17 reviews liked by Limi


It's upmost rare to stumble upon something so obnoxiously obtuse in a time of excessive signposting and way-finding, even more when such stubbornness is perfectly coherent with all the aspects of its own design.

Dragon's Dogma II is exactly that - unwilling to accommodate its structure to the modern demands, unapologetically stuck in its own idea of commitment and restrains, and unfathomably fascinating when all those things come together.

Fortunately, they all work together way better in this sequel than its original, and that's because of the egregious amount of polishing that the weakest factors of Dragon's Dogma got. The open world got by far the best treatment, delightfully explorable, even with climbing not being an option in the game, which restricts you to jumping and platforming. This alone marks an unquantifiable step forward from the original. Fetch quests are gone for good - they're replaced by more wisely paced events which you may stumble upon in the world - or may not. Escort quests are too part of a more authentic approach to the game's role-playing features. Main quests and sides quests - they are all true to the elegance of a better written world. Time-gating is here too - featured in less quests, but more involved, more cleverly designed, better written, and overall way more remarkable. One of those, which you may access to even in the most early stages of the game, involves you fighting one of the most fearsome bosses of the game. You may get onboard, do an hike comparable to the original's griffin run, get to the quest, and ultimately fail it. That still counts as completed.

Failure as a state is one of the many accepted outcomes in Dragon's Dogma II. It perfectly fits how much this game is willing to make you miss stuff, purposely hiding chunks of (in corporate speak) content, where other games would basically bend to you and pray "please, experience this thing and extend your playtime", even if at the cost of immersion. DDII is not expecting you to do so - it's simply designed this way. It does not care about you, in that regard. This game's indifference to the player's concerns befalls in every aspect of its journey. The best way to experience it, then, is to live it without fear.

Such is the world you're brought into. One of the first quotes from the game recites how you will come to learn and understand from it - so you might be able to banish all the evil there is in. Nothing was more true than that: explore, learn its ins and outs, understand its opportunities and its threats, find new paths, discover new places, and then backtrack your steps. The reality of transforming a journey from the discovery of the unknown to the sheer mastery of its terrain and what lies ahead only by the knowledge gained its unique to this game - thanks only to how much it conceals itself from the player. There's not bar, value, number or anything that may encompass this feel - it's all about you experiencing things.

Here the real journey in the world of DDII starts. It begins when you stop thinking about the game as checklist in order to experience the game as it is, when you decide to let the flow of things guide you, even if just a bit. You still have the agency you had in the original, but the deepened combat system, the physicality of it, the rag-doll, the environmental interactions, the AI, the game's structure, the depth of the quests and their outcomes - everything is tailor-made to suit curiosity and resourcefulness before all. The consequences of basically everything you may stumble upon are so much deeply rooted in your actions that you may as well recount your findings to a friend playing the game - chances are, he's gonna tell you a whole different story.

Story which is not only a far better suited tale for a game of the likes of DDII, but it's a blank slate of sorts for you ingenuity to manifest. Chosen one yes, but no one gives a shit about it. Hell, some (if not most) even despise you because of that. You'll have the time and the chances to build your affinity with other characters, get to know others, gift them presents, follow them in enormous and entirely missable quest-lines and more. The involvement and commitment you see in every aspect of the game does not fall short here. Instead, some of the strongest story beats and choices you're going to come across are not outspokenly announced by the game. DDII simply requires your attention on most of the times in order to make sense of things. On that, if you come from the original you surely have the upper-hand, but then again - I do, and yet I couldn't keep track of the numbers of times I was left surprised by the game's machinations.

On that regard, it's almost eye-watering how much DDII respects not only your time (even with the commitment required to only enable fast travel) but also your dedication to the game's world and its systems: it knows the player's not here to be hand-holded or to be scolded, but to witness the sheer audacity by which this game is dedicated, obsessively so, to its involvement in things. Keep in mind that there's been an egregious UX pass from the previous but, truth to be told, the updates in accessibility did not detriment the game design. Crazy, right?

On that note, challenge is not born out of the gameplay itself - that's not the point. Apart from the initial hours, the plateau of DDII's dynamic difficulty is quickly reached - and its hardships soon become a memory, apart from some specific outliers. The truest of the test to the player resides in how he undertakes the game's structure. Will he engage the game to the fullest of its extent, or will he fall behind because of the game's unwillingness to please every single soul in this world?

