57 Reviews liked by aniforprez


Half as good as the first game.....get it?

its ok, I like tama and ryuki but overall I feel every new plot detail is this really dumb retcon or status quo keeping thing that holds the game back because they really wanted to make sure you can play it without playing the first game, which at that point just use a new cast, but im confused because you would be asking people to play the first game first. out of two games its not like a whole franchise.

gameplay is still good though which keeps it from being a 2 star but first game is just better.

This review contains spoilers

[WARNING: SPOILERS FOR THE ENTIRE GAME BELOW]

Stand back everyone, Final Fantasy has entered its Atheism+ ™ phase! Or rather, that’s the sort of uncharitable interpretation of Final Fantasy XVI I would have expected from audiences had the game released during the era it seems to think it belongs to. Indeed, XVI feels in many ways like it’s late to its own party: a JRPG based on and catering heavily to western setting and sensibilities? Check: in a world where international appeal of even culturally dense Japanese IP in all media spheres is practically exploding, the mere idea of a western setting dredges up painful memories of seventh-gen Capcom fare. A streamlined RPG with a greater focus on real-time action? Check: even in the western space, by the time Mass Effect 3 had released this trend was being lambasted constantly by enthusiasts, and the runaway successes of relatively hardcore JRPGs like Persona 5 and Xenoblade add more fuel to the burning question of why Square Enix felt it unnecessary to capitalize on the mainstream trend toward classic gameplay archetypes, especially for a much-anticipated sequel to a thirty year-old game series. A main character whose fashion sense would make Shadow the Hedgehog blush? Check: I’m pretty sure everyone gave Tales of a Berseria a pass on this under the implicit agreement that it should never happen again. The clear evocation of Game of Thrones long after even its most diehard apologists would prefer to forget it? I rest my case. Considering the media landscape we find ourselves in today, Final Fantasy XVI is awash with baffling creative decisions – no doubt due to development cycles in general offering little room to be as reactive as is required these days – but that’s not to say it uses them all to poor effect.

Expectations for Final Fantasy XVI were high to begin with: barring the MMO, it’s the series’ first new, flagship title in nearly fifteen years that isn’t derived from the heavily derided Fabula Nova Crystallis sub-series, and was thus given the unenviable task of redefining the Final Fantasy name while proving it still actually means something. In many ways it can be considered the modern counterpart of both Final Fantasy VII and XIII as inflection points for the series. While VII bore the burden of proving that Final Fantasy needn’t be beholden to high fantasy sword & sorcery, XVI sets out to prove that there is still a place under its umbrella for the settings audiences fell for on the Super Famicom. Final Fantasy XIII reintroduced core series concepts in the warriors of light and crystals while subverting expected canon and dabbling in a sort of light Gnosticism not by any means unfamiliar to JRPGs (see: Shin Megami Tensei). While XVI, perhaps coincidentally, builds its world atop similar ideas, it does so in a much more mature, holistic way. In fact, letting alone Japanese games, I don’t think I’ve seen a video game in general this unabashedly Christian, albeit sectarian, since Super 3D Noah’s Ark.

Final Fantasy XVI takes place in a world on the brink of biblical Revelation: a magical blight is covering the continent of Valisthea, increasingly ferocious monsters roam just outside towns in greater and greater numbers and, as we come to find out, the world is a single revolution away from apocalypse. Playing the role of demiurge is Ultima, a supreme being of extradimensional origin who fashions humanity in his own image but resents humans’ strength of will and connection to the Gnostic Monad that he does not enjoy. Indeed, having been created by a demiurge, it is strongly implied that the humans of Final Fantasy XVI are but a permutation of the true creator’s will: while Ultima gave life to the people of Valisthea, he is neither the creator of the universe nor of the concept of life, and he becomes increasingly obsessive over humanity’s primordial lineage which grants them proximity to holiness: see the facsimile of Ifrit he impotently dons during the final confrontation. Thus, as jealous gods are wont to do, Ultima traps his creation in a cycle of reincarnation, allowing emanations of his archons (a fantastic and inspired way to work the classic Final Fantasy summons into a story, by the way) to inhabit a select few humans of proper lineage who inevitably are used by the many sovereign nations of Valisthea to wage war against one another. This is in service of finding a vessel – one that is compatible by virtue of being of Ultima’s lineage (magic aptitude; there is room to discuss here whether all magic users in FFXVI are essentially descendants of Nephilim), but has also been touched by the emanation of Monad known as Logos (as only humans can be inhabited by the true god) – in order to ascend to a higher plane and escape the encroaching blight that seems to be borne from the magic (witchcraft) inherent to his existence.

Find this vessel he does in the game’s swarthy protagonist, Clive Rosfield, who acts as something of a Christ-cum-Seth character, destined to free humanity from Ultima’s cycle. Clive’s latent power comes in the form of Ifrit, an Eikon which, according to the lore of the world, should not exist, and represents aeon in contrast to the other summons’ archons, an emanation of the Monad versus those of the demiurge, originating from a higher plane and naturally presiding over all Eikons. Final Fantasy XVI thematically frames his rebellion as a manifestation of humanity’s will versus the whims of his creator (part of a tenuously connected, two-front examination of enslavement that the game, disappointingly, never really resolves or even effectively conveys on the chattel slavery front), which by no means runs counter to Gnostic belief, but there seems to be an expectation that we, as the audience, are well aware by the back end of the narrative that Clive is not killing the true God, and in fact owes his victory to His blessing (inshallah). While Clive enters the final battle with the expectation that he will be leaving his world godless and potentially ruined, we know this couldn’t be further from the truth, and our expectations are borne out in the post-credits scene. Clive embodies Logos (Christ) and saves his people from damnation.

As far as the beat-by-beat unfolding of FFXVI’s narrative goes, I’m of several minds. Apparently the game itself is as well. It evokes Game of Thrones quite literally the second the story begins in earnest, with Clive’s training session and strained conflict with his mother echoing the first episode of the HBO adaptation, while also frontloading the game with a generous serving of overt sexuality and faux-nudity that no doubt was toned down by Sony thanks to the women in the game actually being attractive. We’re thrown into a world where something like six or seven nations are vying for control over the continent, including an empire, a kingdom, and an extremist theocracy, and the game wastes no time setting up expectations for a story filled with political intrigue, shifting alliances, and betrayal. Unfortunately, these expectations are never really met, as the narrative veers very quickly into a much more standard “chosen one” JRPG groove punctuated by gratuitous (though very fun) anime fights where, whenever Clive is not on screen, all the other characters must be asking “where’s Clive?” I must reiterate: FFXVI isn’t bad at realizing this type of story, but the shift in dynamic of the overarching conflict is incredibly jarring and makes the gallery of secondary and tertiary antagonists look at least slightly r-worded across the board. It’s understandably difficult to reach GoT-level complexity when the player can only interact with the world through a single character, but a lot of time and resources sure are spent in-game (and in marketing!) explaining all the big players, their goals, and the territories they’re encroaching on at any given moment, only for the resolution of every sub-conflict to be “Clive and his dog cross contested national borders with no resistance and slaughter the country’s ruler.”

Refreshing, however, is that Final Fantasy XVI does not rely on “epic twists” to make its story interesting. “Theorycrafters” will absolutely despise this game, as most of the plot is couched in straightforward, millennia-old, but well-executed concepts. Your party members will not betray you, no one was “actually evil all along,” and there will be no earth-shattering revelations about the world that throw Clive and friends into an existential crisis. The game doesn’t take place inside of a computer and the magic isn’t powered by an alternate-dimension Nazi Germany. It’s downright subversive in its simplicity, and I’d argue it’s both the bravest and (I’m going to assume) least appreciated part of the whole package. Next to cameos, popular media has become overburdened with plot twists as replacement for a well written story to such a degree that they are becoming inefficacious, and JRPGs and visual novels tend to be the big offenders, to the point that being remotely familiar with a writer reliably allows one to predict just how many hours in the player will be subject to some paradigm shift just for shock value. In all fairness, I love stories that go absolutely batshit in their third acts, but Final Fantasy XVI is a reminder that a fun, unpretentious story can be told without subverting expectations vis-à-vis its narrative. I am seeing more than a few opinions making the rounds that FFXVI’s story is “actually not mature;” that the gratuitous sex and violence is an obfuscation, that beneath the superficial edge lies a fundamentally juvenile game, that other Final Fantasy games have done it better. I’m wondering where, between Cecil’s moon-man Darth Vader moment and “dilly dally shilly shally” this even remotely starts to ring true. It doesn’t, of course, and this is complete contrarianism derived from the same deranged, millennial line of thinking that leads to pulling out the ol’ faithful C.S. Lewis quote when it’s time to convince your wife to let you buy the new LEGO Millennium Falcon. Final Fantasy XVI is mature because it isn’t afraid of itself. It tells an age-old fable and tells it well, without getting cold feet, turning rebellious and reaching for shiny trinkets to dangle in the audience’s face. I can already hear the argument that it’s all so platitudinal, this talk of “free will” and “killing gods,” but we’re not dealing with something like Persona 5 here, where Yaldabaoth descends from the sky apropos of nothing in some desperate attempt to deliver a frankly unconvincing greater theme and frantically assure the audience that it really all meant something in the end. The Gnostic fable that has persisted for two thousand years is hardcoded into every corner of FFXVI, deliberately and with pride.

