
The Rising Tide, the second and final expansion for Final Fantasy 16, is set to feature some of the game's most challenging combat scenarios. That's according to DLC director (and a lead combat designer for the base game) Takeo Kujiraoka, who, in an interview with Push Square, told us that the addition of DLC has allowed the development team to push the title's combat system.
"Final Fantasy 16 is the first time the series has adopted this kind of action gameplay. So, to make sure that long-standing fans of the series would be able to reach the end of the game, we intentionally balanced the difficulty to be more moderate for the main game," Kujiraoka explains. Indeed, if you're familiar and fairly skilled with action games, Final Fantasy 16 probably won't prove to be a huge challenge on its default difficulty.
But Kujiraoka and his team were apparently well aware of this. He continues: "The combat team – myself included – were worried that it was a little too easy, but when we saw how players who weren’t too confident with action games were still having fun and completing the game, we felt like it was probably the right approach."
The director was also clued in on players who craved a sterner challenge: "Having said that, we could also see feedback on livestreams and social media from players who wanted battles that they could really sink their teeth into. Since the underlying combat system in Final Fantasy 16 was created as a robust action game, we had the foundation in place to create high-difficulty battles – and there are new challenges you can only create at high difficulty."
"I thought that these challenges would be accepted if they were in the DLC and decided to increase the baseline difficulty of the DLC’s combat," Kujiraoka reveals.
"I was relieved to see that this was well-received in Echoes of the Fallen," he comments. Echoes of the Fallen is Final Fantasy 16's first expansion, and it does demand more precise gameplay from players, especially with its utterly mad final boss.
Kujiraoka concludes: "We’ve used the same baseline to balance The Rising Tide, so I hope players enjoy the combat in this chapter of DLC as well!"
So there you have it, The Rising Tide is probably going to be provide the kind of endgame challenge that some players have wanted from the start. The DLC's out later this week, and for the record, we'll be reviewing it — so we'll let you know how it goes.
You can read our full interview with Kujiraoka-san through the link.
Are you looking forward to The Rising Tide? Get practicing those combos in the comments section below.
Comments 21
Going to be hard to top the boss from the last DLC. I can't wait.
But will it be more difficult than Aerith randomly having to face those 3 pyros in the Corel fighting pitt? (thank you, elemental materia)
Jokes aside, really looking forward to this, I greatly enjoy 16’s combat.
@Cloud39472 hugs. We can leave it behind 😂
Looking forward to it.
Good! I love challenges in FF16
This is excellent news. Final Fantasy mode felt like the way the game was intended to be played, it’s just such a fun combat system when it’s balanced properly.
@Nei I just did that yday.
It's an absolute troll of a fight.
I went into it completely unprepared, raged for a bit, then I remembered Cloud had the level 2 Elemental materia...
I'm very excited for it.
We also have the endgame to look forward to which is essentially FF16's own Bloody Palace so there's gonna be more to do!
Well it’s too late now. Already quit playing this halfway through because I’ve played Kirby games more challenging than this.
“Follow the marker and keep tapping square” should be the official strategy guide.
The main issue I have with a lot of "more challenging" DLC such as this one, is that I finished the game so long ago that picking it up again now to play this I'd need to basically relearn how to play. It's not like we're just replaying a single player game over and over again.
Same thing happened with Doom Eternal's DLC, I just got my butt kicked sideways trying that.
Looking forward to this - FFXVI was my first final fantasy, and I loved it. Combat was way too shallow, and I don't think the story ever capitalised on its enormous potential it laid out in its prologue, but I still thoroughly enjoyed the game. Will definitely be playing this DLC when I've finished playing the resi 4 remake
@JB_Whiting FF16 is an easy pick up and play, I can't see myself needing to relearn the controls because they're simple whereas DMC 5 you have Dante's billion weapons to relearn.
I thought the difficulty was perfect.
I don't get the fixation with very difficult games. That's what higher difficulties are for. Normal story playthrough should always be accessible.
@Nem Agreed. Options should be available for everyone to play how they want. Especially as gamers age and reflexes weren't quiet what they were, not to mention accessibility for all players. I'm glad people are able to enjoy difficult games but why limit only those players? Having said that, I doubt this is going to be as hard as some rouge-lite game but more options is always better, at least to me.
@Nem If a game wasn't challenging it wouldn't be fun. It would be very boring as that would not encourage players to try different abilities, try different loadouts, try to actually learn the enemy's movesets. Like look at Dragon's Dogma 2 once you get to around rank 30, you're destroying most of the enemies without much effort. I don't care to change anything about my loadout unless it's a new weapon and that's it because I'm killing every mob I see in one or two hits.
@Nepp67 That is not a call you can make for every player. Some people like to roflstomp enemies and feel powerful with increased stats and are happy enjoying the story.
But, more importantly different players have different skill levels. It's impossible to make one size fits all. Which is why it's best to start easy and have difficulty options for those wanting a bigger challenge.
@Nem No I can't make it a call for every player but considering that the majority of players in both FF16 and Dragon's Dogma 2 are pointing out the difficulty is too easy(And even CBU 3 calls it out that they made FF16 too easy) in their games shows that the most players like a challenging experience and that an easy experience will make it boring.
@Nepp67 That is also a statement you can't make. Sorry, don't mean to antagonise you but that is just what a minority of vocal players is saying. The companies have the actual metrics.
Also, my position was to have difficulty levels, not to just have easy. I know FFXVI has difficulty levels. Dunno about DD2.
All we want is a L3 Toggle for Clives Sprint 🏃♂️ 😅 come on Yoshi, let Clive runnnnn!!!
@Nem The Souls series started this trend of challenging games at normal difficulties. I'm with you, give me more story and quests with a balanced normal difficulty.
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