This game disappointed me. I believe I got around 60% the way through the story - a metric I didn’t wish to know (thanks Sony) - before dropping it completely. A cool story and setting can only carry my motivation so far before an utter lack of engaging gameplay mechanics begin to weigh it down.

The notion of comparing Final Fantasy games being unfair due to the series’ willingness to innovate with each game has been thrown out a lot as of late due to the divisiveness of XVI. I suppose that sort of makes sense; how can you compare things that purposefully try to be different? Well, I think it’s worth adding that there are fans, myself included, that play Final Fantasy games because they are titled Final Fantasy. There are no other RPG series that I can apply such a liberal criteria to justify owning and playing the game. Hell, I got an entire console for this one. So I think that notion is what inherently invites the comparison between numbered titles, since the fact that it is a numbered Final Fantasy game is the reason some play it due to their prior experiences with the franchise. It really is as simple as that. That’s not to say that over-comparison isn’t a bad thing but I just wanted to point something out that rarely gets considered in this point before I do start comparing.

Every Final Fantasy has major flaws, but usually those flaws come from attempting something new or just issues that are much harder to notice without hindsight. Constant innovation is a risky game, but the series has never shied away from it. Never let it be said that it doesn’t try to reinvent itself with every mainline entry. However, like I alluded to earlier, this is still a mainline Final Fantasy game. As such, there are certain expectations. Simply put, XVI upsets me because it feels like CBU3 didn’t care at all that it’s an RPG. My issues with it stem almost entirely due from the seemingly conscious decision to not focus on RPG elements. All the systems for loot, equipment, ability progression, etc. exist in the game, but they are all ultimately pointless. It's like no one spent more than an hour trying to balance them or incorporate them in an interesting way. There wasn't a single battle in the game where I felt I'd won because I'd optimized my character well or anything like that. It was always "I won because I pushed R1 at the right time," or “I dumped enough cooldowns into a stagger window.” Think of classics like the job system, or more appropriately, the materia system… aaand I’m already wishing I could be playing with any of those. For some wholly unneeded context, I paused my recently begun XII playthrough to write this, which happens to be the polar opposite of how in-depth a Final Fantasy game can be content and gameplay-wise, and further puts into perspective XVI’s shallowness.

The itemization is a complete joke. To elaborate: there's a crafting system, a loot system, a weapon stats/bonus system… and zero content to populate it. A linear progression of gear (the game always hands over a key upgrade material after a major plot point), and a modest selection of accessories. You level up, but the whole game scales alongside you, with no perceivable variation in stat increases. Gil is accumulated, but there isn’t a single pliable use for it, outside of buying music for the Hideaway. Really. Swords have damage and stagger stats... but every one has even values of both. There's no decision involved in how you want to play. Armor has defense and health... but it's a linear progression of both. No items that sacrifice stats for buffs or abilities. All that loot you pick up? Those bloody hides you spend dozens of minutes exploring corners of the world to find? Legitimately useless. Not even a bizarre, ala Final Fantasy XII, that offers unique gear if you sell said loot. I’m fairly certain the shops in the game stop selling new stuff after a certain point, too. Consumables are extremely bland and uninspired, half of which serving no point if you don’t decide to facetank everything that’s thrown at you. Absolutely nonsensical all around. They straight up threw their hands up and dropped the ball on the gear after setting up decent enough systems for it. It comes off as an obligation to try and include them because Final Fantasy is in the title, which is more insulting than anything.


That’s just the progression, or lack thereof. Now onto the combat. This is most important to me, so I’ll mention it first. Party members and Torgal are basically background noise while you do your thing. You can’t pick who's coming with, change their actions/skills, swap gear, buff them, and they can’t die or be downed, taking away any sense of their involvement when fighting. The party “system” really is just Clive and Torgal + whoever happens to be tagging along this time whenever the plot deems them necessary, and that’s a shame considering what this game’s take on the party system could’ve been. Also, why does Torgal have a stat page at all? I laughed when I first found it. What’s the fucking “pedigree” stat? He apparently has five different moves he uses, too..? Sure. I’mma just keep ordering him to heal me for 15 health since I like Clive’s voice line, thanks.

