Final Fantasy 16’s combat director, Ryota Suzuki, described how one of his past works,Marvel vs. Capcom 2, had inspired part of its gameplay. There is less than a month beforeFinal Fantasy 16launches on PS5, and fans have been getting plenty of information regarding the game up to its launch. This includes extensive previews of the game, with many videos being put out from fans and critics. One thing that many have agreed upon is the comparisons about its combat, especially with it being directed by former Capcom employee Ryota Suzuki.

Suzuki’s past works at the rival company includes high-octane action titles such asMarvel vs. Capcom 2,Devil May Cry 4,Dragon’s Dogma, andDevil May Cry 5, just to name a few. Many have commented on how this game’s combat is how similar to these action games. Videos have made it evident thatFinal Fantasy 16’s combat is similar toDevil May Cry 5in particular, with the most prominent connection being how the wolf companion Torgal shares elements withDMC5’s Shadow. Despite these being the most obvious similarities, the combat director also states thatMarvel vs. Capcom 2inspiredFF16’s gameplay.

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In an interview with Game Informer, Suzuki shares thatMarvel vs. Capcom 2’s team assist systemwas implemented intoFF16. The former game’s assist system allowed players call upon one of their two partners into battle and as a result, forces the main character being unable to act for a brief period while the assistant lends their support. According to Suzuki this element not only helped create a sense of being in a one-on-one fight, but also allowed multiple people to battle each other to create a wild combat system.

This sytem helped bring Torgal to life, Clive’s wolf companion inFinal Fantasy 16, as players can give him commands and fight enemies alongside him. Suzuki states this also helped create engaging battles with the player having their full attention on the screen. He also notes howFF16’s special moves were inspired by thesuper moves that were seen inMarvel vs. Capcom 2, where if certain commands are timed just right, they’ll unlock access to even more special moves in the same vein as fighting game combos.

Fans are still quite split onFinal Fantasy 16’s shift in to action-based gameplay; some find it to be a poor fit and wish for a return to traditional turn-based affairs, while others are more accepting of this new direction. Still, with many different combat scenarios present, as the various Eikons will be fought offering a wide array of gameplay styles, it is clear that a lot of effort went into the game’s battle mechanics.