On a micro level, this also means that the story must be competently carried by its setting, characters, and script. In the raging debate over FFXVI’s validity as a Final Fantasy game, the world of Valisthea goes a long way in appealing to series tradition, even iterating on it in ways that were beyond the scope of the 2D games it calls back to but clearly would have been welcomed by their creators. Throughout my playthrough, it felt at nearly every junction the kind of world the teams who worked on the classics would have been ecstatic to have realized: warring factions, tortured protagonists, flashy summon fights, a long-lost sci-fi civilization. Most of Valisthea and the rules that govern it are cherrypicked from across the legacy entries, with perhaps the tangible focus on chattel slavery and the literal scale of its parts – crystals, summons, battles – being the two most obvious superficial curiosities that set XVI apart. I struggle to think of a Final Fantasy setting I’ve disliked so far, and I especially love FFVII’s grungy Blade Runner/Metropolis-style Midgar, but the return to basics here is exactly the palette cleanser I didn’t know I needed, especially coming off the heels of the futuristic FFXIII and hyper-contemporary FFXV, and releasing alongside a big-budget FFVII remake that pushes the buttons fans of that edgier, perhaps more uniquely Japanese style are looking for. Not only is the classic setting itself a joy to revisit, it also reestablishes a baseline from which future titles can deviate in satisfying ways, a baseline that feels like it’s been lost for quite some time in the shuffle of largely sci-fi worlds that were beginning to feel agnostic rather than deliberately (and properly) subversive in the way Final Fantasy VII was.

Early in his playthrough, my dwarflike Italian-American friend expressed a distaste for Final Fantasy XVI’s characters. They’re bland, boring, he said. I can imagine this being a somewhat popular opinion; these aren’t typical JRPG characters. There are no titty monsters, genki lolis, spikey-haired edgelords, catchphrase girls, never-say-die anikis, or talking animal mascots. The characters of FFXVI are not defined by their superficial traits, and we aren’t constantly made to revisit their quirks via dull slice-of-life scenes. I wouldn’t go so far as to call most of them superbly well written, but I do think it’s tempting to unfairly interpret characters with no outstanding gimmicks, characters who do not fit familiar JRPG archetypes, as dull or underwritten. That all characters in the game are quickly united under a singular cause and share the same core motivation compounds the issue, as there is little opportunity for the kind of tension and intrigue that comes with the “getting the gang together” phase of a typical JRPG. Final Fantasy XVI is not character driven, and the game’s larger conflict is constantly looming and taking priority over their individual arcs, but I disagree that this necessarily makes its characters boring as, while subtle, most of the major players do enjoy some decent development. Yes, even Jill who, in addition to being my wife, is beaten down from a sheltered noble with a girlish crush on Clive, to a stoic, confused and aimless nomad who eventually casts off her trauma and retakes her power through revenge, becoming a much more substantial partner to Clive than she ever would have been otherwise, all while never letting go of her core empathy for humanity that Clive himself was dangerously on the verge of losing. I won’t touch deeply on Kotaku’s schizophrenic feminist criticism of this character, but the notion that Jill isn’t a character in her own right because her driving motivation hinges on her love for Clive should be dismissed out of hand and is the same accusation that could be leveled at nearly every other character in the game, including the males like Gav and Otto. I’m assuming Jill’s “real” crime underpinning this “criticism” is in not fulfilling her role in deconstructing patriarchal standards because she’s traditionally attractive and not written to be a constant bitch.

Now admittedly, FFXVI’s characters do tend to thrive in the moment. While the script sometimes has a propensity to get just a little too cute, it’s head and shoulders above most AAA English scripts these days, and manages to hold itself back from being too snarky or memetic while occasionally making me blow air out of my nose in amusement. I say English script, of course, because this game was made with an English-first mentality, and boy does it show. Not only is the Japanese dub one of the most stilted I’ve heard in recent memory; the script (which I had the pleasure of comparing as I played with Japanese subs) is downright sleep-inducing, with little of the English version’s personality shining through, and an occasional tendency for characters to completely contradict themselves between languages. I say this only half tongue-in-cheek, and entirely sarcastically, but I wonder when the perpetually ass-blasted Internet translation patrol will decide to make a stink about this. The scriptwriters thankfully did not capitulate to the midwit temptation to write the dialogue in faux-Old English, opting instead for largely contemporary speech with a few anachronisms thrown in (including a distressingly frequent use of “anon”), which works well for likely fan-favorite characters in the ever-sardonic Cid and bombastic Byron (alliteration completely unintended but contentedly noted) who breathe much of the intimacy and humanity into the game. Put simply, despite the occasional mustache-twirling NPC, FFXVI imbues just enough colloquial character to maintain novelty throughout without tripping into “holy amazeballs” Reddit territory, which feels like a feat in itself these days.

In discussing the characters, I would be remiss to not heap praise upon the VA cast, who further prove that English dubs can indeed be more than just tolerable when actors are sourced from literally anywhere but California or Texas. For a Japanese property, it just sounds fantastic. Ineson, whose voice was practically made for this line of work, was a particularly inspired choice, and I don’t think many would protest my saying that he steals the show as Cid. Ben Starr works wonders with Clive, taking a character who could have easily been played flat and affecting a range of emotion that also never tumbles into melodrama. Minor characters Gav, Charon and Blackthorne were also highlights, both in performance and writing, though as a whole package only a handful of NPC extras broke the illusion and reminded me that I was playing a video game for dumb nerds (letting alone Susannah Fielding’s inability to convincingly cry). FFXVI sounds great musically too, boasting what is easily the best soundtrack of the year. Being unacquainted with Soken’s prior work, it was a pleasant surprise to find within the game such a solid individual musical identity that still evoked the feeling of Final Fantasy. Much effort was obviously spent to this effect, as the game opens almost immediately to a track inspired by the classic Overture, reminiscent of FFVII and further solidifying XVI as its companion piece. Much later, we hear a track which includes bits of Final Fantasy I’s overworld theme. Most satisfyingly, as Clive prepares to set out for his final battle with Ultima we are treated to the Final Fantasy theme proper, possibly the most criminally underused piece of video game music relative to number of series entries which, to my recollection, is the only in-game appearance we’ve seen since the first title. It feels as though on the music front, on all fronts, FFXVI is triumphantly shouting: “Final Fantasy is back!”

Is it, though? It’s all well and good that its superficial dressings evoke nostalgia, but does Final Fantasy XVI ultimately, in its gameplay, where it really matters, embody the spirit of its title? Well, no, not really. In fact, it deviates so far from its predecessors as to be inexplicable. There seems to be a hefty number of Final Fantasy fans who, in their kneejerk backlash to this obvious truth, hasten to point out that their beloved series is no Dragon Quest, that Final Fantasy once matured has never been content to simply port a battle system from one game to the next. True enough, but the notion that Final Fantasy has no functional identity is so baffling it beggars belief that a dyed-in-the-wool fan could even suggest it. After its growing pains, the series settled into a niche within which two functions were pretty much non-negotiable: the presence of the Active Time Battle system, and the ability (and necessity) to create bespoke parties via class assignments which often blurred lines depending on the complexity of the given title. The exceedingly few exceptions prove the rule here. For all the grief FFXIII got, even that entry managed to preserve simplified iterations of these systems, with a focus on macro-level management from the player which I actually came to like quite a bit. Final Fantasy XVI eschews both ATB and class construction in favor of action RPG fare so simple it borders on trite. The game’s combat was designed by Ryota Suzuki of Capcom fame, but standing it next to the likes of Devil May Cry, Monster Hunter and Dragon’s Dogma, one could be excused for imagining Suzuki putting his feet up on day one and delegating the bulk of the work to some guy who slept his way through Kingdom Hearts.

