To put it bluntly, I have zero experience with previous Final Fantasy games. I have no nostalgia about the series at all so the premise of the game came off to me as a Chaos-killing-meme-game and nothing more at first glance. But this game was made by Team Ninja, which is one of my favorite action game developer teams.
And Nioh 2 is -despite of its diablo-like loot system which I loathe- the greatest game I've ever played.
So, my hope was kinda high. The chaos-killing shenanigans in the trailer looked like God Hand-tier comedy and the combat system they have shown looked fun enough. It could have been 9/10 for its sheer entertainment value.

The core gameplay was, -as expected- amazing. This is not an exact copy-and-paste of Nioh formula.
Instead, they introduced an interesting form of the Sekiro-parry system, Soul Shield.
Soul Shield mechanic shows a cool compromise of reactive part and proactive part of this game. To use special skills or heavy attacks, you need some mana gauge. And how do you gain your mana? Well, you can gain some mana by hitting the enemies with normal attacks but parrying the enemies' attacks with Soul Shield is more beneficial. Soul Shield is tied to the player's "posture" meter, but unlike any other just-timed parry system, you can lengthen the parry window by spending the posture points. This is great because it makes the just-timed-parry system to be more than just "just-timed".
Not only that, but there is also other normal block function that supplements the Soul Shield.
It has high posture damage resistance (I used a shield, so the resistance rate can be different) but doesn’t give you mana when you block the attacks, which can be useful if the enemy attack timings are hard-to-judge so that you can’t safely parry the upcoming attacks.
Hopefully, you get the idea that this game’s fundamental defensive options are fantastic.

The job system and the "heavy attack" swap system are -maybe not the greatest thing ever- pretty solid.
Job is like Style in DMC in the sense that it can be swapped anytime for your own playstyle benefits, although there are only two slots.
Your weapon choice and the default heavy attack change depending on the job you "equipped".
Here's an interesting thing. As you grind a bit, your job level will grow up and you can unlock new types of "heavy attacks" that can be chained from normal attacks. For example, if the normal-normal-heavy combo ends with a down-slash in the default setting, as you unlock new moves, you can change the combo to end with a more powerful spinning slash. And you can unlock a new set of jobs by max-leveling multiple jobs. So, at least in terms of a customizable combo system, this game is a blast. Although it can be grindy if you want to try out different jobs.

Speaking of grinds, unfortunately, this game has so many downfalls to becoming the great experience I was hoping for.
I played this game on the Hard setting from the start to finish. I mostly stuck to the mage+melee-based jobs and actively used the team members.
I sometimes solo’d the bosses if the boss fight seemed reasonable to do 1v1, but it happened only three times (not including the final boss).
On the hard difficulty, Jack can die in a few hits and dangerous enemies always come in a pack. So, gear management is almost mandatory for your own safety and the team members. Here’s a thing though. I don’t know if this is a tradition of FF, but the loot drops and the item management are ridiculous.
A lot of enemy drops a shit ton of items when they die, so your inventory gets cluttered with garbage weapons and useless armors when you are not looking for the inventory for like two main stages. As a crutch, the game allows an auto-management button that automatically allocates the “best” armor and the “best” weapons for each character. Here’s another issue for this though. It is only optimal in the numbers. Since there are heavy attack skills that can be allocated depending on the weapons you have, there is a chance that the auto-management button can mess with the current skill set.
This means I have to change the weapon again for my skill set. A waste of time at best.
It’s better to have the button, but I still don’t get the point of this loot/management system when you can just have none so that I don’t have to click the damn button and fix the micro-error every time.

