon whoever’s director on Ultimate Fantasy 17.
Ultimate Fantasy must have an ideal narrative. However that’s it must have a deep and fascinating and voluminous recreation expertise. It must have an ideal fight system. It must have nice sound and nice graphics.
After which, in fact, Chocobos and Moogles.
Hiroshi Takai, Director: I actually assume Ultimate Fantasy must have that participating story the place you at all times need to see what’s coming subsequent. You may have high-quality graphics that sort of push the know-how that exists at the moment. However for me, you additionally have to have one thing new. Ultimate Fantasy is at all times about difficult issues and attempting one thing that hasn’t been performed earlier than. After which when you may have all of that the cherry on high is that the magic names are going to be the identical as they at all times have been.
Ryota Suzuki, Fight Director: For Ultimate Fantasy 16, that problem is unquestionably the motion system. I feel we’re bringing one thing that’s very distinctive and new to the collection.
Ultimate Fantasy 16’s major influences
Naoki Yoshida, Producer: For me, it’s the books of A Track of Hearth and Ice, in addition to the tv collection Recreation of Thrones.
Hiroshi Takai, Director: Recreation of Thrones for me as effectively, however for video games – God of Battle, It’s actually inspiring.
Ryota Suzuki, Fight Director: Properly, it’s not like I went out of my technique to put these into the sport and draw direct inspiration from them, however as a result of I take pleasure in them, they’ve undoubtedly impressed me. It will be the John Wick films in addition to Blade. Issues you possibly can most likely really feel in what I’ve created.
Hiroshi Takai, Director: Once more, there’s most likely numerous stuff that we haven’t mentioned, however as a result of we take pleasure in it and play it, with out even realising it, components of these issues are arising.
Naoki Yoshida, Producer: If you take a look at the Eikon vs. Eikon battles you’re gonna see similarities to issues like Godzilla, Ultraman, [Neon Genesis] Evangelion, Assault on Titan, all these issues that we as folks take pleasure in, and also you’ll see bits of that as a result of we love these kinds of reveals.
On the story facet, I occur to be a giant fan of Christopher Nolan. And The Darkish Knight is one in all my favorite films of all time. I actually take pleasure in how you may have the connection between Batman and Joker and the way you already know you may have the darkish and the sunshine, however one can’t exist with out the opposite. And that sort of theme you possibly can see in Ultimate Fantasy 16‘s narrative as effectively.
On making a extra mature Ultimate Fantasy
Naoki Yoshida, Producer: This 12 months, sadly, I’m going to be 50 years previous. Residing so lengthy, you perceive that the world isn’t at all times an ideal place. The world has its good, however it additionally has its dangerous. And it has the place it has its gentle, it additionally has its darkish.
I discussed earlier than how that is actually necessary to me – I perceive that one can’t exist with out the opposite. And so I didn’t need to create a recreation that ignored one as a result of it will have been simple to create a recreation that solely reveals the nice. However then I feel that by exhibiting the darkish, it reveals how necessary the sunshine may be.
And so we wished to create one thing the place it didn’t shrink back from that. By exhibiting the darkish, we’re exhibiting that that is the true world, and we’re not telling a lie in that sense. However once more, whereas the sport has this darkish really feel to it, we do transfer in direction of an final message that reveals when there may be darkish, there’s going to be gentle. And when there’s gentle, there may be hope.
And so hopefully, by the point the participant will get to the tip of the sport, they’ll have this sense that there’s hope for a greater tomorrow even in the dead of night.
The writing and world constructing course of
Michael-Christopher Koji Fox, Localization Director: As you already know, the primary author is Kazutoyo Maehiro, who has labored lots with Yasumi Matsuno (Vagrant Story, Ultimate Fantasy Ways, Ways Ogre) up to now and you already know, Matsuno tales often have that very heavy edge to them, at all times speaking in regards to the actuality and the darkish sides and these extraordinarily advanced tales with numerous totally different factions, and speaking about troublesome selections.
I feel you possibly can see that within the story that Maehiro created this time. After which mainly, I received the chance to get to take that, and whereas translating it into English, work with Maehiro to sort of provide you with one thing that’s going to really feel very pure, and doesn’t really feel like a translation, prefer it originated in each languages, creating one thing that’s going to be not solely pure for the gamers of the Japanese model, however really feel prefer it originated in English for the Western model.
