How Square Enix built Final Fantasy XVI’s fantastical, believable, lived-in world

There’s one particular Final Fantasy XVI development story Naoki Yoshida admits he’s unlikely ever to forget. The producer describes a particular port city the studio conceptualized. Its key feature: a colossal stretch of huge wall that runs the length of the city, separating it from the surrounding ocean and which has successfully protected those behind it from invasion for over three centuries. It’s a visually impressive sight, one that fits perfectly with the larger fantasy world of Valisthea. There was, however, one issue.

“You look over these designs,” explains Yoshida-san, “And in the far corner of the town, on the sea side, there’s a natural cliff. And this cliff is maybe 15 meters high. And the leader of this city, the most important person, is housed right there beside it. What stopped pirates just coming up, destroying the house and taking over? It made no sense.” 

The result was a proverbial – and literal – return to the drawing board to correct the oversight.

It’s a recollection that articulates the careful work to make this fantastical world believable, lived in. And that story is but one of numerous examples of the complexities the producer, alongside Art Director Hiroshi Minagawa and Localization Director Michael-Christopher Koji Fox have navigated as they built Valisthea and the player’s journey through it.

A youthful Clive Rosfield explores a castle’s inner courtyard, passing by training grounds and soldiers unpacking supply crates

A world’s design, of how Valisthea rests at a crossroads between multiple teams at the studio – environmental artists, level designers, combat teams and more – is the focus of an insightful conversation with the three midway through their two-day stopover in London. That stay is just one stage of a multi-country tour for the game they’re attached to, each stop giving attendees several hours with the near-final PS5 game.

It’s a robust hands-on. We first sample the game’s opening hours, a flashback to a key period in Clive Rosfield’s youth that sets up what’s to come. (It’s this section that players will experience in a public demo which drops ahead of the full game’s launch.) We then play through the two hours and change directly following that demo’s conclusion. Lastly, we’re left to roam for thirty minutes in one of the game’s open areas, a lush valley filled with optional beasts to defeat and side-quests to take up.

In that collective time we wander through castle grounds and hideouts, battle our way through more guided scenarios, partake in a spectacular, cinematic Eikon versus Eikon clash. As such, we get a better understanding of the game’s structure, the environment design. I have answered a question I never thought to ask: what is Final Fantasy’s version of gardening tools?

Boss battles, be they Eikon versus Eikon or Clive’s clashes with bigger threats, promise to be unique encounters. FFXVI has a specific team, a small group of game designers, animators and programmers, dedicated to creating these. 

From chocobo stables, ruined towns amid murky swamp land, mountainscapes under repeated Eikon devastation, all is lavish, detailed production. On this first, lengthy glance at least, everything placed throughout is purposeful, every area has a backstory. That, obviously, takes work and collaboration. (“You made us remember things we don’t want to,” Yoshida-san jokingly concludes at the interview’s end after revisiting the challenges that yielded such fantastic results.) 

The first step was the story concept, a decision made when looking at what worked, and what didn’t, for Final Fantasy XV. While the majority of Final Fantasy game stories are standalone adventures, they don’t sit in a bubble. Adding to the larger tapestry naturally meant looking back at what came before. Yoshida-san points to players being unhappy with FFXV’s story. “It was incomplete. Things were promised, things weren’t delivered. So that’s what we wanted to avoid for FFXVI.” 

One of Clive’s earliest boss encounters is against FFXVI’s take on the series’ multi-tentacled, poison–spewing Morbols. Its tentacled slam attacks are signposted early, letting the player perfect precision dodges.

Next, they had to envision what was driving the world, driving the characters. The producer likens Valisthea’s Mother Crystals – a staple of Final Fantasy games – to oil fields, the crystal’s Ether production akin to oil. Ether powers magic, powers the world. With that resource dwindling, conflict breaks out. Certain regions felt a natural fit for particular elements, which organically led to matching those with Eikons of similar elemental power (the FFXVI version of the franchise’s monstrous summons). These in turn are controlled by Dominants, unique individuals who as a result of that power can alter the tide of conflict and are thus nation states’ prized assets.

With those aspects envisioned and placed the art team and story writers commence work. As exemplified by a natural cliff nearly bringing a port town low, the complexities of world creation aren’t straightforward. Neither is ensuring locations feel authentic to that area’s backstory and lore.

