Final Fantasy XVI PC Version In ‘Final Stages Of Optimization,’ Expect A Demo Before Release

Final Fantasy XVI PC Version In ‘Final Stages Of Optimization,’ Expect A Demo Before Release

Final Fantasy XVI exclusively hit PlayStation 5 last June. However, Square Enix had already revealed a PC version of the action game was in development. When I spoke to producer Naoki Yoshida about it in Square Enix’s Tokyo, Japan, offices for Game Informer’s FFXVI cover story last year, he said players shouldn’t expect the PC version anytime soon

With FFXVI’s first DLC, Echoes of the Fallen, already out, and its second DLC, The Rising Tide, due out this spring, I spoke to Yoshida once more about the PC version. I also talked to him and DLC director Takeo Kujiraoka about The Rising Tide and what players can expect, and you can read Game Informer’s exclusive preview here

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While Yoshida is unable to share when the PC version of FFXVI will be released, he says the team is in the last stages of optimization. 

“In terms of where we are in development currently, we’re trying to figure out the final stages of optimization right now,” Yoshida tells me through a translator. “When we can release the PC version might be dependent on that – the system requirements and specifications for PC that players will need, so we’re trying to figure that out. Naturally, [the PC specifications] are looking to be somewhat high.”

He says players can rest assured, though, that development on the PC version of FFXVI is going smoothly, but, “In terms of when it’s going to come out or when we can announce it, I’d like to ask for more time on that.” 

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Yoshida tells me before FFXVI releases on PC, the team will do its best to announce the best specifications and requirements ahead of time so players can determine if the game will run on their PCs. 

“And to do that, we’re looking to release a demo for the PC version as well,” he adds. “Again, we can’t really talk about too much in terms of details of when it’s going to come out – I think in a little bit more time we’ll be in a better place to announce things. But one thing’s for sure: It won’t be too distant in the future; it won’t be a year, it won’t be two years, it will probably be shorter than that, so stay tuned.” 

For plenty more about the game, head to Game Informer’s Final Fantasy XVI coverage hub for exclusive behind-the-scenes features, video interviews, and more. Read Game Informer’s Final Fantasy XVI review after that.  


Are you going to play Final Fantasy XVI on PC? Let us know in the comments below!

MultiVersus Is Back In Action This May

MultiVersus Is Back In Action This May

MultiVersus, the Warner Bros. free-to-play crossover platform fighter, makes its big comeback on May 28. The game has been rebuilt and returns almost a year after its open beta was taken offline.

Player First Games game director Tony Huynh explains in a developer diary that MultiVersus has been remade from the ground up in Unreal Engine 5, meaning it sports improved visuals and lighting. It also has a totally revamped netcode to provide what Huynh promises will be consistent online performance regardless of platform.

Every existing fighter sports new attacks and combat mechanics, and Huynh promises that new fighters are on the way. Additionally, new stages were teased with concept art depicting arenas based on The Powerpuff Girls’ Townsville and Dexter’s Laboratory.

Lastly, Huynh reveals a brand-new PvE mode is coming to the game. He doesn’t go into detail, only teasing it will offer “additional ways of playing with unique rewards.” 

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MultiVersus was first launched in open beta last May and pits characters across Warner Bros. stable of IPs, such as DC, Looney Tunes, and even Game of Thrones, in a tag-team-focused twist of Super Smash Bros. inspired combat. The game was initially quite popular and generally well-liked. Writer Bryan Vore gave the game’s beta incarnation an 8 out of 10 in our review, writing that “Living games have the potential to go in frustrating directions, but MultiVersus has a strong foundation. If it can meaningfully roll out content and smooth out its rough edges, this could become a new crossover obsession for years to come.” 

Unfortunately, months of infrequent updates and lack of communication following the game’s second season saw engagement decline. Player First Games pulled MultiVersus from stores to address these criticisms. When the game returns, it will be available on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC.


Are you looking forward to jumping back into the new and improved MultiVersus? Let us know in the comments!