And so it was mainly numerous: he would write the story, I might translate it, after which we might get collectively, and we’d go over each single line saying, ‘Okay, in English, I’ve sort of translated this fashion.’ And it’s like, ‘Okay, that’s good, possibly we will change that again and alter that into one thing that’s going to work higher within the Japanese and create one thing that feeds off of one another.
After which from there, we recorded the English first, and we did facial seize off of the English voices. And so the lip flaps match the English model very effectively, and it is because moderately than having the Japanese first, we have been in a position to try this for English.
However that mentioned, the Japanese staff, after we had recorded the English and did the face seize, then they did their Japanese stuff. And so they mainly have been within the studio rewriting each line to make it match completely to what was there within the English model.
And so numerous effort and time was spent on a few of these – we have been doing possibly solely a few strains an hour, as a result of we wished to make them excellent within the studio, and I feel that’s going to come back throughout not simply on the English model, however within the Japanese variations, and all of our voice languages variations. All of them went in and tried to create one thing that’s going to really feel pure in all the languages, moderately than simply having a supply language and having all the pieces dubbed off of that.
After which as for the world creation I feel that we now have a really thrilling story, we speak about curler coasters and the way the story simply sort of pulls you alongside. You may have this glorious narrative that you just’re going to have the ability to get pleasure out of simply by enjoying the narrative, however what’s occurring in the remainder of the world?
There’s at all times that factor of if you would like the world to really feel actual, you possibly can’t simply consider that major situation, that you must consider the facet issues as effectively. And I feel that we did an ideal job of attempting to create tales for everybody on the earth and never simply the primary situation.
And so these gamers that need to trip that curler coaster and knock it off, they’re going to have the ability to have this thrilling expertise and are going to have this glorious story from starting to finish. However from time to time, some gamers are gonna be like ‘I need to get extra into the story.’ There are gonna be alternatives to get off that curler coaster and study extra in regards to the story through the tales that you’ve got on the facet. You’re going to study extra in regards to the folks on the earth, why persons are actually feeling sure issues, and the way persons are reacting to those realm-changing occasions that the hero is experiencing. However how does that have an effect on this person who lives on this city over right here? We all know how the battle impacts Clive, however how does it have an effect on the those who dwell on this city?
However on high of that, to make the world really feel actual, it’s a must to create issues, and causes for the way we received up to now as effectively. So we’ve created this entire historical past for this world as effectively, and never simply created it, however we now have it out there within the recreation for gamers that need to entry that. We’ve numerous alternatives to go in and we now have options the place you possibly can press pause throughout any cutscene, and we’ll convey up a lore function that may mainly will let you inspect what’s occurring within the scene.
For instance, if somebody is speaking and so they say a reputation through the cutscene, you possibly can press pause, and instantly verify: Who was that? What’s their previous? What did they do earlier than this? After which, you go down that Wikipedia dive, the place you’re like ‘okay, you’re gonna study this particular person.’ After which one other phrase comes. ‘Okay, I’m gonna study this, I’m gonna study this,’ all when you’re enjoying the sport.
Once more, that is stuff that’s not going to be crucial for many gamers – they’ll simply give attention to the story, and so they’ll be capable to get to the tip with out this. However we now have all of this supplementary data for people who need to do the deep dive into the sport and study it. And so we’ve created this entire world that feels very actual and really alive.
Favorite Characters in Ultimate Fantasy 16
Naoki Yoshida, Producer: [In the demo we showed], Clive continues to be obsessive about revenge, he’s nonetheless sort of a one-dimensional character in that sense. However as you progress with the story, you’ll get to see Clive change. He’s not at all times this character that’s obsessive about simply this one factor and doesn’t care about something. You get to see him when he’s younger, see what adjustments him and sends him down this path. And then you definitely get to see him on this path of revenge. And then you definitely get to see him via his encounters with different characters, and the way he sort of opens up his eyes, sees what’s occurring in the remainder of the world. I feel that over time, you’ll discover that Clive goes to be one of many characters that I feel numerous gamers are going to finish up actually, actually liking as a result of he does change a lot. And that journey he goes via in his life goes to resonate with folks
Hiroshi Takai, Director: My favorite is a personality that once more we haven’t talked about earlier than, however there’s this character named Byron who I actually actually like. He’s an older character, however he’s an ideal character that simply makes you are feeling good. He’s there to make you chortle, and story-wise he’s there to assist Clive, so he’s an excellent companion in that sense. However the scene by which he’s first launched to Clive – it doesn’t matter what number of occasions I’ve watched that scene. I at all times cry. It’s such an ideal scene. So once more, I can’t inform you an excessive amount of in regards to the character however please give attention to the character named Byron
Ryota Suzuki, Fight Director: For me, it additionally needs to be Clive, not simply due to his story, however as a result of I’ve been engaged on creating him for the previous three years. Having spent each single day of my life with him, he has a particular place in my coronary heart.