True sovereignty of the world of DDII lies in using to its maximum extent every system that is given in game. You may come to a point when fast travel becomes not only a must - but also cheap and, in that regard, sustainable, even with a lot of upfront expenses to merchants. You can always sell stuff around - and there are small glimpses of an economy in the game, which you may use to your own advantage, such as some goods available only in specific countries of the game's world. You will find out how enhancing an item is not a do-and-done thing, but something with more depth and complexity than before. Camping starts as a luxury, for only to become one of the ways to maximize buffs for the upcoming boss fights. Nights start frightening - and then they become an opportunity to collect things you won't find elsewhere. Same goes for dungeons and bosses. You may find some items only if you visit such dungeons, and some monsters become a treat for your business as an Arisen. One of the vocations being literally the ultimate show of mastery of all of the move-sets of the game, alongside their abilities and spells. It really feels like a power climb of sorts, but in the best way possible. You're not asked to do so: you're doing this out of your own volition. On that, again - a game so coherent in and out of itself.

All of this ultimately became clear as day as soon as you stumble in the end-game. The original game holds nothing compared to this, and the way it's graciously intertwined with the game's world and narrative is just - chef kiss, really. All of this happens while the game unravels itself in the boldest way possible and, dare I say, unmatched even by the likes of other games which tried that thing before. All the systems you've got used to get turned around, and all the items which were collecting dust in your inventory have to be used, and extensively so. As if it wasn't enough, a spectacle which by itself alone eclipses the original Dragon's Dogma final stretch reveals itself right before your eyes. It's remarkable how much this game resonates and communicates with the original and its expansion in a way that, in my opinion, almost requires experiencing the full original game in order to truly taste the accomplishments performed here. I cannot delve more on this in fear of spoilers, but you won't be disappointed.

Some minor criticism can be done regarding the balancing of the vocations, with some really strong exceptions: nothing new if you come from the original game. Other minor things, truly nitpicks from my side, are the more streamlined systems (like the layered armor and dragon-forging) which are more straightforward in expense of... I dunno, flavor? The enemy variety is just a tad better than the original game, with some additions coming straight from Dragon's Dogma Dark Arisen. Some iconic monsters of the original game are, instead, inexplicably missing from the sequel: they do have their replacement, though, in the form of new bosses. Dungeons are way more than before, some of these even bigger than before, but less remarkable from the ones of the first game, level-design and environment art wise. The music in the sequel is missing the electric guitar from the original. Again, I'm really trying to be a pain in the ass to an otherwise phenomenal game.

What would be an unadulterated experience is sadly only stained by micro-transactions, which serve no purpose and have no place here, and the performance, which is still bearable, but subpar in some specific moments of the game. I cannot stress enough how those things are, in my point of view, not detrimental at all to the game's experience. With or without those - the game's still here, and it'll have the same things which will make you either fall in love with it or absolutely despise it. This remains unchanged from the previous iteration of the series - since this game is basically an exponential increase of all the things you adored and loathed of the original. Take it or leave it, really.

In the end it truly is, and I cannot understate it, a case of you get exactly what you're looking for in this game. The more you delve into the game's intricacies, the more you will be rewarded, in a way no other game can achieve. Do take your time with this one - you'll be thanking your past self for that.

Dragon's Dogma II was never about just its gameplay, or its stubbornness in the game systems, or its loose writing - it was always about everything coming all together. The single writings on the wall may encompass only some the strongest or weakest sides of the project, but it's when they become whole that its magic is finally revealed. It's about the war stories of your battles, the tales of your journey from a place to another. It's the unexpected, the unpredictable, the unaccounted for.

And all of that is unique - remarkably so. You'll never find anything like this in any other game for the time being.

Must-Play.

What a beautiful game from start to finish! It's been over a week since I finished it and it took me about 90 hours to do so. This is just one of those games where you'll just be staring at your screen for hours after you complete it because you simply can't process the absolute masterpiece you just played. I genuinely think it's that good which is why I put it in my top 5, not sure when I'll get that feeling again after beating a game but it won't be any time soon...

