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Cyberpunk 2077: Phantom Liberty
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Anonymous;Code
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It’s time to face a harsh reality: Steins;Gate was a miraculous fluke. In the space of a single game, Chiyomaru and friends (henceforth, Chiyomaru) elevated what was not yet even a series of games from B-movie schlock to a critical and commercial darling that, nearly 15 years later, still tops “best of” charts across several media. That’s not to discredit Chaos;Head, which obviously laid its foundation, but is indeed much more than a misstep toward something greater. B-movie schlock though it may be, as one of many successors to the much-acclaimed Infinity series – which even in the west could never be avoided in discussion amongst visual novel fans – it is schlock at its absolute finest. Pulpy, gory, disturbing, downright ridiculous, it was a barrage of pure entertainment from start to finish. Besides that, though, it also felt REAL. The protagonist was an underachieving nerd who spent his life watching anime and getting into Internet fights on 2channel (AKA literally me), and he used contemporary technology in ways that the audience would likely relate to. His “friend” at school, contrary to the idiot best friend trope of many romance visual novels, was a player, a normie. The action took place not in some unnamed suburb, but in the grungy side streets of Shibuya, accentuating the horror by grounding the game in a very tangible time and place. The pseudoscience and conspiracy backdrop were both just believable enough to immerse oneself in, to walk away from the game and imagine it happening to us. This is what most importantly colored the early Science Adventure games: relatability. It’s what the team took and ran with going in to Steins;Gate, giving us that lovable cast, that particular time and place, and that constant sense of looming trepidation along with a story that was more measured, intimate, and consistent. Unfortunately, it’s the ABSENCE of this relatability that has colored most of the series since, and Anonymous;Code doesn’t appear to be breaking the trend.

That isn’t to say that this is Anonymous;Code’s only or even main issue. The Science Adventure games are all astoundingly plotted out conceptually: they tend to nail the world, the character profiles, the musical theme, and the initial tone. Chiyomaru’s biggest weakness seen time and again is a failure to stick the landing, as the back half of most of the games either start meandering, failing to follow through on threads introduced in the first half, misappropriating tone or gravity, or relying on what is essentially deus ex machina. It’s often the case – and even Steins;Gate had this problem – that the narrative will culminate in a world-ending, emotional climax only to be resolved at the last minute by a character limply pressing the “Enter” key on his computer (or something equally uncompelling), with the game ending at least half an hour before you thought it would. Anonymous;Code turns this pacing problem up to 11. I understand the balancing act in creating a good visual novel between slice-of-life bits and the narrative proper: a lot of games rely on the former to a frustrating degree to either pad out the runtime or to relentlessly bash the player’s face into the cute girl characters’ quirks so he can be sad when one of them dies. Problem is, Anonymous;Code has ZERO scenes that do not explicitly advance the plot. My initial appreciation for the game skipping most of the “boring stuff” gradually turned to dread as I realized I was halfway through and knew next to nothing about its characters, who by all accounts are fun and interesting archetypes. Main character Poron, his partner-in-crime Cross, and his fat hanger-on Wind play off each other extremely well, their early-game conversations being both funny and endearing. Unfortunately, we get to examine precious little of what animates Poron, and even less about the other two; the game is so obsessed with its own plot that they might as well have disappeared once the stakes have been raised, except for the fact that they serve as part of the body count of cooperators that goes toward explaining how Poron accomplishes the incredible feats he does. As part of a series, you can tell a game isn’t doing so hot on the character front when you start to wonder what the guys from previous entries are up to in the middle of playing it. This became a serious problem for me once the “world-ending climax” part of the game hit, which was so undeservedly overwrought and melodramatic that I ended up putting the game aside for an entire year after getting through it. Anonymous;Code takes for granted that the player cares about its characters without giving any reason to, and without knowing what drives them their motivations and biases start to come off as stupid and frustrating.

