Final Fantasy XVI: The Possibility Of More DLC ‘Is Not Zero,’ But You Really Shouldn’t Expect More

While speaking to Final Fantasy XVI producer Naoki Yoshida in Square Enix’s Tokyo, Japan, offices last year for Game Informer’s cover story on the game, he told me there was currently no plans for DLC. However, a few months after the game’s June release during The Game Awards 2023, Square Enix revealed FFXVI would be getting two DLCs

The first – Echoes of the Fallen – was a combat-centric DLC released that same night. The second – The Rising Tide – is a more expansive, story-focused DLC about the Leviathan Eikon curiously missing from the main game. While we still don’t know when to expect The Rising Tide other than this spring, I spoke to Yoshida and DLC director Takeo Kujiraoka about what players can expect and more, and you can read about that in my preview here

[embedded content]

I also asked the duo if the team, known as Creative Business Unit III within Square Enix, is interested in more DLC for FFXVI. After all, the reason Echoes of the Fallen and The Rising Tide exist is because “[after] seeing that positive reception, the positive comments from fans, towards the world of Final Fantasy XVI, towards Valisthea, we felt that this may be a good opportunity” to revisit the game, Yoshida tells me. 

While Yoshida won’t say never, leaving the door just ever-so-slightly open, players probably shouldn’t expect more DLC for FFXVI. 

Final Fantasy XVI: The Possibility Of More DLC ‘Is Not Zero,’ But You Really Shouldn’t Expect More

Ifrit versus Leviathan

“That’s a difficult question,” Yoshida tells me through a translator when I ask about more DLC. “My honest answer is, ‘I don’t know at the moment,’ but at the same time, the possibility isn’t entirely zero. I don’t want to bar out any real possibilities at this time. The reason being is that we did spend a lot of effort […] and time creating this game […] and we put a lot of cutting edge technology into this game.

“And because of that, we were able to gain a lot of experience, a lot of learnings, that we can possibly apply to our next project or title. So my honest feeling is that the team does want to take on a new challenge and move on to a different project – maybe it’s a completely new game, perhaps in a completely new form of entertainment. I feel like ultimately, that might be the best route for not just the players, but for us as well, too. But again, to reiterate, the possibility of more DLC content for Final Fantasy XVI is not zero.” 

[embedded content]

And there you have it. As a big fan of Final Fantasy XVI – you can read my Game Informer review of it here – I’d love another reason to revisit this world. I’d take more DLC, a sequel, or even a movie tie-in a la Final Fantasy VII: Advent Children, to be honest. But my takeaway from this interview is the team is ready to move on, and I can also respect that. 

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. 


Do you want more Final Fantasy XVI DLC? Let us know in the comments below!

The Legend Of Zelda: Majora’s Mask Part 7 | Super Replay

The Legend Of Zelda: Majora’s Mask Part 7 | Super Replay

After The Legend of Zelda: Ocarina of Time reinvented the series in 3D and became its new gold standard, Nintendo followed up with a surreal sequel in Majora’s Mask. Set two months after the events of Ocarina, Link finds himself transported to an alternate version of Hyrule called Termina and must prevent a very angry moon from crashing into the Earth over the course of three constantly repeating days. Majora’s Mask’s unique structure and bizarre tone have earned it legions of passionate defenders and detractors, and one long-time Zelda fan is going to experience it for the first time to see where he lands on that spectrum.

Join Marcus Stewart and Kyle Hilliard today and each Friday on Twitch at 2 p.m. CT as they gradually work their way through the entire game until Termina is saved. Archived episodes will be uploaded each Saturday on our second YouTube channel Game Informer Shows, which you can watch both above and by clicking the links below. 

Part 1 – Plenty of Time
Part 2 – The Bear
Part 3 – Deku Ball Z
Part 4 – Pig Out
Part 5 – The Was a Bad Choice!
Part 6 – Ray Darmani

[embedded content]

If you enjoy our livestreams but haven’t subscribed to our Twitch channel, know that doing so not only gives you notifications and access to special emotes. You’ll also be granted entry to the official Game Informer Discord channel, where our welcoming community members, moderators, and staff gather to talk games, entertainment, food, and organize hangouts! Be sure to also follow our second YouTube channel, Game Informer Shows, to watch other Replay episodes as well as Twitch archives of GI Live and more. 

Hugging Face is launching an open robotics project

Hugging Face, the startup behind the popular open source machine learning codebase and ChatGPT rival Hugging Chat, is venturing into new territory with the launch of an open robotics project. The ambitious expansion was announced by former Tesla staff scientist Remi Cadene in a post on…

Akira Toriyama, Creator Of Dragon Ball, Has Passed Away

Akira Toriyama, Creator Of Dragon Ball, Has Passed Away

Famed manga artist and Dragon Ball creator Akira Toriyama has passed away. He was 68.

