Final Fantasy XV’s Wild Secret Dungeon Was Designed By One Man

If, like me, your favorite partial of Final Fantasy XV was a mind-boggling Pitioss Ruins, here is a fun fact: It was designed by one person, according to executive Hajime Tabata.

Speaking with me in Seattle during PAX West final weekend, Tabata pronounced he was astounded when we told him that we desired a Pitioss Ruins, a puzzle-platforming cave that feels like zero else in Final Fantasy XV. “You’re a small bit opposite from others for fondness that dungeon,” he said, vocalization by a translator. Then he laughed. “I couldn’t transparent it.”


To pattern a Pitioss Ruins—which was creatively dictated to be a some-more customary endgame dungeon—Tabata recruited an artist named Nakamura, who had formerly worked on textures for Final Fantasy XV. “The approach he thinks is usually so unique, that he has his possess world, so to speak,” Tabata said. “We felt like that final cave would be good if it was something unexpected… And so we authorised that man to run giveaway with his ideas and emanate a cave as he liked.”

To illustrate a inlet of Nakamura’s weird creativity, Tabata explained that when they were creatively brainstorming concepts for a serve Ramuh, Nakamura had a singular suggestion. First you’d see a set of clouds, and afterwards they’d mangle open, and Ramuh’s face would start forward from a sky and make a approach toward you. “We weren’t certain how he’d finish adult attacking, if that’s how he appeared,” Tabata said. “Ultimately we didn’t go with that idea, obviously, and we have Ramuh as he is now. But that’s how impassioned [Nakamura’s] creativity was.”

While personification by a Pitioss Ruins, that is usually permitted once you’ve finished a game, we have to govern accurate platforming jumps and solve some formidable puzzles. There’s no combat, and in fact your 3 celebration members stay outward while we go by a dungeon. Noctis has to hoop it all by himself, that creates for some pleasing moments as we burst by dark and evasion dangerous obstacles that can’t be found anywhere else in a game. Not everybody loves it—Final Fantasy XV’s controls were not accurately designed for platforming—but I found it incredible.


At one point, however, Tabata and his group roughly done it normal. “There were discussions about aligning a instruction of a cave with some of a others in a game,” he said. “That said, when we unequivocally consider behind on Final Fantasy, it’s never been totalled by one angle or one direction, so to speak. There’s been a accumulation of approaches and methods. And that’s how a creators have always worked together to rise a series. And so eventually they usually motionless that this competence be another kind of charity within a diversion itself. And it usually competence be alright.”

When we asked, Tabata shot down that one bonkers speculation about Pitioss Ruins’ story, adding that there are aspects of Final Fantasy XV’s credentials science that will be explained in destiny downloadable content. He was amused when we told him they should supplement some-more platformer dungeons to a game. “I’m relieved to hear that we favourite a dungeon,” Tabata said.

Kudos, Nakamura. Congratulations on conceptualizing my favorite partial of Final Fantasy XV.

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