It's been years since my Yakuza: Like a Dragon playthrough but luckily my friend recently played it so I have a fresh memory of the combat from that game and all I can say is that Infinite Wealth takes it to a whole other level. Simply being able to move around in a circle literally changes everything because now you can easily go for back attacks, combo attacks with your party members, hit an enemy into more enemies for additional damage, proximity attacks if you're close enough and finally you can use the environment to your advantage to grab items to attack with. The new jobs are great, I didn't try them all at max potential but the ones I did felt really good.

Infinite Wealth's soundtrack is REALLY good however I do think I prefer Yakuza 7's OST just a little bit more. I also have to bring up the Karaoke track list because it is the best out of any Yakuza/Like a Dragon title. I mean, have you heard "Honolulu City Lights"? That's a certified banger right there.

I don't wanna talk too much about the story, this is something you just have to experience for yourself. Only thing I'll say is that this is without a doubt RGG's best work so make of it as you will.

It's raw, kino, peak fiction, swag, goated with the sauce and life will never be the same. The Yakuza/LAD series will ruin your life and that's why you should join us.

a game so full of life as this doesnt come around frequently and its important to indulge every moment with it. skipping the “side attractions” in this game is kind of antithetical to the point of it. not getting a 5-star resort as ichiban or tying up the loose ends in kiryu’s life runs counter to the two things that matter most to them, consciously or not. enjoy every moment you have on things that may seem pointless now because those moments are not infinite. feel alive while you still are

It’s incredible that the Yakuza Like A Dragon series exists in this form at all. It’s really easy to discuss these games as a simple comeback story where it was saved from (Western) obscurity by grassroots efforts rallying around 0, but the fact that this insane momentum was met by RGG Studio changing the protagonist and turning it into a triple-A turn-based JRPG when the studio has no prior experience making those and conventional wisdom says the genre is utter sales poison is staggering. The last several mainline games demonstrate a remarkable and admirable disinterest in providing fans with what they expected or wanted, which is doubly impressive when the series is so iterative by nature.

Infinite Wealth iterates a lot on its predecessor, especially. It’s still a turn-based JRPG, and its changes are really, really cool. 7 felt like an experiment that had some great moments but didn’t cohere, an exemplification of the divine mathematics that underpin Dragon Quest and the travails that come when they are fucked with too much. Infinite Wealth still has a major debt to DQ (and some tinges of Chrono Trigger-style enemy shuffling) but manages to be much more unique and self-assured.

For starters, the exp curve is just phenomenally well-considered this time. Gone are the days of 7’s stupid-ass back-to-back grinds, and the scaling for exp and job levels means that it’s very easy to catch up and it can be surprisingly difficult to overlevel. In my playthrough, I kept half of the cast with their default jobs and I had the other half level a side job to 30 before swapping back to default. Team OG ended the game with job levels in the forties, and Team FAFO ended the game with a cumulative sixty job levels. I didn’t feel punished for doing either, as each job kit feels well-rounded and useful even without getting into the insane potential added by skill inheritance, but leveling side jobs felt breezy.

Beyond just the math, job design and skills got so much love - each new job has a really cool and distinct aesthetic, a really fun playstyle, and AoE attacks are way more interesting than they were 7. Circle AoEs might have one edge centered on the targeted enemy, making them finickier for selecting a full group but granting finer control over who else to include, granting damage bonuses for initiating the attack from far away, or having a long line start and end at interesting points. Cone-shaped AoEs are a lot more useful-feeling in this game when their far edge can be centered on the targeted enemy instead of the front tip. It all adds up to make lining up attacks require thought and positioning, which is really nice.

Being able to move around is the most transformational part of the combat changes, easily, but it’s part of a host of other changes that all feel a little small on their own but add up fast. There’s now a proximity bonus for basic attacks that adds in extra hits if they’re made from up close, and getting a proximity hit from behind guarantees crits. Enemy AI is aware of this, and the window to get back attacks is often fleeting at the start of the player’s turn. Having autoattacks be gimped if the party member is pathed far away or wants to hit a specific far-away enemy is frustrating, and there are three major ways to circumvent this - the simplest is to just use a skill to close the gap and do reliable damage.

