[HO] Final Fantasy XVI

Un usuario de Reddit, xXRaineXx, que es traductor de Japonés, ha traducido al Inglés la entrevista de Yoshida para Famitsu. Os la pongo por aquí porque detalles muy interesantes y algunos que no he visto tratados en ninguna entrevista a medios occidentales.






"The trailer was completed and ready around March, and the only thing left was to choose the right time. However, they did not feel that it was appropriate, as International Politics was in complete disarray at the time. And as FFXVI is a story of Nations in conflict, it was only sensible to avoid releasing it. Not that Yoshida feels that things are better now.

Yoshida says that the general positive reception of the new trailer is line with their expectations.

The concept for the SoP trailer was to instill "hype", as in "Wow, this looks amazing", with massive Eikon battles and large enemy fights. So in a sense that we have no idea what is going on, have no idea what the battle system is like, but it still looks awesome.

Yoshida "wants" or is "thinking" of Autumn for the next reveal. The script/storyboard is completed for the next trailer. They need to do various things like capturing, editing, and narration etc.

The team made a big decision that they didn't have to implement "Commands" and "Open World" elements.

Planning for the development started soon after Heavensward (FFXIV Expansion 6/23/2015) was released.

Before that, FFVIIR was also announced, and this was a period where the company was dedicating development to deliver the best product possible (for FFVIIR). So it was around this time that there were talks that BD1 (at the time) would focus on the Remake, and Yoshida's Division would handle FFXVI.

Yoshida initially declined for the Director role, but instead he said he would consider it if it was the Producer position instead.

Actual development started around November 2015.

Takai (Director), Maehiro (Scenario), Gondai (Game System) was the initial core group (along with Yoshida I suppose, but he credits those three) who spearheaded in building the blocks.

These three had core roles in FFXIV as well, having their names in the Heavensward credits, but as they transitioned into the FFXVI development, they were able to pass their positions and were completely out of the XIV team by the Stormblood expansion.

The interviewer says that although it's a relatively short 3 year period from announcement to release, but in reality it was 7 years in development. However, Yoshida refutes that it's kinda not fair to the team to say it was "fully" in development for that long. As it was only a handful of people at first, and there were other complications like the timing of the next gen console, and of course covid. However, Yoshida is confident that the game is of high quality to deliver to the fans.

During the planning stage they built the core concept, theme, world building, and focused on building the core scenario of the story.

Maehiro writes the script, and Yoshida checks and provides feedback.

At the beginning, they focused setting up the foundation with limited people, as to give the utmost attention to the development and management of FFXIV (Note: Not XVI, but their focus was still on XIV before XVI).

Again, Maehiro wrote the main scenario script along with the Localization Director Koji providing advice. Yoshida says that this should be a treat for those who liked the Heavensward story.

Early in development, the first decision that Yoshida gave to the team was that they didn't have to implement "Commands" or "Open World" elements, that it wasn't essential. If there was an amazing idea for them, great, but as such things would greatly affect the development and the team; Yoshida told the team that if it was going to mess up the development, then it wouldn't matter if they didn't do it.

Yoshida made this big decision at the start as there is an immense pressure in developing a Final Fantasy title. So in order to relieve some pressure off from Hiroshi Takai, Yoshida backed a part of it by lightening the load, so the team could work freely without having to abide to such expectations.

Yoshida felt that it was his duty as the Producer of FFXVI to know what the fans were expecting and how they felt about the FF series.

When Yoshida took the reigns of FFXIV as Producer/Director, Kitase told him that FF is what the Director at the time thinks that this is the "best game".

"Final Fantasy is just a name stuck to a game that we made thinking "This is the best game", and if there is no need to be the successor, then there is no need to flatter the predecessor. If we make a game that we think is the best game, then that makes it "Final Fantasy" - Kitase.


Yoshida told Nomura that he wanted to add Limit Breaks in FFXIV, and Nomura told him; "You don't have to force yourself to match things, just do what you want to do". And with that, Yoshida decided to make the series' first "fan service" FF game, and made FFXIV with the "FF theme park" concept.

At that time (FFXIV), Yoshida was involved with Dragon Quest, and he feels that that there isn't that many fans throughout the FF franchise. He understands that FF despite being a series, is divided among the fans, with certain entries being their favorite, or certain entries not being accepted in the series. He often hears comments like "FFVII is the best!", "No, it's FF10", or "Everything other than FFIX is trash".So around the time that his team was taking on FFXVI, they did a thorough international user research. He did so thinking it was necessary to understand the different perspectives, but he was also scarred from a large number of shocking comments...

