63 Reviews liked by JDubb


The start of an epic space opera with so many amazing characters that just mean so much to me. This replay been a long time coming and experiencing it all again, its beautiful.

Another game where gamers turn into five star voice actors when they are about to die. This game is incredibly hilarious and can be extremely scary. I love the proximity chat. The ambient noise along with the art design add to the eeriness of the game. Glad my friend gifted this to me.

Version: PS5
System: PS5

Decided to replay this right before the second game comes out. I'm also going to play The City That Never Sleeps DLC and Miles Morales as well. Usually, when I beat a single-player game such as this one, I won't replay it. It's not because I don't like the game, but rather because I don't really have a reason to go back. Marvel's Spider-Man is different. This is my third playthrough of the game and I love it now just as much as I loved it back in 2020 when I beat it for the first time. It's one of those few games I can always come back to and enjoy. Also, I finally got to play the remastered version on PS5. The experience was pretty much the same, although the lack of loading screens was super nice. RIP to the subway scenes though, I know they're still in the game but still.

10/10

Version: PS5
System: PS5
Played via Marvel's Spider-Man Remastered

Considering it only came out about a month after the original game, it's pretty decent. It was cool to see Black Cat show up and of course the beginning of Hammerhead as well. There's just not much to really do, but that's honestly to be expected.

8 / 10.

Version: PS5
System: PS5
Played via Marvel's Spider-Man Remastered

I think all the DLC this game got are pretty equal in terms of quality, so I'm gonna give them all the same score. Anyway, this one was pretty neat. I actually kinda liked it a bit more than The Heist. It was cool to see Hammerhead and more of the Maggia, and of course, Yuri's storyline is great too.

8 / 10.

This review contains spoilers

Version: PS5
System: PS5
Played via Marvel's Spider-Man Remastered

The final chapter of The City That Never Sleeps DLC is pretty good as well. I wish Yuri was included in more of the actual story instead of the side missions, but I'm glad she's in here, especially considering it helps her set up as a villain in Marvel's Spider-Man 2. It was cool to see Silver Sable again, although was it just me or was Spider-Man too jokey in this? Like I know saying quips is his thing, but after losing Yuri as his partner, Hammerhead still on the loose, and Sable being... well...Sable, it feels like he did not take things as seriously as he should have. I don't know, just something small I noticed.

8 / 10.

Hades

2018

In the name of Hades!

Creating a story-based game around roguelike gameplay is certainly a challenging task, but Supergiant did a fantastic job with the ludonarrative consistency throughout the game. The insane amount of (voiced!) dialogue really make you connect with Zagreus' journey through his eyes and all the various highs and lows he's going through. Also the gameplay is great, no wonder Zagreus is always going through those same chambers again and again!

Now about the cast, they're all great and unique and the artstyle paired with the designs really brings them to life. The friendship system and occasional encounters really help them flesh out their personalities. In my opinion the developers really did a great job on depicting Greek mythology in the way they did.

I should've mentioned this earlier, but the game is very casual-friendly for a roguelike and definitely worth looking into, even if you're not into these kind of games normally. Because of the sheer amount of dialogue and permanent upgrades the games presents you between your runs, you always have something new and fun to look forward to. It also has an easy mode, which still lets you experience the same journey with less stress - don't feel ashamed to use it!

Give Hades a shot if you love mythology or roguelikes, or the artstyle or anything! This journey has been truly unique, and I've hardly ever seen a gameplay loop integrated so well into a story. Can't wait for the sequel!