Clive, the only playable character (barring gimmicky fight sequences) has two standard attacks: sword and magic, the latter depending aesthetically – but not functionally – on which Eikon’s power is equipped at a given time. FFXVI’s revolutionary addition to the typical action RPG loop is that, if timed correctly, sword and magic can be linked together in pairs to perform an 8-hit combo that deals greater stagger than standalone sword combos. Admittedly, this does add a bit of welcome immediate depth to the game, until you’ve mastered it about half an hour in and can perform it flawlessly every time for the next 70 hours. Evasion methods include the standard dodge and parry, which both provide discrete opportunities for counterattack. As expected, depleting the stagger bar leaves the enemy immobile and much more susceptible to damage as all incoming attacks are subject to a capped damage multiplier. At this point, the player unloads every special attack in his arsenal until the enemy stands back up. Specials are broadly sorted into damage-dealing and stagger-dealing, with some vaguely affecting positioning or incidentally working on some enemies better than others by virtue of size or movement. All tied to differing cooldown timers, once they’ve been used the player spends the next minute and a half largely just waiting to use them again. The typical combat encounter with a larger enemy consists of throwing out every stagger special possible, downing the enemy, popping a multi-hit special to increase the damage multiplier, and then unloading the strongest damage-dealing specials to chip away a third of the its health. Rinse and repeat. That’s every encounter, play-by-play, for the entire game. Smaller enemies obviously go down much more easily, but FFXVI lacks any accessible crowd control options, leaving the player with no choice but to slowly, monotonously, pick them off one by one. The slog is further exacerbated by most of the better abilities being acquired late in the game, and all of them being nerfed to facilitate the inclusion of a skill tree system. The whole thing could still be salvaged if FFXVI provided a proper challenge, but even the game’s optional bosses are frustratingly ineffectual, so the player is left with an experience full of protracted, facile engagements which mostly serve as padding between one cutscene and the next. Other standard battle modules are barely worth talking about: the game features all of seven types of items, equippables that are uninteresting and mostly linear iterations of each other, and the forgettable ability to issue basic orders to Clive’s dog companion during fights. I should stress that none of these systems alone is inherently bad. I enjoyed much of the first 30 or 40 hours of the game: Clive is responsive and easy to control, there is at least some variety in enemy behavior and movement, and each Eikon comes with a set of superficial gimmicks that can be fun to play with. Unfortunately, all the half-baked implementations of these ideas in tandem combine to present a dull, repetitive experience that doesn’t reward experimentation, or even provide much opportunity for it.

Of course, Final Fantasy XVI’s big gameplay gimmick is the monster fights, where the player takes control of Ifrit to battle other Eikons. Gimmick is indeed the operative word here, because the only thing these segments have going for them is spectacle. Perhaps in an effort to convey Ifrit’s lumbering size, attacks are subject to input delay and the sword/magic combo becomes marginally more difficult to pull off, but otherwise these battles are even further dumbed-down versions of the standard fights, giving the player access to a severely limited kit of special moves and forcing him to rely on chip damage via normal combos. In lieu of letting the player actually do anything cool of his own volition, these battles are punctuated by quick time event cutscenes which, to be fair, are superbly directed and engaging enough to justify their existence. Their simplicity, however, raises the question of why the QTE interactivity was considered necessary at all. If anything, given the relatively few number of monster fights, these sequences feel like wasted opportunity. Imagine an FFXVI that gave the player even three or four action options during these cutscenes, allowing him to effect any number of outcomes throughout the fight. At risk of devaluing the effort that doubtlessly goes into crafting these sequences, I can’t imagine this would have been so much extra work as to be impossible. As they are now, Ifrit battles are peppered with enough cutscenes, so padded for length, that they are frustrating to replay.

It's hard to gauge which aspect of Final Fantasy XVI’s gameplay is more controversial: the combat or the world map navigation. Immediately following the game’s release, Gene Park managed to court considerable backlash for expressing disappointment that the game’s maps are littered with invisible walls – a backlash that would have been almost unbelievable back in 2010 when western critics and audiences alike were tearing into XIII’s “hallway” maps. Unfortunately, we now live in a post-XV world, where the ubiquity of lazy open-world games has given enthusiasts cause to be cautious about promises of sprawling, interactive maps. They’re right, of course; I don’t have much faith in a traditionally open-world Final Fantasy either. They are, however, missing the forest for the trees: reasonable critics of FFXVI’s maps are not looking for colossal, Ubisoft-style maps to trudge through, but rather the simple illusion of grand adventure. Final Fantasy, traditionally, has always delivered the enormity of its worlds via abstraction, whether that be depicting the player character at ridiculous scale on a world map, or letting him freely explore clusters of interconnected zones. Final Fantasy XIII, due to its plot-heavy, cinematic priorities, most deliberately broke this illusion, but these games have always been fundamentally linear experiences. FFXVI’s greatest sin here is a matter of simple presentation. How does the first Final Fantasy game convey the vastness of its world, the sense of embarking on a Tolkien-esque adventure? The player is dropped in an overworld, mostly directionless. He can walk as far as a man’s legs can carry him, but with every step risks death at the hands of goblins. The player will find that he’s on a peninsula surrounded by water, his vision blocked by the edges of a 4:3 screen. The world is seamless: guiding his giant sprite into a town or a cave lets the player shrink to normal size and converse with their inhabitants. Solving a town’s problem opens paths to new landmasses, and vehicles allow the player to directly assert his dominance over the world as he goes from limply rowing a canoe down a river early on to mastering the skies in an airship and flying around the globe at the end. A lot is at play here: the forced scale allows the world to be larger than it really is, random battles make the journey feel longer and more perilous, and carefully placed obstacles create the illusion of player agency. Final Fantasy was served well by this system for nearly fifteen years before experimenting with more ground-level, realistic map navigation. One will not find, for example, an overworld in FFXII, but its appropriately complex, interlocking maps serve the purpose of keeping a more contemporary-looking game to scale for its entire playthrough, with few concessions that would have otherwise justified the inclusion of either a chibi-fied world map or an impossibly demanding open world. This was a completely rational approach for such an anticipated prestige JRPG in 2006.

The problem with FFXVI – and I’m sure you can see this coming – is that we are far, far removed from the world of 2006, and even that of FFXIII’s release in 2009. We’ve seen insane technological leaps, consumers embracing very different kinds of games (especially in the west), and new expectations for both product and art that would have seemed foreign just ten years ago. Final Fantasy XVI takes the two aforementioned map philosophies, smashes them together, and delivers to us the worst of both worlds (not the Picard season 3 episode, but nearly as bad). We get a world map, sure, but no means to explore it from overhead; instead travel is as mundane as clicking a desktop icon. We can freely move back and forth across open zones once the game begins in earnest, but they lack any interconnectedness, kicking the player to the map screen upon moving out of bounds and leaving huge swathes of the world map unexplorable (interesting swathes at that). The most politically and strategically important cities in the game’s setting can’t be entered outside of story events which always entail the destruction of the city in question, following a sort of tenuous narrative logic that could have easily been sidestepped in favor of varying player interaction. The player will not be able to pilot the Enterprise despite the fanfare that accompanies its appearance (and, side note, very disappointed Mid never gets around to fixing Clive’s airship base to make it fly), and the Chocobo – which controls like a Sonic R character – is only used to the effect of sprinting across empty fields more quickly. There are no real secrets to be found, no textured environments to navigate and discover, and every new area is unlocked by progressing linearly through the story. We aren’t getting the illusion of adventure here, we’re getting the illusion of “not actually” playing Final Fantasy XIII all over again.

