Earlier this month, we were lucky enough to be invited by Square Enix to play almost four hours of Final Fantasy 16 amid the picturesque backdrop of the English capital’s iconic Tower of London. At the location, presumably selected to reflect the obvious European influences in the upcoming PS5 exclusive, we were eager to seize the opportunity to speak with producer Naoki Yoshida, art director Hiroshi Minagawa, and writer Koji Fox.
Related Articles
Almost four more hours with Square Enix's huge RPG sequel
As we observed last time our paths crossed, we found all three to be in boisterous, comical moods, and they provided plenty of insight into the development of the game – including how protagonist Clive ultimately earned his name, and just whether development has been as smooth internally as it’s seemed from the outside. Read on for the full 20 minute exchange with the genuinely hilarious trio, and check out the nice photo we snagged on the way out, too!
Push Square: I guess my first question is, when you're tasked with creating a new numbered Final Fantasy game, where does the creative process begin? Do you start with a specific character or a theme? And what was the original idea for Final Fantasy 16? What is the starting point of development?
Naoki Yoshida: When you look at it, it's probably gonna get a different answer depending on what type of game you're making. If it's an original, a completely original new game, or if it's part of a series, you have to look at what came before, from Final Fantasy 1 to Final Fantasy 15.
And then you have to go to the fans of that series, to the media that's covered that series, to players around the world, and you have to do research and ask them what are their thoughts on the
Read more on pushsquare.com