Famitsu: Yoshida Shadowbringers Lore Interview (1/2)

Message From AkhMorning

As part of our vision for future content on AkhMorning we are looking to expand our horizons with coverage of various overseas media to bridge together the information between regions and to help enhance the global understanding and appreciation of FFXIV.

This article is our twelfth translation article of overseas interviews. It is unofficial and all rights to the source images, assets and written content belong to Famitsu and SQUARE ENIX CO., LTD. respectively.

Due to the controversy that has arisen with the mistranslations that had appeared on other platforms, we have taken extra care to go over the source to ensure not only does it retain the fidelity to Yoshida’s sentiments, but for the lore to be correct to FFXIV. As such, these interviews have taken longer to put together, and we hope that you enjoy them even more.

For ease of legibility with the article’s length, the source media has been omitted but can be found in the official article link below.

If you have any feedback, please contact us at feedback@akhmorning.com.

It is with great pleasure we bring to you our translation of:

FFXIV Producer And Director Naoki Yoshida Reveals The Naked Truth And Secret Stories Behind Shadowbringers (Part 1/2)

There Was a Rejected Concept Known As “Eorzea Awoken” That Existed During The Planning Phase!

Source Article

『FF14』ネタバレ全開の『漆黒のヴィランズ』秘話を吉田P/Dが赤裸々に語る(前編)。構想時には『覚醒エオルゼア』という”ボツ案”も存在した!

Famitsu Article Staff

With the release of Patch 5.55 on May 25th, 2021, Final Fantasy XIV (henceforth referred to as “FFXIV”) has put all the cards on the table leading the main scenario into the next expansion, Endwalker. Even though Shadowbringers, a story praised worldwide, and its subsequent wrap up stories were resolved for this expansion, the excitement and wonder gained from the journey are, needless to say, something that all players already know by now.

So, what kind of process did the team go through when creating Shadowbringers’ themes? How were ideas conceived for what is considered the best story in the history of FFXIV? Will we ever learn the truth behind various mysteries that remain unresolved even today, such as Emet Selch’s “real thoughts” behind his disappointment over the Warrior of Light’s gradual transformation into a Sin Eater, as well as what words Thancred mouthed after his final confrontation against General Ran’jit, and so on?

Famitsu made a request to the producer and director of FFXIV, Naoki Yoshida with the hope that he’ll bring those answers to light. In addition to looking back at everything that has happened up till now, Famitsu also managed to get Yoshida to share all these stories that were hidden behind the scenes.

Do note that a portion of the information was already published in the physical version of Famitsu magazine on the 26th of August. This is the full version of an already posted interview and is divided into two sections with the second part scheduled to be posted in the future.

Before we begin with the information, there are things to note. As already explained at the beginning, this interview article will contain full blown Shadowbringers spoilers. Players who haven’t reached Shadowbringers will risk getting spoiled and have their enjoyment of the content ruined, so it is advised that you proceed with caution.

Also, this article refers to the main story quest that occurred specifically in Shadowbringers Patch 5.0, Stories revolving around the First, and those that took place between Patch 4.4 to Patch 5.3 will be referred to as the “Shadowbringers arc”. The Shadowbringers story referred to in this article does not cover any story taking place after restoring the night sky to Norvandt, so be careful.

Throughout this article, there will be references to two different Minfillias, so in order to avoid confusion, the article will refer to Minfillia, leader of the Scions, adopted by F’lhaminn, as “Ascilia,” while the Minfillia from the First, the Oracle of Light, will be referred to as “Ryne.” Halfway through the article there will be segments where their names will be used despite not having said their name up to that point. Please keep that in mind as you’re reading.

Constructing the Story In Order to “Reveal 80% of the World’s Mysteries”

Famitsu
Famitsu

The main scenario for Shadowbringers has that dynamic feel, as if each character’s behavior is completely natural and as if they’re living people, going beyond the author’s will, which I think was one of the reasons why this story has been so well received by players all over the world.

Yoshida-san, I’d like to know at what point during the development stage did you get the feeling that this is going to work?

Naoki Yoshida
Naoki Yoshida

We create our expansion with the thought of “This will work!” so to answer that question is difficult. (laughs bitterly)

Famitsu
Famitsu

I understand how that feels. (laughs)

Naoki Yoshida
Naoki Yoshida

So to give an answer to that question…

For Shadowbringers, we began story development by deciding to reveal 80% of the world’s mysteries, from the original version of FFXIV all the way up to Stormblood. What gave me a sense of satisfaction was seeing how beautifully connected the various pieces of the stories are as development went on.