The most damning thing about all of this is that ANY well-realized method on its own would have resulted in a better map. Square could have foregone the overhead world map altogether and properly linked FFXVI’s small segments in seamless fashion. This also begs the question of why these world fragments needed to be so small to begin with. Sure, it would take considerably more work to make the trek from Dhalmekia to Rosaria possible in real time, with branching paths and terrain worth exploring, but we’re talking about THE quintessential prestige JRPG series here, at least for western audiences. I’m sure many will be quick to excuse FFXVI’s claustrophobic maps in favor of its graphical fidelity, but between Rockstar’s Red Dead Redemption 2 and the incredible work Nintendo’s developers continue to churn out (Xenoblade, Zelda) for a piece of hardware less powerful than a modern cell phone (one that would get you laid at least), I think it’s time to start holding these games to higher standards. We aren’t in the seventh console generation anymore; high-definition 3D video games have reached maturity and even near parity across all but one frequently used platform. I’ll close my discussion on FFXVI’s tangible world with an unorthodox suggestion: keep the fragmented environments, keep the world map, blow it up to a respectable size and make it interactive. Rather than have the player travel via cursors and clicks, let him navigate the overhead map by moving his party in the style of the classics. HD-2D has been one of Square’s most critically praised ventures in years, and perfectly reflects growing audience openness to alternative graphical styles. Gone are the days of 2D PS2 games never reaching western shores for fear of devaluing brand image. On the contrary, gamers are hungry for substance and more than ever are willing to sacrifice photorealism for gameplay depth and stylized graphics. If it’s supposedly too monumental a task to open Valisthea up in a graphically consistent way, why not take advantage of this trend? Make the world map module a classic Final Fantasy game with environmental obstacles, puzzles to solve, treasure to discover, and (hot take) maybe even some Zelda II-style encounters that make use of the PS5’s speed to transition immediately from the classic overworld to FFXVI’s core combat. The overlap of modern HD graphics and 16-bit styles even has precedence in Square’s own recent Dragon Quest XI, so I have trouble imagining why this idea was either never considered or never pursued. In its current state FFXVI’s map is almost insulting as a part of a game that seems so hellbent on dredging up memories of its revered predecessors, and I’d go so far as to call it probably the most disappointing oversight of the whole package. With so many potential approaches to be taken in constructing that illusion of grand adventure, Square’s solution here is inexcusable.

“Inexcusable” might also describe the quest structure. While I wouldn’t go so far as to call the main quests inherently mishandled as their actual content is fun enough and doesn’t betray the gameplay expectations set by the tutorial, that Final Fantasy XVI divides them into traditional arcade-style levels (such that the player can choose to replay them from a menu later) only adds to the feeling of playing a Cliffs Notes version of a real JRPG. I think this is where the indecision between action game and RPG is most apparent: one would expect a Devil May Cry or a Bayonetta to take such an approach, but it almost runs counter to the very nature of an RPG to segment its content so thoroughly. Too many locations on the world map are only playable as “levels,” with the player otherwise forced to longingly stare at them on the horizon like a paypig at the newest Belle Delphine video. Final Fantasy VII Remake similarly included several linear, non-replayable sequences and locations, but I’d likely argue the scale and quantities of these areas are not comparable, and at the end of the day that game was more or less beholden to the logic of the original game’s Midgar serving as a prologue. I expect to have similar criticisms of Rebirth should it also fail to allow the freedom of movement the original game granted once the party leaves the city. I bring this up to note that, despite these similarities between two recent, big-budget Final Fantasy games, FFXVI’s main quest structure really is closest to FFXIII where it matters most, which is not a good thing.

FFXVI’s side quests, on the other hand, all take place across the maps freely accessible to the player, and are taken on either from NPCs at Clive’s hideout or those spread across the handful of small towns the player will be able to return to. To call them boring would be an understatement. I don’t expect from simple side quests any sort of grand new gameplay element or subversion of a game’s main content, especially in a JRPG where control is necessarily limited. Somehow Final Fantasy XVI manages to run afoul of even my very low expectations, sporting side quests that consist of talking to half a dozen NPCs, fighting hordes of unengaging, low-level enemies, or simply walking from point A to B. One such egregious quest comes from Mid around the halfway point asking Clive to find a variety of materials to help build the Enterprise. One would think this would entail some deduction on the player’s part, some detective work in scouring the lands and extracting info from NPCs. Maybe fight a challenging unique monster at the end? In a normal game this would be the case. In Final Fantasy XVI, the player follows the quest marker until he finds the material lying about or the NPC who will simply hand it over to him. Most of the game’s side quests may as well resolve themselves while the player sits back and scarfs down Doritos. I would offer the concession that at least some of these quests involve talking to interesting characters and allow Clive to probe for their backstories or snippets of worldbuilding, but where else would this happen when the game, in all other respects, forbids the player from interacting with its world? When moving about is such a sterile experience, where else could the developers have shoved in all the interesting bits if not into the NPC monologues that sandwich low-level crab fights? Any substance the side quests provide could have been more thoughtfully and organically implemented, and it’s clear they’ve only been included to pad out the game’s play time to ridiculous excess. All the more annoying is that, even conceding and playing by its rules, FFXVI has no idea how to even pace its side quests with, I suspect, half the time spent on them being squeezed in immediately before the final boss, bringing the story to a standstill and engendering even further hatred for having to complete fifteen time-wasting MMO fetch quests back-to-back-to-back. This is without mentioning how ham-fisted the resolutions to many interesting side characters’ stories told via these quests are, with some approaching Saturday morning cartoon territory. As someone who tends to enjoy, to some degree, even time-wasting side quests in the context of fun gameplay systems, the state of Final Fantasy XVI’s own side quests is a damning tell that its core gameplay simply cannot sustain the inclusion of such thoughtless filler, and that neither part is picking up slack for the other.

It occurs to me that I’ve spent the bulk of this review tearing Final Fantasy XVI apart, and I must emphasize that I do not hate this game, nor do I even dislike it. A single playthrough is fun, and indeed most of my criticisms were felt in earnest while playing through New Game+’s useless “Final Fantasy” mode. I liked the characters, mostly enjoyed the gameplay, had fun hunting down unique monsters (despite their low difficulty), and spent way too much time letting the game idle to listen to its soundtrack, or walking around to stare at the beautiful background assets that the game so often urges the player to speed right past. This brings me to my final point, which I’d like to be a positive one: the graphics in this game are phenomenal and incredibly detailed, from the tallest castle down to a merchant’s fruit stand. Final Fantasy XVI is the best looking JRPG on the market and is easily in the running for best looking Japanese game in general. If there’s one thing that Square consistently impresses on, it’s visuals, and every mainline project they release is a reminder that they bear the burden of being the only Japanese developer that is held to such high graphical standards. Delivering on those expectations has had some obvious ramifications over the years, but no one can deny that these games stand the test of time visually. Final Fantasy XIII is still a beautiful game, and XVI will certainly look impressive even a decade out from its release. If I have one complaint about the visuals, it’s that the vibrant, popping colors of the forests, seas, monsters and magics give way to an overcast sky for the better part of the back half of the game that drowns out FFXVI’s striking style by running it through an ambiguously grey, drab color filter. Narratively appropriate, sure, but not all that much fun to look at in comparison. FFXVI’s cinematography (directed again by Takeshi Nozue) is of similarly high quality, and typically exceeds the sort of direction I would expect from a video game, with cutscenes making creative use of proper filmmaking techniques in such ways that I was engaged by even long stretches of non-interactive content. I’ve already touched on this, but I should repeat that even as someone with little love for gratuitous monster fights (at least, when the monsters aren’t guys in rubber suits), I couldn’t have been more entertained than I was with Ifrit’s scenes, and was consistently on the edge of my seat when it came time for him to brutally dismember one of the other monsters.

As a game plagued by so many odd decisions, it’s hard to say why I like Final Fantasy XVI. I could pull out the old “better than the sum of its parts” cliché, and I suppose that really is the case. Perhaps I simply wanted to like it. Perhaps all of its tangential aspects – the visuals, the sound, the story – combine to form a shell around the meaty interior of its gameplay that stops me from driving the stake through it completely. I think FFXVI’s sub-par elements teeter just on the edge of being acceptable, or even good, and its excellent ones provide enough cover, enough enjoyment, to keep me trudging through its low points. In big ways, it’s also a step in the right direction for the Final Fantasy series, casting away esoteric settings, needlessly convoluted plots, and largely automated battle systems in favor of something just a bit more grounded and immersive. Ultimately, and maybe most importantly, I can’t say the developers didn’t try. FFXVI’s barebones combat, restrictive world, and padded side quests don’t feel like a function of some cynical suits conspiring to push out a sub-par product; they feel for the most part like honest mistakes, perhaps most pessimistically made as a result of time crunch. I expect to replay this game in a decade and experience it, much like I did with Final Fantasy XIII, as a quaint little product of its time, with the added context of Final Fantasy XVII doubtlessly coloring my perception, and will probably appreciate it just a bit more. I’d definitely like to see more in this vein from Yoshi-P in the future, and honestly wouldn’t mind spending just a little more time in Valisthea, whether that be via DLC or sequel. I can safely say that Final Fantasy XVI doesn’t come close to dethroning VIIR as the most interesting modern FF project, nor does it reach the heights of Monolith’s Xenoblade, which I personally think has become the true contemporary successor to the classic JRPG formula, but at the end of the day I did platinum the game, so if it’s all that bad then I guess I’m a masochist.