While Anonymous;Code is the first “non-sequel” Science Adventure game since Robotics;Notes (are we really counting Occultic;Nine?), it is thematically and spiritually a sequel and companion piece to Steins;Gate, expounding on many of its concepts, but in the context of a very different world. Once again we are dealing with world lines, time travel, the concept of the “observer,” and saving the girl to save the world. In contrast to Steins;Gate, however, which was set in Akihabara amongst anachronistic tech and niche Internet culture, Anonymous;Code imagines a future of 2037 where all technology is mainstream and all culture homogenized. While the characters of S;G traded obscure imageboard memes and found themselves submerged in conspiracy by virtue of the particularly enthusiast nature of 2channel users, A;C shows us a world where 4chan has gobbled up the formerly-Balkanized Internet to reach even Japan, and where the middle-aged woman walking past our protagonist on the sidewalk could easily be a 4chan user. It’s an amusingly depressing reminder of the state of culture today, though one could hardly fault the game for that as it’s only following the conceit laid out by its predecessors in reflecting reality. Problematically though, and as any observant player would immediately realize, we do not live in the year 2037. Even if we take as a given that Robotics;Notes didn’t make a similar (but far less drastic) mistake in its own setting, we also do not live in the year 2029. It only takes reading an interview or two to see that Chiyomaru understood that the hyper-contemporary settings of the initial Science Adventure games were integral to their reception, so I’m left wondering why the team thought it a good idea to subject us to an entry that completely disregards this in favor of pure science fiction. Chaos;Head and Steins;Gate were unique insofar as they needed to put in very little work to make the player suspend disbelief in the setting; this was already baked in by their very nature. Anonymous;Code may as well be set on Mars: hoverbikes, Google VR embedded in everyone’s brains, wanton remote hacking, automated convenience stores. The world itself is as foreign as any horror that might befall it. Everyone’s Google Glasses get hacked; I have no frame of reference for this. It’s all so distant, so evidently fictional, lacking the sort of visceral terror that came with the torture of watching C;H’s snuff film of children begging for their lives, or uncovering S;G’s jellyman experiments. Part of the blame does lie in the fact that we’re dealing with a CERO C game here, but even Steins;Gate managed to navigate past this restriction and, despite being filled with fantastical, futuristic science, managed to keep itself firmly planted in our world. Perhaps the one piece of A;C’s worldbuilding that evokes that nostalgic sense of unease (besides maybe one other which steps into spoiler territory) is its so-called “Sad Morning” of 2036, the accidental leveling of several major world cities by a satellite defense system, largely owing to its believability and the creepy dissonance between its benign name and the event itself.

I also have to take umbrage with Anonymous;Code’s use of the occult, or rather the lack thereof. This game’s antagonistic organization, falling as usual under the illuminati umbrella, is the Catholic Church, which is a great idea! Zealots are scary, and the horrors they can commit with Science Adventure’s pseudo-scientific technology are plentiful. Unfortunately, it feels like the Church exists simply to fill the “bad guy” hole in this game, as it takes advantage of very few conspiracies specific to the real-life organization. The game’s plot is kickstarted by the Three Secrets of Fatima, but it and the precious few other Church-related conspiracies aren’t really taken anywhere interesting. In fact, a lot of A;C feels like a dumping ground for the metaphysical curiosities that Chiyomaru just happened to remember learning about in high school, as if Neil DeGrasse Tyson is whispering moistly into my ear for the entire story. Pop science is the fuel that powers Science Adventure, but all of the theories presented feel particularly atomized here, only relating to the plot as a matter of convenience. A;C also commits the sin of showing the bad guys’ faces too early and too often. The allure of conspiracy is in imagining the enemy, knowing that he wields power, but being unsure of how far his reach extends. Steins;Gate’s CERN was presented perfectly: we become acquainted with their shady experiments via classified documents, are left to mull over how sinister they could possibly be, and are gradually introduced to the cruelty they can enact on our protagonist. Here, however, we have far too many tangible, mustache-twirling antagonists who also receive bafflingly little development or exploration.

I’m afraid Anonymous;Code’s gameplay gimmick is also rather lacking in function. I loved the idea: Poron has the ability to save and load the world like a video game. He shares the save/load screen with the player who, as A;C is a piece of metafiction, is also a real presence in the game. This relationship between Poron and the player is used to very cool effect at the end, and I was pleasantly surprised to see the concept land correctly as I was absolutely not expecting it to. As a gameplay feature, however, it basically amounts to giving the player a binary choice of dying or not dying. At pivotal points the player is meant to guide Poron to open the Load screen in order to avoid death and rethink his strategy. Several scenes in the game will see the player mashing the shit out of the R2 button to get him to finally open it, as he will rebuke the player unless this action is performed within a very specific, sometimes very short window for which no clues are given besides Poron being ambiguously in danger. Due to the lack of slice-of-life segments, there are few moments where Poron’s ability can be used to humorous or self-serving effect, which is an obvious missed opportunity. The player is not given more than one critical point in each chapter to “choose” (loosely used) to load Poron’s save, and so gets no branching paths to experiment with. Effectively, this means the game has no choices. There are no routes, no means of pursuing girls other than the main heroine. The only creative input the player gets is in finding the True Ending, a process I liked but can see being so obtuse as to frustrate most players who don’t accidentally end up there. That the many gaps in the narrative (again, because of no slice-of-life) and the pathetically few endings combine to create a conspicuous lack of content has become a consistent source of criticism among fans, and I can’t help but agree even as a player who typically enjoys linear experiences.