a short review

masterful use of spare time by flying over a deserted island in fucking nowhere

a short hike is a game that i played a lot of time ago and forgot to review because im dumb as shit but i just wanted to play it again for how cozy comfy and short it is and here i am

being one of those games in the vein of TOEM i was absolutely dumbfounded at how relaxing this game is (take notes unpacking or whatever that shit was called) just going around this lonely little piece of land getting to know its inhabitants and all their quirks and traits while the gentle summer breeze passes by and the sun shines bright in the sky just losing yourself into this small but incredibly alive world to such an extent that after a couple playthrough you can just speedrun through the game for how restrained the whole experience is

youre a furry bird on a vacation with her furry bird aunt just camping in this beautiful place and youre left with no other choice then exploring the surrounding since the cellphone got zero internet and in the meanwhile you will find so many different people who will give you some side quests here and there and with only the main objective or reaching the peak of the mountain but you can actually take your time and enjoy the view and just walking around the place to see what the others are up to and what the scenery is like

the art style of this game is incredibly tight its definitely on the cartoony side and the whole game is done in a pixelated fashion (you can actually turn that shit off but i liked the mid pixel setting to be the most interesting for me) and the town and characters have these super saturated models that just scream summertime on the shore and thats such a fucking vibe

ideally the gameplay should be devoid of any kind of depth but exploring is the main focus of the game just chilling out in this small diorama of an island like its a snowglobe and just interacting with people finding treasures here and there and slowly ascending to the mountain

to do that as the protagonist is a bird youre gonna use your wings to fly around but thats not enough you will be required to find golden feathers around for some double jumps and climbing power (a la breath of the wild) either by exploring or doing side quests here and there and you can take your time with it and youre not obliged to take them all nor the game exploits you in doing so you get as many as you want and try to climb the mountain on your own see what awaits you there and conquer the summit

the finale made me also think about TOEM as in youre just you yourself and a natural phenomenon that looks insanely chaotic and calm at the same time like the final hours in outer wilds or majoras mask and then you realise that the entire thing was worth it even for the journey alone of idling under the sun and breathing the environment in and youre left with an emotional convo that really is the cherry on top of the entire experience sure its a bit wild that you can get 5G on top of a mountain but who am i to judge

a short hike comes and goes too fast for my own good i wouldve loved to have a longer and more expansive idea but maybe that wouldve ruined the entire premise of the game so im left with a warm and pleasant experience to revisit from time to time

everyone should play this game it just has some of the most peaceful and joyful atmosphere ive ever seen in any game maybe even more than kirby as a whole somehow this is something special that i will absolutely replay again some time in the future and i advice anyone whos interested in a super short experience that will stuck with you to play this one and if you do check it out what i can say is see you at the top

What a game.

I thoroughly enjoyed my time playing this. It has great music, nice locale variety, good level and game design with creative moments to keep the experience fresh, solid combat and mechanics, good humor/self-awareness, and just enough to capture your attention with the characters.

The only downsides would be game length (felt like it was dragging toward the end), and a somewhat abrupt ending.

Aside from that, I really enjoyed practically everything else about it. An easy game of the year contender.

Is this remake a shameless cash grab by a greedy mega-publisher? Yes.
Is EA Motive made up of talented devs who clearly love the original and have made a great game? Also yes!
Stellar horror game for both fans of the original and newcomers. The side quest material adds to the game, and while I'm not huge on some of the rewrites, they don't do much to spoil the mystery and intensity of what occurs on the Ishimura. It's not a remake that was needed, but I'm glad it happened.

Amazing RPG experience. From Space exploration to Finding your journey to become a starborn, never ending Fun. Sarah Morgan Is the Fucking Goat

Good games leave you melancholic because you're done with them, you've got a void to fill.

That's what I'm feeling. I guess I'll pour one out for the blackest sea.

"A mile wide and an inch deep" has been the go to design philosophy for Bethesda for a long time now, and nothing changes with Starfield. This is the most I've been able to enjoy one of their games outside of Skyrim, but all the cool features are clogged up by thoughtless, antiquated design decisions and inconsequential writing. I still had a lot more fun than I thought I would, and I probably would have loved this game more had it come out in 2016.