Absolutely enthralling from start to finish.

I wouldn't say 13 Sentinels has the best writing or story I've seen, but the way it's presented is absolutely fantastic. Mushing every sci-fi trope together and making this giant amalgamation of plot twists that only increases how confused you are. I loved piecing the story together and trying to figure out the order everything took place and having to rearrange my entire brain when something new got revealed.

I've gotta shout out the English voice acting in this game because MAN did they do good. Usually, I'll try and listen to the English voices for like an hour and switch to Japanese but the voice acting here is stellar.


The battles are pretty whatever since they're so easy, but they serve to give you some fucking fire songs and usually a funny interaction or two after a battle. EXCEPT FOR THE FINAL BATTLE THAT WAS PEAK!!!!

I don't think it's perfect as I didn't really like how some of the characters were handled compared to others. Though, it's kind of impossible to give anything lower than a 9/10 when I think about how much of the story stuck in my mind as I tried to piece together events.

If you can sense any form of soul, you will be forced to kneel to this game at some point. If you like sci-fi and visual novels DEFINITELY check this out.

SHOUT OUT MIYUKI!!!!! SHE'S A REAL ONE!!!

Incredible how people can be manipulated, the game is NOT THAT BAD, the combat is fluid and consistent, good graphics, beatiful movements, engaging story. I don't understand the hate this game gets because it's NOT THAT BAD. Aside from the horrendous dialogues and the combat getting repetitive over time it's a decent game.

This review contains spoilers

A great game that probably won't stick with me for too long, In other words experiencing this was an enjoyable treat, but it's simply not a story that's going to live in my memory. I pretty much only have praise for this game and can't think of any flaws that actually bothered me. The reason I consider it great, but not amazing is left as an exercise to the reader

The writing is strong and entertaining. I like the characters, especially River and the main duo of Watts and Eva. River is great both for her role in the story and as an excellent depiction of Autism. {Btw she's so right, sitting next to someone while watching movies "together" makes absolutely no difference. I feel so seen.}

I love the banter between Watts and Eva. Obviously this game is about johnny and river, but the perspective of the psyncers is what carries the moment to moment of the game.

The core concept is neat. There's a lot of nuance that makes the dream machine interesting. Going backwards through his life is a good decision, one of the best parts of this game is the arc your understanding goes through. The progression of scenes is well designed.
I like the tile-flipping minigame for mementos. They're clever even if most of them aren't that much effort. I did spend like 5 minutes on one of them, before realizing i had to use the diagonal which is pretty embarrassing. {Most of the puzzles really are just "use the diagnoal lmao"}. Pacing wise I consider the limited gameplay here a strong choice, I suspect that presented just as a series of scenes the story would have been a slightly worse experience [and more in depth gameplay would have distracted from the focus].

One of my favorite aspects of To the Moon is it's impeccable sense of timing in ruining its own moments. This sounds like a sarcastic insult, but it's not. I love the intro where the piano is playing and then you hear a car crash. I love the scene where they are dancing in the lighthouse and she steps on his toes. I can't think of more examples, but minor interruptions and mood transitions happen constantly throughout the game. They do a great job of capturing an aspect of life that many stories ignore. It's also great for comedic timing and emotional weight in general.

The music is nice {I especially loved the heavy use of piano}. Everything's Alright is an incredible song and the moment where it plays is incredibly powerful. {You'd expect the one vocal track to be used during the credits, but this placement is way better}.
There's a part of me that almost thinks the game is cowardly for not ending the game during that scene, but rationally I think the rest of the conclusion makes the game a stronger overall experience.

There's a weighty emotional and thematic heart to the game. The reveal that Johnny doesn't remember the foundational meeting of the relationship is amazing. It's a really powerful recontextualization of the tragedy that defines this story.

The section where they desperately try to advertise the moon after there was no change is so funny, like I had to take a break to laugh for a while. I had quite a few theories for why there was no change {also an incredible reveal btw}, I'm pleasantly surprised that the game's answer is better than anything I came up with.

I played this as a kid, and was reexperiencing it through watching my friend play for the first time. At first I thought I didn't remember the game at all, but as things came up it definitely felt like I was recalling not experiencing.

This game was also very interesting to watch since I remember thousand year door well, there's a lot of comparisons that were constantly popping in my head. In some ways it's harder to appreciate this game because of how its overshadowed by TTYD. I'd have to revisit TTYD to make sure, but I think one of the things this one has going for it is wasting less of your time. Thousand year door doesn't replace this game, which has its own vibe and feel, it just improves a lot. I'll try to make this paragraph the last time I bring up the sequel, but that'll be quite hard to stick to

Paper Mario is definitely worth playing. It's charming, cute, and surprisingly memorable. I like the battle mechanics quite a bit, although I wouldn't say any of the battles are excessively interesting or fun. Paper Mario makes some absolutely solid simplifications to the genre, and many of these design decisions come together to form a game that is both more approachable and interesting.

An obvious highlight is the badge system. I've played quite a lot of games that have one now, I was impressed at how this pioneer game does such a good job of making the system interesting even from the beginning of the game. You start having to make tough build choices and tradeoffs way sooner that I was expecting. It's quite neat how fast you get enough badges to strain your equip limit. A lot of the badges feel significant and interesting. In fact, it's kind of hard to avoid feeling like you're doing busted things which split open the combat system. I think this ends up being a positive for the game, I suspect it is designed around this experience.

I love the level up choice, although I don't know who wouldn't beeline BP. The star power system is neat as well, it's cool how the abilities you get from each chapter do a great job of replacing what you're use items for. Getting more star bar and a new ability after every chapter is a pretty satisfying progression. All of these powers feel OP, which to me fits well thematically.
I will say that I spent too long watching my friend stall fights to get free focus/resources.

The main walking around gameplay is okay. The highlight is the way the enemies exist in the world and can give/recieve first strikes. The navigation and use of partner abilities isn't particularly interesting, perhaps just good enough to not be offensive at any point.

The environments are nice. Chapter 4 and Chapter 6 are especially highlights visually . In fact the aesthetic of this game rules, they made a lot of stylistic choices clearly born of the hardware, and it makes for something that looks great (even 23 years later) and feels incredibly unique. Notably this game is pretty on point with visual gags and positive minor moments of confusion
All of the games in the paper Mario series look cool, this one feels special in how it pulls off looking simple.

Speaking of the rest of the series, It's pretty cool how women exist in this game (Unlike Origami King). It's so jarring for this to be a casual aspect of this game that regresses in the latest entries in the series.

The writing of this game does a good job of doing a lot with a little. Paper Mario has a good sense of subtlety and confidence in itself without ever needing to be bombastic. It doesn't hold up to a lot of rpgs where story is the focus, but the game does a surprisingly good job at what it's going for


One comment from my friend sticks with me
"this game is really good at making its main quests feel like sidequests". I feel like this captures a lot of what the experience is like. This might sound like a problem with the game, but I'm not so sure. I think it actually is a pretty strong part of its identity.


Shoutout (derogatory) to the mail letters which feels like a special waste of our time.
Shoutout (positive) to the dev team's fascination with quiz game shows.

Lastly I'll mention that reason I wanted my friend to play this was as a comparison to Chrono Trigger, which I had just finished with them. I'm having trouble wrapping my head around my opinion that I much prefer this game to that one.

Even though I act like a hardened veteran of old-school video games sometimes, the truth is, I’m a filthy modern gamer in the end. I prefer when animations are fancier and the graphic looks more comprehensible at one glance.

That’s one of the petty excuses why I abandoned System Shock 1 when I played it for the first time. I was intrigued by the fact that it was the father of the Shock series (and Prey2017) and the game that did the “Metroidvania” design before SotN, but then the Grimace Shake of UI design splashed over me and I died. Also, I was busy doing other stuff at that time too, so I just hopelessly abandoned the playthrough.

So, the remake is out. And even though the outcome isn’t exactly the same, I heard that the developer’s premise was not ignoring the value of the original and recreating the same contexts and systems with the modern graphical touch.
And a lot of people who played both said the remake is the almost-perfect conversion of the original System Shock.