They can also pick up an environmental object and use that - being able to walk up to ‘em means that they’re an actually valid part of the player’s strategy this time, and on top of their positioning benefits they're a great way to hit elemental weaknesses on people who don’t have certain skills. Otherwise, they can stand nearby another party member and do a combo attack that applies their weapon effects, does full damage at range, and gives their partner a bit of MP back on hit as well. These latter two options are useful and have a variety of obvious applications, but still come with drawbacks - if somebody’s basic attacks do knife or gun damage, then using a ground weapon will override that. Sometimes proximity attacks do way more damage than a combo strike or weapon attack, or the other person in a combo attack will hit an enemy’s elemental resistance and do almost no damage.

On top of all this, there is now a visible knockback indicator for attacks, which adds in yet another layer on top of all of this: knocking an enemy down into a party member does a lot of damage and applies their weapon effect, but knocking them into another enemy does a good bit of AoE, but knocking a large enemy into a wall scores a full knockdown other party members can exploit that otherwise wouldn’t exist. Enemies who block can have their guard broken by either doing a grab-type attack or hitting them from behind; a grab will permanently break it, a back attack will just pierce it for that one attack (and any followups while the enemy is on the ground). This is all then further compounded by the incessant shuffling and jockeying for space that enemies do - every consideration the player will make is based on reading the situation as it exists and trying to capitalize on split-second opportunities. It’s fully turn-based, but it has the pace and feel of an action fight, while retaining the positional focus, comboing, and okizeme of the series’ beat-em-up roots. It’s really fucking good.

The standout is Kiryu’s default job, which exemplifies almost all of this. Style swapping changes the properties of his basic attacks in cool ways on its own; Rush lets him make two weaker attacks per turn, giving him strong AoE or letting him score a guaranteed KO on a weakling before focusing fire on somebody else, Beast lets him do grabs without spending MP and amps up his ability to use ground weapons, and Brawler is the “vanilla” set of attacks that then let him do heat actions under the traditional series rules - be nearby a specific environmental object or otherwise fulfill certain criteria, get into proximity with them, then ace a quick QTE. All three styles get additional action game flair by having their proximity attacks have a short mash or timing prompt, which sells Kiryu both as somebody with a foot firmly planted in real-time and also as a monstrous DPS machine who feels awesome to control.

This mechanical empowerment is contrasted by his narrative role. Ichiban’s stylization as a JRPG hero sells him as somebody strengthened by his friends, but it results in a constant bitter tinge when Kiryu is in the squad. He didn’t always need help, and the character writing does a lot of really satisfying stuff with this disempowerment and reliance for such a stoic, badass lone wolf. Infinite Wealth is a game defined by dichotomies like this - obviously it’s a story split between two countries and two leads, but its themes are equally defined by parallels and mirrors. Everything ultimately comes back to purification or corruption, light and dark, and the terrors and delights of both the past and the future.

It doubles down on everything that makes these games what they are while simultaneously being confident enough to downplay so many of the series’ touchstones, giving the game a feel kinda like a concert that’s half playing the hits and half showing tracks from their next album. The first time a jacket is dramatically removed to reveal the body underneath is an unthinking act of kindness on Ichiban’s behalf, performed without any intent to fight or to show off, but when the player sees the world through Kiryu’s eyes, he can’t help but see ghosts everywhere he goes. These themes of past and future cycles make it hard to not feel a bit of metatext in this being the first full game released after Nagoshi left, and this “changing of the guard” plot can spark worries of being a retread of 7’s themes - and while certain plot elements certainly evoke it, there’s always a knowing tweak to it. 7 is a game about starting over again, of living through a storm and planting seeds for the future once the rubble’s been swept away. Infinite Wealth is more about perpetuating or changing the cycles everyone inhabits - of seeing what’s been done to them and the people before them and trying to break, fix, or continue things.

The returning characters are all well-considered and, equally importantly, most feel unexpected. Few of them feel obligatory, and those that do are given angles and elements that keep them surprising and cathartic nonetheless. Plenty of them have been chewed up and spit back out, some have come back stronger and better, some are indolent, and some lucky few stroll back into the picture feeling just as magnetic and lovable as they were all those years ago. Seeing the game take full advantage of its position as the ninth mainline title in a series stretching back almost twenty years is just as satisfying as seeing how it fantastically it intersects fantastically with the character writing writ large.

