Thanks to Game Informer’s coverage, we keep finding out more details about Final Fantasy XVIever closer to its highly anticipated debut on PlayStation 5. Thanks to the words of the combat director Ryota Suzuku (Dragon’s Dogma, Devil May Cry V) let’s delve into the possibilities granted by the game’s combat system in this circumstance.
Final Fantasy XVI’s combat system is much more focused on componente action compared to the past of the series, but this does not mean that the actions of the players will be limited. On the contrary, Suzuki is convinced that he has conceived a combat system so complex and dynamic that he himself does not know all the moves obtainable through the experimentation and the combination of skills.
“I’ve always tried to give players a lot of freedom when it comes to the controls and action in the game, give players a lot of options that they can choose and then do their own thing,” Suzuki said. “So I expect there will be a lot of weird things they can do with certain skills. I can’t say what they are, but I already have some ideas because I left a lot of things open along those lines.
I’m really excited to see what players will do because there are definitely things I didn’t expect, but I like putting that stuff out there so players have possibilities to experiment with and surprise me. When they do things that I expected, I’m happy, but I’m also very happy when they do something completely unexpected. It’s one of the exciting things about being a developer.”
Naoki Yoshida di Square-Enix has revealed that the combat system is influenced by that of Final Fantasy XIV, especially with regard to the visual clues on the screen during the clashes.