The news was broken early this morning in a public letter by Toriyama’s manga studio, Bird Studio. Bird revealed in a letter posted on the official Dragon Ball X account that Toriyama died on March 1 of acute subdural hematoma. A private funeral service was held, and the studio has asked fans to respect the privacy of Toriyama’s family. You can read the full letter below.

Dear Friends 

We are deeply saddened to inform you that Manga creator Akira Toriyama passed away on March 1st due to subdural hematoma. He was in age of 68.

It’s our deep regret that he still had several works in the middle of creation with great enthusiasm. Also, he would have many more things to achieve.

However, he has left many manga titles and works of art to this world. Thanks to the support of so many people around the world, he has been able to continues his creative activities for over 45 years. We hope that Akira Toriyama’s unique world of creation continues to be loved by everyone for a long time to come.

We inform you this sad news, with gratefulness for your kindness during his lifetime.

Funeral service was held with his family and very few relatives. Following his wishes for tranquility, we respectfully inform you that we would not accept flowers, condolences gifts, visiting, offerings and others. Also, we ask you to refrain from conducting interviews with his family.

Future plan for commemorate gathering is not decided, we will let you know when it’s confirmed.We deeply thank you for your understanding and support as always.

Akira Toriyama was born in 1955 and became a manga artist at 23. Primarily known for his works in Weekly Shōnen Jump for works such as Dr. Slump, his biggest claim to fame would be Dragon Ball. First published in 1983, Dragon Ball would explode into a cultural phenomenon, spawning a massively popular multimedia franchise with multiple manga volumes, a successful long-running anime, several films, and a litany of merchandise. Dragon Ball has become one of the most influential mangas of all time and would also become a massive fixture in video games, with dozens of titles across a variety of platforms. 

Upcoming games based on Toryiama’s work include Dragon Ball: Sparking Zero, the next entry in the Budakai Tenkaichi series, and Sand Land, an action RPG launching on April 26 based on his 2000 manga. 

Toryiama would also lend his distinct art style to video games such as the Dragon Quest series, Chrono Trigger, and Blue Dragon. Six years ago, Game Informer editors current and former got together to talk about Toriyama’s influence on the game industry. You can watch that video here.

Game Informer extends its condolences to Toriyama’s family and loved ones.

Son and Bone Preview – Dinosaur, meet shotgun – Game Informer

Sometimes, a great idea can come from a simple premise. That’s how Son and Bone, the next game from TeamKill Media, the studio behind last year’s Quantum Error, came to be: a first-person shooter where you kill dinosaurs. Inspired by the dormant Turok series, TeamKill’s lead developer Micah Jones remarks about a joke the studio’s fans have made since the reveal of its dinosaur shooter at the top of the year. “They say, ‘If other game companies won’t do it, these developers will,’” Jones says, explaining that everyone on the team is a big fan of the Turok series.

After watching roughly 10 minutes of new Son and Bone gameplay, the Turok inspiration is clear, but so are its fast-paced arcade roots. “We like tactical, realistic stuff, but in this scenario, we were definitely seeking to be what you’d call a boomer shooter today, something more arcade-y and focused on chaotic gameplay.” That’s why I saw the kind of stuff the Doom series popularized: floating neon ammo and weapon pickups, gory execution kills activated by clicking R3 when an enemy flashes orange, the kind of movement that feels as if your field-of-view is cranked high, and plenty of blood. In a game where the premise is about killing dinosaurs, the boomer shooter gameplay feels like a perfect fit.

Son and Bone Preview – Dinosaur, meet shotgun – Game Informer

At the start of the game, Sheriff Samson is protecting a small town, but some bad things happen: bandits kill some people and take others hostage, and he goes after them. What transpires afterward involves aliens, their survival gauntlet featuring dinosaurs, other humans, and more created to see which DNA to use to create the perfect life form, and different worlds and timelines. Samson is modified with dinosaur DNA, which is why he has super strength and other inhuman abilities, and cares less about surviving this alien gauntlet and more about returning to Earth safely with the kidnapped people.

Jones says players can expect to fight mostly dinosaurs, but there are also human enemies, human-hybrid-dinosaur foes, and more. In my preview, I saw hostile alligators, snakes, raptors, and a passive brachiosaurus (that will turn hostile if you attack it). Players can expect t-rex enemies and other dinosaur classics like the spitting dilophosaurus that paints the screen with black effects and the spiky ankylosaurus. Players will have to handle Turok-style platforming over wooden docks, rocks jutting out of the ground, traps, and more. A laser lasso that acts as a grappling hook aims to make movement even more dynamic in combat and when platforming.