With these gathered opinions, I’m going to think that the core value and the feature of both games are all the same.
I played it on difficulty “2” for every department and I didn’t use a guide from start to finish, except for one time when I didn’t know what the CPU nods look like (yeah I can be that stupid sometimes).

And I can say that even though there are some moments that made me feel exhausted, I really appreciated the game overall. And if it is true that the remake’s outcome barely changed anything from the original’s design sensibility, then I would also respect the old devs for nailing down the dungeon design at that time.

If you have been in some gaming communities, you may have seen some memes comparing System Shock levels and Bioshock Infinite levels. While that’s a surface-level sneering at best, (there are better reasons to hate Bioshock Infinite than that) it is true that the level design of System Shock is the most impressive part.
I would say, even if you set the combat difficulty modifier to 0, you will still find enjoyment in the level navigation alone, because the level is like a giant jigsaw puzzle that gets larger and more convoluted as you progress.
You walk down the new corridor and there are two vents at the corner, three locked doors leading to completely different areas, and four hidden traps waiting for you to step on. Oh yeah, and there are like five patrolling security bots charging up the laser beams, so good luck!
That was a little bit exaggerated, but something as unhinged as that case happened all the time and it made me tense throughout the whole game.
The Storage Room is probably the best example of this case with the sheer size of the level, the swirling multiple branches, and the vertical structure of the small rooms that make you aware of the 3D spaces. That stage was disgustingly confusing and at the same time really memorable because of that.

Until the end game part, there’s never been a time when I felt “I know it will be a smooth ride from now on.” even though the game features a lenient form of the quick save system and the revive mechanic. (I would also argue that the resources in this game are pretty generous that you don’t have to horde the items all the time, at least on the difficulty “2” modifier.)
But the point of this game is not about surviving in a minute-to-minute real-time action. It’s about figuring out how the whole gigantic clusters are interconnected while also juggling the busy work.
The anxious thoughts constantly whispered that I won’t be able to beat this game, not because of the combat, but because of the missing pieces I couldn’t connect in the gargantuan maze.
Even after you mostly clear out the level and reveal most parts of the map, it isn’t enough to get rid of the whole underlying anxiety.
Only after you see the Citadel Station getting exploded in the cutscene, you can feel absolute relief and it was one of the most satisfying feelings I had with video games. (And even then, there’s a comparably simple and yet challenging ending mission right after that. The game never lets you take a break lol)

And the experience is amplified by the omnipresent entity Shodan.
Technically, every video game is just about dealing with shit thrown by the omnipresent entity - the developer, but what I really liked about her is how she is(or the developer is) so on the nose about showing the hidden cards in the sleeves.
There’s a seemingly mundane problem, so you solve it. But then she summons the horde of cyborg soldiers behind you while mocking and insulting you.
You think you solved the main big problem, but then she directly calls you and introduces a new problem -something that requires another hour and hours of multi-tasking and puzzle-solving.
Even though Shodan is just conceptualized quest giver and surprise encounter, I would say her existence elevated the experience because I could kinda connect to the developer’s sadistic intent behind that character. You can even hear her monologue that she is a god damn SHINTO of the citadel. Yeah, sure thing, developer. You and the dungeon design are one and the same, you evil bastard.

To get to the negative bits, I have to admit that I was slightly disappointed by the fact that, while the level progression is extremely liberal, the solutions for the small roadblocks are limited to specific key hunting or puzzles.
When I was in the Executive level, I got stuck there for a long time, because I didn’t know that there was a second unlockable cyber lock in cyberspace. That specific part halted my progression for a really long time, so I got really frustrated.
In the ideal world, the game could have provided some way to bypass the cyberspace challenges like the puzzle-skipping device.
To be fair, System Shock shouldn’t be considered as a sand-box imsim like Prey. It should be considered as a classic dungeon crawling. But even then, I think multiple solutions for each locked-door-type roadblock could have worked out better for the game. After all, the strength of this game is connecting the dots in the large unknown places, not beating a specific shooter mini-game located in the tiny corner.

Oh yeah, and I can’t express enough how the final boss was a shitshow. Though, there’s never been a good “imsim” boss so it makes sense that the forefather of the genre suffers from the same problem.
But it’s still a shame because the other bosses like Diego and Cortex Reavers were serviceable as a combat challenge where you actually have to care about what you are doing.

Negative comments aside, this is still a work of art.
It shows that the maze-like levels are much, much more than just a tedious roundabout. It can be an amazing ingredient or even a main dish if the devs can weave them well.
If I could stomach the old presentation, I could have experienced this journey early on with the original 1. Sadly I couldn’t, but I’m so glad that the remake turned out to be a real thing in the end. My appreciation goes to both the old devs and the new devs.

People just easily throw the sentence “this game design didn’t age well” like some kind of experts, but if I’m being honest, if a certain old game is mentioned fondly by some people even nowadays, there is a chance that the only things that aged from that game were presentation and graphic fidelity, not the design method.
Unshockingly, System Shock was the case.




FFXVI is an absolute heartbreaker, but like all good heartbreakers, it hurts because it's beautiful. Final Fantasy XVI hits you like a thunderbolt with its first impression and then leaves you sick and wanting. It is a game with a miraculous first third, a worrisome middle, and an empty, frustrating end. It is phenomenally localized (in English at least, I can't speak for languages I don't... speak) and marvelously voice acted at all times. Graphically it is a drop-dead gorgeous work of software, even if it is occasionally stuttered by the understandable frame drops that accompany such visuals. Masayoshi Soken continues to prove himself as Uematsu's truest successor as his scores sell these grand feasts of spectacle in ways that so few others ever could. The thrills of FFXVI's combat are enough to place it above many games in the franchise all by itself, and yet despite all of these many marvels, the halls of FFXVI discourse quake tremorously with the darkest of vibes, and I myself am far from untouched.

FFXVI's actual PLOT, more than its characters, more than its dialogue, and more than any other aspect of its writing, is ultimately its kiss of death. Naturally I will refrain from running down my long list of specific missed opportunities, fumbled setups, and outright refusals to explore interesting and important subjects, as this is a spoiler free review. I will however, make sweeping generalized statements about how the script seemingly finds the least interesting possible way to resolve almost every thread the early game so beautifully sets up. Almost every easy lay-up manages to miss the net, and it leaves me genuinely stunned. Its themes are so rote, so mechanically ham-handedly shallow that I spent most of the finale in audible groans. When I say this I am not drawing comparisons to Game of Thrones, Neon Genesis Evangelion, Kaiju films, or any of FFXVI's other legendary inspirations. I'm comparing it to other Final Fantasy games. Truthfully this franchise has some of the best endings in the business. Final Fantasies VI, IX, X, XV, and even many of XI and XIV's expansions by this same team nail their deeply emotional landings so gracefully and flawlessly that they make the end of XVI look like something hastily scrawled in the back of a middle schooler's notebook. It is so trite and inelegant that I fail to enjoy it even on a schlock level. Truly, Final Fantasy XVI is the Fast 8 of the franchise. It is big and dumb and loud and... fun, and awesome.

Much internet text has already been spilled over whether or not FFXVI's combat is Devil May Cry Enough. Devil May Cry is of course renowned for its intrinsically exhilarating combo-based, incredibly flexible combat and its sky-high skill ceiling. To master Devil May Cry V is to study an art. FFXVI's naked imports of Nero's grabby hand, enemy step, helm splitter, stinger, devil trigger and more has led some to declare it as "literally Devil May Cry" and others to bristle at any comparison between the two at all, considering the perceived shallowness to be an insult to or lack of understanding of Devil May Cry. This is much ado about nothing. No, FFXVI is not "literally" Devil May Cry, but it has so much shared DNA that to chastise those making comparisons to it is definite hair-splitting. No, FFXVI does not have "only one combo." It has one basic, bread and butter, build-agnostic combo with tiny variations and a lot of equipable cooldown-based abilities that can be used to extend combos according to the situation at hand. Yes, the skill ceiling is lower because you can't have like ten different weapons with completely different combo sets available on your character at all times. You have to tailor a loadout specific to what you're trying to do. That's the RPG part. After some 50 hours that bread and butter combo definitely starts to feel like not quite enough butter spread over just a little too much bread, but FFXVI is not TRYING to be "literally Devil May Cry", and it's succeeding pretty damned well at exactly what its trying to be. Unfortunately that's not RPG enough for people who didn't get over this stuff back in FFXIII and it's not action enough for DMC mavens... but then again neither is Kingdom Hearts 2, another great action RPG.

