Q: The framerate for the Platinum Demo is a little lower than expected. Will these be improved or adjusted for the full release?
A: We plan on doing more improvements as we head into its full release. We’ve introduced an experimental dynamic resolution to the Platnium Demo, and it is at full-resolution at its upper limit. The demo’s purpose is to show off a part of the world rather than its framerate. For now, we’ve been able to introduce a technical inspection regarding the resolution. Again, the demo was made to be the exact specs for the PS4 and Xbox One, but the full version will have it optimized for each system.
Q: Were there any titles that inspired you into making it into an open-world title?
A: We’ve been inspired by all Western open world-type AAA titles, but the base of the inspiration behind traveling seamlessly in the world comes from The Legend of Zelda: Ocarina of Time. That’s the best one.
Q: More on the flying Regalia.
A: The Regalia’s flying model is made possible through customizing once you get pretty far into the game, so there’s some playthrough elements there. While there are some places that can only be reached while using it, you won’t need to customize it as part of the story. There are two aims for the flying model. One is “I want to fly using the car that I’ve been journeying with” and “incorporating the thrilling sense of landing an aircraft.” It’s easy to lift off, but you might find yourself in trouble if you don’t land properly. There won’t be any other flying vehicles other than Regalia. I think it’s much better to have the Regalia that you’ve been traveling with go flying rather than to simply throw in an airship just because it’s Final Fantasy.
Q: Any means of operation for the PS4’s Touchpad?
A: We have special plans regarding the DualShock 4, but these have not been implemented.
Q: What about anything for VR?
A: We are interested in VR, and we’ve done all kinds of different tests and such since over a year ago. If anything makes us say “this can work” then we’ll think about offering it. As far as VR goes, rather than making it a limited experience, we’re thinking of having it be a new kind of experience.
Q: Will a PC version be released?
A: If we had plans for a PC release, then we’d want to release it as closely as possible to the console versions. However, since we didn’t have any plans for it, there won’t be one releasing closely to the PC version. When we develop and research in the DirectX 11 generation, all the work goes into the console version. After release, we plan to do some research on a PC version while considering higher specs.
Q: Are there any plans on making the Final Fantasy XV universe as a base for Final Fantasy XVI?
A: None. It’ll only be for Final Fantasy XV.
Q: What about spinoffs or other titles that are part of the same world?
A: One of Final Fantasy XV’s goals is to have as many people possible to try it out. Should there be content that could help with that, then it may be possible. We’ve put everything into consideration that can be done to optimize and make Final Fantasy XV into something better.
Q: What about the Japanese version’s voice cast for Kingsglaive?
A: We have quite a luxurious lineup. There are some very influential voice figures in charge.
Q: What about any plans for DLC?
A: There are plans. The objective is to make Final Fantasy XV‘s play last longer, even if it’s by a little more. There will be free DLCs, and considering that production does have its costs, there will be some paid ones, too. Since the content [for the DLC] is undetermined, we’ve yet to formally announce it. We’re thinking about having something for those who’ll purchase and enjoy Final Fantasy XV for a long time. Additional scenario is also being considered.
Edited by Tails