Yamai manages to escape the “Majima clone” allegations with aplomb, with a great design, fantastic presence (Koyasu the GOAT), and a satisfyingly mercurial-but-coherent role in the narrative. With the exception of Saeko, whose entire character frustratingly feels like an extension of Ichiban’s arc, literally every single party member is given a lot more to chew on this time. The gap between December 2019 and November 2023 reshuffled a lot and the status quo shifts give people unexpected and lovely positions and angles to view the world. Each little skit and friendship bingo conversation is consistently funny and interesting, and the new party members are literally all bangers. Special shout outs to the job unlock cutscenes creating the implication that Chitose has a Nico Robin-style hyperactive imagination that she does not ever share with anybody; that being said, Tomizawa and Chitose are both incredibly endearing and have a lot of great dramatic and comedic chops. Tomi gets more focus in the front half and Chitose the back, which gives her a bit of an edge in terms of immediate retrospective emotional edge, but both are excellent.

Tomizawa’s arc is tied up with the Barracudas, who are kind of a nexus of the game’s more annoying issues. The gang has a really strong and sympathetic hook that is connected to pretty venomous social commentary, but they rapidly recede from institutional relevance and, just like 7, the themes of homelessness, discrimination, and critiquing the lived effects of Japan’s comically harsh anti-yakuza laws (making it basically impossible to have a normal life certainly makes it effective for killing recruitment, but guys seeking a way out certainly have their work cut out for them…) feel under-discussed after the first act. Additionally, while Yakuza has always had a heightened tone, there are times when, regardless of the player’s tolerances, there will be moments that stretch credulity; especially when combat is done with silly costumes. Sometimes it feels weird to talk about America’s crumbling infrastructure and skyrocketing cost of life only to then beat up three Hungry Hungry Homeless.

These are issues, and they deserve mention, but simultaneously, this is the ninth mainline RGG game. Every issue raised so far has been present to some degree or another in quite literally every single game in the franchise. They’ll affect enjoyment to varying extents, of course, but… I wouldn’t get too mad at a fish for being bad at climbing trees, or at least when I’m neck-deep I’d think I know what pitfalls I'd fallen into.

For all the love heaped on the character writing, the main villains really falter, which is unexpected for this series. There’s good villains and bad villains, and certainly sometimes they contrive excuses for a final boss when punching out a businessman would be unsatisfying, but RGG Studio’s been on a hot streak for antagonists for a good while now. The antagonistic forces in this game feel more like an exercise in thematics than they are actually characters. It’s cool to see a contemporary political thriller manage to make themes of corruption, despoiling paradise, and battling against nature feel grounded within a real-world context and not feel too hacky about it, but despite their screentime they have a terminal lack of real presence or sauce. The villains’ big dramatic showcases pale in comparison to both the quiet and loud moments that accompany their underlings and frenemies. They do create good moments by contriving the protagonists into circumstances that showcase their amazing traits and even better voice actors, but the monologues and physical performances shown off could be bounced off somebody I actually give a shit about and I’d be into it even more than I am.

The cutscene direction, as implied above, is excellent. The stunt coordinator for every game since 6 cut his teeth on Mark DaCascos hood classic Drive (1997), a shitload of tokusatsu, and a little old game called Devil May Cry 3, and it lends the cutscene brawls a sense of physicality and flair that a lot of game cutscenes weirdly can’t do very well. The dramatic scenes have astonishingly good blocking and composition. For how many cutscenes are in this game, they find so many great camera angles, poses, and little vocal quavers to give far more weight to far more than one would expect.

It’s easy to gush about this game, and while it has its flaws and doesn’t always favorably stack up to past games, it feels like a chore to discuss them. Sure, Ichiban got a better moment in 7, Kiryu’s finest hour is still (regrettably) the final scene in Gaiden, and the enemy shuffling just inherently means that the combat’s chaotic, uncontrollable nature will create frustrating situations and missed attacks. It’s maybe not as focused as some other Yakuza games? (I mean, not really, lmao, the only games you might be able to argue that for are 2 and 6, and buddy, 2 is not as focused as you remember it being and 6 is just not interesting.) But at the same time, I don’t really give a fuck.