In an IGN interview conducted last year, when asked about Armored Core VI’s approach to difficulty Masaru Yamamura(director of AC6) replied “...What we wanted to focus on was really intense and tough mecha battles. We have generally tried to keep it on the challenging side, but it's not to say that it's a flat difficulty line throughout. We wanted to have some nice tempo changes and some nice mix to the difficulty and the level of challenge.” My dude. You did it! I can’t get enough of these clashes! Intense 1v1 duels. Where overwhelming forces meet nimble mercenaries evading missile barrages and bullets galore. Minibosses are spared no expense either. Feeling menacing and tough to beat. Without the right setup, I probably would’ve sweated buckets straining my body and mind to the very limit. I’m so engrossed to the extent, I am reminiscing the good old days from AC Last Raven(ACLR) and AC For Answer(ACFA). Already completed everything I could within three playthroughs. Now I’m soaring across Rubicon’s skies again in my fourth run. Armored Core is back! Blazing, burning, and brightly across nearly all points. If that’s not enough to get your engines running hot, remember Rainn Wilson from ‘Mechless Mutual’ has you covered. Dude seems familiar… probably from some Office tv show.

For those who don’t know AC in general. It is primarily a third-person mecha shooting game. You control a silent protagonist who pilots an Armored Core(AC). Accepting corporate contracts, building up funds, and in doing so, retool their mech when needed. The story is not the strongest you could entice anyone to dip in my opinion. And the IP isn’t renowned to resonate with everyone due to mediocre scores. Outside of outliers. Yet despite all odds the latest installment blasts beyond the mediocre to land among the highest of highs. Penetrating through the nicheness of a twenty-six year long legacy. And still retain the number 1 spot in the UK. Proving without a shadow of doubt, FromSoftware has clearly learned from their past mistakes.

ACVI is no different from its predecessors. But there’s a catch. For the second time in the series, we're not on Earth huh? We're on Rubicon 3. So a new playground awaits us. Coral, a substance found on the planet, is discovered to be both an energy source and a data conduit. Becoming a hot item to advance humanity further by leaps and bounds in the technology sector. Perfect! Our plans proceed on the transhum- until their research causes the Fires of Ibis to occur, combusting the surrounding systems to flames. Fifty years later Coral has been detected once again on Rubicon. And so begins the rush of corporations heading there. To utilize Coral and restart their selfish endeavors regardless of the planet's inhabitants' wishes. As Augmented human C4-621, callsign Raven. You follow orders from a handler named Walter, accepting contracts in the hope you will become free someday. That’s the gist you need to know to get started.

ACVI's story pulverizes its way to being one of the strongest I’ve witnessed in the franchise. And it means a lot compared to previous plot beats. Past games in the story department are usually presented in a simple manner. With hardly any cast to back the main character. Offering no connections, no relatability and no personal motive in conjunction to the protagonist. Recent entries try to break the mold, but more or less most missions are too short and disconnected offering no before or after action report to connect both main/side cast to the narrative. And main objectives all too basic and not noteworthy for a mecha story. For ACVI in comparison, they have all those opposite qualities in spades. Not so much to expect from other powerful games with enthralling story hooks to tell. Here, no hand gently feeds the player, instead we must piece it together from the text given. 621 is offered choices on what divergent missions to accomplish. Therefore, impacting the outcome of the narrative. Equating to three different endings. I find it hauntingly similar to how the Nier series implements them. But not the same. Beyond the corporate duties is a slice of trans humanism and more I won't say due to spoilers. The beats detail unfamiliar roads the first path did not tread. So its a good incentive to keep going past the end credits and see what the rest have to offer. Personally I found it a must to see the fights, new dialogue, new mission structures etc. I like witnessing all the endings and the progression is slightly altered via the storytelling. If I were to rate them. I’d say NG++ = NG+ > NG. The NG is still good in my books. I’ll talk further later since I feel it is an improvement, but there are a few things to be concerned about.