On top of having answers popping up one after another, they were all satisfying. As new information is presented to you, the game moves quickly onto the next plot point, making it even more difficult to stop playing than ever before because I was so eager to find out what happens next.

Even when looking at this as a player, I think we were able to bring out the vibe of entering into the story’s finale. That probably was the point where I got the feeling, “Yes, this works!” and thought this could be it. If you were to ask about when that happened, I think it was right before the start of the Media Tour (which happened May 2019 in both Europe and the US).

I did have a fair amount of confidence even before then, but by actually doing a variety of checks on the game, I was able to actually see its form… or something like that.

Famitsu
Famitsu

So at that point, you’d managed to go through the main scenario in what would be close to its complete form.

Naoki Yoshida
Naoki Yoshida

That’s right. That was when I played through it for the first time.

Famitsu
Famitsu

I replayed Shadowbringers prior to conducting this interview, and there were several scenes that I’ve enjoyed even more knowing the story that comes after.

The first scene where the Warrior of Light is exploring under the Crystal Tower, an object with the Garland Ironworks logo in hand, and then is suddenly transported to the First is a perfect way to begin the expansion.

I’ve further noticed that there is a lot of foreshadowing leading up to this during the early parts of the story. Was this created with the aim of having players replay the game eventually using the “New Game+” system?

Naoki Yoshida
Naoki Yoshida

We did not create this with New Game+ in mind.

We have always kept our work direction consistent, but I think we were able to create foreshadowing well in some places as the story development process gradually became more sophisticated. However, as mentioned earlier, we decided to “reveal 80% of the world’s mysteries” in Shadowbringers, so it was easy to present the answers, and since there was no need to include hints or anything, it made the scenario so much easier to take in, don’t you think?

Famitsu
Famitsu

Indeed, although the story content is really dense, it remains really easy to understand.

Naoki Yoshida
Naoki Yoshida

As you further explore the First’s history, you also learn of an event taking place on the Source where a certain percentage of the population lost their lives due to Black Rose.

Wars broke out due to those remaining struggling to survive, unable to find even food. This hastens progress towards the Eighth Calamity. In order to prevent this, Cid and his successors spend around 200 years after that event occurs to unravel the mysteries behind the wings of time and Omega’s interdimensional travel, and attempt to change the course of history through utilizing energy from Crystal Tower…

This is the event that created the story’s premise , however I don’t feel we can continue to reveal the world’s secrets in the same manner, as it wouldn’t present clear enough answers. It’s because we made the decision to reveal 80% of the story’s mysteries that we were able to increase the amount of story parts we could show to the players.

For example, since we wanted to give Ardbert’s adventure proper closure, we managed to properly depict his journey and its resolution in great detail.

If we muddle through the latter part or refrain from revealing the final outcome of that story, we inevitably won’t be able to convey everything about the story in depth.

To tell the truth, the above mentioned scene with the Warrior of Light holding the machine with Garlond Ironworks’ crest carved on it was actually a nice idea from our scenario writer Ishikawa (Natsuko Ishikawa, the Lead Story Designer), and it made us able to reveal what we had foreshadowed earlier in the story.

Famitsu
Famitsu

Which means?

Naoki Yoshida
Naoki Yoshida

If you remember, in the Crystal Tower series’ final scene, Nero threw his small counter device off the cliff, yes?

After Nero left, the device seemed to detect something, but in fact it reacted to the machine the Warrior of Light picked up during Shadowbringers, and functioned as the coordinates for summoning the Warrior of Light. Granted, at the time we hadn’t planned for that to happen, and originally the device detection was done just in case we decided to create a new raid dungeon that would revolve around later on.

We had an idea to design a dungeon called “The Forbidden Land of Eureka” beneath the cliff. So to anticipate that, we decided to create that plot point where that device was responding to that location. But then, as you know by now, the Forbidden Land of Eureka ended up becoming side content of its own.

Famitsu
Famitsu

I’m surprised that there was a backstory behind this.

Naoki Yoshida
Naoki Yoshida

Considering the Forbidden Land, Eureka, which draws its origins from “FFIII,” was actually not a dungeon, but functioned as a kind of shop (※1), during the planning stage it was then clear to us that we couldn’t proceed with the idea. As such, we decided to cut out the name “Eureka” from the rest of the content. This resulted in whatever that happened in the Nero scene being left as inconclusive, and we were able to come up with a solution for it to be “a response to a machine similar to that cogwheel”.

In that sense, the scene that happened at the beginning of the story was also the answer to the question that was left within us.

※ 1: FFIII’s version of The Forbidden Land,Eureka was a dungeon with many mini-bosses. However, the main objective was to unlock the jobs “Ninja” and “Sage,” as well as obtain powerful weapons before entering the Crystal Tower. The deepest floor of Eureka allowed players to purchase Crystal armor as well as magic such as Flare and Holy.

The measuring device that was thrown off the cliff by Nero, emitting a noise indicating that it has measured something.
The measuring device that was thrown off the cliff by Nero, emitting a noise indicating that it has measured something.
Famitsu
Famitsu

Indeed, there definitely are players who would speculate around that.

Naoki Yoshida
Naoki Yoshida

If I were to find any comments that say “don’t tell me the machine that Nero threw away was THAT machine!?” I’d probably think “Ah, there are players who think that way!” (laughs)

Anyway, there wasn’t anything in particular we paid special attention to when we created New Game+. Instead, it was made with the intention to find something new when playing the story for the second time. But I do think it is important for players to go “Ahh, so that was the reason why this happened!” since there are players who would want to replay the story again. I mean, I’m also a person who would reread my favourite mystery novel several times.

So there’s definitely players who would do the same with Shadowbringers, which is why I wanted those players to experience that amazement that made them go “Wow, so it’s possible for the game to express concepts utilizing such amazing mechanics?!” and “I didn’t know this game was made with that much attention to detail!”.

Like what happened in this case, we’re aware that not every detail was conceived at that time, and it wasn’t all about revealing what was foreshadowed. However, the best thing about continuing to develop the game is being able to revisit what we’d done before and make use of it.

I would be even happier if the game experiences, including surprises that we bring to the table, serve as an impetus for players to pursue a career in the game industry.

Fondly Remembered Character Cameos In Endwalker

Famitsu
Famitsu

It looks like in order to remember that feeling of amazement players once had, it’d be nice if players could review the main scenario quest one more time before the release of Endwalker on November 23rd.

Naoki Yoshida
Naoki Yoshida

On that, there was a slight mistake in translation nuance in one of the answers I’ve given to the foreign media not that long ago.

I actually did not recommend any particular scenarios nor did I tell the players to replay the story all the way from “A Realm Reborn” to “Shadowbringers”.

While yes I’d definitely be happy if players could go through and replay the main scenario from start to finish if they have time, since this will generally be difficult for most people, what I mentioned was actually “go back and replay your favorite parts of the story from Heavensward, Stormblood and so on.”

Famitsu
Famitsu

What was the reason behind the answer?

Naoki Yoshida
Naoki Yoshida

Endwalker won’t just conclude the Hydaelyn-Zodiark arc, but is also the “first saga’s conclusion” in the entirety of FFXIV. For that reason, you will see a lot of familiar faces make a cameo appearance. Thus, if you replay your favorite parts of the story, you are likely to enjoy the game even more.

Aside from the main scenario, players who still have remaining job quests or class quests may want to play through them beforehand as doing so may provide an even more enjoyable experience.

This was what I told the foreign media, but when I tried to parse the article through machine translation, the nuance ended up being different than intended, and it was already published online. (laughs bitterly)

Famitsu
Famitsu

So there might be important parts to the story that players may have missed even in content unrelated to the main story quests, such as side quests and so on.

Naoki Yoshida
Naoki Yoshida

This bears repeating, but FFXIV does not end with Endwalker.

However, I do think that the more a player immerses themselves into FFXIV’s world, the more opportunities they will have to smile at small details they uncover.

Since our Warriors of Light have been adventuring for quite a long time, some players’ memories may have faded. Therefore, if they can revisit their favorite parts of the story when they have spare time, I think that may provide some extra enjoyment to the players.

Famitsu
Famitsu

From what we have heard up to this point, it sounds like not only will Endwalker be the end to the Hydaelyn-Zodiark saga, but it also seems that the team has invested much more effort into the expansion compared to previous ones?

Naoki Yoshida
Naoki Yoshida

That’s correct.

Because it’s sad to hear people commenting on how the climax of previous stories was more hyped up than this. (laughs)

Due to the confidence we gained from Shadowbringers, I already have faith in some of the aspects players will see in Endwalker. It’s going to be a story players will struggle to keep away from, so I’d like everyone to look forward to it.

Of course, I’m also thinking about what we will create after Endwalker, so I believe players won’t feel sad even after reaching the latter half of the game.

Famitsu
Famitsu

It’s exciting to know that Shadowbringers wasn’t merely an extension of the story.

Naoki Yoshida
Naoki Yoshida

However, we’re talking about the end of days that not even the Ancients could do anything about.

Do note that it’s definitely not going to be an easy thing to overcome, so please take this to heart.

Famitsu
Famitsu

Would it be fair to say story-related difficulties that Yoshida-san and the rest of the development staff have undergone thus far, as well as other experiences gained along the way were put into good use when working on Endwalker?

Naoki Yoshida
Naoki Yoshida

I wouldn’t go so far as to say they were difficulties. (laughs)

Either way, I don’t think this is going to be an easy, straightforward project.

Just because we received high praise from Shadowbringers doesn’t mean that we can do anything but create the same thing again, so Endwalker was created with that mindset, so please look forward to it.

The Reason Behind Fully Revealing the Ascians’ Story And Their Agony.

Famitsu
Famitsu

Before, we discussed “revealing 80% of the entire world’s mysteries,” so regarding the remaining 20% of the mysteries that remain, did you actually list them up and scrutinise it closely when you were developing Shadowbringers?

Naoki Yoshida
Naoki Yoshida

No. We didn’t specifically make any lists about it.

While we can’t divulge anything further on that, I did directly instruct them to not make certain parts clear just yet. Such as “don’t make this part, or this part, and that part clear yet,” and so on.

As for other elements than the ones I’ve personally instructed that were disclosed, they were counted as revealing 80% of the mysteries in its entirety, so it should roughly be fine.

Famitsu
Famitsu

So only several points were withheld from the public.

Naoki Yoshida
Naoki Yoshida

I basically left a message telling them “we are not going to make a decisive conclusion on these specified elements yet, so let’s hold off on working on the story surrounding that.”

On the other hand, I did specify examples, for instance that it’s okay to reveal information about Hydaelyn and Zodiark being Primals.

Famitsu
Famitsu

I figured information about Ascians should naturally be kept under wraps as well, but almost their entire story was revealed in Shadowbringers.

As they are immortal, unlike regular humans, they must continue on while holding onto the bonds they have with their compatriots whom they need to save.

Was it decided from the very beginning that this would be portrayed in the main scenario quest?

Naoki Yoshida
Naoki Yoshida

That’s right.

Until Stormblood kicked off, information about Ascians, FFXIV’s best known villains, and their existence was only vague at best. We knew the mysteries surrounding them would have to be revealed eventually, but up until Shadowbringers we didn’t have enough time and space to tell their story, so we decided to keep it in the dark at that moment. In their place, we brought to life more surface-level enemies Warriors of Light would need to fight instead.

The Garlean Empire is a great example of the aforementioned. It’s a commonly used writing technique, but we created scenes where the Warrior of Light loses to Zenos in order to give players a sense of familiarity to him.

On the other hand, Shadowbringers took the story in the direction of fighting the world’s mysteries.Doing so allowed us to place Ascians in a position previously occupied by Gaius, Thordan, and Zenos… in that order.

As such, I felt that until we give Ascians, who up until this point had been these obscure figures without much of a presence or proper depiction, players wouldn’t be able to enjoy the story to the fullest, which is why it ended up becoming one of Shadowbringers’ main themes.

Famitsu
Famitsu

And we strongly felt that clarity of depiction as we played through the story.

Naoki Yoshida
Naoki Yoshida

Even in this case, in order to avoid giving players the impression that Emet-Selch, a key character in Shadowbringers, is just “an unclear character who appears for no apparent reason,” we needed to create a proper connection that links him with the player’s adventure, as well as the other characters that appear in the story.

If we don’t do so, the story would lack necessary immersion.iWe paid close attention to that part and had Emet-Selch appear during the final segment in patch 4.4 for this purpose. I do believe that everyone had a very different impression of him when he first appeared…

Famitsu
Famitsu

I remember well that my impression was “Great, here comes another eccentric one,” when he appeared as the first Emperor of the Garlemald Empire. (laughs)

I definitely didn’t expect him to become such a memorable figure.

Naoki Yoshida
Naoki Yoshida

Players thought “Ascians up to this point have all acted like him, so is he going to be another person who would talk about things we don’t really understand at all?” wouldn’t you agree? (laughs bitterly)

The first appearance of Emet-Selch in Patch 4.4. His unique way of telling a story gave many players the impression that he's a shady character.
The first appearance of Emet-Selch in Patch 4.4. His unique way of telling a story gave many players the impression that he's a shady character.

