Final Fantasy XVI is the new mainline game in the long running and beloved series from Square Enix. It features some deviations in gameplay from what you would typically expect from a Final Fantasy but remains true to the series central storytelling core.

Developed by Square Enix's Creative Business Unit 3 and helmed by well regarded FFXIV creator Yoshi-P, Final Fantasy XVI tries to set forth on a new style of game, and succeeds where it counts. The series has now seemingly fully transitioned to a more action RPG approach to its combat. This new combat is fast and reactive in a way never really seen before in a Final Fantasy Game. There are active dodge and parry systems built in, aerial moves, and over 32 new "Eikon Abilities" to weave in and out throughout combat encounters. These Eikon abilities add a good layer to the combat but kind of overwhelm it and feel like the only abilities you really use over and over again. The action is cinematic in a way that only the recent God of War games have been able to be. The camera zooms and shifts to showcase Clive in these really stylized visuals when a parry or dodge is timed perfectly. The action is pretty easy and forgiving for the most part. The game gives you a lot of accessibility and tools in game to help new or inexperienced players who are there more for the story than the action. these include ring and trinkets that will, for example, widen the dodge and parry timing considerably, auto consume potions, command your dog sidekick for you, auto charge magic ranged attacks, etc. There are some difficult optional enemies to be found through the hunt board, but even these will not tax a player who is experienced in action RPG gameplay.

But, like all Final Fantasy games, FFXVI is held high by its storytelling and characters. The story follows Clive and his adventure of personal redemption and continental revolution against his own troubled past and that of this new Final Fantasy world, Valisthea. The bones of the story is set up in a very game of thrones mold. There are several different factions on Valisthea who are all vying for varying levels of control and power. These factions are led by Dominants, humans who have been gifted the power to wield the power of and transform into the iconic and standard Final Fantasy summons, Titan, Shive, Bahamut, etc.

The main story is excellently presented, the voice acting is top tier, cinematic cutscenes are filled with intrigue and beautiful scenery. The game is filled with some of the best and most cinematic encounters I can remember in gaming. Particularly a mid to late game encounter between Clive and Dion, the dominant of Bahamut, that literally goes into outer space. This multiple phase fight and ensuing fallout is the best stretch the game has to offer. There is history and purpose in this conflict for all characters involved, leading to an immensely satisfying clash. Eventually, like most Final Fantasy games, the story shifts from its more grounded premise into a world ending threat that must be stopped. It's something that if you are familiar with the series is expected but ultimately disappointing. The final 15% of the game or so does not carry the same weight and intrigue as before.

The game is definitely not without its faults, framerate and visual issues are rare but present, the resolution of the story as mentioned before, but mainly where the game falls flat is its tacked on RPG elements to flesh out the gameplay and scope. In between these grand scale and wonderfully cinematic main story quests and encounters are some pure fluff and less realized quests. They include the always dreaded open world fetch or kill quests which really lack any depth at all. The crafting system is tacked on and lacks any depth or intrigue, it is basically just there to upgrade and create new weapons for Clive, but the gradual expansion of a good crafting system is no where to be found. You find the same materials late game as you did in the opening zones. Leading me to end up with thousands of hides and magic ash that has no use. They can be sold for money but there is nothing to spend the money on besides potions and audio reels for the main hideaway where you spend most of your time. The side quests range from paper thin to effective and engaging world building adventures, with no real way to decipher which one you are getting into. The first side quest literally has you grab some wood from nearby and bring it back to the quest giver.

My only other gripe would be the actual scope of the game when compared with the scale that is presented. There are beautiful and detailed vistas with looming castles and large cities on the horizon, the scale on some of these are very cool. But you never get to actually explore any of these large cities and castles. Every time you finally get to go to one you always enter in a cutscene and have a set path that you have to follow for the quest there. The game is really missing those walking through the main gates moments that let you realize the scale of the city you are about to explore. The cities are here but for the players purpose they are no more than 1 time instanced levels to beat and then never return.

Overall, the game was an extremely fun and pleasant experience, if a little unfocused in what it truly wanted to be.

Reviewed on Jul 10, 2023


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