Final Fantasy XVI: Lessons Learned, Clive’s Reception, Loose Ends, And More With Naoki Yoshida

Final Fantasy XVI exclusively hit PlayStation 5 last June, and as its one-year anniversary approaches in just a few months, with a second DLC out this spring centered around the Leviathan Eikon called The Rising Tide, I spoke to producer Naoki Yoshida and DLC director Takeo Kujiraoka about the game’s reception, Clive Rosfield as a protagonist, loose ends, and more. 

You can read my exclusive preview of The Rising Tide DLC here, and I’ve got a story about how you shouldn’t expect more DLC here and another about the lastest update to the PC version’s development here, too. Below, however, is my retrospective discussion about Final Fantasy XVI with Yoshida and Kujiraoka. 

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Looking Back At Final Fantasy XVI, Nine Months Later

Game Informer’s Wesley LeBlanc: How do you feel about Clive as a protagonist? I ask because I think he’s quickly climbed the ranks of Final Fantasy protagonists for fans – people love Clive! Did you expect him to land in the Final Fantasy community as well as he did?

Naoki Yoshida: First and foremost, when we saw the reception and comments from fans about Clive as a character and a person, some people actually saw themselves as Clive. And seeing that kind of reception as the development team, we were extremely happy. 

While writing the story for Final Fantasy XVI, we wanted to make it about Clive Rosfield […] and his life. We wanted to make sure that we depict the beginning to end of his life and story. And it’s not just the story – there’s also how we battles, how he talks with people, Clive jumping around, and also, Clive being free. So if you take all of that and compile it together, looking back at it, I think 80 percent of the development resources were spent on Clive. So obviously, for us as the development team, we really love him. 

But at the same time, we were a bit concerned with how he looked toward the beginning because he’s not really the flashiest; he has a rather darker tone of clothing because he’s supposed to blend in with an assassination team, and he does a dirty job, too. We wanted that reflected in the visuals of how he looked. We felt like it would probably be a 50-50 chance of him being popular with the fans or not. But it turns out, the fans do like him so that’s really great to see. 

Final Fantasy XVI: Lessons Learned, Clive’s Reception, Loose Ends, And More With Naoki Yoshida

Naoki Yoshida

Game Informer: What’s the biggest lesson learned from developing Final Fantasy XVI?

Yoshida: The biggest learning experience the team got was that for Final Fantasy XVI, the PlayStation 5 was the first console release for it. And because of that, we had the opportunity to create the game with top quality graphics and not just for the world, but the characters, the environment, everything was top notch. What that meant was we had to think and make sure we were maintaining that high quality while reaching milestones on time. We didn’t want to drag on development for too long, so we wanted to make sure we weren’t being too slow with development. And to maintain that balance, we were kind of in the dark in the beginning because we didn’t have prior experience with the PS5 platform before. 

We were able to take Final Fantasy XVI to the finish line in the end, but getting there was, not a constant – not a struggle – but a constant battle of trying to maintain the high quality and the development timeline at the same time. So in essence, it was a challenge; it was very difficult to deal with during development, but it was also fun – the experience of dealing with the cutting-edge and new technology of the PS5.  

As a director, I think that’s something that can be taken to our next project. It’s not really something we learned because of it being a mainline Final Fantasy game or because it was an action game – it was really more to do with the technology and how big the scale of the title was. 

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Takeo Kujiraoka: As you know, this applies for both the DLC and the main game [and as Yoshida mentioned earlier], there were a lot of areas we were kind of in the dark, in a process of figuring out a lot of things. As it went on, each of the development team members were able to coordinate communication with each other closely and we did our best to ensure that we delivered the highest quality possible. So being able to do that in such a short span of time, I think was a great learning experience for us. 

Separate from that, I have a bit more of a personal opinion as a game designer [Editor’s Note: Kujiraoka led development on the Eikon battles throughout the base game]. In a lot of ways, it was kind of outlandish [because we were able to] spend a lot of costs and resources on Final Fantasy XVI that would be unimaginable for any other normal video game title. I was able to go all out with that. In a kind of sentiment of what I mentioned earlier, [I learned a lot] in terms of how to make our development efficient and speed up the process while maintaining quality. That’s obviously very useful positive insight that I can utilize for our next project. 

There’s also the reception and reaction we received from the fans doing something so big and outlandish [in battles]. I think those kinds of things are definitely something that can be fed into our next project.

