There have already been parallels drawn between the combat style of Devil May Cry 5 and Final Fantasy 16 – a star rating feature, for example, shows up to seemingly rank the delivery of your attacks, which is similar to the style rank system found in the latest installment of Capcom's long-running action series. In order to bring a real-time action battle system to life in Final Fantasy 16, BU3 brought in Ryota Suzuki to serve as battle director – Suzuki spent over 20 years at Capcom, working on games like Devil May Cry 5, Dragon's Dogma, and Marvel Vs. ![]() And we're actually kind of excited to have players that maybe don't consider themselves action game players to actually get in and try these new systems." "One-off battles"Įverything we know so far about Final Fantasy 7 Rebirth, part two of Cloud's reimagined adventure. And we want to get those into the hands of players. You know, and we have a lot of confidence in these systems. "But those fans do not need to worry, because we have been developing systems and developing in-game features that will lend a helping hand to those players. "Of course, we know that there are a lot of players out there who may not excel at action games – that action games might not be their forte," Yoshida-san adds. Yoshida-san offers us reassurance that combat in Final Fantasy 16 will be approachable for those who may not have played, or necessarily excel at, these types of fast-paced, timing-based action games in the past. ![]() Bringing in a new generation of players is important to Square Enix, but Yoshida-san says that his team is acutely aware of the challenges that a more action-focused real-time combat system can bring.
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