I love Yakuza most when it’s maximalist, audacious, willing to totally fuck with your expectations, and unafraid to be messy. That’s what I associate the series with and that’s what I want with each new game. That’s what I got here. I was so worried that Kiryu’s return would feel cheap, I was worried that losing Nagoshi would rob the games of an ineffable soul, and Gaiden put the fear of God in me that they would retain the godawful grinds that 7 had (if not double down.) Some mistakes it makes are certainly frustrating and I hope that one day the series will move on.

At the end of the day, it’s hard to not root for the game anyways. A game like this is so special to me. It never treats its past as a burden, and it plants one foot after another into an uncertain future with confidence. You can’t always cure stupid, but the way it endlessly strives towards a better and brighter path, unafraid to experience the sad, bitter, silly, and sweet in all its forms… it’s nice to see a game’s ethos resemble its admirable hero so much.

Yakuza/Like a Dragon has been my favorite gaming series since a few years now and naturally I've been very hyped for Infinite Wealth. So much that I didn't watch any trailer past the first 10-minute reveal of the game and muted Yakuza related keywords on social media. I usually never do this for a game, but the urge to see Kiryu's fate by myself was strong, since that's a key selling point for this entry.

The new characters are great and became some of my favorites in the series, but it was also nice to see how Infinite Wealth expanded on the previously established characters from Yakuza: Like a Dragon in meaningful ways. This is especially noticeable with Ichiban himself, since he really gets to shine in many different aspects here - whether he is serious about the things that matter the most to him or if he is just goofing around with his friends, he just feels like a great guy to be around overall. There's something about him that just feels so human and real.

I always felt like the combat in Yakuza 7 was a bit janky, but I excused it since it was RGG's first attempt at creating a turn-based game. Fortunately, Infinite Wealth follows up on the foundation that's already there and adds some tactical elements like moving during turns, guaranteed crits when attacking from behind and combo attacks with party members. It really makes a big difference and makes the combat flow a whole lot better. Balancing is also just right for the most part and the DLC classes have good basegame integration this time around. No more solo-ing bosses with the comically overpowered Head Trauma move in the previous mainline game.

Story is enjoyable for the most part. There are some plotholes and other minor nitpicks that bother me, even so it's still an enjoyable ride overall with some good supporting characters and villains along the way. Pacing is a bit wonky in a way that there are some instances where you have to follow a very linear route across half the map to get to your destination while avoiding random encounters left and right. This makes sense with the narrative context in those situations, but it's rather dull from a gameplay perspective, considering you just have to beeline from A to B without being able to do anything else for that time (without prior warning). It's not a major flaw, since it only occurs a few time in the game, but what's really bugging me is that the narrative unfortunately has a lot of wasted potential, keeping it from being one of the best ones in the series. Some seemingly "major" characters are especially undercooked, which is a shame given their assigned roles in the story.

Now for some positivity again, one of the biggest highlights in Infinite Wealth for me is Kiryu's involvement. Having to come to terms with his own mortality, he decides to seek out friends and locations from the past one more time. It's really cool to see so many returning characters from the Kiryu games and what they're up to now; the little flashbacks to past Yakuza games you can see at various points scattered across the cities are also neat fanservice. While this aspect falls pretty flat for those who got into the series with Yakuza: Like a Dragon, it feels like a nice reward for all long-term fans and might even motivate some of the newer fans to go back to the Kiryu saga!

Overall, Infinite Wealth feels like a big step up from Like a Dragon into the right direction and is worth your time. It's not just a good game for Yakuza fans, but for JRPG fans in general with the amount of effort put into this game. Now onto Persona 3 Reload, another game I've been looking forward to a long time!

Thanks for reading.

please play every game in the series before you get to this one. Trust the process

-They improved the combat in every conceivable way possible.
-Story was worse than its predecessor but I don't really mind that because I don't think it is humanly possible to create a better story than the first game.
-This game have one of, if not, the best side contents in any Yakuza game ever.
-My only problem with this game is "unresolved" story beats. Epilogue was too short. Not enough conclusion to the story (I guess they are planning to make "dissolution" stuff a trilogy)

Now the worst part about this game is the fact that it ended. What the fuck am I going to do now? Wait for another 4 years?????

