March Climber
Member
Hiroshi Takai(Director):
3) FF 10
2) FF 6
1) FF 5
He considers 6 the peak of their 2D works and he was involved as a designer in FF 5.
Kazutoyo Maehiro(Creative Director):
3) FF 12
2) FF Tactics
1) FF 5
He is sad that FF tactics is not playable on modern systems and wants it to be one day, like the FF pixel remaster collection.
Ryota Suzuki(Combat Director):
3) FF 5
2) FF 10
1) FF 3 (was his first FF game as a kid)
He was captivated by the story of FF 10 and they hope that 16 can give the same feeling of wanting to know what's next whenever you put the controller down.
3) FF 10
2) FF 6
1) FF 5
He considers 6 the peak of their 2D works and he was involved as a designer in FF 5.
Kazutoyo Maehiro(Creative Director):
3) FF 12
2) FF Tactics
1) FF 5
He is sad that FF tactics is not playable on modern systems and wants it to be one day, like the FF pixel remaster collection.
Ryota Suzuki(Combat Director):
3) FF 5
2) FF 10
1) FF 3 (was his first FF game as a kid)
He was captivated by the story of FF 10 and they hope that 16 can give the same feeling of wanting to know what's next whenever you put the controller down.
All 3 say that 16 is influenced by 5 in some ways, in story and in combat options.
Edit: More rankings from Yoshi-P, Minagawa, and Koji and more thanks to

The rest of the teams favourites:
Yoshi-P:
3) FF7
2) FF3
1) FF1
Minagawa:
3) FF12
2) FF5
1) FF3
Koji:
3) FF14
2) FF11
1) FF5
You can read their explanations in the article:
Like Yoshi-P has said, it depends on which ones you grew up with and those will be your most nostalgic/biggest influence. The V bias though because Hiroshi Takai worked on it, lool. If you're curious how 16 is influenced by 5, it's in the Summon ability system they have. They talk about it a lot in interviews.
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