There were many wonderful opinions such as; "(FF) Is the peak of RPG with a long history", and "This is a series that always delivers emotional and shocking moments". However, Yoshida saw a lot of comments like; "This is a maniac game that has followers like a cult", and "It's a kids game".

Having to learn this, Yoshida felt that understanding both sides was necessary to make a game that players from around the world could enjoy.

Even amongst the rest in the series, (FFXVI) has taken up a considerable budget, so the sales is very important for the company. If the sales keep going down for a new title in the series, then there is a point that there may not be a next. So for (FFXVI), instead of focusing on every generation (of fans), every type of player, or whether it's FF or not, Yoshida focused on making a game that made people think "This looks amazing" or "I want to buy and play it!".

Their focus for FFXVI was; "If we make what we think is the best FF, then that IS FF".

They thought about what FF was to them, and they came to a simple conclusion; "It's about delivering the best story and game experience".

For Yoshida (also mentioned in other interviews), when he played FFI, he was amazed by the theatrical composition of the production, timing of the script, drama, sounds, and how all of this created the ultimate game experience.

He thought that this and Chocobos/Moogle is what made FF an FF game. And he felt that this element was essential for FFXVI.

It was was essential to consider the joint effort between CBU3 and the company as a whole to decide on the backbone of the game.

With this, Yoshida came to the conclusion that open-world was not suited for what they were aiming for.

[As it's an FF game, there has to be a hero to save the world] - [Maps being destroyed, I want Summons to go berserk] - [I want to release the game as quickly as possible] - [I don't want to release it in parts] - Yoshida wanted to focus on these 4 points, but came to realization that wanting everything was physically impossible.

If they had 15 years or something, then maybe it would have been possible(?). However, to create an expansive story on a global scale as an open-world game was near impossible in terms of time and cost.

He thought that this was something that would definitely cause issues in development, so when they decided to focus on creating a cinematic game, he told the team that open world was not necessary.

Of course, if they had a great idea that was feasible, he would have supported that as well. But if it was something like a "Let's just do it" half-hearted decision, he told them to do not do it.

(Note: This part, I think is important, so I will translate the whole answer)

Q: Please tell us about your decision on "Commands".

A. I am from the generation that grew up on "Command" and "Turn-based RPG games. So of course, I understand the sense of enjoyment and immersion for them. On the other hand, over the past 10 years or so, we have started to see many opinions like "I don't understand what's fun about about video games where you have to choose commands to fight". This is especially true for the newer generation of gamers, and players who don't usually play RPG games, and this sentiment is only growing even now. And over the generations of game consoles, games have come to a point where a characters emotions can be fully rendered in real-time.

[Press the trigger for the character to shoot] - [Press the button for the character to swing the sword] - We are now able to do these things without having to use commands. And although I am personally immersed in such games, for the younger generation, this has become the norm for them. As a result, this seems to be why people would have sentiments where they don't understand why there is a need to press a "Battle" command to fight when you are already in battle. I'm not saying that this is good or bad, but what I am saying is that depending on the generation, there could be a big difference like this. On the other hand, "Command" and "Turn-based" games also have their differences, but it's also easy to combine them. But that's a whole different topic.

Of course, the RPG genre started from table-top RPG games, and were played by giving verbal commands. With video games, verbal commands were replaced with game commands. Also, as I mentioned earlier, I grew up on command based games and I intend to fully understand it's charm, and I still want to make one myself. However, to deliver the FFXVI sales mark, if this was going to cause trouble within the dev team, resulting in redoing things over and over; I told them that that if it wasn't needed, then it was okay.

As I mentioned with the decision on the open world element, if there was a great idea, then it was okay to challenge it. But if it going to be half-hearted or done solely in the sense of responsibility, then it didn't matter if they didn't do it. But of course, there is a high possibilty that the next FF game may be command based, or be open-world. However, as of now, for CB3, this is what FFXVI is going to be.

(End of the answer).

A point for FFXVI was creating massive large scale battles with summons. Yoshida commented how he had an image in his head when he first saw a summon appear in FF and he wondered what it would look like if this image was recreated with today's technology. No FF has tried this before, so going headstrong in this challenge was a major point for FFXVI.