A satisfying gameplay loop emerges in a multitude of factors: the extensive customization in equipping light, medium, and heavy parts to outfit your robot killing machine. Think of it as post-apocalypse deadly legos. Except building a mech twenty to fifty times the size of humans. Become a bulky tank capable of withstanding the hardest of blows. Go for a tetrapod Think crab legs and hover in the air taunting peons below who can’t reach you. Go bold and embrace the small and nimble builds to become an ace. Ace Combat?? Close man. Except you can pilot it, and shoot any kind of weapons you can think of: plasma blades, shotguns, gatling guns, rifles, missiles, bazookas, shields, etc. Forget the robots of the past. Moving at a sloth’s as if you’re a Mechwarrior. No man. Front Mission? While I’m excited we're getting FM2 soon. No sir! Not turn-based! Well, how about Xeno mechs? Getting warmer my friend! What Armored Core excels beautifully is the sheer mobility you can outfit in nearly any direction. They’re the only franchise I’ve played thus far within the genre to go insane in movement. Whereas others take a different approach going for heavy mechs. AC has no qualms about letting you fly like a Gundam or Macross unit and I for one am here for it! Combat is frenetic, chaotic, and incredibly dangerous. Show no mercy against hordes of mechanized enemies, head into a facility to wipe out pesky spider units. Blast foolish laser bugs in the air. Fight epic duels versus other mercenaries to the point of being outgunned and outmatched. Not always though. Face off in epic David vs. Goliath meets Shadow of the Colossus robot-type battles. Yeah, I kid you not. Look up at the big machines dwarfing your size to the point that if they land on you, the aftermath will show nothing but bent, broken machine parts lying on the ground.

Building on the older blueprints in the series, there are so many callbacks. AC2 to Verdict Day. And probably more from AC PS1 games, but I still need to play those one day I'm quite astounded at the sheer effort FromSoftware crafted. Not so much to inject nostalgia bait, but carefully done so I'm not in a reference-filled theme park. Taking lessons in the Soulsborne aspects, Sekiro and heck Daemon X Machina(DXM) An anime-like AC game in all but name, is spared no expense! And the result is quite remarkable. Sekiro’s posture and stagger are reformed. Called ACS(Attitude Control System) Once any enemy craft accumulates enough damage they are left in a ‘staggered’ state. Becoming immobilized and any incoming damage transforms into critical hits. Effectively harming the unit a great deal. After a short period, they can regain their normal status and thus you must break their ACS again. A wonderful rule to abuse against foolish adversaries. Personally haven’t seen such a regulation in older titles. Fights escalate becoming strategic and wary. You are not exempt from the rule. So watch the ACS bar! Moving on. Felt DXM inspiration. Which is ironic since they look at AC for inspiration heh. Mainly the banter and colorful cast. Full of interesting personalities and a pleasant range of voices to keep them distinct. Hearing Michigan’s voice akin to a drill sergeant praising you while delivering lines of “Maggot!” Lives in my head rent-free. Rubbing steel arms with fellow mercs. Becoming buddies. However every so often certain individuals are slow to the point of snails and irritating, bringing all the arrogance to show their superiority to you. Yet this doesn't detract from the personable buddies, which is such a rare sight to see in an AC. I love it! A better attempt than past operators sounding your ears off in a monotonous voice.

Repair kits are awesome and something I never expected. But holy moly after using them, I’m 1000% onboard. Should be a mainstay in the franchise. Please, Hidetaka Miyazaki, I'm begging you. Granted pilots only hold three charges and no we can’t upgrade them like in the Souls IP. Like ten in our pouches to chug. Honestly I’m still in disbelief, we possess essentially mecha estus?! What?! A WD-40 mixed with an elixir of life?! But hey I’m not complaining. The inclusion of the feature works wonders to recover your extra armor points(AP) to live. Also, Human Plus is back, kinda. By defeating opponents in the Arena you gain operating system chips to buy and upgrade your mech. Granting passive skills you don’t need to equip except core expansions. Amplifying the damage done in various categories. Kinetics? Sure. Plasma? Sure. Explosions? Buddy… Sign. Me. Up! There’s more to unlock, but suffice it to say outside of these elements. All upgrades you buy are permanent. Meaning I see no reason not to undertake the Arena to finish off all opponents. And in turn, upgrade your body. Trust me. Increasing repair-kits recovery is a godsend. Moreover, missile superiority is packing heavy blows. Reminding me of AC2 missiles, fascinating villain presence makes a triumphant return. And solid variety in missions. Demonstrate consistent superb points across the board. To the extent objective parameters are given fair treatment: Defend against waves of enemies, stealth tasks, escaping a map, etc. My nostalgia is somehow stroked. Alongside certain themes cheekily reappears in another fashion. AC Nexus isn’t spared either, the soundtrack gives off the extremely high-quality tracks I'm already listening to outside of playing.

