FF XVI - Crafting a New Type of Final Fantasy - Interview

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Published on ● Video Link: https://www.youtube.com/watch?v=Lh4NPYwvNzs



Final Fantasy XVI
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Duration: 33:24
29,409 views
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Damiani sits down with several core team members from Final Fantasy XVI to discuss the story, music, combat, and more!

Audio: https://www.patreon.com/posts/85038680
Extended Cut: https://www.patreon.com/posts/85038735
Read our earlier interview at https://www.patreon.com/posts/final-fantasy-of-83270627

Michael-Christopher Koji Fox, Localization Director
Ryota Suzuki, Combat Director
Kazutoyo Maehiro, Creative Director and Scenario Writer
Masayoshi Soken, Composer

00:00 - Introductions
01:13 - How did the experience writing for XVI differ from A Realm Reborn and Heavensward?
02:07 - How did your experience working on XVI differ from your previous work?
03:13 - How has the experience of composing for XVI differed from your work on Final Fantasy XIV?
04:32 - What were some of the narrative challenges you faced by having the game set during 3 different periods of Clive's life?
05:11 - What led you to the decision to include so many MMORPG style raid mechanics in the boss encounters?
06:50 - Given how many crazy renditions you've already crafted for Titan in Final Fantasy XIV, how challenging was it to come up with yet another unique take?
09:15 - How challenging is it to write in depth side quests that feel meaningful, yet could be completely missed by the player since they're optional?
10:46 - Was it a challenge to capture the spirit of the iconic Final Fantasy jobs in a real-time action game?
12:23 - Did Soken include a few references to past works?
13:50 - Final Fantasy is no stranger to iconic siblings. Did you feel any pressure to live up to the series' expectations with Clive and Joshua?
15:42 - What sort of challenges do you face in balancing the multiple Eikon abilities and allowing players to mix-and-match those skills as they progress?
18:20 - What led you to this decision to forgo the Chocobo theme?
21:17 - The concept of magic and crystals has always been central to Final Fantasy. However, unlike previous entries, they’re painted in a more negative light. What led you to go in this direction?
23:04 - Are you allowed to clarify the specifics of how Platinum Games and CBU I were involved in XVI?
24:17 - Did you consider allowing the player to have direct control over the few NPCs who join you in combat like Jill or Cid?
25:39 - Did composing for a single player game feel more restrictive than it does for Final Fantasy XIV?
26:32 - Will Soken and Koji Fox consider performing the Titan music at Fan Fest?
28:10 - Could we expect a follow up at some point in the future, either in the form of a sequel or a new project?
30:59 - Closing Messages

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Tags:
Easy Allies
Videogames
PlayStation
PC Game
games
gaming
Final Fantasy XVI
Final Fantasy 16
FF XVI
Final Fantasy
Square Enix
Interview
Michael-Christopher Koji Fox
Kazutoyo Maehiro
Ryota Suzuki
Masayoshi Soken



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