Takeo Kujiraoka

Game Informer: If The Rising Tide is presumably the last piece of Final Fantasy XVI content players can expect, how do you both feel about the game coming to a close? Are there any loose ends you wanted to address but couldn’t? 

Yoshida: During development of Final Fantasy XVI, there were a lot of challenges the development team took on [to develop] the newest mainline title of Final Fantasy. Naturally, that came with a lot of, I don’t want to say “struggles,” but there were some difficult times during development. There were some elements we weren’t too sure of, but after release, we saw that many people played the game, fortunately. Like you mentioned earlier, a lot of fans from the community love Clive Rosfield as well, and the reception of the game went really well. So, as a team, I feel that we kind of did what we can and I think we are content with what we achieved. 

We are keen to take our learnings and the experience we got from developing Final Fantasy XVI to the new title, the new project that we will create as Creative Business Unit III. I think there are going to be Creative Business Unit III tastes inherited into that next project as well. We want our players to look forward to our new projects. 

Kujiraoka: I want to echo what Yoshida mentioned. With Final Fantasy XVI, we took upon ourselves a lot of new challenges for this title. To name a few, we had to make sure that every element of the game meshed well with the scenario and the narrative; it was going to be the first full-action game [in the mainline Final Fantasy series]; and there’s going to be a lot of Eikons that move around in a way that hasn’t been depicted in past Final Fantasy games. Everything was new for us. 

It’s been almost a year since the full release of the game and we are aware of comments from players mentioning what they felt Final Fantasy XVI was lacking in certain areas. While I agree with those sentiments, at the same time, I think that it’s very meaningful for me and for the team that we got to experience and create this game together and really put our say out into the world and receive all these positive sentiments as well from our players. 

For those who experienced Final Fantasy XVI and enjoyed it, I want to extend my sincere gratitude to them. I am looking forward to taking what I learned from Final Fantasy XVI and contributing to our next project. 


For plenty more about the game, head to Game Informer’s Final Fantasy XVI coverage hub for exclusive behind-the-scenes features, video interviews, and more. Read Game Informer’s Final Fantasy XVI review after that.  

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Do Freelance Web Designers Need a Side Hustle?

Taking your freelance web design career to the next level is challenging. Going from getting by to living comfortably is equal parts hard work and good strategy.

Why do you need both to succeed? Well, you could be up to your elbows in projects. But that’s no guarantee of more revenue. Plus, being crazy-busy isn’t sustainable. You’re more likely to burn out than rise to the top.

Planning can help. Take the initiative to assess your career and determine the best path upward. The answer depends on how far you want to go. Your skills and strengths also play a role.

Some designers (myself included) have turned to side hustles to increase earnings. For me, writing has been the best path. Others might sell web-related products or do occasional sub-contractor work. There are plenty of opportunities for the talented and technically-minded.

The trouble is that side hustles can get out of hand. And they’re starting to feel like a necessity in today’s marketplace.

As such, let’s look at the good, the bad, and the ugly of reaching beyond web design. Do you need a side hustle? Perhaps what follows will help you find the answer.

Why Web Design Isn’t Always Enough

Working with clients can be rewarding. And you can make a good living out of it. However, not every freelancer will be able to achieve this.

Realistically speaking, you need access to well-paying projects. Doing so often means competing with agencies. They may have more resources and clout. Some big clients may be hesitant to work with solo freelancers.

If you can’t book top-level gigs, what are you left with? Quiet often, you’ll work with small and medium-sized clients. There’s nothing wrong with this. But it may limit your ability to grow.

You can try to make more money by volume or raising prices. That makes sense on the surface. More projects equals more money – as do higher prices. But there comes a point when the returns are diminishing.

The other possibility is to hire help. That could be another freelancer or a traditional employee. This allows you to take on more work. But it also requires more investment than some of us can make.

That’s why we may look elsewhere for a boost.

Do Freelance Web Designers Need a Side Hustle?

The Benefits of a Side Hustle

There are a lot of things to like about having a side hustle. First and foremost, they offer a way to make money. You could launch yourself into a higher income level.

The cash you earn might be a difference-maker in your life. Think of the bills you could pay off. Or the savings you could build.