Personally, I just wish there was something else to do besides fighting. After also being Full of Shit on The Diversity Issue instead of just owning up to it, Yoshi-P infamously joked (and it was a joke, please chill the fuck out) about the main character of FFXVI having more important things to do than play Blitzball. There has since been a great deal of fixation on a perceived insult to specifically Blitzball (which he only used because it's the example the interviewer cited in the question) rather than the underlying bullshit excuse about Clive being too busy for minigame induced variety. Countless sidequests in this game involve Clive collecting literal dirt, picking literal flowers, traveling halfway across the world to get a bone for his dog to chew on, or just picking up deliveries for his supporting cast when sending anyone else would do just fine. There are extremely obvious times and an extremely obvious place wherein Clive could SO EASILY sit down for a game of setting-appropriate cards with ANY of these characters. Triple Triad would have fit here about a thousand times more gracefully than it does in Final Fantasy VIII. One of the chief reasons that I consider FFXIV to be a better game is because it DOES include these kinds of diversions, even if the quest design of both games is functionally identical. Every quest enters formally into the player's log and involves either talking to a few people, gathering some objects off the ground, fighting some enemies, or some combination of the three. Main quests alternate between show-stopper FFXIV dungeon setpieces (linear environments with bespoke, well designed boss encounters preceded and followed by lavish cutscenes) and the same low-rent filler stuff as the sidequests. I tend not to complain much about sidequests in games, as they are in fact designed to be optional. If you love the game and want an excuse to play more of it, that's what they're there for, just like trophies and/or achievements. Once it becomes a baseline part of any main playthrough however, this becomes a very different conversation. FFXIV gets away with this for multiple reasons. It's an MMO, and the sheer volume of content, the cooperative online novelty, and frankly a lower bar of expectation in the genre makes people far more accepting of that filler. MMOs are marathons, and most players approach them with this understanding. However even as a Final Fantasy XIV player TRYING to convince themselves that they're playing an FFXIV expansion, there are some very important details that render this "one of the bad ones." In modern FFXIV, those kinds of MSQ sections almost always either take place in areas that are new to the player or precipitate some kind of big and interesting development in the story, whether that's an emotional character moment or a climactic plot turn. FFXVI by contrast often sends the player pinging back and forth through tired, familiar locales for the sake of uninteresting drudgery that is not worth the trip. So many of these sections add almost nothing to the overarching story and are only mandatory because some detail must (in the writer's eyes) be laboriously established before it can play into the main plot in some minor way. This is exhausting, and contrasts immensely with the game's grand-slam opening chapters and its occasional over-the-top spectacle setpieces. The sandwich makes the valleys deeper and places greater burdens on the peaks, which often fail to pay off the debt they've been handed, even if they'd be welcomed in isolation.

These story troughs and their matching sidequests are absurdly overwritten. This has come to be a creative signature of Creative Business Unit 3. It is an issue shared by both FFXI and FFXIV. While the dialogue is perfectly competent and does deliver its emotional punches when it needs to, there's simply way the fuck too much of it. Situations that require at most five good lines instead revel in a grossly unnecessary twenty or thirty. It makes SKIPPING that dialogue a near necessity, because listening in full to each fully voiced line is certain to wear the player down to the point that they just skip the sidequests entirely and stop paying attention. This would be a tremendous shame, as the sidequest chains contain essential characterization and tender moments with a supporting cast that otherwise feels bland, lifeless, and underdeveloped. In FFXIV players have the luxury of knowing when to pay attention because any such conversation will be voiced, while anything they don't need to care about is not. In Final Fantasy XVI, almost every single line is voiced, and it frankly feels rude to skip through such expert voicework. Those who always let these experts finish their business however might be claimed by old age before they finish the game.

One such supporting cast member exists to facilitate the crafting system, because Square Enix is definitely not above the pernicious misunderstanding that every single AAA video game REQUIRES some sort of tacked on crafting bullshit in order to succeed. The crafting in FFXVI certainly does not get in the player's way, but that's because it's barely there at all. Crafting materials are the main resource that is found from treasure chests and enemy drops out in the world, and thus should theoretically be used as an incentive for thorough exploration. Unfortunately almost all of these materials are functionally worthless, and accumulating mountains of them will avail the player nothing. There is almost nothing to craft, the recipes don't use many materials, and the game drops free equipment upgrades in your lap so frequently that any boosts earned from crafted gear feel completely trivial... until one gets further down the hunt board. Specific, unique, one-time materials from clearing hunts do combine into worthwhile equipment, but the hunts are clearly arranged into tiers based on when they become available anyway, so the reward could just as easily have been given for clearing each tier. The hunt rewards are just funneled through the crafting system to give it a reason for existing. Does this bother me? In a superficial, petty way, yes. Is it anywhere near as detrimental to the game as its plot or its pacing? Definitely not... but it speaks to a broader issue.

Final Fantasy XVI wears the trappings of many things. It's a Kaiju Mecha Game of Thrones Devil May Cry that revolves around crystals, has crafting, swears a lot, and does the big graphics. Those are some extremely cool things... but FFXVI just feels like a fan of each of them, not a creator in its own right. It's a celebration of those things but it doesn't seem to fully understand any of them, and doesn't have anything insightful to say. In what may very well have been a bid to appear more adult, FFXVI accidentally reveals its shallow childishness in front of the whole school... and yet I can think of at least five less competent Final Fantasies just off the top of my head.

In 2021, Atlus made a daring experiment: Release a JRPG without a story. They called it Shin Megami Tensei V.

In 2023, CBU3 seemingly wanting to do something similar, made the bold decision to release a JRPG without RPG elements. They called it Final Fantasy XVI.

edit: I unlocked s rank hunts the game isn't so bad after all
edit: this game is bad after all, every line from barnabas puts me to sleep

I don't know how else I can describe my experience with this game other than to say it fell completely flat.

While there are some component elements to Starsong that were good, the game never managed to weave them into a satisfying (or even cohesive) whole. There’s the history and backstory of Thousand Peaks which, despite lots of worldbuilding surrounding it, rarely ended up being relevant to the main story. There’s the mythology of the cosmos and mystery about the true nature of this world, but once again it was of minimal importance to the actual story despite such a large share of time and dialogue being devoted to it. And there is the ‘gameplay’ itself. While Starsong has resource management and puzzles, both elements are incredibly barebones and simple, making them feel more like padding than a core part of the experience.

Ultimately, Starsong’s focus is on its characters. And while there is an actual resolution to the info it introduces about them, it's honestly pretty dull. Most interpersonal relationships are stagnant throughout the game with the biggest changes only taking place offscreen. Likewise, the characters themselves never actually grow or change throughout the story. Apart from the aforementioned shifts in their interpersonal relations, nothing about their personality, goals, or beliefs ever changes throughout the story. Jun at the beginning of the story is practically the same as the Jun at the end, just a little bit more competent. Eda is the exact same character from beginning to end, the only difference being that she starts to like Jun about halfway through the story. Remi is the exact same, the only difference being she goes from disliking Jun to tolerating him. You learn almost everything important about each character early on, but none of that info is ever developed further.

Characters don't change. Rather, they just start doing different things. They’ll go from scavenging through caves to exploring much larger structures. They go from nobodies to recognizable figures. They’ll take on bigger and bigger tasks that seem as if they’re building to some big revelation. But it never does. The entire experience felt stagnant. I’d call it predictable if not for the fact that the glowing reviews made me think something big was gonna happen that all the earlier mundanity was building towards. But that just made the ending feel even more disappointing when I realized the end result was just as flat as the rest of the game.

I just don’t see what the appeal is here. The things the game does well are never capitalized on, and the areas where it does focus are probably some of its weakest. A large chunk of the time feels like padding thanks to the unnecessary gameplay elements making even the short runtime feel needlessly long.

It seems I’m decidedly in the minority here, but I really don't understand why. Maybe I just never got in sync with the game’s vibes and so everything else was lost on me, but if vibes is the only thing this game has going for it then its sky-high praise still seems excessive.

I don’t get it. I feel like this is just one of those cases where I have to resign myself to the fact that people are just gonna have different tastes and that not all preferences can be explained.

I have been off of the League of Legends drug for almost 6 years now. I want to talk about some memories I have because of this game. Some good, some bad. 2013 - 2017.