The world’s dense backstory is easily digested by the Active Time Lore system. A click at any time brings up a shortlist of characters, factions and nations with a short text all of which update contextually based on what’s happening on screen.

“This is not something that can only be done just by the designers. I mean, they tried. They put objects down and they realized quickly that this is not going to work… It didn’t feel real,” Art Director Hiroshi Minagawa remembers, recalling a moment of time early on when there was an overabundance of generic barrels placed across the world. “Go into the desert, nothing but barrels everywhere,” he laughs. “You’ll have some staff that just think ‘the more barrels the better’,” interjects Yoshida-san. “It doesn’t feel like it’s something that’s lived in.”

The solution: cross-pollination between teams. “We brought a member of the scenario and lore team over to give them feedback on what this town is, what the town’s lore is,” explains Minagawa-san. “We had that person provide pictures about what their image of what each area would be, what they were aiming for in the lore, working with the designers with that information to get the proper feel. Something that would fit better with a team. And once that person from the lore team entered, you know, joined with the designers then things got a lot easier.” With clutter reduced and shrewder choices of set dressing made, towns started to reflect the regions they were based on, hinted at a locale or people’s backstory through visual cues alone.

The game’s vertical slice allowed the studio to finesse its vision, experimenting what it could achieve visually on PS5 and use that chosen area’s design to help define what the wider game would feel like. Environmental artists and level designers review and adapt to each other’s suggestions, while the combat team tests if the spot is spacious enough for battle. That gameplay slice incorporates the Caer Norvent stage, which will be playable early in the story campaign.

After being mesmerized by composer Masayoshi Soken’s score from the sections I played, I ask whether music is the final bow that ties any area together. “We didn’t have music until literally right at the end,” Yoshida-san confirms, saying they’ve more than 200 unique tracks in the game. “Early on, we decided on themes for the different nations as well as for the different characters. And it was about taking those core themes and then using arrangements of those for the different situations.

“So for us, it was very surprising as well because we’ve been playing through these with no sound… even we were moved hearing [that music] those first few times towards the end of development.”

The swell of an orchestra or choir is one detail of many that aims to make you feel fully immersed in Valisthea, and all those rich details, no matter how minor, have been made with careful decisions by its developers. Yoshida-san returns to that port town wall of how to sell a lived-in world.

“It’s not been invaded, not fallen. But certainly over 300 years, people have tried. And so you wouldn’t have a nice, clean, unbroken wall after three centuries. You’d have places that are cracked and maybe crumbled, but the wall has held. And just by having that visually, it tells that story. That yes, it hasn’t fallen, but people have tried. And so making sure that the history and the lore that we’ve built is making its way to the design team so they can make sure that that’s in the visuals. It’s very difficult, but that makes the game better.”

Final Fantasy XVI launches on PS5 June 22. 


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Planet Of Lana review: a gorgeous sci-fi tale that shoots for the stars

Planet of Lana has all the hallmarks of a story-rich platformer. Across its six-hour run time, you’ll encounter a string of environmental puzzles, an evil plan concocted by a group of baddies, a rich orchestral soundtrack that swells at all the right moments, a cute animal companion, and a gorgeous world that needs saving.

On paper, it has everything you could possibly want from this kind of game, but in practice, it can also be Lana’s undoing at times. It does everything well – admittedly some much better than others – but it feels like this sci-fi tale is missing something. That gut punch, that sigh of relief after a thrill, that unexpected surprise… You know, that extra edge to really make it sing. It’s still a very enjoyable adventure, but its lack of emotional highs means it doesn’t linger long in the memory once you’ve seen the credits roll. Is that a roundabout way to say that Planet of Lana is a solid 7/10? Maybe, but we don’t do that here.

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Now you can play Doom over teletext

Add another one to the list of weird and delightful ways to play ye olde Doom: teletext. A new mod converts Doom to a teletext signal, letting you play the seminal shooter rendered in blocky teletext art on a telly. You can even control it with your TV remote. Have a look in the video below! I really, really like the smiley face replacing Doomguy’s gurn.

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LEGO Expands Its Retro Gaming Collection With A $270 PAC-MAN Arcade Set

Waka waka waka.

After being spotted online at the end of last month, LEGO has today given us our first proper look at the upcoming PAC-MAN Arcade set, and it’s a beauty.

