![]() There’s act one where you’re learning why he wants revenge and then act two where he’s actually going out to get his revenge. “We start off with that revenge theme in the early part of the game,” Maehiro says. The revenge story is only the focus for the first eight hours or so of the game before Clive makes a startling revelation about himself that leads into a much broader story where we flash forward to Clive in his 30s. ![]() That journey is reflected in a surprising three-act structure that goes in directions that fans might not be expecting. You learn about his past, but ultimately Final Fantasy XVI is about Clive learning who he is and learning to accept who he is.” Square Enix “So we wanted to focus on something simple for that intro and why we decided to focus on Clive’s revenge story. “With Final Fantasy XVI being an action game for a group of fans that maybe are not used to action games, the beginning of the game is about learning to play it,” Maehiro tells Digital Trends. In fact, Kazutoyo Maehiro describes it as more of a tutorial narrative. It’s an intro that quickly won players over in a demo, but it doesn’t actually set up the true scope of Clive’s arc. Its opening three hours play like a self-contained film, introducing Clive as a bright-eyed teen tasked with protecting his brother Joshua, the keeper of the Phoenix. From there, it was about finding a multifaceted, grounded story arc within a rather sprawling epic.ĭespite featuring enormous kaiju battles, Final Fantasy 16 starts off on a painfully intimate note. The team would adopt a design philosophy early on where they made sure Clive wouldn’t do or say anything they believed the player themselves wouldn’t do. When initially sitting down to create Final Fantasy 16, the team wanted to make sure to build a hero that players could connect with amid a larger-than-life story. ![]() Instead, his story was built with growth in mind, instead drawing players’ attention to where he fits into the world around him and how he leaves an impact on those events. For the team, the trick was making sure Clive was never pigeonholed into a quest for revenge. Ahead of the game’s recent launch, I spoke with Creative Director Kazutoyo Maehiro and Combat Director Ryota Suzuki about the creative ideation that brought Clive Rosfield to life. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |