'Those great, beautiful ships, rocking silently on the calm waters, with their idle and wistful sails, are they not telling us in a silent language — when will we depart for happiness?'
     – Charles Baudelaire, Fusées, VIII, 1887 (personal translation).

One of the most difficult issues in fantasy studies is to define its contours and, by extension, its relationship to reality. In her seminal study, Fantasy: The literature of subversion (1981), Rosemary Jackson points out that fantasy violates the conventions and rules of our reality and: 'threatens to subvert rules and conventions taken to be normative [and] disturb "rules" of artistic representation and literature’s reproduction of the "real"' [1]. The capacity for deviation that speculative fiction offers is both an opportunity and a danger. Jackson points out that this subversive potential does not mean that fantasy or the fantastic are genres that always aim for social progressivism. In fact, the overwhelming majority of the pulp tradition was steeped in racist, homophobic and misogynist tropes that exerted a lasting influence on fiction throughout the late twentieth century and to this day.

     The misogynist issue in Western-style fantasy

Many authors hide behind these historical precedents to conceal a conservative discourse. The existence of multiple races allows for the perpetuation of social oppression, and while female characters have generally become more active in recent decades, they continue to fit into old-fashioned stereotypes [2]. The Final Fantasy series is part of this dynamic and has always oscillated between these major themes of fantasy fiction, notably by offering a regular comparison between magic and technological modernity, nature and industry, good and evil, humanity and divinity. These dichotomies are relatively common and allow the story to touch on issues such as capitalist exploitation and the use of natural resources. However, the representation of other topics remains disastrous: Final Fantasy XIV (2010) is especially characterised by deep-seated racism and sexism, the latter partially masked by the presence of strong female characters in positions of power.

It is hard to say whether these precautions were taken to appeal to a particular audience, but it is clear that Final Fantasy XVI ignores all these concerns and plunges into the most outrageous archaism, piling on misogynistic scenes wherever possible, supposedly justified by the harshness of European medieval society. Excuses of this kind obscure the real issues. The player follows the story of Clive Rosfield, drawn into a quest for revenge after the Phoenix Gate incident, which spells the end of the Duchy of Rosaria. Miraculously reunited with his childhood friend Jill Warrick, he joins Cid's group, determined to change the situation of the Bearers – magic-capable individuals enslaved across the continent. Final Fantasy XVI is therefore a tale of free will and independence, pitting the dark nature of the world against the purity of Cid and Clive's ideals.

To create this atmosphere, as well as the division between good and evil, the title makes extensive use of violence, sex and sexual violence as narrative drivers. Lenise Prater explains that Fiona McIntosh's Percheron trilogy (2005) constructs: 'a series of juxtapositions between good and evil [...] through the representation of sexual violence' [3]. The same processes are at work in Final Fantasy XVI, from the very first narrative arc of the adventure, where Benedikta is cast as the archetypal femme fatale, ready to use her body to manipulate her rivals: the character is constantly brought back to her status as a woman, and it is the threat of sexual violence that cements her development – Annabella is constructed in a similar way. Final Fantasy XVI revels in the dichotomy between whores and innocent virgins. Despite the Western aesthetic of the title, Jill is no more than a yamato nadeshiko who is constantly sidelined by the game. She mostly serves as a narrative device to advance the plot, through her multiple visits to the infirmary or because she is kidnapped by Clive's enemies. The title denies her any agency, and her nuanced fragility is only hinted at in a few sentences before being brushed aside: it takes almost thirty hours of gameplay before Clive explicitly asks her how she is, despite her constant concern for the protagonist's anxieties.

     A case for centrism and laissez-faire

This conservative portrayal is echoed in the discourse on the Bearers. The game is moderately critical of slavery on the continent and fails to make it a structural issue for Clive, who always remains somewhat detached from the problem. This issue is structurally embedded in the way the player interacts with the world, as they are extremely passive in relation to the events portrayed in the story. While the player is aware of the political manipulations taking place in Storm, they cannot act on them directly; Clive is blindly thrown into the fray and the situation is simply resolved in a battle that depoliticises the social stakes. Similarly, the Seals donated by certain NPCs guarantee Clive's reputation in the community in a highly artificial way, removing any roughness from the interactions. Clive fights to free the Bearers because he inherits this mission from his father and Cid, but this task seems disembodied throughout the game.

Beyond the main quest, the side quests are particularly lacklustre and do little to deepen the world-building. Because they can be accessed at any point in the game, Final Fantasy XVI chooses to exclude companions from them. They simply disappear from the cutscenes and thus have no chance to react to the world around them. Since the intention is to establish Clive as an ideologically good, open and self-governing character, all side quests are resolved by Clive's ideological concessions or miraculous unifications in the face of artificially created danger, without the slightest contradiction from any of the other main characters. Only in the final stretch does someone point out Clive's hypocrisy and domineering power over Jill, but the scene is quickly swept away by the return of Gav, the comic relief of the group.

Final Fantasy XVI is more concerned with shocking, melodramatic or cathartic platitudes than with radical denunciations of inequality and oppression. Worse, these shocking scenes do not even make the world dynamic, so poor is the structure of the narrative. Two problems stand out. Firstly, the interweaving of high-intensity sequences with slower passages: instead of building up the world through genuine slice-of-life sequences, the game multiplies banalities that the player has already understood for several dozen hours. The temporality of the story is also incoherent. Clive seems to cross the continent in a matter of hours, while his rivals remain completely passive. The confrontation between the Sanbreque Empire and the Dhalmekian Republic is characterised by irrational stagnation and passivity, allowing Clive to strike unhindered. The Twins always remain static, despite long ellipses in time.

     A hollow and meaningless experience

Perhaps Final Fantasy XVI should not be taken so literally, but rather accepted as the nekketsu it becomes in the second half of the game. Such an interpretation would be acceptable if the game did not take itself so seriously. However, as in Final Fantasy XIV, the writing wallows in a very uncomfortable theatrical heaviness – which the actors generally manage to save from disaster – as if clumsily mimicking the drama of Shakespeare's historical plays. However, Clive's disillusioned, self-deprecating, borderline comic character breaks up this fiction. Some characters work well, playing up their theatrical nature, such as Cid or Lord Byron, but they are quickly relegated to the background or an essentially comic role.

The shifts in tone and pacing detract from the development of the narrative, which cannot be saved by a few flashes of brilliance. The aetheric floods seem to have been imagined as a reflection of nuclear risks, highlighting the danger of Japan's post-Fukushima energy crutch, but in the end they are only used as a narrative expedient to create danger where the plot needs it. The pinnacle of dishonesty and disrespect for a title that centres its discourse on human free will lies in the choice of names for the NPC fillers. In the pure tradition of Final Fantasy XIV, they include puns and comical alliterations ('Broom-Bearer') that strip them of all substance and reduce them to ridicule. In the second half of the game, a little girl is introduced as a character of some narrative importance, but the title does not even bother to give her a name or address her living conditions.

Meanwhile, the action sequences prove to be particularly hollow. The choreography in the first few hours is quite ingenious, highlighting Clive's agility with complex movements and rather creative camera angles. As the title progresses, this aspect is abandoned in favour of fights that drag on and resort to nekketsu clichés. The duel against Titan lasts forty minutes and is a miserable succession of attacks around the stone tentacles. Final Fantasy XVI even has the audacity to end the battle not with the obvious cinematic climax, but with a dull and particularly unpleasant aerial sequence. Subsequent encounters also drag on for no apparent reason other than to demonstrate a genuine – if futile – mastery of the lightning engine.

     Ergonomics, gameplay and fluidity

While Final Fantasy XVI boasts detailed environments at first glance, the facade quickly cracks. The early areas are indeed highly detailed, to the point of drowning the player in detail – navigating through the thick vegetation is quite difficult, forcing the player to use Torgal to progress – but the quality deteriorates as the game progresses. The dense environments disappear in favour of vast open areas that struggle to convey the majesty of the world. Although the cities visible on the horizon are beautiful backdrops, they fail to radiate materially onto their surroundings, which then become mere abstractions. Moreover, Clive's movement is extremely sluggish: even getting on his chocobo is an unpleasant task that constantly interrupts the fluidity of the action, while the player is condemned to an extraordinary passivity in order to get from one place to another.

In the Hideaway, this impression is reinforced by Clive's inability to sprint: in the second half of the game, getting to the backyard is a gruelling chore. The magic of this cocoon quickly vanishes, as the various characters keep repeating themselves and are only mediocrely animated. Despite the detailed scenery, the game borrows all its animations from Final Fantasy XIV, giving a very artificial tone to the discussions. The Hideaway is less a place where the player can comfortably catch up with their favourite NPCs, and more a burdensome obligation to access NPCs, side quests and the hunt board – requiring the player to physically go there to see the location of elite monsters, a design mistake that even Final Fantasy XIV avoided.

The enjoyment of the combat system is left to the player and their experience of other character-action games, but it is absurd that the player has to wait at least twenty hours to finally be given a modicum of flexibility in their attack options: Final Fantasy XVI justifies its unique protagonist with a deep combat system that encourages the creation of diverse builds, but this philosophy is only appropriate in a New Game+ where all powers are unlocked from the start. In a first playthrough, the player must suffer from an impressive slowness, to the point where the Story Mode becomes an obvious option. The title here echoes the recent problem of Shadowbringers (2019) and especially Endwalker (2021), which first designs its battles with the Extreme and Savage versions, before cutting out the most difficult sections for the Normal versions – the result is a sense of incompleteness that is particularly damaging when combined with the very slowly evolving combat system.

It is difficult to place Final Fantasy XVI in the landscape of modern Japanese video games, so awkward is it in every way. With the title still in its cycle of artificial marketing in preparation for the DLCs, one can only speculate as to the reasons for these failings. Perhaps the lack of coherence can be explained by the fractured development team working on two major games, and the highly eclectic nature of the directors brought together by Naoki Yoshida. His design philosophy is particularly well suited to an MMO, but Final Fantasy XVI suffers greatly from it: the endless succession of side quests involving the Hideaway characters just before the final battle is incomprehensible, as if the game had remembered that it needed to conclude. Hiroshi Takai and Kazutoyo Maehiro's narrative vision is a series of shocking, empty, meaningless scenes: players of Heavensward (2015) had the opportunity to suffer from Ysayle's portrayal, and it is surprising that Final Fantasy XVI does even worse, a standard-bearer for passive misogyny in modern fantasy. That Jill's theme becomes 'My Star' and denies her any agency in the game's final moments is particularly painful and aptly sums up the title.

__________
[1] Rosemary Jackson, Fantasy: The literature of subversion, Routledge, London, 2005 [1981], p. 14.
[2] On the topic, see for example Peter Bebergal (ed.), Appendix N: The Eldritch Roots Of Dungeons & Dragons, Strange Attractor Press, London, 2021. In the afterword, Ann VanderMeer discusses the conservative roots of pulp fantasy and of the historical TTRPG.
[3] Lenise Prater, 'Monstrous Fantasies: Reinforcing Rape Culture in Fiona McIntosh's Fantasy Novels', in Hecate, vol. 39, no. 1-2, 2014.

Reviewed on Jul 21, 2023


19 Comments


9 months ago

A note on the music. I think this is well below what one would expect from a mainline Final Fantasy, not to say just passable. The extensive use of VSTs makes the tracks generally flat, especially as Soken demonstrates that he is indeed uncomfortable with orchestral textures. The melodic layers are fairly unremarkable, albeit serviceable, and Titan really does come as a breath of fresh air. The paucity of tracks recorded with real instruments seems to suggest the game's rather limited budget, as do the animations taken from Final Fantasy XIV.

9 months ago

I've been warmly anticipating your review as someone who has been deaf to both FFXVI's praise and siren song following bitterness towards CBU3 and the franchise as a whole, thank you for being an honest and well spoken voice between a thousand "clivehive" 9/10s. i've excitedly passed it along to a few nonbackloggd friends!

9 months ago

@01156: Thank you! I really didn't want to be a hater, but it was just more and more gruelling throughout the sixty hours of gameplay.

When Jill was on-screen, it felt like the game was stabbing me, before pushing me to boredom again. And I didn't even touch the matter of L'ubor being the racist Aladdin-archetype and other distasteful narrative tropes. Only Dion and Terence gay romance was touching, because their gallantry felt sincere, but it's just too far and few between. I think I will definitively drop Final Fantasy XIV after having experiencing this.

9 months ago

I like how methodical and "point by point" this writeup is, communicates well exactly why you disliked this game so much

9 months ago

i can at the very least understand much of this, but i'm curious as to why you think the issue of slavery isn't something clive is fully invested in after he's spent half of his life as one. this is a take i see frequently among the biggest detractors of xvi and it's one of the only issues i cannot wrap my head around in any capacity

i'm also a bit perplexed by some of the points on the combat. namely what you mean by "story mode [becoming] an obvious option" due to slowness. i'd argue that while it takes time to get all the eikons, phoenix and garuda offer tons of versatility on their own - charge attacks that serve as launchers in midair, grapples and stomps to perpetuate aerial combos to name a few. even in the early game (past phoenix gate anyway) there's a lot of room for players to adopt different playstyles and past ifrit it's off to the races with each upgrade just being another option in a slew of equally balanced styles

iunno - i think there's plenty of revered action games that offer less than that in their opening hours. i will however completely agree that the difficulty itself is wack and needing to wait till ng+ before unlocking the mode where more than one enemy is able to aggro simultaneously is - bluntly - fucking stupid

9 months ago

@LordDarias: Thank you very much!
@chandler: On Clive's experience, because that's basically off-screen background. The way his reactions as an adult are written come as contradictory to what he should have lived: there's one moment where he's pretty much 'we didn't know at that time' with a worrisome levity. And because of the Seals and his renewed status of Lord Marquess, the narrative doesn't emphasise his lived experience as a Bearer – he always seems aloof in the side quests.

While I do agree of the variety of possible builds – I ran a defensive/counter-centric one –, there's unfortunately no real internal incentive to flex to another playstyle, as the difficulty in the base game is lacklustre and can be solved by BnB combos. On the combat, I can definitely see why people like it, especially at higher difficulties, but I don't think it ever holds for a sixty-hour experience.

9 months ago

As much as I wanted to love this game, I also felt a lot of awkwardness as I played. It was as if a lot of the details in the story and character interactions directly contradicted the general themes that its world pointed to. Your thoughts shed a lot of light on why that might be, so thanks for taking the time to write about it!

Also just a small thing, but if the little girl you’re referring to is the medicine girl, I believe she has a name in the lore entries (not that it helps very much though, lol)

9 months ago

@MakoJunkie: Thank for for your kind words and your precision about the girl! I admit I checked very early in the State of the Realm, but she was only referred to as the 'medicine girl' at this point.

9 months ago

Do you think CBU3 should be given the reins to another mainline FF after this or do you think that, despite them bringing in Platinum and other action game developers, they should just stick to 14? Also, I'm not surprised in the slightest to hear that Jill is treated poorly considering 14's track record.

9 months ago

Also, I'm pretty bored with the Game of thrones inspiration with they took regarding the characters. Did every character have to choke? Benedikta could've been developed further post-eikon powers and maybe even gone so far as to join Clive and interact with Jill, since they were both traumatized by similar things.

9 months ago

@tunasalad: They should definitely only focus on Final Fantasy XIV, considering they still haven't scaled up properly their team and they wanted to improve the graphical engine. I don't have a lot of hope regarding the story, as Natsuko Ishikawa stepped down and seeing how lacklustre are the current patches.

As for the Game of Thrones-esque – not even A Song of Ice and Fire cruelty, let's not even talk about that. It's just shocking the player for shocking the player throughout the whole game. Nothing feels warranted.

9 months ago

Yeah post-endwalker is really really bad. I haven't played since 6.2 dropped, and I already fell off before that because of how much I disliked endwalker. They need to shake up things in the new expansion or it will be a disaster for them.

9 months ago

Can I call you to grade my papers?

9 months ago

@Celio1: I wish I had the time for that, but thank you for you vote of confidence, ahah.

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8 months ago

Amazing write up as always; captured a lot of the feelings I couldn't put to words.
Thank you for putting into neat and really damn well done words and conceptualization what was driving me utterly insane!!!

8 months ago

@esoteric_nebula, @LunaEndlessWitch: Thank you both for your kindness!

5 months ago

I'm also glad there are others drawing parallels between this game's issues and FFXIVs. That XVI struggles to say "Slavery is bad" without going "buuuuuuuuuut" mirrors XIV's relationship to both racism and fascism. Which is impressive, given the latter game has an entire expansion where you kill people who openly run death camps.

This is some utterly top-notch writing, kudos to you.

5 months ago

thank you for this review! i genuinely tried to ignore the god-awful marketing and just went in with my mind cleared, but that was a mistake because i didn't imagine that it was gonna get thaaaat bad