AC FA Primal Armor makes a wonderful return now called Assault Armor. Want to surprise attackers by making a 360 degree explosion around your AC? Boy oh boy are they in for one hell of a wake-up call. ACV and Verdict Day scan mode is by the gods gone. No longer a mandatory function, Instead serving as an optional scan mode to display details in your surrounding environment. Highlighting foes, caches for weaponry, data logs, etc. Last-generation games feature a resupply option called ‘Workshop sites’. Now reconfigured whenever a long operation occurs you can resupply and regain all ammo and AP. No cost is necessary.

Level design has changed to incorporate a denser, larger area to cover. Maps are wide and brimming with intricate detail. Broken machinery litter landscapes and factories in production continue to function even if a tourist is snooping where they shouldn’t. Complemented well by smooth transitions into small pathways, corridors instill a claustrophobic nature. Bringing spice to the environmental eye candy. And hell you might see a surprise or two when you see advanced setpieces. Ambushed by an AC duel outta nowhere!? Receive enemy reinforcements partway through a job or encounter divergent objectives throughout. Not all assignments are long to beat. A careful balance emerges to complete levels in less than five minutes or greater depending how many times you reload a checkpoint or comb every inch of a place. Simple objectives in the beginning, gradually increase in complexity as you delve further in a playthrough. Nudging the player to overcome challenges, testing them thoroughly to prove they have the skill and fortitude to go beyond. If one lacks in talent they can make up for it through different builds and playstyle. Of course, results may vary. Just because I had a fine time, isn’t the same for others. In addition to open zones, there are plenty of data logs to find. Detailing lore on individuals in the world, combat logs by defeating mobs of opponents. And I must say the opponent variety is plenty, so you won’t get bored seeing #1 then #2 then #3. No complaints about their design after fifty-nine assignments. I’m hungry to defeat anything in front of me.

The soundtrack composed by Kota Hoshino, Takashi Onodera, and Shoi Miyazawa is just as marvelous as their predecessors. Evoking senses of Bladerunner, Portal and The Division. Hearing Things and New Era convey robust unity and constantly reinforce the numerous allusions and references I found to excellent effect. Inserting Elden Ring vibes into the mix sneakily. I’m astounded at the level of quality. Post-punk, trance, monosynth, and dark synth waves combine in an unexpected product resulting in an eerie, yet soulful and tranquil sound. A consistent flow in haunting rhythms I found to be oddly mesmerizing. Luring me deeper to embrace not only the twisted sense of tension throughout, yet doesn’t detract at all by transforming the whole soundtrack into pleasant humming heavens. A small number of tracks are jazzy and uplifting to the beat. A wonderful surprise, providing a nice change of pace in the otherwise somber and atmospheric themes permeating. Overall, I believe the soundtrack largely succeeds in conveying a “sense of loneliness, nostalgia wrapped in a dark old sci-fi feel.” Well done!

Very satisfied with the console port on my PlayStation Four Pro. Had one crash in my 3rd playthrough, but the rest of my runs have been smooth. So maybe an outlier. Did not experience any bugs or glitches. Which I am super thankful for. And I am extremely impressed by how fast menus load. ACV and ACVD took their sweet time from the starting screen to the main menu and the following notifications popping up. Connecting to the internet and adding unnecessary filler. Thankfully none of that bull is here. Enter the menu and bam! We're in the garage! Sick!