FFXVI has three primary types of battles;

First, you have humanoid sized battles. Such as Empire soldiers, small scale monsters and even humanoid bosses.

Second, is Clive in his human form, fighting enemies as big as 10 meters, and also massive Eikons battles.

Third, is where players fight with two massive Eikons. These Eikon clashes are especially flashy and grandiose among the three battle types.

(This gave me goosebumps, so I will translate the whole answer...!)

Q. So that means you can control Eikons.

A. Yes. And the most interesting point is that the Eikon VS Eikon battles are not reused, at all. Meaning that each battle is unique and has their own battle concepts. For example, one resembles a 3D shooting game, another is like a heavy and grappling pro-wrestling battle, and even a battle where the whole entire map is the battlefield for the Eikons. We are developing the foundation of each Eikon battles with their own unique game experience. All of this will be seamless and in real-time, and will be like a roller-coaster ride with battles and drama. FFXVI will deliver an exciting experience that you have never experienced.

(!!!!!!!!!!!!! SHIVER ME TIMBERS THIS IS HYPE)

Q. How would you summarize the FFXVI concept?

A. "Super High Grade Ultra High-Speed Roller Coaster" I guess.

95% of the trailer was all rendered in real-time.

Everything is in real-time. The only exclusions are for backgrounds in cutscenes and large groups of townspeople which will pre-rendered. Outside of that, everything is real-time. Including the scene where Garuda blows Ifrit's arm off, which is fully playable. Another example is when you step into a new town and the camera zooms out over the entire town. All of this is practically real-time with no loading.

The massive battle scene where the footmen clash is a combination of real-time and pre-rendering. The purpose of pre-rendering is to simply overcome the limitations of the engine.

They really focused on real-time renders.

The latest trailer was finished in March and they are now working to improve the quality even more. The final release would be little bit higher in quality.

The original trailer in 2020 was released while there were plans for a PS4 release. So Yoshida was disappointed that they weren't able to show the best quality of the game at the time.

They could have done a pre-rendered trailer, but thought that it would just be a waste of development time. So he decided to release actual gameplay footage.

As for the current development, everything from the beginning to end is tied up neatly. And as of May, Hiroshi and Yoshida completed their thorough quality check of the first half the main story.

The check for the second half begins next month.

They are playing the game whilst they are doing the checks.

As of now, 90% of the game content has been gone over, however a number of side quests need to be brushed up etc.

The game's dialogue is almost fully voiced.

There's still a lot of recording left for (the many languages).

After that, they have a large scale debugging in plan and are also moving into the optimization phase.

The story is linear, as in there is one story and the story will lead from the beginning to the end.

However, the story will be a "Super High Grade Ultra High-Speed Roller Coaster" with multiple loop-de-loops.

Although it's not open world, there are 4 major maps that's kinda like one.

There is a map that's like your base of operations, and there is a bulletin board where you can get mob hunt requests to go out and hunt powerful enemies. So you'd go out and search the map.

The field will have various points of interest with side quests and such as they prepared side content for people to enjoy.

There is also a simple crafting system, so you can craft weapons and such.

You can play the game while doing every side content, or you can simply dash on to the end of the story.

Yoshida laments how that there is data that the clear rate for modern games these days is really low, so he wants to make the game so that people would play to the end.

He wants the game to be a game where you'd be immersed till the very end for the player to think "That was amazing".

As such, the game won't try to excessively pull you out of the story with side content.

It's made so that you can relax and focus on the story.

(This does not allude to a New Game Plus mode) but there will be a super difficulty mode. There will also be a mode for streamers where there are time attack stages, and difficult challenges where certain Eikon abilities are restricted or disabled.

The super difficulty mode will have gear restrictions, and even the UI will be different from the normal mode, so that you will know immediately.

Yoshida affirms that while this is an action with with modes for hardcore players, he also guarantees easy of play for casual players who are not used to action games.

Yoshida actually wants more casual players to play than hardcore players.

When you start the game, you can choose from "Story Focus Mode" or "Action Focus Mode". However, the story does not change, and Story Focus Mode does not equate to "easy mode".

In Story Focus Mode, you will have accessories with AI driven abilities. For example, equipping a certain AI accessory will make Clive auto-dodge enemy attacks.