As metafiction, Anonymous;Code necessarily differs in scope from its Science Adventure counterparts, and the consequences of the twist that offers the explanation for this will likely echo across any future installments. Without getting into spoiler territory, I was rather impressed by how mutedly and maturely the game deals with this shift once shit hits the fan. In part, I do suspect it does so because it’s a twist easily predicted by simply watching the game’s trailer (so in other words, there’s no sense in overselling it), but the new paradigm it creates for the series at least offers up something of substance to chew on afterward. I do worry that this game’s raison d'etre was to answer a question that needed no explanation, that Chiyomaru is taking the easy way out, or that the rest of the series is going to devolve into metafictional slop, but I’ll reserve my judgment for now.

One aspect of the game I was actually impressed by was its presentation. Both it and Steins;Gate Elite are iterations on Chiyomaru’s attempt to make a fully-animated game, and I must say I much prefer this more traditional approach. The warping of the characters’ portraits can look silly on occasion, but the animation feels at home with the loose art style that recalls the abstractness of Steins;Gate. Occasionally the visuals are portrayed in animated comic form, which look incredible and make me wish it were practical to make an entire game in that fashion. The color palette is filled with a lot of bright whites and blues, evoking the feeling of a sleek Apple interface and perfectly selling the near-future setting. Music is on par: nothing mind-blowing but appropriately catchy and used to good effect. I’m sure I’ll have it stuck in my head for a few months.

Between Chiyomaru and myself, I’m not sure who lost the plot with this series. I’m not the obsessive Science Adventure fan I was in the years following Steins;Gate’s explosion of apocryphal media, dutifully connecting the timeline and dimension dots. I’ve played the games, sure, but it’s been fifteen years of them, and I’ll be damned if I remember anything but the most important plot points in each. Maybe Anonymous;Code does appeal to those who have kept up better than I have. I’m sure I’ve expressed some opinion here that betrays my ignorance about the series in one way or another. However, I can’t help but feel that Chiyomaru’s output has only gotten worse, which is a shame. If this series is no longer “for me,” as a fan who has been here since 2008, who is it for? Rather than keep pace with its audience, it feels as though each game is targeting a new audience of teenagers, never aspiring to do anything daring or deeper than trodding through an increasingly diluted series of plot twists that annoy more often than they surprise. As the longest running, meaningfully interconnected series of visual novels out there, I’d like to think the Science Adventure games have a duty to do something more. I’m sure I’ll still be here to play Steins;Whatever in five years, still chasing that feeling from years ago that made me look over my shoulder every time Takumi did in his little cargo crate. I just hope at some point it’ll be worth it.

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.

Weeks out from having finished Astro’s Playroom, I find it weighing on my mind. Kenneth Young’s soundtrack has metamorphized into a collective of brain worms that live rent free in my mind all day. My eyes dart longingly to the game’s spot on the PS5 home screen as I scroll past it to launch Game of the Year Contender, Final Fantasy XVI. I didn’t understand; I’d done everything I possibly could have. Collected all the baubles, completed all the puzzles, asserted my dominance as the alpha among my friend group by handily beating their time trial records. But it’s true, all of it: beneath its gimmicky façade, its simple concept and pathetically low difficulty, Astro’s Playroom is FUN. More fun than what is effectively a pack-in demo should be. In fact, it is because of the circumstances of its existence that I was not only pleasantly surprised by the game, but was also left wanting to see much, much more of it.

As a derivative of Japan Studios, it’s probably not surprising that Team Asobi’s first real outing (no, games that require peripherals for girlfriend simulators don’t count) meets certain expectations. The team comes from a lineage of developers who worked on most of the quirkier stuff that has defined Sony’s Japanese identity, though it’s easy to argue that much of this output has gone underappreciated in the west to an offensive degree. Astro and the world he inhabits certainly evokes a similar feeling to something like Ape Escape or Loco Roco, with its simple geometry, eye-popping colors, and all-around cuteness. The game’s raison d'être – the “4D” functionality (term coined by me) of the PS5 controller, is used to pleasant if not mind-blowing effect. I was particularly fond of the vibration employed for Astro’s footsteps hitting surfaces made of various materials, and especially the feeling of the rain hitting his head. I was certainly convinced of the DualSense’s ability to provide a texture to games I didn’t know was ever missing, so it’s disappointing to hear that the vast majority of games on the console don’t really care to take advantage of it.