I started playing League in early 2013. Panda Annie was the login screen, and Quinn was the next champion in line to be released. I was in 9th grade, the perfect time to start playing this game. I had never played a game like League of Legends before, so my knowledge was totally starting from scratch. I remember when I used Flash for the first time: not only did I not understand how it could be useful because you only flash forward a little bit, but I remember thinking “nah I’m not going to use this much.” Me and one of my best friends would duo against bots to get better at the game and when we were feeling really up to it, we would 1 v 1. He won almost every time. I think I won once when he played Karthus and I played Cho’Gath. I’m pretty sure I played only Cho’Gath for a month following the high of winning that match. I probably have the screenshot I took of that match sitting somewhere on my computer…

FRIENDS

Support was my first role that I had a lot of fun with. I had just bought Thresh and some friends wanted to do a 3v3. At this point, I had only played League with the best friend I mentioned earlier and for this match, he was on the enemy team. So, I am with 2 other people that I had barely spoken to at that point. We load into the game and I get a Doran’s Blade and pots and start moving to the bot lane.

“Thresh, where is your Philosopher's Stone?”
“What’s that?”

Thresh has such a cool character design. A lot of characters in League have some pretty incredible designs that make you want to play them despite what everyone else says. Kindred has such a beautiful character design like oh my goodness. League designers were on that PACC the day they made Kindred. Just a really cool concept for a champion overall, despite their interesting moveset that never really fits. Karthus was another champion I gravitated towards early on. The concept of this guy who loved death so much that he “became death” was such a goofy idea to me. I also loved his playstyle of building pure AP with as much stall as possible and suicide bombing into the enemy team. You would Revive and TP back in with homeguard and continue the fight like you never left. That was the best (or at least the most fun) thing to do and I loved it. I love how people would call his Q ‘Skittles’.

League content back then was so interesting. Never before had I been part of a fandom that had such fresh memes to be passed around every day. All of this made playing the game even more fun. It was fun to talk about with friends at school and when we got home, we would hop on TeamSpeak or Skype to play more rounds. And that’s what we would do: play League all day. Go to school Monday - Friday and play League when we get back. Weekends would be for League as well. Getting more friends to play, trying more champions, getting angry at other people, all for good fun if you’re with friends.

We would make ‘funny’ League content videos that are nice to look back on, try stupid shit in a lane and see if it was any good or just joke and goof around all day. It was a really fun time. Even after years of playing League, I still had those fun moments with friends. Nothing was funnier than a goofy play that ended in some sort of W for your team. I remember one time I was playing with friends of a friend (yall been there) and one guy had the WORST internet connection. It took him basically the whole game to finally connect. The message eventually popped up that he finally connected to the game, only for the enemy team to surrender. That moment had me in stitches, I was gone after that. Shit was so funny. Even today a friend of mine still likes to joke about a truly awful play I made one time. A massive teamfight broke out in midlane and I was in top lane just vibin. Everyone on my team dies and my one friend is like

“WHY DIDN’T YOU TP???”
“I didn’t TP so I could have TP priority over the other top laner!”

This was because the other top laner tp’d in and won the fight for the enemy. I didn’t even push that far in lane. Such a terrible play on my part. Another funny memory I have was when 4 out of 5 of us dodged a game after we spawned in just because we were in a funny shitter mood to do something like that. #DodgeForDad. I cannot stress how much fun the game can be with friends. It can be a fantastic social game.

That’s the key word: friends. Eventually, I got addicted enough that I started going solo queue. This is where the game truly shines. You and 9 other mystery people, 4 of them are unfortunately on your team, are supposed to battle it out. It’s such a simple concept too: defeat the enemy base and you win. I don’t need to go into actual player interaction with League because you probably know about it already: it’s toxic beyond belief. I suppose the only major difference from back in 2013 is that there were more Spanish speaking players. Because back then, the Latin America servers did not exist yet. It was interesting getting into a lobby where everyone in the game spoke Spanish except for you. But it wasn’t all bad. I made a few friends when playing solo queue. I still talk to some of them even to this day! Because League is always more fun when you’re playing with friends.

And then you get to ranked queue, and oh man this is where League truly shines again. Now your wins and losses really matter to your overall ranking! Get enough wins and you can go up in rank. Now that was the biggest flex amongst friends; if you could say you were Plat or some shit. And you could even play ranked with a friend! Duoing bot was so much fun. I felt extra safe in bot lane: me and my friend in our own world. All we had to do was win our lane, we could still lose the game of course but we did everything we could. It was easier to communicate and it was still time spent with friends. I mean, shitty attitudes and toxicity only increased in ranked of course.

And you could see the game you were playing, being played at a professional level! LCS BOYS. BREAK OUT THE SILVER SCRAPES. Like, that was so goddamn cool. Finally, a sport that I could get behind. And when a player would play a champ that you main, or make a really amazing play, that was so cool! I remember when XiaoWeiXiao went like… 2-0 in Karthus one week and I felt so goddamn cool. I was playing Karthus before all of these other people that are flooding queues playing Karthus because they watched LCS. It’s always a wacky time when one notorious play happened in LCS and all the queues would be flooded with that champ trying to imitate that play. Or, people realizing “oh hey maybe this champion isn’t too bad!” and wanting to give them a shot. It made for easy pickings since they would almost always suck.

The rush of making a good play and winning your lane is unmatched. Shit is like a drug. It’s a fun little rush of victory and competence that you beat some other player. And the same happens when you lose. Anger and frustration can take over you and make a 30 minute League game feel like 30 years. I’m not entirely sure why, but the bad feelings this game can give you are so bad. It’s sort of hard to describe if you haven’t played League a lot, but completely understandable if you have played it a lot. Working with others when they are terrible makes many players so angry. I have lost friendships through League of Legends. And League has been there when I was at my worst. There were many TeamSpeak/Skype calls of us yelling at each other. But that’s what League will eventually do to you.

I got lucky though. Thankfully, I stopped the downward spiral of anger and frustration. This is one thing I can thank League for. Because of all of that hatred, I sort of hit an apex and stopped getting angry at video games. It’s an odd thing for sure, but I will always give League credit for that. But that didn’t come until like… 2017 when I stopped playing.

CHANGE

Eventually, I started maining Renekton, aka the coolest champ in the game. I found him after his heyday, but he was still dope as fuck in the lane. And he was the prime counter to the champ I hated the most: Riven! Renekton was fantastic! His move pool was excellent, his taunts were really fun, his lore was so fucking cool, everything lined up for me. He was the champ for me. I always had the most fun playing Renekton. He’s just a really cool dude. Lore was simple: he went crazy due to the anger he saw in people’s hearts every day until he couldn’t take it anymore. Shit was KINO. But like many things in League. This changed.

I had never played a game like League that had balance patches before. I had played games where more content was added, but never removed before. Most of the time, it was for the best. “Patch Notes! TLDR! Patch Notes Number 420.69 up in this motherfucker!” Shit was so hype! Like for example, when Riot would step in and nerf a problematic champ into the ground, all I would do is celebrate. Hooray, I can play Karthus midlane again because Kassadin is finally gone! That’s all good stuff! But over time, Riot changed so many aspects of the game. Because of this, I was introduced to the concept of a meta. Meta would annoy me because it meant that I couldn’t play champions I wanted to play. I mean, I could play them, but I would be at a clear disadvantage. Either my matchup alone would be terrible, or my teammates would hate me before the match even began.


Over time, this led me to my current thoughts on why I refuse to play League today: it’s just not the same game it used to be. This is meant on so many different levels, but so many aspects of the game I enjoyed are changed or flat out removed from the game. My favorite champs like Renekton or Karthus now have many weaknesses due to entire champ kits or new items added. Or maybe older items have been completely reworked so you gotta get used to new strategies in order to try and win. New champ kits, new strats, map layouts, the fuckin jungle, ryze for the 80th time, just so many evolving and changing features of the game that strayed me away. I sound like a grouchy old man, but I really enjoyed League for a while until eventually the negatives started to outweigh the positives and I slowly removed myself from it.

I have a lot of great memories with League, but the rage of the player base along with the ever changing content lead me away. ALSO RIOT SUCKIN OFF TENCENT YEAH FUCK TENCENT YALL ALL MY HOMIES HATE THAT COMPANY

In conclusion: do not play this game. Stay as far away from it as you can. Don’t support Riot. They are a terrible company that does not care about you. If they cared about you having fun, we would always have URF. But, as history would tell us, thereisnourflevel.