There are various accessories such as the above, or for people who want a bit more action, another AI accessory will slow down time just before the enemy hits you, and if you press the R1 button with a 3 second window, time will restart and Clive will dodge the attack.

There will be options with auto or manual battle elements like this.

You can put them on or take them off at any time, so you have complete freedom on how you want to play. So if you are not good with action games, Story Focus Mode will give you the option to focus on the story.

There are also options which allows you for automatic Eikon ability switching and clean combos with a specified button.

The Action Focus Mode also has these accessories.

For people who want even more of a challenge, can try the score attack mode and such.

There is no traditional party system, but there will be AI driven characters who will change depending on the story.

There is also a "Buddy" system. This Buddy will also be in almost every battle, and you can give commands to attack or even heal you. You also have the option to just let them do whatever.

FFXVI is a fantasy world where magic exists like everyday tools in medieval Europe.

Although there are some similarities with FFXVI with FFXIV as the teams are similar, they have no correlation or connection with each other.

They chose Garuda as an Eikon as the team wasn't exactly going for a "blooming flower" and more of "rough" type image. So Benedikts brute and cruel personality is portrayed with Garuda.

Yoshida explains that the Mothercrystal is best akin to an oil field, in the sense that various nations were born under the crystal and they flourished due to the Aether spurned out by the crystal.

At the same time, Dominants, were also born and were governed by laws set by the Nations.

The base of the story is that the Mothercrystal's aether is drying up and various nations have started to move to take the crystal for themselves. And as a result, the forbidden Eikon war began.

For generations, the Archduke house of Rosaria embodied the Phoenix and has been worshiped as the guardian deity by the people. However, the passing down of the Phoenix dominant is not limited by the next successor and it went to Joshua. Clive also feels a sense of inferiority due to this.

Part of Clive's journey is chasing the mysterious Black Eikon and taking revenge. However, whether this is his one-way resolute, you'd have to see for yourself to find out.

The Eikon VS Eikon element was decided from the very beginning. Eikons exist and there is a Mothercrystal, these two things became the foundation for the story. From here they went onto world building by setting up Nations based on the Eikons.

They considered the Job system a number of times, but ultimately it was not implemented.

That does not means that Jobs are completely absent, as there were Dragoons seen in the first trailer. Yoshida jokes how people commented "lol floorgoon again", but he guarantees that the Dragoon fight will be a challenge.

Yoshida cannot say how long the game will as of yet, however, he thinks that the game will have plenty of content to satisfy both players who rush the story to the end, and for completionists.

As mentioned earlier, the game is mostly in real-time with no loading, so Yoshida wants to stress the immersive gaming experience.

An immersive story driven experience; Yoshida thinks that the game will deliver an experience that no other game has. Being swept up by the story, the game will have many moments building up to shocking pivotal points.

For pre-rendered elements, Nozue's Kingsglaive team had their part, closely working the XVI team.

One reason they focused on real time rendering was the time and cost. There are time when they have to cut certain scenes, and if it was a pre-rendered scene, it would take an immense amount of time to even just make small adjustments. So real time rendering cut a lot of this time down.

The core design philosophy for FFXVI was creating a "sharp and polished action game", combined with a dreadnaught class scenario, in an adrenaline pumped game design.

Yoshida admits that their may be people who are disappointed that's not open world, but to put the story as the forefront, expanding on a global scale, this was the best choice to make.

Sakaguchi told Yoshida that "FF is about taking on new challenges". And Yoshida challenged FFXVI certain that it would lead more in the series.

Ultimately, Yoshida is doing his best to make FFXVI a "Must buy if you have a PS5"."
[Barcha] escribió:
soyun escribió:
No, no estás pidiendo la luna. Estás pidiendo que hagan el mismo juego una y otra vez durante 30 años, cambiando solo la historia y los personajes. Y les apetece hacer algo distinto. Y a mí también. Y a mucha gente también. Tan difícil es entender esto? Estamos pidiendo la luna?


Yo ya le comenté que tiene los Dragon Quest que esa saga además de ser muy buena se ha mantenido con la misma base intocable en cada entrega.

Final Fantasy ha ido cambiando y a los desarrolladores les apetece y les gusta cambiar y mucha gente lo agradecemos, no sé creo que no es tan difícil de entender Final Fantasy va a meter cambios que no va a gustar a todo el mundo, es lo que hay..