Joining the likes of the Atari 2600 and the much sought-after NES in LEGO’s collection of retro gaming goodies, this arcade cabinet will release to mark the game’s 43rd anniversary on 4th June (available slightly earlier for Lego VIP members on 1st June). It consists of 2651 pieces and will set you back £229.99 / $269.99.

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ARC Raiders Has Changed From a Co-Op PvE Game to a ‘PvPvE Survival Extraction Shooter’

Following ARC Raiders’ delay from 2022 to 2023, Embark Studios has now confirmed the game has undergone a shift from a co-op PvP game to a “PvPvE survival extraction shooter.”

Aleksander Grøndal, ARC Raiders’ executive producer, took to Medium.com to share the update to the game and also confirm that signups for the Closed Alpha test that will take place this summer are now open on Steam.

When Embark delayed ARC Raiders, it said the delay would not only allow them to let the game reach its “fullest potential,” but also that it would allow the team to add a new PvP mode to it before launch. As it turns out, the team had so much fun implementing this new mode that the game underwent a “fundamental” change that would shift the genre of ARC raiders to a whole new one.

“ARC Raiders drops players into a lethal but stunningly beautiful future earth, with hair-raising moments of survival and suspense,” Grøndal said. “Human versus machine, human versus human, together or alone, and you versus the sometimes conflicting nature of your own humanity, all in the spectacular backdrop of a landscape littered with the haunting remains of the past.

Grøndal then shared an excerpt from ARC Raiders’ lore, and it gives a bit more context on how the game will play and what this shift from a co-op PvE game to a “PvPvE survival extraction shooter” means.

“People have fled to the underground colony of Speranza, seeking supplies to survive, and shelter from the machines,” The text reads. “Demand for resources is at an all-time high. But getting those resources is a risky job, and it isn’t for everyone. But it is a job for you. That’s why you’ve enlisted as a Raider, scavenging for vital supplies that are scattered across the landscape. Everything from leftovers from yesterday’s run-in with ARC to the unlikely remains of a pinball machine.

“Out there, the stakes are high, and you will have to fight for your loot. Lethal ARC machines roam the surface. And there are no rules in Calabretta, so beware of other Raiders. With the traders in Speranza, trust is hard-earned and easily lost. You need to earn your keep. So don’t come back from a quest empty-handed. When you see another Raider chased by a swarm of ARC drones, do you go in for the kill? Do you lend a helping hand? Or do you hold back and feast on the valuable remains?”

ARC Raiders was revealed at The Game Awards 2021 and the team behind the game is made up of ex-DICE devs with experience on Battlefield and Star Wars: Battlefront.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

10 Games Like Genshin Impact to Play Next

HoYoverse released Genshin Impact in the middle of the COVID-19 pandemic nearly three years ago, and it has become a major hit in the gaming industry. This free-to-play anime RPG from China allows players to explore the vast world of Teyvat as a traveler separated from their twin in another world and interact with — as well as play as — a wide variety of characters whose combat moves are based on elements, like earth, wind, fire, water, and electricity.

Although the story is about a traveler (male or female, depending on your choice) working to find their sibling, Genshin Impact becomes more about exploring the seven nations of Teyvat, learning of their cultures and customs, and fighting the monsters that reside in those nations and less about the eventual family reunion. This game has won numerous awards (including Player’s Voice at The Game Awards 2022) and spawned loads of fan art and animations.

But for those who want to take a break from Genshin Impact and play something similar, here are 10 games you can check out.

The Legend of Zelda: Breath of the Wild

Breath of the Wild is the one Zelda game that kicked off a generation of open-world games outside the series that were inspired by its gameplay mechanics and/or art style, and Genshin Impact draws plenty of inspiration from it. Link wakes up after a century of slumber with no memory of anything that happened to him, and is tasked with saving Princess Zelda and stopping Calamity Ganon from destroying Hyrule and the world.

Nintendo gave players permission to complete the game’s story in a nonlinear fashion, giving them ample room to explore the vast landscape on the ground and in the air and experiment with various gameplay elements.

Immortals Fenyx Rising

In Ubisoft’s interpretation of Greek mythology, Typhon has escaped from his imprisonment in the underworld and robbed the Olympian gods of their powers and essences, causing Zeus to flee to Prometheus, who he chained to the mountain as punishment, for help to defeat him. Prometheus makes a deal with Zeus that if a mortal can beat Typhon, he will be freed from his imprisonment, thus he tells the story of Fenyx, a mortal who must stop Typhon after escaping the underworld in order to save their brother.