Michael-Christopher Koji Fox, Localisation Director: There are numerous nice characters within the recreation, and since it’s a mature recreation, I received to let a few of them swear, which has been enjoyable. In Ultimate Fantasy video games, it’s at all times been rated Teen, so it’s a must to watch out with the language. However that is the primary numbered Ultimate Fantasy that’s (rated) Mature, and so we received to have a little bit bit extra enjoyable. We don’t go too excessive, however it was nice to have any individual yell ‘FUCK!’ when a scenario requires saying phrases like that.
That mentioned, there may be one character that I actually loved writing for, but in addition doing the voiceover for. There’s a shopkeep that I received’t say the identify of but as a result of it’s a little bit little bit of a spoiler, however there’s a shopkeeper that Clive will encounter on his adventures. And the voice actor that we received for her is simply probably the most superb voice actors I’ve labored with. We had sort of a picture of what we wished the character to be like, however then as soon as she took it and gave it a voice, that affected how we translated strains after that, as a result of she mainly made it hers.
And it’s so great. She’s an older character, she’s most likely in her 60s or 70s, and he or she’s simply seen all the pieces. And so you may have Clive that’s similar to ‘oh, my life is so powerful, the world is ending, what are we going to do?’ And she or he’s similar to, ‘What! You younger uns. I’ve seen all of it! Issues shall be superb, simply purchase one thing and get out of right here.’
Clive takes himself so severely at occasions, and he or she doesn’t take that and is the nice previous aunt that places him in his place. After which the best way she does that together with her great Northern accent is, I feel, one thing that’s going to hopefully make numerous gamers smile. Her identify is Charon, however I can’t say any greater than that. Hold an eye fixed out for her, she’s only a great character.
Naoki Yoshida, Producer: We noticed right here with Charon and Byron… we talked about how the Dominants are a focus of this story, and we go into their motivations and their arcs. However outdoors of the Dominants, we now have this nice solid of characters with all these totally different motivations and backgrounds, and we get to discover these all through the story. It’s not only a story about Clive, it’s not only a story in regards to the Dominants, it’s a narrative about the entire world.
How Ultimate Fantasy 16’s gameplay will move
Naoki Yoshida, Producer: How the sport’s cycle works is that you’ve got a major world map, similar to God of Battle (2018). And within the centre of it, you’ll have this hub. Because the story progresses, new areas will unlock, and Clive will go to that space to progress. You’ll go there, you’ll play that stage, and when that’s completed, you may have the chance to return again to the hub. Right here at this hub, you possibly can both select to proceed the primary situation, unlock new areas, or you may have alternatives for facet quests, the place you return to areas that you just’ve already visited, and have that facet content material there.
You may have these three distinct eras within the recreation. And because the story progresses, you’ll go to that subsequent act, go from [Clive’s] 20’s to his 30’s. You received’t be capable to return in time. However it is possible for you to to return to the areas that you just as soon as visited earlier, and you will notice how they’ve modified.
Hiroshi Takai, Director: Along with that, there is a chance for gamers to return and replay phases that they’ve already performed, so in a way, return and see one thing that occurred earlier within the recreation and retry and replay. In case you assume ‘Oh I need to struggle that boss once more,’ there’ll be the chance to try this.
Naoki Yoshida, Producer: Along with that, there will even be a chance to replay phases for a rating as effectively, which we name arcade mode.
Largest challenges all through improvement
Naoki Yoshida, Producer: The price range was essentially the most irritating for me as producer (laughs) And since we nonetheless haven’t launched the sport but, that is nonetheless one thing that we haven’t overcome. And so hopefully we will inform you quickly that we’ve figured this out and all the pieces’s alright, however we will’t till the sport is launched.
Hiroshi Takai, Director: For me, the most important problem was making a recreation that tied all the pieces collectively seamlessly. We have been capable of create one thing, tied all the pieces collectively and on this in a seamless vogue however optimising that and getting it to a degree that we have been proud sufficient to launch it to the general public was one thing that we’re nonetheless within the strategy of doing. We’re nonetheless within the strategy of optimising.