O juegas a las entregas anteriores o esperas que vuelvan a hacer un juego que tenga las características que tu quieres si es que lo vuelven a sacar que lo dudo mucho, yo creo que es más lógico dejar que los desarrolladores y creadores hagan el juego que a ellos les llene, que tengan en mente en ese momento, que les guste desarrollar y no que hagan lo mismo una y otra vez.


Ha habido juegos de Dragón Quest donde han variado algo el sistema. Por ejemplo en el VIII tenías lo de intimidar o mentalizar. De hecho si no mentalizabas para pegar más fuerte no te comías un torrao para los bosses más duros.
Así que si ha habido cambios en el sistema de combate de los Dragon Quest.

odiel1976 escribió:Buenas, para mi los mejores final fantasy han sido el 6,7,9,10...todos con su sistema de combate por turnos...sus variaciones y lo que quieras...y estoy jugando ahora precisamente al xenogears de ps1, tambien con sistema de combate por turnos, en este añadieron pequeños combos con botones para variar...no creo que el sistema de combate por turnos sea malo, solo diferente a lo que hay ahora, se ha exigido mucho un cambio en el sistema de combate y creo que hasta ahora no les ha salido bien y han intentado varias cosas...quizas lo mejor el pseudo turnos/aporrea botones del ff7 remake, ese si esta bien, y el sistema de ir cambiando de personajes es casi como controlarlos a todos

saludos


Sacrilegio que no me pongas el VIII [+furioso] .
Buenas, del 8 recuerdo la mecánica de robar magias de los enemigos y me entran escalofríos jejeje

Saludos
Del 6 al 10 son todos buenísimos. Ya entran los gustos y por cual empezaste que eso hace bastante, no solo en el 7, el 6 o el 10 también están en ese rango en muchos...
Luego el XI nunca jugué.
El 12 es perfecto la primera mitad. Luego...
El 13 no es mal juego pero es un pasillo, pero vamos no he visto que se critiquen otros géneros cuando no son sandbox/mundo abierto, es el comodín...ojalá hubiera algún juego de fantasía épica medieval a lo Uncharted/Gears que sea tirar para delante con billetes cinematográficos macho, hay ciertos géneros como el RPG que parece que los talibanes no dejan la variedad...
Luego 13-2 está bastante bien, y LR es un jrpg de obra maestra para arriba, si se llamará xeno, persona etc etc sería encumbrado...
El 14 la parte "offline/campaña" dura unas 40/50 horas y es igual de FF que FF6 o 7, así que nose que dice la peña...
El 15 es puta mierda aunque había billetes, y podría ser disfrutado como muchas otras mierdas caras que la gente no se pone tan sibarita...para perderte y luchar y eso pues no estaba mal, pero ojo al argumento y narrativa, xD

Veremos el 16...


Los que si me parecen puta mierda son 1 y 2, el 3 de la ds es para niños pequeños, el 4 de ds ya mejora algo pero sigue siendo bastante malillo encumbrado por vete a saber, había cientos de ese nivel el ds como lostmagic,Sonic rpg, nostalgia, dragonballrpg...
seaman escribió:
Ha habido juegos de Dragón Quest donde han variado algo el sistema. Por ejemplo en el VIII tenías lo de intimidar o mentalizar. De hecho si no mentalizabas para pegar más fuerte no te comías un torrao para los bosses más duros.
Así que si ha habido cambios en el sistema de combate de los Dragon Quest.


Si pero poca cosa en comparación con los Final Fantasy.

@OnixSa al final dependerá de las ventas que tenga.. si el XVI vende bien no te quepa duda que van a seguir apostando por ese modelo.. si se la pegasen igual volverían a intentar una mezcla como el VII Remake.. luego también sacan juegos como el Octopath Traveler u otros editados por SE que si que siguen el standard clásico por así decirlo.. pero veo harto difícil que volvamos a ver un FF principal con los esquemas del VII al X. También depende de hacía donde vire el mercado y los juegos porque al final se dejan influenciar un poco por tendencias o modas.. de ahí que el XV fuera al final lo que fué entre otras cosas.
OnixSa escribió:
Walter White escribió:
OnixSa escribió:Confirmado solo controlamos al protagonista. No será controlable el resto de compañeros.

Confirmado No podrás usar las invocaciones en combate. Podrá ser controladas en unos momentos concretos de la historia y serán de varias formas y épicas.

Así que ...me toca esperar FFXVII. Para ver si lo hacen bien.

Tan difícil es hacer:

Hacer +7 invocaciones (algunas secretas incluidas no postgame ) que se puedan invocar libremente. Ya sea que necesites punto de magia o punto de invocación o otro tipo de condición pero que cuando lo tengas pueda invocarlo convualquier bicho donde quieras? Tan difícil es? Como todo los ffs

Tener +5 personaje controlables como todos los Ffs

Tener varios límites ni uno ni dos varios.

Tener algún modo referente a chocobos

Minijuegos ( esto lo cumple todos)

Ya no pido el pobre tener un mapa mundi o un mundo en el cual puedas volar con una nave o barco volador o otro transporte de fantasía ( coche volador a ffxv) pero que si hace un mundo abierto en alguna entrega q forme parte de la trama el vehículo volador como lo ha sido siempre.

Es difícil de mantener esto.

Quizás esté pidiendo la luna.


Quizás lo que tu quieres es seguir jugando al mismo juego, pero no pasa nada, tienes varios FF numerados y sin numerar donde puedes ir haciendo lo mismo que pides!


¬_¬ ¬_¬

Ah sí Toda la saga final fantasy del 1 hasta el 13 ( 11 y 14 son online es otro royo pq son como Gaas) ha sido siempre así y todo y cada uno son juego diferente.

Eso es el mismo juego?perdón.

Lo que no quiero es FFXV que es lo q va a ser el XVI.
La única gran diferencia parece ser es que stara toda la historia. Pq ya sabemos q pasó con el XV.

Pero odie el XV y si me ofrece lo mismo pues lo odiare igual.

No es complicado hacer historia nuevas, personajes nuevos, temáticas nuevas, mecánicas nuevas, límites nuevos, minijuegos nuevos, carreras nuevas, viajes nuevos,etc

Como lo han hecho hasta el 13. Y no copiar un fórmula asquerosa de XV que encima salió así por problema bastante graves que tuvieron en el desarrollo.sino no hubiera salido así. Hubiera salido como todos.

Ahora tenemos un XVI IGUAL QUE EL XV. pues que bien

Y está claro que es por ahorrar.


Para mi el XV es también el peor con que no se parezca a ese ya me conformo.
Naoki Yoshida quiere lanzar una demo de Final Fantasy XVI antes del lanzamiento en verano de 2023. Eso sí, todo depende de lo que decida Square Enix.

https://www.hobbyconsolas.com/noticias/ ... to-1082311
No estaría nada mal una demo a finales de año
Todos los FFs han tenido demo.

FF XV de hecho tuvo 3, aunque la última solo estaba disponible en la store japonesa... aunque eso no hizo que fuera imposible jugarla :P yo llegué a hacerme casi todo, incluso un boss oculto que estaba por la estepa.
Esta confirmado 100% que solo podras controlar al protagonista? [triston]
Link_Ilia escribió:Esta confirmado 100% que solo podras controlar al protagonista? [triston]

No está confirmado ni al 1%
No se sabe
Yo pienso que podemos asumir que gran parte de la aventura vas a controlar exclusivamente a Clive, aunque frecuentemente te acompañarán otros personajes controlados por la IA a los que podrás dar algun tipo de órdenes (pero no demasiado complejas y de contenido desconocido, el denominado "buddy system" de la entrevista de famitsu, en el que el perro/lobo Torgal tendrá alguna participación tmb).

Y en algún momento de la historia, pero en muy contadas ocasiones según Yoshida, controlarás a otros personajes que no sean el prota, Clive.

Fuentes:
- la entrevista en Famitsu (transcrita en inglés más arriba).
- la entrevista en Dengeki (traduzco con google translate esta parte de la entrevista):

"Is it only Clive that the player will operate in this work?

Yoshida: The player basically operates the clive. You may operate other characters in the flow of the scenario, but the ratio is small. Also, I didn't publish it to avoid confusion due to too much information, but please be assured that there are traveling companions. However, I want the player to concentrate on the operation of the clive, so my friends will act with AI and fight together".
noticias/juegos/final-fantasy-tendencias-expectativas

https://www.3djuegos.com/noticias-ver/2 ... -de-todos/

Me gusta la transparencia que están mostrando con el juego. Están diciendo clarinete como va a ser el juego y lo que nos vamos a encontrar. Ya verás que cuando salga el juego saldrán tropecientas jaurías quejándose del esto y lo otro.
A mi personalmente esas declaraciones me gustan poco y no lo digo por FFXVI.