Fenyx gains the powers of the gods as the game progresses, such as Ares’ Wrath, and can upgrade their weapons. The one gameplay element that makes Immortals Fenyx Rising stand out from Genshin Impact is the player’s ability to change Fenyx’s gender (Fenyx is female by default), voice, and appearance. Genshin only allows you to choose characters of different genders. Aside from that, players need to monitor their stamina during combat so that they don’t get exhausted after repeated attacks.

Sonic Frontiers

You might think that Sonic Frontiers is leagues apart from Genshin Impact, but the lovable blue hedgehog’s latest outing couldn’t be any more different. Sonic and his friends get sucked into Cyber Space via a wormhole en route to Starfall Islands, and he manages to escape while they’re stuck in the digital world, hence why they appear to Sonic in pixelated form when he rescues them.

Frontiers is similar to Genshin Impact in that Sonic has the stamina gauge next to him every time he boosts or goes underwater, is able to climb up structures, has a skill tree, and experiences the day-cycle, and has a navigation system that leads him the desired destination. Not to mention that the puzzles and challenges he completes reveal more locations.

Final Fantasy 14

Final Fantasy 14 takes place five years after the events of the original 2010 game, which was a critical and commercial failure for Square Enix. The gods bless the player character to time travel five years into the future in order to escape the destruction of Eorzea caused by the primal dragon Bahamut, and must face the threat of invasion from the Garlean Empire as they are working to rebuild the land.

Unlike Genshin Impact, FF14 is an MMORPG where players interact with each other but still allows them a great deal of open-world exploration. However, the one thing the game has in common with Genshin is that it has a games-as-a-service model that contains gacha items for people to spend real money on if in-game currency doesn’t cover it. FF14 has also received four expansions in the last 10 years: Heavensward (2015), Stormblood (2017), Shadowbringers (2019), and Endwalker (2021).

Persona 5

Developed by Atlus, Persona 5 centers on a high school student under the pseudonym Joker who, after transferring to a new school after being falsely accused of assault and placed on probation, manifests a Persona along with some other students, prompting them to become vigilantes known as the Phantom Thieves of Hearts. They dive into a supernatural realm created by humanity’s subconscious desires called the Metaverse and steal malicious intent from the hearts of adults.

Persona 5 allows players to go into dungeons within the Metaverse called Palaces, formed by the hearts of corrupted adults that represent their distorted perception of a real-world location, to fight them and their shadows (which are their true selves). Outside of that, they get to perform part-time jobs and fulfill requests from NPCs.

Tchia

Tchia is set in a fictional archipelago heavily inspired by the Pacific Island nation of New Caledonia, where the titular 12-year-old heroine goes on a mission to rescue her father after he gets kidnapped by a tyrant and his army of paper warriors. Tchia explores her island home by sea (in her raft), by air (with a glider she builds herself), and by ground. She also gains a unique ability called soul-jumping, which allows her to possess and assume control of animals and inanimate objects in order to perform certain tasks, such as a dog or a coconut, to travel to new areas, solve puzzles, and defend herself against enemies.

The characters speak entirely in French and Drehu, two languages that are dominant in New Caledonia. Soul-jumping is also inspired by New Caledonia’s folklore around shapeshifting.

Honkai Impact 3rd

Honkai Impact 3rd is HoYoverse’s sci-fi version of Genshin Impact that takes place 50,000 years in the future in an alternate version of Earth that has been plagued by catastrophes caused by Honkai, a powerful entity that corrupts humans and endows certain people called Herrschers with god-like powers to cause an apocalypse every time a civilization gets too advanced. Three Global factions were made to combat or take advantage of the Honkai: Schicksal, which deploys Valkyries; Anti-Entropy, which uses human soldiers instead of mechas; and World Serpent, which has been manipulating events since the end of the previous civilization.

Honkai Impact 3rd incorporates multifarious genres, including bullet hell, platforming, shoot ‘em up, and dungeon crawling in conjunction with gacha mechanics that offer new weapons and characters. It also hosts limited-time seasonal events that offer gameplay elements not seen in normal gameplay modes.

Honkai: Star Rail, the sequel to Honkai Impact 3rd which takes place in space, is available now on iOS, Android, and PC via Epic Games Store.

