"Translating traditional summon abilities into player actions, and allowing for the real-time swapping and chaining of these abilities in battle has allowed us to create a system that not only looks great, but feels really good to play."
In order to take the series in a new direction, rather than build off old battle systems, director Hiroshi Takai and battle director Ryota Suzuki made real-time action their focus," Yoshida explains. , however, is a completely new game with a completely different concept. " would not exist without the original, and those original systems ultimately influenced what Remake became. On that note, Final Fantasy 7 Remake has been widely praised for balancing depth and nuance with speed and excitement, Yoshida says that Final Fantasy 16 will play somewhat differently. This has been a trend in the series since it moved away from turn-based combat, with even Final Fantasy 7 Remake embracing action-based combat. One way or another, it seems like it will be at least somewhat similar to Final Fantasy 15, which also featured AI-controlled party members.
Final Fantasy 16's Combat Will 'Translate Summons Into Player Actions' Yoshida said fans will have "wait and see" regarding whether the pup will eventually play a role in the combat, promising more info on parties soon. While Yoshida wouldn't confirm one way or another, one of those party members could include Torgal, the wolf-pup from the original trailer.