Quitando excepciones el hacer grandes cambios solo para atraer a nuevos jugadores o buscar la tendencia actual no suele convencerme mucho.

Supongo que por eso me llaman cada vez menos los AAA.
El argumento que se filtró hace meses parece que es cierto. En el último trailer se vieron cosas que lo corroboran. Solamente digo que el argumento es lo más tocho que he visto en un FF. El lore, las intrigas, motivaciones, etc... Todo crea un conjunto acojonante. No os baseis en que si solamente es controlable Clive porque os puedo garantizar, siempre y cuando encaje la filtración, que es un personaje con suficiente peso para llevar la historia.

Mañana tenemos Square Enix en el TGS creo recordar. Espero ver algo más aunque sea en forma de entrevista a Yoshida.
nuevo tráiler el mes que viene
Si no han lanzado trailer nuevo en el TGS es por qué hay Showcase en Octubre , a no ser que por algún motivo se acabe retrasando , u otro SoP .
[Tráiler - 20 oct 2022] FINAL FANTASY XVI “AMBITION”: https://youtu.be/u-SdiYbSGIQ
https://youtu.be/0X1cbPpdRtM

Ahí con las voces en japonés.. la historia pinta de escándalo las cosas como son.
Tiene una pintaza increible, es una locura
Pinta a ser de los final fantasy mas top.

El titulo del nuevo trailer lo dice todo y seguro que lo han elegido para mandar un mensaje sobre lo que esperan del titulo, no solo para mostrar de lo que va la historia del juego.



FFXVI está a punto de terminarse y actualmente se está puliendo según el director Hiroshi Takai

"El equipo ha centrado toda su atención en la depuración y los ajustes finales"

"Ahora que las cosas están empezando a encajar, el juego se está dimensionando para ser algo verdaderamente especial
Brutalisimo el trailer.
Brutal el trailer, me ha dejado sin palabras, a este si le tengo ganas.
Pinta brutal. Otro que caerá día 1. Esperemos que no se demore mucho y no haya retrasos.
Vendido para ayer. Brutal.
Las babas por el suelo [babas]
Esto si que es Final Fantasy.
La sensación de que estoy delante de un FF de los 90 es innegable. Estoy como cuando tenía 15 años detrás de FF IX.
tiene buena pinta, sí señor.

por otra parte se me hace raro que no ponga plataforma (o plataformas) al final. será que todavía no se han decidido
onyvla escribió:tiene buena pinta, sí señor.

por otra parte se me hace raro que no ponga plataforma (o plataformas) al final. será que todavía no se han decidido

En teoría era exclusivo (no sé si temporal o no) de ps5 no? Vamos que no sale para la antigua generación.

Me ha parecido una barbaridad, y una gran alegría que quede relativamente poco para verlo.
Vaya pepino.

Tiene pinta de ser muy profundo tanto a nivel argumental como en jugabilidad.

Me ha dado la sensación hasta de que hay parries
onyvla escribió:tiene buena pinta, sí señor.

por otra parte se me hace raro que no ponga plataforma (o plataformas) al final. será que todavía no se han decidido

En la pagina oficial del videojuego aparece solamente el logotipo de PS5 (por ahora).

https://jp.finalfantasyxvi.com/
Cae la Deluxe o la Collector’s 😌


PD. El juego de lanzamiento sólo estará disponible para PS5, ya se dijo.
onyvla escribió:tiene buena pinta, sí señor.

por otra parte se me hace raro que no ponga plataforma (o plataformas) al final. será que todavía no se han decidido


vete haciendo a la idea de que seguramente el juego solo salga en pc y sea como el remake del ff7
Fredy_ES escribió:La sensación de que estoy delante de un FF de los 90 es innegable. Estoy como cuando tenía 15 años detrás de FF IX.


yo precisamente todo lo contrario, tengo la sensación de estar ante otra cosa que no es un ff troncal, ff siempre ha sido fantasía juvenil y no ha sobrepasado el +18 y esto es mas fantasía oscura.

no quiero decir que no me guste lo que estoy viendo, al revés me flipa mucho, me da que va a haber muchos piques politiqueo y enfrentamientos entre naciones, lo cual tiene ese toque que me mola de juego de tronos.