Another problem is the general enemy design.
There are some new elements I like, such as the chain execution: You can chain the execution if the nearby enemies also have zero posture. And there are unblockable attacks that force you to move and absorbable attacks that can be absorbed with Soul Shield and become your arsenal.
Not only that, but some bosses are also really good, like Fused Elemental which provides a good multi-boss challenge that ties two enemies creatively into one battle. Behemoth and Tiamat were good too.
But on the negative side, we have enemies that are so small that you can’t actually tell the attack distance (Tonberry), A tiny bat that spawns tornado out of sight, A beholder-like creature that spams explosive magic out of sight, bosses that spin like a cheap Beyblade even though they are clearly made of a chunk of iron(Iron Giant and Cray Claw), A boss so big and yet moves so erratically that makes my head spin(Marilith), A fast humanoid boss that has good patterns and yet has the worst SFX feedback you can imagine (You’ll see him near the end part), and the god-fucking-damn mindflayer.
Now, I know that weighty animations and clear attack tells aren’t the Team Ninja’s strongest toolset, but I remember that in Nioh2, they really improved the quality of the enemy design with the clear sound telegraphs (Remember the BOOM sound when the enemy does the red aura attacks?) and reasonable animations that are redactable for most people in that combat situations.
Compared to Nioh2, FFO’s enemies’ qualities are downgraded. These are some Ninja Gaiden 1 era janks if I have to exaggerate.
I’m guessing there is a reason why the attacks feel cheap. Since the enemy attacks are mostly told by a literal signal board, the devs must have thought that the signal would do enough tells for each attack. However, I would have preferred if they didn’t include the skill board at all. Instead, they should have provided a clearer colored aura on their attacks and better animation/SFX feedback. As a simple-minded action gamer, I want to read the animation, not a skill name.

Also, it is not related to the enemy design, but for a 30~40-hour game, the enemy variety isn’t that great. Yes, the bosses are varied, but the common enemies aren’t. After the midpoint, they spam the color-swapped enemies that are more annoying to deal with than the vanilla ones. This reminded me of Nioh 1’s problem, but Nioh 1’s humanoid enemies worked dynamically with their own stamina system, much more expansive movesets, and different kinds of encounters so the issue wasn’t that glaring. This game is screaming for more enemy types, but I’m doubting that adding new enemies would fix the issue since the general enemy qualities are kinda mess.

Since I mentioned the Nioh series, let’s talk about the levels because this game is also sharing similar issues to Nioh. Or maybe even worse.
The art "style" isn't bad, but there are no noticeable landmarks in most of the dungeons, and the lighting in this game doesn’t help you at all when you are fighting enemies in the darker area. The place is clearly having sunlight and yet the shadowy places are so dark that you CAN’T see the enemy’s animation, which is not a good idea if the game’s foundation is built upon the fast action.
The gameplay element in the level design department is quite underwhelming because the level structures aren't as convoluted as any Dark Souls, or even Nioh's main levels. Even though there are some shortcuts, I wouldn't say there were many branches to explore around ignoring the obvious main path.
Enemy placements are also monotonous. From what I've experienced, there are no ambushes using the blind spots, or showing interesting behaviors. They are standing right in the arena, visibly, standing still.
Also, the level gimmicks are either half-baked or don't provide interesting exploration elements.
Maybe it is because there weren't many contents to incentivize the explorations like the hidden Kodamas, but even considering that I felt like the dungeons in this game are working like arena after corridor after arena. It's serviceable as stages for action games, but I wouldn't call this an interesting "adventure".

The story was fun, but we have to admit that as an outsider of the FF series, the “chaos killing” mumbo jumbo got old at the end. Yes, Jack was charming in the Doom Slayer way, but his merit faded away at the end when the half of the end game cutscenes were full of anime drama that stimulates my emotion like a wet fart. At the end of the day, this game is the best form of 3/5 games. There are glaring issues here and there, and yet there are hidden charms that cannot be overlooked. Some people will love this game if they are a diehard fan of combat-experiment or an old final fantasy fan. (Since many people have pointed out that this game is full of old and new FF references) But for me, It just made me wish to see Team Ninja and FROM working together and making an absolute banger game by supplementing their weaknesses.

Reviewed on May 03, 2022


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