Tales of Arise

The 17th entry in the Tales series, Tales of Arise revolves around a Dahnan slave named Alphen, a slave with no memories of his past, and Shionne, a Renan girl with a curse that makes thorns erupt from her body if anyone touches her, as they form a bond during their journey to end the Renans’ oppression of the Dahnan people.

This game has no multiplayer like its predecessors, but most of its gameplay emphasizes evasion, countering, and other character interactions in combat.

Ni no Kuni 2: Revenant Kingdom

Set hundreds of years after the events of Ni no Kuni: Wrath of the White Witch, Ni no Kuni 2: Revenant Kingdom revolves around a young Grimalkin (part-human, part-cat) named Evan Pettiwhisker Tildrum, who gets deposed on his coronation day in a coup following the untimely death of his father. He sets out on a journey to build his own kingdom and unite all the world’s nations.

Players can freely explore the open world of Ni no Kuni 2, but they have to complete quests in a linear fashion to move the story forward. In battle, players can switch between three other characters at any time. There is some world-building involved, as they have to manage the workforces within the town to provide materials for weapons and armor in the shops.

Xenoblade Chronicles X

Xenoblade Chronicles X is a Wii U-exclusive Xenoblade title that takes places on the planet of Mira, where some of humanity flees to following the destruction of Earth by alien warfare. The player character, who suffers from amnesia after being rescued from their escape pod, becomes a member of BLADE and joins the mission to defend their new world against the Ganglion coalition — and explores their environment walking in their mechs.

Players can customize their character’s gender, voice, build and facial features at any point in the game. Just like Mondstadt serves as the hub world of Genshin Impact, New Los Angeles serves as the hub world for Xenoblade Chronicles X. Completing quests, most of which are divided into story quests, grants players experience points, elevating their stats and class.

Cristina Alexander is a freelance writer for IGN. To paraphrase Calvin Harris, she wears her love for Sonic the Hedgehog on her sleeve like a big deal. Follow her on Twitter @SonicPrincess15.

Guide: Zelda: Tears Of The Kingdom: Where Does It Fit In The Zelda Timeline?

A Lon Lon time ago…

Never mind Ganon, anyone who has ever been brave enough to look will tell you that the true Dark Beast of the Zelda franchise is its timeline. Up until Skyward Sword, many of us were happy enough to form our own theories about how the games slotted together, or just play blissfully unaware of the intricacies of how one flowed into the next. Then the Hyrule Historia came along in 2011 and shook everything up.

Instead of one cohesive timeline, this official tie-in book suggests that there are in fact three separate strands to keep track of after the events of Ocarina of Time — ‘The Hero is Defeated’ and ‘The Hero is Triumphant (Child and Adult eras)’. And this doesn’t account for any of the games that release after Skyward Sword, so we have only been able to speculate on where the likes of Breath of the Wild and Tears of the Kingdom slot into the mix. Simply put, it gets really complicated, really fast.

Read the full article on nintendolife.com

Guide: Best Nintendo Switch DLC

Downloadable loving care.

Updated with Xenoblade Chronicles 3 Expansion Pass (Future Redeemed). Enjoy!


There was a time, long ago, when games were done when they hit retail shelves. But we’re in the 21st century now, and more often than not, additional post-launch content is released months after a developer’s main game is complete, enriching the experience.

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Poll: Box Art Brawl: Duel – The Legend Of Zelda: Phantom Hourglass

The other boat one.

Welcome back to another edition of Box Art Brawl!

Before we dive into this week’s face-off, let’s quickly recap what happened last time when we asked you to pick a favourite design between the two regional cover art options for Beyond Good and Evil. This was a slightly closer-fought contest than we have seen in recent weeks, but the European cover ultimately came out on top with 59% of the vote, while North America took 41%.

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Video: Extended Gameplay Of Warhammer’s New Retro FPS Boltgun, Out Next Week

Get ready to obliterate the daemons of Chaos.

If you’re eager for more 90s-style FPS experiences similar to Doom and Quake, one to be on the lookout for next week is Warhammer 40,000: Boltgun.

It was announced for the Switch and multiple other platforms last June, and offers up a “hardcore, sprite-based experience” in the boots of a Space Marine. It’s arriving on 23rd May and ahead of the Switch eShop launch, Focus Entertainment and Auroch Digital have released some new extended gameplay footage.

Read the full article on nintendolife.com