I knew little about this visual novel and I'm thankful I wasn't spoiled. The storytelling is absolutely done well. I only had an understanding this was a mature VN. There are warnings of triggering subjects when you load the game. It is necessary since there are many, many instances of depressing, awful events. The only slight negative following the story was watching the series of inhumane events happening to the characters. Thankfully, it does balance out with kind, sweet moments.

The music is beautiful and haunting. All of the characters are well rounded; the antagonists show moments of humanity. Not an easy task when you're creating people doing monstrous acts. I am most impressed how the writers handled trauma. Most media shows a character suffered for either plot device or to "make them stronger." This game had discussions of how the characters processed their trauma. It is a very important topic, especially considering the actions and events they went through. Not something you could merely brush off.

A Requiem for Innocence:
The prequel focused on one character you meet in the main game. It's entirely in their point of view. The majority of this DLC is nothing new. If you played The House in Fata Morgana, you know who this is and you know what's going to happen. Thus the downside of prequels, especially in this case. Sadly I was bored by the first half, I kept putting off reading this for weeks. It's the same story, only more detailed.

The later half is more interesting because it is new information. There are two new characters that add background for the main character here. But in the end, it's a prequel. You know the entire time what is going to happen. The saving grace is the quality of this VN. The illustrations, the storytelling, and extremely well written characters.

Reincarnation + Stories:
This was the DLC chapter I was craving for Fata Morgana. Instead of the previous prequel, it is a continuation of the story. I don't want to spoil anything; just know, it's so, so good. I cried twice. This game is going to stay with me for years. Hands down, the best VN I have ever experienced. It is very dark and depressing; however, the ending made it all worth it.

The first ten hours was Reincarnation. The other ten was reading the side stories. There are extra backstory scenes for different characters, including some minor. Most do not have new illustrations to go with the text. There were a couple chapters I have read that weren't on the main menu. I found them through chapter selection. Those were very worth reading! Fantastic game.

"As fragmented, imperfect beings, yours is a never-ending quest. A quest to find your purpose, knowing your end is assured. To find the strength to continue, when all strength has left you. To find joy, even as darkness descends"

Journey's end.
this expansion means the world to me and more. the loss of a purpose in life, desperation. unfulfillment

"Suffering exists, and we cannot pretend otherwise... (...) Let us carry it in our hearts, that we may grow stronger and know true happiness."

"Endwalker is a tale of loss, fire, and faith, a journey of self-discovery and enlightenment, teaching us to value life and to find joy even in the deepest and darkest of despair."
Anti-nihilism in its purest form. Endwalker is a cathartic end to 10 years of storytelling.

not just another expansion in the list of expansions that FFXIV has but the culmination of all and the conclusion to one of the greatest stories ever told in any medium. I am not going to be reducing this to characters and narrative and music because this to me is much much more

way more than just a game this is a heartfelt tale that resonated with me and changed me as a person on so many inconceivable levels. 700 hours and counting of memories and wonderful experiences with many fellow warriors of light on my way to Journey's end

I can only wish that I could replay this for the first time again because this experience was wholly unparalleled

no words will ever do FFXIV as a whole justice so I just want to say
Yes. it was worthwhile



Keika Hanada is the only person that could make an april fools game that is both a meta meme game but also a laser-guided grief missile. A very odd, very specific story that is full of contradiction - it's so clearly a parallell story to Fata but it also so definetly isnt. The characters are Yakuza Ishin'd with them playing seperate people - but they also clearly are meant to draw on their original counterparts. It reads as extremely autobiographal, yet that doesn't add up.

Seventh Lair is a game that is clearly made for maybe less than a thousand people worldwide. It is almost explicit about that in it's own text. For everyone else, it's anything from ignorable to a downright managling of a work that is very impactful to them.

Still, even if you disregard the meta weirdness, Hamada remains just the absolute best at writing a story that will absolutely rip your heart out. The "life of a creator" chapters of Seventh Lair captures such relatable thoughts and emotions, as good as the peaks of Fata Morgana does. And I bawled my fucking eyes out.