In Yoshida I belief
The Ultimate Fantasy XVI fight system is definitely going to be polarizing when it arrives, even when it nails the motion blueprint it’s making an attempt to perform. Producer Naoki “Yoshi P” Yoshida is aware of this, and lately spoke to Famitsu (as translated by VGC) on the matter, offering some attention-grabbing perception into why the collection will proceed down an action-oriented path.
Yoshida says the choice on the place to take Ultimate Fantasy XVI fight is a multi-faceted subject, citing “the previous decade” of some customers questioning command-based video video games, the opinions of youthful audiences who don’t play RPGs, and the sheer march of time and expertise. Yoshida explains:
“For a number of console generations now, all character expressions could be executed in real-time. Actions equivalent to ‘press the set off and your character will shoot a gun’… can now be simply expressed with out going by a command system. “It’s now frequent for avid gamers youthful than me to like such video games. Because of this, plainly it doesn’t make sense to undergo a command immediate, equivalent to ‘Battle’, to decide throughout a battle.”
I heard a superb anecdote lately about how a lot belief Yoshida invokes on the Into the Nexus podcast (which usually covers Heroes of the Storm, however has shifted into a number of video games, together with FFXIV). One of many hosts talked about that they have been enamored by Ultimate Fantasy XIV principally by a string of Yoshida interviews, and the way a lot confidence he had within the recreation and the manufacturing group.
That’s form of how I really feel about Ultimate Fantasy XVI. I’m not totally offered but, however I’m way more assured in it in comparison with the previous few mainline entries: not less than initially.