creo que para ello deberían de haber creado una nueva IP, FF para mi es una mas bien saga juvenil, como el señor de los anillos o harry potter que no llega a ser fantasía oscura, donde la violencia y lo crudo están mas "disimulados" y son historias mas cercanas a cuentos de fantasía para gente joven.

y luego hay una fantasía mas cruda, explicita donde hay relaciones sexuales, violencia mas grafica etc, que es más fantasía adulta, juego de tronos, berserk etc.

y sinceramente no me gustaría que FF se pasase a este tipo de fantasía si el XVI es exitoso, acepto que 1 pueda ser así, por el tema de variar un poco, pero me preocupa que esta saga pierda ese toque mas juvenil y de "cuento", al igual que no me malaria que otras sagas lo hiciesen o viceversa.

creo que cada cosa tiene que tener su lugar y su nombre tiene que ser un indicativo de que te vas a esperar con esta saga, y fíjate para mi este tipo de cambio del enfoque de su fantasía, es mucho mas grande que el cambio de sistema de combates de turnos a uno de acción, el cual yo defendí con uñas y dientes en ffxv.

si ya cambiamos el combate, cambiamos la forma de su fantasía ¿Qué mas habría que cambiar para decir que esto ya no es un FF de la rama principal? vale todo con esta saga ya?

en fin, espero que el XVI tenga una historia tan bien como pinta en este tráiler, y sea la leche pero espero que no sea la tónica de su fantasía en los próximos FF, cada cosa a su lugar.




Yo lo noto de PS3... ojalá se lanzase para PS3
Espectacular, cae día 1 seguro
Joder, vaya sorpresa. Subanse al tren. Puede ser que SE esté haciendo las cosas bien, desde luego el remake fué top. Me asusta un poco el sistema de combate, pero voy con la mente abierta. La BSO pinta espectacular también joder. Y mientras la narrativa e historia estén decentes... Ya queda menos.
Esto es lo que queria ver en terminos de historia ya que indica que va a estar muy bien. Los diseños artísticos son muy buenos de ciudades. Lo malo que le veo es el sistema de combate, que seguramente sera divertido de jugar y tal pero que se aleja muchisimo de lo que era final fantasy. Pero bueno, al margen de esto tiene pintaza.
Jugablemente me podra gustar o no pero lo mostrado es ESPECTACULAR.
Otra pieza importante de Lore que no se tradujo en la versión inglesa del tráiler de FF16:
- La dominante de Shiva dice que el destino de los dominantes es que se conviertan en PIEDRA!!! 😨
- Se pregunta si eso es parecido a la muerte, ya que ha sido utilizada como arma toda su vida.


Como me jode que se pierdan estos detalles...
A mí el gameplay me deja como la vaca Gumersinda viendo pasar el tren. Me quedo pensando cuanto falta para que aparezca Nero.
Pinta a algo brutísimo. Seguramente el FF que mas espero desde el VIII
Todos los que decís que pinta brutal y no habéis jugado al final fantasy xiv online no se a qué estais esperando.... [+risas]

Lo digo porque el juego bebe muchísimo de este... Se nota un webo que es de yoshida y compañía.

Hay trajes que recuerdan mucho a los de FF14, el castillo ese que sale por ahí se parece mucho al de Isgard del 14. Los personajes, sus diseños parecen extraídos del mismísimo ff14, el prota tiene un cierto aire al prota que siempre enseñan en los trailers del 14. Las armaduras esas tan voluminosas y así cerradas con caskos que suelen usar los imperiales aquí tb aparecen.

En fin, yo veo un ff14 aquí, pero más rollo action rpg y con otra historia obviamente.

Ahh y los bosses así mastodonticos que parecen una barbaridad y luchas contra ellos como en plataformas. De esos en ff14 tienes un webo y parte del otro. No quiere decir que no mole, pero los que nunca lo hayáis visto supongo que será flipante, pero para mí no me ha parecido más que otra perspectiva del ff14, y eso no tiene porqué ser malo eh ojo no estoy diciendo que no mole, sino que se nota bastante de donde viene. :p
Parece que el trailer confirma quién es la dominante de Shiva.
davidDVD escribió:Cae la Deluxe o la Collector’s 😌


PD. El juego de lanzamiento sólo estará disponible para PS5, ya se dijo.

No info de la coleccionista no?
Como me jode que el juego sea accion total y con un solo personaje, porque todo lo demas pinta de fabula.
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