Despite all the praise I've been endlessly pulling, I must talk about my mixed feelings. Not a positive or a negative, but for the sake of transparency I’ll state them below. First, the implementation of new game cycles could be better. Players need to take certain missions in a manner to achieve the NG/NG+ ending. Taking the opposite operations in the 2nd run for the others. Once these two requirements are met a new path will emerge to unlock NG++. It should be noted, starting a 2nd playthrough upon beating NG. Reinstates the protagonist right after the tutorial. Requiring them to complete old missions and adding more than a handful of unfamiliar assignments included. Finishing NG+ rewards extra exclusive missions to complete. I had to follow Powerpyx’s guides, for all endings and one to make sure I finished all the engagements correctly in a manner leaving no doubt for me to head to the final route. I highly recommend looking up a guide for both to not mess up. I feel the punishment for not going in the manner intended will cause possible frustration. To restart and play an unnecessary fourth operation. During my time playing, I was ruminating possible alternatives. Highlight completed ones, and include a warning or another tutorial to inform mercenaries of the unique quests. There are no multiple saves to rely on. You get one save, so make it count. Unless you like backing up your save constantly. Wish the method was easier to prevent accidents. Therefore, allowing anyone to start a fresh operation painlessly.

The illusion of safe ‘difficulty’ throughout is blown to bits upon encountering the 1st boss. The devs have little sympathy whatsoever for throwing you to the pits. In one of the hardest fights in the beginning and asked us to defeat them with starting equipment. Imagine an armed Megatron versus a no weapon Bumblebee. Such a decision seems to be deliberate to convey how future encounters can be, aligning with Yamamura’s decision earlier. And he does succeed. Since I’ve read countless rants, criticism, angry responses, and complaints ad nauseam. The developer team's intention doesn’t always pan out to the masses. So what's the solution? Another mode? Easy mode? Hmmm. Doubt it. Soulsborne + Sekiro and AC I’ve played don’t contain those options available. So what’s next? Well, they contain an in-depth tutorial archive alongside training quests to bring fresh pilots up to speed. And I found their inclusion to be extremely welcoming. Easy accessibility to refer to the archive and see mechanics I can take advantage of. They specifically mention changing your build, if you’re having trouble. Past entries had players accruing debt. Now it is not possible any longer. Retry errands to your heart's content to earn sufficient funds. The added checkpoints, assembly of parts, repair kits, and passive skills via ‘OS Tuning’ create a fair parameter to redo engagements. Lessening the tediousness and frustration by starting square one again. In effect, the quality of life features make the hard-as-nails bouts fairer than before. I still maintain Last Raven is the hardest entry in the franchise. ACVI by comparison hits the halfway point to the zenith of ACLR. Moving on, to remove any misconceptions I am not defending Yamamura’s decision, merely trying to explain there are avenues within to help consumers interested in buying or trying out the newest installment. I didn’t come out unscathed either. The 1st boss and each chapter's end baddie demonstrate a higher ceiling to break through. So I’m worried the latest title might be a little too hard. Nevertheless, I am not saying ‘git gud.’ I hate the phrase a lot when a person who needs help asks genuinely and is given a troll/meme response. Let us be better and lend a helping hand to those who wish to pilot an AC alongside us. Who continues to struggle. Responses such as I wish you luck! Keep on trying! Don’t lose hope! Change your builds. Sell equipment and try other weapons. Replaying operations is a great way to earn money and some can be done in less than two to three minutes. These are far better responses.

Arena I think could’ve had more substance. Felt it was lacking compared to previous ones. Push the AI to its limits to challenge us further. Expose us to similar adversaries like Z, N, K, J? or throw a big wrench and add 2v1, 3v1, or 4v1 conflicts to truly test a player's capabilities. A boss rush mode to practice against arduous enemies. Instead of having to restart from the beginning during a task before combatting the big baddy. Additionally, I wish multiplayer was expanded instead of 1v1 or 3v3 duels. Grant us co-op missions online/offline, and set up super bosses, and SOTC-like robots. In ACVD we faced off a version of Motherwill as a team. Why can’t we do the same in the latest title? I’d love to face our previous opponents beside my teammates. DXM had co-op super clashes to tackle and I thought they were incredibly eye-candy, altered elements and most of all were not present at all in the regular story. They push pilots to cooperate and in doing so defeat them. Makes me think much of the effort was in the single-player portion. A factor I deeply appreciate.

