Yoko Taro: “So today, we have the TWO of Yosuke Saito and Yoko Taro for a 14 (FF14) program, so that means you have the numbers 2 plus 14 to make 16!”
Yosuke Saito: “16?! No way, 16?”
Yoko Taro: “We’re changing today’s program for a special!”
Naoki Yoshida: “Hold on, hold on!”
Yosuke Saito: “I heard there’s a new trailer.”
Naoki Yoshida: “No, there isn’t!”
Yoko Taro: “And gameplay.”
Naoki Yoshida: “No, no, no, please wait. This program is about 14, but we indeed announced Final Fantasy 16. However, I want to wait until 2021 to release more info so that we can focus on its development, or so I thought, but I’m getting this ‘What the hell are you doing?’ vibe here from Yoko Taro here [laughs]. Anyway, it doesn’t even have a teaser website right now, but we’ll have one sometime around the end of October. I’m thinking about launching the teaser site and releasing a bit of info surrounding the characters and world. Then after that, I want to focus on development.”
Yosuke Saito: “That’s unforgivable.”
Naoki Yoshida: “What do you mean, unforgivable? [laughs]. But we did put some work into it. How do I put it, for this trailer, I wanted to avoid going with something incredibly rendered then showing the logo, like bam. I wanted to show in-game material moving in real-time as much as possible. However, we were running a bit tight on time, and we hardly did any optimizing or fine-tuning, so it was a little problematic. Especially these days since we tend to compare with other recent releases. However, if we went with a rendered trailer… then it’s like ‘I’ll see you guys in 2035!’. I’ve actually seen those comments coming from America [laughs]. For now, I wanted to show something moving (in-real time). I mean, this trailer didn’t show any of the game’s selling points, so we’ll have something the next time after giving it some more work.”