Ishikawa, The Scenario Writer Who Elevated The Story From “The World of Mysteries” To “The One Who Inherits The Soul”

Famitsu
Famitsu

During the interview we had with you prior to the release of Shadowbringers, I remember you mentioned that the underlying theme of this expansion would center around “the one who inherits the soul.” After playing the game with that knowledge in mind, it is true that one can feel that theme utilised in various situations.

I think now would be the right time to ask this question, but I would like to learn more about the meaning behind the theme “the one who inherits the soul” and what you hoped to accomplish.

Naoki Yoshida
Naoki Yoshida

Rather than me, this theme was chosen by Ishikawa who was in charge of writing the story.

In fact, I didn’t mention anything about using this as the underlying theme.

Famitsu
Famitsu

So Ishikawa-san was the one who decided this.

Naoki Yoshida
Naoki Yoshida

Yes.

I remember when she discussed it with me, she said “The underlying theme that I found within myself was ‘the one who inherits the soul’ so I’d appreciate it if you could review the story with this idea in mind.” That was the first time I’d heard that phrase.

Although it’s better to ask her for more details about it, I believe she created that theme after being directed to “reveal 80% of the world’s mysteries,” and likely established her own personal theme which is “People are here today precisely because they’re connected to each other.”

I heard at some point that Ishikawa wrote “this is the story of a hero who saves the world” in her own notebook. I believe it’s thanks to Ishikawa-san creating that theme within herself and seeing it through that her writing around the theme, “Become as one through actions that the Warrior of Light has taken up to this point,” that she managed to connect G’raha Tia, Omega, and Alexander with each other. Ishikawa also hoped for the reappearance of G’raha Tia.

Famitsu
Famitsu

Thanks to that, it really became a story that touches the hearts of players all over the world.

Naoki Yoshida
Naoki Yoshida

I believe it was thanks to her best efforts to express the theme through the story that made the players feel the same way.

Writers’ ability was one thing, but it was also an incredible effort from the development team working with the writing team to turn it into a game experience.

Furthermore, I believe that it is because of everyone’s adventures in FFXIV up until that point in the story that they can feel so strongly about the story elements like “the path we’ve taken,” as well as “those who inherit.”

Famitsu
Famitsu

Roughly when did that exchange take place?

Naoki Yoshida
Naoki Yoshida

We divide any given expansion’s scenarios into multiple parts called “Acts.”

An expansion’s full story would be equivalent to about 6 acts. Most of the time, I’d check on Act 1 to Act 3 at once, then review Act 4 and beyond during my second check.

So that exchange probably happened when I conducted my first review of the story, I think.

By the way, Endwalker is around up to 7 acts of content…

Famitsu
Famitsu

The underlying theme of “the one who inherits the soul” is not limited to “Shadowbringers” but also seems to be a theme for “A Realm Reborn,” “Heavensward,” and “Stormblood” as well.

Naoki Yoshida
Naoki Yoshida

I think that’s why it felt even more emotional to the players.

Famitsu
Famitsu

Listening to what you just said allowed me to realise once again how wonderful the story was.

Naoki Yoshida
Naoki Yoshida

“Yours is a long road, my friend, and it stretches on to places beyond imagining. With your every step, these grand adventures shall grow more distant and faint. And there may come a day when you forget the faces and voices of those you have met along the way. On that day, I bid you remember this…That no matter how far your journey may take you, you stand where you stand by virtue of the road you walked to get there. For in times of hardship, when you fear you cannot go on.. The joy you have known, the pain you have felt, the prayers you have whispered and answered – they shall ever be your strength and your comfort. This I hope – I believe, here at memory’s end”…

This narration from the final scene of Patch 5.3 where the Warrior of Light ran towards the Crystal Tower really symbolised everything.

Famitsu
Famitsu

It was an amazing monologue. I’d like to follow up with the next question considering we’re in the flow here.

Is there anything in Shadowbringers that made you feel the story had not done enough? If so, what would it be?

Naoki Yoshida
Naoki Yoshida

Hmm… I’ve always wondered about this, but Shadowbringers is really full of “good people” all around.

Rather, there are a lot of relatable characters in the story.

Famitsu
Famitsu

Which is exactly why I thought you’d give that role to Sin Eaters.

Naoki Yoshida
Naoki Yoshida

No, that’s not it.

