Final Fantasy 16's battle director called the upcoming RPG "my personal masterpiece" and said one of his top priorities was to make the combat accessible to fans and beginners alike.
Ryota Suzuki appeared on a Final Fantasy 16 livestream over the weekend and offered a message about his contributions to the game's action combat. Translated by Aitakimochi on Twitter, Suzuki told viewers, "I have been making action games for the past 25 years. My first priority was to create a battle system that could be enjoyed by those who have never played action games before or those who are not very familiar with them. So I would like to encourage people who have never played action games to play "Final Fantasy 16""
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These are big words coming from Mr. Suzuki, whose background is very impressive. A veteran of Capcom before being brought on by Naoki Yoshida, director of "Final Fantasy 16," and a 20-year veteran of Square Enix, Suzuki's Mobygames credits include being the designer of "Devil May Cry 5" (seen by fans of the series as a major revival) In addition to being listed as one of the designers, he was the gameplay lead on "Dragon's Dogma" and the game design lead on its expansion, "Dark Arisen." He is credited as a programmer on "Monster Hunter: World" and its expansion "Iceborn" and as a planning credit on "Devil May Cry 4."
Wes Fenlon had previously expressed excitement about Suzuki's involvement in "Final Fantasy 16," and from playing the demo, I can see why. While I'm not the biggest action combat enthusiast on the planet, I did enjoy "Final Fantasy 16" surprisingly well, and it's my favorite modern combat direction for the series to date. Yoshida has already ended speculation that a port of "Final Fantasy 16" will be released as soon as its six-month exclusivity period on PlayStation 5 is over.
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