XVI lacks an overarching system like jobs, materia, GFs, etc. that would alter how you approach combat encounters. Yes, I know Eikonic Abilities exist, and yes, I am saying they don’t mean as much as they could’ve. Upgrading them is the game’s only form of progression, but even then, by the halfway point I had enough AP to upgrade as many abilities that are allowed to be used at once, so progression stops there if you’re smart with respeccing. You’re able to combo these abilities together as complex as you’d like them to be, which had me excited when I first unlocked the second Eikon, but if enemies themselves offer no reasons to engage you in further thinking, then why waste unnecessary effort? Add in the gigantic health pools on some mobs/bosses and you’ll always feel a level of tedium due to how dull and formulaic battles tend to play out. Compound this with a lack of things like elemental affinities and status effects, and battles wear their welcome quickly. Being hit by Bad Breath in the first real boss fight… only does flat damage. That is THE debuff move. Clive just gets up and shakes his head a little. Why isn’t he now made of stone, or at the very least poisoned? Come on. This isn’t to mention how jarring it is to use Ifrit abilities on enemies made of literal fire. How hard would it have been to give said Ifrit a burning damage-over-time effect, or something a little unique for the other Eikons akin to Garuda’s capability of dragging foes to the ground with Deadly Embrace? It’s a problem when it becomes glaringly noticeable, which it is.

I was somewhat ecstatic that XVI was going to be more linear. Before playing it, watching the gameplay previews and seeing how open the areas were, I had assumed that there’d be a breadth of side content to have fun doing despite the story itself being linear. I have no problem with linear games, mind you. There is essentially no reason to ever explore. It is genuinely baffling to have a game that goes out of its way to put chests in weird areas like abandoned villages in the middle of a desert and NOT have anything worth picking up. I really don't get it at all from a game design perspective. What's the point of it? Same issue I have when I want to explore a tucked away corner of a map or trek through a path to reach a clearing with nothing but two chunks of wyrrite there. It's so bizarre.

I get that it's a linear game, but with these beautiful environments and wide open spaces you'd think there would be… a little more to it? You aren’t allowed to wander into new areas, nor evoke your own sense of self discovery. Nothing is new or unexpected. Then again, if there were, it wouldn’t be worth exploring, what with the progression systems that are in place. So I guess it’s a mercy that the game’s areas aren’t any bigger and emptier. That’s the saddest sentence I’ve ever had to write.

All in all, it’s clear they tried to appeal to both old and new fans, which tends to disappoint both sides, especially in well-established franchises, despite how necessary it is for its continued success. The systems exist, but they are bare-boned. I would’ve honestly been more contempt if they didn't try to distract from the fact that XVI is just a movie game. Scrap all gameplay elements. Don't have any level ups, gil, upgrading, or "exploration." Just a straight line. It makes pretty sad attempts at masquerading as an RPG as-is, so if you're gonna half-bake it, don't bake it at all. Make it a different kind of food instead. To make the analogy clearer, it should’ve been marketed as and designed as a total arcade hack n’ slash. Labeling it anything different only served to destroy expectations for people such as myself. Otherwise you end up dumping $570. The console’s pretty cool at least… when I’m playing other Final Fantasy games.

If I pick XVI up again, it’ll be to see how the story pans out. As a massive fan of the Ivalice games, the mature and deeply political plot intrigued me, and all the characters were neat. I even grew to care about the side characters. Active Time Lore and State of the Realm are fantastic ideas for games with crazy deep world-building like this. It makes me wish Tactics and XII had it, since they are similarly convoluted and complex. As it stands though, the gameplay and the systems in place make it an absolute bore to play, at least for an RPG boomer like myself who had their expectations dragged through the dirt and their standards spat on.

Reviewed on Jul 27, 2023


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