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How Final Fantasy XVI respects the series’ past and embraces the future

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Developing a new numbered Final Fantasy game is a balancing act. Players have expectations of what they’ll encounter but still crave elements that change up and build upon established series traditions. But even those have to start somewhere: many elements commonly associated with Final Fantasy as a whole–Chocobos, Moogles, summons, and beloved job classes and abilities–were, at one point, completely alien to the series. Finding a delicate balance between tradition and innovation is always challenging, especially so with Final Fantasy XVI, the first numbered game in the long-running series to fully eschew menu-driven battles in favor of real-time combat. 

From Active Time Battle to fighting in real-time

Elements of action gameplay have evolved in Final Fantasy over time, beginning with the implementation of the “Active Time Battle” system in Final Fantasy IV. This upped the pressure on players by forcing them to respond quickly and consider the order in which enemies and allies would be able to act. Waffling on crucial decisions could prove costly, as foes would continue their onslaught no matter how long it took you to input your commands. (If you want to check out the genesis of Active Time Battle, you can play the Final Fantasy IV-VI Pixel Remasters now available on PlayStation.)

Final Fantasy IV (left) and Final Fantasy XII (right) 

Active Time Battle would serve as the mechanical basis for most numbered Final Fantasy games going forward, with the positioning-driven open-field combat of Final Fantasy XII and the dynamic, on-the-fly role-swapping battles of the Final Fantasy XIII saga building on many of the concepts ATB solidified. Final Fantasy XV moved many of the typical menu commands to face buttons, shifting combat in a decidedly action-focused direction. 

Final Fantasy XV (left) and Final Fantasy VII Remake (right) 

Even with this gradual evolution, many modern Final Fantasy games, notably the Final Fantasy VII Remake series, still use some hybrid of menu- and action-driven gameplay. FFXVI going full-on action-RPG surprised many hardcore fans, who wondered how this may impact the “essence” of Final Fantasy. To talk about developing FFXVI to evolve the franchise while satisfying existing fans, we sat down with producer Naoki Yoshida and director Hiroshi Takai to dive deeper into their process. 

Action and drama make for great stories

Yoshida’s love for Final Fantasy blossomed from the very beginning of the series. “Final Fantasy I was an important gaming experience for me,” he says. “I bought it on launch day, and I remember how confused I was when I booted it up and there was no title screen. Then you leave town and cross the bridge, and up comes the Final Fantasy logo! I was blown away that a video game could feel so cinematic, and that’s

Discover how Japanese culture inspired the upcoming party-brawler PixelJunk Scrappers Deluxe

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Hello everyone, I’m Yasuyoshi Yamamura, Art Director at Q-Games. Today I have some development insights to share with you to celebrate the upcoming release of our frantic party-brawler, PixelJunk Scrappers Deluxe.

Yasuyoshi Yamamura, Art Director at Q-Games

Since the launch of the very first PixelJunk game on PS3 in 2007, PlayStation has been the spiritual home of the series. From PixelJunk Shooter to Monsters, Racers to Eden; PlayStation players have always supported our goal to explore cool genre mixes and new mechanics. We’re excited to be making a return later this year as PixelJunk Scrappers Deluxe prepares to punch in on PlayStation 4 and PlayStation 5.

Land of the rising fun

Set within a post-apocalyptic world where robots rule and garbage is overflowing, players control a team of robot Scrappers and brawl through the streets of Junktown to clear as much trash as possible. I enjoy drawing robots as a personal hobby, so when one of our game directors had the idea for a game about robot garbage collectors, I was desperate to get started.

Clean up the streets of Junktown as a trash collecting robot

Q-Games has been making games in Kyoto for 23 years and we often take subconscious inspiration from the world around us. But this time, we chose to deliberately bring the game to life using elements of Japanese culture that mean a lot to us. 

Stages are spread across five areas of Junktown, with the first four taking inspiration from real locations in Japan. When it came to art direction, I made the decision to take an authentic look at Japan… and then turn it on its head.

Idol animation

Haruhabara was inspired by the famous shopping district of Akihabara mixed with the striking fashion district Harajuku. I did a lot of research to pick out the iconic aspects that are recognisable. 

Haruhabara – inspired by ‘Electric Town’ Akihabara and fashion district Harajuku.

As well as being famous for video game and electronics stores, Akihabara is well known for its idol culture and I wanted to create enemies that fit that theme. I began sketching three members of what would become Trinity Lovers, the enemy idol group, and based their style on famous J-Pop groups like Perfume. I’ve always been a big fan of robot anime, particularly the old-school trope where things combine to become bigger robots, so we designed the boss sequence to allow the Trinity Lover idols to fuse together for the final showdown.

Trinity Lovers enemy design, from concept to final

The Trinity Lovers are of course supported by their hardcore fans, known as Otabots, who attack players by doing Otagei. This choreographed audience routine of waving neon batons in time to a musical performa

(For Southeast Asia) PlayStation Plus Game Catalog for June + New PlayStation Plus Extra and Deluxe 1st Anniversary Celebration

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A year has flown by so quickly since we rolled out our new PlayStation Plus tiered plans, ushering in new benefits to the service such as our Game Catalog and Classics Catalog, along with Game Trials for blockbuster titles. Whether you subscribe to PlayStation Plus Essential, Extra or Deluxe, it’s been great to see the positive feedback we’ve gotten from players around the world for the quality titles that we offer monthly.

Today, we’re celebrating this wonderful milestone with 10 days of activities for the PlayStation community. It’s also our way of saying thanks to players everywhere for supporting us in this new era for PlayStation Plus.

Now, here are some of the games joining the PlayStation Plus Game Catalog this week:

  • Far Cry 6 (PS4/PS5)
  • Rogue Legacy 2 (PS4/PS5)
  • Inscryption (PS4/PS5)
  • Deus Ex: Mankind Divided (PS4)
  • Killing Floor 2 (PS4)
  • Lonely Mountain: Downhill (PS4)
  • Hundred Days: Winemaking Simulator (PS4/PS5)
  • Carto (PS4)
  • Dodgeball Academia (PS4)
  • The Wild at Heart (PS4)
  • Thief (PS4)
  • MX vs ATV Legends (PS4/PS5)
  • Elex 2 (PS4/PS5)
  • Conan Exiles (PS4/PS5)

Classics Catalog:

  • Killzone: Liberation (PS4/PS5)
  • Worms (PS4/PS5)
  • Herc’s Adventures (PS4/PS5)
  • Coded Soul (PS4/PS5)

Game Trial for WWE2K23 (PS4), will also be available on June 20. 

Mid-Year Deals promotion comes to PlayStation Store 

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The Mid-Year Deals promotion comes to PlayStation Store. For a limited time*, mark the halfway point of 2023 with discounts of up to 75% on games and add-ons across multiple genres. That includes the likes of Call of Duty: Modern Warfare 2 PS5 Ultimate Edition, EA Sports FIFA 23 (PS5) and Dead Island 2 Deluxe Edition.