Son and Bone, like TeamKill’s other games, is visually impressive, and Jones says the team aims to look triple-A in that regard. But he also notes that as a team of four based in Montana – TeamKill was started in 2016 by four Jones brothers and remains that today – sometimes that can backfire. At an indie scale, mechanically, it’s hard to compete with multimillion-dollar first-person shooters like Call of Duty and Doom.

“We like the challenge, but it is hard, and we can’t do everything a big company can do,” Jones says, explaining how TeamKill’s visual style also ends up getting its games lumped into comparisons with triple-A releases. “We’re definitely going to try to meet that level every time, even if we’re small. Since [Son and Bone] is a smaller, more focused game, it should be easier to deliver a very polished triple-A quality of feel and gameplay since it won’t have all these massively complicated mechanics.

“It’s all a learning experience, and I like to look towards triple-A as a goal. If we fall short, we’re small and we learn from that.”

The dinosaur shooting will hopefully continue sooner rather than later as TeamKill is targeting a summer or fall release window for Son and Bone.


This article originally appeared in Issue 364 of Game Informer.

Final Fantasy XVI: The Rising Tide Preview – DLC dose of Leviathan – Game Informer

Final Fantasy XVI, the latest wholly new single-player installment in one of gaming’s most storied franchises, is nearing its first anniversary this June. After the surprise release of its Echoes of the Fallen DLC, which focused Clive and Co.’s efforts on combat in a single dungeon, Square Enix is readying its final announced batch of FFXVI content with The Rising Tide DLC. Announced at The Game Awards back in December alongside the reveal and shadow drop of Echoes of the Fallen, The Rising Tide features Leviathan, the water Eikon mysteriously absent from the main game’s events.

While that reveal trailer promises some watery Eikonic action in the DLC, which takes place before the finale of FFXVI, little else is known about it. But Game Informer spoke to FFXVI producer Naoki Yoshida and DLC director Takeo Kujiraoka to learn more. The first thing I asked the duo about the DLC is why Leviathan was left out of the game. It turns out Square Enix was playing smart and leaving something on the table for the team to examine with potential DLC.

“In terms of making the decision of creating and selling a DLC, we had to wait until the game was actually released,” Yoshida tells me through a translator, explaining Square Enix wanted to see if demand for more FFXVI was there. “That being said, we actually did think of a possible route, a possible story, that we could do if we were to do one.”

Final Fantasy XVI: The Rising Tide Preview – DLC dose of Leviathan – Game Informer

That’s why, in the base game, the route to the tower where Echoes of the Fallen takes place was present from the jump. Fans have speculated that a mysterious head-shaped crystal stuck into the side of a continent in FFXVI might be Leviathan or at least related to the god – that remains unclear, but if so, it shows another example of Square Enix creating doors for it to open with DLC such as The Rising Tide.

With it taking place before the game’s finale, I was curious if Clive obtaining Leviathan powers would affect the ending. Yoshida says it won’t and that the ending will remain as is. However, “You will get a deeper understanding of how the world of Valisthea is and how the characters are in Final Fantasy XVI,” he adds, stopping short to prevent himself from spoiling too much.

Anyone who’s played FFXVI knows the Eikon fights are the highlight of the experience, which means Clive’s forthcoming bout with Leviathan carries some lofty expectations. Kujiraoaka, who led design on the Eikon battles in the base game, says he understands that but approached Leviathan like any other: “[ensuring] that we were moving these Eikons in the way that players envision and imagine.”

“In terms of what players can expect for this battle, when you look back at past Final Fantasy titles, there actually aren’t many cases where you see Leviathan moving around crazy and in a real-time action battle system,” Kujiraoaka says.

With the Phoenix Eikon fight reminiscent of third-person on-rail shooters and the Ifrit fight in spired by professional wrestling, I wondered how Kujiraoaka would describe Leviathan’s inspiration. He plays coy, explaining there isn’t one word or genre to describe it. “One thing I can say is that there’s going to be a lot of water involved – visually, graphically, there’s going to be a lot of attacks made from Levithan and that comes with a lot of water. It’s going to look really different from past Eikon battles, and that’s one thing that players can look forward to.”

Unlike Echoes of the Fallen, which runs about three hours, this Leviathan DLC features around 10 hours of content, and I can’t wait. The Rising Tide DLC for FFXVI has no release date but is due out this spring.


This article originally appeared in Issue 364 of Game Informer.