How Marvel Vs. The Battle of FFXVI Inspired by Capcom 2

When discussing Final Fantasy XVI’s combat or seeing how it’s played, it’s hard not to think of other action fighting games, such as Capcom’s. Demons can cry series. And if its combat system reminds you of DMC, it could be due to FFXVI’s combat director Ryota Suzuki, who helped design the combat systems in Devil May Cry 4 and Devil May Cry 5. But. he also worked on Marvel vs. capcom 2.
While it’s hard to miss the DMC inspirations of FFXVI’s battle, Suzuki told me that Marvel Vs. Capcom 2 also inspired several FFXVI systems.

Final Fantasy XVI combat director Ryota Suzuki
Final Fantasy XVI combat director Ryota Suzuki
“There really is something from Marvel Vs. Capcom 2 that we took and put in Final Fantasy XVI, and it’s, as you may or may not know, in Marvel Vs. In Capcom 2, we have a Support system where you can command your partner in battle,” Suzuki said. “And by implementing that system, we were able to create the feeling of not just one-on-one but many people fighting at the same time to create this very frenetic combat system.
“We brought some of that knowledge into creating the system with Torgal [Clive’s companion dog that can be commanded in battle to do different things] and can command the pet when you are alone but still work together.”
He and the team at Capcom created that Support system 22 years ago. In it, you command a partner in battle. Doing so creates a period of time during which the protagonist is unable to act. He said Creative Business Unit III didn’t want to do that in FFXVI, so it removed that aspect of the Support system.

“[That way]when the player gives that command, the player will be able to continue the action, thus creating more frenzied fighting styles that both partners [Torgal] and players can still play and participate in battle even though commands have been given.”
On top of that, Suzuki notes that FFXVI’s battle-specific actions are inspired by Marvel Vs. So does Capcom 2. When you properly time certain commands, it unlocks, in real time, even more special movement patterns, something players have experienced with combos in Marvel Vs. Capcom 2 will feel a bit familiar.
“[These special moves] is one of the things we want to do soon […] that’s not necessary, but players, if they’re skilled, should be able to overcome those basics.”
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