In the end all of these hurdles, doesn’t diminish the sheer strengths too much. AC6 takes all the best qualities since its inception and hones the edge of its moonlight blade so hard I am in awe of it. Bear witness and see how ravens fly above blood-red skies fearlessly. Embracing stronger than usual story, gratifying content in both gameplay options and combat, an excellent soundtrack, and worthwhile quality-of-life options, rides the fine line of integrating nostalgia, but has enough to stand on its own. Expansive levels to explore, fight, and discover hidden secrets. Memorable cast. Both likable and destable. Fair, but challenging difficulty next to an expansive number of customization options for your robot body. High replayability and little to no performance/bugs/glitches mishaps. All collide to a must-play for any newcomer or veteran. Easy recommendation to fans and enthusiasts within the niche genre to see all endings. Overcoming multiple tall walls to reach what I firmly believe is one of the best AC entries I've played thus far. A return to form by FromSoftware. Bravo Masaru Yamamura and his team. Looking forward to your future works as director! This title boldly demonstrates there is still a thriving market for the genre in the videogame industry and I for one am standing right beside them waving in my cheerleading outfit to ask other devs to achieve similar levels of greatness. And while there are plenty of mecha titles to watch out for. I for one highly anticipate a sequel since history has shown evidence to import our equipment and continue the storyline. Good chance to expect one. Excuse me, while I play Armored Core VI: Fires of Rubicon for a 4th bloody time!

9/10

Additional Material:
Z N K J - names & somewhat spoilers throughout the series. With final thoughts on the endings of AC6 - MAJOR spoilers on the endings.
Slight Gundam Witch from Mercury similarities
All Endings guide
All Missions List
VaatiVidya - Souls Lore Guru Makes an AC6 Beginner's Guide?!
Advance Tips from Vaati on AC6

Edited 9-9-23 & 10-20-23 - Adding a proper story section, cleaned up some text formatting, replaced a word.

Old and butthurt Final Fantasy fans will tell you that there hasn't been a 'true' FF game since X or even IX. But I've never been one for the 'No true Scotsman' fallacy, and on a core level I believe that not only does XVI play about the same as any other Final Fantasy -- especially the ATB focused ones -- I would also argue that every aspect of this game is what the series was going for from the start.

First off, the ability system in this game is said by director Hiroshi Takai to emulate that of the job system in V.
The second thing is that that turnbased gameplay where people stand around trading blows was always supposed to represent more high octane action -- fidelity just wasn't there yet so the cool action had to stay in your imagination.
The third thing is that the action is really easy. like, HEINOUSLY easy, and the hard mode isn't unlocked until the New Game+, which is one of my big gripes. There are mid-fight checkpoints, said checkpoints restore all curatives, and doing any meaningful amount of side content will make you so far overleveled that you can just turn off your brain. In this aspect, it fails to be a very tense action game because its hard to fail, unlike in FFVIIRemake where you have to actually be good at videogames. This gives XVI an opportunity to shine in other departments though, even just sticking to the combat. by the time you're ten hours into the game, you will have so many different abilities always coming off cooldown that the game ceases to be a hackandslash (Final May Cry as I heard some calling it before release) and becomes more like a cooldown management simulator, like Kingdom Hearts III.... or Final Fantasy IX. or X, for that matter. All most FF gamesboil down to is spam Attack or make every character use their optimal moves for a given fight, and heal when you take too much damage. Sound familiar?
Yes, XVI lets you move in a 3D space, and the enemies throw attacks at you that you're supposed to dodge, but its not really on a level of a typical action game. nothing does any meaningful damage to you, and curatives come in abundance. Nothing can stop you. any real action this game has is more akin to the tactical maneuvering in XII or the holding down one button forever in XV.
So yeah I think XVI has combat that is in the spirit of the most well loved era of FF games, and it does it with much more style and player engagement than VIII every could with its timed button presses.
In aspects outside of the combat, XVI also shines. the world is very fun to explore, the side content is worth doing, the characters are well fleshed out and I enjoy getting to know them, the music is on par with XIV's quality, and Clive is the best FF protag since Zidane. I enjoyed the hell out of this game.