There’s also a chance to add more variety to your workflow. You won’t be stuck doing the same tasks ad nauseam.

For example, writing has helped get my creative juices flowing. It’s a different way to express myself. I don’t feel the same pressure or frustration that project work brings. Overall, the practice serves as a mental reset. And it also adds a little bit extra in my pocket.

Not all side hustles provide this sense of peace. However, they do offer a trip outside of your daily routine. Even better, it may allow you to pursue your passion.

A side hustle can provide extra income and creative opportunities.

Searching for the Right Opportunity

Side hustles come in many flavors. They could be something you do on your own – like marketing a product or service. Or you may work for someone else.

Figuring out what you want to do is the first challenge. Perhaps there’s a gig that’s a natural extension of your primary job.

For instance, maybe you’re adept at writing code. You might parlay those skills into developing a WordPress plugin. If you’re great at troubleshooting, a part-time support role may be your thing.

What if that’s not the case? Well, think about what brings you joy. There might be a way to leverage it into something profitable.

Create content around a favorite subject. A bit of ad revenue from a blog or podcast can come in handy.

The idea is to think about what you want to do. Also, consider what you hope to accomplish. From there, look for opportunities to help you get there.

Passion projects, like podcasts, are a popular type of side hustle.

There Can Be Drawbacks, Too

None of this is to say that side hustles are perfect. You could get stuck in an unfulfilling situation. Or end up with a commitment you can’t handle.

In some cases, there may be a negative impact on your web design business. Anything that harms your ability to do your “day job” may not be worthwhile.

That leads us to the management portion of things. The ability to manage your time is crucial. You’ll need this skill to complete tasks.

Those launching a new product or service will carry a lot of responsibility. You may be doubling the amount of business-related tasks you’re currently doing. Client management, invoicing, and support commitments will all increase.

There’s also a financial reality to consider. You may not start with the desired compensation. It may take years to reach a comfort level. Are you willing to be patient?

Be careful when selecting a side hustle. You may become overwhelmed with extra work.

Tips for Making the Most of Your Side Hustle

The ideal side hustle will be different for everyone. Still, there are common threads about finding and managing them.

Here are a few tips for getting the most out of the experience:

Start Small and Simple

When starting a side hustle, keep things simple. Look for opportunities that require minimal commitment. In some cases, you may be able to work on a temporary trial basis.

It’s a chance to ease into what you’re doing. Meanwhile, you’ll lessen the risk of becoming overwhelmed. That betters your chances of long-term success.

You can always increase your workload in the future. But it’s best to wait until you’ve found a comfort level.

Define What Success Means to You

Before signing up for a side hustle, define your expectations. That creates a goal to work toward. And you’ll be able to ensure you’re on the right path.

Consider both your desired time commitment and level of compensation. Again, it’s OK to start small in these areas. But have an ultimate goal in mind.

Perhaps you want to put away a bit of money each month. Or you want enough to pay for a vacation. It’s all about finding what makes you happy.

Think about what it will take to get there. Then, you can develop a strategy to achieve it.

Think about the Long Term Impact

A side hustle isn’t just about the here and now. There can be long-term consequences as well. You’ll want to think about them beforehand.

For example, how might it impact your web design business? Could it impede your ability to book new projects? Could it even take over as your primary gig?

There are a myriad of ways this could affect you. Therefore, ask yourself these questions. Consider the benefits and drawbacks of what a side hustle means.

Of course, none of us can predict the future. Sometimes, you’ll need to feel your way through situations as they arise.

You can think about potential scenarios, though. Doing so will help you prepare for them.

Plan ahead and set goals for your side hustle.

Side Hustles May Be the New Normal for Freelancers

Sustaining a full-time freelance lifestyle isn’t easy. There are only so many projects available. Recruiting new clients takes precious time. That makes moving up even more difficult.

That’s what makes a side hustle an attractive option. It’s a chance to pick up recurring revenue. Gaining extra income you can count on is a difference-maker for many of us.

We can use them to make ends meet – and accomplish other goals we’re working toward. The right opportunity can play an important role.

Is a side hustle right for you? Think about where you are in your journey – and where you want to be. It might be the answer you’ve been looking for.

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