What is largely surprising about Astro’s Playroom, when I consider how much I enjoyed it, is that it is otherwise a standard “collectathon” in the vein of popular 5th- and 6th-gen platformers. There are no groundbreaking gameplay innovations here, and relatively little time spent doing anything that isn’t running, jumping, and collecting trinkets, and I think perhaps the game’s strength is in the leeway afforded to it, by virtue of its length, that allows it to hone in on making these basic actions feel as good as possible. Now, I know the collectathon genre has seen some revitalized interest over the past decade or so with at least a couple high-profile releases, so perhaps I’m just late to the party on realizing that I actually loved these exercises in absolute tedium all along, but that doesn’t convince me. I really never held any love for the likes of Rare’s output back on the Nintendo 64, and in comparison Astro is much lighter in sheer volume of doodads to pick up. No; instead, I posit that it is the way Astro controls alone that makes it so appealing.

I’m a firm believer in the idea that (barring turn-based games and the like) a video game is only as good as it is fun to move your character around its world. Indeed, though Super Mario 64 owes much of its critical reception to its wonderful level design, it would have been a non-starter without the mastery with which the systems governing Mario’s control and movement were designed. This single focus propelled the game to such status that players and speedrunners to this day remain almost endlessly fascinated by it, both in a broad sense and in discrete contexts including but not limited to flinging Mario into alternate dimensions. On the other hand, a game with even one noticeably poor movement scheme will struggle to overcome it. My thoughts immediately jump to last year’s Pokemon Scarlet and Violet, wherein every module the player’s mount has is defective in one way or another compared to the superior facsimile provided in Pokemon Legends: Arceus the year prior. Not coincidentally, Arceus was the best Pokemon game we’d gotten in something like a decade, while Scarlet only managed to prove that the franchise is more than capable of subverting consumer expectations for just how bad the games can get.

Now, I said all that to say this: I cannot supplement this assertion with any sort of technical reasoning, but controlling Astro feels really good. The arc of his jump, the circumference of the path he takes as you make him run around in a circle, the precision with which he punches the other little robot fellas; it all works flawlessly on both a technical and conceptual level. Perhaps this all sounds like a very basic observation we can take for granted, but look no further than Sony’s own LittleBigPlanet to find an otherwise fun game scarred forever by the fact that Sackboy’s jump feels like complete ass. In fact, that is the primary reason I never really return to the games despite loving nearly everything else about them. Astro’s normal traversal through a level is also punctuated by the occasional gimmick – rock-climbing with the gyro, rolling a ball around with the touch pad, etc. – which mostly maintains momentum and provides a welcome, different sort of challenge in scoping out collectibles. The odd one out here, however, is the frog suit, which plods along a 2D plane via the gyro and shoulder triggers. While it scores full points for platforming precision, and I never felt necessarily frustrated with it, this section slows the game to such a crawl that I could see a less patient player dreading the return to its respective level to grab missing puzzle pieces or “Artefacts,” Astro’s name for the myriad Sony hardware peripherals painstakingly rendered and showcased as towering sculptures in the player’s trophy room as they’re picked up.

The Artefacts are but one part of the theme of Astro’s Playroom which, as everyone is probably well aware, is a celebration of Sony hardware and the software that that has culturally defined it over the past two decades. Now, I wouldn’t call myself a PlayStation fan by any stretch of the imagination. Although I’ve begrudgingly owned every Sony console, I never really vibed with the PlayStation “culture,” either western or Japanese. That said, even I know that Sony is uniquely terrible at celebrating its own history, so I was downright chuffed to find that a lot of love had been put into making Astro shine in that regard. In addition to the aforementioned hardware renders, one type of collectible goes toward completing two murals which form a timeline of PlayStation hardware, and each level is littered with robot friends appropriating and acting out characters and scenes from Sony and Sony-adjacent properties, all of which are fun surprises despite some odd inclusions (The Order: 1886?). While perhaps beyond the scope of a demo, it would have been nice to, as a player, participate in these cameos: maybe a segment where Astro uses Cloud’s sword, jumps into one of Wipeout’s speeders, or could briefly control gravity a la Gravity Rush. Maybe a 20-minute segment where he needs to paddle a fucking canoe down a river, or move half a dozen ladders! Something to chew on.

But really, it’s considering all these largely superficial aspects of the game that makes me realize that Astro’s Playroom, as a package, is simply more than the sum of its parts. There’s just something so satisfying about flinging Astro off a tightrope in just the right way to have him crash head-first into a PlayStation Mouse, then returning to the lab to punch it and rotate it to observe its dirty little trackball. While I would have enjoyed the game dressed up in any skin, the enthusiasm the developers had for making it a comprehensive, nostalgia-bomb showcase pervades every inch of its world and put a big, dumb smile on my face every time I picked it up. To put it simply, Astro’s Playroom has SOVL, and I hope it RETVRNs with a sequel that does not use some dumbass peripheral.