It took numerous tuning, numerous changes. At present down on the eleventh flooring they’re at present persevering with to tune optimization proper up till the tip of QA, to make one thing that’s going to really feel really seamless and really really feel good whereas enjoying it, and I feel that we’re virtually there.
Ryota Suzuki, Fight Director: I centered on creating this battle system and attempting to create one thing that was distinctive. As you already know, Clive earns his totally different talents units via his encounters all through the story. And in the end, we’ll be capable to get these talents from all of the totally different Eikons. When creating these units of talents for every of the Eikons, we wished to create one thing that felt actually distinctive for every one in all them, that wasn’t simply merely a duplicate of one other.
And likewise ensuring we weren’t creating one which’s going to be the strongest one, however having all of them be distinctive, and all be equal, but totally different. One thing that’s going to permit customers to decide on which of them they like, and put these mixtures collectively, and nonetheless be distinctive for every consumer. And likewise creating one thing that permits for such a freedom that every participant can create, herald one thing that’s going to suit them the perfect, and goes to be distinctive from what another person chooses.
Michael-Christopher Koji Fox, Localization Director: Essentially the most difficult factor for me, was that that is the primary time I received to do facial seize. So it was a brand new sort of expertise in that sense of attempting to not solely get the strains delivered in a approach that felt pure, but in addition give attention to facial actions as effectively, and doing this numerous occasions.
Earlier than we even had the cutscenes completed, I must sort of think about what was going to be within the cutscene. You then’d be within the studio with the actor, and sort of have to clarify that, ‘Okay, that is what it’s going to appear to be in the long run, and also you sort of must be wanting over there, after which look over there, after which that you must have these sort facial motions.’
Loads of occasions once you do voice performing, you simply consider the voice. However when you may have facial seize, these little tics, just like the elevating of an eyebrow or the furrowing of a forehead, or one thing like that – these are all issues that now it’s a must to sort of take note of.
So for me, that was a giant problem, as a result of I can’t simply hold my eye on the script, hear, and say ‘Okay, that’s nice.’ Now I’ve to look at as effectively and hold the actor motivated. ‘Okay, he’s wanting in the best route, and he hits the beat, and he matched the motion. Okay, however we have been 0.5 seconds too brief. So let’s do all of it once more.’
At the start, it was simply sort of like, ‘What are we doing right here?’ However in direction of the tip, we sort of received it down. It was a giant problem to try this, however it was thrilling. And I sit up for doing it once more, if I get the possibility. However I wouldn’t want it upon anybody (laughs). Simply because it’s a lot of labor.
Easter eggs in Ultimate Fantasy 16
Naoki Yoshida, Producer: There’s so many issues that we’ve added in, it’s onerous to choose one to speak about at this level. And likewise there’s numerous spoilers.
Michael-Christopher Koji Fox, Localization Director: I labored on Ultimate Fantasy 14 for a very long time, and numerous gamers have come to count on some actually dangerous puns. Like popular culture references within the recreation which might be going to make folks groan. And I can guarantee the gamers that there shall be numerous groan-worthy puns.
Once more, as a result of it’s a darker, extra critical recreation, within the precise recreation itself, we don’t need to put that in as a result of I really feel that might detract from the story. However issues which might be just for the participant, like quest names, achievement names and issues like that – I attempted to get in as many dad jokes and puns as potential, whether or not it’s references to older Ultimate Fantasies or bizarre popular culture references, or unusual, dank memes… there’s going to be numerous good things in there.
Naoki Yoshida, Producer: That is one thing that each one of us on the event staff sort of do with out letting the director or the producer know. We simply sort of put it in, after which throughout his playthroughs he’ll be like, ‘Hey…’
Hiroshi Takai, Director: [Masayoshi] Soken-san, for the soundtrack – with out getting approval, he’ll simply put in melodies and issues from previous titles.
Naoki Yoshida, Producer: There’s numerous easter eggs. Not simply those that I put in there however numerous the event staff has. Numerous issues that I feel that the gamers of this collection will actually, actually respect.
Ultimate Fantasy 16 releases on 22 June 2023 for PlayStation 5.
Sq. Enix offered flights and lodging to GamesHub for the needs of enjoying Ultimate Fantasy 16 and chatting with its builders. Sq. Enix didn’t have oversight of this text. GamesHub has affiliate hyperlinks. These don’t affect editorial content material. GamesHub could earn a small share of fee for merchandise bought through affiliate hyperlinks.