Many in the First see Sin Eaters as simply an enemy that must be defeated.

Warriors of Darkness fought them all over the First, and saving people was the momentum that kept the Warrior of Darkness moving ever forward. This structure felt really good to us.

However, when everyone just kept moving forward, it was hard for me to understand why Tristol, the painter dismissed by the Chai’s and ordered by Vauthry to hurl himself off Eulmore, later forgave them for their actions… This bothered me a lot and still does to this day. (laughs)

Tristol, who was exiled from Eulmore, though it was closer to being executed, had his old wounds reopened in an unexpected manner.
Tristol, who was exiled from Eulmore, though it was closer to being executed, had his old wounds reopened in an unexpected manner.
Famitsu
Famitsu

That incident happened in Amity, located on the clifftop.

Naoki Yoshida
Naoki Yoshida

Tristol gave Alphinaud his art tools as his thanks for being saved by the Warrior of Darkness from drowning. That random chance of fate led him to reunite with Chai-Nuzz.

Famitsu
Famitsu

Now that you mention this, that development really was something… despite being unsure of what to do.

Naoki Yoshida
Naoki Yoshida

For that scene, I even prepared my own line. It went something like:

“I’ll never forgive you for the rest of my life, and I never want to see your face again. However, for the sake of the person who saved me and that young man… I’ll work with you for now. But do not forget, I’m not doing this for your sake”

… or something to that effect.

Famitsu
Famitsu

The tone felt like that too.

Naoki Yoshida
Naoki Yoshida

In the scene where the Giant Talos rises up to form a bridge to Mt. Gulg, you witness the achievements that the Warrior of Light acting as the Warrior of Darkness had accumulated and gathered into one singular moment. However, I was really troubled that someone so easily forgave the people who forced him to jump from the top of Eulmore, even with the sea below to cushion his fall.

I would think to myself, “I was just an honest painter who draws pictures,” and even though Shadowbringers was really entertaining for a piece of work, that one scene itself turned out to be a prickle and it concerned me…

However, I do realise the importance of having that slight prickle here too, hmm. That experience itself made me turn it over in my mind for 2 days straight.

Famitsu
Famitsu

So what happened to the replacement text in the end?

Naoki Yoshida
Naoki Yoshida

After I shared my thoughts with the team, they decided to leave it as is.

For one it was Vauthry who directly ordered the jump, not the Chais. I think Tristol probably painted the picture in his own way, just like how Alphinaud did, and Nuzz simply did not like it.

But then again, everything about the First’s environment and situation at the time was truly terrible, and it necessitated a good look at the current, overall picture.

So, Tristol might have thought the same and that’s his character. That was how I interpreted it. I do think that it’s good for Shadowbringers to have a story flavor like that.

Yoshi P Chooses His 3 Favorite Scenes!

Famitsu
Famitsu

I would like for you to tell us your favorite scenes, ranging from the start of Shadowbringers to Patch 5.5’s main story.

You can answer it from the perspective of a player, or you could answer it as a developer of FFXIV.

Naoki Yoshida
Naoki Yoshida

In a way, I was the first player ever to play Shadowbringers, so it wasn’t easy to choose a favorite among all the scenes.

But if I have to pinpoint one while speaking as a creator here, my favorite scene… would be the scene where Urianger had a conversation with Ryne.

The scene where Thancred becomes unhappy about having to relay his resolve to Ascilia. After giving Ryne a gentle pat on the head to try and ease her distress, Urianger tells her his story, bit by bit. Certainly one of the most well-known moments in Shadowbringers.
The scene where Thancred becomes unhappy about having to relay his resolve to Ascilia. After giving Ryne a gentle pat on the head to try and ease her distress, Urianger tells her his story, bit by bit. Certainly one of the most well-known moments in Shadowbringers.
Famitsu
Famitsu

The scene that KENN-san (KENN, or Kenichirou Oohashi, the voice actor of Urianger and Wedge) acted live during Digital Fan Festival 2021, I take it.

Naoki Yoshida
Naoki Yoshida

It was the scene where Urianger relayed his own thoughts out loud for the first time.

Since he’s a person with sharp senses, he probably knew that the Warrior of Light and Thancred were nearby. Nevertheless, I was really happy from the bottom of my heart to be able to prepare a moment for Urianger to speak his thoughts so directly, and that really displayed his character growth.

After all, Urianger has been a character full of questionable and shady decision-making ever since the Meteor Project from Legacy FFXIV. (laughs bitterly)